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  • 7/28/2019 New Basic Classes

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    New Classes and Racial Variants for Basic

    Dungeons & Dragons

    By Michael Curtis

    The Society of Torch, Pole and Rope

    http://poleandrope.blogspot.com

    http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/
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    Like many of the older cadre of gamers out there, I was introduced to this hobby by way of the

    early boxed editions of Dungeons & Dragons. I got my start in gaming through the Holmes

    edition of the Basic Set, but the first set that I owned for myself was the popular Tom Moldvay

    edition published in 1981. Despite the changes and advancements that have occurred as the

    game enters its 35th year of existence, the earlier forms of the rules are still both viable and

    entertaining options for gamers seeking a simpler set of rules to guide their play, as well as

    allowing them to tinker and customize the game to their own liking.

    While the earlier versions of the game brought me much joy in my youth, it wasnt too long

    before I moved on to the more complex and, to my adolescent mind, more mature version of the

    game:Advanced Dungeons & Dragons. One of the aspects of this form of the game was the

    introduction of race as a separate aspect of the player character. Unlike the earlier editions of

    the rules, where race was portrayed as a class in itself, AD&D open up the game field to allow

    players to create characters that were more than just a Dwarf or an Elf by divorcing race

    from class. At the time, I found this mind-blowing. They werent kidding about that whole

    Advanced thing, were they?

    WhileAD&D still remains my most beloved edition of the rules, my recent experiences with the

    burgeoning Old School Renaissance reminded me that out-of-print does not mean out-of-date

    when it comes to the hobby of role-playing games. After looking back on the Holmes and

    Moldvay rules (and the later Mentzer edition and Goblinoid Games retro-clone Labyrinth Lord),

    I became enamored again at the simplicity and room for home-brewing that exists in those

    earlier editions. There was a problem, however.

    WhenAD&D divorced race and class, they let a genie out of a bottle that Ive never been able to

    quite get back in. Race as class had become my personal mental hobgoblin, and every time Idecided I was going to run a game using the earlier editions of the rules, this hobgoblin kept me

    from committing myself whole-heartedly. I couldnt just stop worrying and move past it.

    Recently, however, a solution presented itself when I rediscovered the article Customized

    Classes from Dragon Magazine #109. In that article, author Paul Montgomery Crabaugh

    presented a system by which referees and players could calculate experience point costs for

    classes other than what was presented in the rulebooks. After a bit of tinkering, I managed to

    make certain alterations to his system that would produce results more in line with those that

    appear in the rules. Armed with this, I set about see if I could utilize this method to produce an

    additional set of classes that would be comprised of both the skills of one of the established fourclasses (cleric, fighter, magic user and thief) paired with the racial bonuses and benefits of the

    three racial classes (dwarf, elf and halfling). I was very pleased with the results.

    I personally like this method because it remains true to the roots of the game. From the onset,

    the racial classes of dwarf and halfling were little more than fighters (or to go further back,

    fighting men) that accrued a slightly higher experience point cost due to their racial abilities and

    slightly better saving throws. Elves were a special case, being the first multi-classed

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    (fighter/magic-users) character, but the basic premise applies higher cost for additional

    abilities. The Crabaugh method takes into account the benefits of the races innate abilities while

    still remaining true to the original experience requirements of the various classes (thieves

    requiring the least amount of experience to advance, magic-users the most).

    In addition to providing the possibility for racial characters possessing alternate class features ina way other than by divorcing race and class, the Crabaugh system allows the referee and the

    players to create additional custom classes for play. With a little work and creativity, there is

    virtually no limit to the types of classes that could be created in this method. But that is beyond

    the scope of what I was intending to do with it. Nonetheless, in order to check my numbers and

    determine the viability of my modifications to the Crabaugh method, I did create two new

    classes suitable for Dungeons & Dragons that I feel remain true to the original spirit of the game.

    These two classes, the Barbarian and the NPC-class of Hireling, are included in these pages

    along with the new racial variants.

    The classes that follow are strictly optional and the referee may choose to include any or none ofthese to his or her campaign. This is largely an exercise to determine a possible solution to my

    own bias against race as class, yet still remain true to the spirit of the original rules.

    Additionally, Ive introduced no new class powers or abilities to the mix, preferring to remain

    within the scope laid out by the earlier rules. The classes that follow owe more to combination

    and restriction than to outright creation.

