100 OSR Class Pyramid

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

100 OSR Class Pyramid

I've wanted to do this for a long time, but after about a month of effort it's finally here. I
don't have any idea how you should balance these, this is just to give some rules for all
those classes on this old image. I didn't make the pyramid by the way, I just thought I
should write up what all those classes actually do.

01- Cavalier spell level equal to your level once per day.
HP- As Fighter You can throw small shields as d4 weapons
that bounce back to you next round or use
You get +2 to hit and damage when on your big shields as a battering ram that can
mount. You start with a +1 horse, which is smash down doors and knock over small
like a high quality horse. +2 or +3 horses creatures.
are rare and you can tell just by looking at a
horse how good it is. Horse armor is half off 06- Weapon Master
for you and you get +1 to hit and damage HP- As Fighter
with lances.
Every level pick a new weapon. Weapons
02- Knight have to be specific, you can pick a Rapier
HP- As Fighter +1 each level or Cat-of-Nines, but not all swords or whips/
flails. Each of your weapons gets a specific
You can add your AC bonus to your attack bonus, +2 damage vs humanoids, +2 to hit,
once per day equal to your level. You can +2 initiative, +2 AC, and so on. You can
take the damage for another nearby switch weapons every round freely.
character if you give up your attack to do it.
You can wear heavier armor then most and 07- Dragoon
+1 AC in full plate. HP- As Fighter

03- Beserker Heavily armored spear user. You can fight


HP- As Fighter on horseback as well as you do on foot and
can use all your abilities on horseback. You
Every time you are hit in combat, or when can do a spinny move that deals your
you kill an opponent, you get +1 to hit and weapon damage to all enemies next to you
damage. This stacks up to a maximum once a day equal to level. You can also do
equal to your level. Mind-affecting magic to a super thrust move that damage all
try and calm you or put you to sleep is enemies in a straight line up to 10 + (5 per
better resisted with a bonus equal to your level) ft.
current rage level.
08- Sentinel
04- Pugilist HP- As Cleric +1 every odd level
HP- As Fighter
You never sleep. You are never surprised in
Your bare fists count as regular weapons. combat and can warn up to 1 other person
All stun effects are reduced in duration by per level about impending attack so they
one round on you, and are just resisted if are also not surprised.
they are only one round. You can Uppercut
an enemy once per day which stuns them a 09- Fencer
number of rounds equal to your level over HP- As Rogue, +1 every level
their HD, with a minimum of 1.
Every time you defeat an opponent of near
05- Shield Bearer equal fighting skill, note the weapon they
HP- As Fighter used; you get +1 AC versus that weapon
type, up to the maximum AC. You cannot
Must be wielding a shield to use abilities. use heavy armor. As long as you fight with
You can block damaging or cursing spells of
a one handed weapon and do not use your You can ride any willing dragon as a mount
other hand, add +2 to hit. and fight without issue from their back. You
get +2 to saves vs breath attacks. You can
10- Soldier smell gold and silver, the same way
HP- As Fighter dragons do, up to 10 ft per level away.
Nearly airtight containers like chests or
You're used to how war sucks. You can use bags will be very faint.
rusty, shitty equipment as though it was
fully repaired and functional until it literally 15- Dark Knight
falls apart. You get no penalties for traveling HP- As Fighter
and can survive without rations twice as
long as everyone else. Otherwise, you get a To use your abilities, you must be wearing a
bonus for fighting with swords and spears. helmet or mask that covers your face. You
get +1 to hit with all weapons and +2
11- Samurai damage to people scared of you. You can
HP- As Fighter issue a challenge to any other knight or
honorable warrior which they must accept
You owe fealty to a local authority which or be humiliated. Give up your turn to force
opens a lot of doors for you with few a morale check on any enemy who is not a
obligations. You can only wear light or Knight or honorable warrior.
medium armor, but always hit first with a
sword. You're get +2 to hit with bows, 16- Archer
swords, and black-powder firearms if the HP- As Rogue, +1 at level 1 only
exist in the setting.
