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BX Class Builder

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0% found this document useful (0 votes)
109 views

BX Class Builder

Uploaded by

Ketalel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

Class Builder |1

Credits
BX Options: Class Builder
Character class construction kit designed for use with Old-School Essentials by Necrotic Gnome

Author: Erin D. Smale Editor: Greg MacKenzie

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Artwork
Cover art copyright © 2019 Greg MacKenzie.

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Interior illustrations copyright respective authors (by page), used with permission: Jacob E. Blackmon
(24); Luigi Castellani (15, 30, 33, 49, 51, 53, 57, 58, 72, 76); David Lewis Johnson (77); William
McAusland (2, 7, 9, 12, 28, 62, 65, 68); Denis J. McCarthy (40, 47, 50); Bradley K. McDevitt (6, 71);
Nova Development Corporation (34, 36)

The Welsh Piper™


The Welsh Piper is dedicated to helping busy role-playing gamers make the most of their time with
e
tools, rules, and templates. Some of the material in this rulebook is adapted from our websites at
https://www.welshpiper.com and http://www.breeyark.org. We hope you’ll excuse its inclusion here
and agree that it’s additive to this title’s overall value.
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Acknowledgements
First and foremost, my admiration and gratitude to the original B/X editors: David Cook, Steve
Marsh, and Tom Moldvay, who provided such a solid, yet infinitely flexible, fantasy RPG framework
that continues to excite and inspire me today. I’d also like to thank my 7th-grade gaming group, who
taught me to play, pardoned my mistakes, and gave me the confidence to create better stories: Joe
B., George D., Tony D., Greg F., Glenn H., Heath H., Jason H., Alex K., Mike L., Dan S., Marc S., Mark
m

S., and Michael S. Finally, a “Boba Fett nod” to Gavin Norman, whose thoughtful dedication, organi-
sational skill, and love for the hobby made publishing for B/X possible.

Appendix A, “d6 Thief Skills,” inspired by equal parts the author’s OCD and Dyson Logos’ “d6 and
2d6 Thiefin’ for Basic Dungeons & Dragons”.

Legal
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BX Options: Class Builder; Copyright © 2020 Erin D. Smale.


Second Edition, July 2020; First Edition, January 2020
BX Options is a trademark of Erin D. Smale.

Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials
logo are used with permission of Necrotic Gnome, under license.

This product is neither an official Old-School Essentials release nor affiliated with or approved by
Necrotic Gnome, except under license.

This product is released under the terms of the Open Game License Version 1.0a, Copyright © 2000,
Wizards of the Coast, Inc.

BX Options
2|Table of Contents

Table of Contents
Introduction ........................................... 3 Barbarian....................................... 36
Beast-talker ................................... 38
Class Builder ......................................... 4
Berserker ........................................ 40
Creating Classes ............................. 4
Tips & Hints ...................................... 4 Halfling ............................................... 42

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Random Bonuses ........................... 42
Class Abilities ....................................... 6
Class Variants ............................... 43
Basic Abilities ................................... 7 Warden.......................................... 46
Special Abilities............................... 8

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Restrictions ......................................10 Magic-User......................................... 48
“Locked” Abilities ..........................10 Random Bonuses ........................... 48
Base XP and Level Progression..11 Class Variants ............................... 49
Necromancer ................................. 52
Cleric ....................................................12
Sorcerer.......................................... 54
Random Bonuses............................12
Class Variants ................................13 Thief ..................................................... 56
Crusader .........................................16 Random Bonuses ........................... 56
Shaman ...........................................18
e Class Variants ............................... 57
Assassin........................................... 60
Dwarf ...................................................20
Bard ................................................ 62
Random Bonuses............................20 Scout................................................ 64
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Class Variants ................................21
Elder ................................................24 Appendices ........................................ 66
A) d6 Thief Skills .......................... 66
Elf ..........................................................26
B) Class Base XP Values ............. 67
Random Bonuses............................26 C) Skills ........................................... 68
Class Variants ................................27 D) Equipment ................................. 70
m

Archon .............................................30 E) Spell Failure .............................. 71


