New List of 100 Classes I have been working on.
1. Highway Robber: Pistol (1D6+1,
Reload), Sabre (1D6), Lantern.
2.
Dwarf: Helmet with Headlamp, Can smell precious metals, Pick or Axe
(1D6)
3.
Piper: Magical Pipe (Controls small mammals and vermin), Striped red
clothes.
4.
Dreamcatcher: Dream Jar (Contains a bad or good dream), Dreamcatcher
Net.
5.
Woodcutter: Double-Bitted Axe (1D6+1, Bulky), Can Speak to Wild
Animals.
6.
Bard: Lute or Viol (1D6, Fragile), By tradition must be given one
night’s shelter and hospitality in return for a song or story.
7.
Berzerker: Twin Hand-Axes (1D6), Bear Coat (Armor 1), may enter a
Rage, cannot be incapacitated or slain by damage until the current
fight ends.
8.
Yeoman: Suit of Lincoln Green, Longbow (1D6+2), Horn of the Band
(When blown, once per day all your allies who hear it may appear
nearby and rush to your aid).
9.
Orphan: Oversized Sword (1D6+1, Bulky), handkerchief of lunch on a
stick, No-Quit Attitude, if someone injures you, your attacks deal
2D6 damage to them until the end of the fight.
10.
Gravedigger: Shovel (1D6, Bulky), Hooded Lantern, an old but obedient
dog.
11.
Gallowglass: Bearded Greataxe (1D6+2, Bulky) Chain Mail (Armor 2),
Line-breaker, anyone struck by you must have their armor broken or be
flung back 10 feet.
12.
Landschneckt: Zwiehander Sword (1D6+2, Bulky), Flamboyant Clothes, if
a nearby creature would be attacked, you may demand that the attacker
target you instead if they can see you. You cannot use armor with
this ability.
13.
Man-at-arms: Poleaxe (1D6+1, Armor Piercing, Bulky), Plate Armor
(Armor 2), Mercygiver Dagger (1D6, Armor Piercing). if you strike a
target, you may force them to trip onto their face instead of dealing
damage.
14.
Ember: Iron star medallion, Firestorm Ignition (1D6, Blast, Reload)
If you roll a 6 when attacking with Firestorm, roll 1D6 and add that
to your damage, the GM will describe how the fire grows wildly out of
your control. These rolls may trigger additional damage bonuses on a
6.
15.
Pickpocket: Slingshot (1D6), pocket full of sand. Face in the Crowd,
in a crowd you may pick any targets pocket without rolling to avoid
detection. You may also use this ability on any target that one of
your allies are distracting.
16.
Halfling: Walking Stick (1D6, Bulky), lunch-basket, Luck of the small
Folk, at the start of a new session roll 1D20, you may replace any
roll you make for the rest of the day with that number.
17.
Templar: Arming Sword (1D6), Kite Shield (Armor 1), Honor: You may
ask someone a single yes or no question. If they lie to you they take
1D6 damage, this damage ignores armor and always hits. This ability
only affects each person once. They cannot lie if they don’t know.
18.
Link Warrior: Master Sword (1D6+1, Indestructible), Spherical Bomb
(2D6, one use) Hammer Space: You are never overencumbered by carrying
too many bulky weapons.
19.
Knave of Hearts: Dagger (1D6, double backstab damage), 1D6 Tarts
(+1D6 HP).
20.
Gladiator: Short Sword (1D6), Barbed Helmet and Shield (Armor 1),
Focused Violence: When you deal damage with a 1-handed weapon, you
may also strike with your shield or make an unarmed strike for 1D6
damage.
21.
Smoke-Walker:
Crossbow (1D6+1, Reload), Pipe and Tobacco, You can shape and walk on
smoke as if it were solid. Strong wind or other factors may require a
roll to use this ability.
22.
Conman: Expensive clothes, Rose-scented soap, Vulture-headed Cane
(1D6+1). You can forge any document with 1 day to work in a safe area
and 10 GP in supplies. It will become useless in a week unless you
have examined a similar document previously.
23.
Duelist: Rapier (1D6+1), Crosshilt Dagger (1D6), Blade-master, when
attacked, you may roll the damage of an equipped non-bulky weapon and
reduce the incoming damage by the result.
24.
Beastmaster: Staff (1D6, Bulky), bone whistle. You may calm any
non-monstrous creature. If you give it some food it will befriend you
and help you faithfully. You may only befriend one creature at a
time.
25.
