OSR [Let's Read] Oh My Lost Darklords: 13 new villainous classes for Old-School Essentials!

Libertad

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The evil-aligned PC. The very phrase stirs many emotions: fear by the Dungeon Master, of players indulging in repressed fantasies; frustration from players, suffering from inter-party conflict; curiosity in all, of trying a subversion of the typical RPG story, where the PCs are the dungeon-dwelling monsters raiding the countryside or the evil overlord building their empire. Although a concept and playstyle that is justifiably difficult to incorporate into typical sessions, there is both interest and demand in playable options and campaigns catering to such interests.

In the case of this product, Oh My Lost Darklords gives us 13 classes based off of popular fantasy archetypes in line with antiheroic and villainous roles. Written primarily for Old-School Essentials, they’re broadly compatible with most B/X rulesets and retroclones. In doing so, the book uses the threefold alignment axis of Law/Neutrality/Chaos, and thus the term “Chaotic” is more or less equated with antagonistic cosmic forces and selfish, dishonorable behavior. The introductory section talks about advice for handling “chaotic campaigns,” which in comparison to other evil campaigns/adventure paths on the market is quite bare-bones and brief in consisting of eight bullet-points for players and DMs. Stuff like not acting Chaotic Stupid and betraying fellow PCs at the drop of a hat, that Chaotic characters can still have genuine friendships and social bonds with others while still being fundamentally immoral people, and for DMs to not rely on adventure hooks that appeal primarily to altruistic causes.

All in all it’s pretty decent advice, but one bullet point jumped out at me which said that Chaotic PCs are more prone to splitting the party “when it serves their interests,” which makes me wonder under what contexts this stuff happens. Splitting the party is generally not a good idea, especially during dungeon crawls, and just because you worship demons or something doesn’t necessarily mean that PCs are going to be more prone to going off and doing their own things. Well maybe if it involves something like concealing your imp familiar from the Cleric PC who worships the God of Valour and Justice, or going off to the graveyard by yourself to dig up corpses to reanimate. Well in that case I can see it, but not while in unknown dungeons full of monsters! That’s just common sense!

We then get an overview of each class in this book, explaining what core classes they’re primarily inspired by or a variant of, their general spellcasting tradition (full or partial, arcane or divine or unique), and what role they’re supposed to fill in an adventuring party. In total, we have 5 classes that are martial in the vein of Fighter/Paladin/Ranger, 6 that rely on Thief or thief-like cloak and dagger tactics, 2 of which are explicitly divine magic, 5 that are explicitly arcane magic, 1 which has a unique kind of magic, and 1 of which is a demihuman. These all add up to more than 13, for quite a few classes are hybrid in having a primary role or skill-set but with lesser expertise in another field.

Most of the classes in Oh My Lost Darklords are alignment-restricted. 7 of them must be Chaotic, 5 can be Chaotic or Neutral, and 1 can be any alignment but is predisposed towards non-Lawful ethics. Alignment changes typically cause a character to immediately convert to a core class nearest in theme, losing their unique class abilities. The Chaotic-only classes invariably have supernatural patrons which give them their abilities or require exposure to foul magic, while the Chaotic or Neutral classes are typically noncasters or ones whose magical traditions are more nebulous in their origins.

In keeping with the old-school level cap on nonhumans, rulesets that separate race and class also highlight what races can take what classes and up to what level. The results are quite lop-sided in favor of the elven options: drow get access to 7 of the classes, elves 6, and half-elves 10. The Half-Orc gets access to 3, and a smattering of other races only 1 or 2. The poor dwarves, gnomes, and halflings only get access to the Jester class, and can only progress to 3rd level in it at that! The Svirfniblin gets no options at all, and when it comes to races in supplemental sourcebooks only the Gargantua* from Carcass Crawler magazine gets the Bandit, but only up to 6th level. The Drow and Half-Elves get the overall best deals, with a multitude of options letting them go up to 11th level.

*For those new-school aficionados, they’re basically Goliaths.

Additionally, the various supernatural classes can use magic items with classes of similar thematics. For instance, a Demonist can use magic scrolls with Cleric spells, and the Red Wizard can use items that can only be used by arcane casters provided said items don’t have cold-based spells. Each class also has domain-level play features that kick in at 9th to 11th level (8th for Dark Creeper) where they can attract loyal followers. In some cases the classes can recruit monsters instead of or in addition to leveled humans and demihumans, where mentions of level are replaced with Hit Die. The Avenger, Cultist, and Demonist recruit these kinds of monsters, with the remaining classes recruiting more followers of their own or related classes, like a Duellist recruiting Fighters as well as Duellists or Bandits recruiting other Bandits, Fighters, Thieves, Gargantuas, and Half-Orcs. The Houri is an exception in that they can recruit followers of any class and alignment.



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The Avenger is our first class covered, our “antipaladin” in being an unholy champion for wicked deities. They have the same Hit Dice, THAC0 progression, saves, and weapon/armor proficiencies as a paladin, albeit their ability score requirement is to have anything other than an average Charisma (must be 7 or less, or at least 13). They can turn and control undead like an evil cleric, once per day deal damage to touched creatures, gain a bonus on hit and damage when attacking from behind like a Thief, can have their alignment detect as Lawful for 10 minutes once per day, gain a warhorse at 4th level, and eventually cast cleric spells once they hit 9th level. Unlike fearless paladins, Avengers are craven individuals, and must save vs spells or be compelled to flee for 2 turns (20 minutes) when going into battle against Lawful creatures who are equal or higher level than they are.