Fighter ..................................................32 F) Home Terrain ............................ 72
Random Bonuses............................32 G) Animal Special Abilities ........ 73
Class Variants ................................33 H) High-level Characters ............ 74
Open Game License......................... 78
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Edition
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2

BX Options
Class Builder |3

Introduction
In 1982, I cut my RPG teeth on Given my OCD tendencies, the sys-
Messrs. Moldvay, Cook, and Marsh’s tem had to be by the numbers, so I
Basic/Expert Dungeons & Dragons reverse engineered the official clas-

e
game. It was a Christmas gift from ses by assigning an XP value to each
my parents, and it took 11-year-old ability. The result is contained herein,
me a year to figure out how to play offered with two caveats:

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(thanks to some 7th-grade classmates
1. The XP values in the class builder
who graciously invited me to join
are derived from the “core”
their “study hall” game).
class’ base XP requirements (i.e.,
Turns out that B/X is more than the the XP required to reach 2nd lev-
sum of its parts: Nearly four decades el). While this ensures that new
(and many other RPGs) later, B/X is or customised classes are bal-
still as much fun to play as when I
was 12. There are lifetimes of gam-
e anced, it works only if you use all
the class ability categories. It’s
ing potential in its combined 128 delicate: If you start tugging at
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pages, and its concision makes it at one thread, you risk unravelling
once easy to learn, fast to play, and the entire sweater.
infinitely expandable. 2. That said, I make no claim that
the system here matches whatev-
One aspect that enables B/X to be
er (deeply arcane) methodology
so succinct is its “race-as-class” ap-
m

the original authors employed.


proach to characters. It wasn’t until a
Undoubtedly, there are other
friend exposed me to Advanced
ways to parse abilities and as-
Dungeons & Dragons, which sepa-
sign XP costs—the approach pre-
rated race and class, that I ques-
sented here is merely the one I
tioned this elegant approach, and I
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managed to puzzle out and use


instantly wanted dwarf clerics, elf
to positive effect in my own
rangers, halfling thieves, illusionists,
campaign settings.
and paladins for my B/X game.
As a final note, the class builder here
So began a years-long, on-and-off-
is a streamlined version built espe-
again journey toward devising a
cially for compatibility with Gavin
class-building system that was both
Norman’s excellent Old-School Essen-
backward compatible with the ca-
tials series. For the curious, the origi-
nonical classes and scalable to fit
nal system may be found in the “Per-
any setting, genre, or style of play
fect Class” articles on our Basic D&D
using the B/X rules.
website Breeyark.org.
BX Options
4|Class Builder

Class Builder
The class builder is a “point-buy” 5. Sum the XP values for each abil-
tool for OSE-compatible race-as- ity and restriction on the work-
class character types. Each class sheet. This is the class’ base XP
ability has an XP value, which con- value (i.e., the number of experi-

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tributes to the class’ base XP, or the ence points needed for 2nd level).
number of experience points needed 6. Create the class’ level progres-
to achieve 2nd level (upon which the sion table by plugging the base

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class’ subsequent level progression is XP into the Level Progression by
founded). Class Type table (pg. 11). For
ease of reference, include the
Everything you need to create new
class’ Hit Dice, THAC0, and Sav-
(or modify existing) classes is includ-
ing Throws for each level.
ed in this book. While there are oth-
er classes in other books, this is the
only supplement that guarantees
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perfect balance with the canon, since
Tips & Hints
it’s derived directly from the abilities • Take a conservative approach to
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and corresponding XP values of the class roles: First decide if you can
original, “classic” fantasy classes. achieve what you want by role-
playing a classic class a certain
way; if not, create a variant by
Creating Classes adding, changing, or removing
m

1. Make a copy of the Class XP abilities. Create a new class only


Worksheet (facing page). when these first two options fail
2. Determine the class’ Basic Abili- to get the class you want.
ties (pg. 7) and note the XP val- • The classic classes (i.e., cleric, elf,
ue of each on the worksheet. fighter, etc.) are generic, but
Sa

