Old-School Essentials

Classes

Class abilities, level progression, and supporting rules from the edited classes reference.

Ability scores: STR — Strength; DEX — Dexterity; CON — Constitution; INT — Intelligence; WIS — Wisdom; CHA — Charisma. XP — experience points; HD — Hit Dice; hp — hit points; AC — Armour Class; gp — gold pieces. Bracketed AC values are ascending Armour Class. Book titles and page numbers refer to the source books.

The PDF also retains its original THAC0 notation: the attack matrix row to use, with the ascending AC attack bonus in brackets. The progression tables below use the visible edited Attack columns.

Acolyte

By Gavin Norman.

Requirements
None
Prime requisite
WIS
Hit Dice
1d6
Maximum level
14
Combat aptitude
Semi-Martial
Armour
Any, including shields
Weapons
Any blunt weapons
Languages
Alignment, Common

Acolytes are adventurers who have sworn to serve a deity. They are trained for battle and can channel the power of their deity.

Acolyte Skills

Acolytes can use the following skills with a range of 30′, with the chance of success shown opposite:

Combat

Acolytes can use any armour. Strict holy doctrine prevents acolytes’ use of weapons that have a sharp, cutting edge or stabbing point. They may use the following weapons: club, mace, sling, staff, war hammer.

Divine Magic

Acolytes cannot memorize spells, but can cast clerical spells from scrolls. See Magic in Old-School Essentials for full details on divine magic.

Holy symbol: An acolyte must carry a holy symbol (see Old-School Essentials).

Deity disfavour: Acolytes must be faithful to the tenets of their alignment, clergy, and religion. Those who fall from favour with their deity may incur penalties.

Magical research: An acolyte of any level may spend time and money on magical research. This allows them to research miscellaneous magical effects (see Other Magical Research in Old-School Essentials). From 9th level, an acolyte may also create magic items.

Using magic items: Acolytes can use magic scrolls of spells on the cleric spell list (see Old-School Essentials). They can also use items that may only be used by divine spell casters (e.g. some magic staves).

Healing

From 2nd level, an acolyte has the power to heal by touch. This may be used once per day per level of the acolyte and either cures 1d3hp or allows another save vs a negative effect (e.g. a curse or poison).

After Reaching 9th Level

An acolyte may establish or build a stronghold. So long as the acolyte is currently in favour with their god, a stronghold may be bought or built at half the normal price, due to divine intervention.

Acolyte level progression
Level XP HD Attack D W P B S
1 0 1d6 +0 11 12 14 16 15
2 1,500 2d6 +0 11 12 14 16 15
3 3,000 3d6 +1 11 12 14 16 15
4 6,000 4d6 +1 11 12 14 16 15
5 12,000 5d6 +2 9 10 12 14 12
6 25,000 6d6 +2 9 10 12 14 12
7 50,000 7d6 +3 9 10 12 14 12
8 100,000 8d6 +3 9 10 12 14 12
9 200,000 9d6 +4 6 7 9 11 9
10 300,000 9d6+1* +4 6 7 9 11 9
11 400,000 9d6+2* +5 6 7 9 11 9
12 500,000 9d6+3* +5 6 7 9 11 9
13 600,000 9d6+4* +6 3 5 7 8 7
14 700,000 9d6+5* +6 3 5 7 8 7

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Followers

Once a stronghold is established, the acolyte will attract followers (5d6 x 10 fighters of level 1-2). These troops are completely devoted to the acolyte, never checking morale. The referee decides which proportions of followers are 1st and 2nd level and which are bowmen, infantry, etc.

Rolling Skill Checks

All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Player Knowledge

The referee should roll for detect magic on the player’s behalf, as the acolyte does not always know whether the object being scanned is magical or not.

Expertise

At 1st level, an Acolyte has 4 expertise points to allocate. Every level thereafter, an Acolyte gains 1 point to allocate.

See D6 Thief Skills for the alternative skill system.

Acolyte skills: chance of success
Level BL DM KA PU RA TU
1 10 30 20 20 25 50
2 35 50 35 23 55 55
3 40 55 40 25 60 60
4 45 60 45 26 65 65
5 50 65 50 35 70 70
6 55 70 55 45 75 75
7 60 75 60 55 80 80
8 65 80 65 65 83 85
9 70 85 70 70 86 90
10 71 90 75 75 90 95
11 72 95 80 80 92 100
12 73 97 85 85 95 105
13 74 98 90 90 98 110
14 75 99 95 95 99 115

BL: Bless; DM: Detect magic; KA: Know alignment; PU: Purify; RA: Rally; TU: Turn undead.

Related: House Rules: D6 Thief Skills.

Acrobat

Requirements
None
Prime requisite
DEX
Hit Dice
1d4
Maximum level
14
Combat aptitude
Semi-Martial
Armour
Leather, no shields
Weapons
Missile weapons, dagger, sword, short sword, pole arm, spear, staff
Languages
Alignment, Common

Acrobats are trained in skills of balance, gymnastics, and stealth. They often work in conjunction with thieves and may belong to a Thieves’ Guild.

Adjust ability scores: During character creation, acrobats may not lower STR.

Encumbrance: Evasion, falling, jumping, and tightrope walking cannot be performed if encumbrance reduces the acrobat’s movement rate to less than 90′ (30′) (see Encumbrance, p215).

Acrobat Skills

Acrobats can use the following skills with the chance of success shown opposite.

Combat

Acrobats cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons.

Evasion

When retreating from melee, an acrobat’s ability to tumble negates the opponent's usual +2 bonus to hit (see p234).

Jumping

With a 20′ run-up, an acrobat can jump across a 10′ wide pit or chasm (or 20′ wide when aided by the use of a pole). Also when using a pole, an acrobat can jump over a 10′ high wall or onto a 10′ high ledge. Suitable poles for jumping include: 10′ poles, pole arms, spears, staves.

Tumbling Attack

Using the falling or jumping abilities, an acrobat can make a tumbling melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the acrobat also gains a +4 bonus to hit.

Acrobat level progression
Level XP HD Attack D W P B S
1 0 1d4 +0 13 14 13 16 15
2 1,200 2d4 +0 13 14 13 16 15
3 2,400 3d4 +1 13 14 13 16 15
4 4,800 4d4 +1 13 14 13 16 15
5 9,600 5d4 +2 12 13 11 14 13
6 20,000 6d4 +2 12 13 11 14 13
7 40,000 7d4 +3 12 13 11 14 13
8 80,000 8d4 +3 12 13 11 14 13
9 160,000 9d4 +4 10 11 9 12 10
10 280,000 9d4+2* +4 10 11 9 12 10
11 400,000 9d4+4* +5 10 11 9 12 10
12 520,000 9d4+6* +5 10 11 9 12 10
13 640,000 9d4+8* +6 8 9 7 10 8
14 760,000 9d4+10* +6 8 9 7 10 8

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

After Reaching 9th Level

An acrobat can establish a training school, attracting 2d6 apprentices of 1st level. The apprentices will serve the character with some reliability; however, should any be arrested or killed, the character will not be able to attract apprentices to replace them. A successful acrobat burglar might use these followers to start a Thieves’ Guild.

Rolling Skill Checks

All skills except falling are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Player Knowledge

The referee should roll for hide in shadows and move silently on the player's behalf, as the acrobat always believes the attempt to be successful. If the roll fails, the referee knows that the acrobat has been noticed and should determine enemies’ actions appropriately.

Acrobat skills: chance of success
Level CS FA HS MS TW
1 87 25 10 20 60
2 88 25 15 25 65
3 89 25 20 30 70
4 90 33 25 35 75
5 91 33 30 40 80
6 92 33 33 43 85
7 93 33 36 46 90
8 94 50 40 50 95
9 95 50 43 53 99
10 96 50 46 56 99
11 97 50 50 60 99
12 98 66 53 63 99
13 99 66 56 66 99
14 99 75 60 70 99

CS: Climb sheer surfaces; FA: Falling (damage reduction); HS: Hide in shadows; MS: Move silently; TW: Tightrope walking.

Expertise

At 1st level, an Acrobat has 4 expertise points to allocate. Every level thereafter, an Acrobat gains 1 point to allocate.

See D6 Thief Skills for the alternative skill system.

Related: House Rules: D6 Thief Skills.

Arcane Bard

By Gavin Norman.

Requirements
Minimum INT 9
Prime requisite
CHA and DEX
Hit Die type
1d6
Combat aptitude
Semi-martial
Maximum level
14
Armour
Leather, chainmail, no shields
Weapons
Any

Arcane bards are musicians and poets drawn to a life of wandering and adventure. They pick up a wide range of abilities in their travels, becoming jacks-of-all-trades.

Prime requisites: An arcane bard with at least 13 CHA and DEX gains a 5% bonus to experience. An arcane bard with a score of 16 or higher in one prime requisite, and a 13 or higher in the other gains a 10% bonus.

Anti-Charm

While the arcane bard plays music and sings, allies within 30′ are immune to song-based magical effects and the beguiling powers of sylvan creatures or fairies. Allies already under the effect of such magic gain another saving throw with a +4 bonus.

Arcane Bard Skills

Arcane bards can use the following skills, with chance of success shown opposite:

Arcane Magic

See Magic in Old-School Essentials for full details on arcane magic.

Spell casting: From 2nd level, arcane bards can cast arcane spells, owning a spell book in which the magical formulae for the spells they know are recorded. The level progression table (opposite) shows both the number of spells in the arcane bard’s spell book and the number they can memorise, determined by the character's experience level. An arcane bard's spells are selected by the referee (who may allow the player to choose). Arcane bards have the same spell selection as magic-users or illusionists—as the referee wishes.

Using magic items: As spell casters, bards are able to 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).

Arcane Bard level progression
Level XP HD Attack D W P B S Spell 1 Spell 2 Spell 3 Spell 4
1 0 1 +0 13 14 13 16 15 — — — —
2 2,000 2 +0 13 14 13 16 15 1 — — —
3 4,000 3 +1 13 14 13 16 15 2 — — —
4 8,000 4 +1 13 14 13 16 15 3 — — —
5 16,000 5 +2 12 13 11 14 13 3 1 — —
6 32,000 6 +2 12 13 11 14 13 3 2 — —
7 64,000 7 +3 12 13 11 14 13 3 3 — —
8 120,000 8 +3 12 13 11 14 13 3 3 1 —
9 240,000 9 +4 10 11 9 12 10 3 3 2 —
10 360,000 9+2* +4 10 11 9 12 10 3 3 3 —
11 480,000 9+4* +5 10 11 9 12 10 3 3 3 1
12 600,000 9+6* +5 10 11 9 12 10 3 3 3 2
13 720,000 9+8* +6 8 9 7 10 8 3 3 3 3
14 840,000 9+10* +6 8 9 7 10 8 4 4 3 3

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply. Spell columns give the number of spells of each spell level; — indicates none.

Lore (2nd Level)

From 2nd level, an arcane bard has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability can be used to identify the nature and powers of magic items.

After Reaching 11th Level

An arcane bard can establish a manor. 2d6 apprentice arcane bards of 1st level will come to study under the character.

Rolling Skill Checks

Hear noise: Is rolled on 1d6 by the referee. If the roll is within the listed range of numbers, the skill succeeds.

Other skills: Are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Arcane Bard skills: chance of success
Level CS HN PP RL
1 77 1–2 20 40
2 78 1–2 25 50
3 79 1–3 30 60
4 80 1–3 35 70
5 81 1–3 40 80
6 82 1–3 45 82
7 83 1–4 55 84
8 84 1–4 65 86
9 85 1–4 75 88
10 86 1–4 85 90
11 87 1–5 95 90
12 88 1–5 105 90
13 90 1–5 115 90
14 91 1–5 125 90

CS: Climb sheer surfaces; HN: Hear noise (successful d6 rolls); PP: Pick pockets; RL: Read languages.

Expertise

At 1st level, an Arcane Bard has 4 expertise points to allocate. Every level thereafter, an Arcane Bard gains 1 point to allocate, except at levels 5, 10, and 14.

