Down with classes! Down with classes!
Get your torches LAers!!
LEJENDARY ADVENTURETM GAME AVATARS BY “CLASS” AND “LEVEL”
Version 2.1
By Gary Gygax
© 2007 Trigee Enterprises Company. All rights reserved.
Lejendary Adventure is the trade mark of Trigee Enterprises Company
Classes are meant to be the generic sort for RPGs having a class-based system.
Levels are meant to be the generic sort for RPGs having a level-based system, and increases in level are to be awarded accordingly, i.e. at the number of experience points the system rules used call for a level increase for the class of character in question/
Armor class is assumed to be that of the class and level based RPG being used. If the LA game rules are employed, then use that armor class system.
Stats in parenthesis are for use if the LA game d20 base is used to compute attack Harm rather than a lesser-sided die.
Fighter 1st level: H 10 (28) P 15 S 12-15 (d4)
Weapons 25, Physique 15, Rustic 12, Archery 8, Pantology 6.
Add one Knack of useful sort and one Quirk of moderate sort for differentiation.
Weapons Specialization Optional: The player may opt to reduce the Fighter character’s general Weapons ability by 5, reducing effectiveness with all other weapons, but gains a +5 when using a specific weapon that he selects, this resulting in a 20 for non-specific weapons use and a 30 for the one specific one. In addition the specialized weapon would have additional Harm—+1 for a D20 game system, +1-3 for the LA game system. Furthermore, when the Fighter attains three additional levels (4th, 7th, 10th, and 13th) another weapon may be added to specialization, or one already specialized in may be made more effective by 5 and Harm bonus increased by another +1/+1-3.
Each level gained through 15 add: H 6 (2) P 3 S 0; and
5 to Weapons; divide 15 points between the other four Abilities, giving at least three to each. Addition to Rustic Ability adds 2 points of H per 10 total score above 10.
Level 16 and above, for each level add 2 Health and 2 points to each Ability other than Weapons.
Ranger 1st level: H 15 (30) P 15 S 12-15 (d4) (AEPs = 4 x Speed Base Rating)
Weapons 25, Ranging 15, Rustic 12, Archery 8, Physique 6.
Each level gained through 15 add: H 5 (2) P 3 S 0; and
5 to Weapons; divide 15 points between the other four Abilities, giving at least three to each. Addition to Rustic Ability adds 2 points of H per 10 total score above 10, while addition to Physique Ability adds 1 harm per 10 total score.
Optional: Add one Knack of useful sort and one Quirk of moderate sort.
At 3rd level add Hunt Ability at 20 and add three to points added for third and later Abilities.
At 6th level add Savagery Ability at 20 and add another three to points added for third and later Abilities.
At 9th level add Scrutiny Ability at 20 and add another three to points added for third and later Abilities.
At 12th level add Shamanism* Ability at 40, Ceremony of Natural Pathways and add another three to points added for third and later Abilities.
*2 Memory Tablets 3 Grade I, 3 Grade II 2 Grade III Powers on them, and thereafter see below.
13th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV, and 1 Grade V Powers
14th level: add 1 Memory Tablet with 1 Grade IV, 2 Grade V, and 1 Grade VI Powers
15th level: add 1 Memory Tablet with 1 Grade V, 2 Grade VI, and I Grade VII Powers
Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Weapons.
Paladin 1st level: H 10 (24) P 15 S 12-15 (d4) (AEPs = 4 x Speed Base Rating)
Planning 25, Weapons 20, Chivalry 15, Hunt 8, Physique 6.
Each level gained through 12 add: H 7 (3) P 3 S 0; and
5 to Planning; divide 15 points between the other four Abilities, giving at least three to each. Addition to Chivalry Ability adds 1 point each to Weapons Ability and Harm scored for each 5 points above 15 total score for which 3 and 3 are immediately added; while addition to Physique Ability adds 1 point of Harm scored per 10 total score.
Add a Knack of detecting malign individuals, and the Knack of causing malign individuals to attack at a penalty and inflict less Harm. (This is 1- each in a d20 system, +5 and -3 in the LA game system).
Add such other Knacks as the game system employed assigns to a Paladin.
Add the Quirk of always being benign and seeking to aid those in need, including the use of healing for them. Include the Quirk of being absolutely law-abiding.
Add such other Quirks as the game system employed assigns to a Paladin.
