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THE

CLASS
HACK
Second Edition
For Use With The Black Hack Second Edition
15 ‘OSR’ Classes for
THE BLACK HACK
Second Edition

Developed by
Mark Craddock
With a huge thank you to David Blaxk, Peter Regan, and Tim Baker.

Cover Art:
Knight Attacks

PublicDomainVectors.Org

Interior Art:
James Shields
http://jeshields.com/wp/
ACROBATIC EXPERTISE
ACROBAT Roll with Advantage when testing
Dexterity to avoid damage or effects
STARTING STATS from falling, traps, and magical devices.
Starting HP : roll 1d6 + 2
Starting HD : 1d6 SNEAK ATTACK
Usable Weapons & Armor: All one- If an Acrobat has Moved silently to get
handed swords, daggers, polearms, behind or above a Creature, and they are
leather unaware of the Acrobat ’s presence, the
Attack Damage: 1d6 including Acrobat may make an Attack that
improvised weapons or 1d4 if Unarmed
 automatically hits and deals 2d6 + the
Acrobat ’s Level damage.
D6 LUCKY CHARM
1 Peacock tattoo FRIENDS LIKE THESE
2 Jackalope’s foot At the start of the gaming session roll a
3 Silk scarf from a hottie d10, if the result is below your current
4 A two-fingered ring Level - you make contact with someone
5 A mithril tooth who is familiar with you.
6 A missing finger
TOOLS OF THE TRADE
EQUIPMENT Regardless of what the Acrobat is
Every Acrobat starts with a carrying, they can always find a balanced
Quarterstaff. Also, choose to start the stick or staff to use as a quarterstaff,
game with either A or B: somewhere close by.
• A - Colorful tights (AV1), 2 daggers,
1d8 coins, lipstick kiss on the cheek - GAINING A NEW LEVEL
face or rump, your choice. Acquire and share a number of
• B - Sleek leather outfit (AV2), a club, Experiences equal to your current HD
1d6 coins, a little black book. to advance a Level. When you gain a
Level:
ACROBATICS • Roll ad d20 once for each Attribute -
Roll Attribute Tests with Advantage if you roll over, it goes up one point,
performing the following actions: make an extra roll either Dexterity or
Strength
• Acrobatic feats
• Gain 1 HD - roll a d6 - gain that many
• Balancing
additional maximum HP.
• Climbing
• Jumping
• Listening and eavesdropping
• Moving silently and unseen
• Pole vaulting
ASSASSIN
STARTING STATS
Starting HP : roll 1d6 + 4
Starting HD : 1d6
Usable Weapons & Armor: Any,
gambeson, leather, all shields
Attack Damage: 1d6+1 or 1d4+1 if
Unarmed


