Joe B.

Friscans

a proposed race for Wulfwald.

A Traveller From an Antique Land

The fields of Frissiqa overflow with sibilant, glowing, rustling wheat, silver and gold with the passing of sun and moon. Vast tracts of hot, flat land bustle with daring swordsmen, evil priests, and powerful wizards. The only reason a Friscan would come here is if they had literally nowhere else to go.

To these gaunt, pale Northeners you are a legend, an oddity, a fascination. You are also to be feared (-2 to Reaction rolls).

You cannot make your tongue into the ugly shapes that the tongues of Wulfwald demand. The ability to read or speak it(without the aid of magic) comes at Level 3. Until then, you are at the mercy of an interpreter.

Myrmidon

Yourself a barbarian from lands even farther and stranger than these, you escaped the slave pits in pursuit of your destiny: To rule.

You add your Strength bonus to attack rolls and damage.

Level HD THAC0 Attacks ST
1 1D6+1 19 1 15
2 4D6 17 2 13
3 8D6+1 14 3 10

critical -- stuff of legends
Your strike is so legendary that it attracts a follower. They show up at your camp at the end of the session. At level 1 they may be any non-combatant, e.g. a skald, shoemaker, or candlebearer. At level 2 they may be combatants, e.g. other wolfsheads. At level 3 they may be a magic user. Having more than one mage in your employ is a practice fraught with danger, as they are likely to feud bloodily.

fumble -- never meet your heroes
Your strike is so legendarily shit that one of your followers deserts you. If the opportunity is ripe, they may even elect to hinder or betray you out of disgust at your failure.

Curate

Exiled from the Frissiqan clergy for your extreme views, you come now to greener pastures in search of a flock.

You have the secret art of Compulsion -- to turn away those inimical to your faith, and attract those of the chosen flock. (Make a Saving Throw. On a success, Compel nearby creatures with the indicated number of HD or less)

You add your Wisdom bonus to Compulsion rolls, and your Strength bonus to attack and damage rolls.

Level HD THAC0 Compel ST
1 1D6 19 1HD 16
2 4D6 17 4HD 14
3 6D6 15 6HD 11

critical -- The Heavens Open
Lightning pours down and obliterates up to ([level]*2)HD of foes inimical to your faith.

fumble -- SMITE
Lightning pours down and blasts you in the brain and spine, reducing you to zero hit points.

Theurgist

The fields of Frissiqa grow thicker almost than grain with wizards. There's no room for a budding adept to spread their wings. Perhaps some distance from the fields of home -- and your numerous debtors -- will allow you to become the sage you always wished to be.

You may cast spells. You automatically know a number of spells equal to your Gealdor (level+Int modifier). Any other spells must be researched(expensively) or found deep underground.

To cast a spell quickly, roll 1D20 under your AC plus your Gealdor.

You have an X-in-6 chance of Identifying any magical object, map, or scroll. If you fail, you cannot attempt again and must instead seek out a sage to do it for you.

Level HD THAC0 Identify ST
1 1D6 19 1-in-6 16
2 2D6+1 19 2-in-6 14
3 5D6 17 4-in-6 11

critical -- flash of inspiration
Reduce the research cost of a spell by 1 quarter.

fumble -- feebleminded
You are dumb as a sheep until the next dawn, unable to cast spells.