BX Essentials Ascending AC

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TABLE OF CONTENTS

WHAT IS B/X ASCENDING?.................................................. 1


ASCENDING ARMOR CLASS ................................................................................................ 1
TRAINED AND UNTRAINED SKILLS AS SAVING THROWS ............................................................ 1
ACRONYMS .................................................................................................................... 1

CLASSES .............................................................................. 2
ASSASSIN ....................................................................................................................... 2
CLERIC ........................................................................................................................... 3
DRUID ........................................................................................................................... 4
DWARF .......................................................................................................................... 5
ELF ............................................................................................................................... 6
FIGHTER......................................................................................................................... 7
HALFLING ....................................................................................................................... 8
ILLUSIONIST .................................................................................................................... 9
MAGIC-USER ................................................................................................................ 10
MONK ......................................................................................................................... 11
PALADIN ...................................................................................................................... 12
RANGER ....................................................................................................................... 13
THIEF .......................................................................................................................... 14

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WHAT IS B/X ASCENDING?
B/X Ascending takes the Moldvay Basic and Expert version of the
World’s First Role Playing Game, as well as B/X Essentials, and
updates portions of the rules so that it is a unified, roll-high d20
mechanic. It is designed for those that love the B/X foundation,
but prefer a more modern approach. Highlights include a purely
ascending armor class, attack bonuses for monsters and classes, a
focus on a unified resolution system using d20 roll high system
inspired by the Saving Throw mechanic, and a new system that
treats trained and untrained skills as classic saving throws.

B/X Ascending converts no only the B/X Essential classes, but also
many of those found in the Advanced era of the game. In every
instance, preserving the foundation of B/X is paramount when
modernizing and unifying the game’s system.

Ascending Armor Class


Type AC
Leather 12
Chain Mail 14
Plate Mail 16
Shield +1

Trained and Untrained Skills as Saving Throws


Each class has two saving throws that are new to this supplement:
Trained Skills and Untrained Skills.

When the Game Master requires a skill roll, they should assess
whether it is trained by determining if a character’s race, class,
background, or secondary skill would apply to the task. If not, it is
an untrained skill save.

If the GM decides that an Ability Score would modify the skill save,
then apply it to the roll.

Untrained Skill saving throws are not designed to allow a


character to use a class’s special abilities, such as thief skills. If the
referee decides a character can attempt that ability, have them
roll the saving throw with 2d20’s and take the lowest roll.

Acronyms
D = death/poison
W = wand
AB = Attack Bonus
P = paralysis/petrify
B = dragon breath
S = rod/staff/spell
T = trained skill
U = untrained skill

1
same 5th level assassin attempts to assassinate a 3 HD monster,
CLASSES the chance goes up to 13+.

Assassin Disguise: Assassins frequently employ disguises in their trade, in


Requirements: DEX 12, INT 12, STR 12, order to better deceive their targets, conceal their identities, and
Prime Requisite: None pass without notice. Assassins may disguise themselves to appear
Hit Dice: 1d4 as another class, race, or sex, but they may not convincingly alter
Allowed Armor: Leather, including shields their height by more than 3% shorter or 5% taller.
Allowed Weapons: Any
Maximum Level: 14 The base chance of successfully disguising oneself is a 6+ on 1d20.
Languages: Common The base chance is increased to 9+ on a 1d20 if the assassin is
disguising themselves as another race or as the opposite sex. This
The assassin class is a specialized variation of the thief class, with base chance is further modified in the following way: add the
the primary objective of killing for hire. Assassins may also be higher of the INT or WIS Modifier of the person being deceived to
hired as spies. An assassin will usually belong to an assassins guild the base chance for disguise. Finally, this disguise becomes less
from the character’s local town. The guild provides protection and convincing the longer people are exposed to it. There is a
may offer jobs to an assassin in good standing. At the Game cumulative +1 penalty to the base chance for each day after the
Master’s discretion, an assassin may have to forfeit a portion of first that the same disguise is maintained around the same people.
his earnings to the guild in exchange for these services. Assassin This penalty is doubled if the assassin is imitating a different race
guilds can be much more territorial than thieves’ guilds, and a or sex, but the maximum penalty is +10.
character may face penalties, including death, if he is not a
member of a local guild and he has decided to practice his trade Poison Use: Assassins are trained in the safe use and handling of
in their domain. poisons. They may add it to a victim’s food or drink, using stealth
and/or disguise, or use poison on their weapons. However, when
using poisoned weapons a person may notice their use on a 19+
Abilities
on 1d20 if they are within 10’. There is a -2 chance to notice each
Combat: Assassins, like thieves, cannot wear armor heavier than
round someone fights or observes the assassins’ weapon. It is
leather; however, assassins may use shields and any kind of
highly illegal to employ poisons and the consequences are dire.
weapon.
Reaching 4th level: Assassins may have hirelings, but they may
Backstab: An assassin may backstab as a thief, to do so an assassin
only be assassins of an equal or lower level to the characters’.
must catch an opponent unaware of his presence (achieve
Starting at 8th level an assassin may also hire thieves, and at 12th
surprise), usually by using move silently and hide in shadows.
level an assassin may hire members of any class.
When backstabbing, an assassin will receive an attack bonus of +4
and will multiply all damage by 2. The damage multiplier applies
Reaching 10th Level: An assassin can read and cast magic from
even if the instant assassination roll fails. Assassins may roll to
magic-user (and elf) scrolls with a roll of 3+ on 1d20. A failed roll
instantly kill a victim of a backstab (see Assassination).
means the spell does not function as expected, and can create a
horrible effect at the Game Master’s discretion.
Killers: Assassins are restricted to the chaotic and neutral
alignments, because no lawful character can be a hired killer.
Assassin Level Progression
Thief Abilities: Assassins have all thief skills. Saving Throws
Level XP HD AB D W P B S T U
1 0 1d4 +1 13 14 13 16 15 13 16
Additional Languages: An assassin speaks two additional 2 1,500 2d4 +1 13 14 13 16 15 13 16
languages of their choice. 3 3,000 3d4 +1 13 14 13 16 15 13 16
4 6,000 4d4 +2 13 14 13 16 15 13 16
5 12,000 5d4 +2 12 13 11 14 12 12 14
Assassination: Assassins may attempt to kill a target instantly. The 6 25,000 6d4 +3 12 13 11 14 12 12 14
assassin must attempt and succeed in a backstab and achieve 7 50,000 7d4 +3 12 13 11 14 12 12 14
surprise on his opponent. The base chance of success is 11+ on 8 100,000 8d4 +3 12 13 11 14 12 12 14
1d20 against a victim of equal level or monster HD to the assassin. 9 200,000 9d4 +4 10 11 9 12 10 10 12
10 300,000 9d4+2* +4 10 11 9 12 10 10 12
This probability is raised or lowered by +1/-1 for each level or HD 11 400,000 9d4+4* +5 10 11 9 12 10 10 12
the target is above or below the assassin. 12 500,000 9d4+6* +6 10 11 9 12 10 10 12
13 600,000 9d4+8* +7 8 9 7 10 8 8 10
For example, if a 5th level assassin attempts to assassinate a 7th 14 700,000 9d4+10* +7 8 9 7 10 8 8 10
*CON modifier no longer applies
level character, the chance of success goes down to 9+. If that

