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 ------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------ 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. -------------------------------------------------------------------------------- LINKS






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