D6 REPUTATION
Creature is within the weapon’s range,
1 Slew the royal family of Brague
and they are unaware of the Assassin ’s
2 Killed the Yellow Warlock
presence, the Assassin may make an
3 Refused a contract from the Boss Attack that automatically hits and deals
4 Is Made 2d6 + the Assassin ’s Level damage.
5 Left the Assassin’s Guild
6 Has a third nipple MASTER OF DISGUISE
At the start of the gaming session roll a
EQUIPMENT d10, if the result is below your current
Every Assassin starts with a Disguise Level - you can customise or entirely
of your choosing. Also, choose to start the change your Disguise.
game with either A or B:
• A - Studded Leather (AV2), axe, shield A DAGGER FOR EVERY
(AV1), 4d8 coins, blood on your hands.
OCCASION
• B - Black leather hood & vest (AV2),
sword, a crossbow, 4d6 coins, a Regardless of what the Assassin is
contract to fulfill. carrying, they can produce a small
throwing knife from somewhere about
DEADLY TALENTS their person.
Roll Attribute Tests with Advantage
performing the following actions: GAINING A NEW LEVEL
• Delicate Tasks Acquire and share a number of
• Climbing Experiences equal to your current HD
• Hiding to advance a Level. When you gain a
Level:
• Listening and eavesdropping
• Moving silently and unseen • Roll ad d20 once for each Attribute -
if you roll over, it goes up one point,
make an extra roll for either Dexterity
SNEAK ATTACK or Wisdom
If an Assassin is hidden or has Moved • Gain 1 HD - roll a d6 - gain that many
silently to get behind a Creature, the • additional maximum HP.
BARBARIAN
• target to see if they are hit, if so, roll
the Damage Dice assigned to them and
reduce their HP by that amount.
STARTING STATS • The pool of Damage Dice resets at
Starting HP : roll 1d4 + 8 the start of the Barbarian’s turn.
Starting HD : 1d10
Usable Weapons & Armor: Any and all GAINING A NEW LEVEL
Attack Damage: See ‘Berserker’
 Acquire and share a number of
Experiences equal to your current HD
D6 WAR TROPHY to advance a Level. When you gain a
1 Yeti pelt Level:
2 A enemy’s prized axe • Roll ad d20 once for each Attribute -
3 A wyvern’s tooth if you roll over, it goes up one point,
4 A necklace of orc ears make an extra roll for either
5 A collection of scalps Constitution or Strength
6 A traitor’s helm • Gain 1 HD - roll a d10 - gain that
many additional maximum HP.
EQUIPMENT
Every Barbarian starts with a Weapon
of their choice. Also, choose to start the
game with either A or B:
• A - Hide armor (AV2), A one-handed
weapon, horned helm (AV1), 2d6 coins,
a slight hangover.
• B - Scale mail (AV3) two-handed
weapon, 2d6 coins, war paint, a tin
mug.

SELF RELIANT
When rolling Broken Armour Die a
Barbarian may re-roll results of 1.

BERSERKER
A Barbarian has a ‘pool’ of Damage
Dice (d6s) equal to their HD.
When making an Attack distribute any
number of these Damage Dice among
any number of Nearby targets. If any
targets are Close the Barbarian rolls the
Attack with Advantage:
• Make an Attribute Test for each
NIMBLE EXPERTISE
BARD Roll with Advantage when testing
Dexterity to avoid damage or effects
STARTING STATS from traps and magical devices.
Starting HP : roll 1d6 + 2
Starting HD : 1d6 MEMORIZING SPELLS

Usable Weapons & Armor: Any, leather, Once per day a Bard can spend an Hour
chain mail memorising a number of spells equal to
Attack Damage: 1d6 or 1d4 if 1/2 their Level (minimum of 1), from
Unarmed
 scrolls and books.
A Bard can only memorise spells of
D6 INSTRUMENT OF CHOICE levels up to and equal to their current
1 Fiddle Level.
2 Bugle
3 Banjo CASTING SPELLS

4 Drum A Bard may spend an Action on their
5 Harp turn to cast a spell from memory. Once
6 Acapella the effects are resolved, the Bard should
make an Attribute Test - adding the
EQUIPMENT spell’s level to the roll. If they have
Every Bard starts with a Lorebook already cast the spell this session this
containing 1d4 spells of your Attribute Test is made with
choosing from spell level 1 (TBH 2e p. Disadvantage. If they fail, the spell is no
26). Also, choose to start the game with
longer memorised, and the Bard cannot
either A or B:
cast the spell until they memorise it
• A - Studded leather (AV2), sword,
shield (AV1) 2d8 coins and purse, an again.
admirer’s skivvies. For expanded spellcasting rules see TBH
• B - Chain shirt (AV3), a bow, a dagger, 2e p.15
3d6 coins, an awesome helmet.
GAINING A NEW LEVEL
BARDIC TALENTS Acquire and share a number of
Roll Attribute Tests with Advantage Experiences equal to your current HD
performing the following actions: to advance a Level. When you gain a
• Being charming Level:
• Delicate Tasks • Roll ad d20 once for each Attribute -
• Climbing if you roll over, it goes up one point,
• Listening and eavesdropping make an extra roll for either
• Making Music Charisma or Dexterity
• Moving silently and unseen • Gain 1 HD - roll a d6 - gain that many
• Telling stories additional maximum HP.
• Understanding written languages
CAVALIER
• B - Chain mail (AV3) full helm (AV1),
shield (AV1), lance, axe, 4d6 coins,
nobles oblige out the wazoo.
STARTING STATS
Starting HP : roll 1d4+ 6 SHIELD BASH
Starting HD : 1d8 When you are Attacked in melee combat
Usable Weapons & Armor: Any and all whilst holding a shield - and your roll to
Attack Damage: See ‘On A Pale Horse’
 Defend is 1-6, the attacker takes damage
equal to your Level .
D6 TROPHY
1 Handkerchief of an admirer ON A PALE HORSE
2 A crimson cape A Cavalier has a ‘pool’ of Damage Dice
3 An iron wood lance (d6s) equal to their HD. If a Cavalier is
4 Your father’s sword on horseback, their HD is considered 1
5 Your mother’s horse higher.
6 A winged helm