2
Cleric Cleric Turning the Undead Table
Monster Hit Dice If the turning attempt
Requirements: None
Level 1 2 2* 3 4 5 6 7+ succeeds, the player
Prime Requisite: WIS 1 10 16 19 - - - - -
Hit Dice: 1d6 2 T 10 16 19 - - - - rolls 2d6 to determine
Allowed Armor: Any, including shields 3 T T 10 16 19 - - - the number of Hit Dice
4 D T T 10 16 19 - - of undead affected
Allowed Weapons: Any blunt weapons 5 D D T T 10 16 19 -
Maximum Level: 14 6 D D D T T 10 16 19
(either turned or
Languages: Common 7 D D D D T T 10 16 destroyed). No matter
8 D D D D D T T 10 what the dice roll
9 D D D D D D T T
Clerics are humans who have sworn to serve a deity. They conduct result, at least one
10 D D D D D D D T
their lives in a way to further the will of their deity and channel 11+ D D D D D D D D undead creature will
the power of their deity. Clerics are trained for combat; they *2 Hit Dice monsters with a special ability (e.g. always be turned or
paralyzing touch, immunity to normal weapons, etc.)
should be thought of as fighting holy crusaders, not as passive are more difficult to turn, as indicated by this column of
destroyed, as
priests. the chart. Such monsters will have an asterisk next to appropriate, on a
their HD rating, in the monster description. successful turning.
Holy Symbol: A cleric must carry a holy symbol (see B/X Essentials: Turned undead will leave the area, if possible, and will not harm
Characters and Equipment, p24) Deity Disfavor: If a cleric ever falls or make contact with the cleric. If turn undead is used against a
from favor, due to violating the beliefs or strictures of his or her mixed group of undead monsters of different types, those with
deity or clergy, penalties (determined by the referee) may be the lowest HD are affected first.
imposed upon the cleric. These may include penalties to attack (-
1) or even a reduction in spells. Using Magic Items: As spell casters, clerics can use magic scrolls
of spells on their spell list. There are also items (e.g. some staves)
that only clerics can use.
Abilities
Combat: Clerics can use any form of armor, but strict holy doctrine
Reaching 9th Level: Once attaining 9th level, a cleric may establish
prevents their use of weapons that have a sharp edge. Thus, only
or build a stronghold. So long as the cleric is currently in favor with
the following weapons from the standard lists in Equipment (p24)
his or her god, a stronghold may be bought or built at half the
may be used: club, mace, sling, staff, warhammer.
normal price, due to divine intervention. Once a stronghold is
established, the cleric will attract followers (5d6 × 10 fighters of
Magical Research: A cleric of any level may spend time and money
1st or 2nd level). These troops are completely devoted to the
to research new spells associated with his or her deity. When a
cleric (never checking morale). The referee chooses which
cleric reaches 9th level, he or she is also able to create magic items
proportions of followers are 1st and 2nd level and which are
and research other magical effects. These rules are detailed in B/X
bowmen, infantry, etc.
Essentials: Core Rules, p31.
Cleric Level Progression
Spell Casting: From 1st level, a cleric may pray to Saving Throws Spells Per Day
receive spells from his or her deity. The power and Level XP HD AB D W P B S T U 1 2 3 4 5
number of spells avail- able to a cleric are determined 1 0 1d6 +1 11 12 14 16 15 11 16 - - - - -
2 1,500 2d6 +1 11 12 14 16 15 11 16 1 - - - -
by the character’s experience level. The rules for 3 3,000 3d6 +1 11 12 14 16 15 11 16 2 - - - -
divine spell casting are found in B/X Essentials: Core 4 6,000 4d6 +2 11 12 14 16 15 11 16 2 1 - - -
Rules, p28. The list of spells available to clerics is 5 12,000 5d6 +2 9 10 12 14 12 9 14 2 2 - - -
found in B/X Essentials: Cleric and Magic-User Spells. 6 25,000 6d6 +3 9 10 12 14 12 9 14 2 2 1 1 -
7 50,000 7d6 +3 9 10 12 14 12 9 14 2 2 2 1 1
8 100,000 8d6 +3 9 10 12 14 12 9 14 3 3 2 2 1
Turning the Undead: Clerics are able to call upon the 9 200,000 9d6 +4 6 7 9 11 9 6 11 3 3 3 2 2
name and power of their deity to repel or even 10 300,000 9d6+1* +4 6 7 9 11 9 6 11 4 4 3 3 2
destroy undead. This ability is known as turning the 11 400,000 9d6+2* +5 6 7 9 11 9 6 11 4 4 4 3 3
12 500,000 9d6+3* +6 6 7 9 11 9 6 11 5 5 4 4 3
undead. The chart opposite lists a “No”, a “T”, a “D”, 13 600,000 9d6+4* +7 3 5 7 8 7 3 8 5 5 5 4 4
or a number corresponding to the Hit Dice of an 14 700,000 9d6+5* +7 3 5 7 8 7 3 8 6 5 5 5 4
undead creature and the level of the cleric: *CON modifier no longer applies
 A “No” means an automatic failure.
 A number indicates that the player must roll that number or higher on 1d20 in
order to successfully turn the undead.
 A “T” means that the turning automatically succeeds for this type of undead.
 A “D” means that the turning automatically succeeds for this type of undead
and that the monsters are destroyed, not simply caused to flee.