At 4th level add Theurgy* Ability at 30, Order of Glorification and Hallowing, and add another three to points added for third and later Abilities.
*1 Memory Tablet 2 Grade I and 2 Grade II Powers on it, and thereafter see below.
6th level: add 1 Memory Tablet with 1 Grade 1, 1 Grade 2, and 2 Grade III Powers
8th level: add 1 Memory Tablet with 2 Grade III and 2 Grade IV Powers
10th level: add 1 Memory Tablet with 2 Grade V and 2 Grade VI Powers
12th level: add 1 Memory Tablet with 2 Grade VII, and 2 Grade VIII Powers
Level 12 and above, for each level add 2 Health and 1 point to each Ability other than Planning.
Barbarian 1st level: H 12 (26) P 15 S 13-16 (d4)
Weapons 25, Savagery 20, Physique 15, Luck 8, Tricks 6.
Add knack of innate (additional) armor protection of 1 per point of Speed BR above 10.
Add knack of intrinsic 25% magic resistance.
Add Knack of Precognition per the LA game rules.
Add Quirk of never wearing metal armor or using a shield.
Add Quirk of gullibility when dealing with good-looking females.
Add Quirk of hatred of all things magical.
Each level gained through 14 add: H 6 (4) P 3 S 0; and
5 each to Weapons and Savagery; divide 12 points between the other three Abilities, giving at least three to each. Addition to Savagery, Physique, and Tricks Ability adds o1 point each to Harm for each 10 total score in each, so at 1st level the Barbarian is inflicting +3 harm.
At 3rd level add Hunt Ability at 30 and add three to points added for third and later Abilities.
At 6th level add Waylaying Ability at 30 and add another three to points added for third and later Abilities.
At 9th level add Evaluation Ability at 20 and add another three to points added for third and later Abilities.
Level 15 and above, for each level add 3 Health and 2 points to each Ability other than Weapons.
Thief 1st level: H 6 (22) P 15 S 14
Stealth 40, Stealing 35, Weapons 20, Scrutiny, 15, Evaluation 10, Tricks 5.
Each level gained through 16 add: H 4 (2) P 3 S ¼; and
4 each to Stealth & Stealing, 3 to Weapons, and divide 4 points between the other three Abilities, giving at least one to each. Addition to Tricks Ability adds 1 point of Harm scored per 10 total score.
Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Stealth and Stealing.
Add the Knack of if attacking by surprise from the rear the chance to hit is increased and Harm inflicted is double the total normally scored. (The increase of chance to hit +4 in a D20 system game and -20 in the LA game system, thus adding 20 to the chance of bypassing protection.)
Add the Quirk of never being truly benign, but always self-centered.
Assassin 1st level: H 6 (22) P 15 S 14
Stealth 40, Tricks 35, Weapons 20, Scrutiny, 20, Evaluation 15, Pretense 10.
Each level gained through 16 add: H 4 (2) P 3 S ¼; and
4 each to Stealth & Tricks, 3 to Weapons, and divide 4 points between the other three Abilities, giving at least one to each. Addition to Tricks Ability adds 1 point of Harm scored per 10 total score.
4th level add Waylaying at 20 and an additional 2 points to divide between the four remaining Abilities—6 points between Scrutiny, Evaluation, Pretense, and Waylaying.
Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Stealth and Stealing.
Add the Knack of if attacking by surprise from the rear the chance to hit is increased and Harm inflicted is double the total normally scored. (The increase of chance to hit +4 in a D20 system game and -20 in the LA game system, thus adding 20 to the chance of bypassing protection.)
Add the Quirk of being malign and deceitful.
Monk 1st level: H 8 (18) P 20 S 14
Unarmed Combat 30, Minstrelsy 30*, Weapons 15, Physique 8, Tricks 6.
*Hand-hurled weapons add 1 to Weapons score per 10 points of this Ability and deliver +1 damage per 10 points of Minstrelsy Ability score, so initial bonuses are 3 to hit and +3 damage.
All of the strictures normally applying to this class, as well as the requirements regarding possessions apply. At 8th level a Monk may establish a dojo with a shrine in it, thus become a sensei, and attract 2-5 1st level Monks that follow him, He must train them and supply lodging and food in return for any services they are to perform for him. Followers depart the dojo upon attaining 7th level.