    The classes and the modifications to the Crabaugh system that follows herein were done with

    reference to the rule system presented in Goblinoid Games retro-clone, Labyrinth Lord. I chose

    to use Labyrinth Lord for two reasons. For one, it is easily available to any role-playing game

    enthusiast for little or no cost (the .pdf of the rules is available on their website athttp://www.goblinoidgames.com/labyrinthlord.htm for free and printed versions may be

    purchased through Lulu and at some local game stores). Secondly, as a retro-clone, Labyrinth

    Lord is compatible with any edition of the Basic Dungeons & Dragons rules with little or no

    modifications, and very easily altered to fit into the rules of the Original Dungeons & Dragons

    (White Box) game.

    For the sake of completeness, Ive included my modifications to Crabaughs tables in the

    Appendix of this work for those of you interested in checking my math or adapting this system

    to your own use. For legal reasons, Ive neglected to include one crucial table as well as detailed

    instructions to properly use these altered tables. Ownership of the original article from Dragon#109 is required to put these modified tables into practice.

    I hope that these new classes and racial variants inspire and enrich your own games, as well as

    provide a possible solution to the race as class problem that anyone might share with me.

    http://www.goblinoidgames.com/labyrinthlord.htmhttp://www.goblinoidgames.com/labyrinthlord.htmhttp://www.goblinoidgames.com/labyrinthlord.htm
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    Barbarian

    Requirements: None

    Prime Requisite: STR

    Hit Dice: d10

    Maximum Level: None

    Attack as: Fighter

    Save as: Fighter

    Hailing from the wild, unsettled lands on the edges of civilization, barbarians are fierce

    warriors whose ability to survive insurmountable odds amazes their civilized companions.

    Barbarians are adept with any weapon and both attack and save as fighters of equal level. Due

    to their desire to remain unburdened by the constraints of civilization, barbarians may only

    wear chain mail or lesser armor, although they may use shields.

    Barbarians, despite rumors, do not hate magic. They simply have little use for these frivolous

    items of civilization unless they assist them in battle or their daily survival. Because of thisattitude, barbarians can use and possess magical weapons, armor, potions and rings. They

    cannot use miscellaneous magical items (even those usable by fighters) or protection scrolls.

    Reaching 9th level: When a barbarian reaches level 9, the tales of his accomplishments have

    spread far and wide. Because of this renown, he attracts 5d10 loyal barbarians of 1 st and 2nd

    level. These barbarians are attracted whether or not the barbarian establishes a permanent

    stronghold. These barbarians never need check morale as long as the character is present, and

    will fight to the death in his service. Losses to these numbers of loyal followers are not replaced.

    Table A: Barbarian Level Progression

    Barbarian Level ProgressionExperience Level Hit Dice (1d10)

    0 1 1

    2300 2 2

    4600 3 3

    9200 4 4

    18,400 5 5

    36,800 6 6

    73,600 7 7

    143,750 8 8

    287,500 9 9431,250 10 +3 hp only *

    575,000 11 +6 hp only *

    718,750 12 +9 hp only *

    143,750 experience points per level for each additional level beyond the 12th.

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    Dwarf Cleric

    Requirements: CON 9

    Prime Requisite: WIS and CON

    Hit Dice: d6

    Maximum Level: 9

    Attack as: Cleric

    Save as: Dwarf

    Dwarf Clerics are the rarely seen clergymen and women who attend to the spiritual needs of

    their clans. In recent years, some of the more fervent churches of the dwarven strongholds have

    been sending representatives of the faith to interact with the surface folks. The primary mission

    of these Dwarf Clerics have been to help reclaim ancient dwarven delvings and to carry out

    their holy crusade against their ancient humanoid foes. To help complete these missions, it is

    not uncommon for a Dwarf Cleric to join bands of adventurers, since the explorations of these

    reckless folk often take them into areas once occupied by the Dwarfs ancestors, wherein they

    commonly encounter the ancient enemies of dwarves.

    Dwarf Clerics may wear any armor and use shields. Like their surface counterpart, the Cleric,

    Dwarf Clerics generally shun the use of bladed weapons, with the sole exception of the axe. The

    religious heritage of the dwarves is rife with axe symbolism, and a Dwarf Clerics own axe often

    serves as his holy symbol as well as his weapon. They cannot use large or two-handed weapons

    of any type.

