Character Class House Rules

On top of the normal benefits a character gets for his/her class, I have additional Class benefits for the PCs.


  • Pick one special skill at levels 1, 3, 7, 12, and 18.
    • Berserker:
      • Level 1: Before the initiative roll, choose to go berserk to gain +1 to hit and +2 to damage, but at the cost of -3AC. Stay in berserk mode until the fighter decides to end it at the end of a combat round before the next initiative roll.
    • Brute:
      • Level 1: Do +2 melee damage.
    • Healer:
      • Level 1: Can Heal a number of hit points equal to 2 plus their Charisma modifier. Can Heal once per day with an additional heal every odd numbered level.  So, it’s once per day at level 1 and twice per day at level 3, thrice a day at level 5 and 4 times per day at level 7 so on.
    • Sharpshooter (chose weapon):
      • Level 1: Gain +1 to hit and +1 damage with a chosen ranged weapon (chose upon picking this option).
      • Level 2: For the same weapon in Level 1, gain +2 to hit and +1 damage.
      • Level 3: For the same weapon in Level 2, gain +2 to hit and +1 damage and increase attack rate (the original rate of fire of once every two rounds becomes once per round; once per round becomes twice per round; and twice per round becomes thrice per round).
    • Swashbuckler:
      • Level 1: Gain +1 AC when wearing chain mail, lighter armor or no armor.
      • Level 2: Gain +2 AC when wearing chain mail, lighter armor or no armor.
      • Level 3: Gain +3 AC when wearing chain mail, lighter armor or no armor.
    • Weapon Master (choose weapon):
      • Level 1: Gain +1 to hit and +1 damage with a chosen melee weapon (chose upon picking this option).
      • Level 2: For same weapon in Level 1, gain +1 to hit and +1 damage and rate of attack is at 3 attacks every 2 rounds.
      • Level 3: For same weapon in Level 1, gain +1 to hit and +1 damage and rate of attack is at twice per round.


  • Arcane Blast: This is a bolt of raw magic. The Magic-User doesn’t roll anything, but the target gets a save vs. magic to avoid all damage. The bolt has a range of 30 feet and does 1d3 damage. Since it is pure magic, it will affect creatures which are only affected by magical weapons, but does not affect inanimate objects.
  • Cast Cantrips (Minor Magic): Magic-users are allowed to cast everyday magic at will. This is usable once per round if no other action taken. This ability is for non-combat use only. Attempting something abusive fails automatically. Abusive uses include pickpocket attempts, combat effects, etc.
  • Detect Magic: Can be cast at will. No spell slot is required and it’s automatically known.
  • Read Magic: Can be cast at will. No spell slot is required and it’s automatically known.
  • Spell Bonus based on Intelligence:
    • 13 to 15: +1 Level 1 spell
    • 16 to 17: +2 Level 1 spells
    • 18 above: +2 Level 1 spells and +1 Level 2 spell


  • Cast Orisons: Clerics are allowed to cast minor divine magic. Clerics can cast a number of orisons per day equal to their level plus their Wisdom modifier. For example, a fourth level Cleric with Wisdom of 14 can cast 6 (4 + 2) orisons per day.
  • Turn Undead: Can only be used once per target creature per day.
  • Spell Bonus based on Wisdom:
    • 13 to 15: +1 Level 1 spell
    • 16 to 17: +2 Level 1 spells
    • 18 above: +2 Level 1 spells and +1 Level 2 spell


  • Hit Dice of 1d6: Instead of 1d4.
  • Knife Fighting: Cause 1d6 damage with daggers, knives, dirks, stilettos and similar weapons that normally deal only 1d4 damage.


I feel like there’s not much going on with Fighters as they level up except for getting better at hitting things and getting harder to kill. With 3 Fighters on the team, I want them to be able to differentiate themselves as well as look forward to some cool abilities when they go up in level.

I want the Magic-users to be using magic more, even if it’s not powerful magic, rather than try to help the party out by clumsily using weapons that they aren’t good at.

Having started running RPGs using AD&D 2nd Edition, I’m partial to having Thieves get d6 Hit Dice instead of a d4. So I changed that and also made them better dagger wielders.

For Clerics, I want them to be able to do some extra healing so I allowed them to be able to use Orisons (from the 0-level spell BFRPG supplement) for a limited number of times per day. Also, I depowered the Turn Undead power for now. If I feel that it’s not up for abuse anyway, I can always turn off the restriction.