3. Choose the class’ Special Abilities variants and new classes invari-
(pp. 8-9) and note the XP value ably reflect unique aspects of
of each on the worksheet. Any your referee’s setting (which is
number of Special Abilities may why there are 28 versions of the
be applied. bard class, and why that’s OK).
• Always use the class builder with
Edition

4. Assign any class Restrictions (pg.


10) and note the XP value of your referee—they know best
each on the worksheet. Re- how a variant or new class will fit
strictions apply to every class, within their setting and mesh with
though the values may be zero. other classes, encounters, and
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house rules.
2

BX Options
Class Builder |5

Class XP Worksheet
Ability Details XP Cost

Prime requisite
Hit dice
Armour
Basic Abilities

Shield

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Weapons
Languages
Combat progression

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Saving throws
Basic Abilities Total:

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Special Abilities

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Special Abilities Total:
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Requirements
Maximum level
Stronghold level
Restrictions

Size
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Equipment
Pledge
Weakness
Restrictions Total:
Base XP:

The Class XP Worksheet may be copied for personal use.

BX Options
6|Class Abilities

Class Abilities
The premise behind the class builder Restrictions: Class limits and disad-
is simple: Each class’ XP is based on vantages: attribute score require-
its abilities—the more numerous and ments, level limits, stronghold and
powerful these abilities, the more XP follower requirements, the need for

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needed to advance. Abilities fall into special equipment, et al. Restrictions
one of three categories: are represented as negative XP
values.
Basic: Foundational characteristics

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shared by all classes: prime requi- Each class’ base XP (i.e., the amount
sites, hit die, armour and weapon of XP needed to achieve 2nd level)
requirements, languages, saving equals the sum of each ability’s XP
throws, and combat progression. value. The base XP value is then
plugged into one of four level pro-
Special: Specific characteristics that
gression formulae to determine the
make each class unique: spell cast-
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ing, detection skills, situational bo-
class’ XP requirements all the way up
to its maximum experience level.
nuses, infravision, et al.
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Edition
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2

BX Options
Class Builder |7

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Languages: The number of lan-
Basic Abilities guages known by the class. [100 XP
Basic abilities are foundational as- per language 1]
pects that all characters possess: Combat Progression: Levels re-
Prime Requisites: The number of quired to improve THAC0:
prime requisites used by the class.
Because prime requisites work in
e • 1 (as monster): 500 XP
• 3 (as dwarf, elf, fighter, or
tandem with attribute requirements
halfling): 300 XP
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to impact earned XP bonuses, this
counts as a basic characteristic, not a • 4 (as cleric or thief): 200 XP
restriction. [100 XP per attribute] • 5 (as magic-user): 100 XP
• As normal human: 0 XP
Hit Dice: The die type used to roll
class hit points. [100 XP per die Saving Throws: The quality of the
m

type; e.g., 1d6 = 600 XP] class’ saving throws, based on the
sum of all saves at maximum experi-
Armour: Class restrictions on armour ence level; the lower the sum, the
types allowed. [200 XP for any ar- greater the XP cost. Because there’s
mour, 100 XP if restricted by type or
no standard progression, the classic
Sa

size, 0 XP if no armour allowed] classes form the XP basis:


Shield: Class restrictions on shield
• As dwarf or halfling: 600 XP
use. [100 XP if shield is allowed, 0
XP if no shield allowed] • As fighter: 500 XP
• As cleric: 400 XP
Weapons: Class restrictions on
• As elf: 300 XP
weapon types allowed. [200 XP for
• As magic-user or thief: 200 XP
any weapon, 100 XP if restricted by
type or size, 0 XP if no weapons • As normal human: 100 XP
allowed]
1 No cost for Alignment language or Common.