Storm-Caller: Silver-lined Sword (1d6) Call the Storm (1D6), when you
control the weather, you are surrounded by whirling wind and debris,
no ranged attacks may hit you for the rest of this fight. You may
create any weather for a day at the cost of 1D6 Strength.
26.
Strongman: Champion’s Belt (+1 Strength), once per day you may
lift, carry, push, bend or break anything.
27.
Pirate: Cutlass (1D6), Blunderbuss (1d6,Blast, Reload), Grapple Hook
and Rope, saltwater refuses to drown you and will always bring you
ashore.
28.
Aqueous Atlantean: Chime-loaded Staff (1D6), Boil Water (1D6),
Melt (Destroy metal object) Porcelain Rebreather (You can only
breath water).
29.
Questing Knight: Dagger (1D6), Plate Armor (Armor 2), Lance (1D6,
Bulky, 2D6 if charging mounted), War Horse. Sworn to Aid the
Helpless, Serve your Lord and always fight honorably.
30.
Beggar: Club (1D6), tin cup and ragged blanket. You can always get a
day’s wages in a settlement by begging.
31.
March Warden: Warbow (1d6+1, Bulky), inherited sword (1D6), Elvish
Cloak. You can see in complete darkness and can always start a small
fire anywhere except underwater.
32.
Gnome: Hammer (1D6), Tinker’s tools, Welding-wand, Once per day may
craft a smoke-bomb, Grease-pot or Grenade (1D6, Blast) for 1Gp worth
of supplies.
33.
Wizard of the Exchange: Golden Mask, Silver Scale Armor (Armor 1),
may always demand an audience with important people. Once per day
turn any nonliving thing you touch into either gold or brittle clay.
34.
Bounty Hunter: Hand Crossbow (1D6), Rope and Grapple Hook. Wanted
Poster: Once per session, you may announce that a creature you can
see is wanted dead of alive at the nearest settlement. The GM will
tell you how much money you can get for them.
35.
Sewer Salvager: Muck-rake (1D6, Bulky), You may dig through rubbish
for an hour each day to find a small, valuable item like a ring, cup
or knife.
36.
Eastern Prince: Scimitar (1D6), Lyre, Flying Carpet/All seeing
Telescope/Pouch of infinite copper coins. Parkour, you can move
across difficult terrain at full speed.
37.
Brackish Mariner: Jack-Knife (1D6), Bottle of Rum, Pipe and Tobacco.
Hunted: A menacing foe has followed you for many years. At any time
choose an enemy, that target is killed or frightened away by your
nemesis, who becomes the new threat.
38.
Jester: Wooden Scepter (1D6), Spring-heeled boots, disguise bag. Once
per day a group of entertainers will appear for an hour to help you
with any non-violent task.
39.
Outlander: Stone Spear (1D6+1, Bulky), Slingshot (1D6), you can track
anything you have seen
40.
Shadow-Walker: Large Sack, Vial of
Sleeping Powder (Str save or fall asleep). Once per night you may
teleport from any shadow to another shadow that can hold you.
41.
Tree-Speaker: Sturdy Staff (1D6, Bulky), you may ask the forest any
question as long as you tell it a secret, only works in moonlight or
sunlight.
42.
Monster Slayer: Oversized Sword (1D6+2), Bear Trap (1D6, Str to
escape).
43.
Stage Magician: Cape, concealed dagger (1D6) You can take an hour to
change a room. Add a trapdoor, false panel, concealing curtains
and/or flimsy stage furniture.
44.
Raider: Twin hand-axes (1D6), painted shield (Armor 1). You can
loudly break down any door.
45.
Noble: Fine Sword (1D6+1) HP +2. Somewhere, there is a kingdom
waiting for you to return.
46.
Crow Speaker: Hunting Bow (1D6, Bulky), skull mask. Once per day you
may vanish in a cloud of feathers and appear somewhere high and dry
or send a crow to scout the land.
47.
Threadbare: Needle Sword (1D6), large spool of Red Yarn, small cat,
candle and matches. Once per day you may glide on patchwork wings or
tangle anything in yarn (Str check to escape).
48.
Apothecary: Syringe (1D3), Empty bottles. Once per day may create a
Fortifying
Elixir (Heal +1D6 Str/HP), Glue Flask, Sleeping Drought or Poison for
1GP.
49.
Beetle Knight: Nail Sword (1D6+1), Carapace (Armor 2), Small Wings
(Can glide).
50.