    Dwarf Clerics possess all the racial abilities of Dwarves (60 infravision, detect traps, false walls,

    hidden construction and sloping passages). They cast spells and turn undead with the ability

    equal to that of a cleric of the same level. A Dwarf Cleric must have at least 13 in both primerequisites in order to get the +5% to experience. They must also have a WIS of 16 and a CON of

    13 to get the 10% bonus. Dwarf Clerics speak the common tongue, dwarvish, and his own

    alignment tongue. Because of their frequent interaction underground with these creatures,

    Dwarf Clerics will also speak goblin, gnome, and kobold.

    Reaching 9th level: When a Dwarf Cleric reaches level 9, he may establish or build an

    underground stronghold that will attract devout dwarven followers of the Dwarf Clerics faith.

    If the Dwarf Cleric is in favor with his deity, the cost of constructing this stronghold will be half

    the normal price for such a structure. After completing construction of the stronghold, the

    Dwarf Cleric will attract 1st

    and 2nd

    level dwarf followers (numbering 5d6x10). They arecompletely loyal (never checking morale) to the Dwarf Cleric.

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    Table B: Dwarf Cleric Level Progression

    Dwarf Cleric Level Progression

    Experience Level Hit Dice (1d6)

    0 1 1

    1950 2 23900 3 3

    7800 4 4

    15,600 5 5

    31,200 6 6

    62,400 7 7

    123,750 8 8

    247,500+ 9 9

    Elf Cleric

    Requirements: DEX 9Prime Requisites: WIS and DEX

    Hit Dice: d6

    Maximum Level: 8

    Attack as: Cleric

    Save as: Elf

    While most adventurers know of the elven masters of spell and bow, the Fair Folk need

    spiritual guidance as well. To see to matters divine, some elves devote themselves to their

    deities and become Elf Clerics. Elf Clerics must have at least a 13 in both prime requisites to get

    the +5% to experience. They must also have a WIS of 16 and a DEX of 13 to get the +10% bonus.

    Elf Clerics share the same restrictions to weapons as do their human brethren but are able to

    wear any type of armor. They cast spells and turn undead with the ability of a Cleric of equal

    level. In addition, they possess all the normal racial abilities of an Elf (infravision, detect secret

    doors, immunity to ghoul paralysis) and can speak their alignment language, common, elvish,

    gnoll, hobgoblin, and orc.

    Reaching 8th Level: Upon reaching the 8th level, an Elf Cleric he may establish or build a sylvan

    stronghold that will attract devout elvish followers of the Elf Clerics faith. If the Elf Cleric is in

    favor with his deity, the cost of constructing this stronghold will be half the normal price for

    such a structure. After completing construction of the stronghold, the Elf Cleric will attract 1stand 2nd level elven followers (numbering 5d6x10). They are completely loyal (never checking

    morale) to the Elf Cleric. In addition, the Elf Cleric receives the same benefits of stronghold

    construction in a natural setting as does an Elf. Consult that class description for further details.

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    Table C: Elf Cleric Level Progression

    Elf Cleric Level Progression

    Experience Level Hit Dice (1d6)

    0 1 1

    1800 2 23600 3 3

    7200 4 4

    14,400 5 5

    28,800 6 6

    57,600 7 7

    112,500+ 8 8

    Elf Druid

    Requirements: DEX 9

    Prime Requisites: WIS and DEXHit Dice: d6

    Maximum Level: 10

    Attack as: Cleric

    Save as: Elf

    Due to their close connection with the natural world, some elves follow a path of religious

    enlightenment that glorifies nature in all her aspects. Known as Druids, these elves serve as a

    unique form of Cleric to their people.

    Because of their close connection with nature, Druids prefer to clad themselves with armor of a

    more natural form than forged metal. As such, they commonly wear leather armor and use

    wooden shields, but they are able to wear chain mail made of mithral if they are lucky enough

    to acquire a suit of that rare type. Unlike Clerics, Druids have no qualms about spilling the

    blood of their enemies and may wield bows, daggers, spears, swords, slings, and staves in

    combat. They may use the magical form of any weapon or armor they are normally allowed, as

    well as any magical item allowed to Clerics. They cast spells as a Cleric of equal level. Due to

    the Druids close connection with the natural world, they lack the ability to Turn Undead, as

    those creatures exist outside the realm of nature.

