TEXT:  
   
   
   
   
  ␣
   
  Ten Foot Polemic  
  Class Breakdown Handouts 
   
  For LotFP and Similar OSR Systems 
   
  ␣
   
  By James Young 
  tenfootpolemic.blogspot.com␣
   
   
  
  Cleric 
  Be this if 
  You want to be a holy warrior and worker of miracles. 
  Being the Cleric 
  A cleric is a religious warrior, someone so devout in their faith that they have drawn the eye of their 
  god.  A mighty cleric is beautiful and terrible to behold. Their prayers are truly answered, the power 
  of their faith can devastate legions and their righteous oratory can convert entire cities. 
  But this is not you. 
  You heard the faintest whisper from your deity, and you seized at it. Through prayer, you can draw 
  together just enough power to enact a minor miracle. Not much, but enough to persuade the foolish 
  and easily impressed into the fold. As your legend grows, your deity will give you more and more of 
  their power, until you are truly your god's vessel on this mortal plane. 
  Alignment 
  You detect as Lawful. 
  Spells 
  Every day after resting for at least 6 hours, you must spend an hour in meditation and prayer to 
  memorise your spells. At first level you can only scrape together enough of a godly aura to use one 
  level 1 cleric spell per day. 
  Unlike a magic user who has to learn their spells, you are granted your powers by your god. You have 
  access to all the spells on the appropriate spell lists. 
  Some spells are reversible. You have to say what version you’re memorising at the start of the day. 
  Spells take a round to go off. Declare that you’re casting at the start of a round before initiative is 
  rolled and the spell goes off at the end. If you’re interrupted before you finish casting, pass a WIS 
  check to retain the spell. 
  Switching spells 
  You can channel power through a holy symbol in order to swap a spell for one of an equal or lower 
  level. Time taken to do this is based on the value of your holy symbol. 
  Wood means it takes a turn. 
  Steel means it takes a round. 
  Silver means it’s instantaneous. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d6 – min. 4 
  14 
  11 
  16 
  12 
  15 
   
   
   
  
  Fighter 
  Be this if 
  You want to be the best at fighting and killing. 
  Being the Fighter 
  There is no law on the field of battle. You stab and you kill and you crush and you maim. Glory and 
  honour are concepts conceived of by poets and idiots, you know firsthand that war is ugly and cruel. 
  The ability to kill a man, to be able to ignore your humanity and think of a real, living, breathing 
  person as a useless sack of meat and bone as you crush his life from him. To see a person fall before 
  you, leaking blood and vomit and shit and tears, cursing and crying and hurting and hating. To be 
  immersed in the worthlessness of life and remain alone. 
  That is your power. 
  That is your curse. 
  Alignment 
  You detect as Neutral. 
  Battle Skills 
  As a fighter, you start with +2 to hit. You are the only class to get better at fighting with every level. 
  You add your level to crit/fumble rolls, leading to meatier crits and less embarrassing fumbles. 
  Cleave 
  Every time you kill something you can immediately cleave through and attack something next to it 
  with a +1 bonus to attack and damage for each enemy you cleaved through that round.  
  Attempting to exploit this by hacking through a line of cultists to one-shot the corpulent pus god on 
  his armoured throne is acceptable and encouraged. 
  Warrior's Respect 
  Your martial bearing and military training gives you the respect and trust of fellow soldiers and 
  guards. You get a +2 bonus to morale and reaction rolls when dealing with military types and law 
  abiding citizenry. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d8 – min. 8 
  14 
  12 
  15 
  13 
  16 
   
   
  
