TEXT: CLASSIC FANTASY
  CLASS COMPENDIUM
  A COLLECTION OF 
  MONSTROUS AND 
  MYTHIC CLASSES FOR 
  SWORDS & WIZARDRY
  WHITEBOX
  
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. 
  Finch. Okumarts Games is not affiliated with Matthew J. Finch or Mythmere Games™. This product 
  is compatible with the rules of Swords & Wizardry: WhiteBox. 
  Darkfast Classic Fantasy Class Compendium by David Okum, copyright 2017 David Okum.
  for use with
  Swords & Wizardry Whitebox
  Written and Illustrated by
  David Okum
  Thank you to
  Nick Rintche, Stephen Markan, Mitch Krajewski, Seb Giovinazzo,
  Richard Kinchlea, Dave Kinchlea, A.J. Garland, Zach Garland, 
  Josh Garland and Pauline Gay
  Special Thanks to
  My Patrons on Patreon. You rock! 
  In Memory of... 
  “Sir” James Koti
   A fellow old school gamer who was taken from us far too soon.
  Published by
  CLASSIC FANTASY
  CLASS COMPENDIUM
  
  2.
  TABLE OF CONTENTS
   
  Introduction  
   
   
   
   
  3 
   
  The World of Darkfast 
   
   
   
  4
   
  Bloodsword Master  
   
   
   
  5
   
  Corvian 
   
   
   
   
   
  6
   
  Demonspawn 
   
   
   
   
  8
   
  Ducks  
   
   
   
   
   
  10
   
  Duck Cleric  
   
   
   
   
  12
   
  Duck Fighter  
   
   
   
   
  13
   
  Duck Magic-User 
   
   
   
   
  14
   
  Duck Thief  
   
   
   
   
  15
   
  Goblins 
   
   
   
   
   
  17
   
  Goblin Mage  
   
   
   
   
  18
   
  Goblin Fighter 
   
   
   
   
  19
   
  Goblin Thief  
   
   
   
   
  20
   
  Harpy  
   
   
   
   
   
  21
   
  Kobolds 
   
   
   
   
   
  22
   
  Kobold Fighter 
   
   
   
   
  24
   
  Kobold Dream Weaver 
   
   
   
  25
   
  Kobold Thief  
   
   
   
   
  26
   
  Muddleflogs  
   
   
   
   
  27
   
  Muddleflog Fighter  
   
   
   
  28
   
  Muddleflog Mage  
   
   
   
  28
   
  Muddleflog Thief 
   
   
   
   
  29
   
  Revenant 
   
   
   
   
   
  30
   
  Open Game License  
   
   
   
  32
  
  Introduction
  Playing monsters?  Isn’t that a 
  recipe for disaster? The truth is that 
  playing monsters can be great fun 
  and add flavour and character to 
  any campaign. Sure mayhem and 
  chaos can ensue, uh, what was the 
  problem again? 
  For players, this book provides the 
  tools to play a variety of character 
  races as class for traditional 
  fantasy campaigns. For GMs this 
  book provides a chance to make 
  encounters with monsters more 
  challenging and memorable. 
  The decision to go with 
  race as class was an 
  attempt to emulate the 
  old school feel of the 
  original edition role 
  playing game. If your 
  personal campaign 
  uses race and class, 
  simply remove the 
  class elements of the 
  race and use the race 
  elements of the class. 
  Use an average of the 
  numbers on class and 
  race Advancement 
  Tables. 
  Players should ensure 
  that the GM is com-
  fortable allowing more 
  exotic or whimsical 
  classes in thier cam-
  paign. The purpose of adding these 
  classes is to enhance the enjoyment 
  of the game, not make life difficult 
  for anyone. 
  The default setting of Darkfast 
  can be easily substituted for your 
  setting of choice.  Darkfast is a fairly 
  standard fantasy setting with magic, 
  knights, goblins, elves and dwarves 
  much like other fantasy settings you 
  have played. If the details do not 
  conform to your setting of choice 
  feel free to modify them as you see 
  fit. It’s your game, after all. 
  David Okum
  August 2017
  3.
  
  THE WORLD OF DARKFAST
  The fall of the Great Elven Empire 
  over 2,000 years ago has long been 
  the subject of legend. The High Elves 
  ruled the known world for over 1,000 
  years, but their hubris and recklessness 
  opened a gateway for ancient demons 
  and spirits to spill into our reality 
  and attempt to claim that which they 
  thought was truly theirs. This fall of the 
  elves is also known as the beginning of 
  “The Demon Wars”, when the com-
  bined forces of human, elf, dwarf, and 
  dragon defeated the demons and sealed 
  the breach between our world and the 
  chaos hell dimension. 
   
  THE DEMON WARS
  The Elven Empire became isloated and 
  surrounded by enemies. A devastat-
  ing 200 year war with the orcs divided 
  the elven leadership into magical and 
  warrior camps. The council of mages 
  assumed command of the empire and 
  set out to destroy their enemies once 
  and for all by unleashing an army of 
  demons upon the orcs. Instead of sum-
  moning an army, the elves inadvertent-
  ly tore apart the fabric of space 
  and time and opened a gateway 
  to the demonic hell dimension. The 
  resulting battle against the demon 
  horde destroyed the elven capital and 
  brought 1,000 years of High Elf rule to 
  an end. A combined army of humans, 
  orcs, dwarves and dragons battled the 
  demons, but it soon seemed a hopeless 
  cause as cities fell, castles burned and 
  oceans boiled. 
  THE AGE OF AVATARS
  As evil spread across the land a council 
  of clerics made a series of pilgrim-
  ages to various holy sites in a desper-
  ate attempt to turn the tide of battle. 
  Thier faith and tenacity paid off at the 
  Battle of Hellshank Harbour when the 
  defenders of the land were saved by a 
  celestial host of Avatars: manifestations 
  of each faith’s most powerful dieties 
  that descended from the heavens and 
  rained death and destruction upon the 
  fiends driving the remaining demons 
  back to the ruins of the Elven Empire. 
  Once there, the combined faiths sealed 
  the hellgate and have kept the demons 
  locked away ever since. 
  4.
  
  BLOODSWORD MASTER
  Three thousand years ago all life was 
  threatened by a war with another plane 
  of existence. “The Demon Wars” was a 
  battle for control of the earth between 
  the forces of a hell dimension and 
  humans, elves, dwarves and dragons. 
  Eventually avatars representing the 
  humans, elves, dwarves and dragons 
  manifested and sacrificed themselves 
  in battle to shut the doors between 
  realities. The relics left behind after 
  the destruction of the demons: bone, 
  blood, and flesh were collected by the 
  survivors of the battle. The Blood-
  sword is a rare item, forged by dwarven 
  smiths, enchanted by elven mages and 
  placed in the hands of the finest human 
  warriors. Few know of the origins of 
  the blades, most consider them to be 
  objects of myth or legend and question 
  thier existence. The Radaran Church 
  has actively set out to collect and con-
  ceal these relics of a forgotten faith. The 
  bloodswords are powerful enchanted 
  weapons requiring a sacrifice of draw-
  ing blood each day or they lose their 
  power. 
  BLOODSWORDS
  Bloodswords are masterfully construct-
  ed swords with a relic of “the Demon 
  Wars” avatars embedded in the handle. 
  When used they drip enchanted blood, 
  charging them with mystic energy. If 
  they do not draw blood in a 24 hour 
  period they lose their special abilities 
  and operate as a regular sword. It takes 
  24 hours to recharge the sword. Blood-
  swords do 1d6 damage including an 
  additional 1d3 enchanted damage and 
  roll 1d3 for a “to-hit” bonus. Characters 
  who are not Bloodsword Masters may 
  use the sword with the bonuses, but 
  will will lose 1 HP permanently from 
  their total for every day they wield the 
  blade. This HP loss does not heal back. 
  Bloodsword Masters are able to use the 
  blade without sacrificing their own life 
  force. 
  Weapon Restrictions:
  Trained in combat Bloodsword Masters 
  have no restrictions on what weapons 
  or armour they may use. Bloodsword 
  Masters start their careers with two 
  Bloodswords, passed down from gen-
  eration to generation. 
  Saving Throw:
  Bloodsword Masters receive a +2 bonus 
  on saving throws vs spells including 
  those cast from wands and staves. 
  Reaching 9th Level:
  At ninth level, a Bloodsword Master 
  has reached the rank of “Mystic” and 
  sets out to train and organize the next 
  generation of Bloodsword Masters. 
  Experience Bonus for Strength:
  Strength is the Prime Attribute for 
  Bloodsword Masters, which means that 
  a Strength score 
  of 15+ grants an 
  additional 5% 
  experience. 
  5.
  
