Character Classes
Introduction
Warrior
Classes
- Fighter
- Paladin
- Ranger
Hit Dice
Base Hit Die: d10
All warriors gain one 10-sided hit die per level from 1st through 9th. After 9th level, warriors gain just 3 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.
Attacks per Round
Level | Attacks |
---|---|
1-6 | 1/round |
7-12 | 3/2 rounds |
13 & up | 2/round |
Experience Levels
Level | Experience Points | Hit Dice |
---|---|---|
1 | Fighter: 0, Paladin/Ranger: 0 | 1 |
2 | Fighter: 2000, Paladin/Ranger: 2250 | 2 |
3 | Fighter: 4000, Paladin/Ranger: 4500 | 3 |
4 | Fighter: 8000, Paladin/Ranger: 9000 | 4 |
5 | Fighter: 16000, Paladin/Ranger: 18000 | 5 |
6 | Fighter: 32000, Paladin/Ranger: 36000 | 6 |
7 | Fighter: 64000, Paladin/Ranger: 75000 | 7 |
8 | Fighter: 125000, Paladin/Ranger: 150000 | 8 |
9 | Fighter: 250000, Paladin/Ranger: 300000 | 9 |
10 | Fighter: 500000, Paladin/Ranger: 600000 | 9+3 |
11 | Fighter: 750000, Paladin/Ranger: 900000 | 9+6 |
12 | Fighter: 1000000, Paladin/Ranger: 1200000 | 9+9 |
13 | Fighter: 1250000, Paladin/Ranger: 1500000 | 9+12 |
14 | Fighter: 1500000, Paladin/Ranger: 1800000 | 9+15 |
15 | Fighter: 1750000, Paladin/Ranger: 2100000 | 9+18 |
16 | Fighter: 2000000, Paladin/Ranger: 2400000 | 9+21 |
17 | Fighter: 2250000, Paladin/Ranger: 2700000 | 9+24 |
18 | Fighter: 2500000, Paladin/Ranger: 3000000 | 9+27 |
19 | Fighter: 2750000, Paladin/Ranger: 3300000 | 9+30 |
20 | Fighter: 3000000, Paladin/Ranger: 3600000 | 9+33 |
Wizard
Classes
- Mage
- Specialist
Hit Dice
Base Hit Die: d4
All wizards gain one four-sided Hit Die (1d4) per level from 1st through 10th levels. After 10th level, wizards earn 1 hit point per level and they no longer gain additional hit point bonuses for high Constitution scores.
Schools of Magic
- Abjuration
- Alteration
- Conjuration/Summoning
- Enchantment/Charm
- Greater Divination
- Illusion
- Invocation/Evocation
- Necromancy
- Lesser Divination
Experience Levels
Level | Experience Points | Hit Dice |
---|---|---|
1 | 0 | 1 |
2 | 2500 | 2 |
3 | 5000 | 3 |
4 | 10000 | 4 |
5 | 20000 | 5 |
6 | 40000 | 6 |
7 | 60000 | 7 |
8 | 90000 | 8 |
9 | 135000 | 9 |
10 | 250000 | 10 |
11 | 375000 | 10+1 |
12 | 750000 | 10+2 |
13 | 1125000 | 10+3 |
14 | 1500000 | 10+4 |
15 | 1875000 | 10+5 |
16 | 2250000 | 10+6 |
17 | 2625000 | 10+7 |
18 | 3000000 | 10+8 |
19 | 3375000 | 10+9 |
20 | 3750000 | 10+10 |
Spell Progression
Level | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
---|---|---|---|---|---|---|---|---|---|
1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
5 | 4 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
6 | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
7 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
8 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
9 | 4 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
10 | 4 | 4 | 3 | 2 | 2 | 0 | 0 | 0 | 0 |
11 | 4 | 4 | 4 | 3 | 3 | 0 | 0 | 0 | 0 |
12 | 4 | 4 | 4 | 4 | 4 | 1 | 0 | 0 | 0 |
13 | 5 | 5 | 5 | 4 | 4 | 2 | 0 | 0 | 0 |
14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | 0 | 0 |
15 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | 0 | 0 |
16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | 0 |
17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 0 |
18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
19 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 |
20 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 |
Priest
Classes
- Cleric
- Druid
Hit Dice
Base Hit Die: d8
All priests gain one eight-sided Hit Die (1d8) Per level from 1st through 9th. After 9th level, priests earn 2 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.
