TEXT: 1
  
  White Box companion II
  Optional Character Classes 
  for Swords & Wizardry WhiteBox 
  Written by
  James M. Spahn
  Art by
  Joe J. Calkins
  Published by
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks 
  of Matthew J. Finch. Barrel Rider Games is not affiliated with Matthew J. Finch 
  or Mythmere Games™. This product is compatible with the rules of Swords & 
  Wizardry: WhiteBox. 
  2
  
  Table of Contents
  Acrobat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4
  Barbarian  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5
  Cavalier. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  7
  Duelist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
  Jester. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Introduction
  There was a time when dragons ruled magazine racks and each 
  month gamers would flock to their local game or comic shop and see what 
  the greatest minds in tabletop roleplaying games had brought to life this 
  time around. One of the most popular articles featured in these magazines 
  were NPC Classes.
  But let's be honest – we all wanted to use them for our own player 
  characters. That's exactly what White Box Companion II does. It harkens back 
  to the good ol' days and takes the diversity out of the hands of non-player 
  characters and provides new options for players. So whether it's a nimble 
  acrobat, savage barbarian, noble cavalier, deft duelist or foolish jester, 
  there's sure to be something in these pages to remind you of the good old 
  days and help bring that spirit to your next Swords & Wizardry WhiteBox 
  game!
  3
  
  Acrobat
  Whether daredevils, thrill-seekers, or physical performers, the 
  acrobat is able to accomplish physical tasks that are unbelievable for other 
  humans. Acrobats are agile, strong and have honed their bodies to 
  accomplish amazing things. They are capable of walking the width of a rope, 
  tumbling from high buildings without injuring themselves and leaping 
  distances that most would believe impossible.
  Acrobats take up the call to adventure in order to test their skills and 
  hone their bodies. They often desire both fame and fortune, which can be 
  found in a life of exploring the forgotten places of the world. The risks 
  associated with exploring dark, forgotten places of the world are not so 
  terrifying to a man who can leap from the apex of a castle tower and 
  disappear into the night without tools, noise or injury to himself
  Table 1: Acrobat Advancement
  Level
  XP
  HD
  BHB
  ST
  Acrobatics
  1
  0
  1
  +0
  14
  1
  2
  1,250
  1+1
  +0
  13
  1
  3
  2,500
  2
  +0
  12
  2
  4
  5,000
  2+1
  +1
  11
  2
  5
  10,000
  3
  +1
  10
  3
  6
  20,000
  3+1
  +2
  9
  3
  7
  40,000
  4
  +2
  8
  4
  8
  80,000
  4+1
  +3
  7
  4
  9
  160,000
  5
  +4
  6
  5
  10
  320,000
  5+1
  +5
  5
  5
  Weapon/Armor Restrictions: Acrobats are agile, traveling lightly. They 
  prefer to avoid combat. They may use the club, dagger, quarterstaff, short 
  bow, shot sword, and sling and may wear leather armor. They do not use 
  shields.
  Acrobatics: Acrobats are capable of amazing physical feats. When using this 
  ability they roll 1d6. If the roll is equal to or below their rating in Acrobatics 
  they are successful. This ability can be used to make a standing jump at a 
  distance or height of five feet, plus their level or a running jump twice that 
  4
  
  distance. When using a ten foot pole to assist in these jumps they add an 
  additional ten feet to distance. This ability also allows them to walk along 
  narrow ledges or tightropes when used successfully, as well as scale sheer 
  surfaces without the aid of tools. Finally a successful Acrobatics roll allows 
  them to reduce damage from a fall of up to 50 feet to a mere 1d6 points.
   