BX Options
8|Class Abilities

Hiding: The class has a 9/10 chance


Special Abilities to hide outdoors or a 2/6 chance of
Special abilities are a class’ trade- hiding in dungeons. [100 XP each]
mark talents. Underscored abilities Immunity: The class is completely
are drawn from the classic classes unaffected by a specific attack type
presented in the Old-School Essen- or spell. [200 XP]
tials Classic Fantasy: Rules Tome.
Infravision: The ability to see the

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Attack Bonus: This ability grants a heat signatures of living things. [100
“to-hit” bonus with a general attack XP per 30’ range]
type (e.g., melee, missile, unarmed)

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or against any specific foe (e.g., Magical Research: The class may
goblins, followers of Set, Narnians, research new spells and, upon earn-
etc.). [200 XP for each +1 bonus, ing name level, create magic items
400 XP for +2 bonus] and research magical effects. [200
XP, 400 XP if also able to create
Back-stab: This ability grants a +4 magic items and research magical
“to-hit” bonus and double damage effects prior to name level]
when attacking an unaware target
from behind. [200 XP]
e Read Languages: The class has an
80% chance to read any non-
Damage Bonus: The class inflicts
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magical text. [200 XP]
extra damage with a particular at-
tack type (e.g., melee, missile, un- Saving Throw Bonus: The class re-
armed) or spell. [200 XP for +1 ceives a bonus to a single saving
damage, 400 XP for +2 damage] throw category. [200 XP for +1
bonus, 400 XP for +2 bonus 2]
m

Damage Reduction: The class resists


damage from certain attack types. Skill, innate: The class possesses a
[100 XP per point of damage re- skill that may be used at will and
duced] succeeds on a roll of 1-2 on d6, like:

• Detect Construction Tricks


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Defensive Bonus: This grants an AC


bonus in pre-defined circumstances • Detect Secret Doors
or against specific foes. [100 XP per • Detect Traps
point of AC bonus] • Listen at Doors
Encounter Bonus: Improve reaction, The referee may introduce new in-
Edition

morale, surprise, or individual initia- nate skills, though they cannot be


tive rolls with certain population or in
pre-defined circumstances. [200 XP
per +1 bonus; each aspect above is 2 Halve the XP cost if the bonus has partial
treated as a separate condition] application within the category (e.g., a specif-
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ic type of poison instead of all poisons or


2

save bonus vs. spells but not rods or staves).

BX Options
Class Builder |9

improved once obtained. [100 XP Spells, bonus: The class may wield
for 1/6 chance of success, 200 XP extra spell levels each day (e.g., 2
for 2/6 chance, 400 XP for 3/6 bonus levels could be two 1st level
chance, 800 XP for 4/6 chance] spells or one 2nd level spell). Spells
are either innate or in addition to
Skill, learned: The class possesses a
those the character may normally
skill that may be used at will. The
memorise. [100 XP per spell level
referee defines each skill’s scope

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for spell casting classes, 200 XP per
and effect; for example:
spell level for non-spell casters]
• Animal Handling: Tame, train, Thief Skills: Any of the classic thief

fil
and care for a type of animal. class skills, regardless of improve-
• First Aid: Restore 1d4 hit points. ment rate. [50 XP each]
• Lore: Answer questions about a
specific person, place, or thing. Turn Undead: The class can destroy
or repel undead, regardless of im-
• Tracking: Follow signs of a quar-
provement rate. [200 XP]
ry’s passage.
Using Magic Items: The class can
Learned skills start with a 1/6
e
chance of success at 1st level but
use magic items restricted to a spe-
cific class. [200 XP, 400 XP if usage
improve as experience levels are
is non-conventional, like wielding an
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gained; unless otherwise noted, no
item at maximum effect or reusing a
skill can exceed a 5/6 chance of
one-shot item]
success at the class’ maximum level.
[100 XP for +1 improvement every
6 levels, 200 XP for +1 improve-
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ment every 5 levels, 400 XP for +1


every 4 levels, 600 XP for +1 im-
provement every 3 levels, 800 XP
for +1 improvement every 2 levels]
Spell Casting: The ability to wield
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divine or arcane magic: Weapon Mastery: The class gains a


+1 bonus “to-hit” and damage with
• Divine spells [100 XP per maxi- a weapon type (e.g., any sword, any
mum spell level: 500 XP for a bow, etc.). [200 XP, 400 XP for +2
maximum of 5th level, 400 XP for bonus]
maximum 4th level, 300 XP for
maximum 3rd level, etc.] Weapon Proficiency: The class gains
• Arcane spells [400 XP per maxi- a +1 bonus “to-hit” and damage
mum spell level: 2,000 XP for a with a specific weapon (e.g., normal
maximum of 5th level 1,600 XP sword, long bow, etc.). [100 XP, 200
for maximum 4th level, etc.] XP for +2 bonus]

