Tag: class

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  • Fighter

    h3. Fluff Your archetypical adventurer. h3. Restrictions Prime Requisite: Strength Weapons: Any Armor: Any h3. Abilities For every 3 levels gained (at level 4, 7, 10, 13, etc.) you may choose a [[Weapon Expertise]]. Does NOT apply to …

  • Ranger

    h3. Restrictions STR: 12 INT: 12 WIS: 12 CON: 15 Alignment: Lawful May only own what you can carry. Excess must be given to a worthy cause. May not have followers until level 8. h3. Abilities Casts from [[Cleric Spell List]] and [[Wizard Spell …

  • Cleric

    h3. Restrictions Prime Requisite: Wisdom Armor: Any Weapons: No edged or pointed h3. Abilities [[Turn Undead]] Casts from the [[Cleric Spell List]] h3. Progression Uses [[Cleric Saving Throws]]. |Level| XP Required| Attack Bonus| HD | …

  • Druid

    h3. Restrictions Armor: Leather and shield Weapons: Daggers, swords, spears, slings. The Druid order worships Epimetheus, with reverence also given to Prometheus. Druids are mostly Neutral, followed by Chaotic Good. May use cleric items, but not …

  • Monk

    Subclass of [[Cleric]]. Acts as cleric unless otherwise stated. h3. Restrictions STR :12 WIS: 15 DEX:15 Armor: None Weapons: All May use magic weapons, rings, and thief usable magic items. May not use scrolls or potions. Must give away your …

  • Bard

    h3. Base Class: [[Fighter]] Treat as fighter unless otherwise specified. h3. Restrictions Prime Requisite: Charisma Weapons: All Armor: Bone armor is wearable but prevents move silently and climb. All thief skills are reduced by 1/4 of their …

  • Alchemist

    h3. Restrictions Prime Requisite: Intelligence Wisdom: 13, Intelligence: 13 Weapon: Any one-handed except magic swords. Armor: Bone. No shields. h3. Abilities * Neutralize poisons and non-magical paralyzation of a strength up to double your …

  • Thief

    h3. Restrictions Prime Requisite: Dexterity Armor: Leather, no shield Weapons: Any one handed, any missile. Alignment: Cannot be lawful h3. Abilities * May take a weapon [[Weapon Expertise]] for every 4 levels gained. Limited to swords, …

  • Assassin

    Subclass of [[Thief]]. h3. Restrictions Minimum Stats: Dex 12, Strength 12, Int 12 Weapons: All Armor: Leather and shield. Alignment: Neutral No followers level 14. Can then become guild master and have up 50 assassin's under their command. …

  • Gypsy

    Subclass of [[Thief]]. h3. Abilities Posses normal thief abilities except for Weapon Expertise. Casts from the [[Gypsy Spell List]]. h3. Progression |Level|XP Required|BAB|HD|Spell Level 1|Spell Level 2|Spell Level 3| |1|0|0|1d4|||| |2|1, …

  • Wizard

    h3. Restrictions Prime Requisite: Intelligence Armor: None Weapons: Dagger, Staff, blowgun, flaming oil, holy water, net, thrown rock, sling, whip h3. Abilities Casts from the [[Wizard Spell List]]. h3. Progression Uses the [[Wizard …

  • Illusionist

    Subclass of [[Wizard]]. As wizard unless otherwise noted. h3. Restrictions Minimum Stats: DEX 15, INT 15 h3. Abilities Casts from the [[Illusionist Spell List]]. h3. Progression Uses [[Wizard Saving Throws]] |Level|XP Required|HD|BAB| …

  • Mystic

    Subclass of [[Wizard]]. h3. Abilities Can turn undead as clerics. Can use Detect Magic as an at will ability h4. Spellcasting The mystic does not cast like other spellcasters. The [[Mystic Spell List]] is a compilation of most of the [[ …

  • Warlord

    h3. Fluff A warlord is a fighter who leads the party with his inspiring words and superb tactics. Warlords are commonly found laying out sweet stratagems, maneuvering their allies into position, or shouting at wimps who complain that they "can't fight …

  • Blue Mage

    h3. Restrictions Armor: None Weapons: Dagger, light hammer, club, sling. If for any reason they receive training or proficiency in any other weapon, they fight as a Thief. h3. Abilities Blue Energy: Blue Mages have Energy. Their constitution …

  • Mercenary

    h3. Fluff Mercenaries are exclusively trained in the arts of combat and war. They are specialists in dealing physical blows and are exceptionally skilled combatants. h3. Restrictions Prime Requisite: Strength Weapons: Any Armor: Any Max Level: …

  • Champion of Good

    As [[Paladin]], but all abilities and progression are based on the table. You start off with 2 rolls on the table, and each level up gains you your hit die and a roll on the table. 1-20: Training with your mentor, repeated battles, participation in …

  • Djinn Kin

    The skin of a Djinn Kin is tinted some unnatural color; green, blue, red, purple; so at least it’s easy to tell them apart from the rest of us. Their body temperature is also significantly higher than a proper human’s, such that it’s uncomfortable to …

  • Hobbit

    Each time you go up a level roll hit points as normal, but otherwise you only gain the abilities indicated from two rolls on the following chart: 01-03 You get nothing. Sucks to be you. 04-22 +1 on all attacks 23-35 +2 on all missile and thrown …