  Saving Throw: Acrobats receive a +2 bonus to any saving throw made to 
  reduce or avoid the effects of any trap, magical or mundane.
  XP Bonus for Dexterity: This class bonus is due to a high dexterity.
  House Rule: Thief-Acrobat
  With the referee's permission, acrobats may also be skilled thieves 
  and may use their Acrobatics skill to accomplish any number of clandestine 
  or stealth-based actions. From picking pockets or locks, discovering and 
  disarming traps, remaining silent and hidden – these talents are reflected in 
  the ability of Acrobatics. The referee has the final say as to whether an action 
  falls under the purview of acrobatics or not. Acrobats are not often aware of 
  when their attempts to remain stealthy fail, and the Acrobat always believes 
  he is successful. When an Acrobat fails using this ability while free-climbing 
  a wall or disarming a trap, they can endanger themselves with either a great 
  fall or by being in the path of a poisonous dart or concealed trap.
  Barbarian
  Barbarians are savage warriors who have not been softened by the 
  civilized world. They are fearsome warriors with a particular distrust of 
  magic and those who wield it. They know no fear in battle, cleaving enemies 
  in two with their swords and axes, leaving woe and carnage in their wake.
  A barbarian serves as a front line combatant in an adventuring party, 
  forgoing any attempts at subtlety – the only solution they see lay on the 
  sharpened edge of their axe. They typically shun villages and hate urban 
  cities and formal religious temples, instead longing to dwell in the wild 
  places of the world where they have only the strength of the arm and the 
  mettle of their mind to tame the land.
  5
  
  Table 2: Barbarian Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  15
  2
  2,500
  2+1
  +1
  14
  3
  5,000
  3+1
  +2
  13
  4
  10,000
  4+1
  +2
  12
  5
  20,000
  5+1
  +3
  11
  6
  40,000
  6+1
  +4
  10
  7
  80,000
  7+1
  +4
  9
  8
  160,000
  8+1
  +5
  8
  9
  320,000
  9+1
  +6
  7
  10
  640,000 10+1
  +6
  6
  Weapon/Armor Restrictions: Barbarians shun the use of ranged weapons, 
  seeing them as coward's tools. They can wield any melee weapon but may 
  only wear leather armor. They can use shields.
  Keen Instincts: Barbarians can detect and concealed doors easier than 
  other humans. They are able to discover secret and hidden doors on a 1-4 on 
  1d6 and may even notice such a door simply by passing near it if they roll 1-
  2 on 1d6. They cannot be surprised.
  Savage Blows: Barbarians receive +2 to all damage rolls made in melee 
  combat.
  Swift Runner: Barbarians move quicker than other humans and have a 
  movement rate of 15 instead of the standard 12.
  Wilderness Survival: Barbarians are adept at surviving in the wild places of 
  the world and are always able to find food and water to sustain themselves 
  when in the wilderness.
  Saving Throws: Barbarians receive a +2 bonus to all saving throws made to 
  resist spells and magical effects.
  XP Bonus for Constitution: This class bonus is due to a high constitution.
  6
  
  House Rule: Defiler of Magic
  Barbarians have a natural distrust or even hatred of magic items. At 
  the referee's discretion, whenever a Barbarian encounters a magic item 
  while adventuring he has a natural urge to destroy it and must make a 
  saving throw to resist this urge. 
  Cavalier
  Cavaliers are knights in shining armor. Astride great chargers with 
  their banners caught high in the morning breeze, they are the incarnation of 
  chivalry in the world. They are masters of mounted and personal combat, 
  usually serving a liege lord and seeking to bring justice and valor to the 
  world.
  When part of an adventuring company Cavaliers serve as front-line 
  warrior, diplomat and moral compass. They are bound by a code of fealty 
  and honor, expecting no less from those who fight beside them.
  Table 3: Cavalier Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  15
  2
  2,500
  2
  +1
  14
  3
  5,000
  3
  +2
  13
  4
  10,000
  4
  +2
  12
  5
  20,000
  5
  +3
  11
  6
  40,000
  6
  +4
  10
  7
  80,000
  7
  +4
  9
  8
  160,000
  8
  +5
  8
  9
  320,000
  9
  +6
  7
  10
  640,000
  10
  +6
  6
  Weapon/Armor Restrictions: Cavaliers are trained in all forms of weapons 
  and armor – as well as shields. They have no restriction in what weapons 
  they may wield in combat, though they do not regularly use ranged 
  weapons.
  7
  