Must be using a bow to use your abilites.
12- Martial Artist You can fire multiple arrows at once; make
HP- As Rogue +1 each level an attack roll vs all enemies in a cone in
front of you which can hit a number of
Both your arms and your legs + body enemies equal to your level. You can do
combo act as independent attacks or this as much as you want but it uses up a
'weapons' you can use. Add your level to lot of your arrows.
your to hit with fists/feet. You can sacrifice
any of these three attacks to increase your 17- Corsair
AC to attacks coming from that direction by HP- As Fighter, -1 per level
+1d4. If you use weapons you lose the
body and to-hit bonuses, but do more Has all the necessary skills of a sailor. can
damage with a sword then with your fists. use cannons, cutlasses, boarding axes and
other pirate weapons. Can follow any
13- Monk treasure map even if cryptic or in another
HP- As Cleric +1 each level language by following the landmarks. Swig
of grog grants +1 to all saves for an hour.
You're a kung-fu style monk, and get Chi
points equal to your level+1. You can imbue 18- Beast Rider
your strikes with chi with makes them HP- As Fighter, -1 per level
capable of hitting people through armor as
well as ghosts, which costs 1 chi point per By capturing a beast, you can tame it as a
attack. You can meditate for an exploration semi-domesticated mount. Each beast has
turn to give you a life-force shield that lets a special ability, and your beast-mount's
you ignore the spell effects, which takes up maximum HD is equal to your level. While
chi points equal to the spell's level. reading the beast only you or the beast can
attack under your control.
14- Dragon Knight
HP- As Fighter +1 every odd level. 19- Ronin
HP- As Fighter
HP- As Fighter
You are a wandering samurai, without a
master. You have the same weapons Holy Warrior, highly respected. Immune to
proficiency, but instead of always attacking fear and disease. You can Smite once per
first you get +1d6 temporary health points day per level, which lets you deal bonus
each day. You get another temp health dice damage equal to your level against evil
every odd level. beings. You can make an inspiring warcry
that lets your allies take a second morale
20- Warlord check against evil foes.
HP- As Fighter
25- Marksman
You have skill with heavy armor and blunt HP- As Rogue
weapons. You can stop a number of
creatures from fleeing battle, on your side You can use any ranged weapon and get
or the enemy side, equal to your level per +2 to hit. Can double your range and to-hit
day. You will always have a single bonus by aiming for a round, up to your
Lieutenant, loyal as a dog by your side, who level maximum rounds. On any attack roll
advances as a Fighter two levels below you can reduce your damage by ½ to
you. suppress an enemy so they can't move
towards you or shoot at you.
21- Herald
HP- As Cleric 26- Duelist
HP- As Fighter, -1 per level
You cast Divination spells, but as a Cleric.
Religious followers of all religions, include Spend a round studying a humanoid
monster religions, must let you but not opponent instead of fighting to get +1 to hit,
necessarily your friends go free and cannot damage, and +1 AC against them, stacks
attack you unless you instigate. Every time up to your level. If you're hit by another
you level up, you draw the apocalypse or enemy make a save or lose the bonus.
the rapture one day closer.
27- Marauder
22- Inquisitor HP- As Fighter
HP- As Cleric
Wear or drink the blood of slain foe to get a
You can sense alignment of an object, barrier that blocks a single attack of that
place, or person a number of times per day enemy's HD or less. You can choose when
equal to your level. If you put someone it activates, and can have a number of
through torture, you can extract a number barriers equal to your level at any given
of true facts or things they know from them time.. You get a bonus with axes and get +1
equal to your level. AC when fighting naked. Enemy's make
morale checks -1 against you.