Modified OSR character sheet

For the campaign I’m running for my friends at work, I wanted them to really continue playing the game after I’ve introduced the concept of a tabletop RPG to them. Part of that was to use what it thought was the most visually appealing character sheet in the list of Basic Fantasy RPG character sheets I could find.

The one I picked was the BFRPG version of the OSR character sheet from James V West. My players loved it so much that I’m going to start using it for my other game group as well.

However, after playing for about four sessions, I made some modifications to the original sheet that will hopefully make play run smoother in my own games.

I asked James V West on Google+ if it was ok to share the modified version of his wonderful sheet for any who might be interested and he was ok with it. Thanks!

If you are interested, you can get a copy of the PDF here.

The Fellowship – The Player Characters post episode 4

Here is a snapshot of the player characters’ sheets after saving the abducted children from the goblins.
I’ve altered the James V West OSR character sheet I downloaded from the Basic Fantasy RPG website with the following modifications:

  • I added a Player field. I initially found it useful to know which character belongs to which player. Of course I know it by heart now but I kept it there.
  • I spelt out the Ability names from the three letter shortened form. I found my players getting tripped up with the shortened form.
  • I spelt out Attack Bonus instead of AB. They keep forgetting about it. I’m hoping with the words spelt out, it will be more intuitive.
  • I added a Skill Check target number box.
  • Made the shield drawing for AC also include the letters AC inside it. Having the AC outside confused some players as to which number is the AC (there are a lot of nearby numbers, including the AB score).
  • Added an HP max sub section.
  • Removed the lines in Special and Items. The lines make the text look too busy and some players don’t really look at the items they have.

That’s it. I just wanted to improve readability and minimise confusion.

Anyway, it’s all good to go for the game on Tuesday.

The Fellowship – Episode 4: Freed more than just the children

Everybody was in so our session on Tuesday featured these Player Characters:

  • Aragorn – Human fighter/warrior level 2
  • Brioche – Human thief level 2
  • Elfred – Elf cleric level 2
  • Fredo – Halfling thief level 2
  • Hermione – Human magic-user level 2
  • Mistamojo – Human cleric level 2
  • Oracle – Human fighter/brute level 2
  • Rusty – Dwarf fighter/berserker level 2

The heroes had the main chamber under control. Oracle and Rusty were blocking the advance of the goblin reinforcements through the corridor, Fredo was in a duel with the only goblin fighter left standing in the chamber, and Mistamojo, and Brioche had the goblin shaman surrounded.

The goblins who couldn’t get past the dire wolf in front of them in the corridor started shooting at the fighters with their short bows. Between the dire wolf bites, the goblin warrior spears and the goblin arrows, Oracle and Rusty were slowly getting beaten down. But still they continued to hold the line.

Hermione saw that somebody needed to make sure that the remaining children were safe, ran over to protect them. She then realised that there were two other children sleeping in a cage beside the children who were bound with rope on the floor. Using her magic, she easily opened the cage and freed the children.

Meanwhile, with Fredo and the goblin seemingly locked in endless combat, Aragorn stepped in and struck the goblin dead with his two swing attack. In turn, Elfred decided to run at the goblin shaman and bopped him over the head with her mace.

After the goblin shaman saw that he will inevitably be overpowered by the three heroes before him, he decided that his only option was to complete his mission no matter what. He laughed maniacally and then plunged his own ceremonial dagger into his chest. He slumped to the floor and his blood started to flow from him to cover some chalk-drawn symbols on the floor. That was when the ground shook violently and the floor in the middle of the room fell away.

A skeletal figure with flowy robes floated up from the hole in the ground surrounded by swirling purple light energy. He shouted in a gravely voice, “at last, I am free once more!” Being a magic-user, Hermione recognised this figure as a fearsome lich — once a powerful magic-user ever-consumed with achieving immortality, had become a powerful undead sorcerer.

The mere presence of the lich struck supernatural fear on those who dared gaze upon it. Aragorn and Mistamojo dared to look and ended up cowering away.

Not entirely sure what to do next, the heroes who were fighting in the corridor continued to press on the goblins and dire wolf. At the very least, the corridor seemed to be the only way out and away from the lich in the chamber.

Standing behind the fighters were the two thieves, Fredo and Brioche. Both were hoping to support the weakened fighters. Rusty, in particular, really needed the back up as he had already lost a lot of blood from the combined attacks of the dire wolf and the second rank goblin warriors’ spears.

Fredo threw his dagger at the dire wolf but accidentally struck his friend Rusty in the back instead, further weaking the already bloodied dwarf. After another round of attacks from all sides, Rusty found himself with a dagger on his back and an arrow on his shoulder.

