TEXT:  
   
   
   
   
  NEW RACE AND 
  CLASS COMPENDIUM 
   
   
   
   
  
   
   
  NEW RACE AND  
  CLASS COMPENDIUM 
  for Fantasy Adventures 
   
   
  Written by: 
  Thredith Undomiel 
   
   
   
   
   
   
   
   
   
   
  
   
  The cover art image is from Illustrerad Verldshistoria by Ernst Wallis et al, 
  published 1875-9. The copyrights have expired and this image is in the public 
  domain. All other images contained in this document have been dedicated to 
  the Public Domain by the author / creator. Once entering the public domain, 
  the work may be freely reproduced, distributed, transmitted, used, modified, 
  built upon, or otherwise exploited by anyone for any purpose, commercial or 
  non-commercial, and in any way, including by methods that have not yet been 
  invented or conceived. 
  The use of any other company's trademark or copyright in this guide is not 
  intended as a challenge to the ownership of those trademarks or copyrights. 
  © Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and 
  Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. These trademarks 
  are used under the Labyrinth Lord™ Trademark License 1.2 available at 
  www.goblinoidgames.com. 
  © New Race and Class Compendium for Fantasy Adventures is copyright 2019, 
  Thredith Undomiel.  
  
   
   
   
   
  INTRODUCTION 
  The present supplement has been created to offer a variety of new races, and classes for both Labyrinth 
  Lord™ and Advanced Labyrinth Lord™ RPG books. These were not included in the original works, nor in 
  other class or race compendiums currently available for the game. All entries have been written with 
  stylistic conventions that make them look as if they had been taken directly from the original LL manuals. 
  By using the contents from this book, you will be able to access new skills and features that may make 
  your games and adventures more exciting. All contents and materials contained herein are meant for 
  entertainment purposes only.  
  Enjoy. 
  - Thredith Undomiel – 2019 
   
   
   
   
   
  
   
  INDEX 
   
  NEW CLASSES 
  7 
  FORESTER (CLASS) 
  7 
  SWASHBUCKLER (CLASS) 
  8 
  ARCHER  (CLASS) 
  10 
  GAMBLER  (CLASS) 
  11 
  JESTER  (CLASS) 
  12 
  NEW RACES 
  18 
  AASIMAR  (RACE) 
  18 
  AIR GENASI (RACE) 
  18 
  ALAGHI  (RACE) 
  19 
  ALICORN  (RACE) 
  20 
  AQUATIC ELF (RACE) 
  20 
  BLINKING  (RACE) 
  21 
  CHANGELING (RACE) 
  22 
  DRAGONBORN  (RACE) 
  23 
  DARK AASIMAR  (RACE) 
  24 
  EARTH GENASI  (RACE) 
  25 
  
   
  FIRE GENASI  (RACE) 
  25 
  GOLIATH  (RACE) 
  26 
  KOALINTH (RACE) 
  27 
  KOBOLD  (RACE) 
  27 
  MERFOLK  (RACE) 
  28 
  MERG  (RACE) 
  29 
  MUL  (RACE) 
  30 
  SAHUAGIN  (RACE) 
  31 
  TIEFLING (RACE) 
  31 
  WATER GENASI  (RACE) 
  32 
  BONUS 
  34 
  0-LEVEL HUMAN  (BONUS) 
  34 
   
   
   
   
   
  
   
  NEW CLASSES 
  FORESTER 
  (CLASS) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Requirements: DEX 9, CON 9, WIS 9 
  Prime Requisite: DEX, WIS 
  Hit Dice: 1d6 
  Maximum Level: 10 
  Subclass: Fighter 
  All foresters possess a deep connection to the earth and feel great reverence for the 
  wilderness. Many call them children of the woods because of their strong connection to 
  trees and the woodlands. Foresters use the materials provided by the earth to elaborate 
  their own tools and weaponry. Thus, most foresters prefer the bow and fletch to swords 
  and other forged weapons. 
  Among the demi-human races, Elves and half-elves are the most common representatives 
  of this class. However, it sometimes happens that the occasional human may become a 
  forester as well. All foresters have access to some special abilities that are unique to this 
  class. Additionally, thanks to their close contact with nature, it becomes possible for 
  humans of this class to be gifted with infravision up to 40 feet.  
  Foresters depend on their sight and on freedom of movement, so they may easily climb 
  on trees and use their bow and arrows. Therefore, they cannot wear armor heavier than 
  leather or studded leather, and they may not use shields or wear any type of helmet. 
  Additionally, foresters will only use the following weapons: dagger, darts, longbow, 
  shortbow, quiver and arrows, scimitar, sling, short sword. 
  Foresters will use the attack value and saving throws of a Fighter of equal level. Foresters 
  are restricted to the neutral alignment because as protectors of nature forces, they do 
  not work according to definitions of law and chaos. They can speak their alignment 
  language, common, elvish, and sylvan.  
  Thief Abilities: Foresters have access to the thief skills of Move Silently, Hide in 
  Shadows and Hear Noise at three levels higher than those of an average thief (i.e. a 
  level 1 Forester will use these skills like a level 3 Thief would). However, they will suffer 
  a -20% penalty when using Move Silently and Hide in Shadows in any urban environments 
  such as towns or cities. 
  Reaching 9th level: When a forester reaches 9th level, she becomes known as a 
  Tavastioni, an ancient elvish word that loosely translates to “Heir of the Woodland.” 
  Because of their nomadic nature, the forester does not attract followers, and nor do they 
  typically build strongholds. Instead, they attract the service and loyalty of a nature spirit 
  in the shape of a goat known as Kundu. These magical creatures come to the service of 
  the forester of their own free will and are loyal unto death. If the Kundu dies, the 
  forester must wait one year before another will come to her service. 
  FORESTER LEVEL PROGRESSION 
  Experience 
  Level 
  Hit Dice (1d6) 
  Class Abilities 
  0 
  1 
  1 
  Eyes of the Moon & Sun 
  2,501 
  2 
  2 
   
  5,001 
  3 
  3 
  Touch of the Forest 
  10,001 
  4 
  4 
   
  20,001 
  5 
  5 
  Voice of the Water 
  40,001 
  6 
  6 
   
  80,001 
  7 
  7 
  Spirit of the Flame 
  160,001 
  8 
  8 
   
  310,001 
  9 
  9 
  Gift of the Wind 
  460,001 
  10 
  +2 hp only* 
   
  * Hit point modifiers from constitution are ignored 
  
   
  Eyes of the Moon & Sun: Foresters spend their lives dedicated to the mastery of the 
  bow. They believe that like the sun and moon themselves, they are able to see all things 
  under the sky. Whether it is a blessing from the forest or a magical gift, they are master 
  archers. They receive a +2 bonus to all hit and damage rolls made when wielding a 
  longbow or a shortbow. 
  Touch of the Forest: At 3rd level, the forester has become so in tune with the woodlands 
  that they will be able to climb trees effortlessly, with no need for checks, and traverse 
  wooded and jungle areas with no penalties or movement reductions. In addition, they 
  will always be able to scavenge and hunt for food successfully on a roll of 1-3 for 1d6 
  human sized beings in all terrains except for desolate areas or deserts.  
  Voice of the Water: Water is the universal voice of all that lives. As the forester deepens 
  her connection with the earth, she leans to speak as the water speaks. At 5th level, 
  foresters are able to speak the languages of all living creatures who are not of an extra-
  planar nature. In addition, they may cast each of the following spells, each once per day: 
  Speak with Animal, Speak with Plants, and Stone Tell. 
  Spirit of the Flame: As nature gives life with sun, moon, and water, so too does it with 
  fire. At 7th level, the forester is able to call upon the power of fire. As long as they have 
  natural wood, they are able to whisper to it and kindle a fire. This allows them to easily 
  start fires with even the poorest or wettest conditions. In addition, three times per day, 
  they may call upon the power of fire to enchant an arrow. Laying this enchantment takes 
  one round, and the arrow must be fired on the following round. The enchanted arrow 
  does the normal damage of 1d6 of an arrow on its target plus an additional 5d6 of fire-
  damage that affects all creatures in a 20’ radius. If the arrow misses its target, it will 
  still cause fire-damage in a 20’ radius around the area of its impact. 
  Gift of the Wind: The wind is swift and sharp; so too is the forester. Upon reaching 9th
  level, the forester may move at twice their normal movement speed, and when wielding 
  a longbow or shortbow, they may make up to 1d4 attacks each round. 
  Kundu (Fey-Goat) 
  No. Enc: 1 (Unique) 
  Alignment: Neutral 
  Movement: 180’ 
  Armor Class: 5 
  Hit Dice: 4 + 4 
  Attacks: 3 (hoof/hoof/horns) 
  Damage: 1d4/1d4/2d8 
  Save: F4 
  Morale: 10 
  Hoard Class: None 
  XP: 290 
  The Kundu is a nature spirit that often takes 
  on the shape of an ordinary goat. They 
  appear quite mundane, except for their 
  horns, which resemble small tree saplings. 
  A Kundu will rarely attack, unless provoked. 
  They are also highly intelligent, being able 
  to understand both elvish and sylvan 
  languages. This gives them the special ability 
  to follow orders and commands very easily, 
  and to be easily trained on a variety of 
  tricks. Kundus make excellent scouts, and 
  guard animals. 
   
  SWASH-
  BUCKLER 
  (CLASS) 
   Requirements: STR 9, DEX 9 
  Prime Requisite: STR, DEX 
  Hit Dice: 1d8 
  Maximum Level: None 
  Subclass: Fighter 
  While most warriors in the world make their way through heavy arms and armor, some 
  forgo brutal battlefield tactics and take a more elegant approach to combat. The 
  swashbuckler is quick and agile in combat, relying on deft reactions and pinpoint strikes 
  to defeat their foes, instead of the cumbersome protection of heavy armor or the slow 
  strikes of larger weapons. 
  
