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  PUBLISHER: James Mishler 
             AUTHORS: James Mishler and Jodi Moran-Mishler            With thanks to Ray Sidman for Editorial Assistance 
   
  Find out more information about products from James Mishler Games at http://jamesmishlergames.blogspot.com or e-mail us at 
  jamesmishler@gmail.com. Expanded 20-Level Core Four Classes © 2020 James Mishler. All Rights Reserved. 
   
  For more information on Labyrinth Lord™ and related products or to join the Labyrinth Lord Society, please contact Goblinoid Games on the 
  web at www.goblinoidgames.com. This book is published pursuant to a License from Goblinoid Games. Labyrinth Lord™ is Copyright © 2007-
  2020, Daniel Proctor. Labyrinth Lord™, Advanced Labyrinth Lord™, and Realms of Crawling Chaos™ are trademarks of Daniel Proctor. All 
  Rights Reserved. These trademarks are used under the Labyrinth Lord Trademark License 1.2, available at www.goblinoidgames.com
  
  2 
   
  20-LEVEL EXPANDED CLERIC CLASS 
  Requirements:  
  None  
   
  Attacks As:  
  Cleric 
  Prime Requisite:  
  Wisdom 
   
  Hit Dice:  
  1d6 (1d8 Advanced Edition Option) 
  Racial Limitations: 
  Dwarf 8, Elf 7, Gnome 7, (Halfling 4*), Half-Elf 5 (10*), Half-Orc 4 (8*), Human U (* Optional) 
   
  Clerics have pledged their lives to serve a deity, pantheon of deities, or cosmic force manifested as a deity. To 
  this end, they conduct their lives in a way to further the desires and will of their deities. Clerics may use divine 
  energy in the form of spells, which are granted through prayer and worship. The power and number of cleric 
  spells available to a character are determined by level. Clerics are also trained to fight, and they should be 
  thought of not as passive priests but instead as fighting holy (or unholy) crusaders.  
   
  Armor and Weapons: Clerics can use any form of armor and shields. They may use any weapons except for 
  weapons that have a sharp edge or point. This eliminates weapons such as swords, axes, spears, and arrows, but 
  not slings, maces, or other blunt items. Strict holy doctrine prevents clerics from using any cutting or impaling 
  weapons; in the case of Chaotic and Evil clerics, this is because they may only “spill the blood of enemies” as 
  sacrifices on their dread god’s altar! 
   
  Deus Ex Machina: At 13th level, and only one time each level thereafter (i.e., once at 13th, once at 14th, and so 
  on) the cleric can call for divine intervention on a scale that makes divine intercession (see below) pale by 
  comparison. First, the need for the divine intervention must be extreme – the cause must threaten not merely the 
  cleric or her party; it must be a manifest existential threat to an entire town, city, or kingdom! Second, the realm 
  must be threatened by forces or effects that are inimical to the faith. If the city is being invaded by barbarians 
  who were swindled by the merchants of the town, then too bad for the city and its people! But if the barbarians 
  are invading because they need sacrifices for their frog-demon-god, who is an enemy of the cleric’s deity, then 
  the deity will consider intervention. Finally, the threat has to be something on a scale that cannot be resolved 
  exclusively by heroics on the part of the cleric or known and allied heroes.  
   
  If all these things obtain, then the deity will intervene, in the least-invasive, non-magical way possible. For 
  example, the deity might get an allied god to have her clergy of a neighboring city call for a crusade to attack 
  the barbarians threatening city, and so, an army of crusaders appears over the nearest hill to defend the city. Or 
  perhaps the god causes wildfires to break out in the enemy camp; or earthquakes and locusts. That kind of stuff. 
  Intervention will be sufficiently large, but not seem to be direct interventions, unless absolutely necessary – 
  because such divine interventions on that scale cause the balance of deific powers to shift and can cause all 
  sorts of issues for the deity down the road… some far worse that the disaster threatened by lack of intervention! 
   
  Divine Favor: If a cleric ever falls from favor, due to violating the beliefs of her god, failure to complete a quest, 
  breaking the rules of the hierarchy, or otherwise, the god may impose penalties upon the cleric. These penalties 
  are up to the Labyrinth Lord but may include penalties to attack, to saving throws, or even a minor reduction in 
  to complete loss of spells! The superiors or even deity of the cleric may require completion of a quest followed by 
  absolution before these penalties will be lifted. 
   
  Divine Intercession: At 4th level the cleric has gained enough prestige with their deity to be able to call in “special 
  favors” whenever they have not properly prepared for the challenges of the day. The cleric must say a quick 
  three-round prayer to their deity, calling upon their power in this specific issue, and then rolls the divine 
  intercession die; the Labyrinth Lord then chooses a spell (of any class) of a level equal to the roll or lower, that the 
  deity would choose to grant, that can help the cleric in their current situation. The cleric then must cast the spell 
  within one turn.  
   
  Whatever the level of the resulting spell, the cleric adds the die roll to a tally, and then rolls percentile dice; if the 
  roll is equal to or less than the tally, the cleric’s deity or a subordinate shall call upon the cleric soon thereafter to 
  perform a quest. The nature of the quest depends on how often the cleric calls upon divine intercession and if 
  these calls have been honestly required; call upon one’s deity too often and for frivolous reasons, the more 
  dangerous and difficult the quest! The tally is zeroed out only once the quest is successfully completed. Failure to 
  complete the quest causes the cleric to fall out of favor. 
   
  
  3 
   
  Guardian Angel: According to the Lawful faiths, everyone is assigned a guardian angel to look out after them 
  during their life in the mortal world. In the case of the clergy, these guardian angels are more directly active than 
  otherwise beginning at 5th level. Whenever a cleric (the cleric herself, not a member of the cleric’s party, a friend, 
  or even a family member or loved one) is about to make a gross error, especially in matters theological and 
  canonical, but also dangerous to life or limb, the Labyrinth Lord can intervene by using the cleric’s guardian 
  angel. This intervention is usually subtle, but with the action of an obvious – to the cleric, if not to others – divine 
  hand. If in doubt as to intervention, roll a reaction check for the guardian angel – perhaps she isn’t even watching 
  at the moment, or perhaps she is miffed with her charge’s sinfulness on a negative roll... 
   
  For example, if the cleric were about to step onto a hidden pit trap, the Labyrinth Lord might have the cleric’s 
  guardian angel intervene by opening up the pit before the cleric steps on it; this would not help the cleric’s friend, 
  the thief, if the thief is in front of the cleric and about to step on the pit! These interventions can even take the 
  form of a spell or spell-like effect, as needful. Each time a guardian angel intervenes, roll as per divine intercession 
  for the cleric, and add that to the cleric’s tally, as such assistance is not free by any means! The guardian angel 
  can intervene once per day at 5th level, twice at 9th level, three times at 13th, and four times at 17th. 
   
  In the case of a Chaotic cleric the service is provided by a lesser devil or minor demon, perhaps an imp or even 
  succubus; in the case of a Neutral cleric, by a spirit or elemental. For these, the guardians are looking out for their 
  master’s “investment.” The rules work the same, but such entities and their masters are wont to require less… 
  amenable… services in exchange for their assistance.  
   
  Clerics might even get to know their guardian angels, imps, or elementals by name, and speak and interact with 
  them on a regular basis. They can serve as an endless springboard for adventure opportunities. 
   
  Holy Smite: Once per day starting at 3rd level the cleric can call upon her deity’s holy power (or unholy power) 
  when she hits a target in melee combat. With a successful hit she may expend a memorized spell of any level to 
  cause additional damage (the spell has no other effect); the amount of additional damage depends on the 
  alignment relation between the cleric and target. A Lawful cleric hitting a Chaotic target, or a Chaotic cleric 
  hitting a Lawful target, deals 1d8 points of damage per level of the spell thus expended. A Neutral cleric hitting 
  a Lawful or Chaotic target deals 1d6 points of damage per level of the spell. And a cleric hitting a target of the 
  same alignment deals 1d4 points of damage per spell level. The cleric can perform a holy smite twice per day 
  at 7th, three times at 11th, four times at 15th, and five times at 19th. 
   
  Rituals: At each level 1st to 9th the cleric gains access to a special ritual. Each ritual requires one hour and an 
  expenditure of special materials – oil, incense, wine, holy water, and so forth – of value as listed with the ritual. 
  The rituals have the following effects: 
  • 
  Blessed Gathering (1st level, 1d6 gp): Blessed gatherings include birth or child naming ceremonies, marriages, 
  funerals, and other similar life passages. One or two celebrant(s) gain a +1 bonus to their saving throws for 
  the following month; the deceased gains permanent resistance to rising as undead (may make a saving 
  throw versus Spells to avoid). 
  • 
  Consecrate Items (2nd level, 2d6 gp): This ritual is necessary to consecrate items used during holy rituals of 3rd 
  level or higher, or that are used for weekly or monthly services in the temple. Any ritual using items not properly 
  consecrated automatically fails. It must also be performed to create holy symbols and vials to be filled with 
  holy water (one such item may be consecrated per level of the cleric). 
  • 
  Initiation (3rd level, 3d6 gp): This ritual spiritually aligns a new member of the faithful with their deity or deities, 
  such that the deities and their servants recognize the target as “one of us;” enables the deities to reach out 
  to the target’s mind and soul directly; binds the soul to the deities allowing indirect and subtle influence of 
  the initiate; and upon death informs the deities that the soul awaits their gathering, judgment, and reckoning. 
  An initiation rite can be overridden by a new initiation right into a different faith; failure to be initiated into a 
  new faith means one’s soul is still beholden to the prior deity or deities upon death! 
  • 
  Investiture (4th level, 1d6x5 gp): This ritual elevates a simple initiate of the faith to the level of a clerical acolyte, 
  further binding the target and their soul to the power and will of their deity. This spell is used to confirm a 
  clerical novice as a 1st level cleric, enabling the novice to turn undead and cast spells. 
  • 
  Ordination (5th level, 1d6x10 gp): This ritual is used to elevate a cleric of the faith to the level of a priestess or 
  priest of the faith, with the power to lead shrines and temples; adventuring clerics are not normally ordained, 
  
  4 
   
  as it ties the cleric to a shrine or temple. An ordained priestess has access to the powers and abilities (if any) 
  inherent in a shrine or temple. Usually a cleric must be of at least 3rd level to become a priestess, though 
  sometimes shrines are led by a 1st or 2nd level priestess. 
  • 
  Special Vows (6th level, 1d6x25 gp): This ritual is used to elevate clergy and others to special callings within 
  the faith, such as specially-empowered ranks in the hierarchy (a patriarch may use this ritual to empower a 
  bishop, for example); to elevate leaders of special sub-orders; to empower evangelists, missionaries, and 
  others going to bring the faith unto the unenlightened; and to elevate holy warriors to the ranks of the 
  paladins (or unholy warriors to the ranks of the anti-paladins). Failure to properly anoint such persons often 
  invites in unorthodoxy, heresy, schism, or even apostasy!  
  • 
  Consecrate Grounds (7th level, 50 gp per size): This ritual is used to properly prepare land to be used for holy 
  ceremonies and rituals, or for interment of the dead in catacombs, graveyard, cemetery, or necropolis. Such 
  consecration is usually applied at least twice, once before construction begins and once again when it is 
  complete, but it can be performed multiple times to ensure proper consecration. Shrines and temples are 
  often re-dedicated on an annual basis using this ritual. The cost per size refers to the following scale: base is 
  a roadside shrine, then village shrine/temple, then small town shrine/temple, large town, small city, large city, 
  and metropolis (usually the home temple or grand temple of the faith). In the case of lands consecrated to 
  Law and Good, undead, demons, devils, and other creatures of such ilk generally cannot enter properly 
  consecrated grounds; Holy (Lawful/Good) consecrated grounds continually turn undead and similar 
  creatures at the level of the cleric who performed the consecrate ground ritual. Unholy (Chaotic/Evil) 
  consecrated grounds give undead a bonus to their effective hit dice to resist turning equal to the size of the 
  shrine (small shrine +1 HD, village temple +2 HD, up to grand temple +7.  
  • 
  Excommunication (8th level, 1d6x100 gp): This ritual casts out a member of the faith, making her anathema 
  to all that is holy (or unholy), and unable to benefit from any positive spell cast by a cleric of the faith (thus 
  no cure wounds, cure blindness, raise dead, etc.) The ritual works automatically (no saving throw) if the target 
  has actually performed crimes against the laws of the faith; it fails otherwise, though the cleric casting the 
  ritual will not know this. The excommunication may also carry with it harsh social and legal effects of secular 
  sort, if the faith is powerful in that regard. 
  • 
  Atonement (9th level, 1d6x100 gp): This ritual acts as per the spell, atonement. The spell need not be 
  memorized to cast the ritual form. 
   
