Mythras Classes Incomplete
Mythras Classes Incomplete
Introduction
More Class Options for Mythras Classic Fantasy. Beta Test Version 1.0.0
* * *
Table of Contents
Cross Abilities Page 3
Kits Page 4
Academician Page 4
Advisor Page 4
Amazon Page 4
Assassin Page 5
Beast-Rider Page 5
Blade Page 6
Charlatan Page 6
Explorer Page 7
Fence Page 7
Gallant Page 7
Giant Killer Page 8
Gladiator Page 8
Myrmidon Page 8
Noble Page 8
Peasant Hero Page 9
Swashbuckler Page 9
Wilderness Expert Page 9
Witch Page 9
Armorer Page 10
The Workshop Page 10
Apprentices and Overseers Page 11
Time to Craft Armor Page 11
Cost to Craft Armor Page 11
Crafting and the Chance… Page 11
1|P age
Added Considerations Page 12
Repairing Armor Page 12
Piecemeal Armor Page 12
Bowyer/Fletcher Page 12
Weapon Smithing Page 13
Jousting Page 13
Initiative Page 13
Multiple Actions Page 13
Lances and Dismounting Page 13
Lance Breakage Page 14
Lance Specialization Page 14
Horseback Archery Page 14
Tournaments Page 14
The Basic Tournament Page 14
The Joust List Page 14
The Jousting Competition Page 15
Blunted Lances Page 15
Prizes Page 15
Other Events Page 15
Archery Competition Page 16
Foot Lists Page 16
Merchants' Stalls Page 16
Dancing, Socializing Page 16
2|P age
Cross Abilities: Increasing in Rank and Substituting
Talents/Abilities (without having to multi-class)
When a class increases in rank they normally get a chance to buy a new Ability/Talent (or are
granted one by their class), they may trade that talent and an Experience Roll or more for a single
LOWER ranked Talent or Ability from a different class. This may only be done once per Rank
increase. It is not possible to pick up any Talents or Abilities from a different class that is Ranked
2 or higher without multi-classing.
If a class does not offer a Talent/Ability purchase option upon obtaining a new rank then the
character may choose to lose one Permanent Luck point instead of trading away a talent
(examples: Bards, Berserkers, Magic Users, and Druids above Rank 3 etc.).
Per Exempli: Rank 2 of Cavalier just starts giving the Cavalier exotic mounts. If this is not
something a player wants to do for his character then he may choose to pick up a Cross Ranked
Talent (INSTEAD) from the following list. At Rank 3 the Cavalier then can either pick up the
Rank 2 Cavalier ability or purchase a different ability from this same list.
Artful Dodger (Bard, Berserker, Thief) - Cavalier +1Xp, Cleric +2Xp, Druid +2Xp, Fighter +1Xp,
Magic User +2Xp, Monk +1Xp, Ranger +1Xp
Bow / L. Crossbow (Ranger) - Cleric +2Xp (if permitted by Worship), Fighter +1Xp,
Thief (& Acro) +1Xp
Detect Magic & Illusions (Berserker) – Cleric +1Xp, Druid +1Xp, Magic User +1Xp,
Monk +1Xp
Eyes in the Back of Head (Berserker) – Cavalier +2Xp, Fighter +2Xp, Paladin +2Xp, Ranger
+1Xp, Thief (& Acro) +1Xp
Unarmed Prowess (Monk) - Berserker +1Xp, Cavalier +1Xp, Cleric +2Xp, Druid
+2Xp, Fighter +1Xp, Paladin +1Xp, Ranger +1Xp,
Thief (& Acro)+1Xp
3|P age
Class Kit Modifiers
Format: Name (Base Class or Classes)
Talent/Ability: Unique Name + Description
Cost: What the base class or classes give up to gain this ability
Restrictions: A character can only take one Class Kit Modifier (Kit) and their Class has to be
listed in parenthesis after the Kit’s name.
Cost: Academicians receive a -5% penalty to any attack rolls they make.
Cost: Clerics – who become Advisers give up their ability to Turn Undead, Druids’ Rank 2
and Rank 3 abilities cost an Extra Experience roll each, and Monks’ Slow Fall ability is now a
Rank 2 ability which costs the Monk 2 Experience rolls and 1 month of training.