Fredo pulled the dagger from Rusty’s back and threw it again at the dire wolf. This time round, it was enough to fell the huge beast.

Luckily for our heroes, the lich wasn’t looking for a fight right then and there. It used its magic to create a round opening on the ceiling. Rubble fell from the ceiling as a huge hole had let the noon sun shine down into the chamber. The lich then flew up into the outside world and disappeared.

When the goblins saw that the heroes are slowly overpowering them, those who were able, fled.

In the end, everybody felt lucky to still be alive. They checked on the children and their surroundings. In the heat of battle, they didn’t take notice earlier the large statue of a knight on the far wall where the children were bound.

There were words written on the base where the knight stood: “If you are to keep it, you must first give it.” The others tried to offer the statue different things but nothing seemed to work. Mistamojo realised that it must be a riddle.

Elfred then remembered the words written in the offering room, the oath of the knights to the holdy order. She said the words out loud and the wall near the statue rumbled and slid open.

They had found the actual tomb of the templar knights.

All though they were very excited to go in and explore, they thought better of it and decided to set up camp in the main chamber in the meantime. They will need to rest. And for the spell casters, they would need to get their spent magic back.

Brioche volunteered to take the four children back to town and reunite them with their families. After Mistamojo gave Rusty a healing potion, Rusty decided to accompany Brioche to town.

And so, our heroes were able to save all four of the town’s abducted children. In a sense, they’ve successfully completed the mission they’ve embarked on. However, there were two other children who have been slain and their home town is unknown. And there is also the matter of a powerful lich somehow freed by a goblin shaman.

What’s in store for them in the knights’ tomb? Will Brioche, Rusty and the children return to the town of Erstone safely? Will they ever encounter the lich again?

They’ll just have to find out in the coming episodes.

I have the players vote for the most valuable/useful/entertaining player other than themselves at the end of each session. The MVP gets a bonus XP which is around an eighth of what they typically get after a session.

As there are eight players, I want to avoid the situation where the same person might always get the MVP award so I have them vote for three MVPs.

This session’s MVPs are Aragorn the human fighter, Rusty the dwarf fighter (I think mostly because he was stabbed in the back) and Fredo the halfling thief (I think mostly because he accidentally did the stabbing).

By the end of it, everybody went up to level 3 except for Fredo who is now a level 4 thief.

The Fellowship – Episode 3: Save the Children

Aragorn (human fighter/warrior 2) and Brioche (human thief 2) finally caught up with the group at the mausoleum offering chamber underground.

At the same time, Fredo (halfling thief 2) reported on what he saw in the next room — 7 goblins chanting with a shaman goblin whilst there were 4 bound children on the floor in front of the shaman.

Fearing for the children, they went into the next room ready to attack the goblins. However, they found that there were 2 other goblin warriors at each corner nearest the room entrance as they walked in.

Once everyone was in the room and she had line of sight of the goblins, Hermione (human magic-user 2) cast her sleep spell from the safety of the corridor and knocked out three of the eight visible goblins. Unfortunately, the shaman wasn’t affected and continued his dark ritual.

The Oracle (human fighter/brute 2), Aragorn, Rusty (dwarf fighter/berserker 2), Elfred (elf cleric 2) and Mistamojo (human cleric 2) engaged the goblin warriors and easily overpowered them.

Meanwhile, Fredo stepped back into the corridor to hide in the shadows hoping to sneak attack the goblins later. Brioche then went to one dead goblin warrior to grab its long sword.

The goblins near the shaman moved toward the group to allow the shaman to continue the ritual. At that point, the shaman stabbed one of the boys on the floor with his dagger, shocking some of the heroes. The shaman then continued his chanting while slowly walking to a bound girl on the floor, not paying the group any mind.

Wanting to focus on saving the children, the party attacked the goblins who were protecting the shaman. However, luck wasn’t on the heroes’ side as they were not able to dispatch the weaker goblins as quickly as they had hoped.

In the end, they still managed to beat all of the goblin protectors but one. But a few got minor wounds from the exchange and Elfred nearly died from being impaled by a spear. Thankfully, Mistamojo was able to hand Elfred a healing potion in time.

Just when they thought that victory was within reach, they heard a growl come from the passageway behind them. The rest of the goblin raiders with their dire wolves have come down the corridor.

Rusty and Oracle quickly formed a barricade in the corridor to block the advance of the second goblin group while Hermione cast another sleep spell that knocked out a third of the enemy forces. With the Dire Wolf in front and engaged with Oracle and Rusty, the second goblins group were effectively blocked from entering the room.

