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Old 05-29-2016, 04:11 AM   #2
SirFozzie
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Join Date: Nov 2000
Location: The State of Insanity
Clerics are divinely-blessed minions of the gods, whether brave paladins of the celestial powers or tonsured shrine-priests of a more meditative bent. They are capable combatants, but also can wield the
blessings of their god in the form of magical spells. Choose this class if you want to wield a sword or hammer for a holy cause.

Armors allowed: Any +Shield
Weapons Allowed: Any, but limited to 1d6 damage
Initial HP: 6 Plus Con Modifier
HP Bonus per Level: +3
Attack Bonus: +1
Attack Bonus Gain Rate: +1 per 2 levels
Fray Die: 1D6 damage



Fighters are the classic warriors and swordsmen of fantasy fiction. They include not only the customary grizzled knights and hard-bitten mercenaries, but also well-born nobles, itinerant freebooters, pirates,
bandits, aspiring peasant heroes, and all other characters that focus on combat skill and toughness rather than magic or special expertise. Choose this class if you want to be a fearsome warrior.

Armor Allowed Any and shields
Weapons Allowed Any
Initial Hit Points 8
HP Gained +4 per level
Attack Bonus +1
Attack Bonus Gain +1 per level
Fray Die 1d8


Magic-Users are wizards, witches, sorcerers of every description, scholars of the occult, and any other hero who relies upon magic as their foremost tool. While the powers of a novice are limited, they can grow to be fearsomely mighty wielders of the eldritch arts. Choose this class if you want to cast spells and hurl magical bolts.

Magic-User Class Abilities
Armor Allowed None
Weapons Allowed Any, but limited to 1d4 damage
Initial Hit Points 4
HP Gained +2 per level
Attack Bonus +0
Attack Bonus Gain +1/3 per level
Fray Die 1d4, but it affects any creature
Spells Known: 2+ INT modifier


Thieves are those heroes who rely on skill rather than magic. While
capable combatants, they focus on a repertoire of mundane talents
that they elevate to something near-supernatural. Thieves choose
a particular archetype to describe their focus- “expert burglar”, for
example, or “cunning woodsman”, or “learned ruin explorer”. While
other characters can learn to do the same things they do, others are
never as good at is as a thief. Choose this class if you want your hero
to be incredibly talented at their chosen expertise.

Thief Class Abilities
Armor Allowed Leather, but no shields
Weapons Allowed Any, but limited to 1d8 damage
Initial Hit Points 4
HP Gained +2 per level
Attack Bonus +1
Attack Bonus Gain +1/2 per level
Fray Die 1d6

Bonus: Pick a rogue sterotype (for example, stealthy burglar ,fearless ruin explorer, grizzled Woodsman) and get a free 3 point trait in it (+3 for checks that involve something to do with your trait, for example, stealth for the stealthy burger, acrobatics for the ruin explorer, tracking for the woodsman


Each character will get 3 trait points as a base, and the free three point for a rogue.

Dwarves get a free point in "Dwarven senses" (Darkvision, sensitivity to undergound dangers and perils) and something profession related:

Elves get a free point in "Elven senses" (keen eyes, and the like) and something profession related

Halflings get a free point in "Halfling Stealth" and a free bonus point

Humans get +2 free points.
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Last edited by SirFozzie : 05-29-2016 at 04:13 AM.
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