  Spellcasting: Clerics may learn, memorize, and cast cleric spells. Clerics do not need to maintain spell books; 
  each morning when they pray for their spells, they choose their spells from the entire cleric spell list, based on the 
  levels they are able to cast. If the cleric is Neutral or Chaotic/Evil, they may memorize certain spells in reversed 
  form, if they so choose; Chaotic/Evil clerics are not required to memorize spells in reversed form. 
   
  Clerics either gain bonus spells or suffer a chance of spell failure based on their Wisdom score, as outlined in 
  Wisdom Table II in the AEC and ALL rules. 
   
  Sphere Spells: At 6th level the cleric gains access to two 1st level spells from the druid, illusionist, and/or magic-user 
  spell lists. These spells are of the sort that fit into the “sphere of influence” of their deity – fire spells for a fire god, 
  water spells for a water god, and so forth. They may be “re-skinned” to fit the spheres of the deity if necessary. 
  The cleric can pray for these two spells as though they were normal cleric spells. The cleric further gains access 
  to two 2nd level spells at 10th, two 3rd level spells at 14th, and two 4th level spells at 18th.  
   
  OPTIONAL (Consult with your Labyrinth Lord): If the cleric reveres a god of war or other god associated with a 
  particular weapon not usually useable by a cleric (sword, spear, dagger, pole-arm, etc.), the cleric may at any 
  time she gains sphere spells delay that acquisition of sphere spells and instead gain the ability to use and 
  proficiency in that specific weapon. Thereafter, the sphere spells gained are one level group behind. For 
  example, if Zayne, the cleric of Zargon, God of War chooses to be able to wield a long sword (the special 
  weapon of Zargon) at 6th level, she gains 1st level sphere spells at 10th level, 2nd at 14th, and 3rd at 18th, and never 
  gains 4th level sphere spells. 
   
  Turn Undead:  Clerics have the ability to turn undead. The potency of this ability is determined by level. The cleric 
  is able to call upon the name and power of her deity, and prominently present her holy symbol, to repel, and 
  
  5 
   
  even destroy, undead. The undead must be within 60 feet of the cleric, and the cleric must face the most 
  powerful or largest number of undead directly. Turned undead will leave the area by any means they can and 
  will not attempt to harm or make contact with the cleric (other party members, though, are another 
  consideration). Turned undead flee at best speed for 3d4 rounds; at the end of that time, they must make morale 
  check. If they fail the morale check, they may not return to bother the cleric for 24 hours; if they succeed, they 
  may return, but are subject to once again being turned by the cleric. 
   
  On the Turning Undead table (below), there will be a dash, a “T”, a “D”, or a number corresponding to the HD of 
  an undead creature and the level of the cleric. A dash means that the cleric has not attained high enough level 
  to turn the undead type. A “T” means that the cleric automatically turns the undead, and a “D” means that the 
  undead will be destroyed automatically. A number indicates that the player must roll that number or higher on 
  2d6 in order to turn the undead. 
   
  If this roll is successful, or there is a “T” in the chart, the player rolls 2d6 again and the result equals the number of 
  total hit dice of undead creatures turned. A “D” in the chart requires the same roll to determine how many HD of 
  undead are destroyed. A “D#” in the chart indicates to roll that number of six-sided dice (d6’s) to determine how 
  many HD of undead are destroyed, instead of 2d6 – thus 3d6, 4d6, 5d6, or even 6d6 hit dice. No matter what the 
  dice roll result, at least one undead creature will always be turned or destroyed, as appropriate, on a successful 
  use of turn undead. 
   
  Chaotic/Evil clerics have the option to control undead rather than turning undead. If the effect would be turning 
  or destruction, the indicated number of hit dice of undead become the cleric’s servants (skeletons and zombies 
  serve without intelligence, others serve out of fear, sometimes respect). The cleric can have no more hit dice of 
  undead controlled in this fashion than twice her level (thus 2 HD at 1st level, 10 HD at 5th level, and so on). When 
  new undead are controlled and the total number of hit dice is too high, the cleric determines which undead to 
  release from service. Undead released in this fashion must make a morale check; failure indicates they must flee, 
  as though they were turned; if they succeed they may stay and exact revenge on their erstwhile master or, if 
  treated well (and intelligent) they may remain with the cleric out of loyalty (Loyalty/Reaction check). 
   
  A cleric may attempt to turn or control a specific group of undead once per round until all the undead have 
  been affected or the cleric fails an attempt; once an attempt fails, the cleric may no longer attempt to turn 
  those undead, and remaining undead must be fought or otherwise dealt with! If, during a battle, another group 
  of undead joins in, the cleric may attempt to turn or control that group separately. If a group of undead is mixed, 
  with different types, the lowest hit dice undead are turned first, and must all be turned before higher-hit die 
  undead may be turned.  
   
  For example, Pardia the Holy, a 4th level cleric, and her party encounter a group of 12 skeletons (1 HD) led by 
  three ghouls (turned as 3 HD, counted as 2 HD) and a ghast (4 HD). The first two turn attempts automatically 
  succeed against the skeletons; the first turns 9 HD for 9 skeletons; the second attempt turns 8 HD for the remaining 
  3 skeletons, but the extra hit dice cannot be used against the ghouls or ghast. Pardia must roll a 5 on 2d6 to turn 
  the ghouls; she succeeds with a 7 and turns 2d6 HD – a roll of 12 hit dice, which turns all three ghouls, but again, 
  does not affect the ghast. Pardia rolls snake-eyes on her turn attempt against the ghast, needing a 7, and fails 
  to turn the creature – which has already ravaged half her party! 
   
  Reaching 9th Level:  At 9th level a cleric may establish or build a religious stronghold. Provided the cleric is currently 
  in good favor with her god, she may buy or build a stronghold at half the normal price due to divine intervention 
  and the donations of the faithful. Once a stronghold is established, the cleric’s reputation will spread and she will 
  attract followers from among the faithful who can defend the stronghold and, perhaps, enforce the will of the 
  cleric and her deities on the local countryside. 
   
  NOTE: I have always felt that the lack of opportunity for halflings to be clerics, and the low level limit of half-elf 
  and half-orc clerics, has been due to the strange and convoluted history of allowing non-human clergy in the 
  game. Thus, above I indicate that at the option of the Labyrinth Lord, it may be possible for halflings to advance 
  as clerics up to 4th level, and half-elves and half-orcs to advance to double the normal levels (10 and 8, 
  respectively). 
   
  
  6 
   
  Cleric Level Progression 
  Experience 
  Level 
  Hit Dice (1d6) 
  Special Abilities 
  0 
  1 
  1 
  Ritual (Blessed Gathering), Spellcasting, Turn Undead 
  1,565 
  2 
  2 
  Ritual (Consecrate Items) 
  3,125 
  3 
  3 
  Ritual (Initiation), Holy Smite 1/day 
  6,251 
  4 
  4 
  Ritual (Investiture), Divine Intercession 1d3 
  12,501 
  5 
  5 
  Ritual (Ordination), Guardian Angel 1/day 
  25,001 
  6 
  6 
  Ritual (Special Vows), Sphere Spells 1st level 
  50,001 
  7 
  7 
  Ritual (Consecrate Grounds), Holy Smite 2/day 
  100,001 
  8 
  8 
  Ritual (Excommunication), Divine Intercession 1d4 
  200,001 
  9 
  9 
  Ritual (Atonement), Can Build Stronghold, Guardian Angel 2/day 
  300,001 
  10 
  +1 hp only* 
  Sphere Spells 2nd level 
  400,001 
  11 
  +2 hp only * 
  Holy Smite 3/day 
  500,001 
  12 
  +3 hp only * 
  Divine Intercession 1d6 
  600,001 
  13 
  +4 hp only * 
  Guardian Angel 3/day, Deus Ex Machina 
  700,001 
  14 
  +5 hp only * 
  Sphere Spells 3rd level 
  800,001 
  15 
  +6 hp only * 
  Holy Smite 4/day 
  900,001 
  16 
  +7 hp only * 
  Divine Intercession 1d8 
  1,000,001 
  17 
  +8 hp only * 
  Guardian Angel 4/day 
  1,100,001 
  18 
  +9 hp only * 
  Sphere Spells 4th level 
  1,200,001 
  19 
  +10 hp only * 
  Holy Smite 5/day 
  1,300,001 
  20 
  +11 hp only * 
  Divine Intercession 1d10 
  *Hit point modifiers from constitution are ignored 
   
  Cleric Spell Progression 
   
  Spell Level 
  Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  8 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  10 
  5 
  4 
  3 
  3 
  2 
  - 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  12 
  5 
  5 
  4 
  3 
  3 
  2 
  - 
  13 
  6 
  5 
  4 
  4 
  3 
  2 
  - 
  14 
  6 
  5 
  5 
  4 
  3 
  3 
  - 
  15 
  7 
  6 
  5 
  4 
  4 
  3 
  1 
  16 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  17 
  8 
  7 
  6 
  5 
  4 
  4 
  2 
  18 
  8 
  7 
  6 
  5 
  5 
  4 
  3 
  19 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  20 
  9 
  8 
  7 
  6 
  5 
  5 
  3 
   
  Cleric Saving Throws 
   
  Class 
  Level 
   
  Breath 
  Attacks 
  Poison or 
  Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or  
  Spell-like 
  Devices 
  1-4 
  16 
  11 
  14 
  12 
  15 
  5-8 
  14 
  9 
  12 
  10 
  12 
  9-12 
  12 
  7 
  10 
  8 
  9 
  13-16 
  8 
  3 
  8 
  4 
  6 
  17+ 
  6 
  2 
  6 
  4 
  5 
  
  7 
   
   
  Turning Undead Table 
   
  Cleric Level 
  HD 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  1 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D3 
  D3 
  D3 
  D4 
  D4 
  D4 
  D4 
  D5 
  D5 
  D5 
  D5 
  D5 
  D6 
  2 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D3 
  D3 
  D3 
  D4 
  D4 
  D4 
  D4 
  D5 
  D5 
  D5 
  D5 
  D5 
  3 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D3 
  D3 
  D3 
  D4 
  D4 
  D4 
  D4 
  D5 
  D5 
  D5 
  D5 
  4 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D3 
  D3 
  D3 
  D4 
  D4 
  D4 
  D4 
  D5 
  D5 
  D5 
  5 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D3 
  D3 
  D3 
  D4 
  D4 
  D4 
  D4 
  D5 
  D5 
  6 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D3 
  D3 
  D3 
  D4 
  D4 
  D4 
  D4 
  D5 
  7 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D3 
  D3 
  D3 
  D4 
  D4 
  D4 
  D4 
  8 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D3 
  D3 
  D3 
  D4 
  D4 
  D4 
  9 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D3 
  D3 
  D3 
  D4 
  D4 
  10 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  D4 
  11 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  12 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D 
  D 
  13 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  D 
  14 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  D 
  15 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  D 
  16 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  T 
  17 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  T 
  18 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  3 
  19 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  5 
  20 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  7 
  21 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  9 
  22 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
  11 
  23 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12 
   
  OPTIONAL: Angels, demons, devils, elementals, spirits, or other inimical extra-planar creatures count as their hit 
  dice for purposes of being turned, however, if successfully turned, they get a saving throw against being turned. 
  If the saving throw succeeds, the turn attempt is considered to have failed entirely. An extra-planar being 
  destroyed on the material plane through turning is merely banished to their native plane, rather than destroyed. 
   