Seeing that he couldn’t do a sneak attack, Fredo just went for one of the goblins. They became locked into a sparring match where neither of them was able to land a blow on the other.

A shriek sounded out The shaman then stabbed another child on the ground. The walls of the room vibrated. This pushed Aragorn to act. He engage the shaman to protect the other two boys on the ground. Brioche closed in to help.With Aragorn in the way, the shaman took notice of the heroes for the first time. He cast a Cause Fear spell which made Aragorn suddenly flee from the scene of the battle. Upon seeing this, Mistamojo stepped in front of the shaman to stop his advance toward the children.

Will the heroes be able to protect the remining children? Will they be able to stop the goblin reinforcements from coming into the chamber? Will Fredo finally defeat the lone goblin standing in the middle of the room?

We all have to find out next week when we meet again.

The Fellowship – Episode 2

A new player has joined our group this week. He hasn’t played anything like D&D before and thought the whole thing was just too nerdy. But, he wanted to give it a go so I had him roll up a character before the actual game session.

His brand new character is a dwarf fighter berserker he called Rusty. He seemed to have liked the idea of a short but strong battle-hardened dwarf. The other players were excited to have Rusty join the group.

On Tuesday, we had our second session and we only have an hour to play. It concerned me a little because two hours of play was already considered short. It can’t be helped though as some guys have work meetings to attend after the game.

The game started where we left off in episode 1. The heroes were victorious against a group of goblin raiders but unfortunately, four town children were still abducted by another group of goblin farther away. They didn’t realise this until it was too late.

After getting some provisions from town, they set off north to track down the goblins that took the children. They followed the tracks for a couple of hours but it soon became too dark to continue. They had to set up camp for the night. It was just as well. Their spell casters needed the rest.

Mistamojo the cleric, Elfred the elf cleric and Hermione the magic-user went to sleep as the other half of the group stayed up to keep watch. Rusty the dwarf berserker, Oracle the brute and Fredo the halfling thief were drinking some ale by the bonfire and swapping stories when a growling large black bear walked into camp.

Rusty took a piece of wood from the bonfire and strode toward the bear intending to shoo it off. Startled by the advance, the bear reacted by attacking Rusty. Luckily, the dwarf was good at dodging bear hugs.

Oracle advanced to engage the bear. Meanwhile, Fredo stepped away from the heat of combat and hid in the shadows. Fredo used his stealth to circle around the bear and then at the right moment, struck the bear from behind, half killing it with a single blow. With the bear severely weakened, Oracle easily finished off the bear.

In the morning, the group woke up to a hearty bear breakfast. When everybody was ready to go, they continued their hunt for the goblins into the woods.

After a few hours of walking, they came to a clearing. In the middle of the clearing was a mausoleum on top of a small hill. As they were approaching, they saw a goblin in front of the mausoleum standing by the door. It did not seem to have noticed them as it casually went into the building and closed the door.

There was a lengthy discussion on the best way to deal with the situation. In the end, Fredo volunteered to go through the door and see what’s on the other side. He was hoping that whoever was inside wouldn’t notice him entering.

Elfred the elf cleric felt Fredo would need help so she cast a Protection from Evil spell on him. And just in case Fredo might need more help, she decided to accompany him through the door.

Luckily, behind the door was a dark staired corridor leading down and nobody was around. Thanks to Darkvision, neither the halfling nor the elf required any light. They carefully descended the stairs and took a peek at the room at the end of it.

It was an offering chamber as evidenced by the large brazier at the centre of the room with dried flowers and candles around it. There were six unarmed goblins hanging out in the room, oblivious to the fact that our heroes were close by.

At that point, everybody went downstairs and they acted quickly to dispatch the goblins. Hermione cast a Sleep spell on the creatures that put three of them to sleep. However, this caused two of the remaining conscious goblins to attack her with their spears. Having been stabbed by spear, Hermione stepped back to let the fighters Rusty and Oracle take the front.

Meanwhile, Fredo went for the lone goblin at the corner of the room and successfully killed it before it could act. And then, while the other two goblins were busy fighting Rust and Oracle, Fredo snuck behind one of the goblins and killd it with his dagger. Rusty then killed off the last goblin.

With the melee over, they took some time to check the room and if there was anything there that was noteworthy. First, they noticed that there were some equipment and money left behind by the dead goblins on the floor.

