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100 OSR Class Pyramid
100 OSR Class Pyramid
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
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