4|P age
Amazon fight someone with it, he'll never fall for it himself unless she missed both her attack and
her defensive actions.
Cost: The Amazonian way of fighting excludes heavy armor (so Fighter Amazons don’t gain
any extra armor points for Heavy armor and they lose the ENC benefit of Armour Proficiency for
Heavy Armor as well) and crossbows are normally considered slow and ungraceful (so Clerics,
Fighters and Rangers do not get crossbow proficiencies, AND Rangers’ Bow/Light Crossbow
Specialization ability only applies to Bows). The first Gift granted to a Cleric by their chosen Deity
gets delayed by a Rank.
5|P age
Following is a list of many appropriate mounts for the Beast-Rider.
Bat - Giant * (Dwarves, Gnomes and Halflings only may ride), Bear, Boar, Dolphin
Elephant, Frog- Giant, Hyena, Lion, Lizard – Giant, Tiger
* Flying animals tend to change the nature of campaigns, especially low-level campaigns, by
making it easy for characters to go long distances quickly, etc. The GM shouldn’t allow this choice
if it will cause problems in his campaign.
Cost: Berserkers’ “Eyes in the Back of Your Head” now moves to a Rank 2 Talent and costs 2
Experience rolls and 1 month of training to learn, Druids lose their luck point bonus from Rank 1,
Fighters’ “Weapon Specialization” now moves to a Rank 2 Talent, and Rangers’ “Species Enemy”
Talent now moves to a Rank 2 Talent (and the first species chosen also costs 2 Experience Rolls
and 1 month of training).
Cost: Bards lose Cantrips, Spell Caster, Starting Spells and Spells in Memory AND Druid’s
Cant and Thieves Cant. Thief and Thief-Acrobat lose their Climbing ability, Thieves’ Cant, and
their Rank 2 and Rank 3 class Talents.
6|P age
Charlatans gain a +10% bonus to Deceit.
Cost: Bards lose their Starting Spells (learning the art of gaining lackeys and perfecting their
Deceit skills took time away from learning the Starting Spells). Clerics religion must allow this in
the first place, but if they do then they give up the ability to Turn Undead to become a Charlatan.
Both Thieves and Thief-Acrobats lose their Backstab ability.
Explorer (Ranger)
Path Seeker: An Explorer can make a Survival roll (once a day per location) to sense the
correct path to take/continue on to reach a desired outdoor geographical location.
Customs: An Explorer can apply his Customs roll to any common culture without penalty.
Cost: Explorer Rangers lose their Species Enemy ability.
7|P age
… never retreat from combat until all other non-Gallant allies have done so already.
… never overstay their welcome at any place.
… spend at least half of his money aiding the innocent or the romantic.
… own only what they can carry with them (including their steed and what it may carry).
Cost: Berserkers’ “Detect magic and Illusions” now moves to a Rank 2 talent and costs 2
Experience rolls and 1 month of training to learn, Fighters lose “Ride or Boating” as Standard
Skills and lose 10 of the 100 points that they get to distribute among their Class’ Standard and
Professional Skills
Myrmidon (Fighter)
Trained Professional: The Myrmidon has two advantages of note:
First, a Myrmidon gets a free Weapon Specialization.
Second, the Myrmidon is usually in the employ of some powerful patron. The GM will have to
decide what immediate benefits this grants the character; which vary with the type of employer
they are working for.
For instance, if they’re working for a wealthy nobleman, they won't have to spend any money
for room and board and will enjoy an upper-class existence.
Or, if they’re part of a standing army, they may be immune to prosecution by the civilian
authorities (though they can certainly be court martialed for crime).
Cost: Myrmidon’s spend a quarter of their free time training. Those that don’t for more than a
game week lose the benefit of this extra Weapon Specialization until they train with the
appropriate weapon for twice the number of weeks that they’ve gone without training.
8|P age
Cost: In order to become a Noble, the character has sworn an oath of loyalty to some greater
noble. If they’re a squire to a knight, they have an oath to their knight. If they’re a knight, they’ve
sworn an oath to their king or some other noble—or perhaps to both. They'll be expected to live up
to that oath from time to time: Accompany their lord into combat, provide troops to their lord, even
beggar their own household in order to support their lord's needs. Those that fail to obey their lord
will be decried as a traitor, and will be stripped of titles and hunted.