• When making an Attack distribute


any number of these Damage Dice
among any number of Nearby targets.
• For each target the Player assigns the
Damage Dice, the Player must come
up with an exciting and bespoke
narration for the Attack.
• Make an Attribute Test for each
target to see if they are hit, if so, roll
the Damage Dice assigned to them
and reduce their HP by that amount.
• The pool of Damage Dice resets at
the start of the Cavalier’s turn.

GAINING A NEW LEVEL


EQUIPMENT Acquire and share a number of
Every Cavalier starts with a Horse. Experiences equal to your current HD
Also, choose to start the game with either to advance a Level. When you gain a
A or B: Level:
• A - Plate & mail (AV4), sword, shield • Roll ad d20 once for each Attribute -
(AV1), 4d6 coins, a fondness for the if you roll over, it goes up one point,
meek. make an extra roll for either
Charisma or Strength
• Gain 1 HD - roll a d8 - gain that many
additional maximum HP.
DRAGONBORN
A Dragonborn has a ‘pool’ of Damage
Dice (d6s) equal to their HD. When
making an Attack distribute any number
STARTING STATS
of these Damage Dice among any
Starting HP : roll 1d4 + 8
number of Nearby targets and up to 1
Starting HD : 1d8
Faraway target for their breath attack:
Usable Weapons & Armor: Any and all
Attack Damage: See ‘Death and • Make an Attribute Test for each
Dragon’s fire’
 • target to see if they are hit, if so, roll
the Damage Dice assigned to them and
D6 DRACONIC HERITAGE reduce their HP by that amount.
1 Red scales and fin on head • The pool of Damage Dice resets at
the start of the Dragonborn’s turn.
2 Green scales and yellow eyes
3 Black and bumpy scales
4 Blue scales with two horns on head
5 Gold and smooth scales
6 Silver scales and one horn on head

EQUIPMENT
Every Dragonborn starts with a
Decorative Shield displaying their
heraldic device. Also, choose to start the
game with either A or B:
• A - Plate & mail (AV4), A one-handed
weapon, shield (AV1), 4d6 coins, a
shiny bauble they love more than
anything.
• B - Chain mail (AV3) full helm (AV1),
sword, two-handed weapon, 3d6 coins,
a treasure map.

SELF RELIANT GAINING A NEW LEVEL


When rolling Broken Armour Die a Acquire and share a number of
Dragonborn may re-roll results of 1. Experiences equal to your current HD
to advance a Level. When you gain a
Level:
DRACONIC ENDURANCE
• Roll ad d20 once for each Attribute -
Roll with Advantage when making a if you roll over, it goes up one point,
CON Attribute Test to resist poisons or make an extra roll for either
being paralysed or impeded. Constituion or Strength
• Gain 1 HD - roll a d8 - gain that many
DEATH AND DRAGON’S FIRE additional maximum HP.
DRUID
• Small animals do 1d4 damage and you
roll to Defend with Advantage.
• Large animals do 1d8 damage and you
STARTING STATS gain a thick hide (AV3)
Starting HP : roll 1d6 + 4
Starting HD : 1d8 MEMORIZING Prayers

