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Cleric
Clerics are warrior priests, men and women who carry their faith in their weapon-arms as well as their hearts. Cleric training includes the use of divine magic and a limited selection of weapons. They can use any type of armor, but their selection of arms is limited to blunt, impact-type weapons such as maces and flails.
Cleric magic differs from mage spells in that cleric magic is of divine origin. Clerics do not carry tomes of spells and rituals. They receive power directly from the gods and cast spells through their holy symbols. While mages study and pour over their spells to imprint the ritual in their minds, clerics enter a meditative trance where they are receptive to the divine magic.
Clerics also have powers against undead monsters such as skeletons. The ability to Turn Undead is listed with the cleric's 1st-level spells and is used like a spell. However, because it is an ability, it does not go away when used. As clerics advance in levels they gain more spells and greater power against undead. Clerics with Wisdom of 13 or higher gain extra spells (see the Ability Scores page for details on this).
- Prime Requisite: Wisdom
- Races Allowed: Dwarf, Elf, Gnome, Half-elf, Halfling, Human
- Weapons Allowed: Flail, Mace, Sling, Staff
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Lvl |
XP to Reach Level |
HP |
Available Spells |
1 |
2 |
3 |
4 |
5 |
6 |
1 | 0 | 1d8 |
1 | -- | -- |
-- | -- | -- |
2 | 1,500 | +1d8 |
2 | -- | -- |
-- | -- | -- |
3 | 3,000 | +1d8 |
2 | 1 | -- |
-- | -- | -- |
4 | 6,000 | +1d8 |
3 | 2 | -- |
-- | -- | -- |
5 | 13,000 | +1d8 |
3 | 3 | 1 |
-- | -- | -- |
6 | 27,500 | +1d8 |
3 | 3 | 2 |
-- | -- | -- |
7 | 55,000 | +1d8 |
3 | 3 | 2 |
1 | -- | -- |
8 | 110,000 | +1d8 |
3 | 3 | 3 |
2 | -- | -- |
9 | 225,000 | +1d8 |
4 | 4 | 3 |
2 | 1 | -- |
10 | 450,000 | +2 |
4 | 4 | 3 |
3 | 2 | -- |
11 | 675,000 | +2 |
5 | 4 | 4 |
3 | 2 | 1 |
12 | 900,000 | +2 |
6 | 5 | 5 |
3 | 2 | 2 |
13 | 1,125,000 | +2 |
6 | 6 | 6 |
4 | 2 | 2 |
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Fighter
Fighters are warriors, experts in weapon skills and battle tactics. Fighter training includes use and maintenance of all manner of weapons and armor, which allows them to use any type of armor or weapon without restriction. Whether for glory or profit, fighters can be found in the thickest part of battles, where only skill and bravery triumph.
Fighters cannot cast any type of magical spell, nor would they as a rule want to, preferring to rely on a strong sword arm. They can use any type of magical weapon or armor plus magic items such as rings and gauntlets. Fighters gain speed as well as skill when they go up in levels. High level fighter-types, including fighters, paladins and rangers, are able to attack more often with melee weapons, such as swords, than other types of characters.
- Prime Requisite: Strength
- Races Allowed: All
- Weapons Allowed: All
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Lvl |
XP to Reach Level |
HP |
1 | 0 | 1d10 |
2 | 2,000 | +1d10 |
3 | 4,000 | +1d10 |
4 | 8,000 | +1d10 |
5 | 16,000 | +1d10 |
6 | 32,000 | +1d10 |
7 | 64,000 | +1d10 |
8 | 125,000 | +1d10 |
9 | 250,000 | +1d10 |
10 | 500,000 | +3 |
11 | 750,000 | +3 |
12 | 1,000,000 | +3 |
13 | 1,250,000 | +3 |
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Mage
Mages are individuals trained in the arcane and mysterious secrets of magic and spellcasting gestures. Mages tend to be poor fighters, preferring to rely on their intellect and magical abilities. While warriors and clerics might charge to the fore of a battle, mages tend to hang back and pummel foes with mystic attacks.
Mages cannot wear any type of armor. This is because they have no taining or aptitude for martial skills, and armor is restrictive and interferes with some spellcasting. Also because of their lack of martial inclination, mages are severely limited in the weapons they can use. Mages become very powerful as they increase in level.