See D6 Thief Skills for the alternative skill system.

Related: House Rules: D6 Thief Skills.

Assassin

Requirements
None
Prime requisite
DEX
Hit Dice
1d4
Maximum level
14
Combat aptitude
Semi-Martial
Armour
Leather, shields
Weapons
Any
Languages
Alignment, Common

Assassins are adventurers who specialise in the arts of infiltration and killing by stealth. They sometimes form guilds whereby their illicit services may be hired.

Alignment: Assassins may not be lawful.

Adjust ability scores: During character creation, assassins may not lower STR.

Assassin Skills

Assassins can use the following skills with the chance of success shown opposite:

Combat

Assassins cannot wear armour bulkier than leather but may use shields. They can use all types of weapons.

Disguise

Characters of any class may don disguises, but assassins are masters of the art— able to create disguises that pass even close scrutiny.

Chance of detection: Everyone the assassin meets has a 2% chance of spotting the disguise. This roll is repeated once every subsequent day of meeting.

Posing as another class, race, or sex: Increases the chance of being detected by 2% per change.

Height and weight: A disguise may alter height (up to 3″ shorter or 5″ taller) or weight (slightly thinner, much bulkier).

Hirelings

Assassins of 1st-3rd level may not employ retainers, mercenaries, or specialists. From 4th level, an assassin may hire other assassins of lower level. From 8th level, an assassin may hire thieves, and from 12th level any type of character.

Poison

Victims of a poisoning by an assassin (see Poison, p98) suffer a −2 penalty to the saving throw.

After Reaching 12th Level

An assassin may attempt to take over an existing guild of assassins or thieves by killing the old guild-master. This may be achieved by any means (e.g. poisoning, assassination, duel). If successful, the character can maintain a guild of 7d4 members. 75% of the existing members will leave, but new members (typically 1st level assassins) will arrive over time.

Assassin level progression
Level XP HD Attack D W P B S
1 0 1d4 +0 13 14 13 16 15
2 1,500 2d4 +0 13 14 13 16 15
3 3,000 3d4 +1 13 14 13 16 15
4 6,000 4d4 +1 13 14 13 16 15
5 12,000 5d4 +2 12 13 11 14 13
6 25,000 6d4 +2 12 13 11 14 13
7 50,000 7d4 +3 12 13 11 14 13
8 100,000 8d4 +3 12 13 11 14 13
9 200,000 9d4 +4 10 11 9 12 10
10 300,000 9d4+2* +4 10 11 9 12 10
11 425,000 9d4+4* +5 10 11 9 12 10
12 575,000 9d4+6* +5 10 11 9 12 10
13 750,000 9d4+8* +6 8 9 7 10 8
14 900,000 9d4+10* +6 8 9 7 10 8

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Who Can be Assassinated?

Humans / demihumans of any level and humanoid monsters of up to 4+1 HD.

(Non-living creatures are immune.)

Assassin skills: chance of success
Level AS CS HN HS MS
1 0 87 1–2 10 20
2 0 88 1–2 15 25
3 0 89 1–3 20 30
4 −1 90 1–3 25 35
5 −1 91 1–3 30 40
6 −2 92 1–3 33 43
7 −2 93 1–4 36 46
8 −3 94 1–4 40 50
9 −3 95 1–4 43 53
10 −4 96 1–4 46 56
11 −4 97 1–5 50 60
12 −5 98 1–5 53 63
13 −5 99 1–5 56 66
14 −6 99 1–5 60 70

AS: Assassination (death save modifier); CS: Climb sheer surfaces; HN: Hear noise (successful d6 rolls); HS: Hide in shadows; MS: Move silently.

Expertise

At 1st level, an Assassin has 4 expertise points to allocate. Every level thereafter, an Assassin gains 1 point to allocate, except at levels 5, 10, and 14.

See D6 Thief Skills for the alternative skill system.

Rolling Skill Checks

Hear noise: Is rolled on 1d6. If the roll is within the listed range of numbers, the skill succeeds.

Assassination: Is not rolled as a check.

Other skills: Are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Player Knowledge

The referee should roll for HN, HS, and MS on the player's behalf, as the assassin does not immediately know if the attempt was successful. If an HS or MS roll fails, the referee knows that the assassin has been noticed and should determine enemies’ actions appropriately.

Related: House Rules: D6 Thief Skills.

Barbarian

Requirements
Minimum DEX 9
Prime requisite
CON and STR
Hit Dice
1d8
Maximum level
14
Combat aptitude
Martial
Armour
Leather, chainmail, shields
Weapons
Any
Languages
Alignment, Common

Barbarians are tribal warriors from wild lands. They are formidable fighters with many useful survival skills but have a deep mistrust of the arcane.

Prime requisites: A barbarian with at least 13 in one prime requisite gains a 5% bonus to experience. If both STR and CON are 16 or higher, the barbarian gets a +10% bonus.

Literacy: A 1st level barbarian cannot read or write, irrespective of INT score.

Agile Fighting

Upon reaching 4th level, a barbarian gains a +1 AC bonus. This increases to +2 at 6th level, +3 at 8th level, and +4 at 10th level.

Barbarian Skills

In the wilderness, barbarians can use the following skills with the chance of success shown opposite:

Combat

Barbarians can use all types of weapons and can use leather armour, chainmail, and shields.

Cure Poison

In the wilderness, a barbarian can gather herbs to concoct an antidote to natural poisons. This takes one turn per character to be cured. Each subject may make a second save versus poison to end the effects.

Fear of Magic

Barbarians are mistrustful of magic and will refuse to knowingly use or come under the influence of spells or magic items. Barbarians will accept divine magic associated with their tribal religion.

Foraging and Hunting

A party with a barbarian succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance (see Wilderness Adventuring, p224).

Strike Invulnerable Monsters

A barbarian of 4th level or higher is able to hit monsters that can normally only be harmed by magic.

After Reaching 8th Level

A barbarian can call upon their native people to form a great horde of warriors, numbering 250 per level above 7th. The warriors are 1st level fighters with basic combat gear and may be mounted if customary in their culture. A horde can only be mustered for a specific purpose (e.g. attacking an enemy city, rescuing hostages, etc.). Once the purpose is achieved or abandoned, the horde disbands. Mustering a horde takes one week, and it remains for one week per level of the barbarian.

Barbarian level progression
Level XP HD Attack D W P B S
1 0 1d8 +1 10 13 12 15 16
2 2,500 2d8 +1 10 13 12 15 16
3 5,000 3d8 +2 10 13 12 15 16
4 10,000 4d8 +3 8 11 10 13 13
5 18,500 5d8 +3 8 11 10 13 13
6 37,000 6d8 +4 8 11 10 13 13
7 85,000 7d8 +5 6 9 8 10 10
8 140,000 8d8 +5 6 9 8 10 10
9 270,000 9d8 +6 6 9 8 10 10
10 400,000 9d8+3* +7 4 7 6 8 7
11 530,000 9d8+6* +7 4 7 6 8 7
12 660,000 9d8+9* +8 4 7 6 8 7
13 790,000 9d8+12* +9 3 5 4 5 5
14 920,000 9d8+15* +9 3 5 4 5 5

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Barbarian skills: chance of success
Level CS HD MS
1 87 10 20
2 88 15 25
3 89 20 30
4 90 25 35
5 91 30 37
6 92 33 40
7 93 36 42
8 94 40 44
9 95 43 46
10 96 46 48
11 97 50 50
12 98 53 50
13 99 56 50
14 99 60 50

CS: Climb sheer surfaces; HD: Hide in undergrowth; MS: Move silently.

Expertise

At 1st level, a Barbarian has 3 expertise points to allocate. Every odd numbered level thereafter, a Barbarian gains 1 point to allocate.

See D6 Thief Skills for the alternative skill system.

Rolling Skill Checks

All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Player Knowledge

The referee should roll for hiding and moving silently on the player's behalf, as the barbarian always believes the attempt to be successful. If the roll fails, the referee knows that the barbarian has been noticed and should determine enemies’ actions appropriately.

Related: House Rules: D6 Thief Skills.

Bard

Requirements
Minimum DEX 9, minimum INT 9
Prime requisite
CHA
Hit Dice
1d6
Maximum level
14
Combat aptitude
Semi-Martial
Armour
Leather, chainmail, no shields
Weapons
Missile weapons, one-handed melee weapons
Languages
Alignment, Common

Bards are members of a sect of minstrels and warrior poets associated with the druids. Like druids, bards worship the force of nature and the myriad deities that personify it. Their strengths lie in their deep knowledge of myth and legend, the magic that they wield on behalf of their gods, and the enchanting power of their music.

Anti-Charm

While the bard plays music and sings, allies within 30′ are immune to song-based magical effects and the beguiling powers of sylvan creatures or fairies. Allies already under the effect of such magic may make another saving throw with a +4 bonus.

Combat

Bards can use leather armour or chainmail but do not have the training required to use plate mail or shields. They can use all missile weapons and all one-handed melee weapons.

Divine Magic

See Magic, p122 for full details on divine magic.

Deity disfavour: Bards must be faithful to the tenets of their alignment and religion. Bards who fall from favour with their deity may incur penalties.

Spell casting: Once a bard has proven their faith (from 2nd level), the character may pray to receive spells. The power and number of spells available to a bard are determined by experience level. The list of spells available to bards is found on p129 (bards have the same spell selection as druids).

Using magic items: As spell casters, bards can use magic scrolls of spells on their spell list. They may also use any items that only druids can use.

Enchantment

By playing music and singing, the bard can fascinate subjects in a 30′ radius. This ability does not function in combat.

Number of subjects: Up to 2HD of creatures per level of the bard are affected. The bard may choose to target a specific individual or a group (in which case, the affected individuals are determined randomly).

Types of subjects: At 1st level, the bard can fascinate persons. At 4th level, animals may also be affected. At 7th level, monsters may be affected.

Effect: Each subject must save versus spells or be fascinated, as follows:

Bard level progression
Level XP HD Attack D W P B S Spell 1 Spell 2 Spell 3 Spell 4
1 0 1d6 +0 13 14 13 16 15 — — — —
2 2,000 2d6 +0 13 14 13 16 15 1 — — —
3 4,000 3d6 +1 13 14 13 16 15 2 — — —
4 8,000 4d6 +1 13 14 13 16 15 3 — — —
5 16,000 5d6 +2 12 13 11 14 13 3 1 — —
6 32,000 6d6 +2 12 13 11 14 13 3 2 — —
7 64,000 7d6 +3 12 13 11 14 13 3 3 — —
8 120,000 8d6 +3 12 13 11 14 13 3 3 1 —
9 240,000 9d6 +4 10 11 9 12 10 3 3 2 —
10 360,000 9d6+2* +4 10 11 9 12 10 3 3 3 —
11 480,000 9d6+4* +5 10 11 9 12 10 3 3 3 1
12 600,000 9d6+6* +5 10 11 9 12 10 3 3 3 2
13 720,000 9d6+8* +6 8 9 7 10 8 3 3 3 3
14 840,000 9d6+10* +6 8 9 7 10 8 4 4 3 3

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply. Spell columns give the number of spells of each spell level; — indicates none.

Charming Fascinated Subjects

If the bard performs for at least one turn and the performance ends without interruption, fascinated subjects may be placed under a deeper charm. Each subject must make another save versus spells (with a +2 bonus) or be charmed for one turn per level of the bard:

Languages

Bards learn new languages as they advance in level. At every even numbered level above 3rd (i.e. 4th, 6th, 8th, etc.), the player may choose an additional language. Bards may learn the secret tongue of druids in this way (see Druid, p40).

Lore

From 2nd level, a bard has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folk-tale or legend. This ability may be used to identify the nature and powers of magic items.

After Reaching 11th Level

A bard can establish a manor. 2d6 apprentice bards of 1st level will come to study under the character.

Beast Master

Requirements
None
Prime requisite
STR and WIS
Hit Dice
1d6
Maximum level
14
Combat aptitude
Semi-Martial
Armour
Leather, chainmail, shields
Weapons
Any
Languages
Alignment, Common

Beast masters are adventurers with a special connection to animals. They are often accompanied by one or more loyal beasts.

