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Old 03-25-2012, 07:25 PM   #7
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Rules Post #2 - Creating Your Character, Class




The Classes

Each class is in one of three categories, those that focus solely on combat, those that focus solely on magic, and those that either mix the two or focus on something else in the middle. Each category has its own hp, to hit ability, and XP chart for leveling.



Fighter Classes –


These classes get +1 to hit each level, and get 10 hit points per level. Other details vary by class. All begin with chain mail, (except Kensai) and a weapon of their choice. Some may begin with something more. All Fighters have the following Experience Chart:

Level 2 1200
Level 3 2400
Level 4 4800
Level 5 9200
Level 6 18400
Level 7 40000
Level 8 65000
Level 9 90000
Level 10 115000


Kensai – At the beginning of the game, select a weapon. You have double specialization when attacking with any weapon of that type (+2,+2). You cannot use any other weapon in combat, except those that are that type. You cannot wear any armor, but you begin the game with the reflexes equal to robes, and you will get one harder to hit each level you rise as you get more dodgey. You can attack twice a turn after you hit level 6. You cannot use bows, exotic weapons, or a shield. Only humans and sis’sharr can be Kensai.

Berserker – Only dvergr and trow can take this class. This character cannot specialize, nor can it use a shield or any armor heavier than chain mail. However, this character can Go Berzerk constantly in combat, and dive out when needed without needing to roll. This can make them very powerful in combat, but also weak for how much damage they take.

Paladin – They can only be taken by humans and the guzaks. They cannot use a shield. The Holy Warrior (or Unholy Warrior) focuses on dealing damage and killing evil. 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. Secondly, they can, once per day, cast Detect Magic on a room which may cause objects or monsters to be identified as magical. If you take this class, you cannot be neutral. You must either be fighting for good or evil.

Ranger – This character specializes in ranged combat. They are the only character that begins the game able to use a bow. They use the bow to attack at range first, and then combat begins. At level 4 and 8, the Ranger gets the ability to fire an extra shot before close range combat begins. Qwith, Guzak and Humans can be Rangers. They cannot use a shield, or specialize, or use armor heavier than chain. They begin the game with a bow in addition to chain mail and a hand weapon of their choice.

Myrmidon – The basic professional warrior. Every race can take a Myrmidon. When you do, select a weapon, and you begin the game with specialization in that weapon (+1,+1 to it). You can use every weapon, other than exotics and bows. At level 5, you gain specialization in another non-bow weapon. At level 4 you can use a bow like a Ranger, but you only ever get one shot off. At level 8, you can use all exotic weapons. You can use a shield, and you even start the game with one.



The Mixed Classes:

These classes all gain +1 to hit every other level (3, 5, 7, and 9), and have either 6 or 8 hit points per level, as described below. All of these classes have the following Experience Chart:

Level 2 1000
Level 3 2000
Level 4 4000
Level 5 8000
Level 6 16000
Level 7 32000
Level 8 55000
Level 9 80000
Level 10 105000



Priest – You gain 6 hit points per level. This class can be taken by every race. You cannot use any weapon other than blunt weapons (staff, warhammer, flail, mace, and club), or any armor heavier than chain. In addition to decent weapons, hit points, and more, you gain the ability to use Divine Magic as per the rules on it. You may not use a shield.


Assassin – You gain 6 hit points per level. This class can be taken by Trow, Guzaks, Humans, Sis’Sharr, Flame-Kin and Qwith, but not Dvergr and Taurians. The assassin focuses on getting into and out of places, and has abilities that support that, such as picking locks, climb walls and disarming traps. Their chances start at 50% at first level and increase 10% as they go up a level to a maximum of 95%. When this class attacks an enemy, they get an Ambush special ability that allows them to do significantly more damage in their first attack. After level 3, the assassin gains the ability to poison their blade, if they can find any. Due to the nature of their profession, assassins need close range precision weapons that pierce the skin, namely the gladius and dagger. They begin the game with one of those two weapons of their choice, and leather armor. They cannot wear more than studded leather. You cannot be good and an assassin. Here is your Ambush Bonus – Level 1-3: 2x Damage, 4-6: 3x Damage, 7-9: 4x Damage.