  Note: If the Labyrinth Lord does not wish to place extra-planar creatures on the same level as undead, add 9 to 
  their hit dice to determine effective hit dice for turning purposes, with only 1 such creature being turned per 
  successful turning. 
   
  OPTIONAL: Chaotic and/or Evil clerics can turn paladins and Lawful and/or Good clerics can turn anti-paladins. 
  However, the target adds 6 to their hit dice (not level) to determine their effective hit dice when being turned. 
  Thus, a 1st level paladin with 1 HD is turned as a 7 HD creature, while a 9th level or higher anti-paladin with 9 hit 
  dice is turned as a 15 HD creature. Paladins and anti-paladins are never destroyed, only turned – and anti-
  paladins treated in this fashion will seek unholy revenge! 
   
  Note: Chaotic and/or Evil clerics can control anti-paladins! However, for purposes of control, they continue to 
  add 6 to their level for maximum hit dice considerations. 
   
   
   
   
   
   
   
   
   
   
  
  8 
   
  20-LEVEL EXPANDED FIGHTER CLASS 
  Requirements:  
  None  
   
  Attacks As:  
  Fighter 
  Prime Requisite:  
  Strength 
   
  Hit Dice:  
  1d8 (1d10 Advanced Edition Option) 
  Racial Limitations: 
  Dwarf 9, Elf 10, Gnome 6, Halfling 6, Half-Elf 12, Half-Orc 12, Human U 
   
  Fighters, as their name implies, are exclusively trained in the arts of combat and war. They are specialists at 
  dealing physical blows. Unlike other classes, fighters are particularly burdened in a group of adventurers because 
  they are tougher and must take the lead to defend others. 
   
  Armor and Weapons: Fighters are proficient with all weapons, may wear any type of armor, and may uses shields. 
  Most intelligent magical swords will only serve fighters of great skill and renown. 
   
  Battlefield Dominance: A fighter in melee with opponents of less than 1 full hit die may attack as many such 
  opponents each round as she has levels, attacking each such opponent once in that round. Thus, a 3rd level 
  fighter fighting four goblins (1-1 HD) in melee may attack three of them, each once, in the same round. This does 
  not combine with multiple attacks (see below). At 6th level the fighter may use battlefield dominance with 
  opponents of 1+1 hit die or less; at 11th level 2 hit dice or less; and at 16th level 3+1 hit dice or less. 
   
  Heroic Surge: At 4th level a fighter may perform an heroic surge during battle. Calling out a battle cry, the fighter 
  heals 1d4+4 (1d6+4 AEHD) hit points and may make an attack. If the attack kills the targeted opponent, all 
  opponents within sight of the slain target must make a morale check (provided they have not already 
  succeeded at two morale checks). The fighter may use an heroic surge once per day. Starting at 8th level the 
  fighter instead performs a super-heroic surge, which heals the fighter 1d8+8 (1d10+10 AEHD) hit points and, if the 
  target is slain, all opponents make their morale check at a penalty of -1. At 13th level the fighter may perform a 
  super-heroic surge twice per day, and at 18th level three times per day. 
   
  Multiple Attacks: Fighters progress in their weapon skills until they are capable of dealing death and mayhem to 
  even multiple superior opponents at the same time. At 5th level a fighter can attack with her weapon three times 
  every two rounds; on the first round she attacks once, then on the second round twice, and so forth. If she switches 
  weapons she starts again with one attack the first round. At 10th level she may attack twice per round; at 15th 
  three times per round; and at 20th level four times per round. Multiple attacks does not combine with battlefield 
  dominance (see above); for example, if a 10th level fighter faces four goblins and troll in melee, she could attack 
  all four goblins once each using battlefield dominance, but not attack the troll, or she could attack the troll twice 
  using multiple attacks, but then not attack the goblins. 
   
  Seize Initiative: Upon reaching 3rd level, when the fighter or the fighter’s party has lost initiative, the fighter may 
  attempt to seize initiative, before the opponents act. The fighter rolls a saving throw versus Death; this saving 
  throw is at a penalty of -4 if the enemy is or the enemy group includes a fighter of higher level. If successful, the 
  fighter’s party seizes the initiative and gets to go first that round (if using individual initiative, only the fighter gains 
  initiative that round). For example, the fighter’s party loses initiative against a group of five goblins; if she succeeds 
  at a save versus Death, her whole party gains the initiative. If instead she is facing another fighter in a one-on-
  one individual combat amidst a large battle, only she would gain the initiative, and if the fighter is of a higher 
  level, her saving throw is at a -4 penalty. The fighter may attempt to seize initiative once per day; twice per day 
  at 9th level, three times at 14th level, and four times at 19th level. 
   
  Weapon Specialization: At 2nd level the fighter chooses one weapon (long sword, short sword, war hammer, long 
  bow, etc.) in which to specialize. She gains a +1 bonus to damage dealt by that weapon. At 7th level the bonus 
  increases to +1 to hit and to damage; at 12th level to +2 to hit and to damage; and at 17th level to +3 to hit and 
  to damage. 
   
  Reaching 9th Level:  At 9th level a fighter may become a lady or baroness, taking control of a parcel of land and 
  a leadership role in her society. The fighter will, assuming money is at hand, build a castle or other fortification. 
  She may ultimately control several villages, towns, and even cities, gathering taxes from the residents of her 
  domain and income from various resources, but must be a good, strong leader and provide protection for the 
  people she rules. In more civilized settings, she may be granted a patent and title of nobility and given lands by 
  a local countess, duchess, or queen. 
  
  9 
   
  Fighter Level Progression 
  Experience 
  Level 
  Hit Dice (1d8) 
  Special Abilities 
  0 
  1 
  1 
  Battlefield Dominance (Less than 1 HD) 
  2,035 
  2 
  2 
  Weapon Specialization +1 Damage 
  4,065 
  3 
  3 
  Seize Initiative 1/day 
  8,125 
  4 
  4 
  Heroic Surge 1/day 
  16,251 
  5 
  5 
  Multiple Attacks 3/2 
  32,501 
  6 
  6 
  Battlefield Dominance (1+1 HD or less) 
  65,001 
  7 
  7 
  Weapon Specialization +1 To Hit and Damage 
  120,001 
  8 
  8 
  Super-Heroic Surge 1/day 
  240,001 
  9 
  9 
  Can Build Stronghold, Seize Initiative 2/day 
  360,001 
  10 
  +2 hp only * 
  Multiple Attacks 2/1 
  480,001 
  11 
  +4 hp only * 
  Battlefield Dominance (2 HD or less) 
  600,001 
  12 
  +6 hp only * 
  Weapon Specialization +2 To Hit and Damage 
  720,001 
  13 
  +8 hp only * 
  Super-Heroic Surge 2/day 
  840,001 
  14 
  +10 hp only * 
  Seize Initiative 3/day 
  960,001 
  15 
  +12 hp only * 
  Multiple Attacks 3/1 
  1,080,001 
  16 
  +14 hp only * 
  Battlefield Dominance (3 HD or less) 
  1,200,001 
  17 
  +16 hp only * 
  Weapon Specialization +3 To Hit and Damage 
  1,320,001 
  18 
  +18 hp only * 
  Super-Heroic Surge 3/day 
  1,440,001 
  19 
  +20 hp only * 
  Seize Initiative 4/day 
  1,560,001 
  20 
  +22 hp only * 
  Multiple Attacks 4/1 
  *Hit point modifiers from constitution are ignored 
   
  Fighter Saving Throws 
   
  Class 
  Level 
   
  Breath 
  Attacks 
  Poison or 
  Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or  
  Spell-like 
  Devices 
  1-3 
  15 
  12 
  14 
  13 
  16 
  4-6 
  13 
  10 
  12 
  11 
  14 
  7-9 
  9 
  8 
  10 
  9 
  12 
  10-12 
  7 
  6 
  8 
  7 
  10 
  13-15 
  5 
  4 
  6 
  5 
  8 
  16-18 
  4 
  4 
  5 
  4 
  7 
  19+ 
  4 
  3 
  4 
  3 
  6 
   
   
   
   
   
  
  10 
   
  20-LEVEL EXPANDED MAGIC-USER CLASS 
  Requirements:  
  None  
   
  Attacks As:  
  Magic-user 
  Prime Requisite:  
  Intelligence 
   
  Hit Dice:  
  1d4 (1d4 Advanced Edition Option) 
  Racial Limitations: 
  Elf 11, Half-Elf 10, Human U 
   
  Sometimes called wizards, warlocks, or witches, magic-users study arcane secrets and cast spells. Magic-users are able to 
  cast a greater number of increasingly more powerful spells as they advance in level. 
   
  Archmage: At 17th level the magic-user becomes an archmage, attaining the highest level of magical power by learning to 
  use 9th level spells. Whenever she casts a 1st to 3rd level spell, any rolls of 1 for damage or duration on a d6 are counted as 6s 
  (thus, all 1s rolled on a fireball are counted as 6s). Also, any target of her spells of lower level or hit dice suffers a -2 penalty to 
  their saving throws. 
   
  Armor and Weapons: Magic-users are not trained in the use of armor or shields and may not wear or use such and cast spells. 
  Similarly, they are not trained in the use of weapons, except for the dagger, dart, and quarterstaff. 
   
  Counterspell: Beginning at 3rd level a magic-user may attempt to counter (stop) spells cast by enemy spell-casters. The magic-
  user must declare she is preparing to counterspell and may do so against any spell-caster within 240 feet who is also in her 
  line of sight, even if the opponents have initiative. The magic-user cannot move on a round she is counterspelling. When an 
  enemy spell-caster casts a spell, the magic-user must declare, before the spell is cast, if that is the target of her counterspell; 
  she may only counterspell one spell per round.  
   
  To counterspell, she simply says she is countering, and empower the counterspell by expending a memorized spell. The target 
  of her counterspell must then make a saving throw versus Spells. This saving throw is modified by the level of the spell being 
  cast, less the level of the spell expended to counterspell. If the target’s spell is higher level, it is a bonus; if the counterspell is 
  higher level, it is a penalty. If the spell expended in the counterspell is thematically opposite of the spell cast (ice storm versus 
  fireball, for example) or exactly the same, the effective level of the counterspell is doubled. If the targeted caster fails the 
  saving throw, the spell is countered, fails, and is lost. 
   
  Counterspelling counts as the magic-user’s action for her round, even if she did not actually counterspell any spell. 
   
  For example, the 4th-level magic-user Anastasia and her party face a group of bandits who are in league with a magic-user 
  (also 4th level); she knows that if the opposing magic-user hits the party with a sleep spell, let alone a fireball, half or more will 
  fall. So, she declares that she will counterspell as her action for the round. The bandits get initiative, and sure enough, the 
  wizard casts a spell – Anastasia immediately declares she is countering and dedicates her 2nd level continual light spell to 
  counter. The enemy magic-user was casting a 1st level sleep spell, so the target suffers a -1 penalty to his save (1-2 = -1). The 
  Labyrinth Lord rolls a 14, which would normally succeed, but with the penalty, is a 13, for a failure. Anastasia has expended 
  her spell and used her action for that round, while the enemy magic-user loses the sleep spell. 
   
  Enchanted Staff: Beginning at 11th level the magic-user can enchant a staff, embedding therein a number of spell levels of 
  any spell level up to a total of her level (thus at 11th level she could embed therein three 3rd and one 2nd, or one 5th and one 
  6th, etc.). This enchantment requires the expenditure of a memorized spell and one hour per spell level. Thereafter the magic-
  user can cast a spell embedded in the staff by expending a memorized spell of the same level; the spell cast is the embedded 
  spell, not the memorized spell. Thus, the magic-user could embed fireball in her staff and expend a memorized feign death 
  spell to cast fireball. Spells embedded in the staff are not lost when cast.  
   
  A magic-user may have only one attuned staff at any one time (but may have one attuned wand and one attuned staff; 
  does not count magic wands or magic staffs). Generally, only the magic-user who enchanted a staff can use the spells 
  embedded therein, but some magic-users have ways of using other magic-user’s enchanted staffs... and sometimes the 
  enchanted wands and staffs of powerful magic-users become true magic-items! 
   