Thoughts: The base Paladin is one of the stronger classes in Old School Essentials, for it has pretty much all the features of the Fighter but with various supernatural holy powers. In exchange it is saddled with restrictions such as a slower experience progression, their limitations on owned magical items and required tithing their income, and a minimum Charisma of 9. The Avenger is also strong, but has a more loose prerequisite of “don’t be charismatically average.” It doesn’t have healing or disease immunity like the standard paladin which works against it, but it trades that in for being able to command undead minions, deal a damaging touch attack, and has the potential to do even more damage via backstabbing. Overall it is a good option for your generic evil knight archetype.

Beyond my coverage of its playability, there is one other thing I want to cover: the official Old School Essentials line had an Antipaladin-style class published in their exclusive inaugural issue of Carcass Crawler, and when comparing the two I did notice quite a bit of similarities. In particular the Chaos Knight’s Life Drain was renamed Withering Touch (the damaging touch feature mentioned above) but otherwise the text was the same. I should note that the Chaos Knight also copies a lot of base Paladin abilities word for word but changes around certain terms, like the warhorse going from a “holy charger” to an “unholy charger,” and the Avenger’s is an “infernal steed.” While the Avenger does have several original features like being able to Cause Disease via touch and Back-Stab, I do find it a bit distasteful to heavily borrow the concept and mechanics of a class that is exclusive content.

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Bandit is pretty self-explanatory: you’re a warrior of the wilds, but instead of defending the innocent and Lawful like a Ranger does you take what you can and are feared and loathed by those traveling the roads and living behind the walls. Overall you’re a sneaky martial not unlike the Assassin, where you rely on ambushes, traps, and evading pursuit in order to get an edge on enemies. You have the same Hit Dice, THAC0 progression, saves, and weapon/armor proficiencies as a Ranger, but you don’t gain access to spells at higher level, your party doesn’t get increased rates of success when foraging and hunting, and you can keep excess wealth beyond what you can carry on your person.

Your ability score requirement is merely a Constitution of 9 rather than both Constitution and Wisdom being at least 9. Additionally, while it’s one of the “non-Lawful alignment” classes, the book does note that in certain campaigns Lawful Robin Hood-type Bandits may exist at the DM’s discretion, and thus in such a case the class may be capable of being any alignment.

In giving up Ranger spells and forage/hunting bonuses, you have a better chance of surprising opponents (4 in 6 chance vs the Ranger’s 3 in 6), your party has a 10% better chance of evading pursuit while being tracked in the wilderness, and you gain a limited set of Bandit Skills which function similar to Thief Skills. You can Climb Sheer Surfaces as a Thief, can also Cover Tracks and pursue Tracks which use the Ranger's Tracking Modifiers for success rates, and while in the wilderness you have a 3 in 6 chance of successfully Hiding or Moving Silently.* You can also Find and Remove Snares & Pits, which is akin to a Thief’s Finding/Removing Traps but can only be used outdoors and only for those kinds of traps. You also have the same Awareness as a Ranger for reducing the chances of being surprised.

*This is distinct from the Thief and Assassin’s percentile-based skills of similar names; the Bandit begins with a much better success rate, but at 5th and 9th level respectively those two classes begin to eclipse the Bandit.

Thoughts: A lot of gamers like the idea of a non-spellcasting Ranger, and not just in the OSR. The Bandit fills this function quite nicely for this purpose. It’s more stealth-oriented than the Ranger, with the Thief-like skills and being able to cover the party’s passage in the wilds. As it doesn’t really give up much beyond some situational abilities and spells that only come in at higher levels, it too is a decent class.

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Bounty Hunter represents a character who specializes in using stealth and trickery in stalking and ambushing targets to take them in, dead or alive. They’re the only class in this book that can be of any alignment, but notes that Lawful Bounty Hunters are quite rare.

Bounty Hunters have the level and THAC0 progression of a Fighter, a d6 Hit Die, the Saving Throws of an Assassin, are proficient in all weapons and armor save plate armor, and their ability score requirements are at least 9 in every physical ability. For special class features they’re masters of disguise and more or less use the same rules as an Assassin, they’re able to Hide in Shadows like them as well, and have a percentile Tracking ability like a Bandit/Ranger. Additionally they can Set Traps as a unique percentile skill which takes 1 turn (10 minutes) to do, and can either entangle, deal damage, or poison a target depending on the nature of the trap and what equipment the bounty hunter has to supplement said trap. They can also deliver a non-damaging Knockout blow to an unaware human/demihuman/humanoid from behind, forcing them to save vs Death or be knocked unconscious for 2d6 rounds. It’s more or less the same in terms of mechanics as the Assassinate ability, save in being non-lethal.

Thoughts: The Bounty Hunter has quite a bit of overlap with the Assassin, albeit can equip better armor and is harder to qualify for in terms of ability scores. They aren’t as good at being sneaky given that they lack the skill to Move Silently, but what they do have that Assassins don’t is the ability to wear chainmail, track people, and set up traps. The latter in particular is quite advantageous to parties who can control when and where they fight or ambush opponents, even if their traps are single-target. Unfortunately the Set Trap relies upon a percentile roll that starts out low and takes a while to get good: 10% at 1st level, 50% at 7th level, maxing out at 99% at 14th level. While the trap doesn’t allow a save for the target to resist, with RAW it’s not something most Bounty Hunters can rely on until the middle to high levels of play.