Spheres of Influence
- All
- Animal
- Astral
- Charm
- Combat
- Creation
- Divination
- Elemental
- Guardian
- Healing
- Necromantic
- Plant
- Protection
- Summoning
- Sun
- Weather
Experience Levels
Level | Experience Points | Hit Dice |
---|---|---|
1 | N/A | 1 |
2 | N/A | 2 |
3 | N/A | 3 |
4 | N/A | 4 |
5 | N/A | 5 |
6 | N/A | 6 |
7 | N/A | 7 |
8 | N/A | 8 |
9 | N/A | 9 |
10 | N/A | 9+2 |
11 | N/A | 9+4 |
12 | N/A | 9+6 |
13 | N/A | 9+8 |
14 | N/A | 9+10 |
15 | N/A | 9+12 |
16 | N/A | 9+14 |
17 | N/A | 9+16 |
18 | N/A | 9+18 |
19 | N/A | 9+20 |
20 | N/A | 9+22 |
Spell Progression
Level | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 |
---|---|---|---|---|---|---|---|
1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
5 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
6 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
7 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
8 | 3 | 3 | 3 | 2 | 0 | 0 | 0 |
9 | 4 | 4 | 3 | 2 | 1 | 0 | 0 |
10 | 4 | 4 | 3 | 3 | 2 | 0 | 0 |
11 | 5 | 4 | 4 | 3 | 2 | 1 | 0 |
12 | 6 | 5 | 5 | 3 | 2 | 2 | 0 |
13 | 6 | 6 | 6 | 4 | 2 | 2 | 0 |
14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
Rogue
Classes
- Thief
- Bard
Hit Dice
Base Hit Die: d6
All rogues gain one six-sided Hit Die (1d6) per level from 1st through 10th. After 10th level, rogues earn 2 hit points per level and no longer receive additional hit point bonuses for high Constitution scores.
Experience Levels
Level | Experience Points | Hit Dice |
---|---|---|
1 | 0 | 1 |
2 | 1250 | 2 |
3 | 2500 | 3 |
4 | 5000 | 4 |
5 | 10000 | 5 |
6 | 20000 | 6 |
7 | 40000 | 7 |
8 | 70000 | 8 |
9 | 110000 | 9 |
10 | 160000 | 10 |
11 | 220000 | 10+2 |
12 | 440000 | 10+4 |
13 | 660000 | 10+6 |
14 | 880000 | 10+8 |
15 | 1100000 | 10+10 |
16 | 1320000 | 10+12 |
17 | 1540000 | 10+14 |
18 | 1760000 | 10+16 |
19 | 1980000 | 10+18 |
20 | 2200000 | 10+20 |
Individual Classes
Fighter
Fighters can have any alignment: good or evil, lawful or chaotic, or neutral. As a master of weapons, the fighter is the only character able to have weapon specialization. Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in a weapon; the choice is up to the player. No other character class--not even ranger or paladin--is allowed weapon specialization.
While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
Upon reaching 9th level (becoming a "Lord"), the fighter can automatically attract men-at-arms. These soldiers, having heard of the fighter, come for the chance to gain fame, adventure, and cash. They are loyal as long as they are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. To attract the men, the fighter must have a castle or stronghold and sizeable manor lands around it. As he claims and rules this land, soldiers journey to his domain, thereby increasing his power. Furthermore, the fighter can tax and develop these lands, gaining a steady income from them.
In addition to regular men-at-arms, the 9th-level fighter also attracts an elite bodyguard (his "household guards"). Although these soldiers are still mercenaries, they have greater loyalty to their Lord than do common soldiers. In return, they expect better treatment and more pay than the common soldier receives.
Ability Requirements
- Strength: 9
Prime Requisite
- Strength
Allowed Races
- Human
- Elf
- Half-elf
- Dwarf
- Gnome
- Halfling
Alignment
Any alignment: good or evil, lawful or chaotic, or neutral.
Equipment
Weapons: Any
Armor: Any
Magical Items
Fighters can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
Special Abilities
- Weapon Specialization: As a master of weapons, the fighter is the only character able to have weapon specialization. Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon.
- Stronghold (Level 9): Upon reaching 9th level (becomes a 'Lord'), the fighter can automatically attract men-at-arms. These soldiers, having heard of the fighter, come for the chance to gain fame, adventure, and cash. The fighter must have a castle or stronghold and sizeable manor lands around it.
- Followers (Level 9): At 9th level, the fighter attracts an elite bodyguard (his 'household guards') and other troops. Although these soldiers are still mercenaries, they have greater loyalty to their Lord than do common soldiers.
Ranger
The ranger must have scores not less than 13 in Strength, 14 in Constitution, 13 in Dexterity, and 14 in Wisdom. The prime requisites of the ranger are Strength, Dexterity, and Wisdom. Rangers are always good, but they can be lawful, neutral, or chaotic. It is in the ranger's heart to do good, but not always by the rules.
Although the ranger can use any weapon and wear any armor, several of his special abilities are usable only when he is wearing studded leather or lighter armor. When wearing this lighter armor, a ranger can fight two-handed with no penalty to his attack rolls.
The ranger is a skilled woodsman. Even if the optional proficiency rules are not used, the ranger has tracking proficiency. Furthermore, this skill improves by +1 for every three levels the ranger has earned. While wearing light armor, the ranger can try to move silently and hide in shadows, with greater chances of success in natural surroundings.