  Enchanted Wand: As per attune staff, above, but with wands and beginning at 6th level. However, no more levels may be 
  embedded therein than half the level of the magic-user, rounded up. A magic-user may have only one enchanted wand at 
  any one time (does not count magic wands). 
   
  Evoke Spell: Starting at 6th level a magic-user may cast one spell she does not have memorized but knows and is in her spell 
  books. She must spend one round in concentration and expend a memorized spell of the level of the spell she wishes to cast 
  (the expended spell has no effect). At the beginning of her next round, she must make a saving throw versus Spells. She casts 
  the spell no matter what, but if the saving throw fails, Something Goes Wrong, completely at the whim of the Labyrinth Lord. 
  The magic user may evoke spells twice per day at 12th level and three times per day at 18th level. 
   
  Invoke Entity: Starting at 4th level a magic-user learns how to invoke an entity in the casting of a magical spell (or group of 
  related spells, such as fire spells, air spells, hand spells, etc.). This invocation calls upon the power of the entity – a god, titan, 
  angel, demon, devil, spirit, elemental, genie, or other like being of great innate planar or even dimensional magical power – 
  to increase the power of the spell. The invocation is cast as part of the spell and takes no additional time or effort. The spell is 
  cast at 1d3 levels higher in power than the level of the magic-user. At 8th level the invocation adds 1d4 levels, at 14th 1d6 
  
  11 
   
  levels, and at 20th 1d8 levels. For example, if a 6th level magic-user calls upon Fiery Fa-hum to empower her fireball spell, she 
  rolls 1d3 and adds that many levels to the effectiveness of the spell (increasing the damage to 7 to 9 dice). If she rolls a 3, her 
  fireball does 9d6 damage, and she adds 3 to her tally of levels gained by invoking Fiery Fa-hum; let us say her total is now 33 
  points; she rolls d100, and rolls a 22, thus Fa-hum (or more likely, an efreet servant) visits to collect on all those favors… 
   
  Each time an entity is invoked, the caster adds the number of bonus levels to a tally for that entity, and then rolls percentiles; 
  if the roll is equal to or less than the total, “the bill comes due,” and the entity (or a representative) shortly thereafter comes 
  calling to collect favors -- appropriate to the nature of the entity and the total number of levels granted over time – enforced 
  by an unavoidable geas (no saving throw, as per the spell). Once the favors have been completed, the slate is cleared and 
  the tally begins again. The Labyrinth Lord should develop a number of such entities, the kinds of spells they support, and the 
  nature of the favors they will eventually ask in return. The proper names and invocations can be learned one per level 
  automatically (beginning at 4th), and more may be learned from spell books, grimoires, or scrolls, or from other spell-casters, 
  monsters, or lesser entities who are willing to trade such information. 
   
  Example Entities 
  Fa-hum – Fire Elemental Prince; invoked in the casting of burning hands, pyrotechnics, and fireball; favors include fiery sacrifice 
  of rare woods, disruption of worship of water faiths, recovery of sacred objects and assistance to the faithful, and burning 
  down of sacred groves. Sample Invocation: “Feast on the Fierce Flames of Fa-hum!” “Flames of Fa-hum guide my hand!” 
   
  Manos – Quasi-Divine Wizard; invoked in the casting of all the “hand” and “fist” spells, which he created – jarring hand, 
  interposing hand, forceful hand, grasping hand, clenched fist, and crushing hand. Favors are highly variable, as Manos is still 
  active in the mortal world and has his… hands… in many plots. Sample Invocation: “By the Fateful Hand of Manos!”  
   
  Wa-yin – Air Elemental Princess; invoked in the casting of feather fall, levitate, and fly; favors include sacrifice of rare gems 
  (collected by her giant eagle servants), disruption of the worship of earth faiths, recovery of sacred objects and assistance to 
  the faithful, and upending of sacred stones and menhirs. Sample Invocation: “I call upon the Winged Winds of Wa-yin to whisk 
  me where I will!” “By the Winsome Winds of Wa-yin!” 
   
  Magic Bolt: A magic-user may fire a bolt of magical energy at a target to deal damage; like casting a spell, the magic-user 
  cannot move and must have hands and legs free. The bolt takes on whatever color and form the caster desires; fiery red 
  blasts, purple rays, white lightning, blue orbs, black clouds, screaming skulls, exploding pumpkins, etc. This is chosen at 1st level 
  and never changes. At 1st level the bolt deals 1d4 points of damage and has a range of 60 feet. The target makes a saving 
  throw versus Spells; if the save succeeds, the magic bolt misses. At 5th level the magic-user can fire two bolts, each dealing 
  1d4 points of damage, to a range of 90 feet; the bolts may be directed at a single target or each at a different target; a 
  single target gets only a single saving throw against two or more bolts. At 10th there are three bolts with a range of 120 feet; 
  at 15th level four bolts with a range of 180 feet; and at 20th level five bolts with a range of 240 feet. 
   
  Magic Duel: Two magic-users may engage in a magical psychic duel; both must agree to the duel, verbally or psychically 
  (usually signifying with a nod, grimace, or sneer). They must be within 30 feet of one another and have line of sight. The form 
  of the duel otherwise varies; some schools are silent, with magical energy invisibly crackling between the duelists, who stand 
  perfectly still; sometimes they moan, sometimes they hiss, sometimes smoke comes out of their ears or their eyes flash brilliantly. 
  Other duels are wild, flashy, and (appear) dangerous to onlookers, as magical elemental power is thrown willy-nilly between 
  the duelists, who duck and weave and scream invectives at each other. 
   
  Note that once the duelists have agreed to the duel, if either attempts to actually cast a spell during the duel, the spell 
  automatically backfires, deals 1d6 points of damage per level of the spell to the caster who attempted to cast the spell (no 
  saving throw), and has no effect otherwise. 
   
  The nature of the duel is the same, regardless of the form. Each round of the duel, the casters simply make saving throws 
  versus Spells. Each may expend one memorized spell in that round’s exchange. The level of the spell can be used defensively 
  as a bonus to the caster’s own saving throw or can be used offensively as a penalty to the opponent’s saving throw. The used 
  spell has no effect otherwise, though can add to the spectacle of the duel (fireball adds the appearance of bursts of fire, 
  light causes flashing strobes, death spell causes miasmic clouds, summon monster makes a spectral monster attack, etc., but 
  none to any effect). But beware – the duel causes damage in the form of loss of memorized spells to the loser of a round, so 
  expending spells is like expending hit points! 
   
  If both duelists save or both fail, nothing happens (no matter how spectacular the duel), but if one saves and the other fails, 
  the duelist who fails suffers the loss of memorized spells. A failure indicates 1d4 random memorized spells are lost from memory. 
  If the duelist who fails rolled a Natural 1 or the duelist who saved rolls a Natural 20, the loser loses 3d4 memorized spells, and 
  must save versus Death or be knocked unconscious for a number of rounds equal to the level of the opponent. If the duelist 
  who failed rolled a Natural 1 and the duelist who saved rolled a Natural 20, the loser loses all memorized spells and is 
  automatically knocked unconscious for a number of turns equal to the level of the winner. If otherwise at any time a caster 
  loses all memorized spells, she must save versus Death or be knocked unconscious for a number of minutes equal to the level 
  of the winner; if she saves, she is simply stunned for a like number of rounds. 
   
  
  12 
   
  The first magic-user to otherwise break away from the duel loses, and thereafter suffers a -4 penalty to save versus any spells 
  cast by the victor, and the victor has a +4 bonus to save against the spells cast by the loser, for the following 24 hours. Neither 
  can cast spells at each other for 1d6+4 rounds thereafter without invoking a spell backfire. 
   
  Finally, the winner of a magic duel has a chance of gaining the knowledge of a random spell lost by the loser. The chance is 
  equal to the winner’s Spell Learning Probability; if the roll succeeds, the spell knowledge is impressed in the winner’s mind (not 
  memorized, nor in this state castable) and can be written into a spell book when time and resources are available. 
   
  Personal Enchantment: At 13th level the magic-user chooses one known spell to be a permanent personal enchantment; this 
  spell must be selected from the included list. The spell is then effectively permanent, though the caster may turn it on or off as 
  she requires. Spells that can be made a personal enchantment include clairaudience, clairvoyance, comprehend 
  languages, detect evil, detect invisible, detect magic, enlarge/reduce, ESP, feather fall, feign death, fly, infravision, jump, 
  levitate, manipulate fire, message, protection from evil, protection from normal missiles, read languages, read magic, shield, 
  spider climb, strength, tongues, unseen servant, ventriloquism, and water breathing. The magic-user gains a second personal 
  enchantment at 17th level. The magic-user can switch out personal enchantments through a one-day ritual per enchantment. 
   
  Read Magic: Magic-users can read magic as a skill, though the spell read magic is a far more certain way of reading magic. 
  Use of the skill requires one turn per spell level or per discrete segment of information in a text; after spending the time, the 
  Labyrinth Lord makes the roll for the magic-user. Success indicates that the magic-user has read the spell and can read it 
  thereafter without need for using the skill or spell; failure indicates that the spell or segment of text remains gibberish. This skill 
  can be tried multiple times on the same spell or text. This skill can be used “quickly;” in dire straits, a magic-user can attempt 
  to read magic in one round, however, the chance is then rolled on a d12 rather than a d6, and if an 11 or 12 is rolled, 
  Something Bad happens if at all possible. 
   
  Retributive Strike: High-level magic-users are never more dangerous than when they are defeated. Starting at 9th level, when 
  a magic-user is reduced 0 hit points or less, if she wishes she can try to take her enemies with her. Her last remaining power 
  explodes out in a blast of magical force 5 feet in radius per highest spell level attained (25 feet for 5th spell level, up to 45 feet 
  for 9th spell level). This magical blast deals 1d6 points of damage per level of the magic-user. Those caught within the radius 
  must make a saving throw versus Spells; success indicates they take only half damage. The magic-user is definitely dead 
  thereafter; raise dead is impossible, and the chance to find even enough remains to use for a resurrection is 100% less 5% per 
  level of the caster. 
   
  Sense Magic: Starting at 2nd level magic-users have the ability to sense magic; this is much like the spells detect magic and 
  identify but is more subtle and less certain and takes more time. After one turn of contemplating and studying a being, object, 
  or discrete area (no larger than 10’ x 10’ x 10’) suspected to be magical, the Labyrinth Lord rolls a sense magic check for the 
  magic-user. Success indicates that the she knows whether or not the being, object, or area is enchanted; failure means that 
  the status remains uncertain. After determining that a person, object, or area is enchanted, the magic-user can study it for 
  another turn; success this time indicates that the general nature of the magic is determined. A third success after at least one 
  more turn of study indicates that one of the most powerful spell(s) or salient enchantment(s) are determined; each spell or 
  enchantment must be discovered separately, in descending order of prominence or power, each requiring one turn of study 
  and success with the skill. This skill can be tried multiple times on the same person, object, or area, at all stages of the analysis. 
  This skill can be used “quickly;” in dire straits, a magic-user can attempt to sense magic in one round, however, the chance is 
  then rolled on a d12 rather than a d6, and if an 11 or 12 is rolled, Something Bad happens if at all possible. Thus, a 3rd level 
  magic-user who needs to know immediately if her companion has been charmed has a 2 in 12 chance of sensing the 
  enchantment. 
   
  Spellcasting: Magic-users may learn, memorize, and cast magic-user spells. Magic-users begin play with a spell book 
  containing three 1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level magic-user spell 
  tables. Magic-users gain new spells by finding them in scrolls, trading with other magic-users and elves, or through spell 
  research. Magic-users are able to use any magic item useable by magic-users. 
   