Usable Weapons & Armor: All blunt Once per day a Druid can spend an Hour
weapons, sickle, cloth, hide, leather, memorising a number of prayers equal to
wooden shields their their Level (minimum of 1), from
Attack Damage: 1d6 or 1d4 if scrolls and books.
Unarmed
 A Druid can only memorise prayers of
levels up to and equal to their current
D6 CONNECTION TO NATURE Level.
1 Eyes the color of sunset
2 Green skin INVOKING PRAYERS

3 Bark instead of hair on your head A Druid may spend an Action on their
4 A snake’s tongue turn to cast a spell from memory. Once
5 Fangs the effects are resolved, the Druid should
6 Smells like the sea make an Attribute Test - adding the
spell’s level to the roll. If they have
EQUIPMENT already cast the spell this session this
Every Druid starts with a Scroll Attribute Test is made with
containing 1d4+2 spells of your Disadvantage. If they fail, the spell is no
choosing from spell levels 1 and 2 (TBH longer memorised, and the Druid cannot
2e p.26). Also choose to start the game cast the spell until they memorise it
with either A or B: again.
• A - hide armor (AV2), staff, cudgel,1d8
coins worth of gems, a jade tiger For expanded spellcasting rules see TBH
figurine 2e p.15
• B - Leather armor (AV1), a short bow,
wooden shield (AV1), 1d8 coins worth GAINING A NEW LEVEL
of gold, a sabertooth’s pelt. Acquire and share a number of
Experiences equal to your current HD
DRUIDIC LORE to advance a Level. When you gain a
Roll Attribute Tests with Advantage Level:
performing the following actions: • Roll ad d20 once for each Attribute -
• Handling animals if you roll over, it goes up one point,
• Lore about Nature make an extra roll for either
Intelligence or Wisdom.
SHAPESHIFTER • Gain 1 HD - roll a d8 - gain that many
A Druid may use an Action to change additional maximum HP.
into a small or large animal of their
choice. While shapeshifted their armor
and weapons disappear and they cannot
cast spells:
DWARVEN ENDURANCE
DWARF Roll with Advantage when making a
CON Attribute Test to resist poisons or
STARTING STATS being paralysed or impeded.
Starting HP : roll 1d6 + 8
Starting HD : 1d10 DARKSIGHT
Usable Weapons & Armor: Any and all Can see in the dark out to a distance of
Attack Damage: See ‘Dealer of Death’
 Faraway.
D6 SCARS
MAKE ‘EM PAY
1 Milky eye
When you are Attacked in melee combat
2 Missing nose
- and your roll to Defend is 1-2, the
3 Lopsided grin
attacker takes damage equal to your
4 Missing ear
Level .
5 Missing hand
6 Peg leg DEALER OF DEATH
A Dwarf has a ‘pool’ of Damage Dice
EQUIPMENT (d6s) equal to their HD.When making an
Every Dwarf starts with a Magnificent Attack distribute any number of these
Beard. Also, choose to start the game Damage Dice among any number of
with either A or B: Nearby targets.
• A - Hide armor (AV2), axe, shield
• Make an Attribute Test for each
(AV1), helm (AV1), 3d6 coins, a keg of
ale. • target to see if they are hit, if so, roll
the Damage Dice assigned to them and
• B - Chain mail (AV2) full helm (AV1),
axe, great axe, 3d8 coins, a mule. reduce their HP by that amount.
• The pool of Damage Dice resets at
the start of the Dwarf ’s turn.