9|P age
Cost: Witches tend to attract superstitious mobs. Every time a Witch critically fails a roll a
random spooky effect affects 1D10 people in a nearby settlement (cow’s milk sour, fires burn blue,
water falls upwards, etc. etc.). There is a 2% chance per person affected that a mob will form to
look for the Witch.
Armorer
The Workshop
To craft armor, the character must first have a workshop (a place to work and tools with which
to do work).
Metal Armor
If the PC intends to make any sort of all-metal armor (chain mail, field mail, full plate, plate
mail, and helmets), then the workshop is a smithy, complete with tools, bellows, a furnace, an
anvil, tongs, cauldrons, casting molds, and all the other materials necessary to process unrefined
metal into armor.
Such a workshop costs 200 SP, plus the cost of the shelter where it is set up: An additional 100
SP for a pavilion tent, an additional 300 SP for a well-crafted hut/workshop, or more as part of a
larger dwelling, such as a mansion, villa or castle (these are priced at what the GM prefers).
(Included in the price of the smithy is the cost of the tools necessary to make leather
hilt-wrappings, padded armor, armor linings, armor padding, and the simple leather straps used to
hold all-metal armors together.)
This workshop is large enough to accommodate the character and up to two apprentices
working full-time. (The apprentices, too, must have the Craft Armor skill; the character can always
take in an apprentice without it and train them, but until they acquire the Craft Armor skill they
don't count as a productive element of the workshop.)
In theory, the character could hire another three-person crew to work a second shift in the same
workshop; thus the workshop would be occupied nearly 24 hours a day. (This presumes eight- to
ten-hour shifts and a certain amount of necessary nonproductive time each day: Time for furnaces
to cool and be cleaned, tools to be repaired and sharpened, etc.) No more than three people can
work in this workshop effectively; with more than three there is a loss of efficiency.
To expand the workshop costs an additional 50% for each +three workers. If the smithy costs
200 SP and is set up in a 300 SP hut, the builder could pay +250 SP. Then, the workshop would
accommodate three more armorers at the same time. For an additional +250 SP, the shop can
accommodate nine armorers at the same time.
Leather Armor
If an armorer intends to make any sort of all-leather armor (hide armor, leather armor, and
armored leather caps), the workshop is a leatherworker's shop, including apparatus for leather
soaking, scraping, tanning, boiling, boiling in wax, shaping, hole-punching, sewing, and all the
other processes by which leather is transformed into armor.
Such a workshop costs 25 SPp, plus the cost of the shelter where it is set up: An additional 25
SP for a large tent, or an additional 75+ SP for a well-crafted workshop or more
(Included in the price of the leatherworker's shop is the cost of the tools necessary to make
padded armor, armor linings and padding.)
As with the smithy above, this price presumes one principal leatherworker and up to two
10 | P a g e
apprentices may work together at the same time. Above that number costs 50% of the workshop
and housing costs per additional three leatherworkers.
11 | P a g e
Added Considerations
Bribery: In many places, local officials will expect a little graft in order for them to process the
necessary permits efficiently and regularly. If the PC doesn't pay up, those permits take a long time
(months) to be processed, and during that time the PC can't operate a retail armorer's shop.
Theft: Armorer's shops can be burglarized. Thieves are quite willing to steal some
high-quality armor goods and fence them elsewhere in the city. Depending on the quality of the
merchandise lying around in the shop, this can be a serious financial blow.
Unclaimed Goods: Sometimes a patron who custom-orders a piece of armor never shows up
to buy it. If the custom piece of armor was decorated or fine-tuned to that specific customer (for
example, if it bears a family coat of arms or unusual decoration), it could be that no one else is
willing to buy it except at heavily discounted prices.
Unsold Stock: Armorers don't just work up pieces of armor to order. The armorer crafts
numerous examples of the most common sorts of armor (leather and padded armor, and shields)
for the casual customer and as practice for the apprentices. Not all of this gets sold.
Repairing Armor
It costs the armorer 1/100th the armor's retail value for each Damage Point that they repair and
the repair normally takes 1D4 hours (including assessment and prepping the proper tools etc.).
