I've wanted to do this for a long time, but after about a month of effort it's finally here. I don't have any idea how you should balance these, this is just to give some rules for all those classes on this old image. I didn't make the pyramid by the way, I just thought I should write up what all those classes actually do.
THE 100 OSR CLASS PYRAMID
01- Cavalier
HP-
As Fighter
You
get +2 to hit and damage when on your mount. You start with a +1
horse, which is like a high quality horse. +2 or +3 horses are rare
and you can tell just by looking at a horse how good it is. Horse
armor is half off for you and you get +1 to hit and damage with
lances.
02- Knight
HP-
As Fighter +1 each level
You
can add your AC bonus to your attack once per day equal to your
level. You can take the damage for another nearby character if you
give up your attack to do it. You can wear heavier armor then most
and +1 AC in full plate.
03- Beserker
HP-
As Fighter
Every
time you are hit in combat, or when you kill an opponent, you get +1
to hit and damage. This stacks up to a maximum equal to your level.
Mind-affecting magic to try and calm you or put you to sleep is
better resisted with a bonus equal to your current rage level.
04- Pugilist
HP-
As Fighter
Your
bare fists count as regular weapons. All stun effects are reduced in
duration by one round on you, and are just resisted if they are only
one round. You can Uppercut an enemy once per day which stuns them a
number of rounds equal to your level over their HD, with a minimum of
1.
05- Shield Bearer
HP-
As Fighter
Must
be wielding a shield to use abilities. You can block damaging or
cursing spells of spell level equal to your level once per day. You
can throw small shields as d4 weapons that bounce back to you next
round or use big shields as a battering ram that can smash down doors
and knock over small creatures.
06- Weapon
Master
HP-
As Fighter
Every
level pick a new weapon. Weapons have to be specific, you can pick a
Rapier or Cat-of-Nines, but not all swords or whips/flails. Each of
your weapons gets a specific bonus, +2 damage vs humanoids, +2 to
hit, +2 initiative, +2 AC, and so on. You can switch weapons every
round freely.
07- Dragoon
HP-
As Fighter
Heavily
armored spear user. You can fight on horseback as well as you do on
foot and can use all your abilities on horseback. You can do a spinny
move that deals your weapon damage to all enemies next to you once a
day equal to level. You can also do a super thrust move that damage
all enemies in a straight line up to 10 + (5 per level) ft.
08- Sentinel
HP-
As Cleric +1 every odd level
You
never sleep. You are never surprised in combat and can warn up to 1
other person per level about impending attack so they are also not
surprised.
09- Fencer
HP-
As Rogue, +1 every level
Every time you defeat an opponent of near equal fighting
skill, note the weapon they used; you get +1 AC versus that weapon
type, up to the maximum AC. You cannot use heavy armor. As long as
you fight with a one handed weapon and do not use your other hand,
add +2 to hit.
10- Soldier
HP-
As Fighter
You're
used to how war sucks. You can use rusty, shitty equipment as though
it was fully repaired and functional until it literally falls apart.
You get no penalties for traveling and can survive without rations
twice as long as everyone else. Otherwise, you get a bonus for
fighting with swords and spears.
11- Samurai
HP-
As Fighter
You
owe fealty to a local authority which opens a lot of doors for you
with few obligations. You can only wear light or medium armor, but
always hit first with a sword. You're get +2 to hit with bows,
swords, and black-powder firearms if the exist in the setting.
12- Martial
Artist
HP-
As Rogue +1 each level
Both
your arms and your legs + body combo act as independent attacks or
'weapons' you can use. Add your level to your to hit with fists/feet.
You can sacrifice any of these three attacks to increase your AC to
attacks coming from that direction by +1d4. If you use weapons you
lose the body and to-hit bonuses, but do more damage with a sword
then with your fists.
13- Monk
HP-
As Cleric +1 each level
You're
a kung-fu style monk, and get Chi points equal to your level+1. You
can imbue your strikes with chi with makes them capable of hitting
people through armor as well as ghosts, which costs 1 chi point per
attack. You can meditate for an exploration turn to give you a
life-force shield that lets you ignore the spell effects, which takes
up chi points equal to the spell's level.