  Bloodsword Master 
  ADVANCEMENT
  CORVIAN
  Corvian are decrepid, crow-like crea-
  tures that live in the craggy mountains 
  to the east. The majority of these mys-
  terious creatures have lost the ability 
  to fly due to a powerful self inflicted 
  curse. Like their flying cousins crows 
  and ravens, Corvian delight in col-
  lecting shiny objects and will ofen risk 
  life and wing to get them. As mystical 
  beings, Corvian have a natural sense of 
  life and death and seem to have a con-
  nection to the undead. They are able to 
  slow their heart and stop breathing for 
  up to an hour, mimicking death and ef-
  fectively being ignored by the undead. 
  Weapon Restrictions:
  Corvians may only use light weapons 
  such as knives or staves and are not 
  able to wear armour. They start their 
  careers with enchanted staves called 
  Ravensticks that channel the spirits of 
  their ancestors. Ravensticks add 1d3 
  damage in necromatic magic with a +1 
  to hit in melee combat. 
  Mimic: 
  Corvian can uncannily sound like 
  almost anything or anyone as long as 
  they have heard them before. Listeners 
  must make a Saving Throw to not be 
  fooled by a Corvian.
  Nightvision: 
  See in darkness up to 30 feet. 
  Hide Life: 
  Undead will ignore a Corvian with a 
  successful Hide Life roll. The Corvian 
  slows their heart and effectively stops 
  breathing during this time, appearing 
  dead. 
  Saving Throw:
  Corvian receive a +2 bonus on saving 
  throws vs death and poison.
  6.
  Experience
  Level
  Hit 
  Dice
  To Hit
  Saving 
  Throw
  0
  1
  1
  +1
  15
  2,000
  2
  2
  +2
  14
  4,000
  3
  3
  +3
  13
  8,000
  4
  4
  +3
  11
  16,000
  5
  5
  +4
  10
  32,000
  6
  6
  +5
  9
  64,000
  7
  7
  +5
  8
  128,000
  8
  8
  +6
  7
  256,000
  9
  9
  +7
  6
  512,000
  10
  10
  +7
  5
  
  Experience Bonus for Wisdom:
  Wisdom is the Prime Attribute for 
  Corvians which means that a Wisdom 
  score of 15+ grants an additional 5% 
  experience. 
  CORVIANS & THE UNDEAD
  In elf legend the first corvian was a 
  trickster figure that tricked the creator 
  into crafting the land and populating 
  it with all manner of creatures. Cor-
  vus, the trickster god also once fooled 
  death into thinking she was as pow-
  erful as the creator. As she breathed 
  “life” into a corpse she created the first 
  of the undead; a twisted imitation of 
  the living. Necromancers since then 
  have mimicked the words and actions 
  of Corvus, while invoking the name 
  of the trickster god. With their ability 
  to mimic death ,they may move and 
  act as usal, but their movements are 
  awkward with sudden jerks and twists. 
  During this time they do not register 
  as living beings to undead. Mindless 
  undead such as zombies or skeletons 
  will simply ignore Corvians and move 
  on. If the Corvian attacks, the undead 
  will register them as a threat and fight 
  back, but the Corvian always attacks 
  first and the attack is considered a 
  surprise (+2 bonus to the first attack). 
  Intelligent undead will not consider the 
  Corvian an immediate threat, but will 
  treat them like any other individual 
  that crosses their path. 
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  Hide
  Life
  0
  1
  1
  +0
  14
  2
  3,000
  2
  1+1
  +0
  13
  2
  8,000
  3
  2
  +1
  12
  2
  16,000
  4
  2+1
  +1
  11
  3
  32,000
  5
  3
  +2
  10
  3
  64,000
  6
  3+1
  +2
  9
  3
  128,000
  7
  4
  +3
  8
  4
  256,000
  8
  4+1
  +3
  7
  4
  7.
  
  demonSPAWN
  When the elves opened the barriers 
  between dimensions and summoned 
  an army of demons they were not the 
  first to have done so. Summoner wiz-
  ards have plucked creatures out of the 
  hell dimension for thousands of years 
  before the elves organized thier own 
  empire. Demonspawn are the offspring 
  of extra dimensional demonic beings 
  and creatures of our reality such as hu-
  mans or elves. Despite their diabolical 
  origins, demonspawn are not naturally 
  predisposed to chaos or evil and can 
  choose to live as model citizens, up-
  holding law and order. Their demonic 
  origins mean they are shunned by most 
  dieties and sometimes even actively 
  punished by well-meaning clerics or 
  paladins who seek to rid the land of 
  evil. 
  Demonspawn are rare. Of their off-
  spring, only 10% will be demonic 
  in nature and appearance. Because 
  of their connection to the alternate 
  realities of the hell dimension, demon-
  spawn are able to live for centuries 
  in our world. This alien nature also 
  upsets people and un-nerves animals 
  making it difficult for Demonspawn 
  to use beasts of burden such as horses, 
  donkeys, and oxen. 
  Since they are so very rare, Demon-
  spawn rarely attack each other and are 
  horrified by the possibility of the death 
  of one of their kindred. This concern 
  for the preservation of their fellow 
  Demonspawn can make them unreli-
  able allies and teammates. They also try 
  to avoid attacking demonic creatures, 
  but will do so if their own lives are 
  threatened by their plans and actions. 
  
  demonSPAWN
  The multi-dimensional composition of 
  the Demonspawn make them skilled 
  warriors who may also conjure blasts 
  of magical hellfire and ignore some 
  non-magical damage. Shunned and 
  persecuted by most cultures in the 
  land, their demonic extra-dimensional 
  nature unnerves common folk and at-
  tracts the ire of religious orders. 
   
  Weapon Restrictions:
  Demonspawn may use any form of 
  weapon or armour, provided it has 
  been modified to suit their unique 
  physiology. 
  Fire and Brimstone: 
  Once a day per level, a Demonspawn 
  may project a small blast of magical 
  hellfire at a target up to 60’ away doing 
  1d6+Level damage. There is no Saving 
  Throw for this attack.
  Diabolical Aura: 
  The Demonspawn’s diaboli-
  cal appearance unnerves most 
  people and animals, making it 
  difficult to ride horses and make 
  friends. 
  Nightvision: 
  See in darkness up to 30 feet. 
  Damage Reduction: 
  Demonspawn may reduce the 
  amount of damage from non-
  magical attacks by their current 
  level. For example, a level 3 
  Demonspawn ignores 3 points 
  of regular damage. 
  Saving Throw:
  Demonspawn receive a +2 bo-
  nus on Dexterity-based saving throws.
  Experience Bonus for Dexterity:
  Dexterity is the Prime Attribute for 
  Demonspawn which means that a Dex-
  terity score of 15+ grants an additional 
  5% experience. 
  demonSPAWN 
  ADVANCEMENT
  9.
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  0
  1
  1
  +0
  13
  3,500
  2
  2
  +1
  12
  7,000
  3
  3
  +1
  11
  14,000
  4
  4
  +2
  10
  28,000
  5
  5
  +2
  9
  56,000
  6
  6
  +3
  8
  112,000
  7
  7
  +3
  7
  224,000
  8
  8
  +4
  6
  