Magical armor is repaired the exact same (costs based on the non-magical version of the armor)
way unless the armor is destroyed – in which case it is beyond repair and the enchantment is lost.
Armorers typically charge a 50% profit on repair jobs.
Piecemeal Suits
To calculate the weight of a piecemeal suit of armor, follow these guidelines:
The breastplate is 1/2 the weight of the original suit.
Each arm and leg is 1/8 the weight of the original suit.
If a suit of magical armor is used for one of these piecemeal efforts, it grants none of its
magical bonus; once the magical armor is split into little bits, or pieces are merely separated and
not worn together, the magical bonus doesn't work.
Bowyer/Fletcher
Craft Bows & Arrows also called “Bowyer/Fletcher”.
A set of bowyer/fletcher's tools, which can be used at maximum efficiency by one character,
costs 10 SP. (It's 15 SP for a set which can be used simultaneously by three workers, and +7.5 SP
per +3 workers which can work simultaneously.) The bowyer/fletcher is not required to set up a
workshop; and can work in the field, if they choose. For a permanent shop, tents and huts cost the
same as what's listed for the leatherworker's shop.
It normally takes a dedicated week for a single Bowyer/Fletcher to make a bow and about
twenty good arrows, if the Bowyer/Fletcher is busy adventuring then with dedicating their spare
time: a long or short bow takes four weeks.
Cost of materials for arrows and normal bows is negligible. If the character is trying to make a
weapon of truly fine quality, they must either pay 50% of the weapon's normal retail value for
exceptionally fine woods, or add an extra 100% to the time it takes to craft the weapon; the extra
time constitutes them having to look for the perfect wood and materials in the wild.
Fine quality Bows add +5% to the attack roll. Fine quality arrows ignore a point of AP.
12 | P a g e
Weapon smithing
The same smithy can be used for armoring and weapon smithing. The Weapon Construction
numbers (time, costs, failures and criticals) are determined exactly like armors but instead of AP,
take half the Weapons Maximum Damage value instead (i.e. if the weapon does 1D6 then use 3).
Fine quality weapons either give a +5% bonus to the attack and parry rolls, or they ignore a
single point of AP from a target’s armor.
Jousting
Jousting - the sport of knights and kings, is a type of combat where two mounted warriors,
armed with lances ride at one another and try to dismount one another with their weapons.
Initiative
As a special rule, when two riders are jousting, don't bother with initiative. On the first round of
a joust, the two jousters ride at one another and roll attack rolls; on the second, both continue their
ride, turn around, and start back toward one another.
All attacks are resolved simultaneously.
If jousting is taking place during a larger battle, where other things are going on and initiative
must be rolled: When it's time for the jouster who won initiative to take his action, the jouster who
lost initiative also gets to make his attack roll. This helps simulate the fact that the lance-strikes
take place simultaneously.
Multiple Actions
When a character has multiple attacks in a single round, and is jousting, he does not get
multiple lance attacks. He can only use that lance once in a combat round (and loses the next round
turning his horse, if he's to come back and face the same enemy).
However, extra actions beyond the lance strike and the Parry – such as Shield Bashing can
make for an interesting tournament.
13 | P a g e
Lance Breakage
Lances often break. Any lance that hits and does more than 6 points of damage, and any lance
that has been successfully Parried by a shield, may break. The player rolls 1d6; on a 1 or 2, the
lance breaks and is useless (except as a club).
Lance Specialization
If a character takes Weapon Specialization in lance, he gets the usual benefits AND he also
can perform the Shield-Rush maneuver with his lance-tip. In order for this to do damage like a
Shield-Rush instead of a lance strike the character must be mounted, and must strike a character
who has metal (or leather-and-metal) armor or a shield. If the character does not have such armor,
the attack is automatically a lance strike.
He gets a +10% Parry bonus only when jousting and only vs. another jouster.
Horseback Archery
Only the Composite Short Bow, Short Bow, a GM specified campaign bow (such as a culture’s
specific type of horse bow), and Crossbows may be used from horseback. The Long Bow and
Composite Long Bow may not be.
Firing a bow from the back of a still horse (one which is not running) is done at a –5% penalty
to attack rolls.