14- Dragon
Knight
HP-
As Fighter +1 every odd level.
You
can ride any willing dragon as a mount and fight without issue from
their back. You get +2 to saves vs breath attacks. You can smell gold
and silver, the same way dragons do, up to 10 ft per level away.
Nearly airtight containers like chests or bags will be very faint.
15- Dark Knight
HP-
As Fighter
To
use your abilities, you must be wearing a helmet or mask that covers
your face. You get +1 to hit with all weapons and +2 damage to people
scared of you. You can issue a challenge to any other knight or
honorable warrior which they must accept or be humiliated. Give up
your turn to force a morale check on any enemy who is not a Knight or
honorable warrior.
16- Archer
HP-
As Rogue, +1 at level 1 only
Must
be using a bow to use your abilites. You can fire multiple arrows at
once; make an attack roll vs all enemies in a cone in front of you
which can hit a number of enemies equal to your level. You can do
this as much as you want but it uses up a lot of your arrows.
17-
Corsair
HP-
As Fighter, -1 per level
Has
all the necessary skills of a sailor. can use cannons, cutlasses,
boarding axes and other pirate weapons. Can follow any treasure map
even if cryptic or in another language by following the landmarks.
Swig of grog grants +1 to all saves for an hour.
18- Beast
Rider
HP-
As Fighter, -1 per level
By
capturing a beast, you can tame it as a semi-domesticated mount. Each
beast has a special ability, and your beast-mount's maximum HD is
equal to your level. While reading the beast only you or the beast
can attack under your control.
19- Ronin
HP-
As Fighter
You
are a wandering samurai, without a master. You have the same weapons
proficiency, but instead of always attacking first you get +1d6
temporary health points each day. You get another temp health dice
every odd level.
20- Warlord
HP-
As Fighter
You
have skill with heavy armor and blunt weapons. You can stop a number
of creatures from fleeing battle, on your side or the enemy side,
equal to your level per day. You will always have a single
Lieutenant, loyal as a dog by your side, who advances as a Fighter
two levels below you.
21- Herald
HP-
As Cleric
You
cast Divination spells, but as a Cleric. Religious followers of all
religions, include monster religions, must let you but not
necessarily your friends go free and cannot attack you unless you
instigate. Every time you level up, you draw the apocalypse or the
rapture one day closer.
22- Inquisitor
HP-
As Cleric
You
can sense alignment of an object, place, or person a number of times
per day equal to your level. If you put someone through torture, you
can extract a number of true facts or things they know from them
equal to your level.
23- Blade
Singer
HP-
As Cleric
Chant
war songs while in battle that affect all allies who can hear it.
Chants can increase your AC by your level for one turn, chant deals
1d6 sonic damage that channels through your weapon, or chant that
blocks enemies from using special abilities for one turn. Can chant
number of rounds per day equal to your level +1
24- Paladin
HP-
As Fighter
Holy
Warrior, highly respected. Immune to fear and disease. You can Smite
once per day per level, which lets you deal bonus damage equal to
your level against evil beings. You can make an inspiring warcry that
lets your allies take a second morale check against evil foes.
25- Marksman
HP-
As Rogue
You
can use any ranged weapon and get +2 to hit. Can double your range
and to-hit bonus by aiming for a round, up to your level maximum
rounds. On any attack roll you can reduce your damage by ½ to
suppress an enemy so they can't move towards you or shoot at you.
26- Duelist
HP-
As Fighter, -1 per level
Spend
a round studying a humanoid opponent instead of fighting to get +1 to
hit, damage, and +1 AC against them, stacks up to your level. If
you're hit by another enemy make a save or lose the bonus.
27- Marauder
HP-
As Fighter
Wear
or drink the blood of slain foe to get a barrier that blocks a single
attack of that enemy's HD or less. You can choose when it activates,
and can have a number of barriers equal to your level at any given
time.. You get a bonus with axes and get +1 AC when fighting naked.
Enemy's make morale checks -1 against you.
