Tag: character class


  • Use the Standard Magic User class SorceryInstead of memorising spells as Mages do, Veiled Sorcerers, a branch of magic user found in the lands surrounding Xyphia, fuel their spells with their intrinsic Mana when they need it. They collect spells in a spellbook as Magic Users do, knowing the same number of spells. By casting…

  • Priest

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    Use standard Cleric. They rebuke as noted in the Clerics section.Weapons: Staff, Sling, Dagger, Club. Fight as thief.Armour: Leather  Priests represent the ordinary clergy of most religions, who are less martial but focus more on the miracles of their gods than Clerics.  Holy VesselsPriests may pray to receive spells as if they were one level…

  • Cleric Use standard Cleric.Instead of turning undead, some may rebuke particular creatures based on their god’s domain. A sea god could rebuke sea creatures, for example, and a storm god might be able to turn creatures of lightning, or air and water elementals. Replace Skeleton, Zombie, Ghoul, etc, with hit dice 1, 2, 3, etc,. …

  • Xyphian pit fighters are a type of fighter that specialises in the use of a dramatic weapon, making them deadly masters in the use of it, but with little else. Use the Standard Fighter class Weapon: Roll a six-sided die to determine Weapon Mastery Armour: Leather, Chainmail equivalent, Shield Weapon masterXyphian Pit Fighters may add +1…

  • Wanderers

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    Requirements: WIS 12, CON 12, only one per partyUse Standard Cleric Weapons: ClericArmour: Any. Must be made for them and cost x2 the normal amount. Found magic armour never fits Wanderers. Woody skinWanders have a natural AC of 8 (12) rather than 9 (11) so when wearing further armour they count as one step lower. Wanderers…

  • Goblin-folk

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    Requirements: DEX 12, must play as a twin with another player. Goblin-folk use the Thief class, have -5% to Move Silently, but +5% to climb walls and pick pockets. Goblin-folk have infravision to 60’Languages: Goblin-folk, one of Xyphian, Common or Xyphian  Goblin-folk claim to be Indigenous to the Titan Depths, and they certainly seem well-adapted to life…

  • Standard OSE Elf, must choose between Seelie or Unseelie courtsAdditional Requirements: CHR 12Immune to non-magical disease Languages: Common, Elven, Trollish To be an Elf is to be at war. Elves are not native to the world, coming from a place more magical and wondrous. They are immortal, immune to disease and stop ageing at 25.…

  • Dwarves, Mountain, White and their rarer siblings, live exactly 200 years. This is counted from their first breath as infants to when their hearts stop beating. Magical diseases, poisons, mishaps and violence can kill a dwarf sooner, but unlike humans they do not suffer from natural diseases. It is said the gods made them this…

  • White Dwarves

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    Dwarves, Mountain, White and their rarer siblings, live exactly 200 years. This is counted from their first breath as infants to when their hearts stop beating. Magical diseases, poisons, mishaps and violence can kill a dwarf sooner, but unlike humans they do not suffer from natural diseases. It is said the gods made them this…