  Magic-User 
  Be this if 
  You want to be a wizard and don’t mind being squishy and complex. 
  Being the Wizard 
  A wizard embraces the chaos of magic, letting it infuse their very soul with the raw energy of 
  creation and destruction. The mightiest magic users have power beyond measure, destroying and 
  creating with abandon, too powerful to be stopped by any being, mortal or god. 
  But this is not you. 
  You have merely cracked the surface of your soul, allowing the barest eddy of chaos to bathe your 
  mind with power. Even now it makes it hard to think unless you encase it in a spell and throw it out 
  of your mind. Sometimes you wonder if it was a good idea to let the chaos in, but what you’ve done 
  can never be fixed. As you gain experience you’ll be able to handle more and more magic swirling 
  through your mind and soul, tearing your spirit open from within. 
  Alignment 
  You detect as Chaotic. 
  Spells 
  Every day after resting for at least 6 hours, you must spend an hour or more with your spellbook to 
  crystallise and reroute the chaos swirling through your brain into three dimensional glyph-forms 
  baked onto your synapses. At first level you can use one level 1 spell per day. 
  You start with a spellbook containing Read Magic and four random spells from the first level spell list. 
  Gain new spells via costly research or finding/stealing the spellbooks of other magic users. 
  A spell’s shape remains in your head indefinitely until it’s cast, even overnight. 
  Having two of the same spell memorised is impossible, trying it anyway makes your head explode 
  due to cascading synaptic resonation. Or something.  
  Some spells are reversible (eg. Light/Darkness). The reversed version counts as a different spell in 
  your head and you can flip a reversible spell as you cast it. 
  Declare that you’re casting at the start of a round before initiative is rolled and the spell goes off at 
  the end. Casting is obvious and loud and scares the shit out of people. If you’re interrupted mid-cast 
  you lose control of the spell, pass an INT check to prevent a Chaos Burst. 
  Cantrips 
  You can cast cantrips at will based on what spells you've got in your head. So Sleep could let you 
  make somebody yawn and Identify could let you feel if an object is somehow magical. 
  The effects are minor but otherwise up to your imagination. 
  Familiars 
  If you want, choose a smallish animal to be your familiar. It can hold an extra spell for you and cast it 
  as normal. It can't be attacked but its spellcasting can be interrupted. If you die it goes rogue. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d6 – min. 3 
  13 
  13 
  16 
  13 
  14 
  
  Specialist 
  Be this if 
  You want to be a thief, ranger, rogue, bard, healer, assassin, conman, monk, or anything else! 
  Being the Specialist 
  Fighters fight, clerics pray, wizards zap, and on it goes through time. 
  But this is not you. 
  You’ve got a plan. You know where you’re going. At the moment you’re just some guy with a bit of an 
  edge, but you level up quicker than any other class and have access to a heap of powerful skills. You 
  can be the ultimate thief, melting into shadows and stealing priceless artifacts with consummate 
  skill. You can a powerful rogue, leaping from the wall to deliver devastating backstabs. You can be a 
  master tracker, a linguistics professor, or anything else you want to be! 
  Alignment 
  You detect as Neutral.  
  Specialties 
  As a specialist, the world is your oyster. Though technically one class, the Specialist covers a whole 
  range of classic classes and more besides!  There are a bunch of different skills in this system, and 
  you’re the only one who can get better at them. 
  You start with 4 points to add to any of the skills on your sheet and gain 2 per level. 
  Architecture:  Detect slopes, evaluate structural integrity, notice methods and time periods of 
  construction, find weaknesses in fortifications, work out how traps and mechanisms work, and more! 
  Climbing: Climb sheer and difficult surfaces, climb despite encumbrance. 
  Bushcraft: Find food in the wilderness, follow tracks, prevent the group from getting lost, and more! 
  Languages: Roll Languages on encountering a new language or dialect to see if you know it. 
  Penalties apply depending on how old or foreign the language is. 
  Search: Find traps, secret doors and hidden compartments. 
  Sleight of Hand: Pick pockets, palm objects, ready a weapon instantly, unsheathe a knife without 
  people noticing, and more!  
  Sneak Attack: Putting points in sneak attack improves your backstabs, giving you an extra +2 to hit 
  and multiplying your damage by how many points you put in it. 
  Stealth: Sneak around, hide in shadows, move silently, etc. Attack from Stealth to backstab. 
  Tinkering: Open locks, disable small mechanisms, set traps, and more! 
  Sailing: Running, steering and maintaining watercraft of all shapes and sizes. 
  Music:  Play an instrument to make small change on street corners, woo lovers, taunt enemies, and 
  more! Generally useless in combat unless you’re really clever. 
  First Aid: Take a turn to bind wounds and salve cuts. If successful, heals the recipient for the value 
  shown on the die. (ie. Two points in First Aid would heal 1HP on a 1, 2HP on a 2, and nothing on a 3+) 
  Can be used in combat to cure some Death & Dismemberment effects and stem bleeding. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d6 – min. 4 
  14 
  11 
  16 
  12 
  15 
  