   
  Swashbucklers may wield any one-handed melee weapon, though they typically favor 
  short swords, long swords, scimitars, and daggers. They may use light crossbows and 
  short bows in ranged combat as well. Because they rely on mobility and movement, they 
  may only wear padded, leather, or studded leather armor. They may not use shields or 
  helmets. Beginning at 15th level, a swashbuckler gains one additional attack per round.  
  Swashbucklers will use the attack value and saving throws of a Fighter of equal level. 
  They may take any alignment they desire. They can speak their alignment language, and 
  common, although an intelligent enough swashbuckler may learn other languages. 
  Reaching 9th level: When a swashbuckler reaches 9th level, they may establish a Fencing 
  Academy in a city or other urban area. He will attract 2d6 1st level swashbucklers who 
  wish to learn from him. He must treat them fairly, and devote some amount of time to 
  their training, or they will abandon his Academy in favor of a better school. They may 
  accompany him to his adventures. However, if any of these followers die, replacements 
  will arrive in one year’s time. 
  Initiative Bonus: Due to their lightning reflexes and keen senses, swashbucklers are able 
  to notice threats quickly, and react to them fast. They receive privilege in Initiative 
  Checks allowing them to always go first. If a swashbuckler is part of a team, he will go 
  first while his team will depend on their initiative roll. If there are other swashbucklers 
  in his team, then he and his fellow swashbucklers will all go first while their team will 
  depend on their initiative roll. Swashbucklers cannot be surprised. 
  Armor Class Bonus: Because of their natural agility and deft movements, swashbucklers 
  receive a bonus to their AC based on the progression shown below. 
  Saving Throw Bonus: Because of their sense of impending danger and light footwork, 
  swashbucklers receive a bonus to their Breath Attacks and Petrify saving throws. 
  SWASHBUCKLER LEVEL PROGRESSION 
  Experience 
  Level 
  Hit Dice (1d8) 
  AC Bonus 
  Breath Attacks  
  Petrify  
  0 
  1 
  1 
  0 
  0 
  0 
  2,035 
  2 
  2 
  1 
  0 
  0 
  4,065 
  3 
  3 
  1 
  0 
  0 
  8,125 
  4 
  4 
  1 
  1 
  1 
  16,251 
  5 
  5 
  1 
  1 
  1 
  32,501 
  6 
  6 
  2 
  1 
  1 
  65,001 
  7 
  7 
  2 
  2 
  2 
  120,001 
  8 
  8 
  2 
  2 
  2 
  240,001 
  9 
  9 
  2 
  2 
  2 
  360,001 
  10 
  +2 hp only* 
  3 
  3 
  3 
  480,001 
  11 
  +4 hp only* 
  3 
  3 
  3 
  600,001 
  12 
  +6 hp only* 
  3 
  3 
  3 
  720,001 
  13 
  +8 hp only* 
  3 
  4 
  4 
  840,001 
  14 
  +10 hp only* 
  4 
  4 
  4 
  960,001 
  15 
  +12 hp only* 
  4 
  4 
  4 
  1,080,001 
  16 
  +14 hp only* 
  4 
  5 
  5 
  1,200,001 
  17 
  +16 hp only* 
  4 
  5 
  5 
  1,320,001 
  18 
  +18 hp only* 
  5 
  5 
  5 
  1,440,001 
  19 
  +20 hp only* 
  5 
  6 
  6 
  1,560,001 
  20 
  +22 hp only* 
  5 
  6 
  6 
  * Hit point modifiers from constitution are ignored 
  
   
  ARCHER  
  (CLASS) 
   Requirements: STR 9, DEX 9 
  Prime Requisite: STR, DEX 
  Hit Dice: 1d8 
  Maximum Level: None 
  Subclass: Fighter 
  While images of ironclad warriors riding across fields of battle are what most envision 
  when the concept of war comes to mind, not all combatants are masters of blades and 
  pikes. Just as often, noble lords train men (typically peasants and commoners) to serve 
  as bowmen in their front lines of combat. These men are most commonly known as 
  Archers. 
  Unlike fighters, archers focus on ranged combat instead of melee combat. They are 
  proficient with clubs, daggers, short swords, and long swords, as well as all ranged 
  weapons such as bows, crossbows, darts, javelins, slings, and other throwing weapons or 
  missiles. Because they wish to remain mobile on the battlefield, they may wear up to 
  chain mail armor and helmets, but are not proficient with shields. Beginning at 15th level, 
  an archer gains one additional attack per round. 
  Archers will use the attack value and saving throws of a Fighter of equal level. They may 
  take any alignment they desire. They can speak their alignment language, and common, 
  although an intelligent enough archer may learn other languages. 
  Reaching 9th level: Upon reaching 9th level, an archer can build a fort or wooden camp 
  in a rural area, typically near a village or castle to which they are loyal. Would-be 
  bowmen will come to serve the archer, as will peasants and commoners looking to dwell 
  in the character’s protection. The archer is expected to provide for them and treat them 
  fairly, or both bowmen and peasants will leave. 
  Short Range Attack & Damage Bonus: When firing a ranged weapon at a target in the 
  weapon’s short-range category, the arched receives a bonus to attack and damage based 
  on the chart below. 
  Medium Range Attack & Damage Bonus: When firing a ranged weapon at a target in the 
  weapon’s medium-range category, the arched receives a bonus to attack and damage 
  based on the chart below. 
  Long Range Attack & Damage Bonus: When firing a ranged weapon at a target in the 
  weapon’s long-range category, the arched receives a bonus to attack and damage based 
  on the chart below. 
   
  
   
  ARCHER LEVEL PROGRESSION 
   
   
   
  Attack Bonus / Damage Bonus 
  Experience 
  Level 
  Hit Dice 
  (1d8) 
  Short 
  Range 
  Medium 
  Range 
  Long Range 
  0 
  1 
  1 
  +1/+1 
  - 
  - 
  2,035 
  2 
  2 
  +1/+1 
  - 
  - 
  4,065 
  3 
  3 
  +1/+1 
  - 
  - 
  8,125 
  4 
  4 
  +2/+2 
  +1/+1 
  - 
  16,251 
  5 
  5 
  +2/+2 
  +1/+1 
  - 
  32,501 
  6 
  6 
  +2/+2 
  +1/+1 
  - 
  65,001 
  7 
  7 
  +3/+3 
  +2/+2 
  +1/+1 
  120,001 
  8 
  8 
  +3/+3 
  +2/+2 
  +1/+1 
  240,001 
  9 
  9 
  +3/+3 
  +2/+2 
  +1/+1 
  360,001 
  10 
  +2 hp only* 
  +4/+4 
  +3/+3 
  +2/+2 
  480,001 
  11 
  +4 hp only* 
  +4/+4 
  +3/+3 
  +2/+2 
  600,001 
  12 
  +6 hp only* 
  +4/+4 
  +3/+3 
  +2/+2 
  720,001 
  13 
  +8 hp only* 
  +5/+5 
  +4/+4 
  +3/+3 
  840,001 
  14 
  +10 hp only* 
  +5/+5 
  +4/+4 
  +3/+3 
  960,001 
  15 
  +12 hp only* 
  +5/+5 
  +4/+4 
  +3/+3 
  1,080,001 
  16 
  +14 hp only* 
  +6/+6 
  +5/+5 
  +4/+4 
  1,200,001 
  17 
  +16 hp only* 
  +6/+6 
  +5/+5 
  +4/+4 
  1,320,001 
  18 
  +18 hp only* 
  +6/+6 
  +5/+5 
  +4/+4 
  1,440,001 
  19 
  +20 hp only* 
  +7/+7 
  +6/+6 
  +5/+5 
  1,560,001 
  20 
  +22 hp only* 
  +7/+7 
  +6/+6 
  +5/+5 
  * Hit point modifiers from constitution are ignored  
  GAMBLER  
  (CLASS) 
   Requirements: None 
  Prime Requisite: CHA 
  Hit Dice: 1d6 
  Maximum Level: 14 
  Subclass: Thief 
  Gamblers live for the thrill of game, and some of them may see adventuring as the 
  ultimate experience. They are adept at conning guards, reading their opponents, and at 
  securing extra funds while in urban environments. They owe this to the several thieving 
  skills they picked up after years of working in underground markets and red districts, 
  away from the law. While not the best fighters in a group, they have gained some combat 
  ability from all the scrapes they have gotten themselves into. 
  Gamblers are proficient with one-handed melee weapons such as clubs, daggers, maces, 
  morningstars, and short swords. They are also excellent dart throwers, and may use 
  slings. Because they live for gambling and socializing, they rather wear padded or leather 
  armor. Other types of armor are best suited for bulky fighters and similar. Shields and 
  helmets are not part of their attire, and never will be.  
  Gamblers will use the attack value and saving throws of a Thief of equal level. They may 
  only be neutral or chaotic in alignment. However, they can speak all alignment languages 
  by default (including lawful), and common. 
  Reaching 9th level: Upon reaching 9th level, a gambler can open his own gambling house.
  If the gambler chooses to open his own gambling house, he will gain access to a two-
  level building in a city or town of his choice, which he may rent for 1d8x10 gp x month. 
  The place will be fully equipped, and will automatically attract 1d6+2 employees. New 
  employees will cost 200 gp each to hire. There can be no more than 10 employees 
  
   
  working at a gambling house at a time. Each employee will produce 3d00 gp x month, 
  and will cost 1d4x10 gp x month to hire. After covering expenses for the locale and staff, 
  all money made will immediately go to the gambler’s purse. If the gambling house’ fails 
  to generate enough gold to pay for the monthly rent and its employees, the gambler 
  must pay out of his personal money. If the gambler cannot cover the costs of an 
  employee, the employee will quit. If the gambler cannot cover the costs of the rent, the 
  gambling house will close and this opportunity will be lost. After all, opening your own 
  business is a gamble in and of its own! 
  Thief Abilities: Gamblers have access to the Thief skills of Move Silently, Hide in 
  Shadows and Remove Traps of their same level. 
  Con/Detect Lies: Gamblers are very adept at both telling lies and detecting them in 
  others. When trying to con an opponent (or detect a lie someone is telling) of equal or 
  lower level, the gambler rolls a d% and compares it to his skill (see advancement chart). 
  If successful, they bluffed their way past the obstacle (or they detected the deceit). The 
  gambler may not use this skill with opponents that are beyond his own level. 
  Gambling: While in urban locations, the gambler may choose to gamble, as long as he 
  has gold in his purse. To do so, he may attempt a d% once per day and check against his 
  skill (see advancement chart). On a successful roll, they win the amount of gp listed in 
  parenthesis next to the percentage. If they fail the roll, they lose half the amount of gp
  listed in the parenthesis from their own purse. At the Labyrinth Lord’s discretion, they 
  may also “go for broke” once per day. In that case, they may win ten times the amount 
  listed in parenthesis while gambling. If they fail, they lose ten times the amount listed 
  from their purse. 
  GAMBLER LEVEL PROGRESSION 
  Experience 
  Level 
  Hit Dice (1d6) 
  Gambling** 
  Con/Detect Lies 
  0 
  1 
  1 
  30 (1d20) 
  30 
  1,501 
  2 
  2 
  35 (2d20) 
  35 
  3,001 
  3 
  3 
  40 (3d20) 
  40 
  6,001 
  4 
  4 
  45 (4d20) 
  45 
  12,001 
  5 
  5 
  50 (4d20) 
  50 
  24,001 
  6 
  6 
  55 (5d20) 
  55 
  48,001 
  7 
  7 
  60 (5d20) 
  60 
  100,001 
  8 
  8 
  65 (6d20) 
  65 
  200,001 
  9 
  9 
  70 (6d20) 
  70 
  300,001 
  10 
  +1 hp only* 
  75 (7d20) 
  75 
  400,001 
  11 
  +2 hp only* 
  80 (7d20) 
  80 
  500,001 
  12 
  +3 hp only* 
  80 (8d20) 
  85 
  600,001 
  13 
  +4 hp only* 
  80 (9d20) 
  90 
  700,001 
  14 
  +5 hp only* 
  80 (10d20) 
  95 
  * Hit point modifiers from constitution are ignored 
  ** Value in parenthesis is possible winnings or losses (halved). If “go for broke”, value is x10 
  JESTER  
  (CLASS) 
   Requirements: INT 12, WIS 12, CHA 13, DEX 9 
  Prime Requisite: DEX, CHA 
  Hit Dice: 1d4 
  Maximum Level: None 
  Subclass: Thief / Magic-User 
  Clowns, jokers, tricksters, and harlequins all fall under the jester class. This absurd class 
  lives by its wits, quick tongue, and ability to entertain, bedazzle, and influence an 
  