Before advancing to 2nd level, every ranger must select a species enemy (such as giants, orcs, or trolls). Thereafter, whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. Rangers are also adept with both trained and untamed creatures, having a limited degree of animal empathy.
A ranger can learn priest spells of the plant or animal spheres when he reaches 8th level. At 10th level, a ranger attracts 2d6 followers, which might be normal humans, animals, or even stranger denizens of the land.
As a protector of good, the ranger must always retain his good alignment. If he intentionally commits an evil act, he automatically loses his ranger status. Additionally, rangers tend to be loners who cannot have henchmen, mercenaries, or servants until reaching 8th level. While they can have any monetary amount of treasure, they cannot have more treasure than they can carry.
Ability Requirements
- Strength: 13
- Dexterity: 13
- Constitution: 14
- Wisdom: 14
Prime Requisite
- Strength
- Dexterity
- Wisdom
Allowed Races
- Human
- Elf
- Half-elf
Alignment
Rangers are always good, but they can be lawful, neutral, or chaotic.
Equipment
Weapons: Any
Armor: Any, but several special abilities are usable only when wearing studded leather or lighter armor.
Magical Items
Rangers can use most magical items allowed to warriors.
Special Abilities
- Two-Weapon Fighting: When wearing studded leather or lighter armor, a ranger can fight two-handed with no penalty to his attack rolls.
- Tracking: The ranger has tracking proficiency. Furthermore, this skill improves by +1 for every three levels the ranger has earned.
- Move Silently and Hide in Shadows: While wearing studded leather or lighter armor, the ranger can try to move silently and hide in shadows. These skills are not possible in any armor heavier than studded leather.
- Species Enemy: Before advancing to 2nd level, every ranger must select a species enemy. Thereafter, whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls.
- Animal Empathy: Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal's reactions.
- Priest Spells (Level 8): A ranger can learn priest spells, but only those of the plant or animal spheres, when he reaches 8th level.
- Followers (Level 10): At 10th level, a ranger attracts 2d6 followers. These followers might be normal humans, but they are often animals or even stranger denizens of the land.
Restrictions
- A ranger must always retain his good alignment. If the ranger intentionally commits an evil act, he automatically loses his ranger status.
- Rangers cannot have henchmen, hirelings, mercenaries, or even servants until they reach 8th level.
- While rangers can have any monetary amount of treasure, they cannot have more treasure than they can carry.
Paladin
Only a human may become a paladin. He must have minimum ability scores of Strength 12, Constitution 9, Wisdom 13, and Charisma 17. Strength and Charisma are the prime requisites of the paladin. A paladin must be lawful good in alignment and must always remain lawful good. A paladin who changes alignment, either deliberately or inadvertently, loses all his special powers--sometimes only temporarily and sometimes forever. He can use any weapon and wear any type of armor.
Lawfulness and good deeds are the meat and drink of a paladin. If a paladin ever knowingly performs a chaotic act, he must seek a high-level (7th or more) cleric of lawful good alignment, confess his sin, and do penance as prescribed by the cleric. If a paladin should ever knowingly and willingly perform an evil act, he loses the status of paladinhood immediately and irrevocably. All benefits are then lost and no deed or magic can restore the character to paladinhood: He is ever after a fighter.
Paladins have many special abilities and restrictions:
- They can detect the presence of evil intent up to 60 feet away by concentrating
- They receive a +2 bonus to all saving throws
- They are immune to all forms of disease
- They can heal by laying on hands once per day, restoring 2 hit points per level
- They can cure diseases once per week for each five levels of experience
- They are surrounded by an aura of protection with a 10-foot radius, imposing a -1 penalty to attack rolls for summoned and evil creatures
- They can turn undead and fiends upon reaching 3rd level
- They may call for a special warhorse upon reaching 4th level
- They can cast priest spells once they reach 9th level
Paladins also face strict limitations:
- They may not possess more than 10 magical items
- They never retain wealth beyond what's needed for modest living and necessary expenses
- They must tithe 10% of their income to a worthy religious institution
- They may employ only lawful good henchmen
Ability Requirements
- Strength: 12
- Constitution: 9
- Wisdom: 13
- Charisma: 17
Prime Requisite
- Strength
- Charisma
Allowed Races
- Human
Alignment
Lawful Good only
Equipment
Weapons: Any
Armor: Any
Magical Items
Paladins can use magical items allowed to fighters and those specifically designed for holy warriors.
Special Abilities
- Detect Evil: Paladins can detect evil intent up to 60 feet away.
- Lay on Hands: Once per day, a paladin can heal damage equal to 2 hit points per level.
- Cure Disease: Paladins can cure disease once per week per five levels.
- Immunity to Disease: Paladins are immune to all forms of disease.
- Protection from Evil: Paladins radiate a permanent aura of protection from evil in a 10-foot radius.
- Turn Undead: At 3rd level, a paladin gains the ability to turn undead as a 1st-level cleric.