  Dwarf 
  Be this if 
  You want to be a short, sturdy and tough and be really useful in dungeons. 
  Being a Dwarf 
  Dwarfs once ruled the world. Now they live underground in huge isolationist arcologies and are 
  fiercely xenophobic. Few remember why. Their convoluted economic system denies dwarfs the 
  ability to save for the future, forcing them to work shift after gruelling shift simply to afford to live. 
  The average dwarf has never felt love or joy, just endless, neverending work meant to numb the 
  mind and appease the spirit, forever jealously hoarding the wealth of the earth. 
  But this is not you. 
  You set out from your homeland, wanting not to work day after day in the infinite mines but to live. 
  To experience joy and anger and sadness and everything in between! You know that you can never 
  return to those mines, that your friends and family deny that you ever existed, but to you this world 
  contains more emotion, more sensation and passion than you ever dreamed of. 
  Alignment 
  You detect as Neutral. 
  Dwarfiness 
  A dwarf can carry five more items before earning his first encumbrance point than anyone else. You 
  gain a +1 bonus to your CON modifier, and start with a 3 in 6 Architecture skill due to your intrinsic 
  knowledge of stonework. 
  You instinctively know direction and notice changes in elevation but only while underground. 
  You can see in the dark in a grey and washed out monochrome.  
  You take 1 round at most to to adjust to changes in brightness and your eyes reflect light like a cat’s. 
  Natural Craftsman 
  Given half a day and some simple tools you can repair one Notch on a weapon or armour. For more 
  information on Notches, check out Wear and Tear on the Weapon Funkiness sheet. 
  Lorebonds 
  At every third level you can choose a new Lorebond for your dwarf, such as the Lore of the Brew, the 
  Lore of the Beard or the Lore of the Forge.  
  The higher level Lorebonds require a quest to attain and limit you with an unbreakable taboo. 
  Runesmith 
  You have an innate connection to the runes and a gift for the art of runecrafting.  
  Distance and complexity penalties for powering glyphs are one step less severe. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d10 – min. 6 
  10 
  8 
  13 
  9 
  12 
   
   
  
  Elf 
  Be this if 
  You want to be a changeling slowly losing your humanity, able to both fight and cast magic. 
  Being an Elf 
  If it is true that the average man fears the Wizard, then it is also true that he is terrified by the Elf. For 
  elves are magical beings down to their bones and blood, changeling children stolen beneath the 
  blind eye of the new moon and bewitched by charms and bonds both gentle and vile. They are 
  terrible, and beautiful. Dark kings in their dark courts. Half-glimpsed shapes and shifting colour. 
  Crow-beaked shadows. Shining eyes. Fear in your throat as you stumble home in the moonless night. 
  But this is not you. 
  This is what you will become. 
  Alignment 
  You detect as Chaotic. 
  Spells 
  Each elf holds a spell in his heart, cut it out and you’ll see. Roll a d20 and tell me the result. That is 
  your heartspell, it defines what you are and what you will become. 
  You do not sleep, but every night at moonrise you must spend an hour or more cavorting and 
  yammering in the moonlight to regain your spells. At first level you can channel one spell per day. 
  You can’t have two of the same spell in your head at a time, but you can cast your heartspell in place 
  of another spell at any time and you can flip a reversible spell on casting. 
  Your powers wax as the moon wanes. 
  Spells take a round to go off. Declare that you’re casting at the start of a round before initiative is 
  rolled, the spell goes off at the end. If you’re interrupted mid-cast the spell goes wild and you release 
  a Chaos Burst. Pass an INT check to wrestle it back under control and maintain casting. 
  Changeling 
  The magic inside you is transforming you from within. For every spell you have memorised you gain 
  more and more otherworldly characteristics and abilities, you lose them as you cast the spells. An elf 
  with no spells is human once more, at least until the next night.  
  The first characteristic for all elves is pointed ears, lending you a 2 in 6 Search skill. Further markings 
  and abilities depend on your heartspell. Further markings are harder to hide. 
  Cold iron is elf-bane. Its touch mitigates your magic and dulls your senses, giving you -2 to attacks 
  and making you unable to cast spells for as many rounds as you have spells left in your head. You 
  cannot pass thresholds warded with cold iron (such as doors hung with horseshoes).  
  Neither of these limitations apply if you have no spells left and as such are functionally human. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d6 – min. 4 
  13 
  12 
  15 
  13 
  15 
   