Elf: Recurve Bow (1D6, Bulky), sleep very lightly. Your arrows and
bladed weapons are enchanted, either glowing with soft light, or
burning hot to the touch.
51.
Warlord: You can attract the service of mercenaries in any town, they
will fight for you as long as you pay them 1 coin per day. You always
have a banner-bearer and musician at hand.
52.
Highlander: You do not age and can only be permanently killed by
decapitation. Once per session you may announce that a NPC is
actually a Highlander. You duel them and the winner increases a stat
by +1 or Dodge +3 permanently.
53.
Sleepwalker: Handgun (1D6+2, Reload), Nightcap and gown, Umbrella. If
slain they instead awaken at the last place they slept, once per
session.
54.
Shape-shifter: Staff (1d6, Bulky), choose an animal your character
has seen, you can change into it at any time and change back when
struck by moonlight. Animals of the same type ignore you, animals
that hunt that animal type go berzerk and try to attack you.
55.
Barsoomian Commando: Sword (1D6+1), Radium Rifle (1D6+2, Bulky,
Reload). You are green and have 4 arms, allowing you to dual wield
paired bulky weapons. Generally regarded as ugly.
56.
Rogue: Hooded Lantern, Coil of Rope, Throwing Knives (1D6). May roll
Dex in a settlement to find a criminal contact.
57.
Wanderer: Scimitar (1D6), Recurve Bow (1D6+1, Bulky). When you roll
maximum damage, choose whether your target is Hobbled or Disarmed.
58.
Hoplite: Aspis Shield (Armor+1, Bulky), Bronze Breastplate (Armor 1),
Spear (1D6+1, Bulky). If standing besides an ally, all ranged attacks
against either of you are Impaired.
59.
Prizefighter: Fists (1D6), Glowing star-gem, cloth satchel. When you
roll maximum damage with your fists, the GM will tell you what bone
you just broke. +1 to your attack roll for every enemy within range
of your fists.
60.
Tomb Robber: Pickaxe (1D6, Bulky), oil lantern, pitons and rope. Once
per day you may call up a dozen unskilled laborers to move up to a
ton of dirt, stone, sand, or break down a door or wall.
61.
Myrmidon: Chitin Plate (Armor 1), Gladius (1D6). You take -1 damage
from all sources.
62.
Cossack: Saber (1D6), Pistol (1D6+1, Reload), Fermented milk. You and
your companions may travel twice as quickly as long as you are all
riding a living steed.
63.
Barber: Shaving kit, Bonesaw (1D6), jar of liquid soap. When a
creature dies, you may test Dex or Will once to bring them back with
1 Str. Swap two of their stat’s maximum values permanently.
64.
Bodyguard: Mail armor concealed beneath a cloak (Armor 1), Longsword
(D6+1). If an adjacent ally would take damage, you may leap in the
way and take it instead.
65.
Plague Doctor: Cane (1D6), Crow Mask
stuffed with Herbs (You are immune to airborne toxins and noxious
fumes.) Bag of Herbs. Once per day you may save someone who just died
with your treatments. They will still die in 1D20 Hours.
66.
Gambler: Leather Jack (Armor
1), Knife (D6), Dice, Pack of Dice. When
you cheat at games of chance, you may automatically win. Roll, on a 1
you are caught red-handed. If someone else is cheating, you both know
who is, but neither of you can win.
67.
Footpad: Bludgeon (D6, stuns on a 6), Lantern, Tent, 50’ Rope. Once
per scene, when attempting something risky but not impossible, you
may declare that you have a 50/50 chance and roll for it.
68.
Lamplighter: Wick on a Pole (D6, Bulky), Packet of Safety Matches,
Lantern, Handgun (1D6+2, Reload, AP). You can always light something
flammable by expertly flicking a match.
69.
Watchman: Ironshod Club (D6, on a 6 roll again and add together),
Bright lantern, Alarm Whistle. When you shout at a creature, they
must either tell you their name or flee.
70.
Mountaineer: Pickaxe (1D6), 100’ Rope, Pitons, Oil Flask, Portable
stove, sack of Beans.
71.
Professional Chef: Knives (D6), Pot and Pan, Jar of Spices. Your
meals are especially nourishing, restoring 1D3 HP/Str. You never miss
with knives and they are Armor-Piercing.
72.
Rat-Catcher: Machete (1D6), Lantern, Bundle of rat-traps, Round of
Cheese, Gloves.
73.