GAINING A NEW LEVEL


Acquire and share a number of
Experiences equal to your current HD
to advance a Level. When you gain a
Level:
• Roll ad d20 once for each Attribute -
if you roll over, it goes up one point,
make an extra roll for either Strength
or Constitution
• Gain 1 HD - roll a d10 - gain that
many additional maximum HP.
ELF
• target to see if they are hit, if so, roll
the Damage Dice assigned to them and
reduce their HP by that amount.
STARTING STATS • The pool of Damage Dice resets at
Starting HP : roll 1d6 the start of the Elf ’s turn.
Starting HD : 1d6
Usable Weapons & Armor: Any and all
Attack Damage: 1 See ‘Bladedancer’
 MEMORIZING SPELLS

Once per day an Elf can spend an Hour
D6 ELVEN FEATURES memorising a number of spells equal to
1 Fine cheekbones 1/2 their Level (minimum of 1), from
2 Wicked grin scrolls and books.
3 Large eyes An Elf can only memorise spells of
levels up to and equal to their current
4 Silver tongue (literally)
5 Tall and thin Level.
6 Ears are covered in fine white fur
CASTING SPELLS

EQUIPMENT A Elf may spend an Action on their turn
Every Elf starts with a Spellbook to cast a spell from memory. Once the
containing 1d4 + 2 spells of your effects are resolved, the Elf should make
choosing from spell level 1 (TBH 2e p. an Attribute Test - adding the spell’s
26). Also choose to start the game with level to the roll. If they have already cast
either A or B: the spell this session this Attribute Test is
• A - Fine chain mail (AV3), bow, twin made with Disadvantage. If they fail, the
sword ,5d8 coins worth of gems, a pet spell is no longer memorised, and the Elf
rodent with a ridiculous name. cannot cast the spell until they memorise
• B - Studded leather armor (AV2), it again.
sword, shield (AV1), 6d6 coins, a
glowing amulet that allows you to hear For expanded spellcasting rules see TBH
your lover’s voice. 2e p.15

DARKSIGHT GAINING A NEW LEVEL


Can see in the dark out to a distance of Acquire and share a number of
Nearby. Experiences equal to your current HD
to advance a Level. When you gain a
Level:
BLADEDANCER • Roll ad d20 once for each Attribute -
A Elf has a ‘pool’ of Damage Dice (d6s) if you roll over, it goes up one point,
equal to 1/2 their HD (minimum of make an extra roll for either Dexterity
1).When making an Attack distribute any or Intelligence.
• Gain 1 HD - roll a d6 - gain that many
number of these Damage Dice among additional maximum HP.
any number of Nearby targets.
• Make an Attribute Test for each
GNOME EQUIPMENT
Every Gnome starts with a Pet. Also,
STARTING STATS choose to start the game with either A or
Starting HP : roll 1d6 + 4 B:
Starting HD : 1d8 • A - Leather armor (AV2), crossbow,
Usable Weapons & Armor: Any, except helmet (AV1) 2d6 coins, an unknown
two-handed weapons, long bows, all potion.
armor • B - Chain mail (AV3), shield
Attack Damage: 1d6 or 1d4 if Unarmed (AV1),sword, three daggers, 3d6 coins,
an unusual ring.

DARKSIGHT
Can see in the dark out to a distance of
Faraway.

GNOMISH ENDURANCE
Roll with Advantage when making a
CON Attribute Test to resist poisons or
being paralysed or impeded.

NIMBLE EXPERTISE
Roll with Advantage when testing
Dexterity to avoid damage or effects
from traps and magical devices.

SLAYER
A Gnome may make an Attack against a
bugbear, goblin, giant, gnoll, kobold,
ogre, or troll with Advantage and deals
2d6 damage + the Gnome’s Level
damage.

GAINING A NEW LEVEL


Acquire and share a number of
Experiences equal to your current HD
D6 LANGUAGE SPOKEN to advance a Level. When you gain a
1 Rabbit Level:
2 Crow • Roll ad d20 once for each Attribute -
if you roll over, it goes up one point,
3 Dog make an extra roll for either Dexterity
4 Deer or Intelligence.
5 Badger • Gain 1 HD - roll a d8 - gain that many
6 Spider additional maximum HP.
HALFLING
STARTING STATS
Starting HP : roll 1d6 + 2
Starting HD : 1d6
Usable Weapons & Armor: Any, except
two-handed weapons, long bows, all
armor
Attack Damage: 1d6 or 1d4 if
Unarmed