- Priest Spells: At 9th level, a paladin can cast priest spells from the combat, divination, and protective spheres.
- Warhorse (Level 4): At 4th level, a paladin gains a bonded warhorse that serves loyally.
- Stronghold (Level 9): Upon reaching 9th level, the paladin may construct a fortress and attract followers of lawful good alignment.
Restrictions
- A paladin may not retain more than 10 magical items.
- A paladin must donate 10% of all income to a lawful good religious institution.
- A paladin cannot retain wealth beyond what is needed for modest support and responsibilities.
- A paladin may only hire lawful good henchmen.
- A paladin loses all special powers if he commits an evil act or grossly violates his code.
Cleric
The cleric class is similar to certain religious orders of knighthood of the Middle Ages: the Teutonic Knights, the Knights Templars, and Hospitalers. These orders combined military and religious training with a code of protection and service. Members were trained as knights and devoted themselves to the service of the church.
The principal attribute of a cleric is Wisdom. A cleric must have a minimum Wisdom score of 9. High Constitution and Charisma are also particularly useful. Clerics can have any alignment acceptable to their order.
Clerics are sturdy soldiers, although their selection of weapons is limited. They can wear any type of armor and use any shield. Standard clerics, being reluctant to shed blood or spread violence, are allowed to use only blunt, bludgeoning weapons. They can use a fair number of magical items including priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order.
Spells are the main tools of the cleric, helping him to serve, fortify, protect, and revitalize those under his care. He has a wide variety of spells to choose from, suitable to many different purposes and needs. A cleric has major access to every sphere of influence except the plant, animal, weather, and elemental spheres (he has minor access to the elemental sphere).
The cleric receives his spells as insight directly from his deity, as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment.
Clerics also have power over undead creatures. The cleric is charged with defeating these mockeries of life. His ability to turn undead enables him to drive away these creatures or destroy them utterly (though a cleric of evil alignment can bind the creatures to his will).
Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided he has established a place of worship. At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent.
Ability Requirements
- Wisdom: 9
Prime Requisite
- Wisdom
Allowed Races
- Human
- Elf
- Half-elf
- Dwarf
- Gnome
- Halfling
Alignment
Clerics are generally good, but are not restricted to good; they can have any alignment acceptable to their order.
Equipment
Weapons: Blunt, bludgeoning weapons only
Armor: Any
Magical Items
Clerics can use priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order.
Special Abilities
- Spell Casting: The cleric receives his spells as insight directly from his deity, as a sign of and reward for his faith.
- Turn Undead: The cleric has the ability to turn undead (drive away or destroy undead creatures). Evil clerics can bind the creatures to their will instead.
- Stronghold (Level 8): Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size.
- Religious Stronghold (Level 9): At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent.
Druid
A druid must be human or half-elven. He must have a Wisdom score of at least 12 and a Charisma score of 15 or more. Both of these abilities are prime requisites. Druids must be neutral in alignment.
Unlike the cleric, the druid is allowed to use only "natural" armorsâpadded, hide, or leather armor and wooden shields. His weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling, and staff.
Druids do not have the same range of spells as clerics. They have major access to the spheres of: all, animal, elemental, healing, plant, and weather. They have minor access to the divination sphere.
Druids have numerous special abilities:
- A bonus of +2 to all saving throws vs. fire or electrical attacks
- The ability to speak a secret druidic language
- At 3rd level, they can identify plants, animals, and pure water with perfect accuracy
- At 3rd level, they can pass through overgrown areas without leaving a trail and at normal movement rate
- Starting at 3rd level, they can learn the languages of woodland creatures
- At 7th level, they become immune to charm spells cast by woodland creatures
- At 7th level, they gain the ability to shapechange into a reptile, bird, or mammal up to three times per day
As protectors of nature, druids are aloof from the complications of the temporal world. Their greatest concern is for the continuation of the orderly and proper cycles of natureâbirth, growth, death, and rebirth. Druids view all things as cyclic, including the battles of good and evil.
Druids are charged with protecting wildernessâin particular trees, wild plants, wild animals, and crops. They do not tolerate unnecessary destruction or exploitation of nature for profit, though they recognize that hunting, farming, and cutting lumber for homes are necessary parts of the natural cycle.
Druids have a strict hierarchical organization. At 12th level, the druid character acquires the official title of "druid" (all druids below 12th level are officially known as "initiates"). There can be only nine 12th-level druids in any geographic region, only three archdruids (13th level), and one Great Druid (14th level). Above this is the Grand Druid (15th level), of which only one can exist in the entire world.
Ability Requirements
- Wisdom: 12
- Charisma: 15
Prime Requisite
- Wisdom
- Charisma
Allowed Races
- Human
- Half-elf
Alignment
Neutral only
Equipment
Weapons: Club, sickle, dart, spear, dagger, scimitar, sling, and staff
Armor: Padded, hide, or leather armor and wooden shields only
Magical Items
Druids can use all magical items normally allowed priests, except for those that are written (books and scrolls) and armor and weapons not normally allowed for druids.