  Hospitality: When a Cavalier travels to the realm of another lord and 
  announces themselves it is expected that they will be granted hospitality. 
  This includes a place to rest in the local lord's hall or castle, as well as 
  attending meals and feasts. He can also expect that his horse will be 
  attended and that basic accomidations will be provided to those in the 
  Cavalier's retinue.
  Tournament Fighter: Cavaliers are masters in all forms of tournament 
  combat. They receive a +1 bonus to all “to-hit” rolls when wielding a mace, 
  sword, or lance. When fighting with a lance from horseback, they receive +2 
  to damage rolls. A lance has all the qualities of a spear, except that it cannot 
  be used as a ranged weapon.
  Squire (4th): Beginning at 4th level, the Cavalier attracts the service of a st 
  level fighter to serve as his squire. The squire will tend to his steed, 
  weapons, and armor, as well as prepare his meals. 
  Saving Throws: Cavaliers receive a +2 bonus to all saving throws made ot 
  resist fear.
  House Rule: Fealty
  At the referee's discretion, a Cavalier must swear fealty to a noble 
  lord who holds a castle and large tract of land. The Cavalier is expected to 
  follow the command of his liege lord and if he breaks his vow of service, he 
  cannot make use of his Hospitality ability.
  House Rule: Arms & Equipment
  With the referee's permission Cavaliers may begin play with the 
  following equipment for free: chain mail, dagger, mace, riding horse, and a 
  long sword. These are either gifts from his liege lord or prizes won in a 
  previous tournament. They are never magical.
  8
  
  Duelist
  Armed with only a sword and wearing the lightest of armor, a Duelist 
  relies on lightning reflexes and skill to bring him victory in battle. Duelists 
  are master swordsmen who forgo the use of armor or ranged weapons and 
  instead choose to master a single weapon. They are often arrogant, though 
  possesses the skill to back up their bravado. With only a sword in their hand 
  they are as deadly as any warrior in heavy armor wielding a battle axe or 
  polearm – and often twice as fast.
  Duelists serve a similar purpose as a fighter in most adventuring 
  parties, literally living and dying by their sword. Their focused training 
  grants them unmatched ability with a blade, but can leave them unable to 
  defend themselves if they find themselves without a sword.
  Table 4: Duelist Advancement
  Level
  XP
  HD
  BHB
  ST
  AC
  1
  0
  1+1
  +0
  15
  0
  2
  2,500
  2
  +1
  14
  1
  3
  5,000
  3
  +2
  13
  1
  4
  10,000
  4
  +2
  12
  2
  5
  20,000
  5
  +3
  11
  2
  6
  40,000
  6
  +4
  10
  3
  7
  80,000
  7
  +4
  9
  3
  8
  160,000
  8
  +5
  8
  4
  9
  320,000
  9
  +6
  7
  4
  10
  640,000
  10
  +6
  6
  5
  Weapon/Armor Restrictions: Duelists are very narrowly trained when it 
  comes to weaponry and armor. They are only able to wield clubs, daggers, 
  long swords and short swords in combat and may only wear leather armor. 
  They do not use shields.
  Armor Class Bonus: Duelists are agile and light-footed, receiving a bonus to 
  their armor class based on their level as denoted on Table 4: Duelist 
  Advancement.
  9
  
  Lightning Reflexes: Duelists are only surprised on a roll of 1 on 1d6 when 
  rolling for surprise at the beginning of combat.
  Master Swordsman: Duelists receive +2 to their “to-hit” and damage rolls 
  when wielding a long sword or short sword.
  Saving Throw: Duelists receive a +2 bonus to any saving throw made to 
  reduce or avoid the effects of any trap, magical or mundane.
  XP Bonus for Dexterity: This class bonus is due to a high dexterity.
  House Rule: Florentine Fighter
  With the referee's permission, a Duelist may fight with short sword 
  or dagger in their off hand. This grants him a second attack each combat 
  round, with the damage inflicted determined by the weapon wielded.
  Jester
  Call them fools, call them pranksters, call them buffoons – the jester 
  is most often found in the courts of kings to serve as entertainment. But 
  their unique skill set can be put to unique use and more than one jester has 
  found himself in an adventuring party after making a particularly sharp jape 
  at a noble who will suffer no fools in their presence.
  Jesters are often regarded as a nuisance or liability to an adventuring 
  party, but their ability to enrage and distract foes can turn the title of battle 
  and they are welcomed by downtrodden peasants who are long overdue for 
  a bit of mirth and merriment.
  10
  
