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The Fighter

General Description

Fighters count to the most versatile classes in Dungeons and Dragons, not just in skills but also in regards of their character. A fighter may be a saint protecting those in need, a self-focused mercenary or a cruel conquerer, however one aspects connects all fighters: Their dedication to combat. Fighters usually go through years of training, developing skills with almost all common weapons and armor as well as a good sense for combat strategies. Out of all adventurers they are the ones who will show the greatest talent when it comes to a wide selection of weapons, from bows and spears to swords and axes. You will find fighters as mercenaries, soldiers, thugs, warriors or champions, but whatever may be their motivation, they often live for the thrill of combat and adventure.

 

The Alignment of a fighter varies just as much as you would expect. Fighters of all alignments exists. Good Fighters will often be heroic adventurers while Evil ones will be called villains. Chaotic fighters may be mercenaries while Lawful Fighters could be the ones protecting the land and it's people.

 

The Religious Orientation of fighters usually includes the worship of one or more deities of war, battle, honor or tyranny. Common deities to worship for fighters are Tempus, Helm, Torm and Bane as well as the their racial deities if they aren’t humans, such as elves, who will usually follow Corellon, or dwarves, who may choose Moradin as their patron.

 Fighters of the different Races: Human fighters are usually the children of commoners and veterans of some militaric service. Dwarven fighters tend to be former members of the well-trained dwarven forces which protect their underground kingdoms, children of entire lineages of warriors, which reach back millennias. Elven fighters are masters of swordsplay, usually prefering the longsword as weapon. They are proud of their skills, and eager to test and demonstrate them. The fighting with longswords counts as important part of elven tradition. Half-orc fighters are often outcasts, they learned enough by themselves to earn some kind of recognition and respect with their usually brutal, powerful style of fighting. Both gnome and halfling fighters are most commonly part of the militia of their homestead, protecting their communities and kin. They rarely go on adventures unless it is to prevent harm from their friends and family. Half-elves rarely choose the path of the fighter, however some learn  swordsplay much like full-blood elves in honor of their elven ancestors.

 

A Fighters role in their party is not as simple as many think, actually it is quite challenging - they the most important line of the partys defence, the shield and the sword of a group of adventurers. Their job is to protect the less durable members of their party and at the same time combat the enemies with the best of their abilities. A fighter needs to be able to adapt to every situation that may occur and to think ahead. Additionally, they nees to have a good sense for when it's time to attack and when to rather stay back and form a defense to protect their allies. To sum it up - as a fighter you are the very core of both, your groups offensive and defensive force.

 

Class Features

Weapon and Armor Proficency

A fighter is proficient with  longbows, light and heavy crossbows, light and heavy repeating crossbows, daggers, clubs, spears, longswords, shortswords, rapiers, broadswords, greatswords, quarterstaffs, greatclubs, batlehammers, battleaxes, greataxes, handaxes, dwarven waraxes, dwarven greataxes and all types of light, medium and heavy armor (padded leather armor, leather armor, studded leather armor, chain shirt, elven chainmail armor, chainmail armor, scale mail armor, breastplate armor, dragonscale armor, splint mail armor, banded mail armor, demonic plate armor, half-plate armor, full plate armor, dwarven plate armor, dragonbone armor, demonic plate armor)



The Monk

General Description

Dotted across the landscape are monasteries - small, walled cloisters inhabited by monks who pursue personal perfection in body and mind. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins. A monks goal is to achieve a state that is beyond the mortal realm. He approaches any adventure as if it were a personal test, and while not prone to showing off, monks are willing to try their skills against whatever obstacles confront them.

The Alignment of a monk must always be lawful. Their training requires very strict discipline and hence only those who are lawful at their heart can endure it and achieve real success. 

The Religious Orientation of a monk is often not very strong. A monk’s training is their spiritual path. They are innerdirected and capable of a private, mystic connection to the spiritual world, so they need neither clerics nor gods. Certain lawful gods, however, may appeal to monks, who may meditate on the gods’ likenesses and attempt to emulate their deeds. Gods like Ilmater may appeal to those monks which are good in their heart, while monks who use their power to opress others may find liking in the ideology of Bane, the deity of tyranny.

Monks of the different Races: Monasteries are found primarily among humans, who have incorporated them into their ever-evolving culture. Thus, many monks are humans, and many are half-orcs and half-elves who live among humans. Elves are capable of single-minded, long-term devotion to an interest, art, or discipline, and some of them leave the forests to become monks. The monk tradition does not fit into dwarf and gnome culture at all and halflings typically have too mobile a lifestyle to commit themselves to a monastery, so dwarves, gnomes, and halflings almost never become monks. The evil subterranean elves known as the drow have a small but successful monk tradition.

A Monks role in their party is most of the time that of an opportunistic combatant, using their speed to get into and out of combat quickly rather than engaging in prolonged melee fights. They also makes an excellent scout, particularly if they focus their training and skills on stealth. Due to being trained to fight extremly fast and effectively without weapons or armor, they do not required equipment which could give them away while sneaking around.

Class Features

Weapon and Armor Proficency

The weapons with which a monk is proficient are club, light and heavy crossbows, light and heavy repeating crossbows, dagger, handaxe, quarterstaffs and katanas. Monks are not proficient with any armor, and if they wear any, they lose their speed and their flurry of blows ability.

 Class Abilities

Ability Definitions

Unarmored Speed Bonus: A monk can move faster than most others, gradually gaining a bonus to their base movement speed when not wearing armor or carrying a heavy load. That bous is as following:

1st-2nd Level: +0 ft.

3rd-5th Level: +5 ft.

6th-8th Level: +10 ft.

9th-11th Level: +15 ft.

12th-14th Level: +20 ft.

15th-17th Level: +25 ft.

18th-20th Level: +30 ft.