BX Options
10 | C l a s s A b i l i t i e s

Equipment: The class either requires,


Restrictions or is prohibited from using, certain
Restrictions are mechanical disad- equipment. [–100 XP per item, ex-
vantages or limitations under which cluding weapons or armour; e.g., a
the class operates. However, re- cleric’s holy symbol, a thief’s tools, or
strictions are not necessarily bad, as a magic-user’s spell book]
they lower the class’ base XP cost. As Pledge: The class is bound to some

e
a result, restrictions are applied as a oath, code of conduct, or alignment
negative XP value. restriction. [–100 XP if breaking the
Requirements: The number of at- pledge incurs penalties and –100 XP

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tribute score minimums needed to for each prohibited alignment; e.g.,
qualify for the class. [–100 XP per –300 XP for penalties and 1 align-
attribute] ment option, –200 XP for penalties
and 2 alignment options, or –100 XP
Maximum Level: Based on the clas- if the class simply has penalties or
sic class level limit of 14, the highest only 2 alignment options 4]
experience level the class can earn.
[–100 XP x (14 – max level); e.g.,
halflings are capped at 8th level, so
e Weakness: The class takes extra
damage or a saving throw penalty
they earn –600 XP for this re- from a certain attack or suffers a
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striction] performance penalty in specific cir-
cumstances. [–100 XP for 1d4 extra
Stronghold Level: The minimum ex- damage or a penalty of –1, –200
perience level at which the class may XP for 1d6 extra damage or a
establish a stronghold and attract penalty of –2]
m

followers. [–100 XP per level; e.g.,


clerics may build a stronghold at 9th
level, so they earn –900 XP for this “Locked” Abilities
restriction 3]
Certain abilities are “locked” until
Size: The class is greater than seven reaching a minimum experience level
Sa

or less than four feet tall (i.e., larger (e.g., thieves read languages at 4th
than man-sized or smaller than a level). In all cases, count the XP cost
dwarf). This restriction accounts for of locked abilities as part of the
the various challenges unusual size class’ base XP, regardless of what
presents when living in a human- level they need to achieve before
Edition

sized world. [–100 XP] they can use them.

4 The classic classes have no alignment re-


3 If the class can build a stronghold as soon as strictions, though a cleric’s “Deity Disfavour”
the PC has ready cash, assume the effective imposes penalties if they transgress, implying
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minimum is 2nd level (i.e., –200 XP). that a cleric’s alignment must match (or be
2

compatible with) that of their immortal patron.

BX Options
C l a s s B u i l d e r | 11

Base XP and Level Progression


The class’ base XP is the amount of experience points required to earn 2nd level.
Sum the XP value from each category (i.e., basic and special abilities, plus re-
strictions) to determine base XP, then plug it into the Level Progression by Class
Type table, using the column most appropriate to the class “type”:

• Cleric: Divine spell-casters or class prime requisite includes Wisdom.

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• Fighter: Combat specialists or class prime requisite includes Strength. 5
• Magic-User: Arcane spell-casters or class prime requisite includes Intelligence.

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• Thief: Undisciplined rogues or class prime requisite includes Dexterity.
Level Progression by Class Type
Level Cleric (WIS) Fighter (STR) Magic-User (INT) Thief (DEX)

1 0 0 0 0
2 BXP x 1 BXP x 1 BXP x 1 BXP x 1
3
4
BXP x 2
BXP x 4
e
BXP x 2
BXP x 4
BXP x 2
BXP x 4
BXP x 2
BXP x 4
5 BXP x 8 BXP x 8 BXP x 8 BXP x 8
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6 (BXP x 16) + 1,000 BXP x 16 BXP x 16 (BXP x 16) + 800
7 (BXP x 32) + 2,000 BXP x 32 BXP x 32 (BXP x 32) + 1,600
8 (BXP x 64) + 4,000 BXP x 60 BXP x 60 (BXP x 64) + 3,200
9 +100,000* +120,000* +150,000* (BXP x 128) + 6,400
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10 +100,000* +120,000* +150,000* +120,000*