ROGUISH TALENTS
D6 FAVORITE SNACK Roll Attribute Tests with Advantage
1 Candied yams performing the following actions:
2 Roast mutton • Delicate task
3 Turkey leg • Climbing
4 Chocolate cake • Listening and eavesdropping
5 Apple pie • Moving silently and unseen
6 Pork belly • Finding secret things

EQUIPMENT NIMBLE EXPERTISE


Every Acrobat starts with a Walking Roll with Advantage when testing
Stick. Also, choose to start the game with Dexterity to avoid damage or effects
either A or B: from falling, traps, and magical devices.
• A - Comfortable leather armor (AV1),
4 daggers, shield (AV1), 2d8 coins, DEADLY AIM
leftovers for 3 days. A Halfling makes a Ranged Attack
• B - Chain shirt (AV3), a short sword, a against a Creature up to Faraway with
sling, 2d6 coins, a pet mouse. Advantage and deals 2d6 + the
Halfling ’s Level damage.
QUICK AS HELL
A Halfling rolls Initiative with GAINING A NEW LEVEL
Advantage. Acquire and share a number of
Experiences equal to your current HD
COMBAT REFLEXES to advance a Level. When you gain a
A Halfling may make a DEX Ability Level:
Test to Defend against Melee Attacks. • Roll ad d20 once for each Attribute -
if you roll over, it goes up one point,
make an extra roll either Dexterity or
Strength
• Gain 1 HD - roll a d6 - gain that many
additional maximum HP.
MONK
Broken Armor from Focus Chi cannot
be fixed during a Rest.

STARTING STATS
Starting HP : roll 1d6+ 4 ENTER THE DRAGON
Starting HD : 1d8
A Monk has a ‘pool’ of
Usable Weapons & Armor: Any and
Damage Dice (d6s) equal
none
to their HD.
Attack Damage: 1d6 or See ‘Enter
When making an unarmed
the Dragon’ unarmed

Attack distribute any
number of these
D6 KUNG FU STYLE
Damage Dice among
1 Wyvern style
any number of Nearby
2 Owlgrizzly style
targets:
3 Pegasus style
•For each target the
4 Displacer Cat style Player assigns the
5 Mermaid style Damage Dice, the
6 Bullywug style Player must come up
with an exciting and
bespoke narration for the
EQUIPMENT
Attack.
Every Monk starts with a Tao. Also, •Make an Attribute
choose to start the game with either Test for each target to
A or B: see if they are hit, if so,
• A - Two one-handed roll the Damage
weapons, 1d6 coins, a Dice assigned to
yearning to see the world them and reduce their
• B - Quarterstaff butterfly knife, 1d4 HP by that amount.
coins, an awesome tattoo. • The pool of Damage Dice resets at
the start of the Monk’s turn.
ART OF SHINOBI
Roll Attribute Tests with Advantage GAINING A NEW LEVEL
performing the following actions:
• Delicate Tasks Acquire and share a number of
• Climbing Experiences equal to your current HD
• Listening and eavesdropping to advance a Level. When you gain a
• Moving silently and unseen Level:
• Roll ad d20 once for each Attribute -
FOCUS CHI if you roll over, it goes up one point,
As an Action a Monk can focus their chi make an extra roll for either Dexterity
to gain (AV3) for 1 minute. You may not or Wisdom.
• Gain 1 HD - roll a d8 - gain that many
Focus Chi again until after a Rest.
additional maximum HP.
ORC
• B - Chain mail (AV3) small shield
(AV1), two axes, 2d6 coins, A spent
hand of glory
STARTING STATS
Starting HP : roll 1d8 + 4 DARKSIGHT
Starting HD : 1d8 Can see in the dark out to a distance of
Usable Weapons & Armor: Any and all Faraway.
Attack Damage: See ‘Skullsmasher’

SHIELD BASH
D6 FEATURES When you are Attacked in melee combat
1 Green skin and a nose like a pig whilst holding a shield - and your roll to
2 Red skin and a jagged scar Defend is 1-5, the attacker takes damage
3 Orange skin with boils equal to your Level .
4 Bone-white skin with tattoos
5 Blue-black skin with scars SKULLSMASHER
6 Dark green skin with large fangs An Orc has a ‘pool’ of Damage Dice
(d8s) equal to their HD.When making an
Attack distribute any number of these
Damage Dice among any number of
Nearby targets.
• Make an Attribute Test for each
• target to see if they are hit, if so, roll
the Damage Dice assigned to them and
reduce their HP by that amount.
• The pool of Damage Dice resets at
the start of the Orc’s turn.