As for the Knockout Blow, it takes a certain kind of campaign style and ethos to prioritize taking in targets alive vs the more broadly useful “save or die” of the Assassin. One could say that Chaotic-aligned parties would be less likely to pull their punches, but then again it’s a common plot element of a well-to-do NPC being kidnapped and ransomed by the bad guys. Or living souls being needed for a human sacrifice or to fulfill a dark prophecy. It is for similar reasons I also don’t feel the “rarely Lawful” justification for Bounty Hunters as an alignment restriction.

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Cultists are those who worship foul entities in secret, relying upon remaining unseen and unknown to better carry out their dreadful missions. As you can imagine they are a lot like the default Cleric, having divine spells and being able to turn and control undead. However, they are more fragile when it comes to physical combat, having a d4 instead of a d6 Hit Die, can’t equip armor heavier than leather, and their divine spellcasting also tops out at 4th level spells vs the Cleric’s 5th.

So what does the Cultist get in exchange? Well they can Climb, Move Silently, and Hide like an Assassin/Thief, but they progress even more slowly in terms of percentages than either class. They also treat sacrificial daggers as +1 magic weapons when wielded in combat, and can turn any sash or rope into a magical weapon known as a sacrificial cord. The cord only deals damage when attacking an unaware opponent from behind, and basically acts as a garrote where it deals 1d8 damage on the initial attack and for every round thereafter they keep the target pinned via suffocation.

The text is a bit unclear in one instance, in that it mentions that the back-stab attack with a cord doubles any damage dealt when attacking from behind, which I presume means that the first bout of damage is 2d8 and then 1d8 every round afterward. I presume that a target being choked becomes quite aware of their attacker! The text also doesn’t note if a sacrificial dagger is a special kind of dagger or any such weapon can do. Additionally, the Cultist’s weapon proficiencies are contradictory:

In the initial blurb said:
Weapons: Any blunt weapons, dagger, shortsword, sacrificial cord

In the detailed entry said:
Because of their need for furtivity, cultists cannot wear armour heavier than leather, though they can use shields. They may only use the following weapons: club, sacrificial dagger, mace, sling, staff, strangling cord, war hammer.

You might notice that shortswords are only in the first description but not the second. And the cord weapon is referred to by two different names: Strangling Cord and Sacrificial Cord.

Thoughts: The idea of a sneaky evil Cleric who fights well with knives and can garrote/choke enemies from behind sounds pretty cool. However, their capabilities are quite limited in that their chances of sneaking up on unaware targets is incredibly low. Their Move Silently only reaches 50% at 8th level, while Hide in Shadows reaches that same value at 10th. I understand the need for Thieves and Assassins to be undisputed champions of stealth, but when you look at the fact that the Cultist is really fragile in comparison to a base Cleric this doesn’t really make up for it. And while having a magic dagger is nifty, that d4 Hit Die and leather armor is going to see them drop pretty fast when using it.

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Dark Creeper is our sole demihuman class in this book, representing light-hating humanoids living underground who prize collecting magic items and treasure. In other words, the perfect adventurer! Unfortunately there’s no Advanced variant where they’re available as their own race separate from class. Being demihumans, dark creepers have a level cap unlike the other classes in this book, topping out at 8 instead of 14, and have a minimum Dexterity of 9 and maximum Strength of 13. The class is a variant Thief, having the same progression in Hit Die, THAC0, saves, and thief skills, but with the slower experience growth equivalent to that of an Assassin’s. However, dark creepers can only use daggers as weapons, and shortswords at 6th level when they transform into a taller human-sized form. A Dark Stalker, albeit the book doesn’t call them this and that Dark Ones subrace isn’t statted up in Old-School Essentials.

What Dark Creepers get that traditional Thieves don’t include a penalty on attack rolls and Armor Class when in bright light, infravision out to 120 feet, can detect magical items within 15 feet which they view as glowing objects, can cast the Darkness spell once per day that also prevents light sources from being re-lit for one hour, and upon their death they explode in a radius of blinding light. This explosion destroys all non-metal gear on their person, while magical non-metal gear has a 50% chance of remaining unscathed. With their 6th level Dark Stalker form they can use shortswords, can cast Wall of Fog once per day, and their death burst also deals fire damage in addition to the blinding ability.

Thoughts: When it comes to the sneaky classes of old-school D&D, Thieves and Halflings are in a rather tricky spot on account that neither had the ability to see in the dark. In Old-School Essentials both dwarves and elves have equal capability of seeing in the dark, but in some rulesets elves could see in anything but complete darkness, and dwarves could see even in pitch black. So unless you use a “race and class are separate” rule, your Basic-era D&D sneaks and scouts needed either a light source or some magical means of seeing in the dark in order to go about their business. The Dark Creeper has a pretty substantial edge up on the Thief in this regard. Unfortunately, I do not think that the rest of their features make up for this: for one, they’re still fragile at a d4 Hit Die, and they lack the ability to use missile weapons such as slings, bows, and crossbows, with a bandolier of daggers being their best means of ranged attacks. Their Death Burst won’t destroy any coins or metal weapons, but it will tear up other valuables such as paintings, books, parchment, bottles, rations, and basically anything else that is non-metal and non-magical. As though the death of a PC wasn’t a big enough loss for a party! The creeper’s once-per-day Darkness and Wall of Fog are neat tricks, but in being so limited in use they aren’t really things which the character can consistently rely on.