    Druids possess all the normal racial abilities of Elves (infravision, detect secret doors, immunity

    to ghoul paralysis) and can speak their alignment language, common, elvish, gnoll, hobgoblin,

    and orc.

    Reaching 9th Level: When an Elf Druid reaches the 9th level he may take residence in an area of

    natural beauty, serving as the guardian and warden of the land. Unlike other classes, taking up

    residence in such a locale does not require the need to construct a stronghold. A humble shack,

    small cave, or other such rude shelter will suffice. Upon doing so, the Elf Druid gains the

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    benefits of an Elf establishing a stronghold but the number of helpful animals is doubled,

    extending for 10 miles instead of 5. At the referees discretion, the Elf Druid may also gain 1d6

    animal companions of a type appropriate for the terrain who will serve as the Druids assistants

    and protectors.

    Table D: Elf Druid Level Progression

    Elf Druid Level ProgressionExperience Level Hit Dice (1d6)

    0 1 1

    1775 2 2

    3350 3 3

    7100 4 4

    14,200 5 5

    28,400 6 6

    56,800 7 7

    111,250 8 8222,500 9 9

    333,750+ 10 +1 hp only *

    Elf Fighter

    Requirements: DEX 9

    Prime Requisites: STR and DEX

    Hit Dice: d8

    Maximum Level: 12

    Attack as: Fighter

    Save as: Elf

    While most adventurers are familiar with the elven masters of both sword and spell, there exists

    a class of elven warrior who eschewed the study of magic in order to gain more puissance at

    arms. These Elf Fighters are often as adept with the bow as they are the sword and feared by all

    who encroach upon the elven lands. Elf Fighters must have at least a 13 in both prime requisites

    to get the +5% to experience. They must also have a DEX of 16 and a STR of 13 to get the +10%

    bonus.

    Elf Fighters may use any weapons and armor. In addition, they possess all the normal racial

    abilities of an Elf (infravision, detect secret doors, immunity to ghoul paralysis) and can speaktheir alignment language, common, elvish, gnoll, hobgoblin, and orc.

    Reaching 9th Level: When an Elf Fighter reaches 9th level, he can establish a stronghold in any

    natural setting. In doing so, they receive all the benefits normally gained by an Elf for building a

    stronghold. Consult the Elf character class for further details.

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    Table E: Elf Fighter Level Progression

    Elf Fighter Level Progression

    Experience Level Hit Dice (1d8)

    0 1 1

    2280 2 24560 3 3

    9120 4 4

    18,240 5 5

    36,480 6 6

    72,960 7 7

    142,500 8 8

    285,000 9 9

    427,500 10 +2 hp only *

    579,000 11 +4 hp only *

    712,500+ 12 +6 hp only *

    Elf Jack-Of-All-Trades

    Requirements: STR 9, INT 9, and DEX 9

    Prime Requisites: STR, INT and DEX

    Hit Dice: d6

    Maximum Level: 9

    Attack as: Fighter

    Save as: Elf

    Some elves seek to fill the days of their long lives by learning as many skills as possible,

    mastering none in the process. The Elf Jack-Of-All-Trades is one such example. Combining

    puissance of arms with spell-casting and skullduggery, the Elf Jack-Of-All-Trades possesses a

    wide array of abilities gained at the cost of slow progression. An Elf Jack-Of-All-Trades must

    possess a score of 13 on two of his three prime requisites in order to gain the +5% experience

    bonus, and must have a 16 in two of those abilities and at least a 13 in the third to gain the +10%

    experience bonus.

    An Elf Jack-Of-All-Trades may use any weapon or armor. He may cast spells as if he was a

    Magic User of equal level. Additionally, he may perform the feats of a Thief of equal level

    provided he is wearing no or leather armor. Success at these feats is determined on the table

    below. The Elf Jack-Of-All-Trades retains his normal racial abilities (infravision, detect secret

    doors, immunity to ghoul paralysis) and can speak their alignment language, common, elvish,

    gnoll, hobgoblin, and orc.

    Reaching 9th Level: When an Elf Jack-Of-All-Trades reaches 9th level he may establish a

    stronghold as if he were an Elf of equal level. Consult that class for more details. Due to his lack

    of dedication to any one craft, an Elf Jack-Of-All-Trades does not attract apprentices of either

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    the magic-using or thieving variety. He may hire retainers and specialists as normal.