3
Druid
Requirements: CHA 15, WIS 12 While in the form of an animal the druid has all of the physical
Prime Requisite: CHA, WIS properties of that animal, while retaining his normal mental state.
Hit Dice: 1d6
Allowed Armor: Leather and wood armor and shields Transitioning from one form to another allows the druid to heal
Allowed Weapons: Any, except crossbows and bows to the maximum hit points of their new form.
Maximum Level: 14
Languages: Common, Druidic Druids become immune to charm or charm-like effects from
sylvan beings.
Druids are a secretive subclass of clerics. Their ambitions and
methods are often not understood, which makes them objects of Reaching 9th level: A druid will attract 1d6 druidic apprentices,
both fascination and fear. Much like clerics, druids can be seen as 50% of them are 1st level and 50% are 2nd level.
holy warriors, but their allegiance is not to a typical god. Rather,
they pay homage to nature. The sun, the moon, the earth, the Druids do not build permanent strongholds, but may have
elements, and all things associated with these forces are their temporary, hidden homes within thick vegetation and caves.
gods. As a consequence, druids are not bound by typical concepts
of good or evil, for nature does not exist to adhere to human
moral concepts. Druids are dedicated to protecting the balance of
nature; sometimes protecting that balance requires acts others
might view as evil or good.

Thus, all druids must be neutral in alignment.


Druid Level Progression
Saving Throws Spells Per Day
Abilities Level XP HD AB D W P B S T U 1 2 3 4 5
Combat: Because of their close ties to nature, druids 1 0 1d6 +1 11 12 14 16 15 11 16 - - - - -
may not use metal armor or shields, but may use 2 1,550 2d6 +1 11 12 14 16 15 11 16 1 - - - -
leather or wood armor and shields. 3 3,100 3d6 +1 11 12 14 16 15 11 16 2 - - - -
4 6,100 4d6 +2 11 12 14 16 15 11 16 2 1 - - -
5 12,500 5d6 +2 9 10 12 14 12 9 14 2 2 - - -
They may use most weapons, except crossbows and 6 25,500 6d6 +3 9 10 12 14 12 9 14 2 2 1 1 -
bows. 7 50,500 7d6 +3 9 10 12 14 12 9 14 2 2 2 1 1
8 101,000 8d6 +3 9 10 12 14 12 9 14 3 3 2 2 1
9 201,000 9d6 +4 6 7 9 11 9 6 11 3 3 3 2 2
Elemental Resistance: Druids receive a +2 bonus to
10 301,000 9d6+1* +4 6 7 9 11 9 6 11 4 4 3 3 2
saving throws against all fire or electrical based 11 401,000 9d6+2* +5 6 7 9 11 9 6 11 4 4 4 3 3
attacks. 12 501,000 9d6+3* +6 6 7 9 11 9 6 11 5 5 4 4 3
13 601,000 9d6+4* +7 3 5 7 8 7 3 8 5 5 5 4 4
14 701,000 9d6+5* +7 3 5 7 8 7 3 8 6 5 5 5 4
Magic items: Druids may use magical items available *CON modifier no longer applies
to clerics, except spell scrolls since druids have access
to different powers and spells.

Natural World: Druids have no power over undead.

Reaching 3rd level: Druids gain the ability to identify animals and
plants. In addition, they may discern whether water or food is
pure, safe, or poisoned.

Druids gain the ability to pass through thick vegetation with


neither a penalty to movement rate nor any evidence of their
passing.

Reaching 7th level: Druids gain the ability to assume animal


shapes, three times per day. Any normal animal form may be
chosen, from as small as a bat or rat to as large as approximately
twice human size, such as a bear. A specific animal shape may be
taken only one time per day, for unlimited duration.

4
Dwarf Dwarf Level Progression
Saving Throws
Requirements: CON 9
Level XP HD AB D W P B S T U
Prime Requisite: STR 1 0 1d8 +1 8 9 10 13 12 8 13
Hit Dice: 1d8 2 2,200 2d8 +1 8 9 10 13 12 8 13
Allowed Armor: Any, including shields 3 4,400 3d8 +1 8 9 10 13 12 8 13
Allowed Weapons: Any small or normal sized 4 8,800 4d8 +2 6 7 8 10 10 6 10
5 17,000 5d8 +2 6 7 8 10 10 6 10
Maximum Level: 12 6 35,000 6d8 +3 6 7 8 10 10 6 10
Languages: Common, Dwarven 7 70,000 7d8 +3 4 5 6 7 8 4 7
8 140,000 8d8 +3 4 5 6 7 8 4 7
Dwarves are stout, bearded demi-humans who average a height 9 270,000 9d8 +4 4 5 6 7 8 4 7
10 400,000 9d8+3* +4 2 3 4 4 6 2 4
of approximately 4 feet and weigh about 150 pounds. Dwarves 11 530,000 9d8+6* +5 2 3 4 4 6 2 4
live underground and value precious metals, fine craftsmanship, 12 660,000 9d8+9* +6 2 3 4 4 6 2 4
and stones. Perhaps not surprisingly, they have skin, hair, and eye *CON modifier no longer applies

colors in earth tones. Dwarves have a reputation for having surly


attitudes and are particularly gruff with elves. Dwarves are
particularly hardy people and have a strong resistance to magic,
as reflected in their saving throws.

Abilities
Combat: Dwarves may use any type of armor, however, due to
their short height, may only use small or normal sized weapons.
This means that dwarves cannot use longbows or two-handed
swords.

Detect Construction Tricks: From their experience underground,


dwarves have a chance of detecting false walls, hidden
construction, or sloping passages with a roll of 15+ on 1d20. A
dwarf must be actively searching for these abilities to function.

Detect Traps: Due to their expertise with construction, dwarves


may detecting non-magical traps, when searching (see Searching
in B/X Essentials: Core Rules, p19) with a roll of 15+ on 1d20.

Infravision: Due to their habit of living underground in great


mines, dwarves have the ability to see in the dark with infravision
up to 60’ (see Light, Vision, and Visibility in B/X Essentials: Core
Rules, p16).

Listening at Doors: Dwarves may hear noises with a roll of 15+ on


1d20. (see Doors, B/X Essentials: Core Rules, p10).