Thoughts So Far: The Avenger, Bandit, and Bounty Hunter stand out as the most appealing of the new classes covered so far, having specific niches at which they do well. The Cultist and Dark Creeper are pretty weak tradeoffs in comparison to the classes that the book says they’re explicit variants of. In fact, one can see a recurring weakness in the aping of Thief-esque percentile rolls for skills, which is often one of the more commonly houseruled aspects of old-school play. The Cultist in particular can use both a polishing up and editing pass for clearing up inconsistent class features.

Join us next time as we cover the life-absorbing Dark Mage, the martial lich Death Knight, the monster-summoning Demonist, and the nimble Duellist!
 

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Libertad

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Dark Mages are spellcasters who bypass the restrictions of Vancian magic by drawing upon their very own life force to power their spellcasting. As this magic draws from realms of nightmares, pain, and negative energy, their disciplines are banned in most lands and they organize in secret societies. Although they have the same Hit Die, THAC0, and Saving Throws of a Magic-User, their powers are neither arcane nor divine. Dark Mages cannot equip any armor or weapon save daggers and swords, and require a minimum Constitution of 13 in order to qualify for the class.

A Dark Mage’s spell accessibility is still based on level, gaining access to 2nd level spells at 4th level, 3rd level at 7th, 4th at 10th, and 5th at 13th. But instead of using spell slots they draw upon hit points, harming themselves for 1 hit point of damage per spell level. Such damage can even take them to 0 hit points if they want to go out in a fatal fashion. They also don’t have to learn or prepare spells ahead of time, having basically every spell of proper level on hand. In exchange for this power, a Dark Mage suffers Decay each time they gain a level. The Decay causes a permanent alteration which is determined on a 1d10 table, ranging from milky white eyes that impose -2 penalty on attack rolls, halving movement speed as their legs atrophy, or animals always having a hostile reaction to the mage. If they get a result they already have, they suffer a permanent reduction of 1d3 to their Constitution score, to a minimum of 3.

Dark Mages have 8 spells per spell level to choose from, for a maximum of 40. Quite a bit of these spells are drawn from the core rules, but we have various new ones such as Black Sword (2nd level, weapon emits purplish light and can deliver touch range spells via a physical attack), Conjure Poltergeist (2nd level, summons an invisible, incorporeal spirit that can telekinetically lift and throw objects as an attack), Dark Mist (3rd level, fills area around caster with dark mist that blocks vision and reduces speed and number of attacks of those inside), and Doomveil (5th level, living creatures within 15 feet of the caster cannot regain hit points from natural or magical healing). While there are some non-thematic spells such as Dispel Magic, Nondetection, and Wizard Eye, much of the Dark Mage’s selection revolves around darkness, negative energy, and general spooky evil stuff.

There is one spell worth calling out for a potential Bag of Rats style exploit. Vampiric Touch is a 3rd level spell unique to the Dark Mage, which lasts for 1 turn or until used. The caster touches a living creature, dealing 1d6 damage per 2 levels the caster has, up to a maximum of 6d6 damage. They regain an amount of hit points equal to the damage dealt, and excess hit points above their maximum hit points are treated as bonus hit points that disappear after one hour and are subtracted from first whenever they’d take damage.

Due to the spell’s wording, the touch isn’t truly Vampiric in that it can heal much more hit points than the target has remaining, meaning that a Dark Mage who uses this spell on a small helpless animal or plant still gets the full amount as appropriate for their level. As it’s a 3rd level spell it deals 3 damage, so at lower levels it’s possible for the Dark Mage to lose more hit points than they heal on a low roll, but at 8th level and higher they always gain a net amount of hit points from the casting provided they land a hit. And since they aren’t limited by Vancian slots per day, a Dark Mage who has ready access to living creatures can basically use them as spell batteries. While this is thematically in keeping with an evil life-draining mage, it is something that can quickly unbalance the game if the DM doesn’t somehow put a close to the infinite power loop.

Thoughts: The Dark Mage earns points for having a cool concept and variety of thematic spells. However, their effectiveness in comparison to a typical Magic-User is widely variant upon their Hit Points. A d4 Hit Dice doesn’t leave much room for variation, meaning that a high Constitution is more important than ever. And while uncommon, they are capable of lowering said score if they get unlucky on the Decay results while leveling up. Another thing acting against the Dark Mage’s favor is that their Hit Points and spells are inextricably linked, meaning that a hale and hearty caster can quickly run out spells for the day if they sustain damage from enemies focusing their attacks. While such a state of affairs is dire for any d4 class, a Dark Mage is less likely to pull a powerful spell as an escape clause if they’re so cornered. The Vampiric Touch spell in particular merits a wary eye, as it’s potentially the most useful and powerful spell this class can have.