Advancement to 9th level requires defeating a Monk of that level in non-lethal hand-to-hand combat.
Add Knack of Innate Armor Protection of 1 class per point of Speed BR above 10.
Add Knack of Intrinsic 5% Magic Resistance per level.
Add Knack of Climbing with 90% probability of success.
Add Knack of Disease Resistance per the LA game rules.
Add Knack of Precognition per the LA game rules.
Add Quirk of limiting Minstrelsy Ability use to no entertaining.
Add Quirk of never wearing armor or using a shield.
Add Quirk of giving way at least half of any wealth gained.
Add Quirk of celebacy.
Each level gained through 17 add: H 4 (3) P 3 S ½; and
4 each to Unarmed Combat and Minstrelsy; divide 12 points between the other three Abilities, giving at least three to each. Addition to Savagery, and Tricks Ability adds 1 point each to Harm for each 10 total score in each.
At 2nd level add Stealth Ability at 20 and add three to points added for third and later Abilities.
At 3rd level add Knack of Healing up to 1 (3) points of damage per level once per week.
At 4th level add Learning Ability at 20 and add three to points added for third and later Abilities; and
At 4th level add falling Knack that allows a 5’ drop per level with no chance for injury as long as the Monk is within ½’ per level of a perpendicular surface.
At 5th level add Pantology Ability at 30 and add another three to points added for third and later Abilities.
At 6th level add Herbalism Knack per the LA Game rules.
At 7th level add Scrutiny Ability at 20 and add another three to points added for third and later Abilities.
At 8th level add Loud Shout Knack per the LA Game rules.
At 9th level add Planning Ability at 20 and add another three to points added for third and later Abilities.
At 10th level add Knack that enables deflecting missiles90% of the time.
At 11th level add “Flying” Knack that enables upward leaps of 3’ per level and horizontal leaps of 5’ per level, while engaging in weapons combat.
At 12th level add “Weightlessness” Knack that walking without leaving a trace, moving along on thin branches hardly bending them, and atop water at a run.
At 13th level add “Speak with Animals” Knack that allows the Monk to know and affect the feelings of any mammal.
At 14th level add “Stunning” Knack that causes an opponent to be stunned for the next combat action if the Monk delivers more than 50% of total possible damage to the subject.
At 15th level add Psychogenic Ability with two Powers (the maximum possible for a Monk).
At 16th level add Body Control that enables the following:
Immunity to all contacted and ingested poisons and damage reduction of 50% for insinuated ones.
Endurance of up to 24 hours to cold of as low as -50 degrees F. without damage.
Endurance of up to 48 hours to heat of as high as 150 degrees F. without damage.
At 17th level add “Quivering Palm Touch” Knack usable once per week that delivers instant death to the subject struck thus unless that individual saves versus spell. No further advancement is possible beyond this.
Cleric 1st level: H 8 (26) P 20 S 10 (AEPs 20)
Theurgy 55*, Learning 40, Weapons 30, Evaluation 20, Physique 5.
*2 Memory Tablets with 1 Invocation and 3 Rites on it, 1 with 3 Grade I and 1 Grade II Powers on them, and thereafter see below.
Each level gained through 12 add: H 7 (3) P 3 S ¼, 2 AEPs; and
4 to Theurgy*, 3 each to Learning & Weapons, and divide 5 points between the other two Abilities, giving at least one to each. Addition to Physique Ability adds 1 point to Harm scored per 10 total score.
*2nd level: add 1 Memory Tablet with 2 Grade I and 2 Grade II Powers
3rd level: add 1 Memory Tablet with 1 Grade I, 2 Grade II, and 1 Grade III Powers
4th level: add 1 Memory Tablet with 1 Grade II, 2 Grade III, and 1 Grade IV Powers
5th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV Powers, and 1 Rite
6th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV Powers, and 1 Rite
7th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV, and 1 Grade V Powers
7th level: add 1 Memory Tablet with 2 Grade V, 1 Grade VI Powers, and 1 Invocation
8th level: add 1 Memory Tablet with 1 Grade V, 2 Grade VI Powers, and 1 Rite
9th level: add 1 Memory Tablet with 2 Grade VI, 1 Grade VII Powers, and 1 Rite
10th level: add 1 Memory Tablet with 1 Grade VII, I Grade VIII Powers, and 1 Rite
11th level: add 1 Memory Tablet with 2 Grade VIII, I Grade IX Powers, and 1 Rite
12th level: add 1 Memory Tablet with 1 Grade IX, I Grade X Powers, and 1 Rite
Level 12 and above, for each level add 1 Health and 2 points to each Ability other than Theurugy.