Reaching 9th Level: When a dwarf reaches level 9, he or she has


the option of creating an underground stronghold that will attract
dwarves from far and wide.

Dwarves usually live in clans, so dwarves of the character’s clan


will be attracted to live under his or her roof. Dwarves from other
clans will also come and live nearby to be ruled by the character.
A dwarf ruler is able to hire dwarven soldiers or mercenaries, but
may only hire members of other races for other tasks, such as
human alchemists or elves for spell casting.

5
Elf Using Magic Items: As spell casters, elves are able to use magic
Requirements: INT 9 scrolls of spells on their spell list. There are also items (e.g. magic
Prime Requisite: INT and STR wands) that may only be used by elves or magic-users.
Hit Dice: 1d6
Elf Level Progression
Allowed Armor: Any, including shields Saving Throws Spells Per Day
Allowed Weapons: Any Level XP HD AB D W P B S T U 1 2 3 4 5
Maximum Level: 10 1 0 1d6 +1 12 13 13 16 15 12 16 1 - - - -
Languages: Common, Elven 2 4,000 2d6 +1 12 13 13 16 15 12 16 2 - - - -
3 8,000 3d6 +1 12 13 13 16 15 12 16 2 1 - - -
4 16,000 4d6 +3 10 11 11 16 13 10 16 2 2 - - -
Elves are slender, fey demi-humans with pointed 5 32,000 5d6 +3 10 11 11 14 13 10 14 2 2 1 - -
ears. They are very diverse in appearance, much like 6 64,000 6d6 +3 10 11 11 14 13 10 14 2 2 2 - -
humans, and there are said to be different kinds of 7 120,000 7d6 +6 8 9 9 14 10 8 14 3 2 2 1 -
8 250,000 8d6 +6 8 9 9 14 10 8 14 3 3 2 2 -
elves in distant locations. They typically weigh about
9 400,000 9d6 +6 8 9 9 11 10 8 11 3 3 3 2 1
120 pounds and are between 5 and 5 ½ feet tall. 10 600,000 9d6+1* +8 6 7 8 11 8 6 11 3 3 3 3 2
*CON modifier no longer applies
Though a peaceful people who enjoy good, light food
and play, elves are very talented fighters and users of magic.

Prime Requisites: An elf must have at least 13 in both prime


requisites in order to get the +5% bonus to experience. An elf with
an INT of at least 16 and a STR of at least 13 receives a +10% XP
bonus.

Abilities
Combat: Elves are able to use all forms of weapon and armour.

Detect Secret Doors: Elves have keen eyes that allow them, when
actively searching, to detect hidden and secret doors with a 2-in-
6 chance (see Searching in B/X Essentials: Core Rules, p19).

Immunity to Ghoul Paralysis: Elves are completely unaffected by


the paralysis ghouls can inflict.

Infravision: Elves have infravision to 60’ (see Light, Vision, and


Visibility in B/X Essentials: Core Rules, p16).

Listening at Doors: Elves may hearing noises with a 15+ on 1d20


(see Doors, B/X Essentials: Core Rules, p10).

Spell Casting: Elves carry spell books that hold the formulae for
arcane spells written on their pages. An elf can only memorize a
certain number of spells at any given time. The level progression
chart (below) shows both the number of spells in the elf’s spell
book and the number he or she may memorize, determined by
the character’s experience level. Thus, a 1st level elf has one spell
in his or her spell book, selected by the referee (who may allow
the player to choose). The rules for arcane spell casting and spell
books are described in the Magic section of B/X Essentials: Core
Rules, p28. The list of spells available to elves is provided in B/X
Essentials: Cleric and Magic-User Spells (elves have the same spell
selection as magic-users).

6
Fighter
Requirements: None
Prime Requisite: STR
Hit Dice: 1d8
Allowed Armor: Any, including shields
Allowed Weapons: Any
Maximum Level: 14
Languages: Common

Fighters are humans who dedicate them- selves to mastering the


arts of combat and war. In a group of adventurers, fighters are
often particularly burdened because they are tougher and must
take the lead to defend other characters.

Abilities
Combat: Fighters can use all forms of weapon and armor.

Stronghold: Any time a fighter wishes (and has sufficient money),


he or she can build a castle or stronghold and control the
surrounding lands.

Reaching 9th Level: Upon achieving 9th level, a fighter may be


granted a title such as Baron or Baroness. The land under the
fighter’s control is then known as a Barony.

Fighter Level Progression


Saving Throws
Level XP HD AB D W P B S T U
1 0 1d8 +1 12 13 14 15 16 12 16
2 2,000 2d8 +1 12 13 14 15 16 12 16
3 4,000 3d8 +1 12 13 14 15 16 12 16
4 8,000 4d8 +3 10 11 12 13 14 10 14
5 16,000 5d8 +3 10 11 12 13 14 10 14
6 32,000 6d8 +3 10 11 12 13 14 10 14
7 64,000 7d8 +6 8 9 10 10 12 8 12
8 120,000 8d8 +6 8 9 10 10 12 8 12
9 240,000 9d8 +6 8 9 10 10 12 8 12
10 360,000 9d8+2* +8 6 7 8 8 10 6 10
11 480,000 9d8+4* +8 6 7 8 8 10 6 10
12 600,000 9d8+6* +8 6 7 8 8 10 6 10
13 720,000 9d8+8* +10 5 5 6 6 8 5 8
14 840,000 9d8+10* +10 5 5 6 6 8 5 8
*CON modifier no longer applies

7
Halfling Halfling Level Progression
Saving Throws
Requirements: CON 9, DEX 9
Level XP HD AB D W P B S T U
Prime Requisite: DEX and STR 1 0 1d6 +1 8 9 10 13 12 8 13
Hit Dice: 1d6 2 2,000 2d6 +1 8 9 10 13 12 8 13
Allowed Armor: Any appropriate to size, including shields 3 4,000 3d6 +1 8 9 10 13 12 8 13
Allowed Weapons: Any appropriate to size 4 8,000 4d6 +3 6 7 8 10 10 6 11
5 16,000 5d6 +3 6 7 8 10 10 6 11
Maximum Level: 8 6 32,000 6d6 +3 6 7 8 10 10 6 11
Languages: Common, Halfling 7 64,000 7d6 +6 4 5 6 7 8 4 9
8 120,000 8d6 +6 4 5 6 7 8 4 9
*CON modifier no longer applies
Halflings are small, rotund demi-humans with furry feet and curly
hair. They weigh about 60 pounds and only attain a height of
around 3 feet. They are as diverse in appearance as humans.
Halflings are gentle-natured and value relaxation, good food, and
good drink. They love comfort and will spend their riches on the
most extravagant items.