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The Death Knight is a lich who pursued the path of the warrior first and foremost, and is usually (but not always) beholden to a vile higher power such as a wicked deity, demon lord, or Lovecraftian alien entity. They’re another unholy warrior style class, having the Hit Die, THAC0, and Saving Throws of a Fighter but a much better progression on Saves vs Spells than that class. Their experience growth is that of a Paladin’s, and unlike martial classes they cannot wear armor heavier than leather. Death Knights also gain limited access to Magic-User and Necromancer* spells at 9th level, having the spell slots of a Paladin but learning and memorizing spells via a spell book. They also can turn and command undead and gain a warhorse as per the Avenger. Strangely their ability score requirement is a minimum Intelligence of 13, which doesn’t have any bearing on their primary abilities, and given that they cannot perform magical research or craft items this attribute is even less likely to be useful.

*A standalone free class released by Necrotic Gnome.

The Death Knight has some truly unique features of its own. It can see invisible things within 60 feet, and has a variety of undead immunities and resistances. Of most interest to the resource-based adventuring of OSR games, Death Knights don’t have to eat and sleep, meaning that there’s no need for them to lug around heavy rations for themselves and can stand guard while the rest of the party sleeps! However, they can be turned by Lawful Clerics given that they’re undead. And as they gain levels, their corpselike features become more prominent, to the point that at 7th level it becomes impossible for them to pass as a living creature barring illusion magic and expert disguises.

Thoughts: I am totally down for an undead warrior class, and in getting quite a bit of front-loaded abilities they are quite the appealing choice. However, being restricted to leather armor and a shield for protection makes them quite fragile for a martial class at low levels. Their Aura of Fear helps obviates this with penalties on attack and damage rolls in melee, encouraging them to get up and close, but when it comes to ranged attacks they’re just as prone to ending up pin-cushioned as any lightly-armored character. Additionally, as the typical healing spells and potions only work on living targets, a Death Knight will need to rely on natural healing in order to restore their hit points, which can put them out of commission for quite some time. A party with a Death Knight more or less mandates a Necromancer PC or retainer to patch them up, as the latter’s spells only kick in for the Death Knight at 9th level.

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The Demonist is a divine caster who opts to summon fiends to do their dirty work rather than directly relying upon spells. They require a Charisma of at least 13, reflecting the necessity of a smooth tongue in bargaining with the most evil beings of the Multiverse. Their Hit Die, THAC0, saves, and experience progress as a Cleric’s, but they cannot wear armor heavier than leather and are only proficient with daggers and swords as weapons. While incapable of true Vancian spells, they can perform Magical Research as per a Magic-User, and have permanent immunity to mind-affecting and mind-reading spells of all kinds. Additionally they can elect to have a dagger or sword become their focus weapon, which once per day for 1 turn they can imbue it with supernatural power, dealing additional damage and heals the Demonist for the total damage inflicted. Once again, the text is a bit unclear on something, saying that with an attack roll “the spell is used up.” But as it’s not a spell in the traditional sense nor does the Demonist use spell slots, is this meant to be a more natural language wording than an explicit mechanic?

As for the Demonist’s most iconic ability, they can Summon a creature from the darker planes of existence once per day. It requires 1 turn of prayers to do this, and the demon stays on the plane for 24 hours or until it fails a morale check (at which point it disappears) or is slain. Demons have a unified stat block, with Hit Dice, AC, and the damage of their primary attack increasing with the Demonist’s level, and they attack and save as a Fighter of the same level. The damage of their attack is quite peculiar, being 1d2 points per level. So overall they aren’t really heavy hitters but their damage has a very appreciable minimal floor by middle to higher levels.

For some variance, summoned creatures have a random Ability and Weakness determined by a d20 roll for each. The Abilities tend to be either utility or offensive in nature, such as regenerating 2 hit points per round, emitting a foul stench imposing -2 on attack rolls in melee, infravision out to 60 feet, or the ability to climb or fly but with no speed listed. They have a default speed of 40 feet, so I presume it’s the same as this. Their Weaknesses tend to be based on personality traits (tries to subvert the intent of the Demonist’s orders, will flee from bright things and areas, etc) or physical limitations (can survive out of water for 4 hours maximum, always attacks last, etc).

The Demonist also gets unique percentile skills, but unlike the prior classes are more or less truly unique in several ways. They can Control Undead, but use percentile rolls to determine the success or failure of the endeavor, and they have a chance of summing a creature known as a Cacodemon once per week. The Cacodemon is less creature with a stat block and more an entity which can perform one of several specific tasks, such as healing the Demonist to full hit points, making a single opponent in a later combat vanish somewhere else, be loaned a magical item for a day, etc. In exchange the demon asks for a price of wealth, a non-consumable magic item, a permanent 1 point reduction of an ability score, or the Demonist voluntarily accepting a Geas. The Demonist can also erect a magic circle, which isn’t percentile-based but grants a bonus on saves from a wide variety of supernatural creatures to those standing inside it.

Thoughts: Unlike the other spellcasting classes, the Demonist is less of a true caster and more of someone who primarily relies upon summoned and controlled monsters to do their bidding. Like having a familiar or animal companion, but EVIL. In having a d6 Hit Die and proficiency with swords, they are better at close-range combat than the other caster classes covered so far. Being able to temporarily give their focus weapon a supernatural boost that can heal the user helps in this regard. While the demon minion won’t be a good damage-dealer until 4th and later levels, their scaling Hit Die and Armor Class (the latter which tops out at 0 or 19 depending on whether you use ascending or descending values) gives them more staying power than your typical domesticated dog or hireling.