   
  audience’s mood. Comedy and mirth are the jester’s trademark, along with a host of 
  special abilities that complement the class’ calling. 
  Jesters may use clubs, darts, daggers, slings, staves, and all types of swords. They may 
  also use two weapons exclusive to the class: the jester’s scepter, and laughing gas bombs. 
  They may wear leather armor, and if they want, they may employ a shield as long as they 
  have one hand free.  
  A jester will use the attack value and saving throws of a Thief of equal level, gaining a 
  +1 bonus in all throws due to their uncanny luck. They may only be neutral in alignment. 
  Should a jester become lawful or chaotic, they would lose all their special abilities and 
  would not be able to use their special jester items. In addition, they would be treated 
  as a Thief with just Climb Walls and Pick Pockets skills from then on. He could recover 
  his status as a jester by dedicating himself to serve at a noble’s court or castle for a 
  period of six months, uninterrupted. After such process, the Jester would revert to 
  neutral alignment, and would recover his class’ skills and jester status. However, this 
  would cost him all his gold so far as tribute. His inventory would be intact though.  
  A jester can speak all alignment languages by default along with common. Every 4 levels, 
  a jester can learn an additional language of his choice. 
  Reaching 9th level: Upon reaching 9th level, a jester can be hired by the inhabitants of 
  any urban location he visits to entertain them with a special comedic show. To find out 
  the degree of success of his performance, the jester must roll on the Public Reaction 
  chart below. Depending on how satisfied his patrons are, he may earn easy money, or he 
  may get himself and his companions into trouble! A jester’s special comedic show can 
  only be presented once a month, and cannot take place in the same location as the 
  previous show presented. 
  PUBLIC REACTION 
  2d6 
  REACTION 
  RESULT 
  2 
  Very pleased 
  Party gains d00x100 gp 
  3-5 
  Pleased 
  Party gains d00x50 gp 
  6-8 
  Neutral  
  Nothing happens 
  9-11 
  Displeased 
  Party loses d00x50 gp 
  12 
  Very displeased 
  Party loses d00x100 gp 
   
  Thief Abilities: Jesters have access to the Thief skills of Climb Walls of their same level, 
  and Pick Pockets as a Thief 2 levels lower than the jester. 
  Immunity to Insanity: Jesters are immune to insanity of any kind. 
  Catching Trick: Years of practicing feats of juggling have given the jester the ability to 
  catch items thrown at them, including thrown weapons and propelled items. A jester 
  may catch a dagger, an axe, a javelin, a spear, an arrow, a dart, a crossbow bolt, or a 
  sling stone once per combat session to avoid being hit, or to save an ally in a 10’ radius 
  from being hit. This ability is usually activated during an enemy’s turn. If the missile or 
  thrown object is magical, the trick cannot be performed.  
  Tumbling: Years of honing their acrobatic skills have given the jester the ability to avoid 
  incoming melee attacks. A jester who forgoes taking any action in a round may double 
  his DEX bonus AC Modifier for 1 round to avoid any melee attacks against him (see Armor 
  Class Modifier in the Dexterity Table). This does not work if the melee attack is done by 
  magic means, or if it involves a magic weapon. 
  Ventriloquism: Effects similar to the Magic-User spell of the same name, but with a 
  range of 30’. 
  
   
  Spell Casting: Jesters are able to cast a small number of spells, some exclusive to their 
  class and others shared with Magic-Users. Jesters record their spells in special spell books 
  that can only be read by other jesters. Jesters may cast spells while wearing leather 
  armor. Jesters may not cast spells from scrolls, and they cannot learn any new spells 
  from scrolls either. They may only learn new spells by leveling up. 
  JESTER LEVEL PROGRESSION 
  Experience 
  Level 
  Hit Dice (1d4) 
  Add New Language 
  0 
  1 
  1 
  - 
  1,251 
  2 
  2 
  - 
  2,501 
  3 
  3 
  - 
  5,001 
  4 
  4 
  +1 
  10,001 
  5 
  5 
  - 
  20,001 
  6 
  6 
  - 
  40,001 
  7 
  7 
  - 
  80,001 
  8 
  8 
  +1 
  160,001 
  9 
  9 
  - 
  280,001 
  10 
  +2 hp only* 
  - 
  400,001 
  11 
  +4 hp only* 
  - 
  520,001 
  12 
  +6 hp only* 
  +1 
  640,001 
  13 
  +8 hp only* 
  - 
  760,001 
  14 
  +10 hp only* 
  - 
  880,001 
  15 
  +12 hp only* 
  - 
  1,000,001 
  16 
  +14 hp only* 
  +1 
  1,120,001 
  17 
  +16 hp only* 
  - 
  1,240,001 
  18 
  +18 hp only* 
  - 
  1,360,001 
  19 
  +20 hp only* 
  - 
  1,480,001 
  20 
  +22 hp only* 
  +1 
  * Hit point modifiers from constitution are ignored 
  Jester Weapons: 
  - 
  Jester’s Scepter: A jester’s scepter resembles a rod topped with a sculpted, 
  weighted head. The head of the weapon is usually crafted in the likeness of 
  something fanciful, like a bell-capped jester’s bust. A jester’s scepter is treated 
  as a modified mace of 1d8 DMG and a weight of 3 lb. 
   
  - 
  Laughing Gas Balls: Small glass balls containing mystical laughing gas. When 
  thrown (Range: 10’/20’/30’), the glass ball shatters affecting a 5’ radius or 1 
  human sized creature. Bigger creatures that occupy more than 5’ in space are 
  unaffected by the gas. However, victims that can be affected must do a check of 
  Saving Throw vs. Poison. If they fail, they succumb to uncontrollable laughter 
  that lasts for 1d4 rounds. During this time, the victim may perform no actions 
  other than moving at ½ their normal pace. Laughing gas balls may only be 
  purchased from Jester Academies, Clown Schools, Circuses, and Thieves’ Guilds 
  in Medium to Large Towns (also known as cities). The cost for one laughing gas 
  ball is of 15 gp.  
   
   
  
   
  JESTER SPELL PROGRESSION 
   
  Spell Level 
  Class 
  Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  8 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  10 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  11 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  12 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  13 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  - 
  14 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  15 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  16 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  17 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  18 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  19 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
   
  Jester Spell List: 
  As mentioned above, jesters are able to cast a small number of arcane spells. Some of 
  these spells are taken from the Magic-User spell list. Others, noted as “Jester” after the 
  spell’s name, are exclusive to the Jester alone. Jesters acquire their spells by levelling 
  up, and cast them in the same manner as Magic-Users do. 
  LEVEL 1 
  LEVEL 2 
  1. Charm Person 
  1. Mirror Image 
  2. Sleep Ventriloquism 
  2. Invisibility 
  3. Read Magic 
  3. Knock 
  4. Giggle (Jester) 
  4. Joke (Jester) 
  5. Contortion (Jester) 
  5. Uncanny Contortion (Jester) 
  6. Befuddling Pun (Jester) 
   
   
  LEVEL 3 
  LEVEL 4 
  1. Clairvoyance 
  1. Charm Monster 
  2. Fly 
  2. Confusion 
  3. Hold Person 
  3. Belly Aching (Jester) 
  4. Blasphemous Obscenities 
  (Jester) 
  4. Extended Joke (Jester) 
  LEVEL 5 
  LEVEL 6 
  1. Feeblemind 
  1. Geas 
  2. Hold Monster 
  2. Laughing Death (Jester) 
  3. Gut Bursting Joke (Jester) 
   
  4. Grievous Insult (Jester) 
   
   
  
   
  LEVEL 7 
  LEVEL 8 
  1. Power Word Stun 
  1. Irresistible Dance 
  2. Charm Crowd (Jester) 
  2. Laughing Death: Encore! (Jester) 
  Spell Description: 
  The following descriptions are for the jester-specific spells only. Refer to the LL rulebook
  for spell descriptions of the Magic-User list. 
  Befuddling Pun 
  Level: 1 
  Duration: 1d4 + jester’s level rounds 
  Range: 30’ 
  The jester utters a clever pun, which on a 
  failed save, causes the victim to stand inert 
  for 1 turn as he contemplates the esoteric 
  quip. 
  Belly Aching 
  Level: 4 
  Duration: 1d6 + jester’s level rounds 
  Range: 60’ 
  It causes a victim to laugh uncontrollably for 
  a number of rounds equal to 1d6 + jester’s 
  level. During this period, the victim may not 
  attack, and will move only at ½ speed. A 
  successful save from a victim of 4 HD (level) 
  or less will half the duration of the spell. If 
  the victim possesses more than 4 HD, a 
  successful save will negate the spell’s 
  effects. 
  Blasphemous Obscenities 
  Level: 3 
  Duration: 1d6 rounds 
  Range: 60’ 
  The spell renders Clerics and other religious 
  foes ineffective for 1d6 rounds due to 
  embarrassment (no save). It acts as a Giggle 
  spell on non-clerics and non-religious foes. 
  Charm Crowd 
  Level: 7 
  Duration: Special 
  Range: 5’ per jester’s level 
  This spell makes all nearby humanoid 
  creatures regard the jester as their trusted 
  friend and ally. Undead creatures are 
  unaffected by this spell, as are humanoid 
  monsters larger than ogres. The spell does 
  not enable the jester to control the charmed 
  crowd, but it makes them perceive the 
  jester’s words and actions in the most 
  favorable way. The crowd can be given 
  orders, but actions they wouldn’t ordinarily 
  do based on their nature or alignment may 
  be abstained from. An affected crowd never 
  obeys suicidal or obviously harmful orders, 
  but they may be convinced that something 
  very dangerous is worth doing. Any act by 
  the jester or his apparent allies that 
  threatens the charmed crowd breaks the 
  spell. The jester must speak the crowd’s 
  language to communicate commands, or 
  else be good at pantomiming. The targets 
  affected by the spell need to be within a 60’ 
  square area and are not penalized on their 
  Saving Throw. This spell can be negated by 
  the Magic-User spell dispel magic. 
  Contortion 
  Level: 1 
  Duration: 1 round 
  Range: Self 
  The jester may magically contort his body, 
  avoiding attacks for 1 turn. During this time, 
  the jester is treated as having an AC of 1. 
  Extended Joke 
  Level: 4 
  Duration: +50% additional time of the 
  original spell 
  Range: Same as spell being extended 
  Extended joke lengthens the duration of 
  another of the jester spells by 50%. Only 
  spells of level 1-3 can be affected by 
  Extended Joke. 
  Giggle 
  Level: 1 
  Duration: 1d4 rounds 
  Range: 20’ 
  This spell affects all thinking creatures of 1 
  or 2 HD (levels) within 20’ of the jester. 
  Those that fail their saving throw are 
  overcome with an uncontrollable case of the 
  giggles, which lasts 1d4 rounds. While in this 
  state, victims suffer a -2 to hit due to the 
  distracting nature of their condition. 
  