Stunning Fist: The monk strikes an enemy, aiming for a vital point in order to stun his enemy. This must be an unarmed attack, a successful attack forces a Fortitude with a DC of 10 + ½ Level or be stunned for 1 round. The monk must declare they are using the ability before they roll, and they fail to hit the use is expended.

Flurry of Blows: The monk throws a number of punches at an enemy with extreme speed, hitting multiple times with rapid speed. All attacks made take a -4 to the attack rolls, the number of attacks per level can be found in the table below. Must be unarmed strikes or performed with a quarterstaff.

Unarmed Strike: A monk is trained with unarmed combat, and even considered armed if he does not hold a weapon. He does not provoke Attacks of Opportunity when attacking unarmed.

Combat Reflexes: A monk’s reflexes are honed, enabling him to make an additional Attack of Opportunity per round. This must be at 2 different targets.

Evasion: While wearing no armor or light armor, a monk is fast enough to evade attacks one normally could hardly evade with pure speed. If making a Reflex Save against an attack or ability that would usually result in taking half damage, he completly avoids any damage.

Still Mind: A monks mind is trained just as his body is, granting a +2 bonus on saves against Spells and Effects of the School of Enchantment.

Ki Strike: A monk channels spiritual energy known as “Ki” into his fists during combat, his unarmed attacks are now treated as magic weapons and also grant a +1 to unarmed attacks (stacks with Furry of Blows and Greater Flurry of Blows)

Purity of Body: A monk’s body becomes more resilient due to his extensive training, granting an additional +2 bonus to Fortitude Saves.

Deflect Arrows: Once every round, if a monk has a free hand, he can deflect an arrow/bolt that is aimed at him as long as he is aware of the attack.

Wholeness of Body: The monk concentrates, channeling his “Ki” to heal wounds which were inflicted on his body. This requires a full round action and he must not break concentration. Wholeness of Body heals 1d4 HP at level 7 and 1d6 HP at level 14.

Improved Evasion: The monk’s reflexes become even better than before, his failed saving throws for Evasion results in half damage regardless, unless the player is helpless.

Ki Strike (Lawful): The flow of “Ki” channeled by the monk becomes more powerful as his training continues, his unarmed strikes are now additionally considered Lawful weapons, and the +1 bonus to unarmed attacks increases to +3.

Diamond Body: The body of the monk becomes more and more resilient, and he gains an additional +2 to Fortitude Saves (Stacks with Purity of Body)

Greater Flurry of Blows: The monk increases his skills in quickly striking at unnatural speed, and using Greater Flurry of Blows consumes a use of Flurry of Blows per day according to the table. A monk may use daggers, katanas and quarterstaffs for Greater Flurry of Blows.

Abundant Step: A monks training enables him to move at unnatural speed, and at this point he may traverse double his normal movement in one round, even passing through hostiles without drawing AoO. No other actions may be taken during this round.

Diamond Soul: Concentrating the “Ki” in his body to form a protective barrier against magical assault, a monk may take a full round action and maintain concentration to receive a bonus of 10+½ Level to Magic Defense.

Quivering Palm: The monk learns to land fatal blows, leaving a wave of “Ki” to crush through the targets body, dealing delayed damage. The monk must first make a successful unarmed attack, which deals normal damage, failed attempts do not use up Quivering Palm. 2 rounds after Quivering Palm is landed, the victim must roll a Fortitude Save with a DC of 10 + ½ monk’s level or suffer 1d4+2 points of damage. Creatures immune to critical hits are immune to Quivering Palm, but Quivering Palm would still be used up.

Ki Strike (Adamantine): The unarmed strikes of a monk become further improved, his punches are now considered a hit with a magical, lawful adamantine weapon. The bonus of +3 to his unarmed attacks increases to a bonus of +5.

Timeless Body: The body of the monk reaches a state beyond the normal physical form and stops aging. The monk will no longer receive ability score degradation for old age.

Tongue of Sun and Moon: (This will involve languages somehow in the future, not implemented)

Empty Body: The monk learned how to concentrate on the flow of his bodies “Ki”, letting it cleanse his body completly. Even if under the effect of a spell, the monk can choose to go into a meditative state purging oneself of all negative effects, magical, poison, disease, anything not naturally belonging to the monk is forced from their system.  Each specific effect takes 2 rounds to be removed.

Perfect Self: (Undecided, not implemented for the moment)



The Rogue

General Description

Rogues often share little in common with each other. Some are stealthy thieves, others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don’t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money. Rogues adventure for the same reason they do most things: to want to get what they can get. Some are after loot; others want experience. Some crave fame; others seek infamy. Quite a few also enjoy a challenge. Figuring out how to thwart a trap or avoid an alarm is great fun for many rogues. Rogues are highly skilled in what they do, and while they can’t keep up with most other classes combat-wise at first, they know to hit where it hurts, managing to deal great damage with swift sneak attacks and using opportunities which others may not even notice.

The Alignment of rogues is very versatile. While a rogue can technically be of any alignment, the great majority of them tends towards being chaotic, as the lifestyle of rogues doesn’t really work well with laws or restrictions. Most of them follow opportunities, not ideals.

The Religious Orientation of rogues differ depending on race and alignment; Lawful rogues typically worship a lawful diety of their choosing. Elven & Half Elven rogues worship Erevan Illesere and Evil rogues worship gods like Cyric.

Rogues of the different Races: Adaptable and often unprincipled, humans take to the rogue’s life with ease. Halflings, elves, and half-elves also find themselves well suited to the demands of the career. Dwarf and gnome rogues, while less common, are renowned as experts with locks and traps. Half-orc rogues tend toward thuggery, often not as skilled with complex mechanisms such as traps and locks due to their natural lack of smarts and quite often the fact of them growing up in savage tribes.