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The Duellist represents those Renaissance and later-era swordsmen who eschew heavy armor and shields in favor of relying upon speed and agility to overcome foes. They have the Hit Die, THAC0, saves, and Experience growth of Rangers, and have a minimum required Dexterity of 13. They can only use leather armor, and for weapons only daggers, staves, and swords. Like Rangers they are surprised only on a roll of 1. For unique abilities they gain +2 on saves made to resist fear, can identify the magical properties of swords and daggers after spending 1 turn examining them, and when fighting with a weapon in each hand they make attack rolls normally with the primary weapon and can make an extra attack per round with the secondary weapon at a -2 attack penalty. They also gain a bonus to AC against foes attacking them with weapons, and gain a bonus on attack and damage rolls when fighting opponents wielding weapons. The class notes that these bonuses don’t apply to opponents fighting with weapons, so this inevitably begs the question of whether monsters with claws, fangs, pincers, and the like count as having “weapons.” I presume no, as the stereotypical dueling parries imply them being used against manufactured weapons, but it is something I can see being brought up during play.

And speaking of parrying, a Duellist has the opportunity once per combat to repel an attack from a weapon that would ordinarily kill them via a successful save vs death. If they make the save, they take no damage.

Thoughts: The Duellist is another strange class for this book thematically speaking, in that nothing about it screams antiheroic or villainous besides a single sentence about “using their unique skills to make a profession of murder by twisting the rules of duels and honor to their benefit.” So I presume the general idea of the class is a sadistic serial killer who found a socially acceptable outlet for their violent urges. Okay, I can see that, but the class’ skill set doesn’t necessarily translate to this, basically just being a lightly-armored warrior.

As for the class’ mechanics in particular, I actually like it, for its flavor is strongly reinforced by the mechanics. What it loses in armor and shields it makes up for in other abilities. As for it’s major weak point, the lack of a dedicated ranged weapon besides thrown daggers and the unclear wording on “opponents with weapons” can make them less reliable than a standard Fighter or similar class in such situations.

Thoughts So Far: Of the four classes covered here, my favorite is the Duellist, and the Demonist looks not too shabby either. The Dark Mage and Death Knight have a lot of nifty features but can easily crumple if played incautiously or without the right party set-up in the Death Knight’s case. The Dark Mage is my least favorite due to the very exploitable nature of Vampiric Touch.

Join us next time as we finish this review when we cover the entrancing Houri, the unpredictable Jester, the pyromaniac Red Wizard, and the folkloric Witch!
 

Libertad

Hero
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The Houri is your archetypical seductress, using a combination of magic and social skills to attain power. Like the Demonist they are a class that’s supernatural yet doesn’t use Vancian casting, opting for percentile skills to represent their more magical abilities. They have the Hit Die, THAC0, and saves of a Magic-User, but their Experience progression is that of an Assassin. Their requirement specifies a minimum Charisma, but it doesn’t give a value. For weapons and armor they can only use a dagger and nothing else, with the text noting that “this makes them very vulnerable in combat.” For spells they can use Illusionist scrolls and arcane magic items, provided they don’t have any direct damage effects.

The houri can Hide in Shadows like an Assassin, but their two major magical skills are a Mesmerizing Sway and a Kiss. The Sway is a dance that can target a single human or demihuman (higher levels let them affect more creature types), causing them to be entranced and focus on the dance should they fail a save vs spells, and possibly paralyzed if they fail badly enough. As for the Kiss, the houri can only do use it on a target that’s willing, charmed, paralyzed, or mesmerized, and they can choose from a variety of effects such as dealing or healing damage and putting the target to sleep. At 9th level they can perform more powerful Major kisses such as cursing a target to only ever provoke hostile results on a reaction table, bringing the dead back to life, or driving a target insane.

The Sway and Kiss start out relatively low percentage-wise, at 30% and 25% respectively, with the Sway reaching 50% at 5th level and the Kiss progressing faster in comparison where it ends up with 65% at 5th level. Failed rolls cannot be attempted against the same target for the day, and a creature can only be affected by any kind of kiss once per day.

Thoughts: In addition to being weak physically, the Houri is very much a one-note class. While the dance and kiss are effectively unlimited in use provided they find enough targets, as they require two die rolls to pull off effectively (successful percentile and failed save), are single-target, and can’t affect all creature types, Houris are very much geared towards combat-light urban intrigue adventures without too many monsters. They’d fare particularly poorly in the dungeon. Conceptually, the archetype can just as easily be filled in by a Bard, whose Enchantment is multi-target, or a Magic-User, who gets Charm Person and a bevy of other spell choices.

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The Jester is a variant Acrobat, an entertainer whose role is to topple social conventions and expose the flaws of others. Their abilities lend them well to adventuring, for they have a knack for getting under other people’s skin and undermining their discipline. Jesters have the same Hit Die, THAC0, and Experience growth as the Acrobat, albeit their saving throws use a unique progression unlike any of the core classes. Their strongest saves are Death/Poison and Paralysis/Petrify, with Breath Weapon being their worst. The Jester can use leather and shields for armor, but their weapon selection is limited to mostly bludgeoning weapons (club, sling, staff), and daggers and swords for blades. They begin play knowing a randomly-determined language, and can include rare languages as a possible option.