  OPTIONAL: At the Labyrinth Lord’s option, magic-users can gain bonus spell memorization slots due to high Intelligence, just 
  as clerics gain spell slots from high Wisdom; conversely, magic-users with lower Intelligence can have a chance of spell failure, 
  just as can clerics of low Wisdom. If the Labyrinth Lord chooses this option, simply use Wisdom Table II, using Intelligence instead 
  of Wisdom, to determine the bonus spells or chance of spell failure based on Intelligence. 
   
  Reaching 9th Level:  At 9th level a magic-user may build a stronghold, often a great tower in the borderlands or wild, though 
  sometimes in a large city or small village. She then attracts 1d6 apprentices each of 1st to 3rd level. 
   
   
   
  
  13 
   
  Magic-user Level Progression 
  Experience 
  Level 
  Hit Dice (1d4) 
  Special Abilities 
  0 
  1 
  1 
  Magic Bolt 1d4, Magic Duel, Read Magic 2/6, Spellcasting 
  2,501 
  2 
  2 
  Sense Magic 2/6 
  5,001 
  3 
  3 
  Counterspell 
  10,001 
  4 
  4 
  Invoke Entity 1d3 Levels 
  20,001 
  5 
  5 
  Magic Bolt 2d4, Read Magic 3/6 
  40,001 
  6 
  6 
  Enchanted Wand, Evoke Spell 1/day 
  80,001 
  7 
  7 
  Sense Magic 3/6 
  160,001 
  8 
  8 
  Invoke Entity 1d4 Levels 
  310,001 
  9 
  9 
  Can Build Stronghold, Retributive Strike 
  460,001 
  10 
  +1 hp only * 
  Magic Bolt 3d4, Read Magic 4/6 
  610,001 
  11 
  +2 hp only * 
  Enchanted Staff  
  760,001 
  12 
  +3 hp only * 
  Evoke Spell 2/day 
  910,001 
  13 
  +4 hp only * 
  Sense Magic 4/6, Personal Enchantment I 
  1,060,001 
  14 
  +5 hp only * 
  Invoke Entity 1d6 Levels 
  1,210,001 
  15 
  +6 hp only * 
  Magic Bolt 4d4,  
  1,360,001 
  16 
  +7 hp only * 
  Read Magic 5/6 
  1,510,001 
  17 
  +8 hp only * 
  Archmage, Personal Enchantment II 
  1,660,001 
  18 
  +9 hp only * 
  Evoke Spell 3/day 
  1,810,001 
  19 
  +10 hp only * 
  Sense Magic 5/6 
  1,960,001 
  20 
  +11 hp only * 
  Invoke Entity 1d8 Levels, Magic Bolt 5d4 
  *Hit point modifiers from constitution are ignored 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Magic-user Saving Throws 
   
  Class 
  Level 
   
  Breath 
  Attacks 
  Poison or 
  Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or  
  Spell-like 
  Devices 
  1-5 
  16 
  13 
  13 
  13 
  14 
  6-10 
  14 
  11 
  11 
  11 
  12 
  11-15 
  12 
  9 
  9 
  9 
  8 
  16-18 
  8 
  7 
  6 
  5 
  6 
  19+ 
  7 
  6 
  5 
  4 
  4 
   
   
   
  Magic-user Spell Progression 
  Class 
  Spell Level 
  Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  2 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  3 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  3 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
      10 
  3 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  11 
  4 
  3 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  12 
  4 
  4 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  13 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  14 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  15 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  16 
  5 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  17 
  5 
  5 
  5 
  4 
  4 
  4 
  4 
  3 
  1 
  18 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  4 
  2 
  19 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  3 
  20 
  6 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  
  14 
   
  20-LEVEL EXPANDED THIEF CLASS 
  Requirements:  
  None  
   
  Attacks As:  
  Thief 
  Prime Requisite:  
  Dexterity 
   
  Hit Dice:  
  1d4 (1d6 Advanced Edition Option) 
  Racial Limitations: 
  Dwarf 12, Elf 12, Gnome 12, Halfling 14, Half-Elf 12, Half-Orc 12, Human U 
   
  Thieves have a range of unique skills associated with their profession that make them very handy companions in 
  adventures. However, thieves can be a bit shady and they sometimes are not as trustworthy as other classes. A thief 
  usually belongs to a Thieves Guild from the character’s local town, where she can seek shelter and information 
  between adventures. At the Labyrinth Lord’s discretion, a thief may have to forfeit a portion of her earnings to the guild 
  in exchange for protection. 
   
  Armor and Weapons: Thieves are proficient with all weapons, may wear padded or leather armor, and may not use 
  shields. 
   
  Artful Dodger: At 2nd level the thief gains the ability to reroll a saving throw versus Wands, keeping the better of the two 
  rolls, once per day. This increases to twice per day at 7th, three times per day at 12th, and four times per day at 17th. This 
  ability may be applied to saving throws against Breath Attacks starting at 11th level. 
   
  Backstab: A thief has the ability to backstab. She must catch an opponent unaware of her presence, using move 
  silently and hide in shadows alternately as needful. To backstab with a missile weapon, she must be within half of the 
  short range of the weapon (rounded down). The successful sneak thief receives an attack bonus of +4 to hit and on a 
  successful hit deals double weapon damage (add any modifiers after doubling the weapon damage roll). This 
  damage modifier increases to triple (x3) at 5th level, quadruple (x4) at 10th level, and quintuple (x5) at 15th level. If the 
  thief is dual-wielding melee weapons both attacks get the bonus to hit and the damage multiplier. In the case of a 
  high-level multi-class fighter/thief with extra attacks, only the first attack in the round gets the bonus to hit and the 
  damage multiplier. 
  Special Skill: Stunning Blow – With this special skill, the thief can, when using a blunt weapon, choose to try to 
  knock out the target, rather than cause lethal damage. This only works on living creatures of humanoid form, 
  no larger than a bugbear. If the attack hits, the target must make a saving throw versus Death or be knocked 
  unconscious. A target with levels or hit dice greater than the level of the thief makes their saving throw with a 
  +2 bonus. The target suffers a penalty to the saving throw equal to the multiplier of the thief’s backstab attack 
  (-2 to -5). A knocked-out victim remains unconscious for 1d6 minutes; 1d6 turns if they fail the save by 4 or more; 
  or 1d6 hours if they roll a Natural 1. 
   
  Luck Not Skill: At 3rd level the thief gains the ability to reroll a thieves skill roll, keeping the better of the two rolls, once 
  per day. This increases to twice per day at 8th level, three times per day at 13th level, and four times per day at 19th 
  level. 
   
  Thieves Skills: The thief begins at 1st level with the seven core thieves skills: climb walls, find and remove traps, hear noise, 
  hide in shadows, move silently, open locks, and pick pockets. At 1st level the player chooses two skills at Journeyman 
  rank, and the other skills begin at Apprentice rank of skill. Every level the thief can choose one or two skills to increase 
  one rank, as delineated in the Thief Progression Table. 
   
  When attempting a skill, the thief player rolls a d20, and modifies the roll – not the skill score – based on ability score, 
  racial modifier, specializations, difficulty rating, and any other modifiers as the Labyrinth Lord determines. If the total is 
  equal to or greater than the skill score, the thief succeeds at the skill; if the total is less than the skill score, the attempt 
  fails. Thus, bonuses are positive, penalties are negative. Again, as some results depend on the total of the roll measured 
  against the skill score (based on skill mastery), do not modify the skill score, only the total die roll. 
   
  Thieves always fail at their skill roll on a Natural 1, and always succeed at their skill roll with a Natural 20; there are often 
  specific penalties for failure but can also be bonuses for great success! 
   
  Note that usually the Labyrinth Lord will make secret rolls for some of these abilities – especially find and remove traps, 
  hear noise, hide in shadows, and move silently – because a thief is not always aware when she has failed, until 
  something goes wrong! 
   
  Ability Score and Racial Modifiers: All thief skills list two or three potential ability score modifiers. These modifiers are not 
  combined; the thief gets whichever modifier is better. If a thief has Strength 16 (+2) and Dexterity 15 (+1), she gets a +2 
  to climbing walls from her Strength. For Charisma modifiers for thief skills, use the standard -3 to +3 array, not the special 
  
  15 
   
  Charisma array. Many races also have modifiers, both bonuses and penalties, to various skills. Ability score and racial 
  modifiers stack with each other and all other modifiers. 
   
  Difficulty Modifier: In addition to ability score modifiers, racial modifiers, and specialization bonuses (see below), many 
  uses of thief skills will be modified by situational factors. These are all lumped into a single difficulty modifier, from very 
  easy to very difficult, ranging from a +4 bonus to a -4 penalty to the roll. The Labyrinth Lord can use her judgment to 
  determine how difficult a specific use of a skill is, remembering that all difficulties in this case are relative to the overall 
  experience of the thief. The basic guideline is to compare the thief’s level with the dungeon level or the target’s level; 
  in the case of multiple targets, consider only the highest-level target applicable. If the thief’s level is higher than the 
  dungeon or target level, there may be a bonus; if lower, there may be a penalty. Other than additional situational 
  modifiers listed in skills, only one overall difficulty modifier should apply. 
   
  For example, a 5th level thief on the 10th level of a dungeon seeks to pick the locks on a chest. The dungeon is 5 levels 
  “higher” than the thief, so for the thief, this is a very difficult task, suffering a -4 penalty. Or perhaps the lock is old and 
  simple; instead of the base 10th level, as are most locks on the level, it is only a 3rd level lock. The thief is thus of a higher 
  level, and so this is an easy task, giving her a +2 bonus to the roll. 
   
  For example, a 10th level thief is running away from the town guard, a bunch of 0-level men-at-arms led by a 3rd level 
  sergeant. She ducks into an alley before they turn the corner. When they come around the corner, she rolls to see if 
  she is successfully hidden in shadows; she is 7 levels above even the sergeant, so it is very easy for her to hide from these 
  fellows, and she has a +4 bonus to her roll. When the 12th-level wizard she stole from arrives with his hell-hound pets, 
  however, she must roll again (change of circumstances), with a hard -1 penalty (if it were only more men-at-arm grunts 
  or even another 3rd-level sergeant, her original roll would still suffice).  
   
  Note that the calculation of the difficulty of a skill is always based on the overall level of the thief, not on the mastery 
  of the skill at hand. This is because a 20th-level thief with grand mastery in picking locks is going to have seen and picked 
  a lot more locks than a 7th-level thief with grand mastery in picking locks. The 7th-level thief may have as much study, 
  training, and education in lock-picking, but she does not have nearly as much experience and practice in locks overall. 
   
  Specializations: Specializations are tight groupings of advanced study, training, and education within a specific thief 
  skill. A specialization grants the thief a bonus of +2 to the skill roll in that area. If specializations should somehow overlap, 
  only one specialization can affect a roll. The thief can choose a specialization at 3rd, 6th, 9th, 12th, 15th, and 18th levels. A 
  specific specialization may be taken only once (no double-specialization)! 
   
  Special Skills: Special skills are skills that build upon existing thief skills or that add a new talent to the thief’s repertoire. 
  A special skill that is a subset of an existing skill uses the parent skill’s skill score and applicable modifiers and 
  specializations; some also have specific modifiers. The thief chooses her first special skill at 6th level, then gains another 
  each at 11th, 14th, 16th, 18th, and 20th. Some special skills can be chosen multiple times, with different choices within each 
  special skill. Some special skills have their own potential specializations. 
   
  Climb Walls (Strength or Dexterity): Thieves are adept at scaling sheer surfaces, including walls or steep cliffs. Base 
  climbing rate is half normal walking speed. This movement is halved again if the wall is very smooth, doubled if the 
  wall is very rough with many ledges and projections. Movement is halved again if the wall is even slightly slippery, 
  quartered if slippery. Climbing walls while lightly encumbered is at a -1 penalty, moderately encumbered is at a -2 
  penalty, and heavily encumbered is at -4 penalty (this is in addition to any other difficulty modifier). A climb walls 
  check must be made every 100 feet of movement, or portion thereof if the total is less than 100 feet, whether 
  horizontal or vertical. If the thief falls, she falls from her previous height plus d% of the distance she was attempting 
  to climb. The thief has one chance to catch herself as she falls, a very difficult climb walls check (very easy if using 
  a rope and pitons or the like); if successful, she arrests her fall within 1d10 feet, if the roll fails, she falls the full height. 
  Specializations: Brick; Cavern; Concrete; Glacier; Metal; Mountain (and Cliff); Stone; Wattle & Daub; Wood 
  Log; or Wood Slat. 
  Special Skill: Climb Overhangs & Ceilings – Normally climb walls can only be used to climb a wall that is sheer 
  at best, not one that has an overhang or significantly bulges outward, let alone upside-down on ceilings. Such 
  formations stymie further movement. With the choice of this special skill, the thief can climb overhangs and 
  climb upside-down on ceilings at her normal chance to climb walls. 
   