23- Blade Singer
HP- As Cleric 28- Raider
HP- As Rogue, +1 each odd level
Chant war songs while in battle that affect
all allies who can hear it. Chants can You get two attacks as long as you have a
increase your AC by your level for one turn, one-handed weapon in both hands.
chant deals 1d6 sonic damage that Attacking the same target lets you take the
channels through your weapon, or chant best attack and damage roll for one attack
that blocks enemies from using special only. Raiding houses and villages lets you
abilities for one turn. Can chant number of find +1d6x100 extra gold or an extra rare
rounds per day equal to your level +1 item.

24- Paladin 29- Adventurer


HP- As Rogue, +1 each level
Whenever you kill an enemy, you may
You may use any weapons or armor. You sacrifice your next turn to raise it as a
get 1 experience point for each floor tile (10 zombie servant, maximum amount of
feet) uncovered. Every time you leave town servant HD equal to your level or less,
you have an adventurer pack which you requires you to take 1d6 damage in
can pull any common supply item or tool bloodletting. Once per day per level you
when you need it. Uses of the pack equal to may deal 1d4 damage to any living enemy
your level. and restore that much life; absorbing their
life force.
30- Strategist
HP- As Cleric 35- Battlemage
HP- As Cleric
Add your level to the saving throw difficulty
of enemies who step on caltrops or traps You have no armor penalties and cast
set up by you. If prepared for combat, you spells in combat. You must fight with a
give everyone in the party +your level for metal staff that can channel heat, cold, or
the first round. Once per day per ½ your electricity to deal +1d6 elemental damage
level you may shout an order at a party on a hit once per day per level. You must
member to shake them from a stun or study your spellbook twice as long and
illusion. ritually polish your armor to keep your
magic working.
31- Diplomat
HP- As Wizard, +1 per level 36- Bandit
HP- As Fighter, -1 per level
Every level you can learn a new language.
Deals you sign with willing entities are You can use any other character's attack
considered legally binding by most bonus in the party if it is higher then yours.
governments. Once per day per level, you You are skilled with daggers, arrows,
can substitute any bad reaction check to shortswords and bucklers. Leather armor
neutral, or neutral to good. for you counts as Chainmail. You can
barricade a road to stop people passing in
32- Templar 1d6 turns.
HP- As Cleric, +1 per level
37- Gunslinger
Make your mace glow like a lantern for one HP- As Rogue
exploration turn, number of uses equal to
your level. You can consecrate a weapon You can reload fast enough to fire every
so the next time it hits an evil creature, it round with any gun. Once per day per level
deals +1 damage. You know secret code you can curve your bullets, letting you
phrases that let you get into the Templar ignore enemy cover and shield bonuses.
hideout in every major city.
38- Assassin
33- Spellsword HP- As Rogue
HP- As Cleric
You are skilled with knives, needles, and
You can prepare touch spells into your other hidden weapons. Whenever you
melee weapon. Maximum number of spells sneak attack a target from behind add your
equal to level +1 per day can be used this level to the damage.
way. All swords count as +1 if you polish
them with your moon oil. 39- Ranger
HP- As Rogue, +1 per level
34- Death Knight
HP- As Fighter
You are skilled with the bow and axes, and making them unable to attack you if you
can add your level to reaction checks with attack them.
wild animals. Every level you learn
something new about your home biome; 44- Arcane Archer
like the weakpoint behind a camalclop's HP- As Rogue, -1 per level
neck or how to eat tree-bark safely.
You get mana points, 2 every level and
40- Ninja starting with 2 at first level. Fire magic
HP- As Rogue, +1 at level one arrows that can hurt magic creatures, costs
1 mana. You can also imbue your arrows
If you are wearing all black you add +1 to with an element to deal +1d4 damage of
your AC. You are skilled with weapons that element, cost 2 mana points. Bouncing
derived from farming tools and can secretly arrow can hit multiple targets, each target in
keep a number of throwing stars on your succession having -1 to hit which costs 3
person equal to your level. You can take a mana points. Mana points recover once a
number of steps on top of water without day when you wake up.
falling in equal to your level if you're
sprinting. 45- Red Mage
HP- As Rogue
41- Merchant
HP- As Rogue, -1 at level one Every level, choose either to learn a new
magic user OR cleric spell, learn how to
You start with double starting currency. You use a new weapon and add +1 to hit, or
can appraise items and can always tell if learn how to wear one heavier armor
offers you get are far above or far below category. You start with basic weapons skill
what they should be. You can carry an with +1 to hit, can cast one spell, and can
additional weight unit per level without wear cloth armor only. You are the most
becoming encumbered. You begin at versatile class.