GAINING A NEW LEVEL


Acquire and share a number of
Experiences equal to your current HD
to advance a Level. When you gain a
Level:
EQUIPMENT • Roll ad d20 once for each Attribute -
Every Orc starts with a Brand signaling if you roll over, it goes up one point,
their clan. Also, choose to start the game make an extra roll for either
with either A or B: Constituion or Strength
• A - Chain shirt (AV3), A one-handed • Gain 1 HD - roll a d8 - gain that many
weapon, shield (AV1), 1d6 coins, the additional maximum HP.
scalp of your father.
PALADIN make an Attribute Test - adding the
spell’s level to the roll. If they have
already cast the spell this session this
STARTING STATS Attribute Test is made with
Starting HP : roll 1d4+ 6 Disadvantage. If they fail, the spell is no
Starting HD : 1d8 longer available to be cast until dawn the
Usable Weapons & Armor: Any and all next day.
Attack Damage: See ‘Smite’


D6 GOD SERVED
1 Akron, the diamond fist
2 Neala, maiden of might
3 Wodan, lord of civilization
4 Reanne, justice-bringer
5 Rowl, the Sun’s son SMITE
6 Eguana, lawmaker A Paladin has a ‘pool’ of Damage Dice
(d6s) equal to their HD.
EQUIPMENT • When making an Attack distribute
Every Paladin starts with a Holy any number of these Damage Dice
Symbol. Also, choose to start the game among any number of Nearby targets.
with either A or B: • For each target the Player assigns the
Damage Dice, the Player must come
• A - Chain mail (AV3), A one-handed
weapon, shield (AV1), helm (AV1), 1d6 up with an exciting and bespoke
coins, a burning need for justice. narration for the Attack.
• B - Plate & Mail (AV4) full helm • Make an Attribute Test for each
(AV1), two-handed weapon, 1d8 coins, target to see if they are hit, if so, roll
the answer to the age old question the Damage Dice assigned to them
about what to do with baby orcs. and reduce their HP by that amount.
• The pool of Damage Dice resets at
the start of the Paladin’s turn.
BANISH UNDEAD
A Paladin may spend an Action to
GAINING A NEW LEVEL
banish all Close undead by testing their
Acquire and share a number of
WIS and adding the Creatures’ HD to Experiences equal to your current HD
the roll. For full Banish Undead rules to advance a Level. When you gain a
see TBH 2E p.15. Level:
• Roll ad d20 once for each Attribute -
LAY ON HANDS
 if you roll over, it goes up one point,
A Paladin may spend an Action on their make an extra roll for either Strength
turn to brandish their Holy Symbol and or Wisdom.
cast Cure Light Wounds. Once the • Gain 1 HD - roll a d8 - gain that many
effects are resolved, the Paladin should additional maximum HP.
RANGER
and trolls. You have Advantage when
Attacking your chosen enemy.

STARTING STATS
Starting HP : roll 1d4+ 6 DEALER OF DEATH
Starting HD : 1d8 A Ranger has a ‘pool’ of Damage Dice
Usable Weapons & Armor: Any and (d6s) equal to their HD.
leather • When making an Attack distribute
Attack Damage: See ‘Dealer of Death’
 any number of these Damage Dice
among any number of Nearby targets.
D6 GOD SERVED • For each target the Player assigns the
Damage Dice, the Player must come
1 Remdar, the Great Hunter up with an exciting and bespoke
2 Shula, The Green Lady narration for the Attack.
3 Kor, The Jungler • Make an Attribute Test for each
4 Ersis, The First Tree target to see if they are hit, if so, roll
5 Zirn, the Sun Hawk the Damage Dice assigned to them
6 Ooma, The Moon Dragon and reduce their HP by that amount.
• The pool of Damage Dice resets at
EQUIPMENT the start of the Ranger’s turn.
Every Ranger starts with a Holy
Symbol. Also, choose to start the game
with either A or B:
• A - Leather armorl (AV2), A one-
handed weapon, shield (AV1),, 1d6
coins, a flower from a maiden fair
• B - Leather armor (AV2) full helm
(AV1), two-handed weapon, 1d6 coins,
a recipe book.