They looked around further and saw that the walls had tapestries depicting knights of a holy order engaged in fierce combat against goblinoid creatures. On top of the tapestries were the words: “I pledge myself to the holy order of the temple. I declare this solemn oath of obedience, poverty and chastity. I give the order my sacred word.”

On the wall opposite the stairs was a passageway and above the entrance was a sign that read “Only the penitent man shall pass.”

With the rest of the group busy collecting anything from the room that might be of any value, Oracle hastily decided to just walk throught he passage way entrance. On his third step into the corridor, he felt his feet sank by an inch and then heard a click. A large blade came out of the wall sideways but Oracle was quick enough that he was able to kneel down in time to avoid the blade. Fredo then disarmed the trap by putting a pole between the blade and the wall, jamming the blade in place and making it safe for everybody else to pass through.

Afterwards, Fredo decided to continue down the dark corridor to scout ahead. Due to his Halfling nature, he was not seen nor detected by the goblins in the room at the end of the passageway. They were busy chanting, performing some dark ritual. There was a goblin in robes facing the statue on the far wall holding a bloodied dagger. His chanting echoed through the room and into the passageway. The four children appeared to be alive still but bound on the floor in front of the shaman. There were seven other goblins visible to Fredo but he wasn’t sure if there were more.

As he left the scene to report back what he saw to the others, he heard the chanting grew louder with more voices joining in. The chanting definitely felt like it was building up. Will the heroes make it in time to save the children? We’ll see in session 3 next Tuesday.

The Fellowship – Episode 1


After a long long time of waffling, I finally asked friends at work if they were willing to play D&D (like in the show Stranger Things). I sold the game to them as a good team building exercise that would foster teamwork and camaraderie. And most importantly, it would be a fun (also funny) joint experience. It’s cool that they said yes.

So Wednesday was the first game session (using #BasicFantasy RPG rules) and this is how it went.

I have the players all start at level 2 and that means that they’ve been adventuring together for a while now. For one reason or another, they are comrades.

Their story started at the frontier town of Erstone, in the tavern called Full Tankard. They had just ordered their lunch when there was a commotion outside. Goblins have come to town through the gaps in the northern town wall that was currently being repaired and reinforced. People were shouting that the goblins were taking the children!

The fellowship (as I’ll refer to them tentatively) went out to investigate and found a few town guards dead by the north road. In front of them are seven short but fierce-looking goblins. The largest of the goblins at the back of the pack saw that the party was armed and ordered the rest of the goblins to attack.

Hermione, the magic-user, acted quickly and cast a sleep spell on the goblins. Four of the seven fell down, including their leader. This did not deter the remaining three goblins as they advanced on the group.

Fredo, the halfling thief, snuck to the side and ran around in an attempt to flank the goblins and strike them from behind. Meanwhile, Bro. Mistamojo, the cleric of Sol Invictus, and Oracle, the fighter brute, met the advancing goblins head on. Unfortunately, neither of them were able to land any blows on the nimble goblins.

Brioche, the young thief, charged into battle and threw his dagger at the goblin closest to Bro. Mistamojo. His dagger went into the goblin’s left eye socket and instantly killed it. Meanwhile Hermione shot out an unerring magic missile at another goblin, dealing it a fatal blow to the chest.

Despite being the lone goblin left, it wanted to avenge its cohorts and decided to fight to the end. At that point, Elfred, the elf cleric, cast a spell that caused fear on the remaining goblin making it want to flee.

Fredo then jumped behind the fleeing goblin and took the opportunity to strike it dead. With the last evil goblin down, the townsfolk watching the event cheered and shouted for joy at the fellowship’s apparent victory.

However, Rosemarie, the widow living closest to the north wall screamed out that her son was taken by the goblins. There were 3 other children that were taken.

The fellowship had been busy with the goblins in front of them that they had not realised that there were other goblins at the back of the pack making good on their escape with the abducting children.

After Rosemarie pleaded with the fellowship to help them get their children back, they readied themselves to go after the goblins north of town and bring the children back home to Erstone safely.

Will they succeed in this task? The players will have to find out next session.

And that’s where we ended after an hour and a half of gaming and explaining the rules. It was extra challenging for me because it’s the first time I actually ran a game completely in English (I tend to run games for my Filipino friends in a mix of English and Tagalog).

Anyway, I thought it went very well and I’m happy how engaged the majority of the players were. They seem to be excited to play again. They said it’s like being in Game of Thrones, but funnier because of a couple of critical fails and odd player decisions.

With that, I’m looking forward to the continuation of their adventure. They seem to be a fun bunch of players. I’m glad I convinced them to play “D&D” at least once.