  Find and Remove Traps (Dexterity or Intelligence): Note that while finding and removing traps are covered under 
  the same skill, each must be rolled for separately, for a thief must find a trap before she can remove it! Finding a 
  trap on a specific item, lock, or other such small area requires 1d6 rounds, more or less depending on the complexity 
  
  16 
   
  of the trap (less 1 for easy, less 2 for very easy, but no less than 1 round; 1 more for hard, 2 more for difficult, and 4 
  more for very difficult). Searching an entire 10 foot by 10 foot area (floors, walls, ceilings, and any items) for traps 
  requires a full turn (10 minutes); one trap is found upon success, and one more for every 2 additional points of success 
  if there are more than one. Failing to find a trap by 4 or more points or with a Natural 1 sets the trap off (all traps if 
  searching an area). Removing a found trap requires thieves tools, plus 1d6 rounds, more or less depending on the 
  complexity of the trap (as above). Failure to remove a trap results in the trap being sprung if the roll fails by 4 or 
  more or is a Natural 1. A thief may only try to find or remove a trap once per trap. 
  Specializations (Count for both Find and Remove, and if possessed, Trapsmith Special Skill): Bludgeoning 
  (Hammers, Maces); Bricks, Rocks, & Stones (Collapsing, Falling); Chutes & Pits; Magical (Prerequisite: Magical 
  Traps Special Skill); Piercing (Arrows, Bolts, Darts, Needles, Spears, Spikes); Poisons (Acids, Contact, Gaseous, 
  Ingested, Insinuated); Room Traps (Ceilings & Walls – Crushing, False, Invisible, Shifting, Water-Filling); Slicing 
  (Blades, Pendulums, Scythes); or Tripping (Chains, Wires). 
  Special Skill: Magical Traps (Prerequisite: Cantrips) – Normally thieves cannot find or remove magical traps, but 
  with this skill, the thief can find and remove magical traps. A magical trap is always counted to be at a level of 
  difficulty equal to the highest of its level in the dungeon or the level of the spell-caster who created the trap. 
  Special Skill: Trapsmith – With this special skill a thief can not only find and remove traps, but may also use this 
  skill to create, modify, and set new traps, and re-set existing traps. 
   
  Hear Noise (Intelligence of Wisdom): Thieves can attempt to listen for noises, in a cave or hallway, and at a door or 
  other locations, but the thief and her companions must be absolutely quiet and in a quiet environment; any noise 
  at all results in automatic failure. The thief cannot wear a helmet or other headgear when she attempts to hear 
  noise; note that padded and leather armors come with a coif or padded hat for protection of the head! If the roll 
  is 4 or more than the skill score, or a Natural 20, the thief hears the noise perfectly as though there was no door in 
  between. 
  Specializations: Animals; Specific Language (applies to Read Lips if that Special Skill is possessed); Machinery; 
  Music; Snoring; Voices; or Water. 
  Special Skill: Read Lips --  With this skill the thief can read lips, provided that she can speak the language being 
  spoken, that the lips of the target are visible, and the target is within 120 feet. The chance to read lips is the 
  same as the chance to hear noise. 
   
  Hide in Shadows (Dexterity or Wisdom): A thief always thinks she is successful in the use of this skill and will not know 
  otherwise until others react to her presence. She must remain motionless when hiding in shadows and cannot 
  generally dive into shadows while being observed (a thief can combine the special skill: art of distraction (should it 
  be possessed) with this skill to distract onlookers and then dive into shadows)! And of course, it must be mentioned 
  that there must be shadows or darkness to hide in for this skill to have any chance to work. One roll remains sufficient 
  provided only the original group of enemies are searching, and she remains unmoving. However, if circumstances 
  change – for example, she has to shift over 5 feet around a column to avoid a guard walking into her, or if higher-
  level enemies join the search – she must roll again to remain hidden. Note that usually if the thief is successful with 
  this skill, there is no chance to see her, barring magical intervention or change of circumstances. However, unless 
  she fails by 4 or more or rolls a Natural 1, those searching for her must still search for her (usually found 2 in 6 to 4 in 6 
  chance, varies depending on who is searching and how). 
  Specializations: Alleys & Streets; Brush & Forest; Natural Caverns; Desert & Wastelands; Worked Dungeons; 
  Farmlands; Hills & Mountains; Indoor (Buildings); or Plains & Steppes. 
  Special Skill: Hide in Plain Sight – Normally a thief cannot hide in shadows without some sort of shadows or 
  darkness; this special skill allows the thief to hide in plain sight, provided at least some sort of cover is available 
  – curtains, a barrel, big comfy chair, a large vase to hide in, etc. As above, thief who has been caught in the 
  open can combine the special skill: art of distraction (should it be possessed) with this skill to distract onlookers 
  (only the highest-level target need save) and then dive behind something to hide. 
   
  Move Silently (Dexterity or Intelligence): When successful, others will not hear the movements of a thief. However, 
  the thief always thinks she is successful in this skill and will not know otherwise unless others react to her presence. 
  Movement rate is half normal walking speed – one cannot jog or run and move silently! Moving at one-quarter 
  speed grants a +1 bonus; low-crawling at 5 feet per round grants a +3 bonus. Moving silently while moderately 
  encumbered is at a -1 penalty, and heavily encumbered is at -2 penalty (this is in addition to any other difficulty 
  rating). Flooring quality and covering is a major consideration in difficulty rating – solid, hard floors are very easy or 
  easy, while specially-designed flooring might be difficult or very difficult! One roll remains sufficient provided only 
  the original group of enemies are searching, and the thief remains unmoving. However, if circumstances change – 
  for example, she has to shift over 5 feet around a column to avoid a guard walking into her, or if higher-level enemies 
  join the search – she must roll again to remain hidden. Note that usually if the thief is successful with this skill, there is 
  
  17 
   
  no chance to hear her, barring magical intervention or change of circumstances. However, unless she fails by 4 or 
  more or rolls a Natural 1, those searching for her must still listen for her (usually found 2 in 6 to 4 in 6 chance, varies 
  depending on who is searching and how). 
  Specializations: Alleys & Streets; Brush & Forest; Farmlands; Natural Caverns; Desert & Wastelands; Plains & 
  Steppes; Worked Dungeons; Hills & Mountains; Indoors (Buildings); or Rooftops. 
  Special Skill: Swift and Silent – With this special skill, the thief may move at her normal rate of speed and still 
  move silently. 
   
  Pick Locks (Dexterity or Intelligence): A thief is skilled in picking locks but needs thieves tools to do so. Picking a lock 
  requires 1d6 rounds, more or less depending on the complexity of the lock (less 1 for easy, less 2 for very easy, but 
  no less than 1 round; 1 more for hard, 2 more for difficult, and 4 more for very difficult). 
  Specializations: Arcane Locks (Prerequisite: Arcane Locks Special Skill); Cabinet & Drawer; Chests; 
  Combination; Deadbolts; Knobs; Gates; Padlocks; and Safes. 
  Special Skill: Arcane Locks (Prerequisite: Cantrips) – With this special skill, the thief may open a door or other 
  portal that is held shut with an arcane lock or hold portal spell. The held portal effect is always counted to be 
  at a level of difficulty equal to the highest of its level in the dungeon or the level of the spell-caster who cast 
  the spell. A door or portal opened in this way remains open only for as many rounds as the thief beat the skill 
  score, plus 1d6 rounds. 
  Special Skill: Locksmith – With this special skill a thief can not only open locks but may also use this skill to create 
  new locks, re-set existing locks, and fashion keys. 
   
  Pick Pockets (Dexterity or Wisdom): This skill is the bread and butter of non-adventuring thieves, for it is a quick source 
  of income… but not without peril. The difficulty rating is based on the level of the target. A roll that fails by 4 or more 
  or a roll of Natural 1 means the intended victim notices the thief’s attempt to pick their pocket. The Labyrinth Lord 
  then determines the intended victim’s reaction. 
  Specializations: Snatch Bag; Pull Handkerchief; Slip Jewels; Strip Pack; Dip Pocket; Cut Purse; Slice Strap; or Lift 
  Wallet. 
   
  Special Skill: Acrobatics (Strength or Dexterity) – This skill enables the thief to perform all manners of acrobatic stunts, 
  such as might be performed by a troupe of entertainers or circus performers. This skill starts at a score of 10 at the 
  level at which it is chosen and improves by 1 point for every 2 levels advanced. Thus, if chosen at 6th level, the skill 
  starts at 10, then improves to 9 at 8th, 8 and 10th, and so on, to a best score of 3 at 20th level. 
  Specializations: Falling; Broad Jumping; High Jumping; Pole-Vaulting; Tight-Rope Walking; Trapeze Artist; or 
  Tumbling. 
   
  Special Skill: Art of Distraction (Dexterity or Charisma) – This special skill enables the thief to distract a victim, usually 
  providing another thief assistance on their attempt to pick pockets, or distracting a guard while another thief sneaks 
  into a building, etc. Success with the skill indicates that the target is distracted or has otherwise been misdirected 
  (or whatever ruse the thief desires). If the thief successfully distracts a victim to assist another thief to pick pockets, 
  sneak past a guard, or otherwise, that thief gains a +3 bonus on their attempt to their skill check. Increase this bonus 
  by 1 for every additional thief who successfully assists, up to a total bonus of +6. Note that usually if the thief is 
  successful with this skill, the target gets no saving throw against the distraction, barring magical intervention or 
  change of circumstances. This skill starts at a score of 10 at the level at which it is chosen and improves by 1 point 
  for every 2 levels advanced. Thus, if chosen at 6th level, the skill starts at 10, then improves to 9 at 8th, 8 and 10th, and 
  so on, to a best score of 3 at 20th level.  
  NOTE: Thieves without this skill can certainly attempt to distract a mark, but do not have the advantage of the 
  infallibility of the success of this skill. 
   
  Special Skill: Art of the Ordinary (Wisdom or Charisma) – This is the ability to not be noticed, to melt into the crowd, 
  to seem like one of the average Jane-in-the-Streets. Using this ability and given a moment out of sight from someone 
  chasing them, the thief can melt into a crowd, turn up a collar and look away into a shop window, lean over and 
  peruse a shop’s wares, or do something to make herself not appear to be who they were looking for, and thus throw 
  off pursuers. Similarly, this skill can be used to move around a town or city and appear to be someone else – no one 
  specific, but definitely not one’s self – yet not use make-up, wig, disguise kit, or anything so complex. Of course, this 
  does not work close-up-and-personal, but the objective is to not be recognized at a distance. Note that usually if 
  the thief is successful with this skill, there is no chance to see her, barring magical intervention or change of 
  circumstances. This skill starts at a score of 10 at the level at which it is chosen and improves by 1 point for every 2 
  levels advanced. Thus, if chosen at 6th level, the skill starts at 10, then improves to 9 at 8th, 8 and 10th, and so on, to 
  a best score of 3 at 20th level.  
  
  18 
   
  NOTE: Thieves without this skill can certainly attempt to disappear into a crowd, but do not have the advantage 
  of the infallibility of the success of this skill. 
   