Prime requisites: A beast master with at least 13 in one prime requisite gets +5% to XP. If both STR and WIS are 16 or higher, the character gets a +10% bonus.

Animal Companions

A beast master may attempt to forge a bond with an encountered animal. If the attempt succeeds, the animal becomes the beast master’s loyal companion.

Establishing a Connection

The beast master must approach a single animal in a peaceful manner. The referee makes a reaction roll (see Encounters in Old-School Essentials). If the result is 8 or greater, the animal becomes the beast master’s companion.

Limitations

Type of animals: Both wild and domestic animals may be companions. Giant or magical animals may be companions at the referee's discretion.

Maximum companions: A beast master may have up to one animal companion per experience level. The total Hit Dice of companions may not exceed the character's experience level.

Death or dismissal: If an animal companion dies or is dismissed, the beast master may attempt to forge a connection with a new animal.

Companions’ Behaviour

Once a connection is successfully established, the animal companion follows the beast master everywhere. It obeys basic commands from the beast master and will fight to defend the beast master, never checking morale.

Clairvoyance

After reaching 5th level, a beast master can see through the eyes of their animal companions, wherever they may be. This requires deep concentration.

Combat

Beast masters can use all types of weapons and can use leather armour, chainmail, and shields.

Beast Master level progression
Level XP HD Attack D W P B S
1 0 1d6 +0 11 12 12 15 16
2 1,800 2d6 +0 11 12 12 15 16
3 3,600 3d6 +1 11 12 12 15 16
4 7,250 4d6 +1 11 12 12 15 16
5 15,000 5d6 +2 9 10 10 13 14
6 30,000 6d6 +2 9 10 10 13 14
7 60,000 7d6 +3 9 10 10 13 14
8 120,000 8d6 +3 9 10 10 13 14
9 240,000 9d6 +4 7 8 8 11 12
10 360,000 9d6+2* +4 7 8 8 11 12
11 480,000 9d6+4* +5 7 8 8 11 12
12 600,000 9d6+6* +5 7 8 8 11 12
13 720,000 9d6+8* +6 5 6 6 9 10
14 840,000 9d6+10* +6 5 6 6 9 10

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Identify Tracks

A beast master can identify the tracks and spoor of animals in the wild.

Reaction Modifier

A beast master gains a +1 bonus to reaction rolls made when interacting with animals, in addition to their CHA modifier. (See Encounters in Old-School Essentials.)

Speak with Animals

Animals understand the basic meaning of a beast master’s words.

Communication with animals is always commensurate to their intelligence.

After Reaching 9th Level

A beast master may construct a stronghold in the wilderness. Animals within a 5 mile radius of the stronghold will become friends with the beast master. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the beast master must protect the animals from harm.

Bounty Hunter

Requirements
Minimum CON 9, Minimum DEX 9, Minimum STR 9
Prime requisite
STR and DEX
Hit Dice
1d6
Maximum level
14
Armour
Leather, chainmail, shields
Weapons
Any
Languages
Alignment, Common

Bounty hunters are devious stalkers, experts at operating discretely and fighting dirty when such a need arises.

Prime requisites: A bounty hunter with at least 13 in one prime requisite gains a 5% bonus to experience. If both DEX and STR are 13 or higher, the bounty hunter gets a +10% bonus.

Alignment: A bounty hunter can be of any alignment, though lawful bounty hunters are rare, and may only exist at the referee’s discretion.

Level Restrictions

If using the optional rules for choosing character race and class separately (see Old-School Essentials Advanced Fantasy), the following races may be bounty hunters:

Weapons & Armour

Bounty hunters can use all types of weapons and can use leather armour, chainmail, and shields. Because of their need for stealth, they cannot use plate mail.

Disguise

Characters of any class may don disguises, but bounty hunter are masters of the art—able to create disguises that pass even close scrutiny.

Chance of detection: Everyone the bounty hunter meets has a 2% chance of spotting the disguise. This roll is repeated once every subsequent day of meeting.

Posing as another race, or sex: Increases the chance of being detected by 2% per change.

Height and weight: A disguise may alter height (up to 3″ shorter or 5″ taller) or weight (slightly thinner, much bulkier).

Bounty Hunter Skills

Bounty hunters can use the following skills, with the chance of success shown opposite:

Who Can be Knocked Out?

Humans / demihumans of any level and humanoid monsters of up to 4+1 HD. (Non-living creatures are immune.)

Expertise

At 1st level, a Bounty Hunter has 3 expertise points to allocate. Every odd level thereafter, a Bounty Hunter gains 1 point to allocate.

See D6 Thief Skills for the alternative skill system.

Bounty Hunter skills: chance of success
Level KN TA ST HS
1 0 10 10 10
2 0 15 15 15
3 0 20 20 20
4 −1 25 25 25
5 −1 30 30 30
6 −2 35 40 35
7 −2 40 50 45
8 −3 45 60 55
9 −3 50 70 65
10 −4 55 80 75
11 −4 60 90 85
12 −5 65 95 90
13 −5 70 97 95
14 −6 75 99 99

KN: Knockout (death save modifier); TA: Tracking; ST: Set traps; HS: Hide in shadows.

Tracking Modifiers

Rolling Skill Checks

Knockout: Is not rolled as a check.

Other skills: Are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Player Knowledge

The referee should roll for HS and ST on the player’s behalf, as the bounty hunter does not immediately know if the attempt was successful. If an HS roll fails, the referee knows that the bounty hunter has been noticed and should determine enemies’ actions appropriately. If a ST roll fails, the bounty hunter assumes that the trap functions, but it fails to trigger, fizzles, or misses when activated.

Bounty Hunter level progression
Level XP HD Attack D W P B S
1 0 1d6 +1 13 14 13 16 15
2 2,000 2d6 +1 13 14 13 16 15
3 4,000 3d6 +2 13 14 13 16 15
4 8,000 4d6 +3 13 14 13 16 15
5 16,000 5d6 +3 12 13 11 14 13
6 32,000 6d6 +4 12 13 11 14 13
7 64,000 7d6 +5 12 13 11 14 13
8 120,000 8d6 +5 12 13 11 14 13
9 240,000 9d6 +6 10 11 9 12 10
10 360,000 9d6+2* +7 10 11 9 12 10
11 480,000 9d6+4* +7 10 11 9 12 10
12 600,000 9d6+6* +8 10 11 9 12 10
13 720,000 9d6+8* +9 8 9 7 10 8
14 840,000 9d6+10* +9 8 9 7 10 8

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

After Reaching 10th Level

A bounty hunter is solitary and neither attract followers nor establish strongholds, guilds, or castles. A bounty hunter can call upon favors, however, to gain the assistance of a posse of 2d6 bandits, thieves, or fighters, all of the 1st to the 3rd level once a year for a week.

Level Titles

Seeker, trapper, tracker, shadow, finder, collector, exterminator, hunter, bounty hunter.

Related: House Rules: D6 Thief Skills.

Cleric

Requirements
None
Prime requisite
WIS
Hit Dice
1d6
Maximum level
14
Combat aptitude
Semi-Martial
Armour
Any, including shields
Weapons
Any blunt weapons
Languages
Alignment, Common

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

Combat

Clerics can use all types of armour. Strict holy doctrine prevents clerics’ use of weapons that have a sharp, cutting edge or stabbing point. They may use the following weapons: club, mace, sling, staff, war hammer.

Divine Magic

See Magic, p122 for full details on divine magic.

Holy symbol: A cleric must carry a holy symbol (see Equipment, p94).

Deity disfavour: Clerics must be faithful to the tenets of their alignment, clergy, and religion. Clerics who fall from favour 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 are also able to create magic items.

Spell casting: Once a cleric has proven their faith (from 2nd level), the character may pray to receive spells. The power and number of spells available to a cleric are determined by the character's experience level. The list of spells available to clerics is found on p128.

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 opposite, 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 again to determine the number of HD affected (turned or destroyed).

Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric.

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

Excess: Rolled Hit Dice that are not sufficient 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.

Cleric level progression
Level XP HD Attack D W P B S Spell 1 Spell 2 Spell 3 Spell 4 Spell 5
1 0 1d6 +0 11 12 14 16 15 — — — — —
2 1,500 2d6 +0 11 12 14 16 15 1 — — — —
3 3,000 3d6 +1 11 12 14 16 15 2 — — — —
4 6,000 4d6 +1 11 12 14 16 15 2 1 — — —
5 12,000 5d6 +2 9 10 12 14 12 2 2 — — —
6 25,000 6d6 +2 9 10 12 14 12 2 2 1 1 —
7 50,000 7d6 +3 9 10 12 14 12 2 2 2 1 1
8 100,000 8d6 +3 9 10 12 14 12 3 3 2 2 1
9 200,000 9d6 +4 6 7 9 11 9 3 3 3 2 2
10 300,000 9d6+1* +4 6 7 9 11 9 4 4 3 3 2
11 400,000 9d6+2* +5 6 7 9 11 9 4 4 4 3 3
12 500,000 9d6+3* +5 6 7 9 11 9 5 5 4 4 3
13 600,000 9d6+4* +6 3 5 7 8 7 5 5 5 4 4
14 700,000 9d6+5* +6 3 5 7 8 7 6 5 5 5 4

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply. Spell columns give the number of spells of each spell level; — indicates none.

Turning Table Results

-: The turning fails.

Number: If the 2d6 turning roll is higher or equal, the turning attempt succeeds.

T: The turning succeeds.

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

After Reaching 9th Level

A cleric may establish or build a stronghold. So long as the cleric is currently in favour with their god, a stronghold may be bought or built at half the normal price, due to divine intervention.

Once a stronghold is established, the cleric will attract followers (5d6 x 10 fighters of level 1-2). These troops are completely devoted to the cleric, never checking morale. The referee decides which proportions of followers are 1st and 2nd level and which are bowmen, infantry, etc.

Turning the Undead

Cleric level 1 HD 2 HD 3 HD 4 HD 5 HD 6 HD 7 HD 8 HD 9+ HD
1 13 15 17 19 — — — — —
2 11 13 15 17 19 — — — —
3 9 11 13 15 17 19 — — —
4 7 9 11 13 15 17 19 — —
5 5 7 9 11 13 15 17 19 —
6 3 5 7 9 11 13 15 17 19
7 T 3 5 7 9 11 13 15 17
8 T T 3 5 7 9 11 13 15
9 D T T 3 5 7 9 11 13
10 D D T T 3 5 7 9 11
11 D D D T T 3 5 7 9
12 D D D D T T 3 5 7
13 D D D D D T T 3 5
14 D D D D D D T T 3

-: Turning is not possible. T: The turning succeeds. D: The turning succeeds and the monsters are dealt 1d8 damage per level of the Cleric.

Clerics can turn the undead, that is, drive away undead monsters by means of faith alone. The cleric brandishes their holy symbol and calls upon the power of their divine patron. The player rolls 1d20 and tells the GM the result.

If the roll is a success, 2d6 hit dice of undead monsters are affected; surplus hit dice are lost, but a minimum of one creature will always be affected if the first roll succeeds.

If a mixed group of undead (different HD) is to be turned, the player still rolls just once. The result is checked against the weakest HD first, and if they are successfully turned, the same result is checked against the next higher HD of undead. Likewise, the 2d6 hit dice are rolled only once.

Related: House Rules: Cleric turning the undead.

Druid

Requirements
None
Prime requisite
WIS
Hit Dice
1d6
Maximum level
14
Combat aptitude
Semi-Martial
Armour
Leather, wooden shields
Weapons
Club, dagger, sling, spear, staff
Languages
Alignment, Common

Druids are priests of nature, protecting wild lands from the encroachment of “civilised” Law and the corrupting touch of Chaos. They worship the force of nature itself, personified in the form of various nature deities.

Alignment: Druids regard the ways of the natural world as the ideal state of things. They see the concepts of Law and Chaos as extremes that are both equally against nature. Thus, druids must be neutral in alignment.