28- Raider
HP-
As Rogue, +1 each odd level
You
get two attacks as long as you have a one-handed weapon in both
hands. Attacking the same target lets you take the best attack and
damage roll for one attack only. Raiding houses and villages lets you
find +1d6x100 extra gold or an extra rare item.
29- Adventurer
HP-
As Rogue, +1 each level
You
may use any weapons or armor. You get 1 experience point for each
floor tile (10 feet) uncovered. Every time you leave town you have an
adventurer pack which you can pull any common supply item or tool
when you need it. Uses of the pack equal to your level.
30-
Strategist
HP-
As Cleric
Add
your level to the saving throw difficulty of enemies who step on
caltrops or traps set up by you. If prepared for combat, you give
everyone in the party +your level for the first round. Once per day
per ½ your level you may shout an order at a party member to shake
them from a stun or illusion.
31- Diplomat
HP-
As Wizard, +1 per level
Every
level you can learn a new language. Deals you sign with willing
entities are considered legally binding by most governments. Once per
day per level, you can substitute any bad reaction check to neutral,
or neutral to good.
32- Templar
HP-
As Cleric, +1 per level
Make
your mace glow like a lantern for one exploration turn, number of
uses equal to your level. You can consecrate a weapon so the next
time it hits an evil creature, it deals +1 damage. You know secret
code phrases that let you get into the Templar hideout in every major
city.
33-
Spellsword
HP-
As Cleric
You
can prepare touch spells into your melee weapon. Maximum number of
spells equal to level +1 per day can be used this way. All swords
count as +1 if you polish them with your moon oil.
34- Death
Knight
HP-
As Fighter
Whenever
you kill an enemy, you may sacrifice your next turn to raise it as a
zombie servant, maximum amount of servant HD equal to your level or
less, requires you to take 1d6 damage in bloodletting. Once per day
per level you may deal 1d4 damage to any living enemy and restore
that much life; absorbing their life force.
35-
Battlemage
HP-
As Cleric
You
have no armor penalties and cast spells in combat. You must fight
with a metal staff that can channel heat, cold, or electricity to
deal +1d6 elemental damage on a hit once per day per level. You must
study your spellbook twice as long and ritually polish your armor to
keep your magic working.
36- Bandit
HP-
As Fighter, -1 per level
You
can use any other character's attack bonus in the party if it is
higher then yours. You are skilled with daggers, arrows, shortswords
and bucklers. Leather armor for you counts as Chainmail. You can
barricade a road to stop people passing in 1d6 turns.
37-
Gunslinger
HP-
As Rogue
You
can reload fast enough to fire every round with any gun. Once per day
per level you can curve your bullets, letting you ignore enemy cover
and shield bonuses.
38- Assassin
HP-
As Rogue
You
are skilled with knives, needles, and other hidden weapons. Whenever
you sneak attack a target from behind add your level to the damage.
39- Ranger
HP-
As Rogue, +1 per level
You
are skilled with the bow and axes, and can add your level to reaction
checks with wild animals. Every level you learn something new about
your home biome; like the weakpoint behind a camalclop's neck or how
to eat tree-bark safely.
40- Ninja
HP-
As Rogue, +1 at level one
If
you are wearing all black you add +1 to your AC. You are skilled with
weapons derived from farming tools and can secretly keep a number of
throwing stars on your person equal to your level. You can take a
number of steps on top of water without falling in equal to your
level if you're sprinting.
41- Merchant
HP-
As Rogue, -1 at level one
You
start with double starting currency. You can appraise items and can
always tell if offers you get are far above or far below what they
should be. You can carry an additional weight unit per level without
becoming encumbered. You begin at 1st level with either a
beautiful, fleet-footed talking horse with a silver mane or a 8ft
tall half-ogre hireling who is incredibly strong but cannot speak.
42- Bard
HP-
As Cleric, -1 per level
You
must have an instrument to use your powers. You can play a war song
that grants allies +2 to hit and AC while you play the song, or do
the opposite reversed values for enemies. You can also play a song to
counter enemy sound-based illusions or songs. Once daily per level;
play a song that stuns enemies for 1 round and interrupts
spellcasting.