A Rogues role in their party can vary dramatically based on their skills - from charismatic con artist to cunning burglar to agile combatant - but most rogues share certain aspects. They aren’t capable of prolonged melee combat, so they focus on opportunistic sneak attacks or ranged attacks. The rogue’s stealth and their trapfinding ability make them one of the best scouts in the game.

 

Class Features

Weapon and Armor Proficency

Rogues are proficient with daggers, clubs, quarterstaffs, rapiers, shortbows, light and heavy crossbows, light and heavy repeating crossbows and shortswords. All rogues are also proficient with light armor (leather armor, padded leather armor, studded leather armor, chain shirt and elven chainmail armor)

Lockpicking, Traps & Pickpocketing

Rogues are known for their swift hands and ability to gain items from unwilling victims. Here is a guide talking about various types of Theft! CLICK ME

Class Abilities

Ability Definitions

Trapfinding: The rogue, more knowledgable than most about traps, is able to not only look for mundane traps, but can also find magical traps if he searches for any.

Evasion: The rogue moves faster during combat than most others, and eventually becomes fast enough to evade attacks which one could usually not evade. His Reflex Saving throws against attacks that normally yields half damage instead deal no damage at all. He must be wearing light or no armor to do so.

Sneak Attack: The rogue strikes from behind, hitting a vital spot in his enemies body to deal extra damage. Enemies which are immune to critical hits, like undead, are also immune to sneak attacks. The rogue needs to stand on one of the three adjacent squares behind the enemy and hit a melee attack to successfully deal extra damage from the sneak attack. If the enemy is in combat with an ally of the rogue, he may receive a +2 flanking bonus on his sneak attack. The damage bonus is +1d2 at level 2, +1d3 at level 7, +1d4 at level 11, +1d5 at level 15 and +1d6 at level 19.

Trap Sense: The rogue knows all kinds of traps by now and learned where you’d find them most likely, giving him a quite good intuition when it comes to finding traps. He gains a bonus to his roll against traps of +1 at level 3, +2 at level 6, +3 at level 9, +4 at level 12 and +5 at level 15. This bonus counts for Search Checks and Reflex Saves against traps.

Uncanny Dodge: The rogues reflexes in combat are honed due to his experience and speed, he can no longer be flanked in combat.

Improved Uncanny Dodge: Additionally to not being able to be flanked, the rogue became skilled enough to perform AoOs against enemies even if they are behind him.

Slippery Mind: This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel him. If a rogue with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round.

Tumble: Rogues have the ability to move acrobatically through treacherous spots. Starting at level 3 a rogue may roll their reflex save to move through an enemy's threatened squares without provoking an attack of opportunity. To move through one character’s threat range it is a DC 15 reflex save. For each additional enemy the rogue tumbles through the threat range of, the DC is increased by 2.  Additionally the rogue can move a maximum of half their total movement during a trumble, and it expends their move action for the round.

If a rogue fails their tumble they remain limited to half their movement and provoke an attack of opportunity.

Feinting: Starting at level two a rogue may attempt to trick their opponents with a fake move, making the target enemy vulnerable. This action gives the target a -4 to their defense rolls made to defend from the rogue, this action also provokes an Attack Of Opportunity but not from the target of the feint. This action also allows the rogue to perform a sneak attack in that round. The target of the fient may resist the feint with a willsave at a DC of 1/2 the rogues level + 10. 

Note that a rogue must be 4 levels above another rogue to perform a feint on another rogue. This can only be attempted once every three rounds against the same target.

Dirty Fighting: At level 7 a rogue has learned how to distract their opponent, and can do so effectively in combat. A rogue may as a standard action throw dirt into the face of a single enemy. They must make a reflex save at a DC of 10+ 1/2 the rogues level. If they fail, then they are Blinded until they take take a standard action to clear their eyes. While blinded characters take a -2 to melee and ranged defense, can only use half their movement speed and cannot take AOOs. They additionally take a -4 to all attack rolls, and have a 50% miss chance. While blinded characters cannot see so they are expected to react accordingly. Players may request that an affected target receive the blindness potion effect for the duration of the time they are blinded. This can be used once every 5 rounds.



The Barbarian

General Description

From the frozen tundras in the north to the hellish jungle in the south, many “uncivilized” tribes and communities exist, many of their members people with great strength and endurance to resist the dangers they are facing in their rural, wild homes - civilized people call these tribes Barbarians. Often suspected of mere mayhem and impiety, they often show their value only to those who they can call their allies and surprise their enemies with unexpected cunning, resourcefulness and mercilesness. While not well-suited for “mundane” work such as guard duty or any other dull task full of monotony, they are perfectly suited for adventures, daring and willing to give all their heart to the fight against their foes, remaining at the side of their companions until they taste the sweetness of success or the bitterness of defeat. In the end, they are some of the toughest warriors out there in the realms.

 

The Alignment of Barbarians is never Lawful. Their power comes from the wildness in their heart, something which could never remain for long in a lawful soul. While they may show honor, they will usually always remain dedicated to their chaotic side - at best a free and expresive soul, at worst dedicated to a furry within themself which drives them to utter destructivness.

 

The Religious Orientation of most Barbarians is just as naturalistic as their origin. Many Barbarians distrust the churches of established religions and rather than following a deity they usually choose to follow what they perceive as some force of the cosmos, such as the believes in animal spirits or nature itself. At most, a Barbarian devotes themself to a deity which resembled an aspect of his life - such as Tempus, the God of War or Silvanus, the God of Nature.

 

Barbarians of the different Races: Human barbarians come from wild, uncivilized tribes which exist in lands at the edge of civilization. Most half-orc barbarians originate from orcish tribes before abandoning them to travel to human lands and live their lifes there. Dwarven barbarians are rare, only existing if they come from dwarven kingdoms which slowly lost their civilized ways after fighting orcs, goblins and giants for years, always at the brink of destruction. Barbarians of other races are extremly rare and almost never exist.