Charm Immunity

Druids of 7th level and above are immune to the charms of fairies and Sylvan creatures (e.g. dryads, nixies).

Combat

The holy doctrine of the druids stipulates that they may not use metal armour or shields (wooden shields may be purchased at the normal price). Their choice of weapons is limited to clubs, daggers, slings, spears, and staves.

Divine Magic

See Magic, p122 for full details on divine magic.

Holy symbol: A druid must carry a holy symbol: a sprig of mistletoe which the character must harvest.

Deity disfavour: Druids must be faithful to the tenets of their alignment and religion. Druids who fall from favour with their deity may incur penalties.

Magical research: A druid 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 druid reaches 9th level, they are also able to create magic items.

Spell casting: A druid may pray to receive spells from nature. The power and number of spells available to a druid are determined by the character’s experience level. The list of spells available to druids is found on p129.

Using magic items: As spell casters, druids 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 staves). Druids may not use magical books or tomes.

Energy Resistance

Druids gain a +2 bonus to saving throws against electricity (lightning) and fire.

Identification

Druids can identify all plants and animals and can discern pure water.

Languages

Druids speak a secret tongue known only to their sect. At each level above 2nd, a druid also learns to speak a language used by creatures of Sylvan forests (e.g. dryads, green dragons, pixies, treants).

Pass Without Trace

From 3rd level, a druid can pass through natural environments without leaving any tracks. The character is also able to move through overgrown areas at normal speed and without impediment.

Druid level progression
Level XP HD Attack D W P B S Spell 1 Spell 2 Spell 3 Spell 4 Spell 5
1 0 1d6 +0 11 12 14 16 15 1 — — — —
2 2,000 2d6 +0 11 12 14 16 15 2 — — — —
3 4,000 3d6 +1 11 12 14 16 15 2 1 — — —
4 7,500 4d6 +1 11 12 14 16 15 2 2 — — —
5 12,500 5d6 +2 9 10 12 14 12 2 2 1 1 —
6 20,000 6d6 +2 9 10 12 14 12 2 2 2 1 1
7 35,000 7d6 +3 9 10 12 14 12 3 3 2 2 1
8 60,000 8d6 +3 9 10 12 14 12 3 3 3 2 2
9 90,000 9d6 +4 6 7 9 11 9 4 4 3 3 2
10 125,000 9d6+1* +4 6 7 9 11 9 4 4 4 3 3
11 200,000 9d6+2* +5 6 7 9 11 9 5 5 4 4 3
12 300,000 9d6+3* +5 6 7 9 11 9 5 5 5 4 4
13 750,000 9d6+4* +6 3 5 7 8 7 6 5 5 5 4
14 1,500,000 9d6+5* +6 3 5 7 8 7 6 6 5 5 5

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply. Spell columns give the number of spells of each spell level; — indicates none.

Path-Finding

A party with a druid has only a 1-in-6 chance of getting lost in woodlands. See Wilderness Adventuring, p224.

Shape Change

At 7th level, a druid gains the power to change into the form of a reptile, bird, and mammal (once per day each). The animal may be of any size up to around twice the bulk of the druid’s normal form. If a druid has lost hit points, they regain 1d4 hit points per level upon changing into an animal. All equipment carried by the druid is absorbed into the animal form and reappears when the druid changes back.

Reaching 12th Level and Above

There can only be nine druids of 12th level. When a druid has enough experience to reach 12th level, they must challenge an existing 12th level druid. The character only advances to 12th level if the other druid is defeated. Such challenges may take any form that is agreed by both parties, including combat (which need not be fatal). Likewise, there can only be three druids of 13th level and a single druid (known as the arch-druid) of 14th level. Druids who attain 12th level or above may build a stronghold integrated into a natural setting.

Dwarf Brewmaster

By Chance Dudinack.

Demihuman class.

Ability minimums
CON 9
Prime requisite
CON and STR
Hit Die type
1d8
Combat aptitude
Martial
Maximum level
10
Armour
Leather, chain mail, shields
Weapons
Battle axe, dagger, hand axe, mace, short sword, war hammer
Languages
Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold

Brewmasters are dwarves who dedicate their lives to the craft of brewing alcohol. In combat, they are unpredictable brawlers who fight with drunken fury. Dwarf brewmasters are driven to adventure in search of rare ingredients, secret recipes, and ever-stronger drinks.

Prime requisites: A dwarf brewmaster with at least 13 in one prime requisite gains a 5% bonus to experience. If both STR and CON are 16 or higher, the dwarf brewmaster gets a + 10% bonus.

Brewing

Working with sufficient brewing equipment, a dwarf brewmaster can brew potent dwarf ales with special properties.

Chance of failure: 25% minus the character’s level (minimum 15%).

Time and cost: See table (cost listed per dose, 1 pint).

Materials: At the referee's discretion, creating specialty brews may require rare or expensive ingredients that the character must obtain by adventuring.

Specialty brews: time and cost
Ale Time Cost (gp)
Blood of the Mountain 2 weeks 500
Blue Salamander 1 month 1,000
Dragonfire 2 months 1,000
Liquid Courage 3 weeks 500
Strongarm Brew 1 month 1,500

Brewery Construction Costs

See Strongholds in OSE for full details on building.

Standard brewery (any level): 3,000gp.

Alchemical brewery (from 9th level): 20,000gp.

Specialty Brew Effects

Duration: Brews with non-instantaneous effects have a duration of 1d6 turns + 1 per level of the brewmaster.

Blood of the Mountain: Dark, earthy stout. Drinking it restores 1d3 hit points +1 per level of the brewmaster.

Blue Newt: Minty stout that sheds frosty mist. The drinker is resistant to heat (as resist fire). Can be poured onto the ground to create a slippery sheet of ice in a 5′ diameter area. Creatures who walk onto the ice must save versus paralysis or fall to the ground.

Dragonfire: Deep red ale that leaves fire in the belly. Drinkers are resistant to cold (as resist cold). Can be burned like oil.

Dwarf Brewmaster level progression
Level XP HD Attack D W P B S
1 0 1 +1 8 9 10 13 12
2 2,500 2 +1 8 9 10 13 12
3 5,000 3 +2 8 9 10 13 12
4 10,000 4 +3 6 7 8 10 10
5 18,500 5 +3 6 7 8 10 10
6 37,000 6 +4 6 7 8 10 10
7 85,000 7 +5 4 5 6 7 8
8 140,000 8 +5 4 5 6 7 8
9 270,000 9 +6 4 5 6 7 8
10 400,000 9+3* +7 2 3 4 4 6

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Liquid Courage: Hearty, bitter-sweet, amber ale. Drinking it removes fear. +2 to saves versus magical fear.

Strongarm Brew: Buttery, golden lager. The drinker gains a +2 bonus to attack rolls, saving throws, and morale.

Drunken Fighting

When drunk (referee’s judgement), a dwarf brewmaster gains 1d4 bonus hit points and a +1 bonus to melee damage rolls. This increases to 2d4 and +2 at 4th level and to 3d4 and +3 at 8th level.

Penalties: While drunk, a brewmaster suffers a −1 penalty to attack rolls and saves.

Bonus hit points: These can increase the character’s hp total above the normal maximum. Damage is subtracted first from the bonus hit points. Any remaining bonus hit points are lost once sober.

Duration: A brewmaster sobers up and loses these effects after 6 turns.

Infravision

Dwarf brewmasters have infravision to 60′ (see Darkness in OSE).

Ingested Poison Resistance

Dwarf brewmasters gain a +2 bonus to saving throws against ingested poisons.

Listening at Doors

Dwarf brewmasters have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in OSE).

After Reaching 9th Level

A dwarf brewmaster may construct a special alchemical brewery at the heart of a stronghold. This allows the character to research new specialty brew recipes, using the guidelines for spell research (see Magical Research in OSE).

When the alchemical brewery is complete, 1d6 1st level brewmasters arrive to train under the character.

Source note: The cost table names “Blue Salamander”, while its effects text names “Blue Newt”. Both names are preserved as printed.

Dwarf Runesmith

By Chance Dudinack and Gavin Norman.

Demihuman class.

Ability minimums
CON 9, INT 9
Prime requisite
INT and STR
Hit Die type
1d8
Combat aptitude
Semi-martial
Maximum level
10
Armour
Any, including shields
Weapons
Small or normal-sized
Languages
Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold

While dwarves typically have no skill as magic-users, the wondrous magical armaments of their smiths are legendary. Masters of an ancient secret tradition, dwarf runesmiths wield magic by binding it into runes of power.

Prime requisites: A dwarf runesmith with at least 13 STR and INT gains a 5% bonus to experience. A dwarf runesmith with a STR of at least 16 and an INT of at least 13 receives a +10% XP bonus.

Weapons: Dwarves’ stature means they can only use small or normal-sized weapons. They cannot use longbows or two-handed swords.

Forge-Craft

Working in a suitable forge, a dwarf runesmith can craft battle axes, war hammers, shields, and mail of exquisite quality. The items that can be created depend on the character’s level:

Magic Armaments

Magic Armaments

Chance of failure: 25% minus the character’s level (minimum 15%).

Time and cost: See table.

Materials: Creating magic armaments often (at the referee's discretion) requires rare materials such as special metals, expensive gems, or the body parts of monsters. Often, adventures will be required just to acquire these materials.

Magic armaments: time and cost
Item Time Cost per plus (gp)
Chain mail 4 months 8,000
Plate mail 6 months 10,000
Shield 1 month 2,000
Battle axe 5 weeks 10,000
War hammer 3 weeks 6,000

Forge Construction Costs

See Strongholds in OSE for full details on building.

Standard forge (any level): 3,000gp.

Runic forge (from 9th level): 25,000gp.

Infravision

Dwarf runesmiths have infravision to 60′ (see Darkness in OSE).

Listening at Doors

Dwarf runesmiths have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in OSE).

Dwarf Runesmith level progression
Level XP HD Attack D W P B S
1 0 1 +0 10 13 12 13 12
2 2,800 2 +0 10 13 12 13 12
3 5,600 3 +1 10 13 12 13 12
4 11,200 4 +1 8 9 10 13 12
5 23,000 5 +2 6 7 8 10 10
6 46,000 6 +2 6 7 8 10 10
7 100,000 7 +3 6 7 8 10 10
8 200,000 8 +3 6 7 8 10 10
9 300,000 9 +4 4 5 6 7 8
10 400,000 9+3* +4 4 5 6 7 8

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Rune Magic

Dwarf runesmiths learn to craft runes of power—secret, carved symbols imbued with magic. At 1st level, a runesmith only has knowledge of a single rune of power, selected by the referee (who may allow the player to choose). The runes of power are described on p8.

Learning new runes: Upon gaining an experience level, a runesmith can learn a single new rune through training (1 week with a mentor) or magical research.

Carving runes: A runesmith must perform a special ritual to carve a rune into an object and imbue it with magic. Once carved, the rune glows with magical energy. When its power is expended, the rune dims, becoming a mere carved pattern.

Restrictions: Carving runes requires a simple tool, such as a dagger. An object can only hold 1 active rune at a time, and runes cannot be carved onto magic items.

Time: Carving a rune of power takes 1 turn. If the runesmith is interrupted at any point during the carving ritual, the magic is lost and they must begin again.

Maximum number of runes: Laws of deep magic govern the runes. A runesmith can carve each rune they know but once per day and can only have active runes equal to their level at a time. If a runesmith carves runes beyond their limit, their other runes lose their power, starting with the first carved.

Magical research: A dwarf runesmith of any level can spend time and money on magical research. This allows them to learn new runes (2 weeks, 1,000gp) and to research other magical effects. Researched effects must be within the scope of the runesmith class, as judged by the referee. See Magical Research in OSE.

After Reaching 9th Level

A dwarf runesmith may construct a special runic forge at the heart of a stronghold. Some magic items can only be created in this forge: +3 armaments, dwarven throwers (24,000gp), and other items with unique powers.

When the forge is complete, 1d6 1st level runesmiths will arrive to apprentice under the character.