  DUCKS 
  Legends and Lore
  The grumpy nature of ducks is legend-
  ary. They always appear to be bothered 
  by some irritant in the environment 
  and are easily offended. Ducks feel 
  hard-done-by and it’s understandable 
  considering how they have been treated 
  for thousands of years. Ducks hold a 
  grudge like no other race. Physically 
  weaker, they often bide their time and 
  exact their revenge long after the initial 
  incident, usually taking the offending 
  party by surprise. 
  Ducks are particularly nasty towards 
  other bird-based races such as har-
  pies. This rage could be linked to their 
  ancient curse or some kind of threat re-
  sponse; either way a duck will instinc-
  tually attack or drive off a harpy. 
  Ducks particularly fear hobgoblins as 
  ducks are commonly accepted as slaves 
  in even the most civilized cultures. De-
  spite the unlucky reputation of ducks 
  hobgoblin slavers go out of their way to 
  hunt them down and will often charge 
  double the price for a sturdy duck over 
  a halfling or human. 
  Ducks always seem to be looking for 
  something. They feel a strong desire 
  to venture out and have adventures 
  at least once in their lives. They never 
  appear satisfied, but are constantly 
  pacing, preening or plotting vengeance. 
  They get bored far too easily for their 
  own good. Duck folk tales always deal 
  with travellers and tricksters who wan-
  der the land in search of conflict and a 
  chance to break the arch mage’s curse 
  on their people.
  Appearance
  The product of an ancient curse by a 
  long-dead arch mage, ducks are small, 
  grumpy beings standing 3-4 feet tall. 
  Hollow-boned and agile, they weigh in 
  at about 50 pounds.  Ducks are unable 
  to fly and are covered in a soft layer of 
  oily white to brown feathers and down. 
  They have flat beaks and webbed feet 
  and they are excellent swimmers.  
  Duck arms and hands are still rather 
  humanoid, but are heavily feathered 
  and end in two rough fingers and an 
  opposable thumb. Ducks seem to have 
  no problem using their hands and fin-
  gers for fine motor skills despite their 
  cumbersome appearance. 
  Ducks have a hard time moving around 
  on land. Their over-sized webbed feet 
  always seem to get in the way and they 
  have adopted a wide-stanced “waddle” 
  to move around. This makes it harder 
  for Ducks to disguise themselves as 
  other creatures and creates a distinct 
  trail that any ranger worth his salt can 
  easily track. 
  Ducks are very sensitive to magic and 
  may detect and identify magical items 
  if they are allowed to inspect them. 
  They are also easy to detect with a 
  basic detect magic spell, wrapped in 
  the complex magic of the arch mage’s 
  curse.
  10.
  
  Duck Society and Culture
  Ducks are hatched in elaborate hatch-
  eries and are cared for by elders who 
  are often retired clerics. Ducks worship 
  the Great Egg, the place from whence 
  all ducks come. Great Egg worship 
  includes spending time in the nurser-
  ies caring for hatchlings. This onerous 
  practice may help explain their grumpy 
  nature and their desire to leave their 
  communities in search of adventure.
  Ducks flock together in small towns 
  and farming communities. Communi-
  ties are led by a council of elders staffed 
  by retired warriors, clerics and magic-
  users. Strangers are not welcome and 
  are carefully monitored by the militia. 
  Ducks are disliked by most other races 
  and considered bad luck. They are 
  attracted to magic, but are also rather 
  susceptible to its effects. It’s really not 
  clear if ducks are truly unlucky or if 
  their grumpy demeanours and magical 
  auras attract the wrong kind of atten-
  tion from the universe. 
  Rumours and Lies
  The real reason that the arch mage 
  chose to turn an entire village of people 
  into ducks has been lost in time. Most 
  scholars claim it was an act of revenge 
  or punishment of some kind for a rude 
  or malicious act. The details of this 
  act are unknown, but one just has to 
  observe Duck attitude and shenani-
  gans for a few minutes to realize that 
  it’s fairly easy for even the most patient 
  person to lose their temper. 
  Duck Language
  Ducks speak a quacking language 
  that is the language of actual ducks. 
  When upset, not even other ducks 
  can understand the com-
  plete and utter filth that is 
  pouring from thier mouths 
  and that’s probably a good 
  thing. 
  11.
  
  Duck Cleric
  Duck clerics serve the duck deity 
  commonly known as the Great Egg. 
  The basic tenet of the Great Egg is the 
  Right of Vengeance. Scores must be 
  settled and the punishment should fit 
  the crime. Nobody is above the law and 
  corruption is not to be tolerated. 
  Weapon and Armour Restrictions:
  Duck Clerics may only use blunt 
  weapons (club, flail, mace, etc.) and 
  may only use rocks, slings, or oil for 
  ranged attacks. They may wear no 
  armour heavier than chainmail. 
  Spell Casting:
  Duck Clerics cast divine spells from 
  a specific spell list, as per the Cleric 
  Advancement table. Each day, they 
  pray for a certain set of spells, choosing 
  any spells from the standard list. 
  Turn Undead:
  Clerics can use their holiness to “Turn” 
  the undead, causing them to flee.
  Movement:
  Ducks 
  move 6/12 
  (when 
  swimming)
  Magically Cursed
  Due to their cursed nature, ducks are 
  more susceptible to magical effects 
  receiving a -2 penalty on saving throws 
  vs magic and magic items. 
  Small Target:
  Giants, ogres, and similar giant-type 
  creatures such as trolls are not good at
  fighting small creatures such as ducks, 
  and only inflict half the normal damage 
  against them.
  Hollow Boned:
  Ducks also receive an additional +1 
  added to individual initiative rolls and 
  Dexterity-based Saving Throws and 
  Tasks. 
  Magically Adept:
  Ducks naturally read magic at 100% 
  accuracy allowing ducks to use all spell 
  scrolls and identify the nature and 
  abilities of cursed or magic items.  
  Saving Throw:
  Duck Clerics receive a +2 bonus on 
  Wisdom-based Saving Throws.
  Experience Bonus for Wisdom:
  Wisdom is their Prime Attribute for 
  which means that a Wisdom score of 
  15+ grants an additional 5% experi-
  ence. 
  Duck Cleric ADVANCEMENT
  12.
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  1
  2
  3
  0
  1
  1
  +0
  14
  -
  -
  -
  2,500
  2
  2
  +0
  13
  1 -
  -
  5,000
  3
  3
  +0
  12
  2 -
  -
  10,000
  4
  3+1
  +1
  11
  2 1 -
  20,000
  5
  4
  +1
  10
  2 2 1
  Spells
  
  Reaching 5th Level: 
  At 5th level a duck cleric may join a 
  council of elder ducks who defend and 
  rule duck strongholds and settlements. 
  A fortified temple built in a classic oval 
  shape may be constructed at half the 
  regular cost. Duck warriors and aco-
  lytes will fanatically defend the cleric 
  and maintain the temple. These follow-
  ers never need to check morale and will 
  give their lives readily. 
  DUCK FIGHTER
  The Duck Fighter is a fierce opponent 
  who is often underestimated in combat. 
  Weapon and Armour Restrictions:
  Duck fighters may not use large weap-
  ons and do not wear armour beyond 
  chain mail. 
  Combat Fury:
  Duck fighters gain one attack per level 
  per combat round against foes of one 
  HD or less. 
  Movement:
  Ducks move 6/12 (when swimming)
  Magically Cursed:
  Due to their cursed nature, ducks are 
  more susceptible to magical effects 
  receiving a -2 penalty on saving throws 
  vs magic and magic items. 
  Small Target:
  Giants, ogres, and similar giant-type 
  creatures such as trolls are not good at
  fighting small creatures such as ducks, 
  and only inflict half the normal damage 
  against them.
  Hollow Boned:
  Ducks also receive an additional +1 
  added to individual initiative rolls and 
  Dexterity-based Saving Throws and 
  Tasks. 
  Magically Adept:
  Ducks naturally read magic at 100% 
  accuracy allowing ducks to use all spell 
  scrolls and identify the nature and 
  abilities of cursed or magic items.  
  Saving Throw:
  Duck Fighters receive a +2 bonus vs 
  death and poison Saving Throws.
  Experience Bonus for Strength:
  Strength is their Prime Attribute for 
  which means that a Strength score of 
  15+ grants an additional 5% experi-
  ence. 
  13.
  