1st level with either a beautiful, fleet-footed
talking horse with a silver mane or a 8ft tall 46- Blue Mage
half-ogre hireling who is incredibly strong HP- As Wizard, +1 each level
but cannot speak.
Whenever you succeed a saving throw vs
42- Bard magic, you can 'store' that spell's effects
HP- As Cleric, -1 per level inside of you to be released against an
enemy. You get +1 savs vs magic per level.
You must have an instrument to use your You can copy the magic effects creatures
powers. You can play a war song that have, as long as your level is at least equal
grants allies +2 to hit and AC while you play to their HD.
the song, or do the opposite reversed
values for enemies. You can also play a 47- Cleric
song to counter enemy sound-based HP- As Cleric
illusions or songs. Once daily per level; play
a song that stuns enemies for 1 round and You can cast Cleric spells, one per day per
interrupts spellcasting. level. You can also turn undead ½ your
level times a day, minimum of 1. Undead
43- Dancer equal to your level are stunned, below are
HP- As Rogue, +1 at level one scared away. If your level exceeds the
enemy undead's health points as well as
Give up your attack this round to add your HD; they are destroyed.
level to your AC, can still move while doing
this. If you have a scarf, ribbon, or other 48- Battle-Priest
long fabric equipped on you or your weapon HP- As Cleric
you can distract an enemy before attacking,
During battle you may recite a prayer 53- Beast Master
instead of attacking which protects your HP- As Rogue, +1 each level
allies from save vs death effects at +2 while
you chant. You may lay hands on someone You can tame wild beasts, up to a number
who is dying with negative HP equal or less of TOTAL beast HD of all your beasts equal
then your level and put them to 0 HP. You to your level. You can spend a combat
can use this power once per day. round identifying a beast to get a general
idea of how strong (damage and to hit), and
49- Cutpurse tough (AC and HD) it is, as well as maybe a
HP- As Rogue clue to its special abilities. You get +2 AC vs
animals and +2 to saves that come from
Once per day per level you can replace an wild beasts and monsters.
item someone is carrying with something
else of roughly equal weight and shape 54- Horizon Walker
without them noticing. You get a bonus to HP- As Cleric
hit with a knife equal to ½ your level and
can evade a number of people trying to find You have an innate sense of what the
you in a crowd equal to your level. weather will be like when you travel
somewhere. If on foot and with a walking
50- Scout stick, you can walk long into the night and
HP- As Rogue morning and travel level+1 times distance
you should have. At 8th level you can cross
You can travel as fast on foot as others do between planes doing this.
on horseback (not in combat), and twice as
fast on horseback as everyone else. You 55- Strider
get a bonus to stealth checks, but not HP- As Fighter
stealth attacks, so you can scope out
opponents. You get a number of useful, You can run as fast as a horse for combat
exploitable facts you learn from scouting rounds each day equal to your level +1. You
equal to your level. can jump between rooftops or in the trees
at this speed as well, using the same
51- Hunter resource. You can wear up to medium
HP- As Rogue, +1 at first level armor and use any weapon.
Gather info on a monster or animal by 56- Loremaster
following its trail and finding marks and HP- As Wizard, +1 at first level
clues. Droppings, trails, scorch marks,
bones of victims, etc. Each one grants you Every time you level up, you get to learn
+1 AC, +1 to hit and +1 to saves vs that another local legend that is related to your
specific creature. You are skilled with adventure. You can decode spellbooks and
medium armor as well as ranged weapons ancient lore documents in 1d6 days. You
and spears. can identify magic items equal to your level
or less in power based on the legends and
52- Explorer stories you've learned.