Glass-Shaper Mage: Crystal Dagger (D6, AP), Darkened Goggles. Mirror
Walk, move between two reflective surfaces you can see. Slag,
beam turns sand or stone to molten glass.
74.
Artificer: Hammer (D6), Pen, ink and paper, Weathered Satchel. You
can build a Siege Engine, Primitive Flying Machine (one use), or
Blasting Charge (2D6 Blast) for 100 GP in one week.
75.
Apothecary: Firefly Lantern, Gardening Rake (D6, Bulky). Can craft a
dose of Healing Herbs (+1D3 HP/STR), Poison (1D6 AP + Deprived) or
Blue Dye each evening if herbs were gathered
76.
Assassin: Curved Knife (D6+1), Bag of Disguises. When you attack a
target for the first time, you do +1D6 if they believe you are their
ally and +1D6 if you are unobserved.
77.
Geologist: Surveying Stick (D6), Astrolab, Telescope. When you dig
samples from the ground, roll 1D6. On a 6, an earthquake, volcanic
eruption etc. is imminent, describe when and where it will occur. On
a 1 the GM chooses what will happen, when and where. On anything
else, this area is geologically stable.
78.
Tinker: Staff-Sling (1D6, Bulky), tool
bag, Leather Apron, Wheelbarrow.
You may spend an hour to mend broken items, they gain the Fragile
trait (When attacking, breaks on a 1).
79.
Executioner: Two-Handed Axe (1D6+2,
Bulky), Black Hood. When you roll a 6
with a melee weapon against a living target, you chop off their head
unless they pass a Dexterity Check.
80.
Inquisitor:
Sabre (1D6+1), Brace of Pistols (D6+1, Reload), Sweeping Cloak, funny
hat. You may send a letter asking one question about an NPC, you will
receive a yes or no answer by the end of the week.
81.
Acrobat: Balanced Staff (1D6, Bulky), Striped Stockings, juggling
balls. You can walk across a tight rope, breath fire, juggle,
cartwheel and other suitably entertaining things. Expert Climber.
82.
Cataphract: Lance (1D6+1, +3 when mounted, Bulky), Flanged Mace (1D6,
AP), Scale Armor (Armor 2).
83.
Alchemist: Greek Fire Thrower (1D6, Blast, AP). With a day of work
and 1 GP worth of supplies you can craft a flash-bomb, acid vial or
tranquilizer dart.
84.
Charlatan: Folding Knife (1D3), flask of cheap rum. Roll for another
class. You have the equipment of this class but none of it’s
skills. You are pretending to be of this class.
85.
Fireheart: Ember-filled Hammer (1D6+2, Bulky), backpack. You never
need to sleep or eat, you glow from within and may superheat an
object once per day by holding it. You age swiftly and will only live
1D20+16 years.
86.
Birdman Wanderer: Small crossbow (1D6, Reload), bag of marbles,
candlestick. Can glide but not fly. Can mimic any sound you have
heard before.
87.
Rootkin: Wooden Club (1D6), Satchel of
seeds. Oaken hide (Armor 1) You are made of living wood. Heal 1D6 per
day when you soak your feet in water and stand in sunlight for an
hour. You do not sleep, but become drowsy in darkness. Take double
damage from fire.
88.
Scarecrow: Pitchfork (1D6, Bulky), basket. You may stuff yourself
with straw once per day to regain 1D6 Str/HP. At 0 Str you fall to
pieces and must be reassembled. Take 2D6 damage from fire.
89.
Rhinox: Plated Hide (Armor 2), Horn (d6,
+3 if charging), Glaive (1D6+1, Bulky). Your
Small, beady eyes make you nearsighted.
Your ranged attacks are Impaired unless you get glasses.
90.
Feral: Animal skin Cloak, Javelin (1D6+1), Firefly lantern. Choose an
animal that raised you, that species always treats you as friendly.
On a 6 your attacks blind or cripple your target.
91.
Inkblood: Hooded cloak, tinderbox, healing salve (1D6 HP/Str, one
use). You can store up to one non-bulky item as an image on your
skin. Takes a full turn to store or regain an item.
92.
Peddler: Knife (1D6), Push cart loaded with
(Soap/Scissors/Cheese/Lanterns/Brooms). You can make a Will Check to
sell someone some of your wares, even if they don’t need it.
93.
Remedy Hawker: Cane (1D6), Many-pocketed Coat. When someone drinks
your patent remedy, restores 1D3 HP/Str once per day. They suffer
from a side effect. 1. Itchy Rash 2. Shaky Hands 3. Lethargy 4.
