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Torchbearer - Bonus Classes

The document provides an overview of the Paladin and Thief classes in a role-playing game, detailing their abilities, skills, and level benefits. Paladins are warriors aligned with the Immortals of Law, focused on battling Chaos, while Thieves are street-smart individuals who utilize cunning and bravado to survive. Each class has specific starting options, skills, and alignment requirements that shape their gameplay experience.

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0% found this document useful (0 votes)
10 views4 pages

Torchbearer - Bonus Classes

The document provides an overview of the Paladin and Thief classes in a role-playing game, detailing their abilities, skills, and level benefits. Paladins are warriors aligned with the Immortals of Law, focused on battling Chaos, while Thieves are street-smart individuals who utilize cunning and bravado to survive. Each class has specific starting options, skills, and alignment requirements that shape their gameplay experience.

Uploaded by

Bobjoehobo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Paladin

A warrior dedicated to fighting for the will of the Immortals of Law, the paladin swears vows to the Lords to earn their favor.
­Uncomfortable in the hustle of cities and the subtleties of temple life, paladins are dispatched to the wilds to hone their craft
and earn the favor of the Immortals by battling the forces of Chaos in their dens and lairs.

Human Paladin Class Overview Human Paladin Starting Options


Class Paladin Special SkillChoose one of the following skills and give it a rating
of 3: Criminal, Haggler, Pathfinder, Survivalist
Raw Abilities Distribute 8 points between Will and Feared in Hell A paladin’s righteous fury is known to all demons
Health; neither stat may have a ­rating and evil spirits. These forces quail when facing one
lower than 2 or higher than 6. so pure of purpose. Thus a paladin must always be
vigilant against temptation, lest a simple act lead to
evil deeds.
Special Rule Health may never be higher than Will Starting Weapon Any except bow or crossbow plus optional shield as
second weapon.
Skills Fighter 3, Orator 3, Rider 3, Starting Armor Leather armor and helmet if shield is not taken as
­Theologian 2, Ritualist 2 second weapon.
Starting Trait Feared in Hell Alignment Must be Lawful
Paladin Level Benefits
Level 1
Paladin
The paladin can wear any armor and use a helmet and shield. She can use any weapon except bow and crossbow. In addition,
Paladins must be Lawful. If her alignment should ever change, all level benefits are lost and the paladin becomes a warrior of the
same level.
Lastly, a paladin must remain strictly disciplined. Health cannot advance higher than Will. If enough tests are earned to advance
Health over Will, the player must wait until Will advances first. If Will is ever reduced due to injury or sickness, Health cannot
advance further until Will catches up.
Level 2
Holy Orders
The first lesson one learns when one takes the holy orders is to sense evil in the hearts of others. Make a Will test vs the target’s
Nature. If successful, the GM reveals one of the following: alignment, an evil trait or the last evil deed committed by the target.
Armored
As the warrior benefit of the same level.
Level 3
Stubborn
As the warrior benefit of the same level.
Vow to the Lords of Hunger
When made hungry and thirsty, the paladin may choose to instead take the angry condition. If already angry, then the paladin is
made hungry and thirsty.
Level 4
Vow to the Lords of Healing and Fire
By laying hands on the sick or afraid, the paladin grants the unfortunate soul a free recovery test (for the afraid or sick conditions).
The power can only be used once per camp or town phase and must abide by standard recovery rules.
Vow to the Lords of Light and Darkness
With a supplication to the great lords of light and dark, the paladin causes her weapon to glow with a holy ­dweomer. The glow
provides light as a candle and lasts for four turns. Rather than wind, this light can
only be doused if the paladin’s faith, resolve or vows waver. Can be used once per
adventure phase.
Level 5
Chevalier
The paladin’s order bestows a fiery, puissant warhorse upon the holy warrior. The
horse is Nature 7 with the descriptor Tireless Pursuit. It also has Steel Hooves
(+1s Attack) which can be used by the paladin in place of her own weapon—even
if disarmed. If the warhorse is killed or lost, the paladin must quest for another.
Vow to the Lords of Hell
The paladin’s holy symbol acts as a weapon in banish or abjure conflicts against
demons or other creatures of chaos: +1D Attack, +1s