 

A Barbarians role in their party is simple  -  as an excellent warrior he stands at the very front of any group. Where the fighter has their training and discipline, a barbarian has their two most outstanding abilities: Their incredible strength and their rage, which enables them to deal greater damage to their enemies, take on strong foes and withstand the attacks of their enemies for a longer time. They will be the strongest, toughest member of most parties, and while he may only have the energy to perform such a display a few times a day, it’s usually more than sufficient.

 

Class Features

Weapon and Armor Proficency

A barbarian is proficient with longbows, light and heavy crossbows, light and heavy repeating crossbows, daggers, clubs, spears, longswords, shortswords, rapiers, broadswords, greatswords, quarterstaffs, greatclubs, battlehammers, battleaxes, greataxes, handaxes, dwarven waraxes and dwarven greataxes. He can wear all light armor (Leather armor, chainshirt, padded leather armor, studded leather armor and elven chainmail armor) and all medium armor (chainmail armor, scale mail armor, breastplate armor and dragonscale armor)

 



The Ranger

General Description

The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears, sadistic groups of evil fey creatures and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail. A ranger often accepts the role of protector, aiding those who live in or travel through the woods. In addition, a ranger often carries grudges against certain types of creatures and looks for opportunities to find and destroy them. He may also go onto adventures for all the reasons that a fighter does.

The Alignment of rangers can be of any. Most are good, and such rangers usually function as protectors of the wild areas. In this role, a ranger seeks out and destroys or drives off evil creatures that threaten the wilderness. Good rangers also protect those who travel through the wilderness, serving sometimes as guides and sometimes as unseen guardians. Most rangers are also chaotic, preferring to follow the ebb and flow of nature or of their own hearts instead of rigid rules. Evil rangers, though rare, are much to be feared. They revel in nature’s thoughtless cruelty and seek to emulate her most fearsome predators. They gain divine spells just as good rangers do, for evil nature deities exist just as good ones do.

The Religious Orientation likely goes towards the worship of a deity of nature, such as Rillifane Rallathiel, Silvanus or Talos. Some ranger prefer to worship more martial deities, espacially if they mainly focus on the skill with bow or swords. In such cases they often refer to Tempus in some sorts, or the elves to Corellon, who also holds the aspect of war in the elven pantheon. If a ranger does so, he still receives his spells from Silvanus as the most neutral deity of nature. No matter who they worship, rangers always have a strong bond to nature.

Rangers of the different Races:  Elves often choose the ranger’s path. They are at home in the woods, and they have the grace to move stealthily. Half-elves who feel their elf parents’ connection to the woods are also likely to adopt this class. Humans are often rangers as well, being adaptable enough to learn their way around the woods even if it doesn’t come naturally to them. Halforcs may find the life of a ranger more comfortable than life among cruel and taunting humans (or orcs). Gnome rangers are more common than gnome fighters, but still they tend to remain in their own lands rather than adventure among “the big people.” Dwarf rangers are rare, but they can be quite effective. Instead of living in the surface wilderness, they are at home in the endless caverns beneath the earth. Here they hunt down and destroy the enemies of dwarvenkind with the relentless precision for which dwarves are known. Dwarf rangers are often known as cavers. Halfling rangers are highly respected for their ability to help communities of halflings prosper as they pursue their nomadic lifestyle.

A Rangers role in their party is that of a scout and secondary combatant. Without the heavy armor of the fighter or the staying power of the barbarian, the ranger should focus on opportunistic and ranged attacks. Most rangers user their animal companions as sentries, scouts, or to assist them in melee combat.

Class Features

Weapon and Armor Proficency

A ranger is proficient with longbows, elven longbows, light and heavy crossbows, light and heavy repeating crossbows, daggers, clubs, spears, longswords, shortswords, rapiers, greatswords, quarterstaffs, greatclubs, battleaxes, greataxes, handaxes, dwarven waraxes, and with light armor (padded leather armor, leather armor, studded leather armor, chain shirt, elven chainmail armor)

Animal Companion

AAn animal companion is, first of all, a typical animal of its kin. There are 5 different kinds of animal typs avaiable as companions - canines, felines, avians, reptiles and amphibians.  A ranger of at least level 4, can attempt to tame a trustworthy animal companion to assist him on their adventures. This companion will follow them, help them in events and in general act according to their owners wishes. Different than mundane animals, however, animal companions also posses some special powers and are generally superior to normal animals due to this. Click Link For More Information CLICK ME

Class Abilities

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Favored Enemy: The ranger, adapting to the special ways to fight and think of his enemies, receives special bonuses in combat against his prey. The bonuses are as followed:

Track: See the Tracking Write-Up for details

 

Wild Empathy: Coming Soon

 

Combat Style Archery: Starting at 2nd level, the Ranger becomes much more skilled with a bow than any other class. He improves his archery and receives a number of bonuses according to his level. However, he can only use those skills if he wears light or no armor.

At 2nd level, a Ranger may take a full-round action to fire two arrows in a single round, both with a malus of -6 to their attack rolls.

At 6th level, a ranger may take a standard action to fire two arrows simultaneously, both with a malus of -8. He may only target enemies which are between 6-18 ft. away. He only roles one attack roll.

At 11th level, the ranger ignores the enemies partial cover bonuses during his ranged attacks and receives a +4 to standard ranged attacks within 12 ft.

At 12th level, a ranger may take a standard action to fire three arrows simultaneously, all with a malus of -12. He may only target enemies which are between 6-18 ft. away. He only roles one attack roll.

At 18th level, a ranger may take a standard action to fire four arrows simultaneously, all with a malus of -16. He may only target enemies which are between 6-18 ft. away. He only roles one attack roll.