11 +100,000* +120,000* +150,000* +120,000*
12 +100,000* +120,000* +150,000* +120,000*
13 +100,000* +120,000* +150,000* +120,000*
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14 +100,000* +120,000* +150,000* +120,000*


* Cumulatively add this figure to the last calculated BXP value. For example, a 12th level cleric type
with a base XP 1,800 is [(BXP x 64) + 4,000 + 400,000] 519,200. N.B. These values conform to
the High-Level Play optional rule in the Old-School Essentials Classic Fantasy: Rules Tome.

As implied, “type” is flexible, and referees are encouraged to use whichever of


the four options best suits the class’ role in the setting.

5 Of the non-human classes, halflings have the same level progression as fighters, but dwarfs and
elves advance at irregular XP rates contrived (one suspects) to ensure parity with other classes at
their respective maximum experience levels. For simplicity, the unique dwarf and elf progressions
have been excluded in favour of the more consistent guidelines above.

BX Options
12 | C l e r i c

Cleric
Clerics are devout individuals who
advance their deity’s agenda Random Bonuses
through spells and combat. The cleric Clerics may receive bonuses for ex-
class can represent any adventurer ceptional service to their order or for

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whose religious devotion is strong divine favour. At 2nd level and
enough to gain an immortal’s favour above, the player may roll 1d12 for
in the form of divine magic. As such, a random bonus instead of hit points.

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clerics are good templates for char- Bonuses are lost if the cleric suffers
acters like Jeanne d’Arc, Friar Tuck, deity disfavour; re-rolling a bonus
Henutmehyt, or templar knights. results in cumulative benefits:
In spirit, the cleric’s prohibition 1. Gain +1 to hit and damage the
against edged weapons is a balanc- infidel (as defined by referee)
ing factor to limit combat effective- 2. Daily bonus of +1 to any save

tain that balance simply by mandat-


e
ness. In practice, referees can main- 3. Daily bonus of 1 additional spell
level
ing that clerics of a given sect, 4. Granted random magic item to
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church, or deity are trained to wield fulfil church quest
only specific weapons. In game 5. Assigned 1d4 devoted acolytes
terms, this makes sense: While cleri- as unpaid retainers (morale +1)
cal training precludes broad weap- 6. Holy symbol grants +1 bonus to
on skill, it does allow clerics to focus turn undead
m

their combat drill on a select set of 7. Create magic items at current


arms meaningful to their order and level (if re-rolled, reduce chance
its earthly mission. of failure by 3%)
8. Roll additional d6 on successful
Turn attempts against undead
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with HD lower than current level


9. Increase heal roll results by +1
hit point
10. Gain 1/6 chance that using a
staff does not consume a charge
Edition

11. Spells have maximum effect


when cast on holy ground
12. Roll for hit points and then roll
again, ignoring a result of “12”
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2

BX Options
C l a s s B u i l d e r | 13

Classic Cleric XP Worksheet


Ability Details XP Cost

Prime requisite 1 (Wisdom) 100


Hit dice 1d6 600
Armour Any 200
Basic Abilities

Shield Yes 100

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Weapons Restricted (blunt only) 100
Languages 2 (Alignment, Common) 0

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Combat progression Improve THAC0 every 4 levels 200
Saving throws As cleric 400
Magical research Yes 200
Abilities

Spell casting Divine spells (max spell level = 5) 500


Special

Turn undead Yes 200


Using magic items
Requirements
Yes
0
e 200
0
Maximum level 14 0
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Stronghold level 9 -900
Restrictions

Size n/a 0
Equipment Holy symbol -100
Pledge Deity disfavour -300
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Weakness n/a 0
Base XP: 1,500

Class variants have the same abili-


Class Variants
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ties as their parent class, except


For purposes of this book, a class where noted otherwise below as:
“variant” is a modified version of a
• Add: New abilities not possessed
class with the same base XP and by the parent class
level progression as its parent, but
• Change: Alterations to abilities
with swapped abilities to suit a spe-
of the parent class
cific role in the setting. 6
• Remove: Abilities of the parent
class unavailable to the variant
6 Contrast this with a “sub-class,” which is an

entirely new class built to fill a new niche.