Druid 1st level: H 8 (26) P 20 S 10 (AEPs 20)
Shamanism 55*, Ranging 40, Weapons 30, Rustic 20, Scrutiny 5.
*Order of Natural Pathways: 2 Memory Tablets with 4 Grade I, and 4 Grade I General Powers, and thereafter see below.
Each level gained through 14 (Maximum level) add: H 7 (3) P 3 S ¼, 2.5 AEPs; and
3 to Shamanism*, 3 each to Ranging & Weapons, and divide 5 points between the other two Abilities, giving at least one to each. Addition to Rustic Ability adds 2 point to Health BR score per 10 total score.
*2nd level: add 1 Memory Tablet with 4 Grade II and 4 Grade II General Powers
3rd level: add 1 Memory Tablet with 4 Grade III and 4 Grade III General Powers
4th level: add 1 Memory Tablet with 4 Grade IV and 4 Grade IV General Powers
5th level: add 1 Memory Tablet with 4 Grade V and 4 Grade V General Powers
6th level: add 1 Memory Tablet with 1 Rite on it and Propitiation and Votive materials
7th level: add 1 Memory Tablet with Call Up Life Spirit on it
7th level: add 1 Memory Tablet with 2 Masques on it
8th level: add 1 Memory Tablet with 4 Grade VI and 4 Grade VI General Powers
9th level: add 1 Memory Tablet with 3 Grade VII and 4 Grade VII General Powers
10th level: add Leadership Ability at 30 and 2 points to those to be divided up
11th level: add 1 Memory Tablet with 3 Grade VIII and 4 Grade VIII General Powers
12th level: add 1 Memory Tablet with 4 Grade IX and 4 Grade IX General Powers
13th level: add 1 Memory Tablet with 4 Grade X and 4 Grade X General Powers
14th level: add Evaluation Ability at 30
Mage 1st level: H 4 (21) P 10 S 10.5 (AEPs 11)
Enchantment 65*, Weapons, 20, Arcana 12, Scrutiny 8, Learning 6.
*2 Memory Tablets, 1 with 3 Grade I and 1 Grade II Powers on it, thereafter see below.
Each level gained through 15 add: H 3 (2) P 2 S ¼, 3 AEPs; and
2 to Enchantment*; divide 5 points between the other four Abilities, giving at least one to each. Addition to Arcana Ability adds 2 AEPs per 10 total.
*2nd level: add 1 Memory Tablet with 2 Grade I and 2 Grade II Powers
3rd level: add 1 Memory Tablet with 2 Grade I and 2 Grade II Powers
4th level: add 1 Memory Tablet with 2 Grade I, 1 Grade II, and 1 Grade III Powers
5th level: add 1 Memory Tablet with 1 Grade I, 1 Grade II, and 2 Grade III Powers
6th level: add 1 Memory Tablet with 1 Grade II, 2 Grade III, and 1 Grade IV Powers
7th level: add 1 Memory Tablet with 1 Grade II, 1 Grade III, and 2 Grade IV Powers
7th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV, and 1 Grade V Powers
8th level: add 1 Memory Tablet with 1 Grade III, 1 Grade IV, and 2 Grade IV Powers
9th level: add 1 Memory Tablet with 1 Grade IV, 2 Grade V, and 1 Grade VI Powers
10th level: add 1 Memory Tablet with 1 Grade IV, 1 Grade V, and 2 Grade VI Powers
11th level: add 1 Memory Tablet with 1 Grade V, 1 Grade VI, and 2 Grade VII Powers
12th level: add 1 Memory Tablet with 1 Grade VI, 2 Grade VII, and 2 Grade VIII Powers
13th level: add 1 Memory Tablet with 1 Grade VII, 2 Grade VIII, and 1 Grade IX Powers
14th level: add 1 Memory Tablet with 1 Grade VII, 1 Grade VIII, and 2 Grade IX Powers
15th level: add 1 Memory Tablet with 1 Grade VIII, 1 Grade IX, and 2 Grade X Powers
Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Enchantment.