Prime Requisites: A halfling must have at least 13 in one or the


other prime requisite in order to get a +5% to experience. The
character must have a STR and DEX of 13 or higher to get a +10%
bonus.

Abilities
Combat: Halflings may use any type of armor, though it must be
tailored to their small size.

Similarly, they may use any weapon which is appropriate to their


stature. They cannot use longbows or two-handed swords.

Defensive Bonus: Because they are so small, halflings have a +1 to


Armor Class Hiding: Halflings have an uncanny ability to disappear
from sight:
 In bushes or other outdoor cover, a halfling can hide with a
roll of 3+ on 1d20.
 In dungeons, a halfling can also hide in shadows or behind
other forms of cover, so long as he or she remains silent and
motionless with a roll of 15+ on 1d20.

Initiative Bonus: Halflings get a bonus of +1 to initiative rolls.

Listening at Doors: Halflings may hear noises (see Doors, B/X


Essentials: Core Rules, p10) with a roll of 15+ on 1d20.

Missile Attack Bonus: Halflings’ keen coordination grants them +1


on any missile attacks.

Stronghold: Any time a halfling wishes (and has sufficient money),


he or she can build a stronghold. These strongholds will be in
serene, beautiful valleys and halflings will come from great
distances to settle there. The character becomes the leader of the
people (called the sheriff) and must rule them wisely and well.

8
Illusionist Illusionist Level Progression
Requirements: DEX 16, INT 15 Saving Throws Spells Per
Day
Prime Requisite: None
Level XP HD AB D W P B S T U 1 2 3 4 5 6
Hit Dice: 1d4 1 0 1d4 +1 13 13 13 16 14 13 16 2 - - - - -
Allowed Armor: None 2 3,000 2d4 +1 13 13 13 16 14 13 16 2 - - - - -
Allowed Weapons: Dagger and quarterstaff only 3 6,000 3d4 +1 13 13 13 16 14 13 16 2 2 - - - -
Maximum Level: 14 4 12,000 4d4 +1 13 13 13 16 14 13 16 2 2 - - - -
5 24,000 5d4 +1 13 13 13 16 14 13 16 2 2 2 - - -
Languages: Common 6 48,000 6d4 +3 13 13 13 14 12 13 14 3 2 2 - - -
7 88,000 7d4 +3 11 11 11 14 12 11 14 3 3 2 2 - -
Illusionists are a specialized form of magic user. They 8 160,000 8d4 +3 11 11 11 14 12 11 14 3 3 3 2 - -
have access to some of the same spells, but also an 9 310,000 9d4 +3 11 11 11 14 12 11 14 3 3 3 3 2 -
10 460,000 9d4+1* +3 11 11 11 14 12 11 14 4 3 3 3 3 -
array of specialist spells designed to confuse the 11 610,000 9d4+2* +6 8 8 8 11 9 8 11 4 4 3 3 3 2
senses and deceive the unwary. 12 760,000 9d4+3* +6 8 8 8 11 9 8 11 4 4 4 4 4 3
13 910,000 9d4+4* +6 8 8 8 11 9 8 11 5 4 4 4 5 4
Illusionists do not gain bonus experience points and 14 1,060,000 9d4+5* +6 8 8 8 11 9 8 11 5 5 4 4 5 4
*CON modifier no longer applies
so they have no prime requisite.

Abilities
Combat: They are limited in their choice of weapons, as they are
only able to use small weapons such as a dagger. They are unable
to use shields or wear any kind of armor.

Magic Items: Illusionists may use the following items: magic


weapons (allowed by class), crystal ball (without additional
powers), detection wands, staff of striking, rod of cancelation,
wand of wonder, wand of fear, wand of illusion, rings, and spell
scrolls which contain illusionist spells.

Spell Casting: Illusionists carry spell books that hold the written
formulae for arcane spells.

An illusionist can only memorize a certain number of spells at any


given time. The level progression chart (opposite) shows both the
number of spells in the magic-user’s spell book and the number
he or she may memorize, determined by the character’s
experience level.

Thus, a 1st level magic-user has one spell in his or her spell book,
selected by the referee (who may allow the player to choose).

The rules for arcane spell casting and spell books are described in
the Magic section of B/X Essentials: Core Rules, p28. The list of
spells available to magic-users is provided in B/X Essentials: Cleric
and Magic-User Spells.

Reaching 11th Level: An illusionist may build a stronghold, often


a great tower, when he or she reaches level 11.

1d6 apprentices of levels 1-3 will then arrive to study under the
illusionist.

9
Magic-User
Magic-User Level Progression
Requirements: None Saving Throws Spells Per
Prime Requisite: INT Day
Hit Dice: 1d4 Level XP HD AB D W P B S T U 1 2 3 4 5 6
Allowed Armor: None 1 0 1d4 +1 13 14 13 16 15 13 16 1 - - - - -
2 2,500 2d4 +1 13 14 13 16 15 13 16 2 - - - - -
Allowed Weapons: Dagger and quarterstaff only
3 5,000 3d4 +1 13 14 13 16 15 13 16 2 1 - - - -
Maximum Level: 14 4 10,000 4d4 +1 13 14 13 16 15 13 16 2 2 - - - -
Languages: Common 5 20,000 5d4 +1 13 14 13 16 15 13 16 2 2 1 - - -
6 40,000 6d4 +3 13 14 13 14 12 13 14 3 2 2 - - -
7 80,000 7d4 +3 11 12 11 14 12 11 14 3 2 2 1 - -
Sometimes called wizards, warlocks, or witches,
8 150,000 8d4 +3 11 12 11 14 12 11 14 3 3 2 2 - -
magic-users are humans who study arcane secrets 9 300,000 9d4 +3 11 12 11 14 12 11 14 3 3 3 2 1 -
and cast spells. Magic-users are able to cast a greater 10 450,000 9d4+1* +3 11 12 11 14 12 11 14 4 3 3 3 2 -
number of increasingly powerful spells as they 11 600,000 9d4+2* +6 8 9 8 11 8 8 11 4 2 3 3 2 1
12 750,000 9d4+3* +6 8 9 8 11 8 8 11 4 4 2 2 3 2
advance in level.
13 900,000 9d4+4* +6 8 9 8 11 8 8 11 4 4 4 2 3 3
14 1,050,000 9d4+5* +6 8 9 8 11 8 8 11 4 4 4 2 3 3
*CON modifier no longer applies
Abilities
Combat: Magic-users may only use daggers and are unable to use
shields or wear any kind of armor. For this reason, magic-users are
weak at low levels and, in an adventuring group, should be
protected.

