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Old 06-07-2015, 06:49 PM   #7
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Classes and You



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 18500
Level 7 40000
Level 8 65000
Level 9 90000
Level 10 112,500


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,bows, or a shield - only the weapon you know. 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 5. Only Humans, Dark Elves and Sis’sharr can be Kensai.

1). Can just use one weapon type
2). Gets +2/+2 with that weapon type in battle
3). Attacks twice/turn at level 5.
4). Begin game with AC8, and then that rises to AC7, AC6, etc at each level automatically. This can be combined with magical protection as well. By Level 9, has AC -1.


Berserker – Only Dvergr, Beastmen, 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. Because of their wild battle styles. Berserkers are chaotic.

1). You can dive in an out of combat and Berserk as needed
2). You can use any melee weapon including two-handed stuff
3). You can use armor through chain, and are chaotic.

Paladin – They can only be taken by Humans, Draconian 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.

1). Can use any armor and any weapon
2). Once/day can heal 50% of their Max HP to someone
3). Once/day can cast Detect Magic
4). Cannot be neutral


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, Dark Elves, Beastman 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.

1). Use Bow once at the beginning of combat for free before moving to battle
2). Can only use weapons up through one-handed weapons – not two; wear up to chain.


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 non-bow weapon. 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 the ability to attack twice with a specialized weapon. You can use a shield, and you even start the game with one.

1). Gain specialization with a weapon of your choice
2). An use any armor or weapon, including a shield
3). Level 4 can use a bow, level 5 get another specialization and level 8 can attack twice with specialized weapons.


Chaos Warrior - Just as paladins are aligned with good, this class of fighter is closely aligned with Chaos. They control it, steep in, in, and rejoice in pure and unadulterated chaos. They may use any weapon or armor, but eschew the use of a shield. They don't have the desire to learn a weapon well enough to specialize in it. All Chaos Warriors gain one mutation every other level, and whenever a Chaos Warrior Mutates, for any reason, they are given two results and can choose which they want in a PM. They are also under the effects of a constant Luck spell, which gives them an automatic 1 in 6 chance to find anything hidden without bothering to look, and they get a +1 bonus to any effect that requires a saving throw to avoid. After all, they are chaos. Only races suitable to a purely chaotic mindset can apply to be a Chaos Warrior - Beastmen, Humans, Taurians and Trow are the only ones that can be a Chaos Warrior.

1). Can use any weapon or armor, but not a shield; get 10 hp/level
2). Gain one mutation every other level. When mutating, get two chances to see what you want
3). Under constant Luck effect; +1 to all saving throw rolls
4). Must be chaotic


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 10 105,000


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.

1). Can use any armor up to chain mail, get 6 HP per level, and can use blunt weapons
2). Can use Divine Magic.


Scout – You gain 8 hit points per level. This class can be taken by every race except for… Dvergr, and Taurians. The scout 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%. They are also experts at finding things, and when they search a room, they have a 2x chance to find a secret door in addition to any other bonuses. When this class attacks an enemy, they get an Ambush special ability that allows them to do significantly more damage in their first attack. Due to the nature of their profession, Scouts 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. Here is your Ambush Bonus – Level 1-3: 2x Damage, 4-6: 3x Damage, 7-9: 4x Damage.

1). 8 HP per level, can use dagger or gladius, and can wear leather and studded leather armors
2). Can climb walls and ceilings, find and disarm traps and open locks
3). Get 2x chance to find a secret thing.
4). Can Ambush and hit for more damage in the first attack


Battle Mage – You begin with 6 points per level. This class can be taken by all races except for Beastmen, Hobbits and Klackon. You can only use a staff, dagger, gladius, mace, 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 any bladed weapon - daggers, swords, axes 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 scouts, but cannot disarm traps, open locks, climb walls, or Ambush. At every third level (3, 6, 9), they gain the ability to cast one Arcane Spell from the next level (at level three, one first rank spell; at level six, one second rank spell, and so forth). Only Qwith, Hobbits and Humans can be bards. They can wear up to chain, and start with studded leather

1). Can wear armor up to chain, use dagger, sword, axe, or gladius; get 6 HP/level.
2). Can use a spot of Arcane Magic
3). Can auto ID any item they come across
4). Get 2x chance to find something while searching.