Endurance: Due to the time the ranger spends in the wild, his body becomes more resilient to physical influences. He receives a +2 bonus to Fortitude Saves.

Animal Companion: See the Animal Companion Write-Up for details.

Woodland Stride: The range moves much faster in forests, completly used to moving through the bushes and undergrowth. He gains a bonus of +4 Blocks to movement in Forest, Flower Forest, Birch Forest and Roofed Forest biomes

Swift Track: See the Tracking Write-Up for details

Evasion: Developing better Reflexes due to the constant training in the wild, the rangers Reflex Saving throws against attacks that normally yields half damage instead deal no damage at all. He must be wearing light or no armor to do so.

Camouflage: The ranger learned how to merge with his surroundings, being much harder to spot in natural surrounding. The ranger gains a bonus of +4 to Ranged Defense in Forest, Flower Forest, Birch Forest, and Roofed Forest biomes if he is at least 6 blocks (18ft) away from the attacker.

Hide in Plain Sight: The rangers ability to hide in his surrounding increased even more with his experience, he now  gains +6 to Ranged Defense in all biomes except any plains, desert, beaches, mesa, oceans, sky, and hell if he is at least 6 blocks (18ft) away from the attacker.

Spells

Rangers can cast a number of divine spells every day, and which are very similar to the spells of druids. They are drawn from the ranger spell list. Rangers prepare those each day during their individual time of praying. Unlike clerics, rangers do not have access to divine spellcasting domains. The number of spells per day they can cast can be found in the table below.



The Paladin

General Description

The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the good paladin. Few have the purity and devotion that it takes to walk the good paladin’s path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished. As a counterpart, there are evil paladins which uphold exactly the opposite, the power to combat those who resist their attempts to opress others, to corrupt and use the law in order to rule over anyone with merciless strength.  Paladins take their adventures seriously and have a penchant for referring to them as quests. The paladin really comes into his own when leading a mighty campaign in the name of his god, not when merely looting ruins. Divine power protects the paladin and gives him special powers. It wards off harm, protects him from disease, lets him heal (if good) or inflict (if evil) wounds, and guards his heart against fear. The paladin can also direct this power towards others by either curing (if good) or causing (if evil) diseases. Finally, the paladin can use this power to destroy what opposes him. Even the least experienced paladin can detect the opposing alignment in people and creatures, and more experienced paladins can smite their foes and turn their power against undead much like a cleric can.

The Alignment of paladins must be either Lawful Good, Lawful Evil, Chaotic Good and Chaotic Evil, whatever their deity demands or (If the deity is neutral) is most fit. Additionally, paladins swear to follow a code of conduct that is in line with the ideology of their patron power, which is equally important to them.

The Religious Orientation of paladins heavy tends towards the extremes, either Lawful Good or Evil or Chaotic Good or Evil. They always uphold the ideals of their patron with all their power, and hence the tendency towards the extreme - those who have particularly strong believes in a special cause rather devote themselves to such a faith than those who are somewhere in between. Most paladins follow deities of some kind of lawfulness due to the fact that their devotion to a faith tends to require a lot of discipline, which fits better into the code of conduct which the lawful churches follow. Paladins devoted to a god are scrupulous in observing religious duties and are welcome in every associated temple. Typical deities with a greater number of paladins in their church are Helm, Tempus, Torm and Bane.

Paladins of the different Races:  Humans, with their ambitious souls, make great paladins. Half-elves, who often have human ambition, may also find themselves called into service as paladins. Dwarves are sometimes paladins, but becoming a paladin may be hard on a dwarf because it usually means putting the duties of the paladin’s life before duties to family, clan, and king, which are extremely important to dwarves. Elf paladins are few, and they tend to travel far and wide to battle enemies of elvenkin in the name of Chorellon. Members of the other common races rarely hear the call to become paladins.

A Paladins role in their party is mainly that of a melee combatant, but they contribute other useful support as well. They makes a good secondary healer, and their unusually high discipline, charisma and strong, unfaltering will and faith often make them good leaders.

Class Features

Weapon and Armor Proficency

Paladins, as class with a heavy melee focus, are proficient with  longbows, light and heavy crossbows, light and heavy repeating crossbows, daggers, clubs, spears, longswords, shortswords, rapiers, broadswords, greatswords, quarterstaffs, greatclubs, battle hammers, battleaxes, great axes, handaxes, dwarven war axe, dwarven great axes and all types of light, medium and heavy armor (padded leather armor, leather armor, studded leather armor, chain shirt, elven chainmail armor, chainmail armor, scale mail armor, breastplate armor, dragonscale armor, splint mail armor, banded mail armor, demonic plate armor, half-plate armor, full plate armor, dwarven plate armor, dragonbone armor, demonic plate armor).

Code of Conduct

A paladin must be of his deities alignment and loses all class abilities if he regularly willingly commits  acts which conflict with their deities essential commands and aspects. (For example, a Paladin of Ilmater would lose all his class abilities and spells if he would inflict physical and mental pain to others regularly over an extended time, but not if he only does so once unless it’s an extreme case of doing so).

 

Class Abilities

Spells

Paladins can cast a number of divine spells every day, much like clerics, which they draw from the paladin spell list. They prepare those each day during their individual time of praying. Unlike clerics, paladins do not have access to divine spellcasting domains. The number of spells per day they can cast can be found in the table below.

 

Ability Definitions

Aura of Good/Evil: A paladin radiates an aura of good or evi, according to his alignmentl, which can be detected by  means such as spells or abilities for this purpose. A paladin of a neutral deity either radiates a good or evil aura according to if he chooses to later on turn or rebuke undead.

Detect Good/Evil: A paladin can focus on a 30 ft. area within a 100 ft. range. This is a standart action. He then detects either every good aligned creature (if evil paladin) or every evil aligned creature (if good paladin).