HP- As Rogue, +1 each level
57- Enchanter
Every time you discover a new location, you HP- As Wizard
get 10% experience points to your next
level. You see in the dark better then most Once per day per level, you can imbue an
people. Skilled with all basic weapons and item with magical power giving it +1 to a
medium armor. You begin with a magic weapon or armor. You can also enchant a
compass that can point towards the nearest weapon with near human levels of
most important landmark. intelligence and the ability to speak OR the
ability to move under your command. Each
of these uses costs a use of your power. body cannot be used again. Skeletons and
Duration lasts all day, but with a sacrifice of zombies up 1 HD, large creatures count as
gemstones can be made permanent. 2 HD. Small animal skeletons like pigs and
dogs count as ½ HD. They last until
58- Summoner destroyed or turned, but do not have any
HP- As Wizard special powers.
You can conjure a creature of HD equal or 62- Druid
less to your level, multiple creatures can HP- As Cleric
also be summoned as long as their total HD
is less or equal to your level. You only have You can freely turn into an animal at will,
partial control over these creatures, and the number of animal forms you have is
they must be placated with sacrifices when equal to your level. Once per day per level,
you first summon them. All creatures last you can command plants to obey you,
1d6 turns, add +1 turn per 5 Summoner either giving you food and water or
levels. entangling your foes. You can learn the
languages of animals the same way you
59- Psion learn person languages, and get bonus
HP- As Rogue, -1 per level animal languages equal to your level.
You have telekinetic power. You can lift 63- Acolyte
items equal to your level in stone with your HP- As Cleric
mind, start a fire, create telekinetic barriers
that absorb up to your level in physical You can join any religion regardless of their
damage, and can levitate for a number of alignment and serve them as an apprentice
minutes equal to your level. Every time you and acolyte. You can learn one spell or
use your powers you gain 1 stress. If you magic ability from each religion every level
have 7 stress or more when you use your and can leave them at any time. When you
next power or see something shocking; 2d6 die there is a 1 in 6 chance the various
roll under stress or pass out. Gods fight over your soul and you can slip
away back to 1 HP instead.
60- Elementalist
HP- As Wizard 64- Highwayman
HP- As Rogue, +1 at first level
You can conjure a moderate amount of any
element (room-sized cloud of fog, bonfire, When you meet travelers on the road, you
barrel sized amount of water, or a large can force them to give up to 10x your level
stone) once per day per level. You can worth of goods in gold coins or other
conjure this as is or as an attack. You can treasures and supplies, and they will not
conjure a minor amount or about 1/3 a call the guards on you. You deal +1 damage
moderate amount of any element twice per on ambushes per level, and are adept at
day per level. Every 3rd level and starting at hiding.
3rd level you can conjure a very large
65- Ballistician
amount of an element once per day, like a
HP- As Rogue
house-fire, a mini-tidal wave, small lightning
bolt, or boulder. You are skilled with crossbows and siege
weapons. You can use explosive ammo
61- Necromancer
without it going off on you. Enemies who
HP- As Wizard, -1 per level
save to avoid your projectiles or disease-
You can raise and control an army of ridden corpses you throw over the walls get
undead minions. Up to your level+1 in HD. -1 to saves per level. At 6th level, you can
You need a corpse and once destroyed the fling yourself or another person with a
catapult without hurting them, letting you You are an expert spelunker and get to add
fling them over walls. your level to climbing checks in dungeon or
caves. You get dark vision once you reach
66- Spy 3rd level and get +1 to hit with all weapons
HP- As Rogue in very cramped quarters. You can
understand the monster scratch language
Each week you spend investigating a
written on the wall, and learn 2 words of it
political power from within you get to learn
each level.
