OTHER WORLDLY WARLOCKS
MASTER CLASS LIST
ADVENTURING PROFESSIONS
Professions are listed below along with Starting Skills/Spells/Advantages.
Acrobat:
Acrobatics+4 Dexterity+1 Quickness+1 Climb+4, Balance+2, Jump+4, Catch+1
Items: Cloak, Costume
Adventurer: (Treasure Hunter)
Traps+4, Sword+1, Karma+1, Muscles+1, Reflexes+1, Swift+1, Discernment+1
Items: Sword, Dagger, Cloak, Leather Armor, Backpack, Rope
Alchemist:
Spells: Alchemy, Transmutation
Herbalism+4, Apothecary+4, Identify Potions+4, Throw Flask+1
Items: 4 Minor Potions, Dagger, Staff, Robes, Double Coins
Amazon:
Archery+1, Riding+4, Staff+1, Quickness+1, Seduction+2, Brawl+1, Climb+4
Items: Short Bow, Horse, Staff, Dagger, Cloak, Tribal Garments, Jewelry
Archer: (Yeoman)
Archery+2, Bowyer+4, Fletcher+4, Muscles+1, Dexterity+1, Discernment+1
Items: Long Bow, Leather Armor, Extra Arrows, Dagger, Hand Weapon
Artificer: (Tinkerer)
Spells: Artifice
Engineering+4, Blacksmith+4, Relic Lore+4, Mechanics+4, Pilot+3
Items: Minor Relic, Staff, Robes, Mechanics Tools
Assassin:
Streetwise+4, Stealth+4, Backstab+4, Climb+4, Poison Lore+4, Dagger+1, Ambush+2
Items: Dagger, Sword, Leather Armor, Cloak, Vial of Poison (4 Uses)
Bandit: (Brigand/Raider/Marauder/Highwayman)
Intimidate+4, Sword+1, Archery+1, Stealth+4, Ride+4, Carousing+4, Gambling+4
Items: Dagger, Sword, Leather Armor, Cloak, Dice
Barbarian: (Savage)
Muscles+1, Constitution+1, Dexterity+1, Quickness+1, Rage, Climb+4, Survival+4
Items: Sword, Dagger, Cloak, Tribal Garments
Bard: (Minstrel)
Presence+1, Carousing+4, Sing+4, Dance+4, Jest+4, Lute+4, Storytelling+4
Items: Lute, Cloak, Fine Clothing, Dagger
Battle Mage: (Fighter Mage)
Spells: Stun, Disintegrate, Force Field, Armor
Quickness+1, Intimidation+4
Items: Staff, Dagger, Robes, Bracers
Beast Master:
Spells: Speak to Animals, Beast Bond
Animal Training+4, Riding+4, Tactics+4, Presence+1
Items: Cloak, Tribal Garment, Spear, Dagger, Animal Companion
Beggar:
Begging+8 Streetwise+4 Gossip+4 Constitution+1 Discernment+1 Haggle+4
Items: Rags
Berserker:
Rage, Axe+1, Sword+1, Muscles+1 Constitution+1, Battle Cry, Swift+1
Items: Battle Axe, Cloak, Tribal Garments
Bounty Hunter:
Track+4, Investigate+2, Streetwise+4, Brawl+1, Crossbow+1, Swift+1, Riding+4
Items: Leather Armor, Light Crossbow, Cloak, Rope
Burglar: (Cat Burglar)
Locks+4, Stealth+4, Climb+4, Swift+1, Balance+2, Streetwise+4, Traps+4
Items: Cloak, Dagger, Sack, Rope, Grappling Hook, Lockpicking Kit
Cleric:
Spells: Heal, Cure, Turn Undead, Detect Evil, Bless
Religion+4, Heavy Armor
Items: Holy Symbol, Vial of Holy Water, Chain Mail, Mace, Holy Book
Commander: (General/Warlord/Battle Master)
Tactics+4, Strategy+4, Geography+4, History+4, Riding+4, Leadership+4, Logistics+4
Items: Sword, Cloak, Studded Leather, Maps, Dagger, Helmet
Conjurer:
Spells: Create Weapons, Create Food, Create Shelter, Create Transport
Arcane Secrets+4, Disguise+4
Items: Robes
Constable: (Sherriff)
Interrogation+4, Intimidation+4, Investigation+2, Track+4, Brawl+1, Swift+1 and
Club+1 or Sword+1 or Spear+1 or Law+4 or Ride+4
Items: Hand Weapon, Ring Mail, Dagger
Courtesan:
Sing+4, Dance+4, Gossip+4, Bluff+4, Seduction+4, Etiquette+4, Stealth+4
Items: Jewelry, Fine Clothing, Cloak, Dagger, Letters
Crusader: (Templar/Hospitaler)
Heavy Armor, Sword+1, Riding+4, Religion+4, Joust+1, First Aid+3, Shield Bash+1