Magical Research: A magic-user of any level may spend time and


money to research new spells to add to his or her spell book.
When a magic-user reaches 9th level, he or she is also able to
create magic items and research other magical effects. These rules
are detailed in the Magic section of B/X Essentials: Core Rules,
p31.

Spell Casting: Magic-users carry spell books that hold the written
formulae for arcane spells.

A magic-user can only memorize a certain number of spells at any


given time. The level progression chart (next page) shows both the
number of spells in the magic-user’s spell book and the number
he or she may memorize, determined by the character’s
experience level.

Thus, a 1st level magic-user has one spell in his or her spell book,
selected by the referee (who may allow the player to choose).

The rules for arcane spell casting and spell books are described in
the Magic section of B/X Essentials: Core Rules, p28. The list of
spells available to magic-users is provided in B/X Essentials: Cleric
and Magic-User Spells.

Using Magic Items: As spell casters, magic users are able to use
magic scrolls of spells on their spell list. There are also items (e.g.
magic wands) that may only be used by magic-users or elves.

Reaching 11th Level: A magic-user may build a stronghold, often


a great tower, when he or she reaches level 11.

1d6 apprentices of levels 1-3 will then arrive to study under the
magic-user.

10
Monk
Requirements: STR 12, DEX 12, WIS 12 Reaching 4th level: Monks gain the ability to speak with plants.
Prime Requisite: None
Hit Dice: 1d8 Monk Level Progression Reaching 5th level: Monks may
Allowed Armor: None Saving Throws feign death for a number of turns
Level XP HD AB D W P B S T U equal to 1d6 x their level. Further,
Allowed Weapons: Any 1 0 1d8 +1 11 12 14 14 15 12 15
Maximum Level: 14 at this level a monk gains the
2 2,000 2d8 +1 11 12 14 14 15 12 15
Languages: Common 3 4,000 3d8 +1 11 12 14 14 15 12 15 ability to fall 20' and suffer no
4 8,000 4d8 +2 11 12 14 14 15 12 15 damage, so long as he is no
Monks are a subclass of
5 16,000 5d8 +2 9 10 12 12 12 10 12 further than 1’ from a wall to help
6 30,000 6d8 +3 9 10 12 12 12 10 12 break the fall.
clerics; however, while 7 60,000 7d8 +3 9 10 12 12 12 10 12
clerics look outward for 8 110,000 8d8 +3 9 10 12 12 12 10 12
wisdom monks seek inner 9 220,000 9d8 +4 6 7 9 9 9 7 Reaching 6th level: On a roll of 3+
9
enlightenment. They finely
10 330,000 9d8+2* +4 6 7 9 9 9 7 on 1d20 they are immune to ESP.
9
11 440,000 9d8+4* +5 6 7 9 9 9 7 9
Additionally, a monk gains the
hone themselves to their full 12 550,000 9d8+6* +6 6 7 9 9 9 7 9
potential through training of 13 660,000 9d8+8* +7 3 5 7 5 7 5 ability to fall 30’ and suffer no
7
both mind and body Monks 14 770,000 9d8+10* +7 3 5 7 5 7 5 damage, so long as he is no
7
may be of any alignment; the
*CON modifier no longer applies further than 4’ from a wall to help
sphere they adhere to reveals the path they take toward inner break the fall.
perfection, whether it be through law, chaos, or a balance of
forces in neutrality. Reaching 7th level: Monks may meditate for 1 turn, healing 1d6+1
HP of damage once per day. An additional point is added for each
Monks may only have small amounts of money, like paladins. level above 7th.

Reaching 8th level: Monks gain the ability to speak with animals,
Abilities and they become completely immune to hypnotizing effects and
Combat: They may wear no armor. However, they may use any suggestion. On a roll of 11+ on 1d20 they are immune to charm
weapon. Their study of the body grants them +1 damage when related effects. A monk may attract 1d4+1 1st level monk
using weapons. Monks do not benefit from bonuses to hit and followers, and one or two additional followers per level of
damage from STR, or bonuses to AC from DEX. experience beyond 8th.

Stunning Strike: When fighting with bare hands, if a monk Reaching 10th level: A monk becomes immune to the effects of
succeeds in an attack by 5 more than needed, the opponent is poisons, geas and quest spells.
stunned for 1 round.
Reaching 13th level: A monk gains his much-feared quivering
Dodge: A monks natural AC improves each level. These are palm attack. The monk announces he has begun the vibrations in
indicated on the table on the following page. They may dodge his palm, and he must succeed in an attack against an opponent
missiles of a non-magical nature with a successful saving throw within 3 rounds. If successful, the monk immediately decides
versus breath attacks or dodge magic missiles with a successful when the transferred quivering sensation of death will cause
save versus spell-like devices. When saving against other effects fatality, which can be any time within 1 day per level of the monk.
that deal damage, successful saving throws result in no damage The target must roll 6+ on 1d20 or die. Note that this ability, once
even when damage would initiated and regardless of
normally be half. At 9th Monk Ability Progression whether successful, can only
level, even an unsuccessful Find Remove Move Climb Sheer Hide in Hear
Level Pick Locks Traps Silently Surface Shadows Noise AC be used once per week. This
save results in half damage. 1 17 19 17 4 19 15 10 effect does not work against
They advance as thieves of 2 17 18 16 4 18 15 11 beings under the influence of
an equal level in the 3 16 17 15 4 17 11 12 feign death, any form of
following abilities: pick 4 15 16 14 4 15 11 13
5 14 15 13 4 14 11 14
undead, or creatures with
locks, find and remove 6 12 13 13 3 12 8 15 more HD or levels than the
traps, move silently, climb 7 10 11 11 3 10 8 16 attacking monk. A monk gains
walls, hide in shadows, and 8 8 9 9 3 8 8 17 the ability to fall from an
hear noise. 9 6 7 7 2 6 8 17
10 4 5 5 2 4 5
unlimited height and suffer no
18
11 2 3 3 2 3 5 18 damage, so long as he is no
Monks are surprised with a 12 2 2 2 2 2 5 19 further than 8’ from a wall to
16+ on 1d20. 13 2 2 2 2 2 5 19 help break the fall.
14 2 2 2 2 2 5 20