43- Dancer
HP-
As Rogue, +1 at level one
Give
up your attack this round to add your level to your AC, can still
move while doing this. If you have a scarf, ribbon, or other long
fabric equipped on you or your weapon you can distract an enemy
before attacking, making them unable to attack you if you attack
them.
44- Arcane
Archer
HP-
As Rogue, -1 per level
You
get mana points, 2 every level and starting with 2 at first level.
Fire magic arrows that can hurt magic creatures, costs 1 mana. You
can also imbue your arrows with an element to deal +1d4 damage of
that element, cost 2 mana points. Bouncing arrow can hit multiple
targets, each target in succession having -1 to hit which costs 3
mana points. Mana points recover once a day when you wake up.
45- Red Mage
HP-
As Rogue
Every
level, choose either to learn a new magic user OR cleric spell, learn
how to use a new weapon and add +1 to hit, or learn how to wear one
heavier armor category. You start with basic weapons skill with +1 to
hit, can cast one spell, and can wear cloth armor only. You are the
most versatile class.
46- Blue
Mage
HP-
As Wizard, +1 each level
Whenever
you succeed a saving throw vs magic, you can 'store' that spell's
effects inside of you to be released against an enemy. You get +1
savs vs magic per level. You can copy the magic effects creatures
have, as long as your level is at least equal to their HD.
47- Cleric
HP-
As Cleric
You can cast Cleric spells, one per day per level. You can also turn undead ½ your level times a day, minimum of 1. Undead equal to your level are stunned, below are scared away. If your level exceeds the enemy undead's health points as well as HD; they are destroyed.
48-
Battle-Priest
HP-
As Cleric
During
battle you may recite a prayer instead of attacking which protects
your allies from save vs death effects at +2 while you chant. You may
lay hands on someone who is dying with negative HP equal or less then
your level and put them to 0 HP. You can use this power once per day.
49- Cutpurse
HP-
As Rogue
Once
per day per level you can replace an item someone is carrying with
something else of roughly equal weight and shape without them
noticing. You get a bonus to hit with a knife equal to ½ your level
and can evade a number of people trying to find you in a crowd equal
to your level.
50- Scout
HP-
As Rogue
You
can travel as fast on foot as others do on horseback (not in combat),
and twice as fast on horseback as everyone else. You get a bonus to
stealth checks, but not stealth attacks, so you can scope out
opponents. You get a number of useful, exploitable facts you learn
from scouting equal to your level.
51- Hunter
HP-
As Rogue, +1 at first level
Gather
info on a monster or animal by following its trail and finding marks
and clues. Droppings, trails, scorch marks, bones of victims, etc.
Each one grants you +1 AC, +1 to hit and +1 to saves vs that specific
creature. You are skilled with medium armor as well as ranged weapons
and spears.
52- Explorer
HP-
As Rogue, +1 each level
Every
time you discover a new location, you get 10% experience points to
your next level. You see in the dark better then most people. Skilled
with all basic weapons and medium armor. You begin with a magic
compass that can point towards the nearest most important landmark.
53- Beast
Master
HP-
As Rogue, +1 each level
You
can tame wild beasts, up to a number of TOTAL beast HD of all your
beasts equal to your level. You can spend a combat round identifying
a beast to get a general idea of how strong (damage and to hit), and
tough (AC and HD) it is, as well as maybe a clue to its special
abilities. You get +2 AC vs animals and +2 to saves that come from
wild beasts and monsters.
54- Horizon
Walker
HP-
As Cleric
You
have an innate sense of what the weather will be like when you travel
somewhere. If on foot and with a walking stick, you can walk long
into the night and morning and travel level+1 times distance you
should have. At 8th level you can cross between planes
doing this.
55- Strider
HP-
As Fighter
You
can run as fast as a horse for combat rounds each day equal to your
level +1. You can jump between rooftops or in the trees at this speed
as well, using the same resource. You can wear up to medium armor and
use any weapon.