   
   
  Grievous Insult 
  Level: 5 
  Duration: 2d6 + jester’s level rounds 
  Range: 90’ 
  This spell will have one of two effects upon 
  its victim. Either it will cause the victim of 
  the spell to flee in embarrassment, or it will 
  send the target into such a fit of rage that 
  they will attack the jester as an extra turn. 
  There is an equal chance that the target’s 
  reaction will be embarrassment or rage (1-
  50% embarrassment, 51-100% rage). 
  Gut Busting Joke 
  Level: 5 
  Duration: 1d4 + jester’s level rounds 
  Range: 60’ 
  Identical to the jester’s Belly Aching spell. 
  In addition, 1d4 points of damage are 
  inflicted on the target per round of 
  uncontrollable laughter. 
  Joke 
  Level: 2 
  Duration: 1d6 rounds 
  Range: 30’ 
  The incantation for this spell is a magically 
  charged joke. All those within the spell’s 
  range must successfully save, or they will
  suffer and attack penalty of -4 (save negates 
  the spell’s effect). 
   
   
  Laughing Death 
  Level: 6 
  Duration: 1 round 
  Range: 60’ 
  This spell affects all those within a 60’ cube 
  who can hear the joke. This deadly magical 
  joke will cause up to 2d8 creatures with less 
  than 9 HD to die laughing (literally). A 
  successful Saving Throw by the victim(s) of 
  this spell will negate the effects.  
  Laughing Death: Encore! 
  Level: 8 
  Duration: 1 round 
  Range: 240’ 
  This spell is identical to the jester’s 
  Laughing Death spell. Unlike the Laughing 
  Death spell, Laughing Death: Encore! may 
  affect creatures of 9 HD or more. Such 
  creatures are afforded a chance to save, 
  with a successful save negating the effects 
  of the spell. Creatures with less than 9 HD 
  succeeding in a Saving Throw will take 
  damage equal to ¼ of their maximum hit 
  points. Laughing Death: Encore! affects 
  2d10 creatures as opposed to the previous 
  spell’s 2d8. 
  Uncanny Contortion 
  Level: 2 
  Duration: 1 round 
  Range: Self 
  Same as the jester’s spell Contortion, but 
  gives the jester an AC of -1 for the duration 
  of the spell. 
   
    
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  NEW RACES 
  AASIMAR  
  (RACE) 
   
   
   
   
   
   
  Requirements: STR 9, WIS 9 
  Ability Modifiers: STR +1, CON -2, WIS +1 
  Ability Min/Max:  
  STR 9/19 (18), DEX 3/18, CON 3/17, INT 6/18, WIS 9/19, CHA 6/18 
  Aasimar are humans with celestial ancestry. They radiate a divine aura and have a 
  graceful appearance, which sometimes leads others to mistake them for half-elves. 
  Assimar show signs of their divine blood and have traits like silver hair or golden 
  eyes.  
  Unlike many other humanoids with relatives on other planes, the celestial ancestors 
  of the aasimar tend to watch over their offspring and guide them. However, they 
  may also punish aasimar who leave the right path. Therefore, aasimar can only be 
  lawful in alignment. If for any reason an aasimar changes alignment to neutral or 
  chaotic, they must perform a Saving Throw vs. Death. On a successful roll, they are 
  given a chance to find and donate all their gold and equipment to a church or other 
  holy place to be redeemed and made lawful again. On a failed roll, the celestial 
  ancestors of the aasimar will send a ray of transmutation, and the character will 
  be automatically made of the Human race. This new human will lose all memories 
  of being an aasimar, and will become a level 0 character (see the level 0 human 
  section for details). There is no way to revert the effects of this celestial 
  punishment.  
  Aasimar have twilight vision, which means their eyes perceive no difference
  between light and dark conditions, thus allowing them to see clearly in complete 
  darkness. They are also immune to charm and any other spells that focus on mind 
  control, or that try to fool the senses by making use of illusions or deceit. In 
  addition to these abilities, aasimar possess a higher natural resistance to magic and 
  status altering conditions than other demi-humans, as reflected in their saving 
  throws. An aasimar character will speak common tongue, celestial, aural, and 
  lawful.  
  Aasimar receive the following saving throw bonuses: 
   
  +2 save versus poison 
   
  +4 save versus petrify or paralyze 
   
  +4 save versus spells or spell-like devices 
  Aasimar may select from the following classes (and similar homebrew derivatives), 
  with the indicated level limits. They may never pick a class or subclass that falls or 
  follows chaotic alignment. 
  AASIMAR CLASSES AVAILABLE 
  Class 
  Level Limit 
  Cleric 
  Unlimited 
  Paladin 
  Monk 
  Unlimited 
  Unlimited 
   
  Aasimar do not have any limitations regarding level limit, thus working exactly as 
  humans.  
  AIR 
  GENASI 
  (RACE) 
   Requirements: WIS 9, DEX 9 
  Ability Modifiers: STR -1, DEX +1, WIS +1 
  Ability Min/Max:  
  STR 6/17 (16), DEX 9/19, CON 3/18, INT 3/18, WIS 9/19, CHA 6/18 
  
   
   
  The air genasi is the offspring of a humanoid and an elemental being from the Plane 
  of Air. Air genasi are wild and carefree, but also arrogant. They have light blue skin 
  that is always cold to touch, and a breeze seems to be around them all the time. 
  Most air genasi live among humanoids in human or elven settlements on the Plane 
  of Air. On the Material Plane, they are very rare and found on floating islands, if at 
  all. 
  Air genasi can use Levitate once per day. They can also fall from heights of 
  maximum 20’ without taking damage. Their alignment is neutral because of their 
  elemental blood, which belongs to neither law nor chaos. They are naturally 
  resistant to breath attacks, petrify, and paralysis, as are all genasi. They also have 
  a small bonus to poison. However, they are vulnerable to wands, spells, and spell-
  like devices. An air genasi character will speak common tongue, auran (the 
  language of the Plane of Air), elvish, and neutral.  
  Air genasi receive the following saving throw bonuses: 
   
  Immune to breath attacks 
   
  Immune to petrify or paralyze 
   
  +2 save versus poison 
   
  -4 save versus wands 
   
  -4 save versus spells or spell-like devices 
  Air genasi may select from the following classes (and similar homebrew 
  derivatives), with the indicated level limits. As Clerics, they serve the Gods of 
  Balance. 
  AIR GENASI CLASSES AVAILABLE 
  Class 
  Level Limit 
  Cleric 
  15 
  Druid 
  Paladin 
  12 
  12 
   
  ALAGHI  
  (RACE) 
   Requirements: STR 9 
  Ability Modifiers: STR +2, INT -2 
  Ability Min/Max:  
  STR 9/19 (18), DEX 3/18, CON 9/18, INT 3/18, WIS 3/18, CHA 3/18 
  The alaghi are a race of forest-dwelling humanoids and distant relatives of the 
  yetis. They have short necks and legs, a flat face and are covered with brown fur. 
  Alaghi are as tall as humans, but much heavier and have two small horns. They live 
  as hunter-gatherers. Other races tend to distrust sedentary alaghi. Not all of them 
  live in communities, though; some are hermits and sometimes druids. Despite their 
  monstrous appearance, alaghi are shy and peaceful. 
  Alaghi can use a variety of weapons, but they prefer to hit with their fists for 2d4 
  points of damage when in close combat. They can hide in natural surroundings like 
  a ranger, and have access to a few Thief skills. Alaghi are either lawful or neutral 
  in alignment. However, sometimes specific individuals may turn chaotic. They will 
  speak common, alaghi, and sylvan. 
  Alaghi receive the following saving throw bonuses: 
   
  +2 save versus petrify or paralyze 
  Because of their close connection to forests and nature, Alaghi have a slightly 
  advantage over immobilizing conditions, and as such, they receive bonuses to 
  defend against these effects. 
  Alaghi may select from the following classes (and similar homebrew derivatives), 
  with the indicated level limits. 
  
   
   
   
  ALAGHI CLASSES AVAILABLE 
  Class 
  Level Limit 
  Druid 
  12 
  Fighter 
  12 
  Ranger 
  12 
   
  Although alaghi may not become thieves, they get access to the following Thief 
  skills: 
  ALAGHI THIEF SKILL ADJUSTMENTS 
  Skill 
  Skill Level Limit 
  Pick Locks 
  7 
  Find/Remove Traps 
  5 
   
  ALICORN  
  (RACE) 
   Requirements: INT 9, WIS 9 
  Ability Modifiers: STR -1, CON -1, INT +1, WIS +1 
  Ability Min/Max:  
  STR 3/17 (16), DEX 6/18, CON 3/16, INT 9/18, WIS 9/19, CHA 3/18 
  The alicorn is a rare race resulting when a unicorn spirit chooses to incarnate into 
  an elven body. They retain their elven looks, but have white hair, bright eyes, large 
  ears, and a single small horn on their forehead. Alicorns grow up among elves or 
  the creatures of the forest. Most are guardians of justice or the arcane.  
  An alicorn radiates an aura of good, which will draw the attention of other 
  creatures nearby. This makes them lawful in alignment. Alicorns may not become 
  neutral or chaotic. They simply cannot. They can use Detect Evil (Cleric spell) once 
  per day as a racial trait. From 3rd level on, alicorn Magic-Users and Illusionists can 
  use Cure Light Wounds (Cleric spell) once per day as a racial trait. If they chose to 
  become Clerics, alicorns may use Cure Critical Wounds instead of Cure Light Wounds 
  from 3rd level on, and Detect Evil’s range is doubled (i.e. 240’ instead of 120’). 
  Alicorns have infravision of 60’, and have keen eyes that allow them, when actively 
  searching, to detect hidden and secret doors with a roll of 1-2 on 1d6. Because of 
  their elven blood, alicorns are completely unaffected by the paralysis ghouls can 
  inflict. Alicorns speak their alignment language, common, elvish, sylvan, and pixie.
  Alicorns receive the following saving throw bonuses: 
   
  +2 save versus death 
   
  +4 save versus paralyze 
   
  +2 save versus spells or spell-like devices 
  Alicorns may select from the following classes (and similar homebrew derivatives), 
  with the indicated level limits. 
  ALICORN CLASSES AVAILABLE 
  Class 
  Level Limit 
  Cleric 
  15 
  Magic-User 
  17 
  Illusionist 
  14 
   
  AQUATIC 
  ELF 
  (RACE) 
   
   
  Requirements: DEX 9, INT 9 
  Ability Modifiers: STR -1, DEX +1, CON -2 
  Ability Min/Max:  
  STR 3/17 (16), DEX 9/19, CON 3/16, INT 9/18, WIS 3/18, CHA 6/18 
  