11
Paladin Reaching 9th level: Paladins gain the ability to cast clerical spells.
Requirements: CHA 17, INT 9, STR 12, WIS 13 However, they may not use cleric spell scrolls. Paladins do not
Prime Requisite: STR, WIS attract followers.
Hit Dice: 1d8
Allowed Armor: Any, including shields Paladin Level Progression
Allowed Weapons: Any Saving Throws
Level XP HD AB D W P B S T U
Maximum Level: 14
1 0 1d8 +1 10 11 12 13 16 12 16
Languages: Common 2 2,500 2d8 +1 10 11 12 13 16 12 16
3 5,000 3d8 +1 10 11 12 13 16 12 16
Paladins are a type of fighter that adheres to a strict moral code. 4 10,000 4d8 +3 8 9 10 11 14 10 14
5 20,000 5d8 +3 8 9 10 11 14 10 14
They must always have a lawful alignment and never may commit
6 40,000 6d8 +3 8 9 10 11 14 10 14
morally questionable, or evil, acts. Should a paladin knowingly act 7 80,000 7d8 +6 6 7 8 8 12 8 12
in a chaotic way, only confession and paying penance to a cleric of 8 160,000 8d8 +6 6 7 8 8 12 8 12
7th level or higher will remove the mark of the sin. Committing an 9 300,000 9d8 +6 6 7 8 8 12 8 12
10 400,000 9d8+2* +8 4 5 6 6 10 6 10
evil act is unforgivable, and a paladin immediately loses all special
11 500,000 9d8+4* +8 4 5 6 6 10 6 10
class abilities and becomes an ordinary fighter of equal level, with 12 650,000 9d8+6* +8 4 5 6 6 10 6 10
the lowest possible experience points. 13 750,000 9d8+8* +10 3 3 4 4 8 4 8
14 900,000 9d8+10* +10 3 3 4 4 8 4 8
*CON modifier no longer applies
Paladins must meet the prime requisite requirements for all of the
prime requisite abilities listed above in order to receive a bonus
to experience.

Paladins may only have (1) magical suit of armor, (1) magical
shield, (4) magical weapons (not counting magical arrows or
quarrels), and (4) miscellaneous magical items.

Paladins may only keep small amounts of money, and pay 10% of
all earnings to a church. Any excess items or money found must
be donated to the paladin’s church or another worthy church of
similar alignment.

Paladins may only ever hire lawful henchman. They will adventure
with chaotic characters, but they will cease to do so with
characters who commit evil acts.

Abilities
Combat: Paladins may use any armor and any weapon.

Lay on Hands
• Once per day heal 2 HP per level to a wounded being.
• Cure disease 1 time per day, per every 5 levels.
• Paladins are immune to disease.

Detect Evil: As the spell, out to 60’, when concentrating.

Protection From Evil: Radiates in a 10’ radius at all times.

Reaching 3rd level: Paladins are able to turn undead as a cleric 2


levels lower (pg. 6)

Reaching 4th level: A paladin may summon a special war horse,


but only one time each 10 years. The horse has AC 14, HD 5+5, and
movement of 60’.

12
• -9 to the roll if the creature enters a secret door
Ranger • -5 to the roll if the creature enters a concealed door or passage
Requirements: CON 15, INT 12, WIS 12 • -2 to the roll if the creature enters a normal door or otherwise takes a deviation
Prime Requisite: INT, STR, WIS from a path
• No adjustment to the roll if the creature continues on a path without much
Hit Dice: 1d8
deviation
Allowed Armor: Any, including shields
Allowed Weapons: Any Reaching 8th level: Rangers may cast druid spells.
Maximum Level: 14
Languages: Common Reaching 9th level: Rangers may cast magicuser spells.
This sub-class of the fighter is a specialist of wilderness survival, Reaching 10th level: Rangers gain the ability to employ any magic
whether that wilderness is above or below ground. They adhere item, excluding scrolls, which confers the ability to employ
to their own sort of morals, such that they may be lawful, chaotic, clairaudience, clairvoyance, ESP, or telepathy. Further, at this level
or neutral with their larger world views, which may not reflect rangers attain 3d6 followers of 1st or 2nd level from the ranger,
their disposition to other beings. In this regard, they have some fighter, cleric, or magic-user classes, to be determined randomly.
similarity to the druids. Note that no more than two ranger followers may be attained.
Rangers must meet the prime requisite Ranger Level Progression
requirements for all of the prime requisite abilities Magic-
listed above in order to receive a bonus to Druid User
experience. Saving Throws Spells Spells
Level XP HD AB D W P B S T U 1 2 1 2
1 0 1d8 +1 12 13 14 13 16 12 16 - - - -
Due to their vagabond lifestyles, rangers may only 2 2,500 2d8 +1 12 13 14 13 16 12 16 - - - -
own what can be carried (on person and/or on a 3 5,000 3d8 +1 12 13 14 13 16 12 16 - - - -
mount); any other items or treasure must be 4 10,000 4d8 +3 10 11 12 11 14 10 14 - - - -
donated (but not to other PCs). 5 20,000 5d8 +3 10 11 12 11 14 10 14 - - - -
6 40,000 6d8 +3 10 11 12 11 14 10 14 - - - -
7 80,000 7d8 +6 8 9 10 8 12 8 12 - - - -
Rangers cannot hire henchman until they reach 8th 8 160,000 8d8 +6 8 9 10 8 12 8 12 1 - - -
level. In addition, only three rangers can adventure 9 300,000 9d8 +6 8 9 10 8 12 8 12 1 - 1 -
together at a time, although there is no restriction of 10 400,000 9d8+2* +8 6 7 8 6 10 6 10 2 - 1 -
11 500,000 9d8+4* +8 6 7 8 6 10 6 10 2 1 2 -
numbers of any other class in the adventuring party. 12 650,000 9d8+6* +8 6 7 8 6 10 6 10 2 1 2 -
13 750,000 9d8+8* +10 5 5 6 4 8 5 8 2 2 2 1
14 900,000 9d8+10* +10 5 5 6 4 8 5 8 2 2 2 1
Abilities *CON modifier no longer applies
Favored Enemies: Rangers receive +3 to damage
against goblinoids and giants (bugbears, orcs, kobolds, goblins,
hobgoblins, ogres, ettins, all giants, and trolls).