Sneezing 5. Shaking Legs 6. Dry Mouth. Lasts for an hour.
94.
Mole-Folk Exile: Steel Claw (1D6+1), Headlamp, watch and chain. With
your formidable claws you can dig tunnels quickly and deal 1D6 damage
unarmed.
95.
Wild-Walker: Pouch of Herbs. Your unarmed attacks deal 1D6 damage.
You can run or swim all day, as fast as a horse, on account of your
diet of secret herbs and constant exercise.
96.
Deep-Dweller: Trident (1D6+1, Bulky), Aquamarine scale mail (Armor
1). You can breath underwater and speak to water creatures, but must
keep your skin moist or be Deprived.
97.
Moth-Tamer: Candle, Incense sticks, Magnifying Glass. A moth will
seek your flame by starlight. It will answer one question about
someone who is asleep before fluttering off.
98.
Mist Warden: Smoking half-plate (Armor 1), Smoking Greatsword (1D6+1,
Bulky). When you shout someone’s name, within an hour a wall of
mist will appear. You and anyone else you permit may walk into the
mist, emerging from it somewhere near your target. Works once per
day.
99.
Savage Armiger: Plate Armor (Armor 2), Falchion (1D6+1), Flowing
Hair. In battle, you may enter a battle-trance to gain +2 to all
damage rolls, but if you ever roll a 1, you drop your weapon and
fight unarmed for the rest of the battle.
100.
Cinder Knight: Charred Half-Plate and Cape (Armor 1), Longsword
1D6+1. When you would be slain, instead return with -2 maximum
Strength. Your maximum Strength and Dodge cannot be increased.
101.
Artist: Dagger (1D6), Stepstool, candlabra. You can walk into well
made paintings and interact with them as if with a real place. You
can bring statues to life and give them orders for as long as
moonlight is touching them.
102.
Gardener: Spade (1D6, Bulky), Watering Can. Wheelbarrow. Once per day
you may cause nearby plants to grow rapidly and entangle a creature.
They can cut themselves free with a bladed weapon. You are immune to
poison.
103.
Sell-Staff Wizard: Pen-Staff (1D6+1, Bulky), Fashionable Hat, Blank
Book. Can bring anything you draw crawling out of your book to serve
you for an hour. Each time you do, you must burn 2D6 GP. Your
inklings cannot be larger than 1ft x 1ft.
104.
Brute: Your unarmed attacks deal 1D6 damage. You can move, lift and
carry up to 400 LBS. You may wield something large like a tree log,
door or pillar, dealing (2D6, Bulky) but reducing your Dodge to 0.
105.
Galley Slave: Broken Manacles (1D6), Spotlight Lantern, Bottle of
Rum, Coil of Rope. When you make a Strength test, you may make a Will
test instead.
106.
Tournament Jouster: Lance (1D6, Bulky, +2 when charging), Plate Armor
(Armor 2, bulky). Warhorse. In battle you may surrender to any
sentient enemy. They will offer you a deal in exchange for your life.
Only works once on each enemy.
107.
Poacher: Recurve Bow (1D6+1, Bulky), Skinning Knife (1D6), Fur Coat
(Armor 1). Once per day tell the GM that you are hunting. They will
choose a creature to emerge close by. e.g. Deer, boar, etc.
108.
Magnibug: Walking Stick (1D6), magnifying glass, pouch of napkins and
handkerchiefs. Your hard exoskeleton gives Armor 1, but you cannot
wear armor.
109.
Magician’s
Apprentice: Dagger (d6), oversized book (bulky), knows Animate
Broom
(one at a time), Convince Locks
and Ghostly Hand (5lbs of force).
110. Chimney Sweep: Wire Brush (1D6,
Bulky), Yesterday’s paper. When you hide, you can wriggle into very
small spaces and you will not be found unless someone is looking for
you.
111. Trained Bear: Bear Claws (1D6+2)
Furry Hide (Armor 1). Very sharp for a bear, cannot read, wield
weapons or wear armor not designed for you. You know a funny dance
though.
112. Vizier: Curved Dagger (1D6), Silken
robes, oil lamp. When you advise a PC how to complete a task, they
may reroll a related skill check once per day if they follow your
wisdom.
113. Buried: Shovel (1D6), 1D6 Candles,
Soiled Clothes, Elixir that induces a week-long coma.