56-
Loremaster
HP-
As Wizard, +1 at first level
Every
time you level up, you get to learn another local legend that is
related to your adventure. You can decode spellbooks and ancient lore
documents in 1d6 days. You can identify magic items equal to your
level or less in power based on the legends and stories you've
learned.
57-
Enchanter
HP-
As Wizard
Once
per day per level, you can imbue an item with magical power giving it
+1 to a weapon or armor. You can also enchant a weapon with near
human levels of intelligence and the ability to speak OR the ability
to move under your command. Each of these uses costs a use of your
power. Duration lasts all day, but with a sacrifice of gemstones can
be made permanent.
58- Summoner
HP-
As Wizard
You
can conjure a creature of HD equal or less to your level, multiple
creatures can also be summoned as long as their total HD is less or
equal to your level. You only have partial control over these
creatures, and they must be placated with sacrifices when you first
summon them. All creatures last 1d6 turns, add +1 turn per 5 Summoner
levels.
59- Psion
HP-
As Rogue, -1 per level
You
have telekinetic power. You can lift items equal to your level in
stone with your mind, start a fire, create telekinetic barriers that
absorb up to your level in physical damage, and can levitate for a
number of minutes equal to your level. Every time you use your powers
you gain 1 stress. If you have 7 stress or more when you use your
next power or see something shocking; 2d6 roll under stress or pass
out.
60-
Elementalist
HP-
As Wizard
You
can conjure a moderate amount of any element (room-sized cloud of
fog, bonfire, barrel sized amount of water, or a large stone) once
per day per level. You can conjure this as is or as an attack. You
can conjure a minor amount or about 1/3 a moderate amount of any
element twice per day per level. Every 3rd level and
starting at 3rd level you can conjure a very large amount
of an element once per day, like a house-fire, a mini-tidal wave,
small lightning bolt, or boulder.
61-
Necromancer
HP-
As Wizard, -1 per level
You
can raise and control an army of undead minions. Up to your level+1
in HD. You need a corpse and once destroyed the body cannot be used
again. Skeletons and zombies up 1 HD, large creatures count as 2 HD.
Small animal skeletons like pigs and dogs count as ½ HD. They last
until destroyed or turned, but do not have any special powers.
62- Druid
HP-
As Cleric
You
can freely turn into an animal at will, the number of animal forms
you have is equal to your level. Once per day per level, you can
command plants to obey you, either giving you food and water or
entangling your foes. You can learn the languages of animals the same
way you learn person languages, and get bonus animal languages equal
to your level.
63- Acolyte
HP-
As Cleric
You
can join any religion regardless of their alignment and serve them as
an apprentice and acolyte. You can learn one spell or magic ability
from each religion every level and can leave them at any time. When
you die there is a 1 in 6 chance the various Gods fight over your
soul and you can slip away back to 1 HP instead.
64-
Highwayman
HP-
As Rogue, +1 at first level
When
you meet travelers on the road, you can force them to give up to 10x
your level worth of goods in gold coins or other treasures and
supplies, and they will not call the guards on you. You deal +1
damage on ambushes per level, and are adept at hiding.
65-
Ballistician
HP-
As Rogue
You
are skilled with crossbows and siege weapons. You can use explosive
ammo without it going off on you. Enemies who save to avoid your
projectiles or disease-ridden corpses you throw over the walls get -1
to saves per level. At 6th
level, you can fling yourself or another person with a catapult
without hurting them, letting you fling them over walls.
66- Spy
HP-
As Rogue
Each
week you spend investigating a political power from within you get to
learn one dirty secret about it, such as a secret passage or where
their well is so you can poison it. It takes a number of people
suspicious of you equal to your level or more for them to figure out
that you're a spy. You get +1 to hit with knives and enemies who
ingest poison food & drink brought by you get no save.
67- Poisoner
HP-
As Rogue, -2 at first level
You
get +2 to saves vs poison. You can mix one basic poison per day per
level, dealing an additional 1d6 damage to targets hit or poisoned
with food & drink. Every 3rd level you learn how to
craft a special poison that deals 1d6 per poisoner level but only
towards a single specific creature or person. You can identify any
normal poison both on its own and after it starts hurting someone.