Special Abilities
- Saving Throw Bonus: A druid makes most saving throws as a priest, but he gains a bonus of +2 to all saving throws vs. fire or electrical attacks.
- Druidic Language: All druids can speak a secret language in addition to any other tongues they know. The vocabulary of this druidic language is limited to dealing with nature and natural events.
- Identify Plants, Animals, and Pure Water (Level 3): A druid can identify plants, animals, and pure water with perfect accuracy.
- Pass Through Overgrown Areas (Level 3): A druid can pass through overgrown areas without leaving a trail and at his normal movement rate.
- Woodland Creatures Languages (Level 3): The druid can learn the languages of woodland creatures. The druid can add one language at 3rd level and one more every time he advances a level above 3rd.
- Immunity to Woodland Creatures' Charm (Level 7): A druid is immune to charm spells cast by woodland creatures (dryads, nixies, etc.).
- Shapechange (Level 7): A druid gains the ability to shapechange into a reptile, bird, or mammal up to three times per day. Each animal form can be used only once per day.
- Hierarchical Advancement (Level 12): At 12th level, the druid character acquires the official title of 'druid'. There can be only nine 12th-level druids in any geographic region. A character cannot reach 12th level unless he takes his place as one of the nine druids.
Restrictions
- Druids must be neutral in alignment.
- Druids are charged with protecting wilderness--in particular trees, wild plants, wild animals, and crops.
- Druids do not tolerate unnecessary destruction or exploitation of nature for profit.
- Mistletoe is an important holy symbol to druids and it is a necessary part of some spells.
- Druids as a class do not dwell permanently in castles, cities, or towns.
- The hierarchy of druids is strictly regulated, with limited numbers of druids allowed at high levels.
Thief
The thief's prime requisite is Dexterity; a character must have a minimum score of 9 to qualify for the class. While high numbers in other scores (particularly Intelligence) are desirable, they are not necessary. The thief can have any alignment except lawful good.
Thieves have a limited selection of weapons, as most of their time is spent practicing thieving skills. The allowed weapons are club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, and staff. A thief can wear leather, studded leather, padded leather, or elven chain armor. When wearing any allowed armor other than leather, the thief's abilities are penalized.
Thieves have a number of special skills that other characters do not have:
- Pick Pockets: Filching small items from others
- Open Locks: Picking padlocks and solving puzzle locks
- Find/Remove Traps: Finding and disarming small traps and alarms
- Move Silently: Moving without making sound
- Hide in Shadows: Disappearing into shadows or other concealment
- Detect Noise: Hearing faint sounds that others might miss
- Climb Walls: Scaling smooth and very smooth surfaces without tools
- Read Languages: Deciphering various languages and documents (at 4th level)
Thieves also have other special abilities:
- Backstab: When attacking by surprise from behind, they can improve their chance to hit and greatly increase damage
- Thieves' Cant: A special form of communication known by all thieves
- Read Scrolls: At 10th level, they gain a limited ability to use magical and priest scrolls
Once a thief reaches 10th level, his reputation is such that he can attract followersâeither a gang of scoundrels or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows who are generally loyal to him.
Thieves do not build castles or fortresses in the usual sense. Instead, they favor small, fortified dwellings, especially if the true purpose of the buildings can easily be disguised, such as a well-protected den behind the facade of a seedy tavern or old warehouse.
Ability Requirements
- Dexterity: 9
Prime Requisite
- Dexterity
Allowed Races
- Human
- Elf
- Half-elf
- Dwarf
- Gnome
- Halfling
Alignment
Any except lawful good
Equipment
Weapons: Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, staff
Armor: Leather, studded leather, padded leather, or elven chain armor
Magical Items
A thief can use any magical items usable by all classes, plus items specifically designed for thieves and certain weapons.
Special Abilities
- Thieving Skills: The thief has eight specialized skills: Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls, and Read Languages.
- Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit and greatly increase the amount of damage his blow causes.
- Thieves' Cant: Thieves' cant is a special form of communication known by all thieves and their associates. It consists of slang words and implied meanings that can be worked into any language.
- Read Scrolls (Level 10): At 10th level, a thief gains a limited ability to use magical and priest scrolls. A thief has a 25% chance to read the scroll incorrectly and reverse the spell's effect.
- Thieves' Den (Level 10): Once a thief reaches 10th level, his reputation is such that he can attract followers -- either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master.
Bard
To become a bard, a character must have a Dexterity of 12 or more, an Intelligence of 13 or more, and a Charisma of 15 or more. The prime requisites are Dexterity and Charisma. A bard can be lawful, neutral or chaotic, good or evil, but must always be partially neutral. Only by retaining some amount of detachment can he successfully fulfill his role as a bard.
A bard, by his nature, tends to learn many different skills. He is a jack-of-all-trades but master of none. Although he fights as a rogue, he can use any weapon. He can wear any armor up to, and including, chain mail, but he cannot use a shield.
