L’Île Mysterieuse: Character Classes

CHARACTER GENERATION

Roll 3d6 for each ability in order.

Re-roll characters without a positive ability bonus.

3d6 x 20gp of starting gold.

Characters start with maximum HP at first level.

AC is 10+dex+armor.

Characters start play with a shared mule, one weeks worth of iron rations / pc and a ten man tent.

ABILITIES

Strength: +/- to hit chance and damage in melee

Intelligence: +/- to skill points / level (minimum 1)

Wisdom: +/- initiative bonus

Dexterity: +/- to hit with ranged weapons

Constitution: +/- to hit points / level (minimum 1hp/lvl)

Charisma: +/- to reaction rolls and maximum number of hirelings (0 = 1, +1 = 2, +2 = 3, +3 = 5)

SAVING THROWS

Reflex: explosions, traps, breath weapons, disarm attempts

Fortitude: poisons, exhaustion, physical punishment, grapple attempts

Will: mind control, magic, sanity

CHARACTER CLASSES

1. Courtier

Requirements: Cha 9+

Prime requisite: Cha

HD: 1d6

Primary saves: Reflex, Will

Secondary saves: Fortitude

Weapon proficiencies: no shields, no heavy or metal armor, no two handed melee weapons

LVLXPHDBABSPECIAL ABILITIESFORTREFWILL
101d6+0Charm resistance151313
215002d6+0
151212
330003d6+11st Combat style141212
460004d6+1
141111
5120005d6+2Tumbling attack141111
6240006d6+2
131010

SKILLS: 2 points / level

Available skills: alchemy, arcane lore, awareness, disguise, first aid, flatter, linguistic ability, navigation, perception, sleight of hand, surgery, stealth, swim

Charm resistance: +4 to saves against charm based effects.
Tumbling attack: +4 to hit when attacking opponents from above.

2. Forestier

Requirements: Con 9+, Wis 9+

Prime requisite: Con

HD: 1d10

Primary saves: Fortitude

Secondary saves: Reflex, Will

Weapon and armor limitations: No metal armor

LVLXPHDBABSPECIAL ABILITIESFORTREFWILL
101d10+01st Combat style, Outdoorsman131515
220002d10+1
121515
340003d10+1Animal affinity / Alertness121414
480004d10+2
111414
5160005d10+22nd Combat style111414
6320006d10+3
101313

SKILLS: 2 point / level

Available skills: awareness, first aid, natural knowledge, navigation, perception, survival, stealth, swim, tracking, traps

Outdoorsman: +4 to saves against weather based effects.
Alertness: Chance to be surprised -1.
Animal affinity: The ability to calm or befriend normal animals (as per Basic Fantasy).

3. Guerrier

Requirements: Str 9+

Prime requisite: Str

HD: 1d10

Primary saves: Fortitude

Secondary saves: Reflex, Will

Weapon and armor limitations: None

LVLXPHDBABSPECIAL ABILITIESFORTREFWILL
101d10+01st Combat style131515
220002d10+1
121515
340003d10+12nd Combat style121414
480004d10+2
111414
5160005d10+23rd Combat style111414
6320006d10+3
101313

SKILLS: 1 point / level

Available skills: awareness, first aid, perception, swim

4. Marin

Requirements: Str/Dex 9+

Prime requisite: Con/Dex

HD: 1d8

Primary saves: Fortitude, Reflex, Will

Secondary saves: none

Weapon and armor limitations: No heavy armor

LVLXPHDBABSPECIAL ABILITIESFORTREFWILL
101d8+0Tumbling attack, Poison resistance131313
215002d8+0
121212
330003d8+11st Combat style121212
460004d8+1
111111
5120005d8+2Outdoorsman / Superior balance111111
6240006d8+2
101010

SKILLS: 2 points / level

Available skills: arcane lore, awareness, first aid, linguistic ability, navigation, perception, sleight of hand, swim

Tumbling attack: +4 to hit when attacking opponents from above.

Poison resistance: +4 to saves against poison based effects.

Outdoorsman: +4 to saves against weather based effects.

Superior balance: +4 to saves in situations requiring stability.

5. Ministre

Requirements: Wis 9+

Prime requisite: Wis

HD: 1d6

Primary saves: Will

Secondary saves: Fortitude, Reflex

Weapon and armor limitations: Can only use bruising (B) weapons

LVLXPHDBABSPECIAL ABILITIESFORTREFWILL
101d6+0Turn undead151513
215002d6+0Divine spells 1st level (1xlvl1)151512
330003d6+1(2xlvl1)141412
460004d6+1Divine spells 2nd level (1xlvl2, 2xlvl1)141411
5120005d6+1(2xlvl2, 2xlvl1)141411
6240006d6+2Divine spells 3rd level (1xlvl3, 2xlvl2, 2xlvl1)131310

SKILLS: 2 points / level

Available skills: arcane lore, first aid, linguistic ability, perception, surgery, swim

A Ministre is a priest of the Christian God. They can turn the undead, as per the table below. The amount of undead turned is 2d6 of HD. In an encounter, a Ministre can continue turning undead until they fail. T stands for an automatic turn, while D stands for the destruction of the turned undead.