Battle Mage – You begin with 6 points per level. This class can be taken by all races. You can only use a staff, dagger, gladius, or club. You can use Wizard Magic, as per the Wizard Magic rules. You cannot use armor heavier than leather armor, and you begin with robes and one weapon listed above.


Bard – The bards are masters of information, and no class learns as much from their surrounding as bards do. Bards can wield daggers, staffs, or a gladius. Bards can automatically identify any magical item discovered. Bards get 6 hit points. Bards get the enhanced ability to search for traps, secret doors, and other hidden things just like assassins, but cannot disarm traps, climb walls, Ambush or poison. At every third level (3, 6, 9), they gain the ability to cast one Wizard spell from the next level (at level three, one first rank spell; at level six, one second rank spell, and so forth). Bards also get a combat ability called Lore, and it allows me to fight with the knowledge of the monster that I have, rather than what you have. It is described in the combat section below. Only qwith and humans can be bards. They can wear up to chain, and start with studded leather


Druid – Druids get 8 hit points per level, and can be taken by qwith, guzaks, trow and humans. They cannot use any armor heavier than studded leather, and can only use clubs or staffs, but they can use a shield. Like bards, druids gain one spell every third level starting at 3, but from the Divine List. They can use items as if they were a priest. At level 2, a druid can shapechange into a wolf and attack like a wolf. It is possible that with better items, the druid himself can attack better than a wolf, so it is not automatically used. At level 5, a brown bear can be the form, instead of a wolf. At level 8, a druid that is in their shapechange form can dole out 4 extra damage and hit creatures normally only hit by magic weapons, and gets +2 harder to hit themselves.






Magic Users:



These characters do not get better in combat as they level up, instead focusing on magic. They have 4 HP per level. All of these classes have the following chart for gaining Experience.

Level 2 1400
Level 3 2800
Level 4 5600
Level 5 11200
Level 6 23000
Level 7 50000
Level 8 75000
Level 9 100000
Level 10 125000



Sorcerer – This powerful class only gets 4 HP per level, and can only use a dagger or club in combat. However, in exchange for a weakened physical presence, the Sorcerer can select spells off either the Divine or Wizard spell list when they level up. However, doing so means that you gain spells using the rules for Divine Magic, not for that of Wizard Magic. They begin the game with robes and their weapon, and cannot wear larger armor. Only humans can be a Sorcerer. They can use items reserved for priests and wizards.


Artificer – This class can only be taken by a human, flame-kin, or dvergr. They cannot use any spells that directly harm the opponent, however, which are among the most powerful spells on the Wizard List (this includes Finger of Death). Artificers can identify magical objects immediately, if they found it. Artificers can also use and reuse magic items with charges as if they had no charges, once per combat (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). 4 HP per level, can use dagger, or club only, and no more than robes, which they begin with.


Lay Healer
– This specialist healer class only gets 4 hp per level, and can only use a club. They can wear any armor and use a shield. They get access to Divine Magic, but cannot memorize any spell which deals damage (the Cause spells and Harm). When they heal, they heal double damage, even from healing items. In fact, Lay Healers are so good at healing, that they cast healing spells or use healing items immediately, and without taking a turn, so they don't have to slow down to heal. Like Paladin, the Lay Healer can heal 50% of hit points of their HP once per day for free, but unlike the Paladin, they can target another ally in the room if they want, in addition to just using it on themselves. All party members are healed of all damage at the end of each day by being with a Lay Healer. They begin the game with chainmail and a club. Only humans and sis’sharr can be lay healers. You cannot be evil.
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Last edited by Abe Sargent : 03-31-2012 at 01:38 PM.
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