  
  Goblin 
  Be this if 
  You want to be a pernicious, sneaky goblin with an army of minions. 
  Being a Goblin 
  Goblins are green, sneaky, evil creatures with beady eyes and a big ugly hooked nose. They are 
  impulsive and stupid and rude and greedy and vile. They live underground in their tribal hives, 
  squabbling over the fungus which grows upon rotted matter. They are spiteful and verminous, and 
  hate humanity above all else. 
  But this is not you. 
  You are what is sometimes called a Hobgoblin. Capable of rational thought and tactical thinking, you 
  are a natural leader of goblin society. Some hobgoblins stay in their hives to lead their tribes, others 
  like you set out into the wider world to find a place to start a hive of your very own. 
  You will gain the unique ability to bud off goblin buddies which will answer only to you. Plus you’re 
  tough and you’re sneaky and you grow up fast, and you’re great at tinkering with traps. 
  Alignment 
  You detect as Neutral. 
  Tricksiness 
  You are sneaky and wily and excellent at hiding in cities and dungeons, and you have a knack for 
  locks and gadgets. You have a 5 in 6 Stealth skill in urban or dungeon environments and a 3 in 6 
  Tinker skill. 
  Goblins are quick and lucky. You gain a +1 bonus to your DEX modifier and add a bonus +1 AC when 
  you are not surprised. 
  You’re pretty small though so you can’t use weapons that a human needs two hands for. You wield 
  medium weapons two-handed. 
  Buddies 
  Starting at 3rd level you’ll gain the ability to bud off one goblin buddy per night. This only requires 
  somewhere to plant the bud. At 3rd level you can have a maximum of one goblin buddy at a time, but 
  this increases by one every level thereafter. 
  Goblin buddies are the ultimate henchmen - stupid, expendable, and fiercely loyal. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d6 – min. 4 
  10 
  8 
  13 
  9 
  12 
   
   
   
  
  Halfling 
  Be this if 
  You want to be a marksman, a food lover, and a tamer of beasts. 
  Being a Halfling 
  Once, millennia ago, it was Halflings who ruled over humanity. 
  No books record  the centuries of toil and torment beneath the iron-calloused foot of the Halfling 
  empire, but burnt deep into the human genetic memory are the dark times when Halflings enslaved 
  humanity with bonds far stronger and more insidious than iron.  
  But that was then, this is now. 
  The tallfellow rebellion and Halfling genocides pushed your race to the brink of extinction, but it 
  survived.  Now you live in tight-knit, insular farming communities far from civilisation and the 
  Halfling talent for influencing minds has waned to a shadow of its former power. 
  Seen as a troublemaker by your peers, you are one of those rare few Halflings willing to leave the 
  comfort and safety of home. Whether it be for adventure, revenge, or other reasons of your own, 
  you have set out into a world that no longer fears your kind. 
  Alignment 
  To humans, you detect as Lawful. 
  Stay out of trouble 
  Halflings have long found ways to stay hidden in the deep woods and forgotten valleys of the world.  
  You have a 5 in 6 Stealth skill in wilderness environs and a 3 in 6 Bushcraft skill at first level. 
  You are dextrous and careful and good at staying out of danger. You gain a +1 bonus to your DEX 
  modifier and add a bonus +1 AC when you are not surprised. 
  You’re small and so cannot wield two-handed weapons. You wield medium weapons two-handed. 
  Monster Tamer 
  The Halfling power of Domination once brought civilisations to their knees. Starting at 2nd level you’ll 
  gain the ability to dominate a creature and bring it under your control.  
  A Domination attempt takes one whole round (declare before initiative) and requires you to touch 
  the creature or look deep into its eyes. You can call it Taming if you like. 
  All creatures can feel the violating touch on their psyche during domination attempts, failing a 
  domination roll may fill unintelligent beasts with madness and fear and drive intelligent creatures to 
  kill you before you can enslave their free will.  
  Domination is an opposed check with bonuses or penalties based on your Charisma, the creature’s 
  Wisdom, level disparity and/or how badly hurt the creature is.  
  One creature at a time, trying to dominate a new creature releases your hold on the old one. 
  A creature less than half your level can never disobey orders or willingly break free of your control.  
  Other creatures might attempt to resist you (save vs Paralyze) if you treat them badly, are obviously 
  vulnerable, or force them to do something drastically against their will.  
  If they successfully resist your orders twice in a row they break free and may turn on you. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d6 – min. 4 
  10 
  8 
  13 
  9 
  12 
  
