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Old 02-03-2009, 09:44 AM   #4
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The Classes

Classes:

Warrior (Base Class) - The warrior focuses on winning combat. They know how to use any basic weapon. At the beginning of the game, each warrior may choose a weapon. The warrior will begin with a non magical weapon of the selected type, and the warrior gains a significant degree of expertise in that weapon type, being better, faster, and stronger with that weapon in combat. Any magical weapons gained in the selected type can get this extra bonus as well. Only warriors and their sub class can use shields. At the beginning of the game, all warriors begin with their weapon of choice, a shield, and a suit of chain mail armor, giving the warrior one of the strongest starting positions. Warriors gain 10 hit points per level, and of all of the classes, are the ones most likely to hit. Note that only Scouts may use garrotes.

Paladin (Sub Class) - The Holy Warrior focuses on dealing damage and killing evil. Like a warrior, they get 10 hit points per level and are good at hitting. They also begin with chain mail, a shield and a weapon of their choice, but they do not get the ability to specialize in a weapon type. Paladins gain several activated abilities. Firstly, they can, once day, heal 50% of their original hit points. That alone can save their life. Secondly, they can, once per day, cast Detect Magic on a room which may cause objects or monsters to be identified as magical.

Scout (Base Class) - The scout focuses on getting information on a place, and that includes this dungeon. Scouts get a good chance of finding traps, secret doors, and hidden locations when searching a room. This chance increases as they rise in level. Also, a Scout gets several special abilities. They are the only profession that can attempt to pick a lock, getting into those chests or doors. They are the only class that can disarm a trap. They have an increased chance of this as their levels increase. Also, at level four, a Scout can begin to dissemble a trap, when available, and then they get the ability to set that trap in a location of their choosing. Not all traps can be dissembled (such as a pit trap). Scouts can occasionally read magic well enough to use a scroll normally reserved for Clerics or Wizards, with an increasing chance of doing so as they gain levels. Of all of the classes, Scouts advance through the experience ranks the quickest, but are the weakest class at higher levels. They get 6 hit points per level. When scouts attack an enemy, they get an Ambush special ability that allows the scout to do significantly more damage in their first attack. In combat, a Scout is merely adequate after their initial Ambush attack. Scouts and Bards can only use a small number of weapons that bring combat up close and personal, like the gladius, dagger, and so forth. Scouts are also the only class to be able to wield garrotes. Scouts and Bards begin the game with a weapon of their choice and leather armor. They cannot wear more than studded leather armor. This is light protection.

Bard (Sub Class) - Bards are masters of information, and no class learns as much from their surrounding as Bards do. Bards can use items normally reserved for Wizards or Scouts. Bards can automatically identify any magical item discovered. Bards get 6 hit points and advance quickly like Scouts. Bards get the enhanced ability to search for traps, secret doors, and other hidden things just like Scouts, but cannot disarm traps, dissemble and set them, or pick locks. They also cannot Ambush. Bards can, however, use Cleric scrolls like a Scout, and at every third level (3, 6, 9) gain the ability to cast one Wizard spell from the next level (at level three, one first level spell; at level six, one second level spell, and so forth). They are also adequate in combat.

Cleric (Base Class) - Clerics gain the ability to cast divine magic, which has a lot of healing and protective magic, plus some occasional smiting magic’s. Although clerics do not have as powerful magic as Wizards, they compensate by being better in combat than even Scouts, and have 8 hit points per level. Clerics may only use blunted weapons, such as maces and clubs and staffs. Clerics begin the game with a weapon of their choice and chain mail.

Monk (Sub Class) - They share the cleric’s hit points and combat ability, but cannot wear any armor above robes. When the Monk is chosen, they must select one weapon type. Like the Warrior, they gain a specialization in that weapon type, but unlike the Warrior, they may not wield another weapon type. As the Monk increases in level, their defensive ability increases as does their ability to dodge weapons. Monks will attack twice as fast starting on level 5. Like Bards, Monks get one bonus spell at levels 3, 6, and 9, but they are Divine spells not Wizard ones. Monks advance in level as clerics, which is slower than Scout/Bards but faster than the other types.

Wizard (Base Class) - Wizards begin the game as the weakest class and they level up the slowest, and they are the worst at combat and they have just 4 hit points per level and can only wield daggers and staffs and cannot wear armor heavier than robes. However, Wizards gain the ability to cast Wizard magic, which is the most powerful realm of magic. At higher levels, they are unquestionably the most powerful class.

Artificer (Sub Class) - Artificers gain magic at the same rate as Wizards and have all of the same weaknesses. They cannot use any spells that directly harm the opponent, however, which are among the most powerful spells a mage has. Artificers can identify magical objects immediately, just like Bards can. Artificers can also use and reuse magic items with charges as if they had no charges (so, if they found a Wand of Trap Detection with three charges, they could use and keep using the object for the rest of the game, without using any charges.) If an Artificer finds an item that would deal damage directly to an opponent, they can use the item (so a Wand of Lightning Bolts could be used against an opponent, but an Artificer could not memorize the spell Lightning Bolt).
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Last edited by Abe Sargent : 02-03-2009 at 09:49 AM.
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