one dirty secret about it, such as a secret
passage or where their well is so you can 70- Gambler
poison it. It takes a number of people HP- As Rogue
suspicious of you equal to your level or
more for them to figure out that you're a Once per day you may make a Hunch roll;
spy. You get +1 to hit with knives and roll a d20 and you can use that roll instead
enemies who ingest poison food & drink of rolling at any time during the day. You
brought by you get no save. can hustle people in towns, gaining 1d6x10
per day in silver for low class areas and
67- Poisoner gold for high class ones. Once per day per
HP- As Rogue, -2 at first level level, you can 'double or nothing' any roll.
Success means you get a double success,
You get +2 to saves vs poison. You can mix
such as bonus damage or avoiding all
one basic poison per day per level, dealing
damage instead of taking half, but failure
an additional 1d6 damage to targets hit or
means you get a double failure and must
poisoned with food & drink. Every 3rd level take more damage or put into bad
you learn how to craft a special poison that situations.
deals 1d6 per poisoner level but only
towards a single specific creature or 71- Mentalist
person. You can identify any normal poison HP- As Magic User, +1 per level
both on its own and after it starts hurting
someone. You can read the surface thoughts of others
once per day per level, which let you tell
68- Trap-Master basic emotions and lies but cannot learn
HP- As Rogue everything they think or now with this power
alone. You can send short mental
Enemies must subtract your level from their messages to others in a nearby area and
saving throw vs traps you set. You can set get +2 saves vs all mind affecting spells. If
up a trap in 1d4 turns made of normal you pierce something as an illusion, you
materials that deals 1d6 damage, and can can roll a save vs magic to gain control of it
catch 2 rations worth of food per day by for three rounds.
using your traps. You can also set a non-
damaging special trap that can catch 72- Tinker
creatures up to your level in total HD once HP- As Rogue, -1 per level
per day. At 4th level you can tweak the
trigger conditions of a trap you set, such as You can repair and craft technological
only small creatures or only big creatures clockwork gizmos and gadgets. You have a
will set it off. At 8th level you increase your 1 in 6 chance to discover the use and repair
trap damage to 2d6 that counts as magic ancient machines in dungeons, this chance
damage and can trap ghosts and other increases every even level. You can tinker
supernatural enemies in your cage traps. with people's gear and can add +1 to hit, +1
to damage, or +2 resistance to a random
69- Dark Delver element with a 25% chance to instead do
HP- As Fighter an opposite negative version of the above
effects. These can be fixed by spending a your level and they get AC 10 + wisdom to
day in the workshop. avoid taking 1d6 mental damage from your
attacks. At 3rd level you can do this by just
73- Technomancer touching a sleeping person.
HP- As MU, +1 at first level
77- Channeler
You can create magitech devices. You can HP- As MU
break down magic items and gain magic
dust and shards equal to the magic bonus You can create 1 point of magic from any
of the item. Shards can be used to create item or object, the magic point is 'flavored'
magical devices that can replicate any spell as a specific element or force. You cannot
effect equal to your level or less once a day. drain any object twice. Bones grant death
You must feed one of your devices with magic, plants grant plant magic, weapons
thunderstrikes, gold, or fresh blood every grant steel magic, etc. Each point of magic
1d6 days or else it will stop functioning. can be spent to cast a spontaneous magic
spell, equal in level to the magic points
74- Animist spent on it. You can create a number of
HP- As Cleric, -1 per level magic points equal to your level per day.
You can bottle the spirit energy of living 78- Sage
things as they die, which can be consumed HP- As MU
by another living thing to restore 1d4+HD of
creature's essence. If you bottle a person Once per day you can spend an exploration
you can bring them back in a nonliving turn meditating to gain a bonus equal to
object, which they can then animate but your level to any skill you wish. Every time
their soul is trapped within. Your power of you heal someone using herbs and
spirit magic lets you see the true form of medicine you get to add +1d6 to the health
nature spirits and druids who take animal restored, and can restore +1d4 points of
form. any attribute they lost. Every time you level
up, you gain +1 in a random skill even you
75- Geomancer never practiced before, like politics, religion,
HP- As MU, +1 per level armor smithing, etc.