BX Options
14 | C l e r i c

Cleric (Dead God) Cleric (God of Knowledge)


Dead gods are banished, impris- Clerics who worship patrons of wis-
oned, or sleeping immortals, usually dom, lore, or justice, serving as aca-
of dread or alien aspect. Clerics of demics, diviners, or literati.
these gods devote their energies to
Add
summoning or reviving their patrons
to influence the setting’s home plane. • Requirements: Minimum INT 9

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Add • Read Languages: 80% chance,
starting at 1st level
• Immunity: At 4th level, clerics are • Skill, learned: Lore (field related

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unaffected by some trademark to their deity’s portfolio; +1 im-
supernatural effect of their god provement every 3 levels)
• Languages: Add the tongue and • Spells, bonus: Four bonus levels in
script of their patron god divination or knowledge spells
Change Change
• Magical Research: Clerics may
create magic items and research
e • Hit Dice: 1d4
• Armour: None
magical effects at any level
• THAC0: As magic-user
pl
• Spell Casting: Their god’s dimin-
• Stronghold: Build temple/library
ished presence precludes spells
at 12th level
higher than 3rd level
• Stronghold: Build at 10th level; Remove
includes 7-12 monsters affiliated
• Turn Undead: No ability
m

with the dead god


Remove Cleric (God of Life)
Clerics who worship gods of birth,
• Turn Undead: No ability
growth, health, and bounty.
Sa

Cleric (God of Death) Add


Such clerics worship gods of the un-
• Requirements: Minimum CON 9
derworld, death, disease, or decay.
• Spells, bonus: Four bonus levels in
Change healing and curative spells
Edition

• Turn Undead: A “D” result allows Change


the cleric to issue 1 command per
• THAC0: As normal human
level, which the undead perform
as best they can • Turn Undead: +1 to all attempts
• Stronghold: Build temple/hospital
n d

at 12th level
2

BX Options
C l a s s B u i l d e r | 15

Cleric (God of Nature)


These clerics venerate the elements
and the spirits of plants and animals;
they are sometimes known as druids.
Add

• Hide: 9/10 chance to hide in

e
wilderness
• Saving Throw Bonus: +1 vs. natu-
ral poisons and paralytics

fil
Change Priest
• Armour: Any non-metal A religious leader who guides a
• Weapons: Any non-metal congregation, the priest is presented
• Spell Casting: As cleric, but select for use as an NPC, but could be a
from “druidic” or nature-oriented PC in a role-play focused campaign.
spell list
e Add
• Stronghold: Build as an elf at 9th
level • Immunity: Level drain
pl
• Saving Throw Bonus: +2 vs. di-
Remove
vine magic lower than their ex-
• Turn Undead: No ability perience level
• Spells, bonus: Two additional
Cleric (God of War) divine spell levels each day
m

These are clerics dedicated to pa- Change


trons of battle and conquest.
• Hit Dice: 1d4
Add
• Armour: None
• Skill, innate: Tactics (2/6 chance •
Sa

Weapons: None
to grant each ally a +1 bonus to • THAC0: As normal human
one roll during current encounter) • Magical Research: Priests may
Change create magic items and research
magical effects at any level
• Weapons: Only those permitted • Stronghold: At 9th level, a priest
by their deity becomes the hierarchical reli-
Remove gious leader of an entire region,
attracting 3d6x10 veterans and
• Turn Undead: No ability 1d20+10 acolytes to deploy
throughout the diocese.