    Additionally, upon reaching 9th level he may create spells and magical items as if he were a

    Magic User.

    Table F: Elf Jack-Of-All-Trades Level Progression

    Elf Jack-Of-All-Trades Level Progression

    Experience Level Hit Dice (1d6)

    0 1 1

    4660 2 2

    9320 3 3

    18,640 4 4

    37,280 5 5

    74,560 6 6

    149,120 7 7

    291,250 8 8

    582,500+ 9 9

    Table G: Elf Jack-Of-All-Trades Thief Skills

    Elf Jack-Of-All-Trades Thief Skills

    Level PickLocks

    F/RTraps

    PickPockets

    MoveSilently

    ClimbWalls

    Hide inShadows

    HearNoise

    1 12 14 28 28 87 23 1-32 18 17 32 32 88 27 1-33 22 20 35 45 89 30 1-44 26 23 42 42 90 37 1-4

    5 30 33 45 45 91 40 1-46 40 43 48 48 92 47 1-57 50 53 58 58 93 57 1-58 60 63 68 68 94 67 1-59 70 73 78 78 95 77 1-5

    Elf Wizard

    Requirements: DEX 9

    Prime Requisites: INT and DEX

    Hit Dice: d4

    Maximum Level: 12

    Attack as: Magic User

    Save as: Elf

    Like their cousin, the Elf Fighter, some elves prefer to concentrate their efforts on a single

    pursuit of knowledge rather than learn both the ways of the sword and the spell. Some elves

    dedicate their long lives to the study of magic, allowing them to achieve a greater mastery of it

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    than their less dedicated kinsmen. These elves are known as Wizards. Elf Wizards must have at

    least a 13 in both prime requisites to get the +5% to experience. They must also have a INT of 16

    and a DEX of 13 to get the +10% bonus.

    Elf Wizards share the same restrictions in regards to armor and weapons as Magic Users. They

    are able to use any magical item normally available to Magic Users and may cast spells as aMagic User of equal level. In addition, they possess all the normal racial abilities of an Elf

    (infravision, detect secret doors, immunity to ghoul paralysis) and can speak their alignment

    language, common, elvish, gnoll, hobgoblin, and orc.

    Reaching 9th Level: When an Elf Wizard reaches 9th level, he is able to create spells and magic

    items. He may also establish a stronghold when he achieves 11 th level. Should he build a

    stronghold in any natural setting he receives all the benefits normally gained by an Elf for

    building a stronghold. Some Elf Wizards have been known to eschew their sylvan homes in

    order to remain closer to the larger cities of Men in order to access the magical resources

    available there. If an Elf Wizard builds a stronghold (usually a tower) outside of a naturalsetting, he will attract 1d6 apprentices of either the Magic User or Wizard class ranging between

    levels 1-3.

    Table H: Elf Wizard Level Progression

    Elf Wizard Level Progression

    Experience Level Hit Dice (1d4)

    0 1 1

    2800 2 2

    5600 3 3

    11,200 4 422,400 5 5

    44,800 6 6

    89,600 7 7

    175,000 8 8

    350,000 9 9

    543,750 10 +1 hp only *

    752,000 11 +2 hp only *

    906,250+ 12 +3 hp only *

    Halfling ThiefRequirements: DEX 9

    Prime Requisites: DEX and CHA

    Hit Dice: d4

    Maximum Level: 12

    Attack as: Thief

    Save as: Halfling

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    While most adventuring halflings are usually brave - for their race - fighters, some put their

    natural ability to avoid detection to more lucrative endeavors. A Halfling Thief must have at

    least a 13 in one or the other of his/her prime requisites to get +5% to experience. They must

    have a DEX and CHA of 13 into get the +10% bonus.

    Halfling Thieves are limited to leather armor and may use any weapon that is not large or two-handed. They may not use shields. They retain their racial abilities in the form of bonuses to

    initiative, missile attacks, and improved Armor Class vs. large creatures, but their racial

    unobtrusiveness is considered in their modified Thief Skills (see table below). If the referee so

    chooses, a Halfling Thief may retain his 90% chance to hide in the outdoors, but all attempts to

    hide below ground should be resolved using the appropriate roll against his Hide in Shadows

    skill. Halfling Thieves possess all the skills of a Thief equal to their own level but use a modified

    table to determine the success of these skills.