Runes of Power

Talismans: Roughly fist-sized pieces of stone, wood, or bone onto which runes can be carved. Whoever keeps the talisman on their person is affected by the rune’s magic.

Rune of Alarm

Medium: Talisman

Duration: 1 hour per level

If any creature aside from those declared when the rune is carved comes within 20′ of this rune, it emits a loud ringing sound audible up to 240′ away.

Rune of Ale

Medium: Drinking vessel

Duration: 1 hour per level, until used

This rune is carved onto the rim of a goblet, horn, bowl or other liquid-bearing vessel. If a poisoned, rotten, or contaminated liquid is placed into the vessel, it evaporates into black smoke.

Rune of Finding

Medium: Melee weapon

Duration: 6 turns

The weapon inscribed with this rune is caused to glow when a certain type of creature comes within 60′ + 10′ per level of the runesmith. It has two usages (chosen when carved):

  1. Specific type: The rune responds to the presence of a specific type of creature (e.g. spiders, dragons, magic-users, undead).
  2. Individual: The rune responds to the presence of a specific individual, either named or described (e.g. “the red dragon who lives in the ruined castle”).

Rune of Fire

Medium: Weapon

Duration: 2 turns

This rune enchants a weapon with flame.

It has two usages (chosen when carved):

  1. Flaming weapon: Carved onto a melee weapon, the wielder’s strikes are imbued with fire. The weapon gains a +1 bonus to attack and damage rolls and is able to harm creatures which are immune to mundane damage.
  2. Exploding missile: Carved onto a missile (e.g. arrow, quarrel, sling stone), this rune causes the missile to explode in a 5′ radius blast of flame on a successful hit, inflicting 1d8 damage +1 per level of the runesmith.

Rune of Grounding

Medium: Talisman

Duration: 6 turns

This rune causes the wearer to become a magnet for magical energy. For the duration, whenever a spell is cast within 60′ of the rune, the caster must save versus spells. On a failed save, the spell targets the wearer of the rune instead of its intended subject.

Touch spells: Spells that require the caster to touch the intended subject are unaffected.

Rune of Healing

Medium: Drinking vessel

Duration: 1 turn

This rune is carved onto the rim of a goblet, horn, or other drinking vessel. When the vessel is filled with water, the water becomes enchanted, healing whoever drinks it for 2 hit points per level of the runesmith.

Rune of Luck

Medium: Talisman

Duration: 1 hour per level, until used

One who wears this rune can expend its power to gain a +4 bonus to a saving throw, attack roll, or ability check. The rune must be expended before rolling.

Rune of Shielding

Medium: Shield

Duration: 2 turns

The wielder of the shield inscribed with this rune only suffers half damage from one specific type of weapons (e.g. swords, bows, claws, etc.), selected when the rune is carved.

Magical weapons: Magical weapons and the attacks of magical creatures still inflict full damage.

Rune of Slaying

Medium: Melee weapon

Duration: 1 turn per level, until effective

The weapon inscribed with this rune is enchanted to kill a certain type of foe.

Damage: The weapon inflicts double damage when used against creatures of one specific type (e.g. spiders, dragons, magic-users, undead) selected when the rune is carved.

Treated as magical: If a creature of the selected type can only be harmed by magical weapons, the rune-inscribed weapon can harm them.

Rune of the Forge

Medium: Talisman

Duration: 1 turn per level

The subject who wears this rune is protected from fire, as follows.

Normal heat: Unharmed by non-magical fire and heat.

Save bonus: Gain a +2 bonus to saving throws versus fire-based effects (e.g. magic or breath attacks).

Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 damage.)

Rune of Thunder

Medium: Blunt weapon

Duration: 2 turns, until used

The wielder can slam the rune-enchanted weapon into the ground to create a thunderous shockwave in a 5′ radius per level of the runesmith. All within the area must save vs paralysis or be stunned for 1d3 rounds (⅓ move, −2 AC, unable to act).

Rune of Warding

Medium: Talisman

Duration: 1 turn per level, until effective

While wearing the rune, the subject gains a +4 bonus to saving throws against magical effects. If the subject is affected by a spell that permits a saving throw for reduced damage, they instead take no damage on a success. Once the subject passes a saving throw against magic, the rune’s power is expended.

Fighter

Requirements
None
Prime requisite
STR
Hit Dice
1d8
Maximum level
14
Combat aptitude
Martial
Armour
Any, including shields
Weapons
Any
Languages
Alignment, Common

Fighters are adventurers dedicated to mastering the arts of combat and war. In a group of adventurers, the role of fighters is to battle monsters and to defend other characters.

Combat

Fighters can use all types of weapons and armour.

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
Level XP HD Attack D W P B S
1 0 1d8 +1 12 13 14 15 16
2 2,000 2d8 +1 12 13 14 15 16
3 4,000 3d8 +2 12 13 14 15 16
4 8,000 4d8 +3 10 11 12 13 14
5 16,000 5d8 +3 10 11 12 13 14
6 32,000 6d8 +4 10 11 12 13 14
7 64,000 7d8 +5 8 9 10 10 12
8 120,000 8d8 +5 8 9 10 10 12
9 240,000 9d8 +6 8 9 10 10 12
10 360,000 9d8+2* +7 6 7 8 8 10
11 480,000 9d8+4* +7 6 7 8 8 10
12 600,000 9d8+6* +8 6 7 8 8 10
13 720,000 9d8+8* +9 4 5 6 5 8
14 840,000 9d8+10* +9 4 5 6 5 8

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Mighty Deeds

When a fighter attacks, they roll a d6 along with the d20. If the d6 roll succeeds (see table), it adds an attack bonus of +1 to the attack roll and +1 to damage. If both the d6 and d20 roll succeed, the fighter may perform an additional action along with their attack.

Potential actions that could be taken include:

Mighty Deeds must follow naturally from what players are doing in the game. You can’t kick sand into an enemy’s face if there is no sand on the ground, or swing from a nonexistent chandelier.

Mighty Deeds chance by fighter level
Fighter level Deed chance
1 2:6
2 2:6
3 2:6
4 2:6
5 3:6
6 3:6
7 3:6
8 3:6
9 4:6
10 4:6
11 4:6
12 4:6
13 5:6
14 5:6

Deathblow

When a fighter kills an enemy with a melee weapon, they can attack an adjacent enemy.

Related: House Rules: Mighty Deeds · Deathblow.

Halfling Hearthsinger

By James Spahn.

Demihuman class.

Requirements
Minimum CHA 9, minimum CON 9, minimum DEX 9
Prime requisite
CHA and CON
Hit Die type
1d6
Combat aptitude
Martial
Maximum level
8
Armour
Leather, shields
Weapons
Any appropriate to size
Languages
Alignment, Common, Halfling

Hearthsingers are halflings who specialise in memorising and recalling legends, lore, and local folktales. The desire to learn the truth behind lost legends and forgotten myths often drives them to adventure and they value tomes, journals, and written histories over other treasure.

Prime requisites: A halfling hearthsinger with at least 13 in one prime requisite gains a 5% bonus to experience. If both CHA and CON are 13 or higher, the halfling gets a +10% bonus.

Armour and weapons: Armour must be tailored to halflings’ small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.

Defensive Bonus

Due to their small size, halfling hearthsingers gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized).

Halfling Hearthsinger Skills

Halfling hearthsingers can use the following skills, with the chance of success shown opposite:

Halfling Hearthsinger level progression
Level XP HD Attack D W P B S
1 0 1 +1 8 9 10 13 12
2 2,000 2 +1 8 9 10 13 12
3 4,000 3 +2 8 9 10 13 12
4 8,000 4 +3 6 7 8 10 10
5 16,000 5 +3 6 7 8 10 10
6 32,000 6 +4 6 7 8 10 10
7 64,000 7 +5 4 5 6 7 8
8 120,000 8 +5 4 5 6 7 8

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

Listening at Doors

Halfling hearthsingers have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Old-School Essentials).

Rumour Monger

Whenever there is an opportunity to gain relevant information from local rumours within a community, a halfling hearthsinger can learn twice the normal number of rumours allowed by the circumstances if they spend one hour getting to know the local community.

Expertise

At 1st level, a Hearthsinger has 3 expertise points to allocate. Every level thereafter, a Hearthsinger gains 1 point to allocate.

See D6 Thief Skills for the alternative skill system.

Tavern

Any time a halfling hearthsinger wishes (and has sufficient money), they may build a tavern or pub, which will draw patrons from across the land and provide revenue to the hearthsinger of 1d4 x 100 gold pieces per month. 1d4+1 1st level halflings will arrive to serve as staff and one 3rd level fighter will arrive to serve as a bouncer.

Halfling Hearthsinger skills: chance of success
Level FF L RL
1 20 30 35
2 27 35 40
3 35 40 45
4 43 45 55
5 50 55 65
6 58 65 75
7 65 75 85
8 75 85 95

FF: Foster friendship; L: Lore; RL: Read languages.

Rolling Skill Checks

All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Related: House Rules: D6 Thief Skills.

Halfling Reeve

By James Spahn.

Demihuman class.

Requirements
Minimum CON 9, minimum DEX 9, minimum WIS 9
Prime requisite
CON and WIS
Hit Die type
1d6
Combat aptitude
Martial
Maximum level
8
Armour
Leather, shields
Weapons
Any appropriate to size
Languages
Alignment, Common, Halfling

Reeves are the sworn protectors of rural halfling communities. They patrol the wilderness surrounding these idyllic villages, forgoing home comforts to ensure that predators and enemies do not endanger their kinsfolk or threaten the simple peace of the little folk.

Prime requisites: A halfling reeve with at least 13 in one prime requisite gains a 5% bonus to experience. If both CON and WIS are 13 or higher, the halfling gets a +10% bonus.

Alignment: As protectors, reeves must be lawful. If a reeve ever changes alignment, they lose all special class abilities and become a halfling of the same level. The character may be able to regain their reeve status by performing a special quest.

Armour and weapons: Armour must be tailored to halflings’ small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.

Defensive Bonus

Due to their small size, halfling reeves gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized).

Divine Magic (4th Level)

See Magic in Old-School Essentials for full details on divine magic.

Spell casting: From 4th level, due to a deep connection with nature, a reeve gains the ability to cast spells. The power and number of spells available to a reeve are determined by the character's experience level. Reeves have the same spell selection as druids. If not using druid spells, reeves have the same spell selection as clerics, but cannot memorise cure light wounds until reaching 6th level.

Foraging and Hunting

A party with a reeve succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance (see Wilderness Adventuring in Old-School Essentials).

Halfling Reeve level progression
Level XP HD Attack D W P B S Spell 1 Spell 2 Spell 3
1 0 1 +1 8 9 10 13 12 — — —
2 2,500 2 +1 8 9 10 13 12 — — —
3 5,000 3 +2 8 9 10 13 12 — — —
4 10,000 4 +3 6 7 8 10 10 1 — —
5 20,000 5 +3 6 7 8 10 10 2 — —
6 40,000 6 +4 6 7 8 10 10 2 1 —
7 80,000 7 +5 5 5 6 7 8 2 2 —
8 160,000 8 +5 4 5 6 7 8 3 2 1

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. Spell columns give the number of spells of each spell level; — indicates none.

Goblin Slayer

Reeves receive a +1 bonus to attack and damage rolls made against goblins and related creatures (e.g. bugbears and hobgoblins). In campaigns where goblins do not commonly threaten halfling communities, the referee may specify other types of enemies instead.

Limited Possessions

A reeve may only keep wealth and possessions that can be kept on their person or mount. Excess must be donated to a halfling community (not other PCs!).

Listening at Doors

Halfling reeves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Old-School Essentials).

Stealth

In the wilderness, a reeve has a 5-in-6 chance of hiding and moving silently.

Wolf Hunter

Reeves receive a +1 bonus to attack and damage rolls made against wolves of all kinds and werewolves.

After Reaching 8th Level

A halfling reeve may build a small cabin or hunting lodge within six miles of a halfling community. They will attract the service of 2d6 1st level halflings and one 3rd level halfling reeve to aid them in patrolling the wilderness and protecting the community.