Smite: The paladin channels the divine power of his deity into his weapon, smiting an enemy of an opposite alignment. The paladin receives a bonus to his attack and deals extra damage.

 Divine Grace:  The body of the paladin becomes more resilient as the divine power of his deity bolsters it. He receives a bonus to Saving Throws (+1 at Level 4, +2 at Level 8, +3 at Level 12, +4 at Level 16 and +5 at Level 20)

Lay on Hands: The paladin channels positive or negative energy through his hands, according to his alignment. A good aligned paladin heals living humanoids, an evil aligned paladin heals undead. They heal for 3 HP base with a bonus of +1 at Level 4, +3 at Level 8, +5 at Level 12, +7 at Level 16 and +9 at Level 20). The healing can be spread across under multiple recipients, however the paladin sees fit, at different times throughout the day. Alternatively, the energy may be channeled to damage an enemy, the positive energy of good paladins can damage undead creatures and the negative energy of evil paladins can damage living humanoids. This deals 1d3 HP damage after a successful unarmed touch attack. ((This is the MAX amount of HP you can heal PER DAY not per use))

Aura of Courage: The paladin becomes fearless, fighting for his faith without hestitation and being protected by his deity from any influence that would change this. He becomes immune to fear, allies within 2 blocks gain +4 on saving throws against fear.

Divine Health: The deity of the paladin protects him from any disease, granting him complete immunity to any of them.

Turn Undead: A paladin turns undead like a cleric of 3 levels lower. For a detailed guide for how to turn undead, see the cleric class write-up.

Remove Disease: The paladin channels his divine energy to remove any disease on a single target (unless the disease specifically states it can’t be removed by this ability).



The Cleric

General Description

The handiwork of the gods is everywhere - in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods characters reach from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries - their clerics. There are those clerics who heal, protect, and avenge and those clerics who pillage, destroy, and sabotage. A cleric uses the power of his god to make his god’s will manifest. And if a cleric uses his god’s power to improve his own lot, that’s to be expected, too. While their believes may motivate them on their adventures, they are just people, too, and often have one or more of the common motivations for adventuring besides their faith. They are espacially good with healing - an inexperienced cleric can bring people back from the brink of death while an experienced one can bring even those back who crossed this brink. Their divine magic proves espacially effective against undead.

The Alignment of a Cleric is determined by his faith. Just as deities of all alignments exist, so do clerics. Usually people tend to rather worship good than evil gods, so there are more good than evil clerics. Also there is a tendency towards lawful clerics, as the churches of lawful deities usually are better organized and hence can recruit and train more clerics efficiently. The majority of clerics has the same alignment as their patron deity, while some are a step away. Amaunator, for example, is a lawful good deity. The majority of his clergy is lawful good aligned, while some are also lawful neutral or neutral good. Note that a cleric can never be True Neutral unless his deity is.

The Religious Orientation can be any, as already mentioned. Every more or less well-known deity has worshippers, which commonly form a church, an organization devoted to upholding the deities ideals and interests. While a cleric of a deity often isn’t required to be in a church of their deity, they tend to do so. Additionally, the majority of non-humans follows the chief deity of their race while the biggest church under humans is the church of Amaunator, the deity of sun and law.

Clerics of the different Races:  All the common races are represented in this class, since the need for religion and divine magic is universal. The clerics of most races, however, are too focused on their religious duties to undertake an adventurer’s life. Crusading, adventuring clerics most often come from the human and dwarf races. An exception are the clerics of those deities which are devoted to adventuring and travels, such as Tymora.

 

A Clerics role in their party is often that of the healer, diviner, and defensive specialist. He can hold his own in a fight but usually isn’t well served by charging to the front of combat, unless he is specifically trained for that as a so called battle cleric, which are espacially common in the churches of deities which relate a lot with fighting, such as Tempus, Torm, Bane or Helm. The cleric’s domains and spell selection can greatly affect his role as well.

 

Class Features

Weapon and Armor Proficency

A cleric is proficient with daggers, clubs, light and heavy maces, scimitars, light and heavy crossbows, light and heavy repeating crossbows, spears, battle hammers and all types of light, medium and heavy armor (padded leather armor, leather armor, studded leather armor, chain shirt, elven chainmail armor, chainmail armor, scale mail armor, breastplate armor, dragonscale armor, splint mail armor, banded mail armor, demonic plate armor, half-plate armor, full plate armor, dwarven plate armor, dragonbone armor, demonic plate armor)

Cleric Domains

Every cleric is entitled to pick two domains out of their deities. Each domain grants a special power as well as a list of spells. Those spells can be used as the "+1" marked spell slot of the according level, if it's available for the cleric. The domain powers can be found here: CLICK ME


Class Abilities

   

Spells

Clerics can cast a number of divine spells every day, commonly called prayers, which they draw from the cleric spell list. They prepare those each day during their individual time of praying, writing them down in prayer books. The number of spells per day they can cast can be found in the table below.

All spells which are marked as +1 resemble the spell slots reserved for domain spells.

Ability Definitions

Turn Undead: One of the most potent abilities of a cleric is the turning of undead creatures, such as zombies, skeletons and wights. The general term “turning” refers to the process in which a cleric channels divine power through his holy (or unholy) symbol in order to effect undead, however there is a difference between good, evil and neutral clerics, which is described below for each category.