Level Fate Persona Paladin Benefits

1 0 0 Paladin

2 3 3 Holy Orders Armored

3 7 6 Stubborn Vow to the Lords of Hunger

Vow to the Lords of Vow to the Lords of Light


4 13 9
Healing and Fire and Darkness
Sutara
5 19 12 Chevalier Vow to the Lords of Hell
by Jordan Worley

www.torchbearerRPG.com
jordanworley.com
The Thief
Born on the streets, thieves were brought into a tough life. Their cradle was the gutter, their bread was the cruelty of strangers
and their fathers were brutal guildmasters. Forced to survive amidst the uncaring in the cities and towns, some urchins deem the
­adventurer’s life to have better odds and at least a small hope of escape from destitution and a life ended on the gallows. With them
they bring cunning, bravado and hard-won skills valuable in any group of scoundrels.

Human Thief Class Overview Human Thief Starting Options


Class Thief Special Skill If you choose Criminal when selecting from the
­human special skill list, start the skill at rating 4 rather
than 3.
Raw Abilities Distribute 8 points between Will and Devil May Care Thieves are rakes and libertines. Their swagger and
Health; neither stat may have a ­rating ability to spit in the eye of danger helps them win
lower than 2 or higher than 6. admirers and keep a steady hand when others would
shake in their boots. It can also lead them to take
foolish risks to ­protect their reputations.
Weapons Sword, hand axe, dagger, bow Starting Weapon Dagger
and crossbow
Skills Criminal 3, Manipulator 3, Scout 3, Starting Armor None
­Dungeoneer 2, Fighter 2
Starting Trait Devil May Care Alignment May not be Lawful
Thief Level Benefits
Level 1
Thief
The thief wears leather armor and cannot use a helmet or shield (except as described below). A thief can wield swords, hand axes,
daggers, bows and crossbows. Also, a thief may not be of the Lawful alignment. If the thief’s alignment is ever changed to Lawful,
the player can choose to retire the character or become a warrior of equivalent level.
Level 2
Surprise Attack
Add +1s to any Feint action (in addition to any weapon or Might bonuses) when the action is made from a hidden or concealed position.
Improvisational
A bit of wire, a sliver of metal, a shard of bone—a thief always has tools available for Criminal or Dungeoneer tests regarding
traps, escaping, locks and similar.
Level 3
Cloak and Dagger
A cloak (worn or held in the hand) can be used as a shield. Must be armed like a regular shield in a conflict.
Concealed Pocket
The thief conceals a small pack 1 item or small weapon (like a dagger or sling) on the torso in addition to other inventory.
Level 4
Good Ear
By listening at a portal, entryway, door or gate, a thief can gain useful information. At the cost of one turn, but no roll, the thief
can discern if the chamber is occupied or unoccupied and roughly how many occupants there are. This benefit does not work
against the undead or oozes.
Hide In Shadows
When hiding in dim light while wearing a cloak or appropriate dark clothing (and remaining quiet and slow moving), the thief
imposes a -1s penalty to all attempts to detect her.
Level 5
Pickpocket
A thief always has a ready source of cash when in town—from certain involuntary donations to her purse. Resources is minimum
1 rather than 0. If Resources is 0 in town, advance it to 1 immediately. If Resources is higher than 1, the thief may make a
free Criminal test in town to alleviate one of
the residents of some of their financial burdens.
Success generates 1D of cash. The cost of failure
is up the gamemaster…
Keep Your Back to the Wall
Years on the job have honed the thief’s instincts
for finding a safe place to rest. Add +1 to the
Camp Events table for underground constructs
and natural caves.

Level Fate Persona Thief Benefits

1 0 0 Thief

2 3 3 Surprise Attack Improvisational Tiziri


by Jordan Worley
3 7 6 Cloak and Dagger Concealed Pocket jordanworley.com

4 13 9 Good Ear Hide in Shadows

5 19 12 Pickpocket Keep Your Back to the Wall

www.torchbearerRPG.com

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