   
   
  Aquatic elves are sea-dwelling relatives of the surface elves. They have the same 
  grace and elegance of their terrestrial counterparts (even more so underwater),
  but are more fragile than the average elf when in land. Aquatic elves looks mostly 
  like surface elves, but they have webbed fingers and toes instead, as well as a pale 
  skin with shades of green or blue. In comparison to many other sentient aquatic 
  races, aquatic elves form nations and not just tribal societies. They suffer no 
  penalties or speed reductions when swimming (and they may never drown), unless 
  they do so in murky or contaminated waters. 
  Aquatic elves have darkvision. This means they can see normally in the dark, but 
  only in shades of grey. They can breathe both water and air, but will lose one point 
  of constitution per day if they do not hydrate themselves with the contents of at 
  least 2 waterskins (i.e. two days’ worth of fresh water), as opposed to the average 
  1 waterskin per day. However, they can help obtain fresh water by using Purify Food 
  and Drink (Cleric spell) once every 4 days as a unique racial trait. 
  Because of their elven blood, aquatic elves are completely unaffected by the 
  paralysis ghouls can inflict. Aquatic elves can be of any alignment. They speak their 
  alignment language, common, elvish, aquan, and merfolk. 
  Aquatic elves receive the following saving throw bonuses: 
   
  -2 save versus poison 
   
  +4 save versus paralyze 
   
  +2 save versus spells or spell-like devices 
  Aquatic elves may select from the following classes (and similar homebrew 
  derivatives), with the indicated level limits. 
  AQUATIC ELF CLASSES AVAILABLE 
  Class 
  Level Limit 
  Assassin 
  10 
  Illusionist 
  11 
  Magic-User 
  11 
  Thief 
  12 
  Aquatic elven thieves receive the following bonuses and penalties to thief abilities:
  AQUATIC ELF THIEF SKILL ADJUSTMENTS 
  Skill 
  Adjustment 
  Pick Locks 
  -15% 
  Pick Pockets 
  -20% 
  Move Silently  
  +5% 
  Hide in Shadows 
  +10% 
  Hear Noise 
  +1* 
  *Water elves receive a better dice range for hearing noises. For example, 1st level aquatic 
  elven thieves hear noises on a 1-3, and at 9th level, it is 1-5. Hear noise may never be 
  better than 1-5. 
  BLINKING 
  (RACE) 
   Requirements: STR 9, CON 9 
  Ability Modifiers: STR +1, CON +1, INT -4 
  Ability Min/Max:  
  STR 9/19 (16), DEX 3/18, CON 9/18, INT 3/8*, WIS 3/18, CHA 3/18 
  Blinklings are similar in size to a halfling. To the untrained eye, they may look like 
  hairy kobolds. However, upon closer inspection, it becomes clear that that their 
  features are canine instead of draconic. They combine the cheerfulness of smaller 
  races with the sense of community of a pack of dogs. They are humanoid, but their
  origin is still a mystery.  
  
   
   
  Because of their size, blinkings may not use large and two-handed weapons, but 
  may use any other weapon and armor as indicated by class. 
  A blinkling can use Blink (Magic-User spell) once per day, hence its name. They are 
  surprisingly strong for their size, as well as incredibly resilient, but they are known 
  for not being very smart. In fact, most blinkings do not speak any human or demi 
  human languages. They just limit themselves to feral growls and random sounds.
  Nonetheless, there have been some historical reports of blinking individuals being 
  able to write very simple words in common tongue, and even being able to read 
  basic sentences. Blinklings tend to fall under the chaotic side of the spectrum, but 
  they are not evil by nature. 
  Blinking receive the following saving throw bonuses: 
   
  +2 save versus breath attacks 
   
  +4 save versus poison 
   
  +4 save versus petrify or paralyze 
   
  +3 save versus wands 
   
  +4 save versus spells or spell-like devices 
  Blinkings may select from the following classes (and similar homebrew derivatives), 
  with the indicated level limits. 
   
  BLINKING CLASSES AVAILABLE 
  Class 
  Level Limit 
  Fighter 
  15 
  Monk 
  7 
  Thief 
  9* 
   
  Blinking thieves may not obtain the Thief 4th level ability to read languages. 
  However, they may use scale mail armor and helmets from then on as unique 
  exception to their race. 
  Blinking thieves receive the following bonuses and penalties to thief abilities: 
  BLINKING THIEF SKILL ADJUSTMENTS 
  Skill 
  Adjustment 
  Find and Remove Traps 
  +10% 
  Move Silently  
  +10% 
  Climb Walls 
  -15% 
  Hide in Shadows 
  +10% 
  Hear Noise 
  +1* 
  *Blinkings receive a better dice range for hearing noises. For example, 1st level blinking 
  thieves hear noises on a 1-3, and at 9th level, it is 1-5. Hear noise may never be better than 
  1-5. 
  CHANGE-
  LING 
  (RACE) 
   Requirements: INT 9, DEX 9 
  Ability Modifiers: DEX+1, CON -1, INT +1 
  Ability Min/Max:  
  STR 6/18, DEX 9/19, CON 3/18, INT 9/18, WIS 3/18, CHA 3/18 
  Changelings are the offspring of a doppelgänger and a human. They have the pale 
  skin and androgynous looks of a doppelgänger, but appear less alien and have a 
  psyche more similar to common humanoid races. Changelings are genderless, but 
  like to appear as one gender of their choice most of the time.  
  
   
   
  Due to their chaotic blood, changelings have the ability to see in the dark with 
  infravision up to 60 feet. Moreover, changelings can see through illusions and 
  deceptions easier than other races (very similar to tieflings), as they like to use 
  these tactics themselves. This makes them immune to charm and any other spells 
  that focus on mind control, or that try to fool the senses by making use of illusions 
  or deceit.  
  A changeling can alter its appearance at will, which takes one turn to execute. If 
  it is done more than once per day, the time needed to change into a new guise
  doubles semi-permanently with each new transformation. This forces the 
  changeling to pass three consecutive days without transforming before being able 
  to change in just one turn again. The illusion is good, but not as convincing as the 
  one of a full-blooded doppelgänger. However, this grants them an advantage if they 
  choose to become Assassins because they can disguise themselves without suffering
  the 5%-8% penalty when changing into another race or as the opposite sex. 
  Changelings are all chaotic by nature. They will speak common tongue, demonic, 
  abyssal, and all three alignment languages. 
  Changelings receive the following saving throw bonuses: 
   
  +4 save versus poison 
   
  +4 save versus petrify or paralyze 
   
  +4 save versus spells or spell-like devices 
  Changelings may select from the following classes (and similar homebrew 
  derivatives), with the indicated level limits. 
  CHANGELING CLASSES AVAILABLE 
  Class 
  Level Limit 
  Assassin 
  10 
  Illusionist 
  11 
  Magic-User 
  11 
  Fighter 
  10 
  Thief 
  12 
   
  Changelings do not have any limitations regarding level limit, nor do they receive 
  any bonuses or penalties to thief abilities, thus working exactly as humans. 
  DRAGON-
  BORN  
  (RACE) 
   Requirements: STR 9, CON 9, WIS 9 
  Ability Modifiers: STR +1, DEX -1 
  Ability Min/Max:  
  STR 9/19 (19), DEX 3/17, CON 6/18, INT 3/18, WIS 9/18, CHA 3/18 
  The dragonborn are a race of scaly, dragon-like humanoids. Their bloodline is said 
  to originate from an ancient, god-like dragon. A dragonborn has a reptilian face, 
  but no wings or tail. Dragonborns are wandering soldiers, sell-swords, and 
  adventures. They once ruled over a vast empire, which shattered centuries ago. 
  Dragonborn are born fighters and do not like to be ordered around without good 
  reason. Most of them are honorable and respect friend as well as foe. 
  As a true dragon, dragonborn can use dragon breath. This breath will be either 
  burning red fire or acidic emerald fire. The breath weapon does 1d6 points of 
  damage for every five levels of the dragonborn. The target is allowed a Saving 
  Throw vs. Breath Attacks for half damage. It has a reach of 20’ and can hit up to 
  three targets standing next to each other (which is to say, in a radius of 15’). 
  Depending on his breath weapon, the dragonborn gets a +3 saving throw bonus 
  against Breath Attacks or Poison. A dragonborn character can be of any alignment, 
  
   
   
  although lawful tends to be the most popular. They will be able speak draconic, 
  reptilian, common, and their alignment language. 
  Dragonborns receive the following saving throw bonuses: 
   
  +4 save versus breath attacks if flaming dragon breath 
   
  -2 save versus breath attacks if acidic dragon breath 
   
  +4 save versus poison if acidic dragon breath 
   
  -2 save versus poison if flaming dragon breath 
  Dragonborns may select from the following classes (and similar homebrew 
  derivatives), with the indicated level limits. 
  DRAGONBORN CLASSES AVAILABLE 
  Class 
  Level Limit 
  Cleric 
  15 
  Fighter 
  17 
  Monk 
  9 
  Paladin 
  15 
   
  DARK 
  AASIMAR  
  (RACE) 
   Requirements: INT 9, WIS 9 
  Ability Modifiers: CON -1, INT +1, WIS +1 
  Ability Min/Max:  
  STR 3/18 (17), DEX 3/18, CON 3/17, INT 10/18, WIS 9/19, CHA 6/18 
  Dark aasimar are, like regular aasimar, decedents of humans and divine creatures. 
  However, their ancestors were fallen angels, or other corrupted celestials. They 
  still radiate a divine aura, but it is tainted. Dark aasimar are not necessarily evil, 
  but often egoistic and uncertain of their destiny. Therefore, they are most 
  commonly chaotic in alignment. Unlike regular aasimar, their ancestors do not 
  punish dark aasimar if they change their alignment.  
  Dark aasimar have abyssal vision, which means their eyes see better in dark 
  conditions than in light conditions. For this reason, dark aasimar will see perfectly 
  in complete darkness, while under the sunlight or any other type of light, they will 
  be able to see up to 60’ ahead and in shades of grey. They are also immune to charm 
  and any other spells that focus on mind control, or that try to fool the senses by 
  making use of illusions or deceit like normal aasimar do. In addition to these 
  abilities, dark aasimar possess as well a higher natural resistance to magic and 
  status altering conditions than other demi-humans, as reflected in their saving 
  throws. A dark aasimar character will speak common tongue, celestial, abyssal, and 
  their alignment language. 
  Dark aasimar receive the following saving throw bonuses: 
   
  +2 save versus poison 
   
  +4 save versus petrify or paralyze 
   
  +4 save versus spells or spell-like devices 
  Dark aasimar may select from the following classes (and similar homebrew 
  derivatives). In case of choosing Cleric or Magic User class, the dark aasimar spells 
  will be by default reversed (if they can be reversed). Those spells that cannot be 
  reversed may be available for reversal according to the Labyrinth Lord’s judgment.
  DARK AASIMAR CLASSES AVAILABLE 
  Class 
  Level Limit 
  Assassin 
  Unlimited 
  Cleric 
  Magic User 
  Unlimited 
  Unlimited 
  Thief 
  Unlimited 
  