Ambush: Rangers are surprised only on 18+ on 1d20; they may


surprise others on 9+ on 1d20.

Tracking: Rangers are able to track creatures in wilderness and


underground environments. The base chance is a 3+ on 1d20
when in the wilderness.
• +1 to the roll if there is more than one creature in the party being tracked
• There is a cumulative penalty of -6 to the roll for every hour of rain
• -2 to the roll for every day that has passed since tracks were made.

In underground environments. The base chance is a 3+ on 1d20


when in the wilderness.
• +1 to the roll if there is more than one creature in the party being tracked
• There is a cumulative penalty of -6 to the roll for every hour of rain
• -2 to the roll for every day that has passed since tracks were made.

Underground Tracking: Rangers must watch a creature to be


tracked for 3 turns prior to tracking it, to observe its manner. The
base chance in this case is an 8+ on 1d20 when underground,
modified in the following manner:

13
Thief Thief Level Progression
Requirements: None Saving Throws
Prime Requisite: DEX Level XP HD AB D W P B S T U
Hit Dice: 1d4 1 0 1d4 +1 13 14 13 16 15 10 16
2 1,200 2d4 +1 13 14 13 16 15 10 16
Allowed Armor: Leather, no shields 3 2,400 3d4 +1 13 14 13 16 15 10 16
Allowed Weapons: Any 4 4,800 4d4 +1 13 14 13 16 15 10 16
Maximum Level: 14 5 9.600 5d4 +3 12 13 11 14 13 8 14
Languages: Common 6 20,000 6d4 +3 12 13 11 14 13 8 14
7 40,000 7d4 +3 12 13 11 14 13 8 14
8 80,000 8d4 +3 12 13 11 14 13 8 14
Thieves are humans who live by their wits and skills of deception 9 160,000 9d4 +6 10 11 9 12 10 6 12
and intrigue. Their range of unique skills makes them very handy 10 280,000 9d4+2* +6 10 11 9 12 10 6 12
companions in adventures. However, thieves are not always to be 11 400,000 9d4+4* +6 10 11 9 12 10 6 12
12 530,000 9d4+6* +6 10 11 9 12 10 6 12
trusted. 13 640,000 9d4+8* +8 8 9 7 10 8 4 10
14 760,000 9d4+10* +8 8 9 7 10 8 4 10
*CON modifier no longer applies
Abilities
Backstab: When attacking an unaware opponent from behind, a
she is moving silently and will only know otherwise by others’ reaction.
thief receives a +4 bonus to hit and doubles any damage dealt.
• Pick Locks: A thief is skilled in picking locks, but needs thieves’ tools to
do so (see Equipment, p24). He or she can only try to pick a lock one
Combat: Because of their need of stealth and free movement, time and, if the roll fails, may not try the same lock again before gaining
thieves cannot wear armor heavier than leather and cannot use an experience level.
shields. • Pick Pockets: This skill is the bread and butter of non-adventuring
thieves; it is a quick (if perilous) source of income. If the victim is above
They can use any weapon. 5th level, the thief’s roll is penalized by 5% for every level above 5th.
There is always at least a 1% chance of failure. A roll of more than twice
Read Languages: A thief of 4th level or higher can read non- the percentage required for success means the intended target notices
the thieving attempt. The referee will then roll 2d6 on the reaction
magical text in any language (including dead languages and basic
table (see Encounters in B/X Essentials: Core Rules, p11) to determine
codes) with a 5+ on 1d20. If the roll does not succeed, the thief the target’s reaction.
may not try to read that particular piece of writing again until he
or she reaches a higher level of experience. Reaching 9th Level: When a thief attains level 9, he or she can
establish a thief den. 2d6 thief apprentices of 1st level will come
Scroll Use: A thief of 10th level or higher can cast spells from to work with the character. These thieves will serve the character
arcane scrolls with 90% accuracy. A failed roll means the spell does with some reliability; however, should any be arrested or killed,
not function as expected and creates an unusual or deleterious the character will not be able to attract more followers of this type
effect. to replace them. A successful thief might use these followers to
start a Thieves’ Guild.
Thief Skills: Thieves have the following skills, which improve as the
character gains levels (see the chart opposite). Note that dice rolls
for these abilities are usually made by the referee, because a thief
is not always aware that he or she has failed! Thief Ability Progression
• Climb Sheer Surfaces: Thieves are adept at scaling sheer Climb
surfaces, including walls or steep cliffs. A skill roll is required for Find Remove Pick Move Sheer Hide in Hear
each 100 feet to be climbed. If the roll fails, the thief falls a Level Pick Locks Traps Pockets Silently Surfaces Shadows Noise
distance equal to half the attempted distance, taking 1d6 points 1 18 19 17 17 4 19 15
of damage per 10 feet. 2 17 18 16 16 4 18 15
• Find or Remove Traps: A thief may only try one time to find or 3 16 17 15 15 4 17 11
4 15 16 14 14 4 15 11
remove a trap in an area. Note that these are separate skills, for
5 14 15 13 13 4 14 11
a thief must find a trap before he or she can remove it! 12 13 12 13 3 12 8
6
• Hear Noise: Thieves can attempt to listen for noises in a cave or 7 10 11 10 11 3 10 8
hallway, at a door, or in other locations, but the thief must be 8 8 9 8 9 3 8 8
quiet and in a quiet environment. 9 6 7 6 7 2 6 8
• Hide in Shadows: A thief will always think he or she is successful 10 4 5 4 5 2 4 5
in this skill and will not know otherwise until others react to his 11 2 3 3 3 2 3 5
or her presence. A thief must remain motionless when hiding. 12 2 2 2 2 2 2 5
13 2 2 2 2 2 2 5
• Move Silently: When successful, others will not hear the
14 2 2 2 2 2 2 5
movements of a thief. However, the thief always thinks he or

14

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