RANGER TALENTS
Roll Attribute Tests with Advantage
performing the following actions: GAINING A NEW LEVEL
Acquire and share a number of
• Climbing
Experiences equal to your current HD
• Listening and eavesdropping
to advance a Level. When you gain a
• Moving silently and unseen
Level:
• Tracking
• Roll ad d20 once for each Attribute -
if you roll over, it goes up one point,
HUNTER KILLER make an extra roll for either Strength
When you start the game pick one of the or Wisdom.
following monstrous races: bugbears, • Gain 1 HD - roll a d8 - gain that many
giants, goblins, gnolls, kobolds, ogres, orcs, additional maximum HP.
TIEFLING HELLISH REBUKE
When you are Attacked in melee combat
STARTING STATS - and your roll to Defend is 1-3, the
Starting HP : roll 1d6 attacker takes damage equal to your
Starting HD : 1d6 Level .
Usable Weapons & Armor: Any and
leather.
INFERNAL SNOWFLAKE

Attack Damage: See ‘Smite’
A Tiefling may choose to start the game
with either A or B or C:
• A - A Thief ’s Roguish Talents,
Nimble Expertise, Sneak Attack,
A Dagger for Every Occasion, and
a Deep and Murky Past. You start
with a Disguse. And make an extra
Attribute roll for Dexterity when
you Gain a New Level.
• B - A Cleric’s Banish Undead,
Divine Fortification, Memorizing
Prayers, and Invoking Prayers.
You start with a Prayer Book. And
make an extra Attribute roll for
Wisdom when you Gain a New
Level.
• B - A Wizard’s Arcane Fortune,
D6 GOD SERVED Memorizing Spells, and Casting
1 Akron, the diamond fist Spells. You start with a Spellbook.
2 Neala, maiden of might And make an extra Attribute roll for
3 Wodan, lord of civilization Intelligence when you Gain a New
4 Reanne, justice-bringer Level.

5 Rowl, the Sun’s son
6 Eguana, lawmaker GAINING A NEW LEVEL
Acquire and share a number of
EQUIPMENT Experiences equal to your current HD
Every Tiefling choose to start the game to advance a Level. When you gain a
with either A or B: Level:
• A - Leather armor (AV2), A two- • Roll ad d20 once for each Attribute -
handed weapon, helmet (AV1), 2d6 if you roll over, it goes up one point,
coins, the true name of a devil. make an extra roll for Charisma.
• B - Silk Suit (AV1) shield (AV1), one- • Gain 1 HD - roll a d6 - gain that many
handed weapon, 1d6 coins, an imp additional maximum HP.
named after a flower.
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in terms of this License You must affix such a notice to any Open Game Open Game License v 1 0 Copyright 2000, Wizards of the Coast, Inc
Content that you Use No terms may be added to or subtracted from this
License except as described by the License itself No other terms or conditions THE BLACK HACK, Copyright 2016, Gold Piece Publications Authors:
may be applied to any Open Game Content distributed using this License David Black  
3 Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License THE BLACK HACK SECOND EDITION, Copyright 2018, Gold Piece
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5 Representation of Authority to Contribute: If You are contributing original
System Reference Document 5 1 Copyright 2016, Wizards of the Coast, Inc
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Peter Lee, James Wyatt, Robert J Schwalb, Bruce R Cordell, Chris Sims, and
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Steve Townshend, based on original material by E Gary Gygax and Dave
conveyed by this License Arneson
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For Use With
The Black Hack Second Edition

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