   
   
   
  Dark aasimar do not have any limitations regarding level limit, nor do they receive 
  any bonuses or penalties to thief abilities, thus working exactly as humans. 
  EARTH 
  GENASI  
  (RACE) 
   Requirements: STR 9, CON 9 
  Ability Modifiers: STR +1, CON+1, DEX -2 
  Ability Min/Max:  
  STR 9/19 (18), DEX 3/16, CON 9/19, INT 3/18, WIS 6/18, CHA 3/18 
  Leathery skin, a blocky body and dark eyes are the features of the earth genasi, 
  crossbreeds of humanoids, often dwarves, and elementals from the Plane of Earth. 
  Earth genasi are slow and proud, but also even-tempered and reliable. Most of them 
  are the offspring of elementals and dwarves. 
  Earth genasi can use Passwall (Magic User spell) once a day and have exceptional 
  knowledge about geology and related topics. Their alignment is neutral because of 
  their elemental blood, which belongs to neither law nor chaos. They are naturally 
  resistant to breath attacks, petrify, and paralysis, as are all genasi. They also have 
  a small bonus to poison. However, they are vulnerable to wands, spells, and spell-
  like devices. An earth genasi character will speak common tongue, terran (the 
  language of the Plane of Earth), dwarf, and neutral.  
  Earth genasi receive the following saving throw bonuses: 
   
  Immune to breath attacks 
   
  Immune to petrify or paralyze 
   
  +2 save to poison 
   
  -4 save versus wands 
   
  -4 save versus spells or spell-like devices 
  Earth genasi may select from the following classes (and similar homebrew 
  derivatives), with the indicated level limits. 
  EARTH GENASI CLASSES AVAILABLE 
  Class 
  Level Limit 
  Druid 
  12 
  Fighter 
  Ranger 
  15 
  15 
   
  FIRE 
  GENASI  
  (RACE) 
   Requirements: DEX 9, WIS 9 
  Ability Modifiers: DEX+1, WIS +1, CHA -2 
  Ability Min/Max:  
  STR 6/18 (17), DEX 9/19, CON 3/17, INT 3/18, WIS 9/19, CHA 3/16 
  The fire genasi are children of humanoids and creatures from the Plane of Fire. 
  They have red or black hair, hot skin, and glowing eyes. Fire genasi are impatient 
  and prefer acting to talking. Due to the destructive nature of fire, many fire genasi 
  consider themselves superior to other races. 
  A fire genasi‘s fists strike as a fire-based weapon dealing 1d4 of additional fire 
  damage per successful unarmed hit. This effect cannot be suppressed, which 
  explains why fire genasi can become deadly monks. Their alignment is neutral 
  because of their elemental blood, which belongs to neither law nor chaos. However, 
  fire genasi are prone to becoming chaotic, unlike other elementals. They are 
  naturally resistant to breath attacks, petrify, and paralysis, as are all genasi. They 
  also have a small bonus to poison. However, they are vulnerable to wands, spells, 
  and spell-like devices. A fire genasi character will speak common tongue, ignan 
  (the language of the Plane of Fire), draconic, and their alignment language.  
  Fire genasi receive the following saving throw bonuses: 
  
   
   
   
  Immune to breath attacks 
   
  Immune to petrify or paralyze 
   
  +2 save to poison 
   
  -4 save versus wands 
   
  -4 save versus spells or spell-like devices 
  Fire genasi may select from the following classes (and similar homebrew 
  derivatives), with the indicated level limits. As Clerics, they serve the Gods of 
  Balance or Chaos, depending on alignment. Also, their spells tend to be reversed.
   
  FIRE GENASI CLASSES AVAILABLE 
  Class 
  Level Limit 
  Cleric 
  15 
  Fighter 
  Monk 
  10 
  Unlimited 
   
  GOLIATH  
  (RACE) 
   Requirements: STR 10, CON 10 
  Ability Modifiers: STR +2, CON +2, DEX -2 
  Ability Min/Max:  
  STR 10/19 (19), DEX 3/16, CON 10/19, INT 3/18, WIS 3/18, CHA 3/18 
  The goliaths are a race of huge humanoid nomads living in the mountains. They are 
  taller than orcs, and sometimes may even be as tall as ogres. Goliaths have callous
  grey skin and are built sturdy. They are strong, but friendly towards most other 
  races. Goliaths have good relations with the dwarves and like to trade weapons 
  with them. Due to the goliaths‘ nomadic lifestyle and the harsh conditions of the 
  mountains, a goliath who cannot contribute anything to their tribe will be exiled.
  Therefore, most goliaths found roaming the land without a clear destination are 
  probably exiles of their original tribes. 
  Normal armor and clothing are usually too small for a goliath. They will need 
  garments that would fit an ogre or another similarly large creature. Such items are
  usually twice as expensive as regular armor and clothes, and require twice as much 
  time and resources to be forged by hired blacksmiths, or sewn by hired tailors.
  Goliaths may not be able to find any suitable garments or protection in small 
  villages or towns. In addition to this, goliaths may also struggle handling small 
  weapons such as daggers, darts, light crossbows, shortbows, and slings, thus having 
  a -4 to hit penalty when using them. Short swords would be a goliath’s equivalent 
  of a dagger, and long swords and other large two-handed weapons would be a one-
  handed weapon when held by one of this enormous beings. Custom two-handed 
  weapons to fit a goliath’s size can be made and sometimes found in large cities or 
  monster treasure coves. However, their cost would be double the price of that of a 
  normal-sized two-handed weapon (but so would be their damage and weight). 
  These special weapons would be unusable for any human-sized creatures and 
  smaller. Magic weapons, magic armors, and magic garments would present no issues 
  to goliaths because their special properties would make them automatically fit 
  their gigantic size. 
  A goliath’s alignment depends on their individual choices, although many tend to 
  be either lawful or neutral. Chaotic goliaths are not common, but they are not 
  unheard of either. Goliaths are naturally resistant to poison, but are especially 
  vulnerable to wands, spells, and spell-like devices. A goliath character will speak 
  common tongue, dwarven, gnomish, goliath, terran, and their alignment language. 
  Goliaths receive the following saving throw bonuses: 
   
  +1 save to breath attacks 
   
  +1 save to petrify or paralyze 
   
  Immune to poison 
   
  -4 save versus wands 
  
   
   
   
  -4 save versus spells or spell-like devices 
  Goliaths may select from the following classes (and similar homebrew derivatives), 
  with the indicated level limits.  
  GOLIATH CLASSES AVAILABLE 
  Class 
  Level Limit 
  Cleric 
  16 
  Fighter 
  Paladin 
  Unlimited 
  15 
  Ranger 
  7 
   
  KOAL- 
  INTH 
  (RACE) 
   Requirements: STR 10 
  Ability Modifiers: STR +2,  DEX -1, WIS -1, INT -1, CHA -1 
  Ability Min/Max:  
  STR 10/19 (18), DEX 3/17, CON 6/18, INT 3/17, WIS 3/17, CHA 3/17 
  The koalinth are a race of sea-dwelling goblinoids and close relatives of hobgoblins. 
  They have green skin, gills, and webbed fingers and toes. Koalinth have a hierarchic 
  society and are exclusively militant. They fight a constant war with other aquatic 
  races and use their ability to also live on land as an advantage. Koalinths sometimes 
  ally with humanoid pirates.  
  Koalinths have darkvision. This means they can see normally in the dark, but only 
  in shades of grey. They can survive on land, but will lose one point of strength,
  constitution, and dexterity for everyday they do not stay in water for at least one 
  hour. Unlike other aquatic races, koalinths do not have access to magic because 
  they are highly superstitious.  
  Koalinths can have any alignment, and will speak goblin, orcish, and their alignment 
  language. They do not speak common, and they have no interest in doing so. 
  Koalinths receive the following saving throw bonuses: 
   
  +4 save to breath attacks 
   
  +4 save to petrify or paralyze 
   
  -2 save to poison 
   
  -4 save versus wands 
   
  -4 save versus spells or spell-like devices 
  Koalinths may select from the following classes (and similar homebrew derivatives), 
  with the indicated level limits.  
  GOLIATH CLASSES AVAILABLE 
  Class 
  Level Limit 
  Fighter 
  Unlimited 
   
  KOBOLD  
  (RACE) 
   Requirements: None 
  Ability Modifiers: STR -2, CON -2, DEX +2 
  Ability Min/Max:  
  STR 3/17 (16), DEX 3/19, CON 3/17, INT 3/18, WIS 3/18, CHA 3/18 
  Kobolds are draconic-like humanoids that may sometimes be the size of a halfling 
  or slightly smaller. They have a tail, scales, two short horns atop their heads, and 
  speak with a cackling voice. For this reason, humans tend to consider them as 
  miniature dragonborns, and sometimes capture them to keep them as pets. Kobolds 
  suffer from the fact that most other races are physically stronger and taller than 
  they are, so they are very vulnerable when facing other creatures alone. Kobolds 
  compensate their shortcomings with a high reproduction rate, belligerence, and 
  trickery. Kobolds always strife to be taken seriously by the larger races. They are 
  fascinated by gold and gems. They are also fascinated by magic, especially fire 
  
   
   
  magic due to their latent draconic blood, and sometimes learn to control it, 
  although not to a high level.  
  If attacked by a creature larger than a human, kobolds get a +2 AC bonus due to
  their small size. In addition, they may not use two-handed weapons, helmets, 
  shields, or any armor beyond scale mail (unless it’s magical). Kobolds have 
  darkvision, which means they can see normally in the dark, but only in shades of 
  grey. Kobolds can have any alignment, and will speak goblin, orcish, draconic, 
  common, and their alignment language.  
   
   
  Kobolds receive the following saving throw bonuses: 
   
  +4 save to breath attacks 
   
  -4 save to petrify or paralyze 
   
  -4 save to poison 
   
  -2 save versus wands 
   
  +2 save versus spells or spell-like devices 
  Kobolds may choose among all classes without restriction, but may not go any 
  further than level 7 in any of them. To compensate, they may multiclass in 
  maximum 4 different classes, and their combinations can be as crazy as the kobold 
  desires (yes, even paladin/fighters are possible for them), but if they do, none of 
  their secondary classes may go beyond level 4. 
  KOBOLD CLASSES AVAILABLE 
  Class 
  Level Limit* 
  Assassin 
  7 (4) 
  Cleric 
  7 (4) 
  Druid 
  7 (4) 
  Fighter 
  7 (4) 
  Illusionist 
  7 (4) 
  Magic-User 
  7 (4) 
  Monk 
  7 (4) 
  Paladin 
  7 (4) 
  Ranger 
  7 (4) 
  Thief 
  7 (4) 
  *The number in parenthesis corresponds to the maximum level attainable if said 
  class is chosen as 2nd, 3rd, or 4th option while multiclassing. 
  KOBOLD THIEF SKILL ADJUSTMENTS 
  Skill 
  Adjustment 
  Find and Remove Traps 
  +10% 
  Move Silently  
  +10% 
  Climb Walls 
  -15% 
  Hide in Shadows 
  +10% 
   
  MERFOLK 
  (RACE) 
   Requirements: None 
  Ability Modifiers: None 
  Ability Min/Max: All 3/18 
  Merfolk have the upper body of a human, and a fish tail instead of legs. They are 
  an aquatic race with colorful hair and bright personality. They are social and 
  playful, but not necessarily friendly to strangers. Merfolk appear in many legends, 
  sometimes as helpful and benevolent, and sometimes as cruel and malicious.  
  