Items: Shield, Sword, Horse, Lance, Platemail
Dancer:
Dance+8, Dodge+1, Dexterity+1, Seduction+4, Swift+1, Quickness+1
Items: Dagger, Costume, Cloak, Jewelry
Dervish:
Dance+4, Sing+4, Sword+1, Sweep, Religion+4, Ride+4, and
Musical Instrument+4 or Theology+4
Items: Dagger, Sword, Costume, Horse
Druid:
Spells: Entangle, Shapeshift, Speak to Animals, Armor
Herbalism+4, Resist Disease+3
Items: Robes, Hand Sickle, Bowl, Mistletoe, Staff
Duelist:
Dual Wield, Sword+1, Dagger+1, Taunt+4, Quickness+1, Etiquette+4, Streetwise+4
Items: Sword, Dagger, Cloak, Fine Clothing
Elementalist:
Spells: Elemental Form, Fireball, Freeze, Dig
Resist Fire+4, Resist Cold +4
Items: Cloak, Dagger, Staff, Loin Cloth
Enchanter:
Spells: Polymorph, Grow, Shrink, Sleep
Dagger+1, Sense Magic+1
Items: Robes, Dagger, Staff
Explorer:
Geography+4, Sail+4, Ride+4, Cook+4, Language, Climb+4, Pathfinding+4
Items: Horse, Maps, Staff, Dagger, Commoner Garb, Rope
Farmer:
Farming+8 Gardening+4 Animal Handling+4 Discernment+1 Weather Sense+4 Herbalism+4
Items: Pitchfork or Scythe, Knife, Common Garb, Cart filled with Radishes, Cloak
Fighter: (Myrmidon/Mercenary)
Constitution+1, Muscles+1, Brawl+1, Dexterity+1, Heavy Armor, Find Weakness+1, and
Sword+1 or Axe+1 or Club+1 or Hammer+1
Items: Weapon, Dagger, Studded Leather, Shield
Fisherman:
Fishing+8 Cooking+4 Sailing+4 Discernment+1 Luck+1 Swim+4
Items: Net, Fishing Pole, Hooks, Lures, Knife, Common Garb, Cloak
Friar: (Lay Priest)
Religion+4, Theology+4, Staff+1, Carousing+4, Preach+4, Cook+4, Gossip+4
Items: Robes, Staff, Wineskin
Giant Slayer: (Troll Slayer)
Slay Giant+1, Muscles+1, Quickness+1, Axe+1, Swift+1, Constitution+1, Find Weakness+1
Items: Battle Axe, Ring Mail, Helmet
Green Knight
Spells: Armor, Fear
Riding+4, Sword+1, Heavy Armor, Joust+1
Items: Shield, Sword, Horse, Lance, Platemail
Guard: (Bodyguard/Sentinel)
Alertness+2, Protect+4, Sword+1, Intimidate+4, Block+1, Gambling+4, Gossip+4
Items: Sword, Chainmail, Shield, Helmet
Guide:
Ride+4, Geography+4, Streetwise+4, Pathfinding+4, Investigation+2, Haggle+4, Survival+4
Items: Cloak, Dagger, Staff, Commoner Garb, Horse
Gypsy: (Wanderer)
Ride+4, Streetwise+4, Fiddle+4, Dancing+4, Carousing+4, Gambling+4, Storytelling+4
Items: Fiddle, Costume, Cloak, Dagger, Horse
Healer:
Spells: Heal, Cure
First Aid+4, Diagnosis+4, Midwife+4, Herbalism+4
Items: Robes, Staff, Herbs
Herder: (Shepard)
Animal Handling+8 Ride+4 Alertness+1 Beast Lore+4 Climb+4 Swift+1
Items: Staff or Whip, Knife, Common Garb, Cloak
Hunter:
Track+4, Cook+4, Ride+4, Archery+1, Discernment+1, Survival+4, Animal Lore+4
Items: Bow, Hand Axe, Spear, Dagger, Cloak, Horse or Hunting Dogs
Huscarl:
Axe+1, Heavy Armor, Protect+4, Battle Cry+1, Constitution+1, Muscles+1, Ride+4
Items: Chain Mail, 2H Axe, Helmet, Cloak, Horse, Dagger, Spear
Illusionist:
Spells: Mirror Images, Phantasmal Terrain, Phantasmal Foe, Glamour
Stealth+4, Swift+1
Items: Robes, Dagger, Staff
Inquisitor:
Interrogate+4, Intimidate+4, Religion+4, Heavy Armor, Theology+4, Ride+4, Oratory+4
Items: Chain Mail, Cloak, Dagger, Holy Symbol, Inquisitors Book, Sword or Mace
Jester: (Harlequin)
Jest+4, Juggling+4, Taunt+4, Dance+4, Dagger+1, Acrobatics+1, Philosophy+4
Items: Costume, 4 Daggers, Cloak
Knight: (Cavalier, Man-at-Arms)
Heavy Armor, Etiquette+4, Heraldry+4, Joust+1, Sword+1, Ride+4, Brawl+1