All bards are proficient singers, chanters, or vocalists and can play a musical instrument of the player's choice. The bard has several special abilities:
- Thief Skills: Bards can climb walls, detect noise, pick pockets, and read languages
- Influence Reactions: The bard can try to alter the mood of a group of listeners through performance
- Inspire Allies: The bard's music and stories can rally companions, granting combat bonuses
- Counter Magical Songs: Bards can counter the effects of magical songs and poetry
- Lore: Bards learn a little bit of everything, including the ability to identify magical items (5% chance per level)
- Wizard Spells: Starting at 2nd level, bards can cast wizard spells, though fewer than a dedicated wizard
At 9th level, a bard can build a stronghold and attract followers. The bard attracts 10d6 0th-level soldiers into his service. At 10th level, a bard can attempt to use magical devices of written natureâscrolls, books, etc., though with a 15% chance of misreading them.
Historical examples of bards include Alan-a-Dale, Will Scarlet, Amergin, and even Homer. Indeed, every culture has its storyteller or poet, whether called bard, skald, fili, jongleur, or something else.
Ability Requirements
- Dexterity: 12
- Intelligence: 13
- Charisma: 15
Prime Requisite
- Dexterity
- Charisma
Allowed Races
- Human
- Half-elf
Alignment
Any, but must always be partially neutral
Equipment
Weapons: Any
Armor: Up to chain mail, but cannot use a shield
Magical Items
Bards can use the same magical items as thieves, plus those specifically made for bards.
Special Abilities
- Music and Performance: All bards are proficient singers, chanters, or vocalists and can play a musical instrument of the player's choice.
- Wizard Spells: In his travels, a bard also manages to learn a few wizard spells. Like a wizard, a bard's Intelligence determines the number of spells he can know and the chance to know any given spell.
- Thief Skills: The bard has four thief-like skills: Climb Walls, Detect Noise, Pick Pockets, and Read Languages.
- Influence Reactions: The bard can influence reactions of groups of NPCs by performing before a group that is not attacking.
- Rally Allies: The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies, granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale.
- Counter Magical Songs: Bards are able to counter the effects of songs and poetry used as magical attacks. Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song.
- Lore: All bards can read and write their native tongue and all know local history. Bards have a 5% chance per experience level to identify the general purpose and function of any magical item.
- Stronghold (Level 9): Upon reaching 9th level, a bard can build a stronghold and attract followers. The bard attracts 10d6 0th-level soldiers into his service.
- Use Magic Items (Level 10): Upon reaching 10th level, a bard can attempt to use magical devices of written nature--scrolls, books, etc. However, there is a 15% chance that any written item he uses is read incorrectly.
Mage
Mages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them.
A mage must have an Intelligence score of at least 9. While high numbers in other scores (particularly Dexterity) are desirable, they are not necessary.
Mages cannot wear any armor, for several reasons. Firstly, most spells require complicated gestures and odd posturings by the caster and armor restricts the wearer's ability to do these properly. Secondly, the mage spent his youth learning arcane languages, poring through old books, and practicing spells, leaving no time for learning how to wear armor properly and use it effectively.
Mages are severely restricted in the weapons they can use. They are limited to those that are easy to learn or are sometimes useful in their own research: dagger, staff, dart, knife, and sling.
Spells are the main tools of the mage. A mage must first find a spell in written form, understand it, copy it into his spell book, and then memorize it. Once memorized, the spell remains in the mage's mind until cast, at which point it is erased from memory. The mage must then return to his spell books to memorize the spell again.
Spells are divided into nine different schools of magic according to the types of magical energy they utilize. A standard mage can learn spells from any school, although with varying degrees of difficulty. Unlike specialists, they have no prohibited schools, giving them greater versatility at the cost of specialization benefits.
Mages can use more magical items than any other character class, including potions, rings, wands, rods, scrolls, and most miscellaneous magical items. They can also create new magical items and research new spells, subject to the DM's approval.
Ability Requirements
- Intelligence: 9
Prime Requisite
- Intelligence
Allowed Races
- Human
- Elf
- Half-elf
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Mages can use more magical items than any other characters, including potions, rings, wands, rods, scrolls, and most miscellaneous magical items.
Special Abilities
- Spell Casting: The mage casts arcane spells from all the schools of magic, requiring a spellbook and memorization.
- Spell Research: A mage can research new spells, create spell scrolls, potions, and other magical items.
Specialist Wizard
Specialist wizards have advantages and disadvantages when compared to mages. Their chance to know spells of their school of magic is greatly increased, but the intensive study results in a smaller chance to know spells outside their school. The number of spells they can cast increases, but they lose the ability to cast spells of the school in opposition to their specialty. Their ability to research and create new spells within their specialty is increased, but the initial selection of spells in their school may be quite limited.