   
   
  Merfolk can breathe both water and air. If on land, they have to water their skin 
  once per day or lose one point of constitution. However, this does not tend to be a 
  common affliction because they rarely leave the water body in which they live. The 
  only way merfolk may mobilize on land is through special transportation means such 
  as adapted wagons or carts. Nonetheless, these tend to be expensive, and cannot 
  go over difficult terrain, nor resist strong weather conditions. If a merfolk 
  undergoes a spell that changes their appearance to allow them to travel on land, 
  they will be immediately considered human. 
  Merfolk have darkvision. This means they can see normally in the dark, but only in 
  shades of grey. They also have access to special light and fire magic that allows
  them to use the elements of energy and fire underwater in a controlled manner. 
  This secret is greatly sought after by humans and other races, but so far, no one 
  has been able to discover it. Merfolk will speak common, aquan, merfolk, and their 
  alignment language.  
  For all practical purposes, merfolk are considered the most common aquatic race 
  in the material plane. This means that as a race, merfolk will act exactly like 
  humans, thus having complex subaquatic societies, cities, and kingdoms. All 
  elements that are considered common in human terms can also exist in a merfolk 
  society. 
  This also means that merfolk have unrestricted access to all classes, and that they 
  do not receive any bonuses or penalties to thief abilities in their underwater 
  world. 
  MERFOLK CLASSES AVAILABLE 
  Class 
  Level Limit* 
  Assassin 
  Unlimited (15) 
  Cleric 
  Unlimited 
  Druid 
  Unlimited 
  Fighter 
  Unlimited 
  Illusionist 
  Unlimited 
  Magic-User 
  Unlimited 
  Monk 
  Unlimited 
  Paladin 
  Unlimited 
  Ranger 
  Unlimited 
  Thief 
  Unlimited 
   
  MERG  
  (RACE) 
   Requirements: CHA 9 
  Ability Modifiers: CHA + 1 
  Ability Min/Max:  
  STR 3/18 (18), DEX 3/18, CON 3/18, INT 3/18, WIS 3/18, CHA 9/19 
  Sometimes, merfolk mate with humans, usually sailors or fishers. The child of such 
  a union is a merg. The merg looks mostly human, but may have colorful hair or the 
  merfolk‘s playful personality. They always have scales on their legs of iridescent 
  colors, can breathe both air and water, and suffer no penalties or speed reductions 
  when swimming. Merg who grow up with their land-dwelling parent have an affinity 
  for water. Once they reach adulthood, many follow the call of the ocean and join 
  their relatives in the sea. Those that grow up with their water-dwelling parent, 
  have an affinity for the human world and the surface kingdoms. Once they reach 
  adulthood, they may follow the call of nature and become druids or rangers, or 
  may even adopt a simple life as human peasants.  
  Thanks to their demi-human inheritance and double nature, merg have twilight 
  vision. This means their eyes perceive no difference between light and dark 
  conditions, thus allowing them to see clearly in complete darkness, as they would 
  under sunlight. They also have access to the merfolk’s special light and fire magic 
  
   
   
  that allows them to use the elements of energy and fire underwater in a controlled 
  manner. However, merg will be highly jealous of this magic’s secret.  
  Merg can be of any alignment they choose, and will speak common, aquan, merfolk, 
  and their alignment language.  
   
   
  Merg have unrestricted access to all classes, and they do not receive any bonuses 
  or penalties to thief abilities. 
  MERG CLASSES AVAILABLE 
  Class 
  Level Limit* 
  Assassin 
  Unlimited (15) 
  Cleric 
  Unlimited 
  Druid 
  Unlimited 
  Fighter 
  Unlimited 
  Illusionist 
  Unlimited 
  Magic-User 
  Unlimited 
  Monk 
  Unlimited 
  Paladin 
  Unlimited 
  Ranger 
  Unlimited 
  Thief 
  Unlimited 
   
  MUL  
  (RACE) 
   Requirements: None 
  Ability Modifiers: STR +1, INT +1 
  Ability Min/Max:  
  STR 3/19 (18), DEX 3/18, CON 3/18, INT 3/18, WIS 3/18, CHA 3/18 
  The mul is the offspring of a human and a dwarf. Muls are very rare, as the union 
  of human and dwarf rarely leads to pregnancy. Due to the odd circumstances that 
  lead to their conception, muls are often thought to be nothing but a legend. Muls 
  are taller than dwarves, but shorter than humans. They are strongly built, have 
  almost no body hair, and often shave off what little they have. Nevertheless, they 
  can grow glorious beards if male, and luscious long hair when female. Most of 
  them get along well with both parental races, and quickly learn to use their 
  dwarven strength and human wit to their advantage.  
  They are one of the very few races that do not inherit any superior sight 
  capabilities from their demi human side. Thus, a mul’s eyesight is no different 
  from that of a human. However, they do possess a very accurate sense of 
  direction when exploring underground labyrinths and caves having no need for a 
  compass. Muls may use all types of armor and weaponry, and they have access to 
  all alignments, and classes. They will speak common, dwarven, and their 
  alignment language. 
  They do not receive any bonuses or penalties to thief abilities. 
   
   
   
  
   
   
  MUL CLASSES AVAILABLE 
  Class 
  Level Limit* 
  Assassin 
  Unlimited (15) 
  Cleric 
  Unlimited 
  Druid 
  Unlimited 
  Fighter 
  Unlimited 
  Illusionist 
  Unlimited 
  Magic-User 
  Unlimited 
  Monk 
  Unlimited 
  Paladin 
  Unlimited 
  Ranger 
  Unlimited 
  Thief 
  Unlimited 
   
  SAHUA-
  GIN  
  (RACE) 
   Requirements: None 
  Ability Modifiers: STR -2, CON +1, CHA -15 
  Ability Min/Max:  
  STR 3/16 (15), DEX 3/18, CON 3/19, INT 3/18, WIS 3/18, CHA 3/3 
  Sahuagin, also called sea devils, are a race of evil fish-like beings. They resemble 
  anthropomorphic piranhas with long boney limbs, an unbearable putrid smell to 
  their skin, and are known for being extremely chaotic. Sahuagin are hated the 
  most by other aquatic races, as well as by sailors whose ships they like to capture 
  and plunder. Sahuagin form small kingdoms and tribes that may be found near 
  desolate shores, or in complex underwater cave systems. Sahuagin may not wear 
  any armor nor protection. However, they may use any weapon at double its 
  damage. 
  Sahuagin are sensitive to light and fight at a -2 to hit penalty in bright light. They 
  have highly developed infravision and breathe water as well as air. Unlike other 
  aquatic races, they do not depend on water on a daily basis, and receive no 
  penalties from living away from water bodies. They can drink clean or murky 
  water to the same effect, but they may only consume meat, be it dried or freshly 
  killed, for their survival. They will always seek to wreak havoc, and only speak 
  their own sahuagin language. They are certainly a very challenging racial choice 
  for going in an adventure. However, their very wicked nature can offer a very 
  memorable gameplay. 
  Sahuagin receive the following saving throw bonuses: 
   
  -2 save to breath attacks 
   
  +2 save to petrify or paralyze 
   
  +2 save to poison 
   
  -2 save versus wands 
   
  -2 save versus spells or spell-like devices 
  Sahuagin may select from the following classes (and similar homebrew derivatives), 
  with the indicated level limits.  
  SAHUAGIN CLASSES AVAILABLE 
  Class 
  Level Limit 
  Fighter 
  Unlimited 
   
  TIEFLING 
  (RACE) 
   
   
   
  Requirements: INT 9, DEX 9, CHA 9 
  Ability Modifiers: STR -1, CHA +1 
  Ability Min/Max:  
  STR 3/17 (16), DEX 9/18, CON 3/18, INT 9/18, WIS 3/18, CHA 9/18 
  Tieflings are the descendants of nobles of a decadent human empire that entered 
  into a series of alliances (both military and marital) with the forces of Chaos. They 
  
   
   
   
   
   
  resemble devilish humanoids with an aristocratic bearing, irresistible charisma, and 
  a mysterious alluring energy. They often have reddish, bluish, grey, or stark white 
  skin, horns, and tails. Some have cloven hooves for feet. In the Wilderlands, 
  tieflings are also known as Viridians and tend towards green skin instead. Because 
  of these notorious physical traits, they tend to be feared and rejected by other 
  non-monstrous groups. Tieflings tend to be about the same height (not counting 
  their horns) and weight as humans.  
  Due to their chaotic blood, tieflings have the ability to see in the dark with 
  infravision up to 60 feet. Moreover, they are also immune to charm and any other 
  spells that focus on mind control, or that try to fool the senses by making use of 
  illusions or deceit. In addition to these abilities, tieflings possess a higher natural 
  resistance to magic and status altering conditions than other demi-humans, as 
  reflected in their saving throws. Further, a tiefling character will speak common 
  tongue, demonic, abyssal, and chaotic. Tieflings cannot be lawful or neutral in 
  alignment.  
  Tieflings receive the following saving throw bonuses: 
   
  +4 save versus poison 
   
  +4 save versus petrify or paralyze 
   
  +4 save versus spells or spell-like devices 
  Tieflings are chaotic beings, resistant to magic and poison, and as such, they 
  receive bonuses to defend against these effects. 
  Tieflings may select from the following classes (and similar homebrew derivatives), 
  with the indicated level limits. 
  TIEFLING CLASSES AVAILABLE 
  Class 
  Level Limit 
  Illusionist 
  Unlimited 
  Magic-User 
  Unlimited 
  Thief 
  Unlimited 
   
  Tieflings do not have any limitations regarding level limit, nor do they receive any 
  bonuses or penalties to thief abilities, thus working exactly as humans. 
  WATER 
  GENASI  
  (RACE) 
   Requirements: DEX 9, INT 9, WIS 9 
  Ability Modifiers: STR -2, CON -1, DEX+1, INT +1, WIS +1,  
  Ability Min/Max:  
  STR 3/17 (16), DEX 9/19, CON 3/17, INT 9/18, WIS 9/19, CHA 3/18 
  The water genasi are crossbreeds of humanoids and creatures associated with the 
  Elemental Plane of Water. They have pale, cold skin, wavy hair, and barely visible 
  scales. Water genasi value their independence immensely, and do not stay in their 
  home community for long, even if they have loving parents. They are explorers and 
  always curious. 
  Water genasi are natural swimmers. They can breathe air as well as water, despite 
  the fact they lack physical gills. Water genasi can use Create Water (Cleric spell)
  once a day, and have acute infravision, but only underwater. Their alignment is 
  neutral because of their elemental blood, which belongs to neither law nor chaos. 
  They are naturally resistant to breath attacks, petrify, and paralysis, as are all 
  genasi. They also have a small bonus to poison. However, they are vulnerable to 
  wands, spells, and spell-like devices. A water genasi character will speak common 
  tongue, aquan (the language of the Plane of Water), merfolk, and neutral. 
  Water genasi receive the following saving throw bonuses: 
  