  Reaching 5th Level: 
  At fifth level a duck fighter may es-
  tablish a keep to help defend and rule 
  duck strongholds and settlements. 
  Ducks are usually shunned by other 
  races as unlucky so they tend to ‘flock 
  together’. At this level a duck fighter 
  may hire soldiers or mercenaries in-
  cluding magic users, clerics and other 
  professionals as retainers.  
  Duck FigHter ADVANCEMENT
  Duck Magic-User
  Duck magic-users operate exactly as 
  regular magic-users, but use the duck 
  saving throws and other information 
  on the duck magic-user  level advance-
  ment tables. No weapons other than a 
  dagger or a staff may be used and they 
  may not wear armour or use shields. 
  A +2 Saving Throw to reduce or avoid 
  effects of magical or mundane traps 
  evens out the duck’s natural vulnerabil-
  ity to magic. The experience bonus for 
  duck magic-users is the same as a regu-
  lar magic-user (+5% for INT of 15+).
   Weapon and Armour Restrictions:
  Duck Magic-Users may only use light 
  weapons such as daggers and staves 
  and wear no armour. 
  Spell Casting:
  Duck magic-users use spellbooks: 
  powerful tomes of forbidden magic. 
  The magic-user memorizes the spell 
  formula, preparing the spell for casting.
  Once it is cast, the spell vanishes from 
  the memory of the caster and must 
  be memorized again. However, it is 
  possible to prepare a spell multiple 
  times using the available “slots” in the 
  magic-user’s memory. 
  Movement:
  Ducks move 6/12 (when swimming)
  Magically Cursed
  Due to their cursed nature, ducks are 
  more susceptible to magical effects 
  receiving a -2 penalty on saving throws 
  vs magic and magic items. 
  Small Target:
  Giants, ogres, and similar giant-type 
  creatures such as trolls are not good at
  fighting small creatures such as ducks, 
  and only inflict half the normal damage 
  against them.
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  0
  1
  1
  +0
  13
  3,000
  2
  2
  +1
  12
  6,000
  3
  3
  +2
  11
  12,000
  4
  4
  +2
  10
  24,000
  5
  5
  +3
  9
  
  Hollow Boned:
  Ducks also receive an additional +1 
  added to individual initiative rolls and 
  Dexterity-based Saving Throws and 
  Tasks. 
  Magically Adept:
  Ducks naturally read magic at 100% 
  accuracy allowing ducks to use all spell 
  scrolls and identify the nature and 
  abilities of cursed or magic items.  
  Saving Throw:
  Duck magic-users receive a +2 bonus 
  on Saving Throws vs spells or magic 
  items. 
  Experience Bonus for Intelligence:
  Intelligence is their Prime Attribute for 
  which means that a Intelligence score 
  of 15+ grants an additional 5% experi-
  ence. 
  Reaching 5th Level: 
  Upon reaching 5th level a duck magic-
  user may establish a tower to house 
  their library and laboratory, attracting 
  servants, guards and even a few thugs 
  and monsters to boss around. 
  Duck Magic-User 
  ADVANCEMENT
  Duck Thief 
  Duck thieves have all special abilities as 
  outlined in the classic thief class such 
  as Thievery (Charlie Mason’s White-
  box), Back Stab and +2 Saving Throw 
  to reduce or avoid effects of magical or 
  mundane traps. The experience bonus 
  for duck thieves is the same as a regular 
  thief (+5% for DEX of 15+).
  Weapon and Armour Restrictions:
  Duck Thieves may not use large weap-
  ons and do not wear armour beyond 
  leather. 
  Backstab: 
  When a Goblin Thief attacks 
  a target who is unaware of 
  their presence, the Goblin 
  Thief gains a +2 Base Hit 
  Bonus. Successful attacks 
  allow them to roll weapon 
  damage twice. 
  15.
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  1
  2
  3
  0
  1
  1
  +0
  14
  1 -
  -
  3,500
  2
  1+1
  +0
  13
  2 -
  -
  7,000
  3
  2
  +0
  12
  3 1 -
  14,000
  4
  2+1
  +0
  11
  4 2 -
  28,000
  5
  3
  +1
  10
  4 2 1
  Spells
  
  Movement:
  Ducks move 6/12 (when swimming)
  Magically Cursed:
  Due to their cursed nature, ducks are 
  more susceptible to magical effects 
  receiving a -2 penalty on saving throws 
  vs magic and magic items. 
  Small Target:
  Giants, ogres, and similar giant-type 
  creatures such as trolls are not good at
  fighting small creatures such as ducks, 
  and only inflict half the normal damage 
  against them.
  Hollow Boned:
  Ducks also receive an additional +1 
  added to individual initiative 
  rolls and Dexterity-based Sav-
  ing Throws and Tasks. 
  Magically Adept:
  Ducks naturally read magic at 
  100% accuracy allowing ducks 
  to use all spell scrolls and iden-
  tify the nature and abilities of 
  cursed or magic items.  
  Thievery: 
  This ability is used for many different 
  stealthy actions such as picking pock-
  ets and locks, finding and deactivating 
  traps, moving silently and hiding and 
  even climbing sheer surfaces without 
  equipment. 
  Saving Throw:
  Duck Thieves receive a +2 bonus to any 
  saving throw made to reduce or avoid 
  effects of traps, both magical or mun-
  dane. 
  Experience Bonus for Dexterity:
  Dexterity is their Prime Attribute for 
  which means that a Dexterity score of 
  15+ grants an additional 5% experi-
  ence. 
  Reaching 5th Level: 
  Upon reaching 5th level a duck thief 
  may create a thieves guild, attracting 
  1d6 first level duck thief apprentices 
  who will assist the character in illegal 
  activities. Due to the fowl nature of 
  the organisation only ducks will join 
  with the player and they will attract a 
  fair amount of animosity from other 
  thieves guilds. 
  Duck THIEF ADVANCEMENT
  16.
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  Thievery
  0
  1
  1
  +0
  13
  2
  2,500
  2
  1+1
  +0
  12
  2
  5,000
  3
  2
  +0
  11
  2
  10,000
  4
  2+1
  +1
  10
  3
  20,000
  5
  3
  +1
  9
  3
  
  GOBLINS
  Legends and Lore
  The story is told that when the Old 
  Gods died they fell to earth forming 
  the mountains and geography of 
  the ancient land. Out of the rotting 
  matter of the dead gods emerged the 
  goblin horde. These first Goblins were 
  considered to have been spawned by 
  the flies and maggots that crawled 
  over the bodies of the Old Gods. 
  The Goblins fled into the night and 
  established underground kingdoms far 
  from the harsh light of day. 
  Appearance
  Goblins are short (4-5 foot) 
  demihumans with skin that ranges 
  from reddish orange to a dull yellow 
  or taupe.  They are closely related to 
  hobgoblins and ogres.  With their 
  small stature they move as Halflings or 
  Dwarves. 
  Goblin Society and Culture
  Goblins organize themselves in relation 
  to their connection to royalty. This 
  has given rise to three distinct Goblin 
  castes: Royals, Mid-folk, and Pests.  
  Royals are the ruling class that are born 
  into privelage and wealth and make 
  up the smallest percentage of Goblin 
  culture. Mid-Folk are social-climbing 
  go-getters who clamour for glory and 
  acceptance from the Royal caste. At 
  the very least they can get rewarded for 
  their loyalty and success in battle. The 
  Pests make up the majority of Goblin 
  society, often mistreated and abused, 
  but too demoralized, poorly organized 
  and uneducated to rise up against their 
  abusers. 
  Goblins are tireless miners, searching 
  the depths of the earth for precious 
  stones and minerals. They often 
  run afoul of the Dwarves deep 
  underground and have waged countless 
  wars with their bearded adversaries. 
  Rumours and Lies
  There is a story dating back to before 
  the Demon Wars that the Goblins were 
  once ruled by a High Elf lord named 
  Rathje who used the Goblin horde to 
  kidnap children from humans. The 
  truth of this legend has been lost in 
  time, but Goblins still whisper about 
  how one day Rathje will return and 
  lead them to glory once again. 
  Goblinoid Languages
  The Golbinoid language (Gobbo) 
  is shared by Goblins, Hobgoblins, 
  Orcs, Bugbears, Ogres and some 
  Giants. Each race has a unique dialect. 
  Goblins, for example have no word or 
  concept for the colour blue and tend to 
  speak in whispers and hushed tones as 
  opposed to the barking grunts of the 
  Hobgoblins or the snorting grumbles 
  of the Orcs. 
  17.
  