Good Clerics and Neutral Clerics of Good Deities: A cleric who is good aligned or who is neutral aligned and follows a good deity channels positive energy through his holy symbol. This positive energy effects nearby undead of specific strengths according to the result of the clerics turning check (see below). A successful turning attempt in such a case has the following effects:

-Turning effects the closest turnable undead in range first, as long as line of effect is provided

-Turning effects those undead which have maximal as many HD as determined by the turning check

-Undead are only turned if the clerics turning damage roll is equal or higher than their HD

-Turned undead flee for a specific duration according to the clerics level and take damage

-If the turning clerics approaches a turned undead closer than 10 ft, the effect breaks

-If the clerics level is at least twice the undeads HD, the undead is destroyed instead of turned

 

Evil Clerics and Neutral Clerics of Evil Deities: A cleric who is evil aligned or who is neutral aligned and follows an evil deity channels negative energy through his unholy symbol. This negative energy effects nearby undead of specific strengths according to the result of the clerics turning check (see below). A successful turning attempt in such a case has the following effects:

-Turning effects the closest turnable undead in range first, as long as line of effect is provided

-Turning effects those undead which have maximal as many HD as determined by the turning check

-Undead are only turned if the clerics turning damage roll is equal or higher than their HD

-Turned undead cower in awe for a specific duration according to the clerics level (grants a +2 on attack rolls on those undead and they can’t move) or,  if the turning damage is more than their HD, fall under the turning cleric’s control. Giving a mental command to a controlled undead requires a standard action. A cleric may never control multiple undead with more total HD than his own level.

-If the clerics level is at least twice the undeads HD, the undead is controlled instead of turned.

 

Neutral Clerics of Neutral Deities: A cleric of neutral alignment who also follows a deity of neutral alignment must choose if he either want’s to turn undead like a good aligned or an evil aligned cleric. This choice, once made, can’t be reversed. Note that turning like a good cleric still counts as doing a good deed while turning like an evil cleric counts as an evil deed.



The Druid

General Description

The druid commands nature, may it be the strength of a bear, the speed of a flying eagle, the powerful destruction dealt by tornadoes or earth quakes or even the gentle power of the morning sun. However, he claims no mastery over nature. That claim, he says, is the empty boast of a city dweller. A druid gains his power not by ruling nature but by being a part of it. To trespassers in a druid’s sacred grove, and to those who feel her wrath, the distinction is overly fine. Druids adventure to gain knowledge, espacially about plants and animals unfamiliar to them, as well as power. Druids may also bring their power to bear against those who threaten what they love, which more often includes ancient stands of trees or trackless mountains than people. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural.

The Alignment of druids, in keeping with nature’s ultimate indifference, must be at least some measure of dispassion. As such, they must be neutral on at least one alignment axis (chaotic - lawful or good - evil), if not both. Nature consits of opposites like life and death, beauty and horror, and peace and violence, so two druids can manifest different or even opposite alignments (neutral good and neutral evil, for instance) and still be part of the druidic tradition.

The Religious Orientation of a druid reveres nature above all. He often assumes he gains his magical power from the force of nature itself. The typical druid pursues a mystic spirituality of transcendent union with nature rather than devoting herself to a divine entity. However, a druid as a divine spellcaster, receives all his spells from a deity. This deity is always the respective nature deity for the aspect the druid follows. A druid interested in sylvan creatures and ancient woodlands would gain his powers from Rillifane Rallathiel for example, while a druid which resembles destructive natural powers will possibly get his power from Talos. Those who resemble nature in it’s most neutral, central aspects receive their power from Sylvanus.

Druids of the different Races: Elves and gnomes have an affinity for natural lands due to their strong cultural bound to those and often become druids. Humans and half elves also frequently adopt this path, espacially those who grew up in the more rural areas or even in the more uncivilized tribes which still have strong bonds to nature. Dwarves, halflings, and half-orcs are rarely druids, as neither of them has a common cultural bond with druidic tradition like the other races.

A Druids role in their party enjoys extraordinary versatility. Though they lack the sheer healing power of the cleric, they make up for it with additional offensive power, thanks to their spell selection and wild shape ability. A druid backed up by another secondary healer (such as a paladin) can prove extremely valuable to a group of adventurers. Their animal companion also provides valuable melee combat support while the druid himself blasts away the enemies with the sheer power of nature, making the natural powers such as lightning, fire, wind and the sun obey them.

 

Class Features

Weapon and Armor Proficency

Druids are proficient with clubs, daggers, quarterstaffs, scimitars, sickles, light and heavy crossbows, light and heavy repeating crossbows, shortspears and dochars. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only leather armor, padded leather armor, scale mail armor and dragonscale armor.

Animal Companion

An animal companion is, first of all, a typical animal of its kin. There are 5 different kinds of animal typs avaiable as companions - canines, felines, avians, reptiles and amphibians. A druid, starting at level 1, can attempt to tame a trustworthy animal companion to assist him on their adventures. This companion will follow them, help them in events and in general act according to their owners wishes. Different than mundane animals, however, animal companions also posses some special powers and are generally superior to normal animals due to this. Click Link For More Information CLICK ME

Class Abilities

Spells

Druids can cast a number of divine spells every day, much like the cleric, which they draw from the druid spell list. They prepare those each day during their individual time of praying. Unlike clerics, druids do not have access to divine spellcasting domains. The number of spells per day they can cast can be found in the table below.

Ability Definitions

Animal Companion: The druid is able to tame an animal which then accompanies him and serves as a companion. Fordetailed info, see Animal Companion Write-Up.

Nature Sense: Undecided if implemented

Wild Empathy: Undecided if implemented

Woodland Stride: The druid becomes completly adapted to moving within forests and overgrowth, enabling him to move faster than most. He gains +4 blocks movement in Forest, Flower Forest, Birch Forest and Roofed Forest bioms.

Trackless Step: The druid becomes so used to moving through nature that he no longer leaves trackable trails unless he desires to do so.

Resist Nature’s Lure: The druid, adapted to the tricks and behavior of nature and it’s inhabitants, developes a special sense for the weak spots of fey creatures, gaining a +4 on all attack rolls against them.