Not all wizards can become specialists. The player character must meet certain requirements to become a specialist. Most specialist wizards must be single-classed; multi-classed characters cannot become specialists, except for gnomes, who can specialize in illusion. Dual-class humans can choose to become specialists. Each school has different restrictions on race, ability scores, and schools of magic allowed.
Being a specialist has significant advantages:
- A specialist gains one additional spell per spell level in their school
- Specialists receive a +1 bonus on saving throws against spells from their school when cast by other wizards
- Other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school
- Specialists receive a +15% bonus when learning spells from their school and a -15% penalty for other schools
- Upon reaching a new spell level, a specialist automatically gains one spell of their school
- Research of new spells within their specialty is easier
The nine schools of magic are Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion, Invocation/Evocation, Necromancy, and Lesser Divination.
Ability Requirements
- Intelligence: 9
- Other: Additional requirements vary by specialty
Prime Requisite
- Intelligence
Allowed Races
Varies by specialty
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Specialists can use the same magical items as mages.
Illusionist
Because the illusionist knows far more about illusions than the standard wizard, he is allowed a +1 bonus when rolling saving throws against illusions; other characters suffer a -1 penalty when rolling saving throws against his illusions. Through the course of his studies, the illusionist has become adept at memorizing illusion spells. He can memorize an extra illusion spell at each spell level.
Later, when he begins to research new spells for his collection, he finds it easier to devise new illusion spells to fill specialized needs. Research in other schools is harder and more time consuming for him. Finally, the intense study of illusion magic prevents the character from mastering other classes of spells that are totally alien to the illusion school. Thus, the illusionist cannot learn spells from the schools of necromancy, invocation/evocation, or abjuration.
Ability Requirements
- Intelligence: 9
- Dexterity: 16
Prime Requisite
- Intelligence
Allowed Races
- Human
- Gnome
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Illusionists can use the same magical items as mages, except those that duplicate spells from their opposition schools.
Special Abilities
- Illusion School Specialization: The illusionist gains one additional illusion spell per spell level.
- Improved Saving Throws vs. Illusions: The illusionist receives a +1 bonus when rolling saving throws against illusion spells.
- Illusion Mastery: Other characters suffer a -1 penalty when making saving throws against illusion spells cast by the illusionist.
- Research Bonus: When creating new spells, illusion spells are treated as one level lower for determining difficulty.
Abjurer
Abjurers are often sought after as guardians, protectors, and experts in containing powerful magical forces. Their spells are invaluable for defense, though they lack the raw offensive power of some other specialists. An abjurer gains an additional abjuration spell per spell level but cannot learn spells from the schools of alteration or illusion, as these crafts of changing and deceiving are contrary to the protective focus of abjuration.
Ability Requirements
- Intelligence: 9
- Wisdom: 15
Prime Requisite
- Intelligence
Allowed Races
- Human
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Abjurers can use the same magical items as mages, except those that duplicate spells from their opposition schools.
Special Abilities
- Abjuration School Specialization: The abjurer gains one additional abjuration spell per spell level.
- Improved Saving Throws vs. Abjurations: The abjurer receives a +1 bonus when rolling saving throws against abjuration spells.
- Abjuration Mastery: Other characters suffer a -1 penalty when making saving throws against abjuration spells cast by the abjurer.
- Research Bonus: When creating new spells, abjuration spells are treated as one level lower for determining difficulty.
Conjurer
Conjurers are often pragmatic and resourceful, relying on their ability to call upon the right tool or ally for any situation. While powerful within their specialty, they cannot learn spells from the schools of greater divination or invocation/evocation, as the direct forces of evocation and revealing insights of greater divination are contrary to the indirect approach of conjuration.
Ability Requirements
- Intelligence: 9
- Constitution: 15
Prime Requisite
- Intelligence
Allowed Races
- Human
- Half-elf
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Conjurers can use the same magical items as mages, except those that duplicate spells from their opposition schools.
Special Abilities
- Conjuration School Specialization: The conjurer gains one additional conjuration/summoning spell per spell level.
- Improved Saving Throws vs. Conjurations: The conjurer receives a +1 bonus when rolling saving throws against conjuration/summoning spells.
- Conjuration Mastery: Other characters suffer a -1 penalty when making saving throws against conjuration/summoning spells cast by the conjurer.
- Research Bonus: When creating new spells, conjuration/summoning spells are treated as one level lower for determining difficulty.
Diviner
Diviners are often sought after as advisors, seers, and counselors. Their ability to uncover secrets and predict outcomes makes them valuable allies, though they are not typically combat-focused spellcasters. A diviner gains an additional divination spell per spell level but cannot learn spells from the school of conjuration/summoning, as the act of forcing creatures and objects to appear runs contrary to the passive observation central to divination.
Ability Requirements
- Intelligence: 9
- Wisdom: 16
Prime Requisite
- Intelligence
Allowed Races
- Human
- Half-elf
- Elf
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Diviners can use the same magical items as mages, except those that duplicate spells from their opposition schools.