  Goblin Mage
  Goblin Mages are clever little gobbos. 
  They have adopted all the trappings 
  and airs of fancy human and elven wiz-
  ards, sweeping their arms dramatically 
  as they cast spells and act important. 
  Goblin Mages are also woefully edu-
  cated in the arcane arts and are prone 
  to miscasting thier spells. 
  Weapon Restrictions:
  Goblin Mages may only use light weap-
  ons such as knives or staves and are not 
  able to wear armour. 
  Magic Spells: 
  Goblin Mages may learn and cast stan-
  dard Magic-User spells, but they must 
  make a Saving Throw each time they 
  cast a spell. If they fail the spell sput-
  ters out and does not count as a cast 
  spell. If they roll a one they should 
  roll on the miscast table below:
  Miscast Table
  1d6 
  Result
  1 
  Drain: Caster loses 1d6 HP
  2 
  Caster’s nose grows 1d6”
  3 
  Painful Sores: Lose 1 HP
  4 
  Spell effect backfires on  
   
   
  Caster
  5 
  Smelly, sparkling clouds of smoke
  6 
  Blast does 1d6 damage to ever- 
   
  thing and everyone in 30 ft radius.  
  Light Aversion: 
  Goblins operate at a -1 penalty to all 
  attacks and Saving Throws when they 
  are in full sunlight. 
  Nightvision: 
  See in darkness up to 60 feet. 
  Small Target
  Giants, ogres, and similar giant-type 
  creatures such as trolls are not good at
  fighting small creatures and only inflict 
  half the normal damage against them.
  Hatred: 
  Goblins hate Dwarves and Elves, hav-
  ing been mistreated by both in the past.
  Saving Throw:
  Goblin Mages receive a +2 bonus on 
  saving throws vs spells and magic 
  items.
  Experience Bonus for Wisdom:
  Wisdom is the Prime Attribute for 
  Goblin Mages which means that a Wis-
  dom score of 15+ grants an additional 
  5% experience. 
  Goblin MAGE ADVANCEMENT
  18.
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  1
  2
  3
  0
  1
  1
  +0
  14
  1 -
  -
  3,500
  2
  1+1
  +0
  13
  2 -
  -
  7,000
  3
  2
  +0
  12
  3 1 -
  14,000
  4
  2+1
  +0
  11
  4 2 -
  28,000
  5
  3
  +1
  10
  4 2 1
  Spells
  
  Goblin FIGHTER
  Goblin fighters are the backbone of any 
  Goblin community. Fierce and fear-
  less, the Goblin fighter will confront 
  any challenge with bravery and heart. 
  Goblins don’t do anything half-way. 
  They love with all their hearts and 
  battle with the ferocity of warriors 
  many times their size. Goblins crave 
  community and if they are not able to 
  be with Goblins, they will happily bond 
  with their fellow adventures. 
  Weapon Restrictions:
  Goblin Fighters are trained in the use 
  of all weapons and armour and have no 
  restrictions on what weapon they may 
  wield, despite their small size. 
  Fierce Warrior:
  Goblin Fighters can tap into an inner 
  strength greater than their physical 
  bodies. Once every day per level, a 
  Goblin Fighter may double the dam-
  age they inflict in melee combat as they 
  launch an all-out attack. 
  Light Aversion: 
  Goblins operate at a -1 penalty to all 
  attacks and Saving Throws when they 
  are in full sunlight. 
  Nightvision: 
  See in darkness up to 60 feet. 
  Small Target
  Giants, ogres, and similar giant-type 
  creatures such as trolls are not good at
  fighting small 
  creatures and only 
  inflict half the 
  normal damage 
  against them.
  Hatred: 
  Goblins hate Dwarves and Elves, hav-
  ing been mistreated by both in the past.
  Saving Throw:
  Goblin Fighters receive a +2 bonus on 
  saving throws vs death and poison.
  Experience Bonus for Strength:
  Strength is the Prime Attribute for 
  Goblin Fighters which means that a 
  Strength score of 15+ grants an addi-
  tional 5% experience. 
  GOBLIN FIGHTER 
  ADVANCEMENT
  19.
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  0
  1
  1
  +0
  13
  3,000
  2
  2
  +1
  12
  6,000
  3
  3
  +2
  11
  12,000
  4
  4
  +2
  10
  24,000
  5
  5
  +3
  9
  
  Goblin THIEF
  Goblins are especially well-suited 
  to become thieves. Thier more feral 
  natures, however can distract them 
  from the task at hand and make them 
  abandon a mission for a meal of rats or 
  the promise of fun and games. Goblins 
  seem to really enjoy chaos and cel-
  ebrate it any chance they get. 
  Weapon Restrictions:
  Agile and skilled in combat, they may 
  use any weapon, but only wear up to 
  leather armour. 
  Backstab: 
  When a Goblin Thief attacks a target 
  who is unaware of their presence, 
  the Goblin Thief gains a +2 Base 
  Hit Bonus. Successful attacks al-
  low them to roll weapon damage 
  twice. 
  Light Aversion: 
  Goblins operate at a -1 penalty 
  to all attacks and Saving Throws 
  when they are in full sunlight. 
  Nightvision: 
  See in darkness up to 60 feet. 
  Small Target
  Giants, ogres, and similar giant-type 
  creatures such as trolls are not good at
  fighting small creatures and only inflict 
  half the normal damage against them.
  Hatred: 
  Goblins hate Dwarves and Elves, hav-
  ing been mistreated by both in the past.
  Thievery: 
  This ability is used for many different 
  stealthy actions such as picking pock-
  ets and locks, finding and deactivating 
  traps, moving silently and hiding and 
  even climbing sheer surfaces without 
  equipment. 
  Saving Throw:
  Goblin Thieves receive a +2 bonus to 
  any saving throw made to reduce or 
  avoid effects of traps, both magical or 
  mundane. 
  Experience Bonus for Dexterity:
  Dexterity is the Prime Attribute for 
  Goblin Thieves which means that a 
  Dexterity score of 15+ grants an ad-
  ditional 5% experience. 
  GOBLIN THIEF ADVANCEMENT
  20.
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  Thievery
  0
  1
  1
  +0
  13
  2
  2,500
  2
  1+1
  +0
  12
  2
  5,000
  3
  2
  +0
  11
  3
  10,000
  4
  2+1
  +1
  10
  3
  20,000
  5
  3
  +1
  9
  4
  