  Muscle Wizard 
  Be this if 
  You want to punch people so hard they explode. 
  Being the Muscle Wizard 
  Not all magic users are created equal. Most wizards, by accident or by design, crack the surface of 
  their soul and let the chaos suffuse their mind. As their knowledge grows, so too does their ability to 
  contain and channel the chaos. 
  But this is not you. 
  You cracked the surface of your soul and instead of letting it into your mind, you let the chaos suffuse 
  your very body. In order to contain and channel magic you realised that you needed to hone every 
  muscle to perfection. You cast your spells not from your mind through words, but from your body… 
  through punching things! Punch your way to the top! Muscle Wizard! 
  Alignment 
  As a muscle wizard, your body is infused with magic. You detect as Chaotic. 
  Spells 
  Every day after resting for at least 6 hours, you must spend an hour or more doing pushups and 
  callisthenics to prepare your body for the rigors of channelling magic. You have a spellbook for some 
  reason, but it’s full of exercise charts and diet plans. At first level, you have enough magic stored in 
  your muscles to punch-cast one spell per day. 
  At first level, you have Read Magic and four random spells from the first level spell list. The maximum 
  casting range for any spell is 10’, which is extra distance you run/jump/flash-step and punch. Unlike 
  other wizards your spells are cast instantly and cannot be interrupted. 
  To get more spells, you punch a spell in a spellbook or scroll so hard that it appears in your own 
  spellbook. You have to Read Magic first and you don’t like reading, so it takes the same amount of 
  time and money a normal magic user would need to transfer a spell or create a scroll. The money is 
  spent on healthy snacks for procrastination purposes. 
  You can’t have two of the same spell in your head at a time, but you can reverse a reversible spell 
  upon casting. 
  Muscle Magic 
  Your fists deal d4 damage and can be, shall we say, dual-wielded.  
  You gain +1 bonus HP per spell level you have bound into your muscles but you lose this bonus HP 
  when you cast the spell. You also gain a bonus to attack and damage based on the highest level of 
  spell you currently have available. You can use this bonus on muscle-based things like jumping, 
  climbing, flexing, wrestling and bashing down doors. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d6 – min. 3 
  13 
  13 
  16 
  13 
  14 
   
