BASIC FOUR CLASSES:
CLERIC: Spiritual dude, you come up w/ the religion (even a name helps as DM can play off it & will turn into fun). Can be either Lawful or Chaotic; WISdom is cleric's prime requisite, 16+ brings 10% XP bonus, 13-15 awards 5%.
Reach 2nd Level (Adept) w/ 1500 XP.
More info.
FIGHTING MAN: STRength is prime req. Any alignment. 16+ in STR grants 10% XP bonus, 13-15 awards 5%.
Special Abilities & limits: No weapon or armor restrictions.
Reach 2nd Level (Warrior) w/ 2000 XP.
More info.
MAGIC-USER: INTelligence is prime req. Any alignment. 16+ INT grants 10% XP bonus, 13-15 awards 5% XP bonus.
Special Abilities & limits: Can only wield daggers or staves & cannot wear armor, but gets to memorize/cast one 1st level spell a day @ 1st level. 1st level M-U will have a number of 1st Level Spells available in their spell book (which spells inside dependent on process & INT). Can use & generate scrolls & all other magical items (except specific magical weapons).
Reach 2nd Level (Seer) @ 2500 XP.
More info.
THIEF: DEXterity is prime requisite. Can be either Neutral or Chaotic. 16+ DEX brings 10% XP bonus, or 13-15 awards 5%.
Special Abilities & limits: Can only wear leather armor & no shield action. Only magical weapons allowed are daggers & swords - abilities equal Open Locks, Remove Traps, Listen, Move w/ stealth, Pick pockets, Hide in shadows, Backstabbing & Climb walls. Can read scrolls, magic & 80% of languages @ higher levels.
Reach 2nd Level (Footpad) @ 1200 XP.
More info.
SUBCLASSES:
MONK: Mix of thief & fighter & some spirituality. You can only be a monk if you have WISdom of 15+, STRength 12+ & DEXterity 15+; can only be human; you can be any alignment but usually Lawful (20% Neutral, 5% Chaotic); receives 10% XP bonus.
Special Abilities & limits: Cannot wear armor, but can use any weapon; also, can fight w/ out weapons, Ninja style! Can stun opponents & get multiple attacks, can Open Locks, Listen, Climb, Remove Traps, Move Silently, & Hide in Shadows like thieves. Monks cannot use scrolls, however. Also, monks must donate excess treasure, generally to a worthy cause, over what they need to keep up their mission.
Reach 2nd Level @ 2,235 XP.
PALADIN: Spiritual fighter w/ righteous mission. Must be Lawful & have CHArisma of 17+. Can never do any chaotic act or lose paladin status forever. If one has a STR of 15+ & WIS of 15+, gets 10% XP bonus, otherwise, if just one of those 15+, 5%.
Special Abilities & limits: Can cure wounds & diseases w/ laying of hands; w/ a "holy sword" is immune to magic. Receives a horse from the church. Must gift all treasure to the poor etc., except that which keeps his mission going.
Reaches 2nd Level (Keeper) w/ 2751 XP.
RANGER: Must be Lawful. STRength is prime req, but must have INT & WIS of 12+ each as well as CON of 15+.
Special Abilities & limits: Can use any weapons & armor. Able to cast spells @ higher levels (though not while wearing metal armor). Cannot hire henchmen etc., cannot own anything more than what they carry, excess treasure & goods must be donated to worthy cause - Have ability to Track creatures, & also to Surprise. More details here.
Reach 2nd Level w/ 2500 XP.
HEALERS see HERE.
PUNK ESKIMOS see HERE.
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