  HARPY
  Harpies are, by their very nature 
  wicked, cruel and selfish creatures that 
  reek of carrion and ammonia. Twisted 
  monsters, they sometimes join parties 
  in adventures if it suits thier interest or 
  the interests of their sisters. All Har-
  pies are female and their existence and 
  means of reproduction are a closely 
  guarded mystery. Elf legend claims 
  they were a failed experiment of the 
  Old Gods. Harpies generally think of 
  themselves first when working with a 
  group of adventurers. 
  Weapon Restrictions/No Hands:
  Harpies have no hands and do not 
  use weapons, relying on their talons. 
  Harpies may wear armour, but can’t 
  fly if they wear anything heavier than 
  leather. Fine manipulation such as 
  lock-picking or writing is difficult and 
  suffers a -2 penalty. 
  Wings: 
  Harpies move awkwardly on the 
  ground up to 6 feet a turn, but fly 18 
  feet per turn. They may carry up to 
  two targets, one for each talon, and 
  still get off the ground. The encubrance 
  however, at that point only lets them 
  move three feet per turn. A wing buffet 
  attack may make a target fall if they fail 
  a Dexterity-based Saving Throw and 
  all actions are at -2 for the target next 
  round. 
  Keen Vision: 
  Harpies add a +2 bonus on any Task 
  Roll or Saving Throw required to notice 
  things with their eyes. 
  Talons: 
  Harpy Talons are powerful weapons 
  and strike with incredible speed and 
  accuracy. Talons do 1d6 damage. 
  Siren Song: 
  Harpies may sing to lure victims to 
  approach them (Saving Throw applies), 
  and their touch is the equivilent of a 
  Charm Person spell (Saving Throw 
  applies). 
  Saving Throw:
  Harpies receive a +2 bonus on saving 
  throws vs spells and magic items.
  Experience Bonus for Dexterity:
  Dexterity is their Prime Attribute 
  which means that a Dexterity score of 
  15+ grants an additional 5% experi-
  ence. 
  HARPY ADVANCEMENT
  21.
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  0
  1
  1
  +0
  13
  3,000
  2
  2
  +1
  12
  6,000
  3
  3
  +2
  11
  12,000
  4
  4
  +2
  10
  24,000
  5
  5
  +3
  9
  
  KoboldS
  Legends and Lore
  In the distant past of Darkfast a global 
  cataclysm destroyed the ancient elf 
  kingdoms and drove the kobolds into 
  deep subterranean warrens from which 
  they rarely emerge. Once creatures of 
  the rocky hills and forests, they have 
  become subterranean creatures of the 
  darkness.
  Kobold Biology
  Kobolds are scaly dog-like humanoids 
  related to goblins and other goblinoid 
  races that were driven underground 
  during the great ancient cataclysm. 
  Unlike other goblinoid races, however, 
  Kobolds have tails. 
  Reproduction
  Unlike other goblinoids, kobolds hatch 
  from eggs that fertilized females lay 
  once a year. These eggs are soft and 
  leathery and must be kept safe and 
  warm by the mother or a nursemaid. 
  Kobolds are mostly 
  hairless except for 
  sparse, coarse hair 
  that grows on their 
  tails. A kobold is considered mature 
  after their seventh birthday and 
  female kobolds will begin laying eggs 
  sometime before their eighth birthday. 
  Kobold ‘litters’ range in number from 
  two to five eggs, often only one or 
  two survives the hatching experience. 
  Kobolds mature and age twice as fast 
  as humans. It is quite rare for a kobold 
  to live past the age of 20. Some ancient 
  kobolds have been known to live 
  past the age of 50, often with magical 
  assistance. 
  Appearance
  Kobolds average 50-60 pounds and 
  rarely grow larger than 3.5 feet. They 
  have digitigrade legs, large feet, small 
  horn arrays known as crests on their 
  heads and elbows and pointed animal-
  like ears. The crests indicate the 
  individual’s connection to the ancient 
  royal bloodline. A large, overdeveloped 
  crest demands respect from all kobolds. 
  Ear varieties denote the career or class 
  the kobold is best suited for. Warriors 
  and labourers tend to have short 
  pointed ears. Dream-Weaver mages  
  have long floppy ears. Rare kobolds 
  have freakishly long ears and these are 
  often fabled and powerful magic-users.  
  With their small stature they move as 
  Halflings or Dwarves. 
  Kobolds hatch with bushy tails, but this 
  falls out as the kobold matures and by 
  the time they are eight they have 
  lost most or all of the fur, often 
  only tufts or wiry hairs remain.
  Kobolds call their youth ‘furtails’. 
  Referring to a mature kobold as 
  a furtail is considered one of the 
  greatest insults.  
  22.
  
  Kobold scales are orange and coppery 
  with some green or blue flecks. Local 
  variations and tribal consistencies can 
  vary scale tones towards blue/black or 
  even yellow/orange patterns. The scales 
  are small in some areas (face, chest 
  and stomach) and large in other areas 
  (neck, arms and legs).
  Kobold Society and Culture
  Kobolds do not have particularly 
  close ties to parents or siblings. They 
  consider their chief and tribe first and 
  do not identify with clans or family 
  relationships. The chief is their father 
  and the other members of the tribe are 
  their siblings. This is not to say that 
  kobolds do not make great parents, 
  they just consider child rearing as a 
  collective task. 
  Kobolds rely on other races for supplies 
  of metal or cloth they often dress in 
  furs or skins and wield stone or bone 
  weapons. Wood is not common in 
  subterranean warrens. Armour is 
  usually crafted from animal skins, 
  wood or bone. 
  Rumours and Lies
  There are some sages who claim 
  kobolds are an offshoot draconic race. 
  This rumour is greeted with great 
  mirth among kobolds. The origins of 
  the story are based upon the erroneous 
  connection between kobolds and 
  dragons both laying eggs and having 
  scales.  
  In traditional “mixed” campaigns the 
  kobold character has to tread carefully 
  so as not to incite bigoted wrath from 
  elves or dwarves. Kobolds have a 
  deep and primal hatred of gnomes 
  and halflings and this is often difficult 
  to overcome. The motivation for 
  adventuring must be great enough to 
  overcome these primal urges.
  Kobold Language
  The kobold language (kobo) is often 
  described as sounding like a series 
  of growly yips and barks. Words are 
  short and choppy, rarely exceeding two 
  syllables. 
  It is often difficult to follow Kobold 
  logic because the order of words 
  (syntax) changes to denote emphasis.  
  For example, a kobold excited about 
  discovering treasure might scream, 
  “Treasure find I!”. The personal 
  pronoun is almost always last, perhaps 
  an indication of a deep-seated cultural 
  inferiority complex. There is no past or 
  future tense in Kobold language. They 
  truly live “in the moment.”
  Verbs are always two consonant sounds 
  followed by a vowel sound.  The word 
  for run, for example is fte (pronounced 
  ffut-ee).  Attack is tka (pronounced tu-
  ka).
  Adding to the confusion, there is no 
  sense of singular or plural in Kobold 
  language. The word for tree can 
  mean one tree or all trees or a forest. 
  The slight intonations of the kobold 
  language indicate the specifics to 
  other kobolds, but kobolds get mighty 
  frustrated when other races can’t 
  figure out which tree they are talking 
  about when it seems so obvious to 
  them. There are many regional dialects 
  of kobo including the secret ‘magic’ 
  language used by Dream-Weavers.
  23.
  
  24.
  There is no written language, but the 
  shamans and mages invented a series 
  of mnemonic glyphs and emblems that 
  are used to record information and 
  denote ownership or affiliation.
  KOBOLD FIGHTER
  Kobold Fighters are the foot soldiers 
  of the undergound kingdoms of this 
  subterrainean race. Most fantasy ad-
  venturers have met up with a Kobold 
  Fighter or two skulking around in the 
  dungeon. Kobold Fighters are small, 
  but mighty. 
  Weapon Restrictions:
  Kobold Fighters are trained 
  in the use of all weapons and 
  armour and have no restric-
  tions on what weapon they may 
  wield, despite their small size. 
  Trap Savvy: 
  Kobolds have a knack for in-
  venting and implementing traps. 
  They may spot and disarm traps, 
  just as a thief, but may also set traps 
  and create mechanical devices out of a 
  variety of handy items. Roll the num-
  ber or lower on 1d6 for Trap Savvy as 
  indicated by the Advancement Table. 
  Light Aversion: 
  Kobolds operate at a -1 penalty to all 
  attacks and Saving Throws when they 
  are in full sunlight. 
  Nightvision: 
  See in darkness up to 60 feet. 
  Small Target
  Giants, ogres, and similar giant-type 
  creatures such as trolls are not good at 
  fighting small creatures and only inflict 
  half the normal damage against them.
  Hatred: 
  Kobolds hate Gnomes and Halflings, 
  and are hated by Elves and Dwarves. 
  Saving Throw:
  Kobold Fighters receive a +2 bonus on 
  saving throws vs death and poison.
  Experience Bonus for Strength:
  Strength is thier Prime Attribute which 
  means that a Strength score of 15+ 
  grants an additional 5% experience. 
  Kobold Fighter 
  ADVANCEMENT
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  Trap 
  Savvy
  0
  1
  1
  +0
  13
  2
  2,500
  2
  2
  +1
  12
  2
  5,000
  3
  3
  +2
  11
  2
  10,000
  4
  4
  +2
  10
  3
  20,000
  5
  5
  +3
  9
  3
  