- Prime Requisite: Intelligence
- Races Allowed: Elf, Half-elf, Human
- Weapons Allowed: Dagger, Dart, Staff
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Lvl |
XP to Reach Level |
HP |
Available Spells |
1 |
2 |
3 |
4 |
5 |
6 |
1 | 0 | 1d4 |
1 | -- | -- |
-- | -- | -- |
2 | 2,500 | +1d4 |
2 | -- | -- |
-- | -- | -- |
3 | 5,000 | +1d4 |
2 | 1 | -- |
-- | -- | -- |
4 | 10,000 | +1d4 |
3 | 2 | -- |
-- | -- | -- |
5 | 20,000 | +1d4 |
4 | 2 | 1 |
-- | -- | -- |
6 | 40,000 | +1d4 |
4 | 2 | 2 |
-- | -- | -- |
7 | 60,000 | +1d4 |
4 | 3 | 2 |
1 | -- | -- |
8 | 90,000 | +1d4 |
4 | 3 | 3 |
2 | -- | -- |
9 | 135,000 | +1d4 |
4 | 3 | 3 |
2 | 1 | -- |
10 | 250,000 | +1d4 |
4 | 4 | 3 |
2 | 2 | -- |
11 | 375,000 | +1 |
4 | 4 | 4 |
3 | 3 | -- |
12 | 750,000 | +1 |
4 | 4 | 4 |
4 | 4 | 1 |
13 | 1,125,000 | +1 |
5 | 5 | 5 |
4 | 4 | 2 |
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Paladin
Paladins are elite warriors who battle in the name of Truth and Justice. Lawfulness and good deeds are their meat and drink, and they lead lives of such chaste piety that even clerics stand respectful. Paladins will not join a party that includes evil chaarcters. Like other high level fighter-types, paladins are able to attack more often with melee weapons, such as swords, than other types of characters.
In addition to skill in all types of arms and armor, paladins have several divine magical abilities. Paladins have extra resistance to magical attacks and poison, and they are immune to all disease. Paladins can heal once per day with their Lay on Hands ability (two hit points per level of advancement). Paladins are always surrounded by a Protection Versus Evil aura that encompasses the entire party. Because of this, all evil attackers suffer a penalty to their attacks.
Starting at third level, paladins can turn undead as a cleric two levels below their own. At ninth level, they gain the ability to cast certain cleric spells, although they can never use cleric scrolls. Paladins pray for their spells and cast them exactly as clerics.
Paladins can use the following cleric spells: Bless, Cure Light Wounds, Detect Magic, Protection from Evil, and Slow Poison.
- Prime Requisites: Strength, Charisma
- Races Allowed: Only Human
- Weapons Allowed: All
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Lvl |
XP to Reach Level |
HP |
Available Spells |
1 |
2 |
3 |
1 | 0 | 1d10 |
-- | -- | -- |
2 | 2,250 | +1d10 |
-- | -- | -- |
3 | 4,500 | +1d10 |
-- | -- | -- |
4 | 9,000 | +1d10 |
-- | -- | -- |
5 | 18,000 | +1d10 |
-- | -- | -- |
6 | 36,000 | +1d10 |
-- | -- | -- |
7 | 75,000 | +1d10 |
-- | -- | -- |
8 | 150,000 | +1d10 |
-- | -- | -- |
9 | 300,000 | +1d10 |
1 | -- | -- |
10 | 600,000 | +3 |
2 | -- | -- |
11 | 900,000 | +3 |
2 | 1 | -- |
12 | 1,200,000 | +3 |
2 | 2 | -- |
13 | 1,500,000 | +3 |
2 | 2 | 1 |
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Ranger
Rangers are trained hunters, trackers, and woodsmen. They are taught to live as much by their wits and skills as by their swords and bows. Like fighters, rangers can use any type of weapon or armor, although heavy armor interferes with their special abilities.
When wearing studded leather or lighter armor, rangers can fight with weapons in both hands without any penalties. Like other high level fighter-types, rangers are able to attack more often with melee weapons, such as swords, than other types of characters.
- Prime Requisites: Srength, Dexterity. Wisdom
- Races Allowed: Elf, Half-elf, Human
- Weapons Allowed: All
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Lvl |
XP to Reach Level |
HP |
1 | 0 | 1d10 |
2 | 2,250 | +1d10 |
3 | 4,500 | +1d10 |
4 | 9,000 | +1d10 |
5 | 18,000 | +1d10 |
6 | 36,000 | +1d10 |
7 | 75,000 | +1d10 |
8 | 150,000 | +1d10 |
9 | 300,000 | +1d10 |
10 | 600,000 | +3 |
11 | 900,000 | +3 |
12 | 1,200,000 | +3 |
13 | 1,500,000 | +3 |
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Thief
Thieves are hard to classify as a group. Some are malcontents, who prey on the unsuspecting. Others are basically good, but are a little wanting in strength of character. Adventurers long ago learned that a skilled thief in the party increases overall party survival -- especially when dealing with trapped locks. As thieves gain levels they become more proficient at picking locks and avoiding any attached traps.
Because they need to move freely and quietly, thieves' abilities are restricted when they wear anything except leather-type armor. Thieves have a greater choice of weapons than clerics or mages, but less than fighter-types.
- Prime Requisite: Dexterity
- Races Allowed: All
- Weapons Allowed: All
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Lvl |
XP to Reach Level |
HP |
1 | 0 | 1d6 |
2 | 1,250 | +1d6 |
3 | 2,500 | +1d6 |
4 | 5,000 | +1d6 |
5 | 10,000 | +1d6 |
6 | 20,000 | +1d6 |
7 | 40,000 | +1d6 |
8 | 70,000 | +1d6 |
9 | 110,000 | +1d6 |
10 | 160,000 | +1d6 |
11 | 220,000 | +2 |
12 | 440,000 | +2 |
13 | 660,000 | +2 |
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