   
   
   
  Immune to breath attacks 
   
  Immune to petrify or paralyze 
   
  +2 save to poison 
   
  -4 save versus wands 
   
  -4 save versus spells or spell-like devices 
  Water genasi may select from the following classes (and similar homebrew 
  derivatives), with the indicated level limits.  
  WATER GENASI CLASSES AVAILABLE 
  Class 
  Level Limit 
  Druid 
  12 
  Illusionist 
  Magic-User 
  14  
  17 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  BONUS 
   
  BONUS 
  0-LEVEL 
  HUMAN  
  (BONUS) 
   Adventurers are exceptional individuals who choose to undertake quests, combat 
  evil, and brave the labyrinths of your campaign world. During the course of their 
  travels, they often interact with ordinary people who, in game terms, seldom 
  possess extraordinary skills, powers, or abilities. These 0-level humans, as they are 
  called, are referenced several times in the Labyrinth Lord™ core rulebook, however, 
  no detailed guidelines are provided for their creation and/or role in the game. 
  Armor Class: 
  A 0-level human has an Armor Class of 9. High Dexterity and/or armor and shields 
  may modify this Armor Class normally. 
  Hit Points: 
  A typical 0-level human has 1d4 hit points. As a rule of thumb, children have 1 hit 
  point. Women, teens, and sedentary men (scribes, artists, nobles, etc.) have 2-3 
  hit points. Male laborers (blacksmiths, woodcutters, carpenters, stonemasons, etc.) 
  have 3-4 hit points. Constitution scores may also modify these hit points. 
  Weapons and To-Hit: 
  A 0-level human may pick up and wield any type of weapon; however, most 0-level 
  humans have no formal combat training. 0-level humans use Table 1 to-hit. 
  Saving Throws: 
  A 0-level human uses Table 2 for saving throws. 
  Ability Scores: 
  The typical 0-level human possesses a default score of 10 for all ability scores. This 
  score is most commonly referenced if the Labyrinth Lord uses optional Ability 
  Checks. 
  CHARACTER ATTACK TABLE 
  Class 
  Attack Values: 1d20 to hit AC listed 
   
  Armor Class 
  Level Ranges 
  -6 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  20 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
   
  0-lvl Human 
   
  0-LEVEL HUMAN 
  Breath 
  Attacks 
  Poison or 
  Death 
  Petrify or 
  Paralyze 
  Wands 
  Spells or Spell-
  like Devices 
  17 
  14 
  16 
  15 
  18 
   
  Exceptional Ability Scores: 
  A 0-level human may have up to 0-2 exceptional ability scores. These may be 
  naturally high ability scores (such as a scholar with high INT) or work-related (such 
  as a blacksmith with high STR). To determine whether a 0-level human possesses 
  an exceptional ability score or not, roll 1d6. On a roll of 1- 3, the 0-level human 
  has no exceptional ability scores. On a roll of 4-5, the 0-level human has one 
  exceptional ability score. On a roll of 6, the 0-level human has two exceptional 
  ability scores. 
  Once a 0-level human is determined to possess an exceptional ability score, roll 
  1d6+12 to determine the actual score. 
   
  
   
   
  Talents: 
  At the Labyrinth Lord's discretion, a 0-level human may possess some extraordinary 
  gift, skill, or power. These talents, as they are called, may be similar to class-based 
  abilities, situational, or even supernatural in nature. There are no hard and fast 
  rules to determining what talents a 0-level human possesses, so the Labyrinth Lord 
  must tailor them to suit the encounter, as needed. 
  A few examples of talents include: 
  - 
  a blacksmith who can put a keen edge on any custom-forged weapon (+1 to-hit)
  - 
  a hay cutter who has been repeatedly struck by natural lightning (immune to 
  lightning-based attacks) 
  - 
  a high priest's daughter who can heal by touch (cast cure light wounds 
  once/day) 
  - 
  a human whose ancestor married a faerie (can detect invisible at will) 
  - 
  a farmer whose family was slaughtered by orc raiders (+1 to-hit vs. orcs) 
  - 
  a miner whose ancestors were honored friends of a dwarven king (possesses 
  infravision 10') 
  - 
  a street urchin with a 40% chance to pick pockets 
  - 
  a strong-willed nanny (+1 saving throw vs. mind-affecting spells) 
  - 
  a weathered sailor with extremely tough skin (natural AC 8) 
  - 
  an alchemist who is immune to natural poisons 
  - 
  a woodsman who’s especially skilled with a longbow (to-hit with longbow as F2)
  - 
  an very loyal retainer (never checks morale when protecting his employer) 
  - 
  the stonemason who has a 1 in 6 chance of detecting traps, false walls, and 
  hidden construction 
  Morale: 
  The typical 0-level human is a noncombatant with a morale of 7. Most 0-level 
  humans prefer to flee if attacked, and only fight if cornered or in defense of loved 
  ones. 
  Wealth: 
  A typical 0-level commoner possesses 1d4 silver pieces while a typical 0-level 
  nobleman possesses 1d4 gold pieces at any given time. The Labyrinth Lord is free 
  to increase or decrease these amounts, as needed. 
  Statting It All Out: 
  When statting a 0-level human, the Labyrinth Lord should make note of any notable 
  weapons, gear, wealth, exceptional ability scores, and talents. The stat line for a 
  typical 0-level human can use the following format: 
  William Johnson: treat as 0-level human with 3 hp and DMG 1d4 (dagger). 
  The stat line for a 0-level human with exceptional ability scores can use the 
  following format: 
  Jon the Blacksmith: treat as 0-level human with AC 7 (leather armor + 
  shield), 4 hp, DMG 1d6+1 (hammer + STR), and STR 15. 
  A 0-level human with a talent can use the following format: 
  Laila of Brookshire: treat as 0-level human with 2 hp and DMG 1d4 
  (dagger). Laila has lived among halflings most of her life, can speak fluent 
  halfling, and can hide in outdoor surroundings with 45% ability. 
  0-Level Demi humans: 
  A Labyrinth Lord may also use these rules as a guideline for statting up 0-level NPC 
  demi humans. The demi human possesses any normal abilities typical of the race 
  (chance to locate secret doors, spot construction, attack modifiers, chance to 
  
   
   
  remain hidden, etc.). Any racial modifiers to ability scores should be added or 
  subtracted to the base 10. Alternatively, the Labyrinth Lord may instead choose to 
  use the entries for the typical races in the Monsters section of the Labyrinth Lord™ 
  core rulebook. 
  0-Level Player Characters: 
  As a change of pace, the Labyrinth Lord may wish to start player characters at 0-
  level. The player should write up a brief background on the character and describe 
  why he or she has decided to become an adventurer. 
  Humans: 
  0-level human PCs would be average, everyday humans who have decided to 
  become adventurers. The character starts with 1d4 hit points, 2d6 gold pieces, and 
  one weapon chosen by the player. The player rolls for ability scores normally 
  instead of using the default of 10. The character possesses one talent, which must 
  be approved by the Labyrinth Lord and should reflect the character's background 
  and/or desired profession. 
  For example, a 0-level thug who desires to become a Thief may have all thief skills 
  at 10% while an aspiring cleric may have the ability to Turn Undead of 1 HD or less 
  on a roll of 10. 
  Demi humans: 
  Demi human characters (elves, dwarves, and halflings) who wish to start at 0-level 
  are handled a bit differently. The character starts with 1d4 hit points, 2d6 gold 
  pieces, and one weapon chosen by the player. The player rolls for ability scores 
  normally instead of using the default of 10. The character begins with all racial 
  abilities, however, 0-level demi humans cannot cast spells and do not possess 
  talents. 
  Advancing to 1st Level: 
  The Labyrinth Lord should provide several opportunities during each adventure for 
  0-level characters to choose a particular class. This may take the form of holy sites 
  and altars to protect (cleric), new weapons or intense combat (fighter), locating 
  dusty scrolls or magical tomes (magic-user or elf), or walls to climb and traps to 
  detect (thief). Upon attaining 1,000 experience points as a 0-level human, the 
  character must choose a class in order to continue gaining experience points. The 
  character then begins the chosen class at 1st level. (demi human classes are 
  predetermined, unless the Labyrinth Lord is using the Advanced Edition 
  Companion™) Upon reaching 1st level, human and demi human characters may 
  reroll their hit points and keep the highest result. 
  Note: Due to the high mortality rate of 0-level characters, the player may wish to 
  have more than one character on hand. 
   
   
   
  
   
   
  DESIGNATION OF PRODUCT IDENTITY 
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  name Labyrinth LordTM or logo are product identity. The name Goblinoid GamesTM is product identity. The 
  name Barrel Rider Games when used in any context is product identity. Artwork used on cover and throughout 
  this document is public domain. 
  DESIGNATION OF OPEN GAME CONTENT 
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  OPEN GAME LICENSE Version 1.0a 
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  15 COPYRIGHT NOTICE  
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 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. 
  Forester from and inspired by A Player Character Class for Labyrinth Lord™ and other old-school table-top 
  fantasy role-playing games, copyright 2012, Barrel Rider Games, Inc.; Author James M. Spahn.  
  
   
   
  Swashbuckler from and inspired by A Player Character Class for Labyrinth Lord™ and other old-school table-
  top fantasy role-playing games, copyright 2012, Barrel Rider Games, Inc.; Author James M. Spahn.  
  Archer from and inspired by A Player Character Class for Labyrinth Lord™ and other old-school table-top 
  fantasy role-playing games, copyright 2012, Barrel Rider Games, Inc.; Author James M. Spahn.  
  Gambler from and inspired by A Player Class for Old-School (OSR) fantasy games including  LABYRINTH LORD 
  TM, copyright © 2015 John Fredericks. 
  Jester from and inspired by Labyrinthine Lore Presents: Supplemental Lore the Jester, copyright, Labyrinthine 
  Lore. 
  Tiefling inspired by New-school race-as-classes part the third: Tieflings, copyright 2013, Rachel Bonuses; 
  Author Rachel Ghoul. 
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth. Labyrinth 
  LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark 
  License 1.2, available at www.goblinoidgames.com. 
  0-Level Humans from BRAVE THE LABYRINTH Issue #2 • October 2013, Copyright 2013. Author Peter C. Spahn. 
  All other content not specified such as additional races and classes from and inspired by Grey Matter Preview, 
  copyright 2013, Grey Matter; Author Leonaru. 
  END OF LICENSE 
  © New Race and Class Compendium for Fantasy Adventures is copyright 2019, Thredith Undomiel.  
   
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - New Race and Class Compendium for Fantasy Adventures.pdf