Special Abilities
- Divination School Specialization: The diviner gains one additional greater divination spell per spell level.
- Improved Saving Throws vs. Divinations: The diviner receives a +1 bonus when rolling saving throws against divination spells.
- Divination Mastery: Other characters suffer a -1 penalty when making saving throws against divination spells cast by the diviner.
- Research Bonus: When creating new spells, divination spells are treated as one level lower for determining difficulty.
Enchanter
Enchanters excel at social situations, using their magic to manipulate others rather than relying on direct damage spells. They are master manipulators, able to turn enemies into allies and bend others to their will. An enchanter gains an additional enchantment spell per spell level but cannot learn spells from the schools of invocation/evocation or necromancy, as the direct force of evocation and the dark powers of necromancy are contrary to the subtle influence of enchantment.
Ability Requirements
- Intelligence: 9
- Charisma: 16
Prime Requisite
- Intelligence
Allowed Races
- Human
- Half-elf
- Elf
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Enchanters can use the same magical items as mages, except those that duplicate spells from their opposition schools.
Special Abilities
- Enchantment School Specialization: The enchanter gains one additional enchantment/charm spell per spell level.
- Improved Saving Throws vs. Enchantments: The enchanter receives a +1 bonus when rolling saving throws against enchantment/charm spells.
- Enchantment Mastery: Other characters suffer a -1 penalty when making saving throws against enchantment/charm spells cast by the enchanter.
- Research Bonus: When creating new spells, enchantment/charm spells are treated as one level lower for determining difficulty.
Invoker
Invokers are among the most combat-oriented of the specialists, relying on direct and powerful magical attacks rather than subtlety or manipulation. Their spells tend to be flashy and impressive, making them popular among adventuring parties for their ability to dispatch enemies efficiently. An invoker gains an additional invocation/evocation spell per spell level but cannot learn spells from the schools of enchantment/charm or conjuration/summoning, as the subtle influences of enchantment and the indirect approach of conjuration are contrary to the direct force of invocation.
Ability Requirements
- Intelligence: 9
- Constitution: 16
Prime Requisite
- Intelligence
Allowed Races
- Human
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Invokers can use the same magical items as mages, except those that duplicate spells from their opposition schools.
Special Abilities
- Invocation School Specialization: The invoker gains one additional invocation/evocation spell per spell level.
- Improved Saving Throws vs. Invocations: The invoker receives a +1 bonus when rolling saving throws against invocation/evocation spells.
- Invocation Mastery: Other characters suffer a -1 penalty when making saving throws against invocation/evocation spells cast by the invoker.
- Research Bonus: When creating new spells, invocation/evocation spells are treated as one level lower for determining difficulty.
Necromancer
Necromancers are often viewed with suspicion and fear, as their magical practices are considered taboo or evil in many societies. However, not all necromancers are evil; some study the forces of life and death for philosophical or academic reasons. A necromancer gains an additional necromancy spell per spell level but cannot learn spells from the schools of illusion or enchantment/charm, as the deceptive nature of illusion and the controlling aspects of enchantment run contrary to the stark reality of necromancy.
Ability Requirements
- Intelligence: 9
- Wisdom: 16
Prime Requisite
- Intelligence
Allowed Races
- Human
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Necromancers can use the same magical items as mages, except those that duplicate spells from their opposition schools.
Special Abilities
- Necromancy School Specialization: The necromancer gains one additional necromancy spell per spell level.
- Improved Saving Throws vs. Necromancy: The necromancer receives a +1 bonus when rolling saving throws against necromancy spells.
- Necromancy Mastery: Other characters suffer a -1 penalty when making saving throws against necromancy spells cast by the necromancer.
- Research Bonus: When creating new spells, necromancy spells are treated as one level lower for determining difficulty.
Transmuter
Transmuters are adaptable and versatile, using their magic to solve problems through transformation rather than direct force or influence. Their ability to change the nature of things makes them unpredictable opponents and valuable allies. A transmuter gains an additional alteration spell per spell level but cannot learn spells from the schools of abjuration or necromancy, as the protective focus of abjuration and the death-oriented powers of necromancy are contrary to the transformative essence of alteration.
Ability Requirements
- Intelligence: 9
- Dexterity: 15
Prime Requisite
- Intelligence
Allowed Races
- Human
- Half-elf
Alignment
Any
Equipment
Weapons: Dagger, staff, dart, knife, sling
Armor: None
Magical Items
Transmuters can use the same magical items as mages, except those that duplicate spells from their opposition schools.
Special Abilities
- Alteration School Specialization: The transmuter gains one additional alteration spell per spell level.
- Improved Saving Throws vs. Alterations: The transmuter receives a +1 bonus when rolling saving throws against alteration spells.
- Alteration Mastery: Other characters suffer a -1 penalty when making saving throws against alteration spells cast by the transmuter.
- Research Bonus: When creating new spells, alteration spells are treated as one level lower for determining difficulty.