  Special Skill: Beggar (Wisdom or Charisma ) – This skill enables the thief to disguise herself as a beggar, fit in with 
  other beggars, and successfully earn a pittance – and learn local rumors and legends – as a beggar in the street. A 
  successful skill check after begging for four hours nets the thief a number of coins equal to the number above the 
  skill score – copper for underclass, lower class, and middle class, silver for upper class and nobles; double the total 
  coins on a Natural 20. A roll of 4 or more above the skill score indicates that the thief has learned a local rumor or 
  legend; 8 or more nets two; 12 or more three. A Natural 1 results in a most unpleasant reaction, from being 
  discovered and attacked by other beggars to being thrown in jail by nobles; This skill starts at a score of 10 at the 
  level at which it is chosen and improves by 1 point for every 2 levels advanced. Thus, if chosen at 6th level, the skill 
  starts at 10, then improves to 9 at 8th, 8 and 10th, and so on, to a best score of 3 at 20th level. 
  Specializations: By city quarter – Artisans; Docks; Lower Class; Foreigners; Market; Merchants; Middle Class; 
  Military; Slave Market; Noble/Upper Class; Temple/Sages; or Thieves/Underclass (Maze, Maul, etc.). 
   
  Special Skill: Buffoonery (Intelligence or Charisma) – This skill enables the thief to perform the duties of a buffoon, 
  clown, fool, harlequin, jester, and so forth. This includes both physical camp and verbal assaults – offensive locution, 
  mocking witticisms, and rabble-rousing repartee. While most of the physical camp is merely meant to entertain, the 
  verbal tactics of the skill enable the thief to cause all sorts of mischief.  
   
  First, the thief may simply wish to entertain, and perhaps leave a subtle message through her buffoonery; a 
  successful skill check after 1d6 turns of buffoonery nets the thief a number of coins equal to the number above the 
  skill score – copper from underclass and lower class, silver from middle class and upper class, gold from nobles, and 
  platinum (or better) from royals; double the total coins on a Natural 20. A roll of 4 or more above the skill score 
  indicates that the thief has left a subtle message with the viewers that was not noticed by the targets (if present). 
  Plus, if the check was failed by 4 or more, and the targets of the message were present, they “got it” all too well.  
   
  Second, the thief can directly use Disrespectful Frolicking, Lampooning Imitations, Mocking Insults, or “Witty” Puns to 
  cause a specific target to – become violently enraged (instantly attacks, but at a -2 penalty to hit and a +2 penalty 
  to AC); become helpless with laughter (stunned a number of rounds equal to the total by which the check was 
  made, or until attacked or otherwise molested); or become demoralized (immediate morale check, -2 to morale 
  for 1 turn). The thief gets a +2 bonus to their roll if they also have the Minstrelsy Special Skill. The target gets a saving 
  throw to avoid the effect; roll less than or equal to Wisdom on d20. 
   
  Finally, the thief can use Rabble-Rousing Repartee to gather a mob and lead them to perform some action, violent 
  or otherwise. If the check succeeds, 1d4+6x10% of the audience joins the thief in whatever activity she has 
  suggested (100% on a Natural 20, and another 1d10x10% join the mob en route). However, within 1d20 rounds, the 
  wisest among the mob will have second thoughts and seek to end the mob action – roll d20; if the roll is greater 
  than the thief’s Charisma score, the thief loses control of the mob, and it quickly disperses. On a Natural 20 the mob 
  goes wild and acts as though confused for 1 round per level of the thief. Otherwise, if control is maintained, the thief 
  guides the actions of the mob for 1d6 turns, at which point the thief must make another Buffoonery skill check to 
  maintain control (and must do so every 1d6 turns). If the mob is attacked, roll morale for the whole mob, based on 
  the worst morale in the group, as normal; if morale fails, the mob disperses. Failure on the initial check means the 
  mob is not with the thief, and if failed by 4 or more, turns on the thief! 
   
  As usual, a Natural 1 results in a most unpleasant reaction, from being attacked (with no penalties) to being arrested 
  and tried for treason! This skill starts at a score of 10 at the level at which it is chosen and improves by 1 point for 
  every 2 levels advanced. Thus, if chosen at 6th level, the skill starts at 10, then improves to 9 at 8th, 8 at 10th, and so 
  on, to a best score of 3 at 20th level. 
  Specializations: Disrespectful Frolicking; Lampooning Imitations; Mocking Insults; Dexterous Juggling; Minor 
  Magic Tricks; Dangerous Pantomimes; “Witty” Puns; or Rabble-Rousing Repartee. 
   
  Special Skill: Cantrips – With this special skill the thief chooses two 1st level illusionist and/or magic-user spells, each 
  of which she can then cast once per day (she may wear armor while casting these spells). The spells are cast at the 
  thief’s level. The spells must be chosen from the following list: allure (M1), auditory illusion (I1), burning hands (M1), 
  charm person (M1), color spray (I1), darkness (M1), detect illusion (I1), detect invisibility (I1), detect magic (M1), 
  doppelganger (I1), hold portal (M1), hypnotism (I1), jarring hand (M1), jump (M1), light (M1), magic aura (M1), magic 
  missile (M1), mending (M1), message (M1), read languages (M1), read magic (M1), refraction (I1), shocking grasp 
  
  19 
   
  (M1), sleep (M1), spider climb (M1), ventriloquism (M1). The thief may take this special skill multiple times, each time 
  she must choose two different spells. 
   
  Special Skill: Dual-Wielding – The thief chooses a specific pair of weapons to specialize in dual-wielding, such that 
  the thief suffers no penalties when wielding those two weapons. Choices include dagger and dagger, short sword 
  and dagger, short sword and short sword, scimitar and dagger, scimitar and scimitar, rapier and dagger, long sword 
  and dagger, or long sword and short sword. The thief may take this special skill multiple times, each time she must 
  choose a different combination of weapons. 
   
  Special Skill: Gamble (Wisdom or Charisma) – While just about anyone can gamble, this skill enables the thief to 
  cheat at gambling and have no chance whatsoever of being caught. Simply cheating at gambling has various 
  odds of being spotted; if the thief with this skill cheats and succeeds with this skill, the other players and viewers have 
  no chance to detecting the cheating. The difficulty rating of the skill is based on the highest level of the other 
  participants in the game. If an opponent also has the Gamble special skill at a better skill score, the thief suffers a -
  2 penalty. This skill starts at a score of 10 at the level at which it is chosen and improves by 1 point for every 2 levels 
  advanced. Thus, if chosen at 6th level, the skill starts at 10, then improves to 9 at 8th, 8 at 10th, and so on, to a best 
  score of 3 at 20th level. 
  Specializations: Baccarat; Blackjack; Coin Flipping; Craps; Fan-Tan; Faro; Pai Gow; Poker; Red Dog; or Roulette. 
   
  Special Skill: Grifting (Intelligence, Wisdom, or Charisma) – The thief is a confidence-man, snake-oil salesman, 
  mountebank, charlatan, con-artist, swindler, hustler, cozener, scammer, etc., and seeks to gain wealth and power 
  through flimflam artistry and grifting. There are many kinds of cons, scams, grifts, and rackets; the grifter is jack of all, 
  master of none, and uses whichever is handy at the moment. A quick short scam, such as a short-change scam or 
  three-card monte requires but a single skill check; long cons require one for every “period” of the con, one per hour 
  for multiple-hour scams, one per day for a con lasting several days, one per week for a con lasting several weeks, 
  but no less than once per week. If conning a group, only the level of the character with the highest Intelligence, 
  Wisdom, or Charisma is counted for the difficulty modifier (tie goes to the highest level). In a long-con, however, 
  checks may have to be made against involved individuals at various times. Failing the skill check is not fatal, 
  generally; the con is blown only on a failure of 4 or more (and an individual might be “dealt with” as needful to 
  keep a long-con going). Note that usually if the thief is successful with this skill, there is no chance for the victim(s) to 
  see through the con, barring magical intervention or change of circumstances. This skill starts at a score of 10 at the 
  level at which it is chosen and improves by 1 point for every 2 levels advanced. Thus, if chosen at 6th level, the skill 
  starts at 10, then improves to 9 at 8th, 8 at 10th, and so on, to a best score of 3 at 20th level. 
  Specializations: Badger Game, Bait-and-Switch, Blessing Scam, Bogus Bill, Counterfeit Currency Scam, Dropped 
  Purse Scam, Fake Treasure Map Scam, False Prophet, Fiddle Game, Fortune-Telling Fraud, Grandparent Scam, 
  Melon Drop, Money-Box Scheme, Pig-in-a-Poke, Quacksalver, Rain-Making Scam, Romance Scam, Salting, 
  Short-Change Scam, Snake-Oil Potions, Spanish Prisoner, or Three-Card Monte, among many others. 
  NOTE: Thieves without this skill can certainly attempt to run a con, but do not have the advantage of the 
  infallibility of the success of this skill. 
   
  Special Skill: Mimic Voices (Intelligence or Wisdom) – With this special skill the thief can mimic a voice or animal 
  sound, including voices which she has just heard. This skill starts at a score of 10 at the level at which it is chosen and 
  improves by 1 point for every 2 levels advanced. Thus, if chosen at 6th level, the skill starts at 10, then improves to 9 
  at 8th, 8 at 10th, and so on, to a best score of 3 at 20th level. Victims of this ruse with an Intelligence of 13 or better 
  have a 10% chance per point of Intelligence above 12 to recognize the mimicry for what it is and react accordingly. 
   
  Special Skill: Tailing (Intelligence or Wisdom) – This is the ability to follow a target through a town, city, or other similar 
  crowded area, not only following them and on their tail, but also doing so without being seen. The difficulty is always 
  the comparative level of the target and the thief, adjusted by crowd density, how well the target and the thief fit in 
  with the crowd, and so forth (trailing a gnoll through a town of goblins should lean heavily toward very easy, for 
  example). The thief must make a check every time the target passes into a different quarter or section of the town, 
  as well as any time the target disappears around a corner – success indicates they were re-discovered, failure 
  means the trail has disappeared. If the skill check ever fails by 4 or more, or is a Natural 1, the thief is made, and the 
  target reacts accordingly. Note that usually if the thief is successful with this skill, the target gets no saving throw 
  against the tailing, barring magical intervention or change of circumstances. This skill starts at a score of 10 at the 
  level at which it is chosen and improves by 1 point for every 2 levels advanced. Thus, if chosen at 6th level, the skill 
  starts at 10, then improves to 9 at 8th, 8 at 10th, and so on, to a best score of 3 at 20th level. 
  NOTE: Thieves without this skill can certainly attempt to tail a target, but do not have the advantage of the 
  infallibility of the success of this skill. 
  
  20 
   
  Special Skill: Troubadour (Intelligence or Charisma) – This skill enables the thief to play musical instruments and sing, 
  such that she can entertain crowds as varied as filthy peasants to filthy-rich kings. A successful skill check after 
  playing for 1d6 turns nets the thief a number of coins equal to the number above the skill score – copper for 
  underclass and lower class, silver for middle class, gold for upper class, and platinum for nobles and royalty (at least); 
  Double the total coins on a Natural 20. A Natural 1 results in a most unpleasant reaction, from rotten vegetables at 
  the underclass and lower class level to being thrown in chains by nobles and royals. This skill starts at a score of 10 
  at the level at which it is chosen and improves by 1 point for every 2 levels advanced. Thus, if chosen at 6th level, 
  the skill starts at 10, then improves to 9 at 8th, 8 at 10th, and so on, to a best score of 3 at 20th level. 
  Specializations: A Capella; Bagpipe; Banjo; Cymbals; Didgeridoo; Drum; Fiddle; Guitar; Harp; Hurdy Gurdy; 
  Krummhorn; Lur Horn; Lute; Lyre; Pan Pipes; Rebec; Tambourine; or any number of other possibilities (might also 
  include other forms of entertainment such as Acting, Miming, Mummery, Opera, Poetry; etc.) 
   
  Special Skill: Ventriloquism (Intelligence or Charisma) – With this special skill the thief can cast her voice so that it 
  appears to come from anywhere else within 60 feet. This skill starts at a score of 10 at the level at which it is chosen 
  and improves by 1 point for every 2 levels advanced. Thus, if chosen at 6th level, the skill starts at 10, then improves 
  to 9 at 8th, 8 at 10th, and so on, to a best score of 3 at 20th level. Victims of this ruse with an Intelligence of 13 or better 
  have a 10% chance per point of Intelligence above 12 to recognize this illusion for what it is and react accordingly. 
   