68-
Trap-Master
HP-
As Rogue
Enemies
must subtract your level from their saving throw vs traps you set.
You can set up a trap in 1d4 turns made of normal materials that
deals 1d6 damage, and can catch 2 rations worth of food per day by
using your traps. You can also set a non-damaging special trap that
can catch creatures up to your level in total HD once per day. At 4th
level you can tweak the trigger conditions of a trap you set, such as
only small creatures or only big creatures will set it off. At 8th
level you increase your trap damage to 2d6 that counts as magic
damage and can trap ghosts and other supernatural enemies in your
cage traps.
69- Dark
Delver
HP-
As Fighter
You
are an expert spelunker and get to add your level to climbing checks
in dungeon or caves. You get dark vision once you reach 3rd
level and get +1 to hit with all weapons in very cramped quarters.
You can understand the monster scratch language written on the wall,
and learn 2 words of it each level.
70- Gambler
HP-
As Rogue
Once
per day you may make a Hunch roll; roll a d20 and you can use that
roll instead of rolling at any time during the day. You can hustle
people in towns, gaining 1d6x10 per day in silver for low class areas
and gold for high class ones. Once per day per level, you can 'double
or nothing' any roll. Success means you get a double success, such as
bonus damage or avoiding all damage instead of taking half, but
failure means you get a double failure and must take more damage or
put into bad situations.
71-
Mentalist
HP-
As Magic User, +1 per level
You
can read the surface thoughts of others once per day per level, which
let you tell basic emotions and lies but cannot learn everything they
think or now with this power alone. You can send short mental
messages to others in a nearby area and get +2 saves vs all mind
affecting spells. If you pierce something as an illusion, you can
roll a save vs magic to gain control of it for three rounds.
72- Tinker
HP-
As Rogue, -1 per level
You
can repair and craft technological clockwork gizmos and gadgets. You
have a 1 in 6 chance to discover the use and repair ancient machines
in dungeons, this chance increases every even level. You can tinker
with people's gear and can add +1 to hit, +1 to damage, or +2
resistance to a random element with a 25% chance to instead do an
opposite negative version of the above effects. These can be fixed by
spending a day in the workshop.
73-
Technomancer
HP-
As MU, +1 at first level
You
can create magitech devices. You can break down magic items and gain
magic dust and shards equal to the magic bonus of the item. Shards
can be used to create magical devices that can replicate any spell
effect equal to your level or less once a day. You must feed one of
your devices with thunderstrikes, gold, or fresh blood every 1d6 days
or else it will stop functioning.
74- Animist
HP-
As Cleric, -1 per level
You
can bottle the spirit energy of living things as they die, which can
be consumed by another living thing to restore 1d4+HD of creature's
essence. If you bottle a person you can bring them back in a
nonliving object, which they can then animate but their soul is
trapped within. Your power of spirit magic lets you see the true form
of nature spirits and druids who take animal form.
75-
Geomancer
HP-
As MU, +1 per level
When
you approach a natural barrier or superstitious location, you can
feel the layline energy of the place which grants you +3 to all
saving throws and AC for the day OR can be used to create golems of
mud and clay who obey you. Golems have HD equal to your level but
only deal 1d4+1 damage and are very slow. You have a supernatural
sense for magnetic north when standing on a layline.
76- Dream
Walker
HP-
As MU, +1 per level
Whenever
you sleep, you may invade the dreams of anyone within a radius of
miles equal to your level as long as you have a lock of their hair or
a personally important item of theirs. Once inside their dreams, you
can send them messages or terrorize them with nightmares. Make attack
roll + your level and they get AC 10 + wisdom to avoid taking 1d6
mental damage from your attacks. At 3rd level you can do
this by just touching a sleeping person.
77-
Channeler
HP-
As MU
You
can create 1 point of magic from any item or object, the magic point
is 'flavored' as a specific element or force. You cannot drain any
object twice. Bones grant death magic, plants grant plant magic,
weapons grant steel magic, etc. Each point of magic can be spent to
cast a spontaneous magic spell, equal in level to the magic points
spent on it. You can create a number of magic points equal to your
level per day.