LVLHD1HD2HD3HD4HD5HD6HD7HD8HD9
110+15+20+
25+10+15+20+
3T5+10+15+20+
4TT5+10+15+20+
5DTT5+10+15+20+
6DDTT5+10+15+20+

Starting on the second leve, the Ministre has a specific amount of spells that they can cast per day. They need to ask their God for the spells they want to cast by meditating at the start of the day. The amount of spells is shown in the table above.

d6Christian spells LVL1Christian spells LVL2Christian spells LVL3
1Cure Light Wounds*Bless*Continual Light*
2Detect EvilFind trapsCure Blindness
3Detect MagicHold person*Cure Disease*
4Light*Know alignment*Remove Curse*
5Protection from EvilResist FireSpeak with the Dead
6Remove Fear*Silence, 15′ radiusStriking

6. Occultiste

Requirements: Int 9+

Prime requisite: Int

HD: 1d4

Primary saves: Will

Secondary saves: Fortitude, Reflex

Weapon and armor limitations: No shields, no armor, no two handed melee weapons

LVLXPHDBABSPECIAL ABILITIESFORTREFWILL
101d4+0Arcane spells 1st level (1xlvl1)151513
225002d4+0(2xlvl1)151512
350003d4+1Arcane spells 2nd level (1xlvl2, 2xlvl1)141412
4100004d4+1(2xlvl2, 2xlvl1)141411
5200005d4+1Arcane spells 3rd level (1xlvl3, 2xlvl2, 2xlvl1)141411
6400006d4+2(2xlvl3, 2xlvl2, 2xlvl1)131310

SKILLS: 2 points / level

Available skills: alchemy, arcane lore, first aid, linguistic ability, navigation, perception, surgery, survival, swim

Occultistes are arcane magic users. In order to advance in levels, an Occultiste needs to be initiated, either by another Occultiste, or by a spiritual entity. If the Occultiste was initiated by a Spirit being (such as a Demon, or Fairy), they must have located and performed a summoning Ritual that attracted the attention of the initiating entity. This master or entity will go on to provide the Occultiste with spells as they rise in levels.

The Occultiste knows how to read arcane and magical writing, and to cast spells. Occultistes start play with knowledge of two first level spells, which are determined randomly. The spells they can cast need to be in their active repertoire. The repertoire can include a number of spells up to the number and level of spells listed for their level, increased by their intelligence ability bonus. Spell effects are as per the Cyclopedia.

The Occultiste uses arcane magic that drains the body and soul. In order to cast a spell, the Occultiste needs to drain one of their abilities by the same amount as the level of the spell. These drained ability points recover 1 point/level/day. The Occultiste needs to decide which (only one) ability to recover at the start of the day.

d12Occultist spells LVL1Occultist spells LVL2Occultist spells LVL3
1Charm PersonContinual Light*Clairvoyance
2Detect MagicDetect EvilCreate Air
3Floating DiscDetect InvisibleDarkvision
4Hold PortalESP*Dispel Magic
5Light*InvisibilityFireball
6Magic MissileKnockFly
7Magic MouthLevitateHaste*
8Protection from EvilLocate ObjectHold Person*
9Read LanguagesMirror ImageInvisibility 10′ Radius
10ShieldPhantasmal ForceLightning Bolt
11SleepWebProtection from Normal Missiles
12VentriloquismWizard LockWater Breathing

7. Paladin

Requirements: Wis/Cha/Str 9+

Prime requisite: Wis/Str

HD: 1d8

Primary saves: Fortitude, Will

Secondary saves: Reflex

Weapon and armor limitations: None

LVLXPHDBABSPECIAL ABILITIESFORTREFWILL
101d8+0Smite evil (1/day), Resistance to fear131513
225002d8+1
121512
350003d8+11st Combat style121412
4100004d8+2
111411
5200005d8+2Turn undead / Smite evil (2/day)111411
6400006d8+3
101310

SKILLS: 1 point / level

Available skills: awareness, first aid, perception, swim

Smite evil: +4 to hit and double damage once or twice per day against an evil creature.

Resistance to fear: +4 to saving throws against fear effects.

Turn undead: Can turn undead as a Ministre four levels lower than the paladin.