When you approach a natural barrier or 79- Theurge
superstitious location, you can feel the HP- As MU, +1 at first level
layline energy of the place which grants you
+3 to all saving throws and AC for the day You may touch a person, place, or object to
OR can be used to create golems of mud grant it an aura that resists magic and
and clay who obey you. Golems have HD creatures of the opposite alignment, which
equal to your level but only deal 1d4+1 lasts until sundown. You can do this once
damage and are very slow. You have a per adventure per level. Doing rituals and
supernatural sense for magnetic north chants for the gods may grant you a
when standing on a layline. prophecy, which gives one random party a
+1 to all saves of a certain category until
76- Dream Walker some major objective is accomplished.
HP- As MU, +1 per level
80- Warlock
Whenever you sleep, you may invade the HP- As MU
dreams of anyone within a radius of miles
equal to your level as long as you have a You can summon demons by blood
lock of their hair or a personally important sacrifice, one demon will be called equal to
item of theirs. Once inside their dreams, your level in HD+1d6. The demon will serve
you can send them messages or terrorize you one task, but will require something in
them with nightmares. Make attack roll + return if it has HD greater then ½ your level.
Each HD it has over your level it will innate sense of where they are, but they
demand something extra from you, be it also have an innate sense of being followed
blood, gold, or humiliation. If you cannot or watcher. You get +1 bonus to stealth and
pay the demon will take your soul. damage when sneaking up on your target,
but can also protect them instead granting
81- Thief them +1 AC if you sense they are in danger.
HP- As Rogue
86- Chameleon
You get a bonus to picking locks equal to HP- As Rogue, -1 per level
your level, and get +1 damage with knives
and sneak attacks. If you find yourself By standing still, you can change the color
disarmed or with your gear stolen, you can and texture of your skin once per level per
pull out a hidden lockpick once per day. day.
Whenever you attempt to sneak you may
add your level as long as they are 87- Trickster
distracted by something. HP- As Rogue

82- Infiltrator You can make people think that an item you
HP- As Rogue are holding is something of a similar size,
such as a rock is a pearl or a knife is a
When performing a sneak attack, you can flower. Additionally, you can imitate voices.
instead make it nonlethal damage and add When cornered you can disappear in a puff
your level to knock out guards. You have a of smoke or by running behind a curtain
sixth sense and only have a 1 in 6 chance once per day. Your powers fail to work on
of being surprised by guards, as you can people once a number of people equal to
hear them coming. Every time you enter a your level or more know you are a dirty
new room in a place you are sneaking trickster, and you'll have to find a new place
around in, you have a 50% chance to find a to terrorize.
map, key, or some other useful item or bit of
information to help you. 88- Magician
HP- As MU, +1 at first level
83- Cat-Burgler
HP- As Rogue, -1 at first level You can cast an unlimited amount of
1st level spells per day, but require special
You can squeeze in through bars and objects to cast them with, such as powder
windows, and reduce the damage taken for sleep or paper streamers for magic
from falls by your level. missile. You know a number of weak
magical spells equal to your level. You can
84- Philanderer make one of your hirelings your Assistant
HP- As Rogue, -1 per level which makes enemies take -2 to all their
saves when they're present and they can
You can cast Charm as a nonmagical effect cast a single trick.
on someone once per day per level. Once
you reach 9th level, a powerful and rich 89- Shadowmancer
person will want to have sex with you and HP- As MU
cheat on their spouse, potentially getting
you into trouble but also getting you access You can bend and change the shape and
to political power by proxy. action of your own shadow at will. By piling
shadows in a corner or other area, you can
85- Stalker grant +1 to all stealth attempted there.