  Table 5: Jester Advancement
  Level
  XP
  HD
  BHB
  ST
  1st Level 
  Spells
  2nd Level 
  Spells 
  3rd Level 
  Spells
  Foolery
  1
  0
  1
  +0
  13
  -
  -
  -
  1
  2
  2,000
  1+1
  +0
  12
  1
  -
  -
  1
  3
  4,000
  2
  +0
  11
  2
  -
  -
  2
  4
  8,000
  2+1
  +1
  10
  2
  1
  -
  2
  5
  16,000
  3
  +1
  9
  2
  2
  -
  3
  6
  32,000
  3+1
  +2
  8
  2
  2
  1
  3
  7
  64,000
  4
  +2
  7
  2
  2
  2
  4
  8
  128,000 4+1
  +3
  6
  3
  2
  2
  4
  9
  256,000
  5
  +3
  5
  3
  3
  2
  5
  10
  512,000 5+1
  +4
  4
  3
  3
  3
  5
  Weapon/Armor Restrictions: Jesters are not suited for combat. They may 
  use clubs, daggers, light crossbows, slings, and short swords in combat. They 
  may wear leather armor but do not use shields.
  Foolery: Jesters are trained physical performers. They may use their foolery 
  ability to perform acts of sleight of hand (such as palming a small object and 
  picking pockets), climbing sheer surfaces without tools, tumbling, and even 
  catching or juggling objects which are thrown at them (like daggers or hand 
  axes). When a Jester uses this ability he rolls 1d6 and if the result is equal to 
  or lower than his Foolery rating, he is successful.
  Lucky: Jesters have an uncanny luck. They are only surprised on a 1 on 1d6 
  when rolling for surprise at the beginning of combat and receive a +1 bonus 
  to their Armor Class at all times.
  Spells: Jesters are able to cast spells in a manner similar to a magic-user. 
  They own a book of spells which does not necessarily contain all of the spells 
  on the magic-user spell list. Reading from this book, the Jester presses select 
  spell formula into his mind, effectively “preparing” it to cast. Once a 
  prepared spell is cast, the spell formulae disappears from the Jester's mind, 
  and must be prepared again before another attempt can be made to cast it. 
  However, it is possible to prepare a spell multiple times using the available 
  11
  
  “slots” in the Jester's memory. If a Jester finds spell scrolls during an 
  adventure he can copy them into his spell book.
  Taunt: A Jester can taunt his opponents. When a Jester uses this ability, all 
  enemies within 60' of the Jester who can understand what he is saying 
  become so infuriated that they suffer a -2 penalty on all “to-hit” rolls for the 
  remainder of combat unless they make a successful saving throw. If the 
  Jester is slain during that combat, this effect ends.
  Saving Throws: Jesters receive a +2 bonus to all saving throws made to 
  resist mind-affecting spells like Charm Person or Confusion.
  XP Bonus for Charisma: This class bonus is due to a high charisma.
  House Rule: Mind of Madness
  With the referee's permission, it may be ruled that Jesters are 
  immune to any spells or effects that would cause insanity due to their 
  already slightly fractured minds.
  12
  
  DESIGNATION OF PRODUCT IDENTITY
  Barrel Rider Games™ is copyright 2012, James M. Spahn. The Barrel Rider Games™ logo is copyright 2012, James M. Spahn.
  Some art is copyright 2011, Joe J. Calkins.
  COPYRIGHT NOTICE
  The introduction and flavor or descriptive text in this product is Copyright of Barrel Rider Games © 2015 and is not open content.
  DESGNATION OF OPEN CONTENT
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  13
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Supplemental/White Box Companion 2 Rules for Optional Player Character Classes.pdf