For unique features, Jesters are a bit of a jack-of-all-trades in that their abilities don’t have any strong role in terms of adventuring archetypes. They get +1 to individual initiative against intelligent enemies because their mannerisms frequently take people by surprise, their penchant for verbal jabs causes foes to receive a -1 penalty on morale checks, they’re immune to insanity effects, can throw their voice up to 40 feet away and disguise it as another’s, enemies don’t get a bonus to hit when they retreat from melee, and they can read and cast arcane scrolls with a 10% chance of failure at 10th level.

Jesters can Climb and Pick Pockets, but they have a unique skill known as Juggling which gives them a chance to throw back missile weapons/projectiles. Additionally, the Jester can use Pick Pockets to hide small blades up their sleeves which if concealed can gain a +4 bonus to hit and triple damage when thrown at an enemy. This can only be used via Two-Weapon Fighting however, as it counts as an off-hand attack. If the morale/initiative/two-weapon optional rules aren’t in use, they get the Thief’s Back-Stab ability instead.

Thoughts: The Jester is very much a “team player” and trickery-based character. Their morale penalties on foes is useful all-around, and their ventriloquism can be a useful distraction. Their Juggling has a low rating at 1st level (15%) but in gaining 5% per level it becomes frequent enough that it’s likely to trigger during gameplay. While it’s a pretty low result, the hidden blade attack can be very satisfying when it’s pulled off.

The downside is that the Jester’s various class features make liberal use of optional rules. The bonus to initiative is only for individual initiative, and the hidden blade requires the two-weapon fighting rule to be in play.

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The Red Wizard isn’t your Faerûnian ritual caster, but rather a magic-user dedicated first and foremost to fire spells. They are pretty much a Magic-User in everything save their Chaotic-only alignment restriction and unique spell list. They can cast up to 6th level spells, and have 8 possible spells per spell level to possibly learn. Naturally they have classic standbys such as Produce Flame, Read Magic, Fireball, Heat Metal, and Conjure Elemental (fire only), but they get a good helping of new spells too like Burning Hands (1st level, cone-shaped AoE dealing 1 fire damage per level), Flaming Sphere (2nd level, create and control a fiery sphere that burns and alights anything it touches or rolls over), Searing Smog (4th level, create smog that blocks vision and deals damage to those inside), Flame Door (5th level, caster or chosen creature harmlessly enters fire and appears in another fire the caster has seen before), and Enslave Lesser Efreet (6th level, can only cast once per 3 years, bind a lesser efreet to your service).

As you can imagine, the Red Wizard is very much an offensive caster first and foremost. They do have some non-offensive utility magic, but the core Magic-User and other classes such as Cleric have them beat out in this regard.

Thoughts: There’s not too much to say about the Red Wizard in being a straightforward blaster caster. I do appreciate that many of its spells don’t just do straight damage and can be useful for altering the battlefield and hindering enemies in other ways. But much like a Knight being at their best in mounted combat, the Red Wizard is rather one-note in that they pretty much play only one way and there’s not much variance between them.

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The Witch is the final class of this book, representing spellcasters who combine traditional arcane magic with petitioning nigh-forgotten deities to tap into folkloric style spells. Like the Red Wizard they are pretty much a Magic-User in terms of core features like Hit Dice, saves, etc, with the exception that they can only learn up to 5th level spells and not 6th level. The spells they get are a subtler kind, specializing in divination, curses, enchantments, and rituals that take time to prepare, making them less flashy and “in the moment” than other casters.

In terms of unique features, a witch can identify any plant they come across, and at 3rd level learn to brew a special potion once per week, choosing from a list of four general effects (sleep, poison, truth serum, charm). At 7th level they can make an ointment that lets the user fly, but the person affected must be naked when applied and during its duration in order to benefit. I feel that this is a reference to something, but I don’t know what. They can also summon a small animal to serve as their familiar. The animal is more resilient than its regular species, having better AC and hit points, and uses the witch’s saves. It can telepathically communicate with the witch, grant them a bonus 1st level spell from any class each day at dusk, and grants +1 to the witch’s saves when they’re within 120 feet of each other. The familiar vanishes if they’re more than one mile apart or it dies, and a familiar can be replaced one year later.

For spells, the witch class has its own spell list, going up to 5th level with 12 spells per spell level to potentially learn. Like other casting classes in this book it draws from existing spells like Auditory Illusion, ESP, Invisibility, Cause Disease, and Hallucinatory Terrain. But it also has some new spells like Imaginary Errand (1st level, can effect multiple HD of targets like Sleep but makes those affected believe they must do a minor task of importance), Bottomless Bag (2nd level, gives extradimensional space to a normal bag making it capable of storing much larger and heavier loads), Sanctuary (2nd level, target who fails the save cannot attack the caster, so long as the caster doesn’t take any offensive actions against any enemy), Mystic Rope (3rd level, conjures a magical rope that can be commanded to entangle creatures), Veil of Abandonment (4th level, illusion makes an area look ancient and abandoned and inanimate objects in the area become invisible), and Evil Eye (5th level, for 5 rounds caster can choose from a small list of debuff spells such as Curse and Hold Person at whoever they look at).