HP- As Rogue Once per day per level you can make a
shadow into a semi-physical thing that can
You can select a 'target' by talking to or be attack or move as a 1st level creature. If
speaking with someone. You will have an
you manage to stick an iron pin in another friction in this case. Illusions can be
being's shadow they must save or cannot dispelled by beings that don't believe them
move. or by taking too much magical damage.
Illusions people believe can affect them at
90- Alchemist about ½ the power of an actual being or
HP- As MU spell of that type if it was actually real.
You can identify potions a number of times 94- Shaman
per day equal to your level. If you mix two HP- As Cleric, -1 per level
potions you can cancel out the effects of
one potion while keeping the other effects, When wearing a spirit mask, you get +2 to
create a combination potion, or make the saves for wise masks OR enemies get -2 to
potions into a bomb that deals 2d6 damage morale for scare masks. When banging a
to enemies of a random element when drum, all allies gain +1 to hit and damage
thrown. You can also brew potions in your and initiative. The shaman can burn the
laboratory by using herbs and animal parts, bones of an animal who had a strong spirit
and can create 1d6+ level potions each or dutiful life and the smoke from this fire
season. will heal 1 hit point per HD of the animal to
all who breathe it in.
91- Binder
HP- As MU 95- Seer
HP- As MU, +1 at first level
By concentrating and taking a full round to
incant a spirit or ghost's true name, you can By reading a palm, with a crystal ball, or
force them to inhabit an object like a vase, with tea leaves you can spin a fortune
bottle, box, or bag. This only works on which grants anyone else a hunch roll or +4
beings who have HD equal to or less your AC against a single attack from an enemy
level. Once per day, you may force a spirit you know of in advance. You can do this
you've trapped to reveal a secret to you or once per day per level, but only once per
perform some minor action for you, but you person. Additionally, you can meditate to
must banish them to the spirit realm after astrally project outside your body a number
you force a spirit to obey you three times. of yards up to your Seer level.
More powerful creatures can give better
secrets or even cast spells for you. 96- Arcanist
HP- As MU
92- Conjurer
HP- As MU, +1 at first level You can cast spells through the carving of
magic runes. Any spell effect you've learned
You can conjure forth basic objects of from an item or studying the bones of a
simple construction, like some clothes, creature can be inked onto paper to create
bundle of arrows, a sword, etc. You can do a simple sigil that can be used once and is
this a number of times per day equal to then burned, or carved into a piece of
level and all objects fade away after a day if equipment to be used by the person holding
you do not use them or touch them. You it or into a wall, door, or book to be cast as
can use this power to create non-magical a trap. These spell effects are reduced and
food or drink but must spend time with weakened versions of the normal spells you
whoever ate it or else it will fade in their know.
belly and cause them to starve.
97- Witch
93- Illusionist HP- As MU
HP- As MU
You can curse people. This requires a ritual
You can create illusions that can fool one and you can only have a number of these
sense per level+1. Touch includes heat and curses active equal to your level or less. If
you curse someone with polymorph they day, roll d20 + your level to change
may instead just turn into that animal when circumstances.
they sleep, or only during certain phases of
the moon since the curses are limited. 99- Wizard
HP- As MU
98- Sorcerer
HP- As MU You can learn magical spells. By reading a
scroll or spell book you can write down and
You can press your own formulate new magical powers for you to
magical presence onto other people to cast. You can cast a number of spells per
influence them, either by granting +1 per day equal to your level. You start with two
level to reaction checks with that creature spells.
or granting them -1 to morale checks. You
can only do this once per being per 100- Warrior 
adventure. You can force the world to HP- As Fighter
damage an enemy or object, which either
takes the strain directly or nearby objects +1 to all attacks with weapons per level.
lash out at them to accomplish your will. Add +1 damage to your attacks every even
Deals 1d6 damage and can do this only level. Once per adventure, heal 1d6+level
enough times it makes sense in your as you let out your fiercest battle cry.
environment. You can twist fate once per

You might also like