8. Vagabond

Requirements: Dex 9+

Prime requisite: Dex

HD: 1d6

Primary saves: Reflex

Secondary saves: Fortitude, Will

Weapon and armor limitations: No shields, no heavy or metal armor, no two handed melee weapons

LVLXPHDBABSPECIAL ABILITIESFORTREFWILL
101d6+0Sneak attack (+1d6), Appraise151315
212502d6+0
151215
325003d6+11st Combat style141214
450004d6+1
141114
5100005d6+2Sneak attack (+2d6) / Alertness141114
6200006d6+2
131013

SKILLS: 2 points / level

Available skills: awareness, disguise, first aid, lockpicking, perception, sleight of hand, stealth, swim, traps

Sneak attack: 1d6 (or 2d6) additional damage when performing a stealthy melee attack with a one handed bladed weapon.

Appraise: A Vagabond always knows the value of mundane treasures found.

Alertness: Chance to be surprised -1.

SKILLS

All skills start at 0/6 chance of success. The chance of success is modified by the amount skill points invested in the skill and the relevant ability bonus. Ability bonuses are not taken into account before the skill is ”opened” by attributing the first skill point to the skill. Skill success is never automatic, rather the skill progression is 5/6 → 7/8 → 9/10 → 11/12 → 19/20.

Some skills require consumable items (e.g. lockpicks, bandages, surgeon’s kits) to be used effectively. Using these skills without the relevant item inqurs a -1 penalty to the skill.

All character classes start out with Climb and Search 1/6 (+ability bonus).

SKILLAbilityCourtierForestierGuerrierMarinMinistreOccultistePaladinVagabondDescription
AlchemyINTX



X

The ability to identify potions and make them.
Arcane loreINTX

XXX

The ability to identify magic items, spells and other arcane effects.
AwarenessWISXXXX

XXThe ability to avoid surprise even if the party is suprised.
ClimbSTRXXXXXXXXThe ability to climb trees, cliff surfaces etc. In some situations rope and other climbing equipment is required and/or inqurs a bonus.
DisguiseCHAX





XThe ability to pass as someone else (c.f. Assassin (OSE))
First AidWISXXXXXXXXThe ability to heal 1d3 HP within one turn after combat. Requires consumable bandages.
FlatterCHAX






The ability to charm another person to act as you want (as per charm person spell).
Linguistic abilityINTX

XXX

The chance to know and/or learn a language.
LockpickingDEX






XThe ability to pick locks. Lockpicking requires consumable lockpicks.
Natural knowledgeINTXX


X

The ability to identify plants and creatures, as well as to discern their effects.
NavigationINTXX
X
X

The ability to avoid getting lost.
PerceptionWISXXXXXXXXThe ability to spot things and hear noices.
SearchWISXXXXXXXXThe ability to find hidden or missing things.
Sleight of HandDEXX

X


XThe ability to pick pockets.
SurgeryINTX


XX

The ability to try to heal 1d6 HP once per day. Requires consumable surgeon’s kit.
SurvivalWIS
X


X

The ability to hunt food and to find and make shelter.
StealthDEXXX




XThe ability to hide and move silently.
SwimSTRXXXXXXXXThe ability to move in water without drowning.
TrackingWIS
X





The ability to track creatures by the traces they leave.
TrapsDEX
X




XThe ability to set and disarm traps.

COMBAT STYLES

Spanish style: The character gains +1 to AC / point deployed. This special bonus only applies in melee combat and requires that the character is fighting without a shield and equipped with two light melee weapons.

Italian style: The character strikes first in melee combat, regardless of initiative. This special bonus only applies in melee combat and requires that the character is fighting without a shield and equipped with two light melee weapons.

Weapon specialization: The character gets +1 damage and to-hit with an individual weapon type. Can be taken multiple times for weapon type.

Cleave: The character can make an additional strike each time they kill or down an enemy. The new target must be adjacent. The character may make a maximum number of cleave attacks per round equal to their level.

Increased critical: The character gains the ability to make critical hits on a to-hit roll of 19-20.

Two weapon fighting: Attack with two light weapons, only one of which can be a rapier. Both attacks are at -2 to-hit.

SPECIAL ATTACKS

Grapple: roll to-hit (-4 to hit), target makes fortitude saving throw or is grappled. Grappled creatures cannot move, can only use small weapons, cannot cast spells, but can spend their round trying to break free with a new fortitude roll.

Disarm: roll to-hit (-4 to hit), target makes reflex saving throw or drops their weapon.

Trip: roll to-hit (-4 to hit), target makes reflex saving throw or falls prone.

Push/pull: roll to-hit (-4 to hit), target makes reflex saving throw or moves one square closer/further.

DEATH AND DYING

Characters become unconscious at 0 hp and are dying at negative hp. Dying characters can be healed normally, but must make a Fort save when they reach 0 hp. The save is made at -1 for each day that the character has been at negative hp, at +2 if the character reaches 0 hp within 1 turn and +1 if it reaches 0 hp within 1 hour. If the save succeeds, the characters can start acting. If it fails, the character loses as many points from a random ability as the margin of failure on the Fort save. Characters that reach -10 hp are dead.

Characters heal 1hp/lvl when resting for a night at a comfortable spot. A full day’s rest at a home base grants 2hp/lvl.

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