  
  Necromancer 
  Be this if 
  You want to be a master of the Dead. 
  Being the Necromancer 
  When the dead rise, some abandon all hope. Others take up arms, stand proud upon the 
  battlements, and protect their towns and cities with sturdy arm and shining steel. 
  But this is not you. 
  You found a different way. A better way. When you first heard the rumours of the Dead not only 
  being repelled but controlled by practitioners of a radical new religion, you could scarcely believe it. 
  But whether for power or for protection you followed the rumours until you found the Dead Cult of 
  Duvan’Ku. You are but a lowly acolyte and know but a few of the secrets of the Dead, but in time you 
  shall command legions. 
  Alignment 
  You detect as Chaotic. 
  Spells 
  Every day after resting for at least 6 hours, you must spend an hour or more with your grimoire to 
  bind the power of the ever-present souls of the dead into spells. At first level you have enough 
  willpower to use one level 1 necromancer spell per day. 
  At first level you have Read Magic and four random spells from the first level necromancer spell list. 
  To get more spells you must research them at cost or lay Magic User spellbooks and scrolls at the 
  feet of your dark masters who will reward you in kind. 
  This is Bad News for the original writer of the spellbook. 
  Spells take a round to go off. Declare that you’re casting at the start of a round before initiative is 
  rolled and the spell goes off at the end. 
   If you’re interrupted mid-cast you lose the spell and components as if you cast it. The burst of 
  uncontrolled death magic and vindictive spirits deals d4 per spell level damage to you and all living 
  things within melee range unless you pass a save vs WIS. 
  Undead creatures are instead healed by the same amount. 
  Necromancy 
  You cast your spells by petitioning the souls of the wayward Dead to obey your commands, and the 
  Dead will not heed you without the right offerings and rituals. As such many of your spells require 
  time and components to cast. You must collect and keep the components yourself and most are fairly 
  easy to acquire, although they are best hidden if you don’t want to get lynched. 
  Possibly the most important component of all is the Last Breath – the dying breath of a sapient 
  being, usually stored in glass vials. This is because dead will only ever obey one who speaks with 
  their voice. Be careful, protracted use has been known to drive men mad. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d6 – min. 3 
  13 
  13 
  16 
  13 
  14 
   
   
  
  Barbarian 
  Be this if 
  You want to get mad and break people. 
  Being the Barbarian 
  Barbarians are big, strong motherfuckers who hail from the savage lands beyond the north 
  wind/across the raging seas/through the burning desert/you get the idea. They spend most of their 
  time angry. They travel to foreign lands to seek fortune and adventure but they're kind of shit at 
  civilisation. They’re really good at booze and women though. Speaking of women there are such 
  things as female barbarians and they are just as buff and grumpy as the men. 
  Hell yea this is you. 
  You wear a loincloth or furry shorts and maybe a big cloak made from animal pelts and some sweet 
  tattoos. Oh, and you really hate magic. Back home all sorcerers are evil and old habits die hard. 
  Alignment 
  Somewhat surprisingly, you detect as Lawful. 
  Barbarianism 
  At first level, and every level thereafter, roll a d100 on the super secret and cool Barbarian Level Up 
  table to see what you get. 
  Barbarians don't wear armour (it's for pussies) but luckily they have luck on their side and/or have 
  crazy protective tattoos and/or are marked by the gods, so they have a natural armour class of 14. 
  Despite wearing only a loin cloth you are immune to the effects of extreme weather. 
  You party really fucking hard so you the party rolls double for carousing when you’re around. 
  Fuck Magic 
  Barbarians don’t like magic (it’s for pussies). You save vs any spell, especially the ones that don't 
  usually give a save. Roll a 20 on a save vs magic and you temporarily “eat” the spell. This negates the 
  spell completely, makes your tattoos and eyes glow a cool thematic colour, and lets you unleash the 
  spell on the next person you hit in combat. Not that you’ll always know what the spell is. 
  The only exception is clerical magic which affects you as normal. 
  Your fists count as magic against enemies immune to mundane weapons. 
  Barbarian Rage 
  Barbarians don’t feel pain (it’s for pussies). Once per day you can go berserk for one round/level. 
  During this time you have +3 strength, -3 AC, add your strength bonus to damage, and cannot die. If 
  you go below 0hp you take Death Crits as normal, but pain fuels your anger and you do not feel any 
  negative effects until the rage ends. If there are no enemies around while you're raging you'll attack 
  people (even your friends) at random until it runs out. 
  Gameplay Stuff 
  Hp 
  Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  1d8 – min. 7 
  16 
  16 
  16 
  15 
  18 
   
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/Ten Foot Polemic (LotFP)/Ten Foot Polemic Quick Class Breakdowns (LotFP).pdf