    Reaching 9th Level: When a Halfling Thief reaches the 9th level he may establish a thief den, and

    2d6 thief apprentices of 1st level will come to work for him. These apprentices are relativelyreliable (not double-crossing or backstabbing their master usually), but any losses to these

    numbers suffered by death or incarceration will not be replaced.

    Table I: Halfling Thief Level Progression

    Halfling Thief Level Progression

    Experience Level Hit Dice (1d4)

    1600 1 1

    3200 2 2

    5600 3 3

    6400 4 412,800 5 5

    25,600 6 6

    51,200 7 7

    100,000 8 8

    200,000 9 9

    360,000 10 +2 hp only *

    480,000 11 +4 hp only *

    600,000+ 12 +6 hp only *

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    Table J: Halfling Thief Skills

    Halfling Thief Skills

    Level PickLocks

    F/RTraps

    PickPockets

    MoveSilently

    ClimbWalls

    Hide inShadows

    HearNoise

    1 22 19 28 33 72 23 1-22 28 22 32 37 73 27 1-23 32 25 35 40 74 30 1-34 36 28 42 47 75 37 1-35 40 38 45 50 76 40 1-36 50 48 48 53 77 47 1-47 60 58 58 63 78 57 1-48 70 68 68 73 79 67 1-49 80 78 78 83 80 77 1-410 90 88 88 93 81 87 1-511 97 97 98 95 82 97 1-5

    12 99 99 110 99 83 99 1-5

    Hireling (NPC only)

    Requirements: None

    Prime Requisites: None

    Hit Dice: d6

    Maximum Level: 8

    Attack as: Cleric

    Save as: Thief

    The Hireling class is appropriate for any of the general poorly-skilled assistants a party mighthire to help on their excursions into the dungeon. This class could easily be applied to brave

    farm boys seeking adventure, local militia men, and the like who seek to earn a few spare coins

    by hiring out to adventurers.

    Hirelings have some skill with weapons and armor, but nothing close to that of a professional

    soldier or adventurer. As such, they are limited to leather armor and shield for protection, and

    may only fight with bows, swords, daggers, spears and pole-arms. They may use the magical

    varieties of these arms and armors, as well as potions and magical rings, but can never utilize

    miscellaneous magic items, scrolls, or other magic such as wands. As NPCs, they are limited to

    8th level. Hirelings who survive that long either become true adventuring-types (fighters mostlikely) along the way or retire to the safety of whatever small village spawned them. While it is

    possible for a Hireling to advance quickly due to his low experience point costs per level, it

    should be remembered that NPCs rarely earn a full share of experience during a dungeon

    expedition, half-shares being the norm.

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    Table K: Hireling Level Progression

    Hireling Level Progression

    Experience Level Hit Dice (1d6)

    0 1 1

    750 2 21500 3 3

    3000 4 4

    6000 5 5

    12,000 6 6

    24,000 7 7

    46,250+ 8 8

    Final Words

    In closing, Id like to thank the readers ofThe Society of Torch, Pole and Ropewho provided

    their own insights into the race as class issue and helped guide me to my own solution to the

    matter. Further thanks go to Paul Montgomery Crabaugh for his original article and to Daniel

    Proctor for not only Labyrinth Lord, but for his article Breaking Up Can be So Hard from

    Scribe of Orcus Vol. 1 Issue 3, which served to guide my modifications to the racial variant

    classes as well.

    The preceding classes are all laboratory tests and have not been yet subjected to actual play in

    the field. While some attempt has been made at power balance, it wasn t an overwhelming

    concern during the construction of the classes. I leave any issues of balancing the classes up to

    the individual referee.

    Players and referees who use these classes or the modified customization tables are encouraged

    to provide feedback based on their experiences. Those wishing to do so may either send them to

    [email protected] leave comments at The Society of Torch, Pole and Rope blog

    (http://poleandrope.blogspot.com/ ).

    http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/mailto:[email protected]:[email protected]://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/mailto:[email protected]://poleandrope.blogspot.com/
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    Appendix: Modified Tables for Customized Classes

    The following tables may be used in place of those presented in the article Customized Classes by Paul

    Montgomery Crabaugh in Dragon Magazine #109. When the article calls for the referee to consult one

    of the tables in that article, merely consult the one presented here instead. In addition, this modified

    system removes the base 100 point cost for any customized class. Merely add up all the modifiers fromthe tables below to get the percentage cost to multiply the base xp cost by (Table 1, which is not

    included below).