78- Sage
HP-
As MU
Once per day you can spend an exploration turn
meditating to gain a bonus equal to your level to any skill you wish.
Every time you heal someone using herbs and medicine you get to add
+1d6 to the health restored, and can restore +1d4 points of any
attribute they lost. Every time you level up, you gain +1 in a random
skill even you never practiced before, like politics, religion, armor
smithing, etc.
79- Theurge
HP-
As MU, +1 at first level
You
may touch a person, place, or object to grant it an aura that resists
magic and creatures of the opposite alignment, which lasts until
sundown. You can do this once per adventure per level. Doing rituals
and chants for the gods may grant you a prophecy, which gives one
random party a +1 to all saves of a certain category until some major
objective is accomplished.
80- Warlock
HP-
As MU
You
can summon demons by blood sacrifice, one demon will be called equal
to your level in HD+1d6. The demon will serve you one task, but will
require something in return if it has HD greater then ½ your level.
Each HD it has over your level it will demand something extra from
you, be it blood, gold, or humiliation. If you cannot pay the demon
will take your soul.
81- Thief
HP-
As Rogue
You
get a bonus to picking locks equal to your level, and get +1 damage
with knives and sneak attacks. If you find yourself disarmed or with
your gear stolen, you can pull out a hidden lockpick once per day.
Whenever you attempt to sneak you may add your level as long as they
are distracted by something.
82-
Infiltrator
HP-
As Rogue
When
performing a sneak attack, you can instead make it nonlethal damage
and add your level to knock out guards. You have a sixth sense and
only have a 1 in 6 chance of being surprised by guards, as you can
hear them coming. Every time you enter a new room in a place you are
sneaking around in, you have a 50% chance to find a map, key, or some
other useful item or bit of information to help you.
83-
Cat-Burgler
HP- As Rogue, -1 at first level
You can squeeze in through bars and windows, and reduce
the damage taken from falls by your level.
84-
Philanderer
HP-
As Rogue, -1 per level
You can cast Charm as a nonmagical effect on someone once per day per level. Once you reach 9th level, a powerful and rich person will want to have sex with you and cheat on their spouse, potentially getting you into trouble but also getting you access to political power by proxy.
85- Stalker
HP-
As Rogue
You
can select a 'target' by talking to or speaking with someone. You
will have an innate sense of where they are, but they also have an
innate sense of being followed or watcher. You get +1 bonus to
stealth and damage when sneaking up on your target, but can also
protect them instead granting them +1 AC if you sense they are in
danger.
86-
Chameleon
HP-
As Rogue, -1 per level
By
standing still, you can change the color and texture of your skin
once per level per day.
87-
Trickster
HP-
As Rogue
You
can make people think that an item you are holding is something of a
similar size, such as a rock is a pearl or a knife is a flower.
Additionally, you can imitate voices. When cornered you can disappear
in a puff of smoke or by running behind a curtain once per day. Your
powers fail to work on people once a number of people equal to your
level or more know you are a dirty trickster, and you'll have to find
a new place to terrorize.
88- Magician
HP-
As MU, +1 at first level
You
can cast an unlimited amount of 1st
level spells per day, but require special objects to cast them with,
such as powder for sleep or paper streamers for magic missile. You
know a number of weak magical spells equal to your level. You can
make one of your hirelings your Assistant which makes enemies take -2
to all their saves when they're present and they can cast a single
trick.
89-
Shadowmancer
HP-
As MU
You
can bend and change the shape and action of your own shadow at will.
By piling shadows in a corner or other area, you can grant +1 to all
stealth attempted there. Once per day per level you can make a shadow
into a semi-physical thing that can be attack or move as a 1st
level creature. If you manage to stick an iron pin in another being's
shadow they must save or cannot move.
90-
Alchemist
HP-
As MU
You
can identify potions a number of times per day equal to your level.