Firing from the back of a walking or trotting horse is done at a –10% penalty to attack rolls.
Firing from the back of a galloping horse is done at a –20% penalty to attack rolls.
Tournaments
Tournaments are events where fighters get together to compete for prizes, or to show off their
abilities, etc.
Fighting isn't all that goes on, and fighters aren't the only ones in attendance. Tournaments are
huge social events where attendees gather to watch, compete, gossip, trade, bet, and sport. But
fighters are the center-piece; the event revolves around them and their accomplishments.
14 | P a g e
The Jousting Competition
A tournament’s most popular event:.
In a jousting competition, all participants announce themselves to the seneschal, knights'
marshal, or other minor dignitary in charge of running the tournament. There is no fee for
admission, but each entrant must have his own mount, armor, and lances. It's best if he also has a
squire, page or friend to wait by his lance-rack to hand him a new lance when one breaks.
In some societies, all entrants must be of the nobility, but that is necessarily left up to each GM.
The jousting competition is single elimination. The field of entrants is broken down into pairs
(random or chosen). Each pair makes a number of jousting passes until one is dismounted (or
yields the field - surrenders in order to avoid further damage). If both combatants are dismounted
in the same pass, they get up, remount, and start over.
The winner of the pair advances to the next round of matches.
When the number of entrants is an odd number, one fighter doesn't have an opponent. He gets
to "fight the bye." An opponent, someone who lost in an earlier match or a warrior not entered in
the competition etc. is chosen for the jouster. Regardless of who wins, the jouster is advanced to
the next round, but he's just as tired and injured as any other fighter.
No fighter may fight the bye more than once per tournament; the organizers re-arrange things if
the same fighter ends up without an opponent in another match.
With each subsequent round, the number of entrants is halved, until only the winner remains.
Blunted Lances
Tournaments may be fought with blunted lances. Blunted lances work just as normal lances,
but they do half damage (to lessen the threat of dying or permanent injuries). Blunted lances do not
have metal or pointed heads; they weigh as much as regular lances, but cost only half as much.
Prizes
Money and non-magical prizes are often awarded to the winner of the joust. The non-magical
prizes are usually some bejeweled ornament or document showing that they have the lord’s favor,
and act as trophies for the victor. Winners of tournaments do gain a +10% (Fame or Infamy)
Influence bonus when in the area of the tournament. In the rest of the Kingdom (if the tournament
was a minor tournament) or in the nearby Kingdoms (if the tournament was a major tournament)
this bonus is lowered to only a +5%.
Other Events
Other events taking place at a tournament may include:
Archery Competitions
An archery competition is usually for long bows or light crossbows; some tournaments have
one competition for each.
In the archery competition, the targets are set up at the weapon's long range; all competitors
suffer a –25% to attack rolls with each shot. Hitting the Target is a Difficulty Grade of Standard.
The center spot on the targets is a Difficulty Grade of Hard. A critical hits the center spot.
In each tournament round, each participant fires five arrows or quarrels at his target. A miss is
0 points. A normal hit is 3. A Bulls-Eye is 10 points (the center of a target).
At the end of each round, points are tallied and the half of the participants with the lowest
scores, are eliminated. This continued until there are only two or three competitors left; when that
15 | P a g e
happens, the competition has reached its final round.
In the final round, the same rules are in place, but smaller, harder targets are used; Hitting the
Target is a Difficulty Grade of Hard. The center spot on the targets is a Difficulty Grade of
Formidable. A critical hits the center spot.
Prizes often consist of new bows, quivers, sheaves of arrows, and jewelry. Archery is pretty
respectable; it does not command the sort of status or prizes the joust does, but is better-regarded
than the lowly foot-list. Nobles and peasants alike may participate.
In some cultures, the crossbow is thought of as a vulgar weapon; and therefore most
tournaments won't have a crossbow competition. The few which do are not attended by nobles.
Foot-Lists
A foot-list is organized like a joust, except that its entrants fight on foot, and are not restricted
to the nobility (even if the joust is).
Since melee weapons are deadlier than blunted lances, some tournament organizers prefer not
to have foot-lists; the chances of a fighter dying are pretty high.
Prizes consist small amounts of money, weapons and minor jewelry, usually not as expensive
or fancy as those awarded to the jousters.