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, spears 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. With their multiple attacks each round due to claws, fangs, and such, they get more attacks than any other class per round. Due to their natural affinity, Druids must be neutral in alignment.

1). Can use spears, staffs, or clubs; get 8 hp per level, and can wear leathers
2). May use shield
3). Can use a spot of Divine Magic
4). Shapechange into various forms that are harder to hit, deal more damage and get more attacks
5). Must be neutral


Dervish - These holy desert warriors protect holy sites and keep various traditions down through the ages. They are lawfully minded, and rules and the traditions matter more than right and wrong. They get 8 hp per level, can use any weapon, any non-metallic armor (leather, wood, etc) because metal armor in the heat is just stupid. In melee combat they can whirl and spin with a Dance of Death that gives them +1 to hit and damage for the first five rounds of the battle. They gain Divine Magic like Druids. They also have an affinity for earth, sand, and rock and that element, and if they encounter any earthen enemies, will be automatically friendly with them. Can be taken by Humans, Sis’Sharr, Klackon

1). Can’t wear metal armor, or use a shield
2). Can use any weapon, including two-handed weapons
3). Can use a spot of Divine Magic
4). Have an affinity for earth
5). Get Dance of Death +1/+1 benefit for 5 rounds in combat
6). Must be Lawful in alignment



Shaman - These characters lead their people, communicate with dead spirits, and are not afraid to mix it up either. Shaman can cast Spirit Magic identically to how Dervish/Druid/Bard can with other realms. They get 8 hp per level, can use any armor up to and including chain mail, can use simpler weapons - mace, dagger, spear, and club. Not two handed weapons or flails or anything like that. Due to their closeness with spiritual creatures, they may also, once every other day, during the morning action, can Commune with Spirits to talk with spirits and learn, briefly, what the routes out of their current room lead to, with very little detail. This does not require an action or spell to use, and can be done freely. Can be taken by Humans, Qwith, Guzaks, Hobbit, Klackon,

1). Can use Spear, mace, club, dagger, and in battle. And gain 8 HP per level, can use any armor up through chain mail
2). Can use a spot of Spirit Magic
3). Can Commune with Spirits to get information on which way to go.


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 10000
Level 6 20000
Level 7 45000
Level 8 70000
Level 9 92500
Level 10 117,500


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 or Dark Elves can be a Sorcerer. They can use items reserved for priests and wizards.

1). Can select both Divine or Arcane Magic. (But not Spirit).
2). When they level up, they choose a spell off one list and can cast it once/day.
3). Can use items reserved for either Divine or Arcane magic users
4). Get 4 HP per level and can just wear robes, and use club or dagger.


Artificer – This class can only be taken by a Human, Flame-kin, or Dvergr. Artificers can identify magical objects immediately. Artificers can also use and reuse magic items with charges as if they had no charges, once per day (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.) 4 HP per level, can use dagger, or club only, and no more than robes, which they begin with. They use spells from the Arcane Magic chart.

1). Can use any item that has charges once/day without burning a charge.
2). Can ID any item immediately
3). Get 4 HP per level and can just wear robes, and use club or dagger.
4). Use Arcane Magic Spells

Lay Healer – This specialist healer class only gets 4 hp per level, and can only use a club or mace. 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, Hobbits and Sis’sharr can be lay healers. You must be good.

1). Can use any armor and can use a shield
2). Use Divine Magic like a Priest
3). Heal like a Paladin once/day
4). Healing takes no time in combat
5). Fully heals party members at the end of each day
6). Must be good.

Ritualist - This spell caster uses a third type of magic - Spirit Magic. They have two types of spells - they can Bind Spirits into items for various properties and they summon spirits to have various effects until destroyed or their duration ends. They can also find and hold a large jar of ashes of a famous legendary person, and gain various abilities based on whose urn they have. They can only use clubs, daggers and staffs, and they get d4. However, they can wear up to studded leather armor. Can be taken by Human, Hobbit, Guzak, Klackon,

1). Can cast Spirit Magic
2). Can use Ash magic items
3). Can wear leather armor, but just club, dagger and staff for weapon and 4 hp
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Last edited by Abe Sargent : 06-14-2015 at 10:01 PM.
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