Items: Shield, Sword, Horse, Lance, Platemail
Mariner: (Sailor)
Sailing+4, Navigation+4, Fishing+3, Carousing+4, Gambling+4, Climb+4, Brawl+1
Items: Dagger, Charts, Sextant, Compass, Commoners Garb, Cloak
Merchant: (Trader)
Haggle+4, Appraisal+4, Dagger+1, Riding+4, Streetwise+4, Etiquette+4, Accounting+4
Items: Robes, Dagger, Horse, Wagon, Satchel, Double Coins
Miner:
Mining+4 Dig+1 Pick+1 Carry+1 Appraisal+4 Carry+1 Muscles+1
Items: Pick, Hammer, Shovel, Common Garb, Torches, Candles, Tinderbox, Sack, Rope
Monk:
Dexterity+1, Quickness+1, Slow Fall+4, Meditation+4, Catch+1, Brawl+1, Staff+1
Items: Robes or Costume, Staff
Monster Hunter:
Slay Monster+1 Sword+1 Heavy Armor Monster Lore+4 Muscles+1 Track+4 Trap+4
Items: Sword, Spear, Long Bow, Dagger, Plate Mail, Monster Head
Mountain Man: (Highlander)
Sword or Axe+1, Dagger+1, Climb+4, Sing+4, Carousing+4, Taunt+4, Herding+4
Items: Sword or Axe, Dagger, Sling, Commoner Garb, Cloak
Mystic:
Spells: Astral Projection, Hallucinate, Pleasure, Unbind, Calm
Herbalism+3, Meditation+3
Items: Robes, Pipe, Pipeweed, Herbs, Staff
Noble: (Prince, Count, Duke, King)
Etiquette+4, Heraldry+4, Sword+1, Diplomacy+4, Riding+4, Carousing+4, Detect Lie+4
Items: Fine Clothing, Cloak, Sword, Dagger, Horse, Double Coins, Jewelry
Nomad:
Ride+4, Sword+1, Dagger+1, Survival+4, Animal Training+4, Haggle+4, and
Battle Cry+1 or Archery+1 or Heavy Armor
Items: Robes or Costume, Sword, Dagger, Horse
Paladin:
Spells: Lay on Hands
Heavy Armor, Religion, Sword+1, Riding+4, Karma+1
Items: Shield, Sword, Horse, Lance, Platemail
Pirate: (Corsair, Buccaneer)
Swashbuckling, Sword+1, Dagger+1, Sailing+4, Climb+4, Gambling+4, Carousing+4
Items: Commoner Garb, Sword, Dagger, Deck of Cards
Pit Fighter: (Gladiator)
Muscles+1, Sword+1, Dagger+1, Constitution+1, Quickness+1, Dexterity+1, Intimidate+4
Items: Shield, Sword, Dagger, Helmet, Loin Cloth
Priest:
Spells: Heal, Cure, Blessing, Command, Hold
Religion+4, Theology+4
Items: Robes or Costume, Staff, Holy Symbol
Ranger:
Track+4, Climb+4, Ride+4, Archery+1, Discernment+1, Survival+4, Pathfinding+4
Items: Long Bow, Leather Armor, Sword, Dagger, Cloak, Horse
Rogue:
Stealth +4, Climb+4, Traps+4, Locks+4, Gambling+4, Streetwise+4, Bluff+2
Items: Leather Armor, Cloak, Sword, Dagger, Deck of Cards
Sage:
History+4, Religion+4, Geography+4, Relic Lore+4, Language+1, Intelligence+1, Philosophy+4
Items: Robes, Books, Scrolls, Spectacles, Staff, Dagger
Sea Raider: (Viking)
Sailing+4, Constitution+1, Muscles+1, Navigation+4, Sword+1, Axe+1, Crossbow+1
Items: Axe, Sword, Studded Leather, Shield, Light Crossbow, Helmet
Scout: (Outrider)
Scout+4, Ride+4, Stealth+4, Discernment+1, Swift+1, Climb+4 Swim+4
Items: Short Bow, Leather Armor, Sword, Dagger, Cloak
Seer: (Oracle/Prophet/Psychic)
Spells: Fortune Telling, Comprehension, Detect Magic, Confusion
Relic Lore+4, Karma+1
Items: Robes, Books, Dagger, Staff, Tarot Cards
Shaman: (Witch Doctor, Medicine Man, Witchy Woman)
Spells: Talk to Spirits, Control Weather, Ancestral Aid, Fetish
Herbalism+4, Spirit Sight
Items: Costume or Tribal Garments, Staff, Dagger, Herbs
Smith: (Black Smith, Armorer, Sword Smith, Shield Smith)
Blacksmith+8 Muscles+1 Hammer+1 Discernment+1 Resist Fire+4 Dextrerity+1
Items: Hammer, Tongs, Heavy Apron, Common Garb
Soldier: (Swordsman)