Merchants' Stalls
Also present at tournaments are rows of merchants' stalls; a large tournament is a fascinating
place to go shopping, and a good place to find experts in all sorts of craft-making, weapon-making,
and armor-making.
Dancing, Socializing
Finally, the tournament is a grand social event. Musicians play, people gossip, dances are
conducted; it's a grand place to hear new rumors, or start them, to meet contacts, to stumble across
mysteries…
16 | P a g e
17 | P a g e
Crawling Claws
Climate/Terrain: Any Frequency: Rare
Organization: Swarm Activity Cycle: Any
No. Appearing: 1D20
Inst: 4 Action Points 2 Damage Mod: 0 Move: 1.5m (5’) or 4.5m (15’) Jump Initi: 7
Armor: none Undead, not subject to turning or control undead spells or damage by holy water.
Immune to death magic and raise dead. Cold based spells make them brittle which lowers their HPs by 1.
Edged Weapons only inflict half damage on a claw and claws ignore magic damage bonuses from magical
weapons.
1-20 Claw=0/3
Athletics 52%, Brawn 10%, Endurance 60%, Evade 65%, Perception 64%, Stealth 77%, CS 50%
Claw 1D4, Entangle, or disassemble armor.
The highly feared crawling claws are frequently employed by those mages and priests who have learned the
secret of their creation. Crawling Claws are not uniform in appearance. Since claws are the animated
remains of hands or paws of living creatures, they are apt to be found in a wide variety sizes and shapes.
Combat: When a claw detects a potential victim, it will leap up to 15 feet to attack in one of three ways; if
the victim is wearing metal armor, the claw attempts to remove a piece of the armor at a base 10% chance +
5% for each Claw attempting to remove the same piece (maximum of 20%), or the claw will attempt to
entangle their prey with rope (15% plus 5% per each additional Claw participating up to a maximum of
40%). The entanglement is opposed by the target’s Evade Skill. A failed reistance roll leaves the victim
immobilized with a number of unusable locations equal to the total number of Claws attempting this
maneuver divided by 2 and rounded up) Claws will invariably choose “bypass armor” if they can, if the
victim is unarmored then the claws will attack a random location for 1D4 damage.
Ecology: Crawling claws can be created by any mage or priest who knows the formula. The creator must
assemble the severed limbs that are to be animated. The maximum number of claws that can be created at
any one time equals six times the rank of the person enchanting them. Claws can be controlled in one of two
ways: directly or via programming. Any created batch must be controlled in the same manner. Programmed
claws are given a single, brief instruction that they attempt to carry out to their best ability. The maximum
amount of words that can be “programmed” for a batch of Claws is equal to 12 plus 3 per the rank of their
maker.
Directly controlled claws are manipulated by the thoughts of their creator. The mental effort can only be
maintained for three consecutive rounds without taking a round of rest and this effort makes it so that the
controller may not spellcast or take any other active action. The range of such control is limited to 10 feet
plus 15 feet per the rank of the caster. If control is broken for some reason, the claws continue to follow the
last orders they were given.
18 | P a g e
Dogs
Wild Dog War-Dog
Climate/Terrain Any Any
Frequency Common Uncommon
Organization Pack Solitary
Diet Omnivore Omnivore
Activity Cycle Any Any
No. Appearing 4D4 Variable
Strength 10 14
Dexterity 11 13
Constitution 11 12
Size 4 (Lithe) 8 (Lithe)
Intelligence 2D2+1(4) 2D2+1(4)
Power 9 9
Initiative 8 9
Action Points 2 2
Damage Modifier -1D4 0
Power Points 9 9
AP/HP per Location
1-2 Right Hind Leg 0/3 1/4
2-4 Left Hind Leg 0/3 1/4
5-7 Hindquarters 0/4 1/5
8-10 Forequarters 0/5 1/6
11-13 Right Front Leg 0/3 1/4
14-16 Left Front Leg 0/3 1/4
17-20 Head 0/3 1/4
Skills
Athletics 67%, Brawn 51%, Endurance 65%, Evade 66%, Local 64%, Perception 63%, Stealth
66%, Survival 58%, Track 69%, Willpower 42%
19 | P a g e