Kineticist

By Gavin Norman.

Requirements
None
Prime requisite
DEX and WIS
Hit Dice
1d6
Maximum level
14
Combat aptitude
Semi-Martial
Armour
None
Weapons
Any
Languages
Alignment, Common

Kineticists are masters of mind over matter, their rigorous physical and mental training focusing on the manipulation of internal kinetic force. This force can be harnessed to accelerate motion and hone reactions or can be projected outward to affect distant objects.

The ability to manipulate kinetic force may be awakened spontaneously or may be learned from a master. Either way, it is often the case that this power runs in families.

Prime requisites: A kineticist with at least 13 DEX and WIS gains a 5% bonus to experience. A kineticist with at least a 16 in both prime requisites receives a +10% XP bonus.

Armour Class

As a kineticist advances in level, their honed reactions and ability to deflect attacks grant them an improved Armour Class, indicated in the table opposite.

Combat

Kineticists can use all weapons, but cannot use armour or shields, instead relying on their honed reactions and mental powers for defence in battle.

Mental Defence

Kineticists gain a +2 bonus to all saving throws against mental powers, including the powers of other kineticists.

Mental Powers

Kineticists know a number of mental powers depending on their level, as indicated in the table opposite. Mental powers are chosen by the referee, who may allow the player to choose. The list of mental powers usable by kineticists is found on p16.

Frequency of Use

Twice per day per level, a kineticist may activate one of the mental powers they know. For example, a 2nd level kineticist may activate four powers per day.

Activating Mental Powers

Kineticists’ mental powers take effect instantly at the beginning of the character’s initiative. A kineticist may activate a power and perform other actions (e.g. moving, attacking, etc.) in the same round.

Combat sequence: Mental powers take effect at the beginning of the combat sequence, before movement.

One power per round: A kineticist cannot activate more than one power in a single round.

After Reaching 9th Level

A kineticist may establish an academy where they teach their skills to students. The kineticist will attract 1d6 apprentices, who are of level 1d4.

Kineticist level progression
Level XP HD Attack AC D W P B S Mental powers
1 0 1d6 +0 9 [10] 13 14 13 16 15 3
2 2,000 2d6 +0 8 [11] 13 14 13 16 15 3
3 4,000 3d6 +1 7 [12] 13 14 13 16 15 4
4 8,000 4d6 +1 6 [13] 13 14 13 16 15 4
5 16,000 5d6 +2 5 [14] 12 13 11 14 13 5
6 32,000 6d6 +2 4 [15] 12 13 11 14 13 5
7 64,000 7d6 +3 3 [16] 12 13 11 14 13 6
8 120,000 8d6 +3 2 [17] 12 13 11 14 13 6
9 240,000 9d6 +4 1 [18] 10 11 9 12 10 7
10 360,000 9d6+2* +4 0 [19] 10 11 9 12 10 7
11 480,000 9d6+4* +5 −1 [20] 10 11 9 12 10 8
12 600,000 9d6+6* +5 −2 [21] 10 11 9 12 10 8
13 720,000 9d6+8* +6 −3 [22] 8 9 7 10 8 9
14 840,000 9d6+10* +6 −3 [22] 8 9 7 10 8 9

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Kineticist Mental Powers

Accelerated Motion

Duration: 1 round

Range: The kineticist

The kineticist makes a rapid burst of movement, driven by an internal surge of kinetic force.

Movement: The kineticist’s movement rate is doubled.

Melee attacks: The kineticist may make multiple melee attacks per round. The number of melee attacks the kineticist can make depends on their level, as indicated in the table below.

Accelerated Motion: attacks per round
Level Attacks per round
1–4 2
5–8 3
9–12 4
13+ 5

Control Density

Duration: 1 round per level

Range: The kineticist

The kineticist focuses kinetic force to alter the effective density of their own body, becoming lighter or heavier.

Lighter: The kineticist becomes so light that they barely touch the ground. They leave no tracks in soft surfaces and can walk across the surface of water.

Heavier: The kineticist is rooted to the spot, immune to attacks or effects that would cause them to fall or be pushed.

Crush Life

Duration: Concentration, up to 1 round per level

Range: 30′

The kineticist focuses precise kinetic pressure onto the vital organs of a living target within range, crushing the life out of them by constricting breathing, blood flow, etc.

Damage: The target suffers 1d3 points of damage per round.

Stun: The target is unable to move or act unless they make a saving throw versus paralysis. A save is required each round.

Restrictions: Non-living creatures (e.g. undead, constructs) are unaffected.

Concentration: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.

Kinetic Fist

Duration: 1 round per level

Range: The kineticist

The kineticist’s unarmed attacks are charged with focused kinetic energy, making their bare hands deadly weapons.

Damage: The kineticist’s unarmed attacks inflict increased damage, as indicated in the table below.

Invulnerable monsters: Kinetically charged attacks are able to harm monsters which are immune to mundane damage (e.g. which can only be harmed by magic or silver weapons).

Kinetic Fist: unarmed damage
Level Unarmed damage
1–4 2d4
5–8 2d6
9–12 2d8
13+ 2d12

Kinetic Leap

Duration: Instant

Range: 10′ + 10′ per level

The kineticist propels their own body with a surge of kinetic force, allowing them to make a superhuman leap.

Leap: The kineticist can leap to any location within range, including vertically.

Kinetic Shield

Duration: Concentration, up to 1 round per level

Range: The kineticist

A shield of kinetic energy whirls around the kineticist’s body, deflecting attacks against the kineticist.

Missiles: The kineticist is completely immune to small, non-magical missiles. No protection is granted against, for example, hurled boulders or enchanted arrows.

Melee attacks: Opponents suffer a -2 penalty to melee attack rolls against the kineticist.

Energy attacks: The kineticist gains a +2 bonus to saving throws versus magic wands, rods, and staves, breath weapons, and energy attacks.

Concentration: Performing any other action (except moving) causes the power to end.

Kinetic Wave

Duration: Instant

Range: 30′

A wave of kinetic force surges from the kineticist’s hand at a single target in range.

Push: The target must save vs paralysis or be thrown back by the kinetic force.

If the save fails: The target suffers 1d6 damage and is thrown away from the kineticist to a distance of 10′ per level of the kineticist.

Telekinetic Attack

Duration: Instant

Range: 10′ per level

The kineticist telekinetically lifts an object within range and hurls it at a nearby opponent.

Weight: Up to 200 coins of weight per level of the kineticist may be lifted.

Range: The targeted creature must be within 60′ of the object.

Saving throw: The target must save versus wands or be hit by the hurled object, suffering damage.

Damage: The damage inflicted depends on the weight of the object hurled, as indicated in the table below.

Telekinetic Attack: damage
Object’s weight (coins) Damage
Up to 200 2d4
201–400 2d6
401–800 3d6
801–1,500 4d6
1,501 or more 5d6

Throw Weapon

Duration: Instant

Range: 10′ per level

The kineticist throws a melee weapon they are holding in a precise, arcing flight. The weapon attacks a target within range and then returns to the kineticist’s hand.

Attack: The thrown weapon is handled as a missile attack roll with a +4 bonus.

Damage: If the attack hits, any damage dealt is doubled.

Knight

Requirements
Minimum CON 9, minimum DEX 9
Prime requisite
STR
Hit Dice
1d8
Maximum level
14
Combat aptitude
Martial
Armour
Chainmail, plate mail, shields
Weapons
Melee weapons
Languages
Alignment, Common

Knights are warriors who serve a noble house or knightly order, carrying out their liege’s command and upholding the honour of the liege at all costs. They are masters of heavily armoured, mounted combat, preferring the lance above all other weapons. Knights are often members of the noble classes, but a person of lowlier origin may be initiated as a knight as a reward for noble deeds.

Knighthood: Knights of 1st and 2nd level are known as “squires” and are not yet regarded as true knights. Upon reaching 3rd level, the character is knighted by their liege and gains the right to bear a coat of arms (typically emblazoned upon the knight's shield).

Alignment: A knight must have the same alignment as their liege.

Chivalric Code

Knights are bound by a stringent code of honour, which they strive to uphold in all their deeds. A knight does not earn any experience points for deeds performed at odds with this code. The fundamentals of this code are: preference of death over dishonour; service of the knight's liege as the greatest honour; glory in single combat; defence to the death of any in the knight's charge; honouring of superiors; respect of equals; demanding obedience from inferiors; scorning the ignoble.

Dishonour: A knight who brings dishonour upon themselves or their liege (this may include changing alignment) may have their knighthood revoked. In this case, the character becomes a fighter of equivalent level. It may be possible to regain the status of knighthood by performing a special quest.

Combat

Knights can use all melee weapons but cannot use missile weapons (they regard these as dishonourable). They can wear any metal armour but scorn non-metal armour as only suitable for peasants and villains.

Prowess of arms: Knights regard armour as a symbol of prowess and status, always favouring the most impressive and impervious-looking armour available.

Single combat: In a battle, a knight must attack the most powerful or worthy foe in single combat.

Flying Mounts

A knight of 5th level or higher can train fantastic, flying monsters as mounts. This takes one month. In general, a knight may train flying monsters of Hit Dice at most equal to the knight's level. The use and training of flying monsters as mounts is at the referee's discretion.

Horsemanship

Assessing steeds: Knights are expert riders and can assess the worth of any steed. This allows a knight to determine whether an animal has low, average, or high hit points for its type.

Urging great speed: From 5th level, a knight can urge their steed to great speed, increasing its movement rate by 30′ (10′) for up to 6 turns, once per day.

Knight level progression
Level XP HD Attack D W P B S
1 0 1d8 +1 12 13 14 15 16
2 2,500 2d8 +1 12 13 14 15 16
3 5,000 3d8 +2 12 13 14 15 16
4 10,000 4d8 +3 10 11 12 13 14
5 18,500 5d8 +3 10 11 12 13 14
6 37,000 6d8 +4 10 11 12 13 14
7 85,000 7d8 +5 8 9 10 10 12
8 140,000 8d8 +5 8 9 10 10 12
9 270,000 9d8 +6 8 9 10 10 12
10 400,000 9d8+2* +7 6 7 8 8 10
11 530,000 9d8+4* +7 6 7 8 8 10
12 660,000 9d8+6* +8 6 7 8 8 10
13 790,000 9d8+8* +9 4 5 6 5 8
14 920,000 9d8+10* +9 4 5 6 5 8

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Hospitality

A knight of 3rd level or higher can expect hospitality and aid from nobles and other knights of the same alignment or social affiliation (e.g. order, religion, noble house, etc.). A knight is expected to extend such hospitality in kind.

Mounted Combat

Knights gain a +1 bonus to attack rolls when mounted.

Strength of Will

Fear: Knights are immune to all supernatural fear effects. From 3rd level, companions within 10′ of the knight gain a +2 bonus on saving throws against fear effects, and retainers and mercenaries under the knight’s command within 10′ gain a +2 bonus to loyalty or morale.

Beguilement: Knights gain a +4 bonus to saving throws against hold spells, charms, mind control, hypnotism, suggestion, etc. They gain a +2 bonus to saving throws against illusion, and gain a saving throw (one is not normally allowed) against sleep spells.

Stronghold

Any time a knight of 3rd level or higher wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands. The permission of the knight's liege is always required.

After Reaching 9th Level

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

Mage

By Gavin Norman.

Requirements
None
Prime requisite
INT and WIS
Hit Dice
1d6
Maximum level
14
Combat aptitude
Non-Martial
Armour
None
Weapons
Dagger, short sword, staff, sword
Languages
Alignment, Common

Mages are adventurers who study the secrets of deep magic, making them powerful allies.

Prime requisites: A mage with at least 13 INT and WIS gains a 5% bonus to XP. A mage with an INT of at least 16 and a WIS of at least 13 receives a 10% XP bonus.

Arcane Magic

Mages cannot memorize spells, but can cast arcane spells from scrolls. See Magic in Old-School Essentials for full details on arcane magic.