There’s a small list of themed spells of colored candles, with names like Black Candle, Blue Candle, etc. They all have a similar effect in that the caster lights a colored candle and the affected targets must remain within the radius of light emitted for at least 1 turn. Afterwards the spell takes effect. For instance, Black Candle inflicts an extra-strength Curse, Yellow Candle accelerates natural healing to be 1 hit point per turn spent in the light, Blue Candle grants protection against attacks from creatures of another alignment, and Red Candle charms the target and is stronger in that they can even obey commands that are harmful to them and contrary to their alignment

Thoughts: The Witch is a very cool class, and many of their spells and abilities are in keeping with the themes while also being broadly useful. Familiars make for good scouts but aren’t easy to replace, meaning that the witch is incentivized to care for its welfare rather than being treated like a disposable conjured minion or raised undead. The free potion once a week is also useful, being infrequent enough to not apply during a typical dungeon crawl but can be a nice treat to stockpile during downtime. Their spell selection is broad and has a lot of options, but in keeping with the folkloric themes there are still some areas that other spellcasters do better. Witches don’t really have any damaging spells, and those that do are more indirect like with summoned creatures making attacks. Their sole hit point healing spell is Yellow Candle, which isn’t bad to have but a Cleric and Paladin do a better job of patching up wounds right then and there.

Thoughts So Far: I like all of the final four classes save the Houri, in that they have flavorful and useful abilities that should be appealing to most gaming groups. Unlike some of the more evil-feeling classes earlier in this book, I can see myself approving the Jester, Red Wizard, and Witch for more typical campaigns as well.

Final Thoughts: Oh My Lost Darklords gives a good value for its price. 13 new classes is a lot to choose from, and they vary enough in theme and function that there should be something for at least everyone flipping through its pages. Most of the classes don’t feel too easily exploitable or useless barring some edge classes like Dark Mage and Houri. There are several parts of the book that could use some ironing out editing-wise, like the inconsistent weapon proficiencies for the Cultist or unclear Charisma requirement for the Houri. For those wanting more anti-heroic/dark magic options for their OSR games, Oh My Lost Darklords is well worth checking out!
 
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Mannahnin

Scion of Murgen (He/Him)
Nice review! I agree that the Demonist, Duelist, and Witch seem like some of the top interesting options.

Thoughts: The Duellist is another strange class for this book thematically speaking, in that nothing about it screams antiheroic or villainous besides a single sentence about “using their unique skills to make a profession of murder by twisting the rules of duels and honor to their benefit.” So I presume the general idea of the class is a sadistic serial killer who found a socially acceptable outlet for their violent urges. Okay, I can see that, but the class’ skill set doesn’t necessarily translate to this, basically just being a lightly-armored warrior.
Yeah, I think for the flavor it's drawing on both the old Dragon issue #73 Duelist class and the old 1st ed Warhammer Fantasy Roleplay "Protagonist" career. In both cases they're talking about a particularly refined and skilled kind of hired thug. Someone who accepts cash to instigate duels which may be technically legal and allow them to badly hurt or even kill someone publicly for the benefit of their employer.

I agree that one doesn't necessarily have to use that background for the class, though. It seems like the class mechanics would work fine for a heroic swashbuckler.

The Houri is your archetypical seductress, using a combination of magic and social skills to attain power. Like the Demonist they are a class that’s supernatural yet doesn’t use Vancian casting, opting for percentile skills to represent their more magical abilities.
This seems like another throwback reference, to the class of the same name from White Dwarf #13, June/July of '79.

In terms of unique features, a witch can identify any plant they come across, and at 3rd level learn to brew a special potion once per week, choosing from a list of four general effects (sleep, poison, truth serum, charm). At 7th level they can make an ointment that lets the user fly, but the person affected must be naked when applied and during its duration in order to benefit. I feel that this is a reference to something, but I don’t know what.
There's a historical mythical flying potion recipe that has this requirement. It's been referenced in some genre books and movies.
 

Libertad

Hero
1. Nice review! I agree that the Demonist, Duelist, and Witch seem like some of the top interesting options.


2. Yeah, I think for the flavor it's drawing on both the old Dragon issue #73 Duelist class and the old 1st ed Warhammer Fantasy Roleplay "Protagonist" career. In both cases they're talking about a particularly refined and skilled kind of hired thug. Someone who accepts cash to instigate duels which may be technically legal and allow them to badly hurt or even kill someone publicly for the benefit of their employer.

I agree that one doesn't necessarily have to use that background for the class, though. It seems like the class mechanics would work fine for a heroic swashbuckler.


3. This seems like another throwback reference, to the class of the same name from White Dwarf #13, June/July of '79.


4. There's a historical mythical flying potion recipe that has this requirement. It's been referenced in some genre books and movies.

1. Thank you. I think what works in the latter two's favor is that they don't automatically have "bad guy" vibes so they can be more easily inserted into "heroic/neutral" campaigns.

2. & 3. I started hearing from others that quite a few of these classes were inspired and based on old zine classes. Which isn't necessarily bad (save for the avenger that is too much of a copy-paste), as I would like to see more OSR conversions of such obscure material.

4. Sometimes it feels like the people who come up with these folktales are a tad repressed...
 

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