  25.
  KOBOLD DReam-weaver
  The Kobold Diety is considered to be 
  asleep in the heart of the world. To 
  serve the “One Who Dreams” is to 
  serve the heart of the world. Much 
  weight is given to the interpretation 
  of dreams as kobolds believe that the 
  creator communicates through dreams. 
  Dream-Weavers are magic-users who 
  use thier connection to the alternate 
  reality of dreams to shape reality to 
  their whims. Magically adept Kobolds 
  have large, floppy ears. 
  Weapon Restrictions:
  Dream-Weavers may wear no armour 
  and are limited to light weapons 
  like daggers and staves.  
  Magic Spells: 
  Kobold Dream-Weavers may learn 
  and cast standard Magic-User 
  spells, but are, in reality altering 
  the shape of reality to mimic the 
  dreams of their sleeping god. Stan-
  dard Magic-User rules apply 
  for spell lists and casting. 
  Light Aversion: 
  Kobolds operate at a -1 pen-
  alty to all attacks and Saving 
  Throws when they are in full 
  sunlight. 
  Nightvision: 
  See in darkness up to 60 feet. 
  Small Target
  Giants, ogres, and similar 
  giant-type creatures such as 
  trolls are not good at fighting 
  small creatures and only 
  inflict half the normal damage 
  against them.
  Hatred: 
  Kobolds hate Gnomes and Halflings, 
  and are hated by Elves and Dwarves. 
  Saving Throw:
  Kobold Dream-Weavers receive a +2 
  bonus on saving throws vs spells and 
  magic items.
  Experience Bonus for Intelligence:
  Intelligence is their Prime Attribute 
  which means that an Intelligence score 
  of 15+ grants an additional 5% experi-
  ence. 
  Kobold Dream-Weaver 
  ADVANCEMENT
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  1
  2
  3
  0
  1
  1
  +0
  14
  1 -
  -
  3,500
  2
  1+1
  +0
  13
  2 -
  -
  7,000
  3
  2
  +0
  12
  3 1 -
  14,000
  4
  2+1
  +0
  11
  4 2 -
  28,000
  5
  3
  +1
  10
  4 2 1
  Spells
  
  26.
  KOBOLD THIEF
  Kobold Thieves are trap experts. They 
  not only do what human thieves are 
  able to do with Thievery, but they 
  do it so much better. A Kobold Thief 
  brings an almost fanatical drive to their 
  activities. The Kobold god, slumbering 
  at the centre of the earth was said to 
  have stolen the earth from the creator 
  god in order to have a play-thing. As a 
  punishment, the thief god was cursed 
  with eternal slumber, trapped within 
  the very object they had tried to steal. 
  It is a warning to all Kobold Thieves 
  to remain honourable and not get too 
  greedy. Kobold Thieves have a reputa-
  tion of trustworthiness and profession-
  alism. 
  Weapon Restrictions:
  Kobold Thieves may wear up to leather 
  armour and are limited to light 
  weapons like daggers and staves.  
  Backstab: 
  When a Kobold Thief attacks a 
  target who is unaware of their pres-
  ence, the Kobold Thief gains a +2 
  Base Hit Bonus. Successful attacks 
  allow them to roll weapon damage 
  twice. 
  Thievery: 
  This ability is used for many different 
  stealthy actions such as picking pock-
  ets and locks, finding and deactivating 
  traps, moving silently and hiding and 
  even climbing sheer surfaces without 
  equipment. Kobold Thieves are par-
  ticularly adept at these tasks. 
  Light Aversion: 
  Kobolds operate at a -1 penalty to all 
  attacks and Saving Throws when they 
  are in full sunlight. 
  Nightvision: 
  See in darkness up to 60 feet. 
  Small Target
  Giants, ogres, and similar giant-type 
  creatures such as trolls are not good at 
  fighting small creatures and only inflict 
  half the normal damage against them.
  Hatred: 
  Kobolds hate Gnomes and Halflings, 
  and are hated by Elves and Dwarves. 
  Experience Bonus for Dexterity:
  Dexterity is their Prime Attribute 
  which means that a Dexterity score of 
  15+ grants an additional 5% experi-
  ence. 
  KOBOLD THIEF 
  ADVANCEMENT
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  Thievery
  0
  1
  1
  +0
  13
  2
  2,500
  2
  1+1
  +0
  12
  3
  5,000
  3
  2
  +0
  11
  3
  10,000
  4
  2+1
  +1
  10
  4
  20,000
  5
  3
  +1
  9
  4
  
  MUDDLEFLOGS
  Legends and Lore
  Muddleflogs were once simple frogs 
  plucked from the ooze and magically 
  altered to be servants for the Elven 
  Empire over 3,000 years ago. They are 
  not treated as equals by most other 
  races, especially High Elves. Wood 
  Elves have done much to assist them 
  and bridge the differences between 
  their races. 
  Appearance
  Muddleflogs are bumbling amphibian 
  humanoids. They average 300 pounds 
  and grow as large as than 8 feet. They 
  have unwebbed hands and feet, but 
  are still powerful swimmers. They also 
  have strong legs and are able to jump 
  twice as far as humans. 
  Muddleflog Society and Culture
  Muddleflogs are organized by clans 
  and have a strict class 
  system, ruled by a 
  Great King or Queen. 
  Most Muddleflogs 
  are found in the swamps of Riesk to 
  the east, but over the years since the 
  fall of the Elven Empire, they have 
  moved into every kingdom of the 
  land. Muddleflogs are very superstious 
  and obsess over the strangest things. 
  Muddleflogs also have a strong and 
  unfounded hatred of Lizardmen. 
  Rumours and Lies
  People avoid touching Muddleflogs 
  to avoid catching warts. This fear is 
  entirely baseless, but it never hurts 
  to wash your hands after touching a 
  Muddleflog, just in case. 
  Muddleflog Language
  Muddleflogs speak in croaks and 
  grunts. Their language is simple and 
  they lack the cultural and mental 
  capacity to process complex concepts 
  such as metaphors or irony. They think 
  they are taking everything seriously, 
  but they come across as hysterical to 
  most other races in the kingdoms.   
  
  28.
  MUDDLEFLOG FIGHTER
  Muddleflogs were created to be simple 
  grunts used to carry supplies, build 
  structures and act as an expendable 
  army.  A Muddleflog Fighter are fabled 
  for their powerful strikes and epic 
  bravery in battle. 
  Weapon Restrictions:
  Trained in battle, Muddleflog fighters 
  are trained to use any combination of 
  weapons and armour. 
  Powerful Strikes:  
  Muddleflog Fighters add +2 to all dam-
  age rolls made in melee combat. 
  Powerful Hop: 
  Muddleflogs can leap twice as far as 
  humanoids of comparible size. They 
  move 9 on land and in water and hop 
  18. 
  Hide: 
  Despite their large size, Muddleflogs 
  are very good at hiding. They can re-
  main unseen on a 3 or lower on 1d6. 
  Amphibian: 
  Muddleflogs can survive and move in 
  water just as well as they can on land. 
  They prefer living on land because they 
  lack webbed hands and feet. 
  Hatred: 
  Muddleflogs have an unfounded hatred 
  of Lizardmen. 
  Saving Throw:
  Muddleflog Fighters receive a +2 bonus 
  on saving throws vs death and poison.
  Experience Bonus for Strength:
  Strength is their Prime Attribute which 
  means that a Strength score of 15+ 
  grants an additional 5% experience. 
  MUDDLEFLOG FIGHTER 
  ADVANCEMENT
  MUDDLEFLOG mage 
  Muddleflogs were never thought to be  
  bright enough to read, let alone read 
  magic and cast spells. The lasting influ-
  ence of the Elven transformation magic 
  has imbued the Muddleflogs with a 
  powerful knack for magic. Muddleflog 
  Mages are even more idosyncratic and 
  eccentric than standard Muddleflogs. 
  They speak to multiple invisible com-
  panions and claim to tap their power 
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  0
  1
  1+2
  +0
  13
  3,000
  2
  2+2
  +1
  12
  6,000
  3
  3+2
  +2
  11
  12,000
  4
  4
  +2
  10
  24,000
  5
  5
  +3
  9
  