Magical research: A mage of any level may spend time and money on magical research. This allows them to scribe scrolls of arcane spells (see Scribing Scrolls) or to research other magical effects. From 9th level, a mage may also create magic items of other kinds.

Using magic items: Mages are able to cast spells from arcane scrolls and use any items that may only be used by arcane spell casters (e.g. magic wands).

Combat

Mages can use staves and one-handed blades, but cannot wear armour.

Healing

Once per day, a mage may spend 1 turn to heal an ally. This either cures 1hp per level or allows another save against a negative effect (e.g. a curse or poison).

Mage Armour

A mage’s connection with deep magic grants them a +2 bonus to Armour Class.

Mage Skills

Mages can use the following skills on targets within 30′, with the chance of success shown opposite:

Mage’s Staff

Invulnerable monsters: In the hands of a mage, a normal staff can harm creatures that are immune to mundane attacks.

Light: Once per day, the mage may cause their staff to radiate light in a 30′ radius for 1 turn per level.

Mage level progression
Level XP HD Attack D W P B S
1 0 1d6 +0 12 13 12 15 14
2 2,800 2d6 +0 12 13 12 15 14
3 5,600 3d6 +0 12 13 12 15 14
4 12,000 4d6 +1 12 13 12 15 14
5 24,000 5d6 +1 12 13 12 15 14
6 48,000 6d6 +1 10 11 10 13 11
7 100,000 7d6 +2 10 11 10 13 11
8 200,000 8d6 +2 10 11 10 13 11
9 400,000 9d6 +2 10 11 10 13 11
10 560,000 9d6+1* +3 10 11 10 13 11
11 720,000 9d6+2* +3 7 8 7 10 7
12 980,000 9d6+3* +3 7 8 7 10 7
13 1,140,000 9d6+4* +4 7 8 7 10 7
14 1,300,000 9d6+5* +4 7 8 7 10 7

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Scribing Scrolls

Mages of any level can create scrolls of arcane spells. See Duplicating spell effects under Creating Magic Items in Old-School Essentials.

After Reaching 11th Level

A mage may build a stronghold, often a great tower. 1d6 apprentices of levels 1-3 will arrive to study under the mage.

Rolling Skill Checks

All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Player Knowledge

The referee should roll for detect magic on the player’s behalf, as the mage does not always know whether the object being scanned is magical or not.

Mage skills: chance of success
Level DM OC RF RM SU
1 75 30 20 50 20
2 80 35 23 55 23
3 83 40 25 60 25
4 85 45 26 65 26
5 87 50 35 70 35
6 90 55 45 75 45
7 92 60 55 80 55
8 93 65 65 83 65
9 94 70 70 86 70
10 95 75 75 90 75
11 96 80 80 92 80
12 97 85 85 95 85
13 98 90 90 98 90
14 99 95 95 99 95

DM: Detect magic; OC: Open/close; RF: Rally/fear; RM: Read magic; SU: Suggestion.

Expertise

At 1st level, a Mage has 6 expertise points to allocate. Every level thereafter, a Mage gains 1 point to allocate.

See D6 Thief Skills for the alternative skill system.

Related: House Rules: D6 Thief Skills.

Magic-User

Requirements
None
Prime requisite
INT
Hit Dice
1d4
Maximum level
14
Combat aptitude
Non-Martial
Armour
None
Weapons
Dagger, staff (optional)
Languages
Alignment, Common

Magic-users are adventurers whose study of arcane secrets has taught them how to cast spells. Magic-users are able to cast a greater number of increasingly powerful spells as they advance in level.

Arcane Magic

See Magic, p122 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 are also able to create magic items.

Spell casting: Magic-users carry spell books containing the formulae for arcane spells. The spell casting chart (opposite) shows both 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 on p131.

Using magic items: As spell casters, magic-users are able to 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 are unable to use shields or wear any kind of armour. This makes them very vulnerable in combat.

Magic-Users and Staves (Optional Rule)

Optionally, magic-users may be allowed to wield a staff in combat.

After Reaching 11th Level

A magic-user may build a stronghold, often a great tower. 1d6 apprentices of levels 1-3 will then arrive to study under the magic-user.

Magic-User level progression
Level XP HD Attack D W P B S Spell 1 Spell 2 Spell 3 Spell 4 Spell 5 Spell 6
1 0 1d4 +0 13 14 13 16 15 1 — — — — —
2 2,500 2d4 +0 13 14 13 16 15 2 — — — — —
3 5,000 3d4 +0 13 14 13 16 15 2 1 — — — —
4 10,000 4d4 +1 13 14 13 16 15 2 2 — — — —
5 20,000 5d4 +1 13 14 13 16 15 2 2 1 — — —
6 40,000 6d4 +1 11 12 11 14 12 2 2 2 — — —
7 80,000 7d4 +2 11 12 11 14 12 3 2 2 1 — —
8 150,000 8d4 +2 11 12 11 14 12 3 3 2 2 — —
9 300,000 9d4 +2 11 12 11 14 12 3 3 3 2 1 —
10 450,000 9d4+1* +3 11 12 11 14 12 3 3 3 3 2 —
11 600,000 9d4+2* +3 8 9 8 11 8 4 3 3 3 2 1
12 750,000 9d4+3* +3 8 9 8 11 8 4 4 3 3 3 2
13 900,000 9d4+4* +4 8 9 8 11 8 4 4 4 3 3 3
14 1,050,000 9d4+5* +4 8 9 8 11 8 4 4 4 4 3 3

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply. Spell columns give the number of spells of each spell level; — indicates none.

Paladin

Requirements
Minimum CHA 9
Prime requisite
STR and WIS
Hit Dice
1d8
Maximum level
14
Combat aptitude
Martial
Armour
Any, including shields
Weapons
Any
Languages
Alignment, Common

Paladins are warriors sworn by sacred oath to the service of a Lawful holy order.

Alignment: A paladin must be lawful. If the character's alignment ever changes (for any reason), they lose all class abilities and become a fighter of the same level. The referee may allow the character to perform a quest of atonement in order to regain their status as a paladin.

Prime requisites: A paladin with at least 13 in one prime requisite gets +5% to experience. If both STR and WIS are 16 or higher, the paladin gets a +10% bonus.

Combat

Paladins can use all types of weapons and armour.

Divine Magic

See Magic, p122 for full details on divine magic.

Holy symbol: A paladin must carry a holy symbol (see the equipment list).

Deity disfavour: Paladins must be faithful to the tenets of their alignment and religion. Paladins who fall from favour with their deity may incur penalties.

Spell casting: From 9th level, a paladin may pray to receive spells. The power and number of spells available to a paladin are determined by the character’s experience level. The list of spells available to paladins is found on p128 (paladins have the same spell selection as clerics).

Holy Resistance

Paladins are immune to all disease.

Laying on Hands

Once per day, a paladin can heal 2 hit points per level by laying their hands on wounded characters. Additionally, a paladin of 5th level or higher may cure disease once per week by laying on hands.

Turning the Undead

Paladins of 3rd level and higher 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 opposite, 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 again to determine the number of HD affected (turned or destroyed).

Turned undead: Will leave the area, if possible, and will not harm or make contact with the paladin.

Destroyed undead: Are instantly and permanently annihilated.

Excess HD and minimum effect: Rolled Hit Dice that are not sufficient to affect a monster are wasted. However, 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.

After Reaching 9th Level

With the permission of their holy order, a paladin can build a castle or stronghold and control the surrounding lands. The paladin may be granted a title such as Baron or Baroness. The land under their control is then known as a Barony.

Paladin level progression
Level XP HD Attack D W P B S Spell 1 Spell 2 Spell 3
1 0 1d8 +1 10 11 12 13 14 — — —
2 2,750 2d8 +1 10 11 12 13 14 — — —
3 5,500 3d8 +2 10 11 12 13 14 — — —
4 12,000 4d8 +3 8 9 10 11 12 — — —
5 24,000 5d8 +3 8 9 10 11 12 — — —
6 45,000 6d8 +4 8 9 10 11 12 — — —
7 95,000 7d8 +5 6 7 8 8 10 — — —
8 175,000 8d8 +5 6 7 8 8 10 — — —
9 350,000 9d8 +6 6 7 8 8 10 1 — —
10 500,000 9d8+2* +7 4 5 6 6 8 2 — —
11 650,000 9d8+4* +7 4 5 6 6 8 2 1 —
12 800,000 9d8+6* +8 4 5 6 6 8 2 2 —
13 950,000 9d8+8* +9 2 3 4 3 6 2 2 1
14 1,100,000 9d8+10* +9 2 3 4 3 6 3 2 1

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply. Spell columns give the number of spells of each spell level; — indicates none.

Vow of Humility

A paladin may keep only a total of one suit of magical armour, one magical shield, and one magical melee weapon. They must also donate 10% of all income to a Lawful religious institution.

Warhorse

A paladin of 4th level or higher may summon a holy charger—a warhorse with AC 5 [14], 5+5 HD, and a movement rate of 180′ (60′). If the horse dies, another may not be summoned for 10 years.

Turning Table Results

-: The turning fails.

Number: If the 2d6 turning roll is higher or equal, the turning attempt succeeds.

T: The turning succeeds.

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

—: The turning fails. Number: a 2d6 turning roll equal to or higher than the number succeeds. T: The turning succeeds. D: The monsters are destroyed, not simply caused to flee. * 2 HD monsters with a special ability (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 the Undead

Paladin level 1 HD 2 HD 3 HD 4 HD 5 HD 6 HD 7 HD 8 HD 9+ HD
3 13 15 17 19 — — — — —
4 11 13 15 17 19 — — — —
5 9 11 13 15 17 19 — — —
6 7 9 11 13 15 17 19 — —
7 5 7 9 11 13 15 17 19 —
8 3 5 7 9 11 13 15 17 19
9 T 3 5 7 9 11 13 15 17
10 T T 3 5 7 9 11 13 15
11 D T T 3 5 7 9 11 13
12 D D T T 3 5 7 9 11
13 D D D T T 3 5 7 9
14 D D D D T T 3 5 7

-: Turning is not possible. T: The turning succeeds. D: The turning succeeds and the monsters are dealt 1d8 damage per level of the Paladin.

Paladins can turn the undead, that is, drive away undead monsters by means of faith alone. The paladin brandishes their holy symbol and calls upon the power of their divine patron. The player rolls 1d20 and tells the GM the result.

If the roll is a success, 2d6 hit dice of undead monsters are affected; surplus hit dice are lost, but a minimum of one creature will always be affected if the first roll succeeds.

If a mixed group of undead (different HD) is to be turned, the player still rolls just once. The result is checked against the weakest HD first, and if they are successfully turned, the same result is checked against the next higher HD of undead. Likewise, the 2d6 hit dice are rolled only once.

Related: House Rules: Paladin turning the undead.

Ranger

Requirements
Minimum CON 9, minimum WIS 9
Prime requisite
STR
Hit Dice
1d8
Maximum level
14
Combat aptitude
Martial
Armour
Leather, chainmail, shields
Weapons
Any
Languages
Alignment, Common

Rangers are members of a secret society which protects their native lands from invasion and the influence of Chaos. They are skilled warriors who are adapted to life in the wilds. At higher levels, their connection with nature grants them the ability to cast spells.

Alignment: As protectors, rangers may only be lawful or neutral. If a ranger ever changes alignment to chaotic, they lose all special class abilities and become a fighter of the same level. The character may be able to regain their ranger status by performing a special quest.

Awareness

Rangers are only surprised on a roll of 1. This may mean that a ranger is able to act in the surprise round while their companions are surprised.

Combat

Rangers can use all types of weapons and can use leather armour, chainmail, and shields. Because of their need for stealth, they cannot use plate mail.

Divine Magic

See Magic, p122 for full details on divine magic.

Spell casting: From 8th level, due to a deep connection with nature, a ranger gains the ability to cast spells. The power and number of spells available to a ranger are determined by the character's experience level. The list of spells available to rangers is found on p129 (rangers use the druid spell list).

Foraging and Hunting

A party with a ranger succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance (see Wilderness Adventuring, p224).