    Table 2: Hit Dice

    Hit dice Hit Points Cost

    D3 0 +0%

    D4 +25%

    D6 1 +50%

    D8 2 +100%

    D10 3 +200%

    Table 3: Topping Out

    Level Cost

    8 +0%

    9 +10%

    10 +20%

    11 +30%

    12 +40%

    Table 4: Armor

    Type Cost

    None +0%

    Shield +10%

    Leather +20%

    Chain +30%

    Any without shield +40%

    Any +50%

    Table 5: Weapons

    Type Cost

    None +0%

    Axes +10%

    Bows +15%

    Daggers +5%

    Swords +15%

    Pole Weapons +10%

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    Impact Weapons +5%

    Slings +5%

    Staves +5%

    Any weapon +85%

    Note: Ive removed

    Catapults

    (which appears in the original article) from the above list for being

    outside the scope of what I considered to be reasonable adventuring possibilities.

    Table 6: Racial Abilities

    Race Cost

    Halfling +20%

    Dwarf +25%

    Elf +30%

    Table 7: Magic Items Allowed

    Type Cost

    Weapons +10%

    Armor +5%

    Potions/Rings +15%

    Misc. Magic +10%

    Wands/Staves/Rods +15%

    Protection Scrolls +5%

    Other Scrolls +10%

    Table 8: Saving Throws

    Save as Cost

    Cleric +15%

    Dwarf/Halfling +80%

    Elf +50%

    Fighter +25%

    Magic User +5%

    Thief +10%

    Normal Man +0%

    Table 10: Hit Progression

    Progression Cost

    Normal Man +0%

    5 levels (Magic User) +10%

    4 levels (Thief/Cleric) +20%

    3 levels (Fighter) +200%

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    Magic Tables

    Note: In the original article, several different magic tables (Tables I-VIa) were presented to provide spell-

    casting options for classes. As I was more concerned with modifying the tables to mimic the results of the

    original seven classes, I chose to concentrate on two tables only. Additionally, classes able to use magic-

    user spells pay an addition +100% to the base cost of the spell tables presented in the original article. Inmy modified system, a class that replicates the use and number of clerical spells would use Table VII and

    a class that replicates the use and number of magic-user spells would use Table VIII. Merely add the

    percentage cost to the class total. Referees wishing to use the tables as originally presented are left to

    their own devices and modifications.

    Table VII: As Cleric (+130%)

    Level 1 2 3 4 5 6 7

    1 1

    2 2

    3 2 14 3 2

    5 3 2 1

    6 3 3 2

    7 4 3 2 1

    8 4 3 3 2

    9 4 4 3 2 1

    10 5 4 3 3 2

    11 5 4 4 3 2 1

    12 5 5 4 3 3 2

    13 6 5 4 4 3 2

    14 6 5 5 4 3 315 7 6 5 4 4 3 1

    16 7 6 5 5 4 3 2

    17 8 7 6 5 4 4 2

    18 8 7 6 5 5 4 3

    19 9 8 7 6 5 4 3

    20 9 8 7 6 5 5 3

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    Table VIII: As Magic User (+500%)

    Level 1 2 3 4 5 6 7 8 9

    1 1

    2 2

    3 2 1

    4 2 2

    5 2 2 1

    6 2 2 2

    7 3 2 2 1

    8 3 3 2 2

    9 3 3 3 2 1

    10 3 3 3 3 2

    11 4 3 3 3 2 1

    12 4 4 3 3 3 2

    13 4 4 4 3 3 2 1

    14 4 4 4 4 3 3 2

    15 5 4 4 4 4 3 2 1

    16 5 5 4 4 4 4 3 2

    17 5 5 5 4 4 4 4 3 1

    18 5 5 5 5 4 4 4 4 2

    19 6 5 5 5 5 4 4 4 3

    20 6 6 5 5 5 5 4 4 4

    Special Skills

    Note: The cost of additional class abilities are presented in the original article. For my purposes, I was

    only concerned with the Clerics ability to Turn Undead and the Thief

    s various skills. Referees using the

    additional powers provided in the original article are left to their own recognizance.

    Skill/Power Cost

    Turn Undead +40%

    Thief Skills +15% each (120% for all eight)