  Read Languages (Intelligence or Wisdom): Beginning at 4th level a thief can attempt to read languages, ciphers, and 
  codes, provided the language is one that she has reasonably had the potential to encounter at some time prior. This 
  ability does not include magical writings. The skill roll is 10 at 4th level. If the roll does not succeed, the thief may not try 
  to read that particular piece of writing until she reaches a higher level of experience. The chance to succeed increases 
  by 1 every two levels thereafter; 9 at 6th, 8 at 8th, 7 at 10th, to a best chance of 3 at 18th level. Dwarves and halflings 
  suffer a -1 penalty to this skill; half-orcs suffer a -2 penalty. 
   
  Read Scrolls: Beginning at 10th level a thief can attempt to read and cast spells from magic-user and elf scrolls. Read 
  the scroll and roll a d20; on a result equal to or less than the level of the spell, the spell does not function as expected 
  and Something Bad Happens at the Labyrinth Lord’s discretion. Possession of the cantrips special skill grants a bonus to 
  the roll of +1 per two cantrips known. 
   
  Reaching 9th Level:  At 9th level a thief can establish a thief den or gang lair, and 2d6 thief apprentices of 1st level come 
  to work with the character. These thieves serve the character with some reliability; however, should any become 
  arrested or killed the character will not be able to attract more followers of this type to replace them. A successful 
  character might use these followers to start a Thieves’ Guild; however, establishing a new guild in another guild’s 
  territory is an instant invitation to war! 
   
   
  
  21 
   
  Thief Level Progression 
  Experience 
  Level 
  Hit Dice (1d4) 
  Skill Ranks 
  Special Abilities 
  0 
  1 
  1 
  2 
  Backstab x2, Thief Skills 
  1,251 
  2 
  2 
  1 
  Artful Dodger 1/day 
  2,501 
  3 
  3 
  2 
  Luck Not Skill 1/day, Specialization 1 
  5,001 
  4 
  4 
  1 
  Read Languages 
  10,001 
  5 
  5 
  1 
  Backstab x3 
  20,001 
  6 
  6 
  2 
  Special Skill 1, Specialization 2 
  40,001 
  7 
  7 
  1 
  Artful Dodger 2/day 
  80,001 
  8 
  8 
  2 
  Luck Not Skill 2/day 
  160,001 
  9 
  9 
  1 
  Can Build Stronghold, Specialization 3 
  280,001 
  10 
  +2 hp only * 
  1 
  Backstab x4, Read Scrolls 
  400,001 
  11 
  +4 hp only * 
  2 
  Special Skill 2 
  520,001 
  12 
  +6 hp only * 
  1 
  Artful Dodger 3/day, Specialization 4 
  640,001 
  13 
  +8 hp only * 
  2 
  Luck Not Skill 3/day 
  760,001 
  14 
  +10 hp only * 
  1 
  Special Skill 3 
  880,001 
  15 
  +12 hp only * 
  1 
  Backstab x5, Specialization 5 
  1,000,001 
  16 
  +14 hp only * 
  2 
  Special Skill 4 
  1,120,001 
  17 
  +16 hp only * 
  1 
  Artful Dodger 4/day 
  1,240,001 
  18 
  +18 hp only * 
  2 
  Specialization 6, Special Skill 5 
  1,360,001 
  19 
  +20 hp only * 
  1 
  Luck Not Skill 4/day 
  1,480,001 
  20 
  +22 hp only * 
  1 
  Special Skill 6 
   
  *Hit point modifiers from constitution are ignored 
   
  Thief Saving Throws 
   
  Class 
  Level 
   
  Breath 
  Attacks 
  Poison or 
  Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or  
  Spell-like 
  Devices 
  1-4 
  16 
  14 
  13 
  15 
  14 
  5-8 
  14 
  12 
  11 
  13 
  12 
  9-12 
  12 
  10 
  9 
  11 
  10 
  13-16 
  10 
  8 
  7 
  9 
  8 
  17+ 
  8 
  6 
  5 
  7 
  6 
   
  Thieves Skills – Skill Score By Rank 
  Thieves Skill Rank 
  Minimum Level 
  Skill Score 
  Apprentice 
  1st 
  14 
  Journeyman 
  1st 
  11 
  Expert 
  3rd 
  9 
  Master 
  5th 
  6 
  Grand Master 
  7th 
  3 
   
  Thief Skills Difficulty Ratings 
  Difficulty 
  Level Difference 
  Skill Check 
  Very Easy 
  Level is 5 or more beneath Thief Level  
  +4 
  Easy 
  Level is 3-4 beneath Thief Level  
  +2 
  Simple 
   Level is 2 beneath Thief Level 
  +1 
  Average 
  Level is 1 Beneath to 1 Above Thief Level 
  +/-0 
  Hard 
  Level is 2 above Thief Level 
  -1 
  Difficult 
  Level is 3-4 above Thief Level  
  -2 
  Very Difficult 
  Level is 5 or more above Thief Level  
  -4 
   
   
  
  22 
   
   
   
  Thief Skills Racial Modifiers (Like Ability Modifier, Applied to Die Roll, not Base Skill) 
  Race 
  Climb 
  Walls 
  Find and 
  Remove 
  Traps 
  Hear 
  Noise 
  Hide in 
  Shadows 
  Move 
  Silently 
  Pick 
  Locks 
  Pick 
  Pockets 
  Dwarves 
  -2 
  +3 
  - 
  - 
  - 
  +2 
  - 
  Elves 
  - 
  - 
  +1 
  +2 
  +1 
  -1 
  +1 
  Gnomes 
  -3 
  +2 
  +2 
  +1 
  +1 
  +1 
  - 
  Halflings 
  -3 
  +1 
  +1 
  +2 
  +2 
  +1 
  +1 
  Half-Elves 
  - 
  - 
  - 
  +1 
  - 
  - 
  +2 
  Half-Orcs 
  +1 
  +1 
  +1 
  - 
  - 
  +1 
  -1 
   
  Average Thief Skill Ranks by Thief Level 
  Class 
  Level 
  Ranks 
  Skill #1 
  Skill #2 
  Skill #3 
  Skill #4 
  Skill #5 
  Skill #6 
  Skill #7 
  1a 
  2 
  J (11) 
  J (11) 
  A (14) 
  A (14) 
  A (14) 
  A (14) 
  A (14) 
  2 
  1 
  J (11) 
  J (11) 
  J (11) 
  A (14) 
  A (14) 
  A (14) 
  A (14) 
  3b 
  2 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  A (14) 
  A (14) 
  4 
  1 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  A (14) 
  5c 
  1 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  6 
  2 
  E (9) 
  E (9) 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  7d 
  1 
  E (9) 
  E (9) 
  E (9) 
  J (11) 
  J (11) 
  J (11) 
  J (11) 
  8 
  2 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  J (11) 
  J (11) 
  9 
  1 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  J (11 
  10 
  1 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  11 
  2 
  M (6) 
  M (6) 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  12 
  1 
  M (6) 
  M (6) 
  M (6) 
  E (9) 
  E (9) 
  E (9) 
  E (9) 
  13 
  2 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  E (9) 
  E (9) 
  14 
  1 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  E (9) 
  15 
  1 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  16 
  2 
  G (3) 
  G (3) 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  17 
  1 
  G (3) 
  G (3) 
  G (3) 
  M (6) 
  M (6) 
  M (6) 
  M (6) 
  18 
  2 
  G (3) 
  G (3) 
  G (3) 
  G (3) 
  G (3) 
  M (6) 
  M (6) 
  19 
  1 
  G (3) 
  G (3) 
  G (3) 
  G (3) 
  G (3) 
  G (3) 
  M (6) 
  20 
  1 
  G (3) 
  G (3) 
  G (3) 
  G (3) 
  G (3) 
  G (3) 
  G (3) 
  a = minimum level for Journeyman rank; b = minimum level for Expert rank; 
  c = minimum level for Master rank; d = minimum level for Grand Master rank 
   
   
  
  23 
   
  Thief Skill Character Display 
  Thief Skill 
  Skill Rank 
  Base Skill 
  Total 
  Modifier 
  Ability 
  Modifier 
  Racial 
  Modifier 
  Special 
  Modifier 
  Climb Walls 
   
   
   
  STR/DEX 
   
   
  Find & Remove Traps 
   
   
   
  DEX/INT 
   
   
  Hear Noise 
   
   
   
  INT/WIS 
   
   
  Hide in Shadows 
   
   
   
  DEX/INT 
   
   
  Move Silently 
   
   
   
  DEX/WIS 
   
   
  Pick Locks 
   
   
   
  DEX/INT 
   
   
  Pick Pockets 
   
   
   
  DEX/CHA 
   
   
  Special Skill 
  Base Skill 
  Total 
  Modifier 
  Ability 
  Modifier 
  Racial 
  Modifier 
  Special 
  Modifier 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thief Skill 
  Specialty 
  Modifier 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  24 
   
  OPEN GAMING LICENSE 
   
   
   
   
   
  DESIGNATION OF PRODUCT IDENTITY: The names “James Mishler 
  Games™,” “Goblinoid Games™,” “Labyrinth Lord™,” “Advanced 
  Labyrinth Lord™,” and all artwork, logos, and images, are designated 
  as Product Identity.  
  DESIGNATION OF OPEN GAME CONTENT: With the exception of 
  anything listed as Product Identity, all material on pages 2 through 23 
  of this work is designated as Open Game 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 trademark 
  owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works and 
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  modification, correction, addition, extension, upgrade, improvement, 
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  be recast, transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the 
  game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) "Product Identity" means product and 
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  abilities; 
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  locations, 
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  or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically 
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  "You"or "Your" means the licensee in terms of this agreement.  
  2.The License: This License applies to any Open Game Content that 
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  notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
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  indicate Your acceptance of the terms of this License.  
  4.Grant and Consideration: In consideration for agreeing to use this 
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  the Open Game Content.  
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
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  rights to grant the rights conveyed by this License.  
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
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  9.Updating the License: Wizards or its designated Agents may publish 
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  13.Termination: This License will terminate automatically if You fail to 
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  15.COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, LLC.  
  System Reference Document Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 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. 
  Modern System Reference Document Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce 
  R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden. 
  Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax. 
  Golem, Wood from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Patrick 
  Lawinger. 
  Kamadan from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Nick 
  Louth. 
  
  25 
   
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax,  
  Labyrinth Lord Copyright 2007-2009, Daniel Proctor; Author Daniel 
  Proctor. 
  Darwin’s World, Copyright 2002, RPGObjects; Authors Dominic Covey 
  and Chris Davis. 
  Mutant Future, Copyright 2008, Daniel Proctor and Ryan Denison; 
  Authors Daniel Proctor and Ryan Denison. 
  Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Brownie from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Demon: Juiblex, The Faceless Lord‰ (Demon Lord) from the Tome of 
  Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Erica Balsley, based on 
  original material by Gary Gygax. 
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Frog, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Gas Spore from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Andrew Key. 
  Groaning Spirit from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Hippocampus 
  from 
  the 
  Tome 
  of 
  Horrors, 
  copyright 
  2002, 
  Necromancer Games, Inc.; authors Scott Greene and Erica Balsey, 
  based on original material by Gary Gygax. 
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene based, on original material by Gary 
  Gygax. 
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene based on original material by Gary 
  Gygax. 
  Lurker Above from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Piercer from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Strangle Weed from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Trapper from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Green, based on original 
  material by Gary Gygax. 
  Wind Walker from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, 
  Inc.; author Scott Green, based on original material by Gary Gygax. 
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor; 
  Author Daniel Proctor. 
  Advanced Labyrinth Lord, Copyright 2018, Daniel Proctor; Author 
  Daniel Proctor. 
  Expanded 20-Level Core Four Classes, Copyright 2020, James Mishler; 
  Authors James Mishler and Jodi Moran-Mishler. 
  END OF LICENSE 
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Classes/Expanded 20-Level Core Four Classes (LL).pdf