If you mix two potions you can cancel out the effects of one potion
while keeping the other effects, create a combination potion, or make
the potions into a bomb that deals 2d6 damage to enemies of a random
element when thrown. You can also brew potions in your laboratory by
using herbs and animal parts, and can create 1d6+ level potions each
season.
91- Binder
HP-
As MU
By
concentrating and taking a full round to incant a spirit or ghost's
true name, you can force them to inhabit an object like a vase,
bottle, box, or bag. This only works on beings who have HD equal to
or less your level. Once per day, you may force a spirit you've
trapped to reveal a secret to you or perform some minor action for
you, but you must banish them to the spirit realm after you force a
spirit to obey you three times. More powerful creatures can give
better secrets or even cast spells for you.
92- Conjurer
HP-
As MU, +1 at first level
You
can conjure forth basic objects of simple construction, like some
clothes, bundle of arrows, a sword, etc. You can do this a number of
times per day equal to level and all objects fade away after a day if
you do not use them or touch them. You can use this power to create
non-magical food or drink but must spend time with whoever ate it or
else it will fade in their belly and cause them to starve.
93-
Illusionist
HP-
As MU
You
can create illusions that can fool one sense per level+1. Touch
includes heat and friction in this case. Illusions can be dispelled
by beings that don't believe them or by taking too much magical
damage. Illusions people believe can affect them at about ½ the
power of an actual being or spell of that type if it was actually
real.
94- Shaman
HP-
As Cleric, -1 per level
When
wearing a spirit mask, you get +2 to saves for wise masks OR enemies
get -2 to morale for scare masks. When banging a drum, all allies
gain +1 to hit and damage and initiative. The shaman can burn the
bones of an animal who had a strong spirit or dutiful life and the
smoke from this fire will heal 1 hit point per HD of the animal to
all who breathe it in.
95- Seer
HP-
As MU, +1 at first level
By
reading a palm, with a crystal ball, or with tea leaves you can spin
a fortune which grants anyone else a hunch roll or +4 AC against a
single attack from an enemy you know of in advance. You can do this
once per day per level, but only once per person. Additionally, you
can meditate to astrally project outside your body a number of yards
up to your Seer level.
96- Arcanist
HP-
As MU
You
can cast spells through the carving of magic runes. Any spell effect
you've learned from an item or studying the bones of a creature can
be inked onto paper to create a simple sigil that can be used once
and is then burned, or carved into a piece of equipment to be used by
the person holding it or into a wall, door, or book to be cast as a
trap. These spell effects are reduced and weakened versions of the
normal spells you know.
97- Witch
HP-
As MU
You
can curse people. This requires a ritual and you can only have a
number of these curses active equal to your level or less. If you
curse someone with polymorph they may instead just turn into that
animal when they sleep, or only during certain phases of the moon
since the curses are limited.
98- Sorcerer
HP-
As MU
You
can press your own magical presence
onto other people to influence them, either by granting +1 per level
to reaction checks with that creature or granting them -1 to morale
checks. You can only do this once per being per adventure. You can
force the world to damage an enemy or object, which either takes the
strain directly or nearby objects lash out at them to accomplish your
will. Deals 1d6 damage and can do this only enough times it makes
sense in your environment. You can twist fate once per day, roll d20
+ your level to change circumstances.
99-
Wizard
HP- As MU
HP- As MU
You
can learn magical spells. By reading a scroll or spell book you can
write down and formulate new magical powers for you to cast. You can
cast a number of spells per day equal to your level. You start with
two spells.
100-
Warrior
HP- As Fighter
HP- As Fighter
+1
to all attacks with weapons per level. Add +1 damage to your attacks
every even level. Once per adventure, heal 1d6+level as you let out
your fiercest battle cry.
This is mighty impressive, and I definitely want to try out a few of them. Weapon Master seems like my kind of crazy.
ReplyDeleteGlad you like it! This is by far my most popular creation, so I'm glad people can find some inspiration from it.
DeleteWarlord would be better if it buffed other units.
ReplyDeletethis is really good! I hope I get the chance to put this in front of my players sometime soon
ReplyDelete