Sword+1, Block+1, Carry+1, Gambling+1, Carousing+1, Cook+2, Tactics+1
Items: Ringmail, Sword, Dagger, Spear, Shield, Dice
Spy:
Stealth+4 Etiquette+4 Streetwise+4 Locks+4 Ride+4 Disguise+4 Discernment+1
Cloak, Dagger, Ink, Quill, Parchment, Skeleton Key
Sword Master: (Kensai)
Sword+2, Quickness+1, Smith+4, Muscle+1, Find Weakness+1, Meditation+4
Items: Sword, Cloak
Thief:
Stealth+4, Pickpocket+4, Climb+4, Streetwise+4, Traps+4, Locks+4, Swift+1
Items: Leather Armor, Cloak, Dagger, Sack, Lockpick Kit, Sap, Sling
Thug: (Cutthroat)
Intimidate+4, Club+1, Dagger+1, Stealth+4, Backstab+4, Streetwise+4, Brawl+1
Items: Dagger, Sap, Commoners Garb, Cloak
Tribal Warrior:
Club+1, Spear+1, Archery+1, Track+4, Survival+4, Swift+1, And
Ride+4 or Swim+4 or Stealth+4
Items: Club, Spear, Short Bow, Tribal Garment, Cloak
Witch: (Warlock)
Spells: Glamour, Jinx, Familiar, Scry, Alchemy
Herbalism+4, Midwife+4
Items: Robes, Dagger, Herbs, Broom, Familiar, Crystal Ball, Cauldron
Witch Hunter: (Wizard Hunter)
Magic Resistance+1, Track+4, Quickness+1, Sword+1, Ride+4, Heavy Armor, Crossbow+1
Items: Studded Leather, Horse, Sword, Dagger, Hand Crossbow
Wizard: (Mage)
Spells: Magic Missile, Levitate, Light, Counter-Spell, Animate Object
Intelligence+1
Items: Robes, Dagger, Spell Book, Staff
Woodsman: (Lumberjack)
Axe+1, Muscles+1, Carry+1, Constitution+1, Brawl+1, Intimidate+4, Survival+4
Items: Axe, Commoner Clothing, Cloak
Zealot: (Fanatic)
Swift+1, Religion+4, Theology+4, Backstab+4, Stealth+4, Dagger+1, Preach+4
Items: Dagger, Robes, Holy Symbol
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STARTING ITEMS
Bows and Crossbows include a Quiver and 10+1D10 Bolts or Arrows.
Swords and Daggers include Scabbards.
Swords and Axes can be one or two-handed and of any style.
Tribal Types do not start with any coin. All others start with a
Pouch with 2D6 Gold Coins.
Jewelry (Amulets, etc.) is worth 2D10 Gold.
If players start in the Wilderness they start with 2 Rations.
Herbs include 4 Healing Herbs.
Armor includes a Helmet.
The GM will determine Relics, Potions, and Animal Companions.
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HIGHER LEVEL NPC'S
Assume a Character gains 1 skill or spell per Level.
For an important NPC you may want to hand pick these.
Or you may want to cut a few corners...
--For a Spell Caster assume half the Slots go to Spells and the other
half go to +1 increases in Power Points.
--For a Combat Heavy NPC have a third go to Attack Bonus, another third
go to Defense Bonus, and the last third non-critical skills such as
carousing, gambling, cooking, gossip, haggling, and what-not.
--For a non-combat NPC use half the slots to bolster their specialty and
the rest as non-critical skills.
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MULTI-CLASSING
Not a major issue in this System since skill selection is not limited by Class.
A Character, as he levels up, can always select Skills more
appropriate for another Class, and assume the Trappings as well.
A Ranger with an Axe can call himself a Woodsman or a Fighter or
whatever he wants.
Note: The high bonus starting Skills of some classes would take many
Levels to replicate 1 Skill slot at a time.
Also, going from a Non-Spell-Caster to a Spell-Caster will take
2-5 years of Training.
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