Guisarmes & Golems

Background

Rural/Urban/Marine

Low/Middle/Noble

Scholar/Worker/Warrior/Outsider


Classes


Warrior

Also Fighter, Barbarian, Swordsman, and Fighting Men

Class Details  
Allowed Armor: Any (armor, shield, helmet)  
Allowed Weapons: Any  
Melee Attack Bonus: Current Level  
Ranged Attack Bonus: Current Level  
   
Saving Throw Modifiers:  
Initial Hit Point Roll: 2d6 (Or take 8)  
Class Abilities: Destroyer of Men, Followers, Stronghold Creation: Keep  
   
Hit Points Gained Levels 2-10: 2d6  
Hit Points Gained Levels 11+: 3  
Combat Proficiencies Gained: Levels 3,6,9,12,15,18  
Attacks: L1-5 1/round, L6-10 2/round, L11 & up 3/round  
Obligation:  

With each level, Warriors gain a bonus to one of the following families of weapons:

Magician

Also Wizard, Magic-User, Magus

Class Details  
Required Attributes: Intelligence 9  
Allowed Armor: No armor, no shields. Helmets allowed if chaotic or evil alignment  
Allowed Weapons: Dagger, dart, oil, staff  
Melee Attack Bonus: Level/5  
Ranged Attack Bonus: Level/5  
   
Saving Throw Modifiers: +1 to Spells Saves, +2 to Magical Device Saves  
Initial Hit Point Roll: 2d3 (or take 4)  
Hit Points Gained Levels 2-10: d4  
Hit Points Gained Levels 11+: 1  
Obligation:  

Class Abilities:

Create Concoctions, Create Potions, Create Scrolls, Cantraps, Enchant Items, Recharge Wands, Rituals, Sage Knowledge, Spell Casting, Spell Preparation, Stronghold Creation: Tower

Burglar

Also Thief, Rogue, Bard, Assassin, Thug, Waghalter

Class Details  
Allowed Armor: Leather armor, Cloth armor, no shields, no helmets (skullcaps allowed)  
Allowed Weapons: Club, dagger, dart, oil, sling, short sword  
Melee Attack Bonus: ½ Current Level  
Ranged Attack Bonus: ½ Current Level  
   
Saving Throw Modifiers: +2 to Poison, +2 to Dodges and Falls  
Initial Hit Point Roll: 2d4 (or take 6)  
Hit Points Gained Levels 2-10: d6  
Hit Points Gained Levels 11+: 2  
Obligation:  

Class Abilities

## Prophet Also Cleric, Priest, Seer, and Revelator

Class Details
Required Attributes: Wisdom 9 OR Charisma 12
Allowed Armor: Light and Medium Armors, Helmets, No shield proficiency
Allowed Weapons: Staff, Club, Mace, Hammer, Oil
Melee Attack Bonus: ½ Current Level
Ranged Attack Bonus: none
   
Saving Throw Modifiers: +2 against fear effects  
Initial Hit Point Roll: 2d4 (or take 6)  
Hit Points Gained Levels 2-10: 2d4  
Hit Points Gained Levels 11+: 2  
Attacks: 1  
Obligation:  

Class Abilities: “All Clerics are Priests of their religion. However, not all Priests are Clerics. Clerics are essentially proto-saints at low-levels and actual, living saints, prophets or the equivalent by higher levels. Spell-casting priests (i.e Clerics) are said to possess Grace, as in the “Grace of God”. Perhaps one Priest in ten in so blessed.” Function as cleric (maintains holy site and/or tends to community), templar (warrior priest) or prophet (more magic)