  29.
  when casting spells. Muddleflog Mages 
  have one invisble companion for every 
  spell they know. It is not very clear if 
  the companions are real or imagined, 
  but everyone, even the Muddleflog 
  seems to agree that they don’t exist. 
  Weapon Restrictions:
  Muddleflog Mages may only use light 
  weapons such as knives or staves and 
  are not able to wear armour. 
  Magic Spells: 
  Muddleflog Mages may learn and cast 
  standard Magic-User spells as per stan-
  dard White Box rules. 
  Powerful Hop: 
  Muddleflogs can leap twice as far as 
  humanoids of the same size. They 
  move 9 on land and in water and 
  hop 18. 
  Hide: 
  Despite their large size, Muddle-
  flogs are very good at hiding. They 
  can remain unseen on a 3 or 
  lower on 1d6. 
  Amphibian: 
  Muddleflogs can survive and 
  move in water just as well as they can 
  on land. They prefer living on land be-
  cause they lack webbed hands and feet. 
  Hatred: 
  Muddleflogs have an unfounded hatred 
  of Lizardmen. 
  Saving Throw:
  They receive a +2 bonus on saving 
  throws vs spells and magic items.
  Experience Bonus for Wisdom:
  Wisdom is their Prime Attribute which 
  means that a Wisdom score of 15+ 
  grants an additional 5% experience. 
  MUDDLEFLOG Mage 
  ADVANCEMENT
  MUDDLEFLOG THIEF 
  Muddleflogs seem to lack a sense of 
  personal property, investing their at-
  tention to one or two “fetish” objects 
  that they carry with them everywhere.
  Despite this lack of avarice, Muddle-
  flogs are really good at stealing things.  
  Weapon Restrictions:
  Muddleflog Thieves may wear up to 
  leather armour and are limited to light 
  weapons like daggers and staves.  
  Backstab: 
  When a Muddleflog Thief attacks a tar-
  get who is unaware of their presence, 
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  1
  2
  3
  0
  1
  1
  +0
  14
  1 -
  -
  3,500
  2
  1+1
  +0
  13
  2 -
  -
  7,000
  3
  2
  +0
  12
  3 1 -
  14,000
  4
  2+1
  +0
  11
  4 2 -
  28,000
  5
  3
  +1
  10
  4 2 1
  Spells
  
  30.
  the Muddleflog Thief gains a +2 Base 
  Hit Bonus. Successful attacks allow 
  them to roll weapon damage twice. 
  Thievery: 
  This ability is used for many different 
  stealthy actions such as picking pock-
  ets and locks, finding and deactivating 
  traps, moving silently and hiding and 
  even climbing sheer surfaces without 
  equipment. Muddleflog Thieves are 
  particularly adept at these tasks and 
  are much better at hiding than regular 
  thieves. 
  Powerful Hop: 
  Muddleflogs can leap twice as far as 
  humanoids of the same size. They 
  move 9 on land and in water and 
  hop 18. 
  Hide: 
  Despite their large size, Muddleflogs 
  are very good at hiding. They can 
  remain unseen on a 4 or lower on 
  1d6. This is above and beyond their 
  Thievery ability. 
  Amphibian: 
  Muddleflogs can survive and move in 
  water just as well as they can on land. 
  They prefer living on land because they 
  lack webbed hands and feet. 
  Experience Bonus for Dexterity:
  Dexterity is their Prime Attribute 
  which means that a Dexterity score of 
  15+ grants an additional 5% experi-
  ence. 
  MUDDLEFLOG THIEF 
  ADVANCEMENT
  REVENANT
  Revenants are undead, brought back 
  by necromancers to take revenge on a 
  specific target. They are terrifying, tire-
  less opponents who are more than just 
  reanimated corpses, they retain their 
  personalities, skills and memories. As 
  a Revenant, they possess a revenge 
  power, gaining temporary benefits 
  attacking one chosen target per day. 
  Unlike living characters, Revenant do 
  not heal damage, they must feed on the 
  life force of the targets of their revenge. 
  They may only do this every 24 hours, 
  righting some specific wrong, prefer-
  ably for the benefit of another person. 
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  Thievery
  0
  1
  1
  +0
  13
  2
  3,500
  2
  1+1
  +0
  12
  2
  7,000
  3
  2
  +0
  11
  2
  14,000
  4
  2+1
  +1
  10
  3
  28,000
  5
  3
  +1
  9
  3
  
  31.
  Weapon Restrictions:
  Thre are no weapon or armour restric-
  tions for Revenants. 
  Vengence: 
  Revenants can focus on one target 
  every 24 hours. Usually they choose a 
  target at the request of another person 
  as this heals their damage. All attacks 
  on that target are +2 Bonus for the rest 
  of the day. 
  Nightvision: 
  See in darkness up to 60 feet. 
  Sunlight Allergy: 
  Revenants take 1d6 damage for every 
  turn they are exposed to direct sun-
  light. If they cover themselves totally in 
  heavy cloth they may travel in sun-
  light, but it takes total concentration 
  to keep themselves covered. Revenants 
  in indirect sunlight operate at -1 to all 
  attacks and Saving Throws. This is due 
  to the pain they experience from even 
  indirect sunlight.  
  Undead Body 
  Revenants cannot heal as living crea-
  tures heal. Their organs, including their 
  heart, are dessicated husks in their 
  lifeless bodies. They are animated by 
  necromantic magic. They may heal 
  using magic potions or healing spells, 
  but usually rely on enacting vengence 
  on a living being. They gain 1d6+1 Hit 
  Points from taking the lives of their 
  target of vengence. If the target is killed 
  for real revenge, the number of Hit 
  Points healed is doubled. 
  Immunities:
  Revenants are immune to sleep spells, 
  toxins, and disease.
  Saving Throw:
  Revenants receive a +2 bonus on saving 
  throws vs death and poison.
  Experience Bonus for Constitution:
  Constitution is the Prime Attribute for 
  Revenants which means that a Consti-
  tution score of 15+ grants an additional 
  5% experience. 
  REVENANT ADVANCEMENT
  Experience
  Level
  Hit 
  Dice
  To 
  Hit
  Saving 
  Throw
  0
  1
  1
  +0
  13
  3,000
  2
  1+1
  +1
  12
  6,000
  3
  2
  +2
  11
  12,000
  4
  2+1
  +2
  10
  24,000
  5
  3
  +3
  9
  
  DESIGNATION OF PRODUCT IDENTITY
  Okumarts Games is copyright 2011, David Okum. The 
  Okumarts Games logo is copyright 2011, David Okum.
  All art is copyright 2017, David Okum 
  Darkfast Classic Fantasy Class Compendium by David Okum, 
  copyright 2017 David Okum.
  COPYRIGHT NOTICE
  The introduction, art and flavor or descriptive text in this 
  product is Copyright of Okumarts Games © 2017 and is not 
  open content.
  DESIGNATION OF OPEN CONTENT
  All rules, charts, and house rules are open content.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 
  All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the 
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  System Reference Document Copyright 2000-2003, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Wil-
  liams, Rich Baker, Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. 
  Finch.
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 
  2008-2011 Matthew J. Finch.
  White Box Fantastic Medieval Adventure Game, copyright 2016, 
  Charlie Mason
  Darkfast Classic Fantasy Class Compendium by David Okum, 
  copyright 2017 David Okum.
  1.
  
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