BX Class Builder
BX Class Builder
Credits
BX Options: Class Builder
Character class construction kit designed for use with Old-School Essentials by Necrotic Gnome
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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)
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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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.
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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
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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-
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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-
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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
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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
house rules.
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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:
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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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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
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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
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8|Class Abilities
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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]
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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]
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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
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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
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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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10 | C l a s s A b i l i t i e s
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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]
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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
minimum is 2nd level (i.e., –200 XP). that a cleric’s alignment must match (or be
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C l a s s B u i l d e r | 11
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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
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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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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.
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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
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C l a s s B u i l d e r | 13
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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
Size n/a 0
Equipment Holy symbol -100
Pledge Deity disfavour -300
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Weakness n/a 0
Base XP: 1,500
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14 | C l e r i c
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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
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• Armour: None
magical effects at any level
• THAC0: As magic-user
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• 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
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at 12th level
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C l a s s B u i l d e r | 15
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wilderness
• Saving Throw Bonus: +1 vs. natu-
ral poisons and paralytics
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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
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• Stronghold: Build as an elf at 9th
level • Immunity: Level drain
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• 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
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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.
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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
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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.
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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-
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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-
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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.
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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
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C l a s s B u i l d e r | 17
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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
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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
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