BX Options
16 | C l e r i c

Restrictions
Crusader
Magical Research: Dedicated to
Requirements: Minimum STR 9
martial pursuits, crusaders do not
Prime Requisite: WIS
engage in magical research.
Hit Dice: 1d6
Maximum Level: 14 Pledge: Crusaders are bound by the
Armour: Any, including shields same standards as their clerical

e
Weapons: Any permitted by their counterparts; if their alignment
order strays from that of their deity, they
Languages: Alignment, Common cannot cast spells until reconciled.

fil
A cleric sub-class, crusaders are hu- Turn Undead: Crusaders have no
man warrior-priests of religious power to turn undead.
fighting orders. Such orders are aux- Weakness: Reactions with the infidel
iliary and subordinate to their par- (including agents, associates, or al-
ent church or sect, whose mission they lies thereof) are penalised by –4.
support through force of arms. Com-
e
mon to all orders is an “infidel,” or
the primary target of its martial
Abilities
Combat: When fighting the infidel,
attention, which could be as specific
crusaders gain +1 to initiative, “to-
pl
as a pagan tribe or rival sect, or as
hit,” and damage rolls; a +1 bonus
broad as beings of an opposing
to their AC and saving throws vs.
race, nation, or alignment. Not all
infidel attacks; and all allies within
churches support fighting orders, nor
20’ enjoy the effects of bless.
are all orders truly subordinate.
m

Conviction: The strength of a cru-


N.B. As self-righteous fighters with
sader’s faith in their mission makes
limited clerical ability, crusaders are
them immune to charm and hold
a good template for paladin (or
person spells.
anti-paladin) archetypes in settings
where the struggle between good Foe Sense: Crusaders have a 2/6
Sa

and evil is foundational and epic. In chance to detect the infidel within
settings where alignment struggles 10’ per level (includes hidden or
are not the focus of conflict—where invisible foes as well as during face-
the line between good and evil is to-face encounters).
blurred and subjective—crusaders
Spell Casting: Crusaders may pray
Edition

can occupy a more multifaceted


for divine spells, following the same
niche if referees exploit each
rules for divine spell use as clerics.
fighting order’s history, mission, and
bias to create moral grey areas. Using Magic Items: Crusaders may
use magic items reserved for clerics,
n d

including divine spell scrolls.


2

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C l a s s B u i l d e r | 17

After Reaching 9th Level Fighting Order Missions


At 9th level, a crusader may establish • Reclaim holy land
a stronghold as a chapter of their • Purge the realm of infidels
fighting order. The fortification at- • Ensure the safety of pilgrims,
tracts 20-120 (2d6x10) 1st level missionaries, or evangelists
fighters, 2d6 crusaders, and 2-5
• Find, recover, or destroy an arte-
(1d4+1) clerics of the order’s parent

e
fact
church (levels 1d4 each). The strong-
• Protect a holy site or prophet
hold must provide succour to church
officials and allies, as well as aid in • Prepare for divine visitation

fil
the defence against the infidel. At • Clear the way for prophecy
each experience level after 9th, the • Bring infidels to justice
crusader attracts 10-60 fighters, • Locate a mortal incarnation of
1d6 crusaders, and 1d2 clerics. the divine

Crusader Level Progression


e Saving Throws Spells per Day
Level XP HD To-hit D W P B S 1 2 3
pl
1 0 1d6 19 [+0] 11 12 14 16 15 – – –
2 2,200 2d6 19 [+0] 11 12 14 16 15 1 – –
3 4,400 3d6 19 [+0] 11 12 14 16 15 1 – –
4 8,800 4d6 17 [+2] 11 12 14 16 15 1 – –
m

5 17,600 5d6 17 [+2] 9 10 12 14 12 2 – –


6 36,200 6d6 17 [+2] 9 10 12 14 12 2 – –
7 72,400 7d6 14 [+5] 9 10 12 14 12 2 1 –
8 144,800 8d6 14 [+5] 9 10 12 14 12 3 1 –
Sa

9 244,800 9d6 14 [+5] 6 7 9 11 9 3 1 –


10 344,800 9d6+1* 12 [+7] 6 7 9 11 9 3 2 –
11 444,800 9d6+2* 12 [+7] 6 7 9 11 9 4 2 –
12 544,800 9d6+3* 12 [+7] 6 7 9 11 9 4 2 1
13 644,800 9d6+4* 10 [+9] 3 5 7 8 7 4 3 1
14 744,800 9d6+5* 10 [+9] 3 5 7 8 7 5 3 1
* Modifiers from CON no longer apply Crusaders need 100,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

BX Options

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