Limited Possessions

A ranger may only keep wealth and possessions that can be kept on their person or mount. Excess must be donated to worthy causes (not other PCs!).

Pursuit

When the ranger’s party pursues an opposing group in the wilderness (see Evasion and Pursuit, p230), the chance of evasion is reduced by 10%.

Stealth

In the wilderness, a ranger has a 3-in-6 chance of hiding and a 3-in-6 chance of moving silently.

Ranger level progression
Level XP HD Attack D W P B S Spell 1 Spell 2 Spell 3
1 0 1d8 +1 12 13 14 15 16 — — —
2 2,250 2d8 +1 12 13 14 15 16 — — —
3 4,500 3d8 +2 12 13 14 15 16 — — —
4 10,000 4d8 +3 10 11 12 13 14 — — —
5 20,000 5d8 +3 10 11 12 13 14 — — —
6 40,000 6d8 +4 10 11 12 13 14 — — —
7 90,000 7d8 +5 8 9 10 10 12 — — —
8 150,000 8d8 +5 8 9 10 10 12 1 — —
9 300,000 9d8 +6 8 9 10 10 12 2 — —
10 425,000 9d8+2* +7 6 7 8 8 10 2 1 —
11 550,000 9d8+4* +7 6 7 8 8 10 2 2 —
12 675,000 9d8+6* +8 6 7 8 8 10 2 2 1
13 800,000 9d8+8* +9 4 5 6 5 8 3 2 1
14 925,000 9d8+10* +9 4 5 6 5 8 3 2 2

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply. Spell columns give the number of spells of each spell level; — indicates none.

Tracking

Rangers can identify and follow tracks. This skill improves as the character gains levels (see the table to the right). Success may be modified by the following factors:

After Reaching 10th Level

2d12 beings will join the ranger as followers. The nature of these followers is up to the referee—they may include human or demihuman adventurers, animals, fantastic mounts, sylvan creatures, or special monsters. If any of the followers die, they are not replaced.

Ranger tracking chance of success
Level Tracking
1 20%
2 30%
3 40%
4 50%
5 60%
6 70%
7 80%
8 90%
9 100%
10+ 110%

Thief

Requirements
None
Prime requisite
DEX
Hit Dice
1d4
Maximum level
14
Combat aptitude
Semi-Martial
Armour
Leather, no shields
Weapons
Any
Languages
Alignment, Common

Thieves are adventurers who live by their skills of deception and stealth. Their range of unique skills makes them very handy companions in adventures. However, thieves are not always to be trusted.

Adjust ability scores: During character creation, thieves may not lower STR.

Back-Stab

When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt.

Combat

Because of their need for stealth and free movement, thieves cannot wear armour heavier than leather and cannot use shields. They can use any weapon.

Read Languages

A thief of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll does not succeed, the thief may not try to read that particular text again before gaining an experience level.

Scroll Use

A thief of 10th level or higher can cast arcane spells from scrolls. There is a 10% chance of error: the spell does not function as expected and creates an unusual or deleterious effect.

Thief Skills

Thieves can use the following skills, with the chance of success shown opposite:

After Reaching 9th Level

A thief can establish a thief den, attracting 2d6 apprentices of 1st level. These thieves will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful thief might use these followers to start a Thieves’ Guild.

Thief level progression
Level XP HD Attack D W P B S
1 0 1d4 +0 13 14 13 16 15
2 1,200 2d4 +0 13 14 13 16 15
3 2,400 3d4 +1 13 14 13 16 15
4 4,800 4d4 +1 13 14 13 16 15
5 9,600 5d4 +2 12 13 11 14 13
6 20,000 6d4 +2 12 13 11 14 13
7 40,000 7d4 +3 12 13 11 14 13
8 80,000 8d4 +3 12 13 11 14 13
9 160,000 9d4 +4 10 11 9 12 10
10 280,000 9d4+2* +4 10 11 9 12 10
11 400,000 9d4+4* +5 10 11 9 12 10
12 520,000 9d4+6* +5 10 11 9 12 10
13 640,000 9d4+8* +6 8 9 7 10 8
14 760,000 9d4+10* +6 8 9 7 10 8

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply.

Thief skills: chance of success
Level CS TR HN HS MS OL PP
1 87 10 1–2 10 20 15 20
2 88 15 1–2 15 25 20 25
3 89 20 1–3 20 30 25 30
4 90 25 1–3 25 35 30 35
5 91 30 1–3 30 40 35 40
6 92 40 1–3 36 45 45 45
7 93 50 1–4 45 55 55 55
8 94 60 1–4 55 65 65 65
9 95 70 1–4 65 75 75 75
10 96 80 1–4 75 85 85 85
11 97 90 1–5 85 95 95 95
12 98 95 1–5 90 96 96 105
13 99 97 1–5 95 98 97 115
14 99 99 1–5 99 99 99 125

CS: Climb sheer surfaces; TR: Find or remove treasure traps; HN: Hear noise (successful d6 rolls); HS: Hide in shadows; MS: Move silently; OL: Open locks; PP: Pick pockets.

Expertise

At 1st level, a Thief has 6 expertise points to allocate. Every level thereafter, a Thief gains 2 points to allocate.

See D6 Thief Skills for the alternative skill system.

Rolling Skill Checks

Hear noise: Is rolled on 1d6. If the roll is within the listed range of numbers, the skill succeeds.

Other skills: Are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Player Knowledge

The referee should roll for hear noise, hide in shadows, and move silently on the player's behalf, as the thief does not immediately know if the attempt was successful. If a hide in shadows or move silently roll fails, the referee knows that the thief has been noticed and should determine enemies’ actions appropriately.

Related: House Rules: D6 Thief Skills.

Witch

Requirements
Minimum WIS 9
Prime requisite
INT
Hit Dice
1d4
Maximum level
14
Armour
None
Weapons
Dagger, staff (optional)
Languages
Alignment, Common

Witches are magic-users hailing from ancient traditions combining arcane magic and the worship of ancient deities from which they derive power. They are expert crafters and wise in many secrets. On the other hand, their magic is strongly focused on divination, enchantments, and curses, and therefore, limited in scope.

Alignment: While lawful witches are not unheard of (at the referee’s discretion), most witches are either neutral or chaotic. If a witch’s alignment turns lawful (for any reason), they either remain a witch if the referee allows it or become a magic-user, losing all their class abilities.

Level Restrictions

If using the optional rules for choosing character race and class separately (see Old-School Essentials Advanced Fantasy), the following races may be witches:

Weapons & Armour

Witches can only use daggers and are unable to use shields or wear any kind of armour. This makes them very vulnerable in combat.

Witches and Staves

Optionally, witches may be allowed to wield a staff in combat.

Witchcraft

A witch uses arcane magic. See Magic in the Old-School Essentials tomes for full details on arcane magic.

Magical research: When a witch reaches 9th level, they are able to create magic items. Magical research undertaken by witches to create magic items take half the time and consume half the money it would normally involve.

Spell casting: Witches carry spell books containing the formulae for arcane spells. The spell casting chart (opposite) shows both the number of spells in the witch’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level witch has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to a witch is detailed further.

Using magic items: Witches are able to cast scrolls of spells on any spell list. They can decipher the arcane magic of scrolls intuitively without resorting to a read magic spell. They can also use items that may only be used by arcane spell casters (e.g. magic wands).

Brew Potion

A witch of 3rd level or above can brew a potion in a week at no cost. The referee may limit this ability according to the availability of plant components, etc. The potion must be:

At 7th level, a witch can brew an ointment of flying as well in the same conditions, though characters using it must be naked when applying it and remain naked through its duration or the ointment doesn’t operate.

Identify plants

Witches can identify all plants.

Find Familiar

Witches attract a small animal or creature representing their connection to ancient, elder forces. This animal must be a black cat, a crow, a raven, a bat, an owl, a toad, a weasel, a rat, a snake, a spider, a salamander, or any other small creature at the referee’s discretion such as an animated toadstool, a little tar man, a walking rag doll, etc.

Witch level progression
Level XP HD Attack D W P B S Spell 1 Spell 2 Spell 3 Spell 4 Spell 5
1 0 1d4 +0 13 14 13 16 15 — — — — —
2 2,500 2d4 +0 13 14 13 16 15 1 — — — —
3 5,000 3d4 +0 13 14 13 16 15 2 — — — —
4 10,000 4d4 +1 13 14 13 16 15 2 1 — — —
5 20,000 5d4 +1 13 14 13 16 15 2 2 — — —
6 40,000 6d4 +1 11 12 11 14 12 2 2 1 — —
7 80,000 7d4 +2 11 12 11 14 12 2 2 2 — —
8 150,000 8d4 +2 11 12 11 14 12 3 2 2 1 —
9 300,000 9d4 +2 11 12 11 14 12 3 3 2 2 —
10 450,000 9d4+1* +3 11 12 11 14 12 3 3 3 2 1
11 600,000 9d4+2* +3 8 9 8 11 8 3 3 3 3 2
12 750,000 9d4+3* +3 8 9 8 11 8 4 3 3 3 2
13 900,000 9d4+4* +4 8 9 8 11 8 4 4 3 3 3
14 1,050,000 9d4+5* +4 8 9 8 11 8 4 4 4 3 3

XP: experience points; HD: Hit Dice; D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. * Modifiers from CON no longer apply. Spell columns give the number of spells of each spell level; — indicates none.

After Reaching 11th Level

A witch may build a hut, a small house, or simply settle in a cave. The witch’s dwelling is then blessed by ancient gods and spirits which make it an extradimensional space big as a tower, a small fort, or a mansion on the inside. The witch then attracts 3 apprentices, all of the 1st level witches, and 5d10 human and demihuman followers, all of them 1HD, of the same alignment as the witch.

Level Titles

Fortune-teller, wiccan, soothsayer, hexxer, sybil, seer, oracle, phytoness, witch.

D6 Thief Skills

This is the alternative skill system included in the PDF. The individual class sections retain their original skill tables and any added class-specific expertise notes.

An Alternative System for Thief Skills

The traditional thief class is probably the most commonly house-ruled character class—so much so that “fixing the thief” has become something of a time-honoured tradition among rules-tweakers.

Two of the most common complaints about the thief are its percentile-based skills (a mechanic not used by any other rules subsystem) and its fixed, inflexible skill progression (must all thieves focus primarily on climbing to the detriment of all other skills at lower levels?).

This article presents an alternative system for thief skills, designed as an attempt to address these issues, with d6-based skills replacing the percentages and a simple point allocation system adding flexibility.

Thief Skills

Thieves have the following skills: climb sheer surfaces, find or remove treasure traps, hear noise, hide in shadows, move silently, open locks, pick pockets, read languages. These skills function as described in Old-School Essentials, except that skill checks are rolled on a d6, rather than with percentile dice. The chance of success with skills is described under Expertise.

Modified Skills

When using d6-based thief skills, usage of the following skills is modified.

Pick Pockets

The chance of success is reduced by 1-in-6 per three levels of the victim (e.g. a 6th level victim reduces success by 2-in-6). A roll of 6 means that the attempted theft is noticed. The referee determines the reaction of the victim (possibly using the reaction table under Encounters in Old-School Essentials).

Read Languages

Thieves have the ability to read languages from 1st level and may improve their chance of success as with all other skills— see Expertise. (Under the standard rules, thieves gain the ability to read languages at 4th level and never improve their chance of success.)

Expertise

Base chance of success: All skills begin with a 1-in-6 chance of success.

Expertise points: Thieves gain expertise points to improve their chance of success with their skills. Each point allocated to a skill improves the chance of success by 1-in-6. Multiple points may be allocated to a skill, further increasing the chance of success. For example, if 2 points are allocated to a skill, the chance of success is raised to 3-in-6 (from the base 1-in-6 chance of success).

At 1st level: At character creation, a thief has 4 expertise points to allocate.

Gaining levels: A thief gains 2 additional expertise points to allocate.

Maximum chance of success: No skill may be raised above 5-in-6.

Source note: The general article gives a thief 4 expertise points at character creation; the added Thief class note gives 6. Both source values are retained here.