Venom Immunity: The druid’s body becomes one with nature more and more, developing a resistancy against all forms of toxins. He receives a +4 bonus to Fortitude Save against poison.

A Thousand Faces: Undecided if implemented

Timeless Body: The body of the druid becomes so connected to nature that it becomes something superior to the bodies of normal people, completly abandoning the process of aging. The druid no longer receives ability score degredation for old ages.

Wild Shape: After spending excessive amounts of time in nature and slowly becoming closer and closer to their deity, druids develope the ability to transform themselves into the animals which roam the wilds - and at some point even into aspects of nature itself, mighty elementals. To wild shape is a standart action which doesn’t provoke attacks of opportunity, and the druid becomes unable to speak. Additionally, his equipment becomes useless for the time he is shaped, magically stored for the moment he shapes back into his original form. The numbers per day a druid can wild shape and for how long and into what he can transform can be found in the below table. Also check out the official thread for indepth information: Wild Shape Thread



The Bard

General Description

It’s said that music has it’s special magic. And the bard proves that. Bards wander the lands, collect and tell stories, let free the magic of their music and life on the gratitude of their audience. While they may be drawn into fight or conflict, they will mostly serve as diplomats, negotiators, messangers and spies. Their music and magic comes from their heart. Those with a pure soul will bring joy, hope and courage to those who need it the most and use their skills and magic to stop the plans of evildoers. Even in corrupted societies a good bard will then act as an enemy of the state and help those which are oppressed. But evil may as well spring from some hearts, and those bard will use their talent to manipulate and use others, and while they usually avoid direct violence, they will use their sway over hearts and minds to take what they can from their “willing” audience. Bards see adventures as opportunities to learn. They especially relish the opportunity to enter a long-forgotten tomb, to discover ancient works of magic, to travel to strange places and encounter exotic creatures, and to learn new songs and stories. Bards love to accompany heroes (or villains), joining them to witness their deeds firsthand and being able to tell stories about those acts from their own experience. After telling so many stories about heroes doing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

The Alignment of bards may never be lawful, tradition and law simply does not fit their spantaneous talent, magic and lifestyle. They follow their heart and intuition, and have a heavy tendency towards the chaotic side of life.

The Religious Orientation of bards usually tends to go towards Corellon, as he is the patron of music, art and poetry, even if the bard if not an elf. Bards are usually not devoted to a temple or such specifically, as they spend much time on the road, but rather to a deity which they praise during their travels and ask for protection at the same time. They usually resemble an aspect of their free, adventurous life filled with art, music and travel. Such deities are Erevan Ilesere, Sune and Tymora. Evil bards are told to often follow Cyric, the prince of lies, aiming to gain power through lies and manipulation.

Bards of the different Races:  Bards are commonly human, gnome, elf, or half-elf. Humans take well to the wandering life and adapt easily to new lands and customs. Gnomes have a sense of humor and trickery that lends itself to a bardic career. Elves are talented in music and magic, so the career of the bard comes naturally to them, espacially under those who follow Corellon or Erevan Ilesere. A bard’s wandering ways suit many half-elves, who often feel like strangers even when at home. Half-orcs, even those raised among humans, find themselves ill suited to the demands of a bard’s career. There are no bardic traditions among dwarves or halflings, though occasional individuals of these races find teachers to train them in the ways of the bard

 

A Bards role in their party is that of the ultimate generalist. In most adventuring groups, they work best in a supporting role. They can’t match the stealth of rangers or rogues, the spellcasting power of clerics or wizards, or the combat prowess of barbarians or fighters. However, they make all the other characters better at what they do, and they can often fill in for another character when needed. For a typical group of four characters, a bard is perhaps the most useful fifth character to consider adding, and they can make a great team leader, holding the group together whenever there are internal conflicts or a gloomy mood disturbs the parties well-being by using their great charisma, charm and humor.

 

Class Features

Weapon and Armor Proficency

A bard is proficient with daggers, clubs, light and heavy crossbows, light and heavy repeating crossbows, rapiers, spears, bastard swords, shortswords, longswords and longbows. They are also proficient with all light armor (leather armor, chainshirt, padded leather armor, studded leather armor and elven chainmail armor).

Class Abilities

Skill Name    -    Spells Known

   

Spells Per Day

Ability Definitions

Inspire Courage: The bard starts singing and inspires courage in his companions. Starting to sing is a standard action, and the effect lasts as long as the bard concentrates on it and 2 rounds after he stops doing so. It effects all companions within a range of 18 ft. of the bard and grants them a bonus of +1 on will saves against fear and charm effects and a +1 on attack rolls. This bonus becomes greater respective for the level of inspire courage (+2 at level 8, +3 at level 14 and +4 at level 20). 

Counter Song: Using the magic of his own music, the bard attempts to stop any non-instantaneous, sound based effects which are currently in play in an 18 ft. radius around himself. He does so as long as he concentrates on it, to a maximum of 10 rounds. The bard rolls his magic attack against the magic attack of the caster of the sound based effect. The opponent needs to win this roll or he is drowned out. The bard may choose to reroll his magic attack every turn during the concentration if he fails. 

Inspire Competence: The bard uses his cheerish, motivating personality to focus his music on a singluar ally, enabling them to gain a small boost of courage while performing a single task. Within 18 ft, a chosen ally gains a +2 bonus on a single chosen stat for 2 rounds. 

Fascinate: The bard uses his skill to perform something special - resciting a poem, playing a song on his instrument or singing - and gains the attention by nearby creatures. For the effect to work, Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Fascinate 1: Up to 1 Creature effected, Will DC 8 to resist

Fascinate 2: Up to 2 Creatures effected, Will DC 10 to resist

Fascinate 3: Up to 3 Creatures effected, Will DC 12 to resist

Fascinate 4: Up to 4 Creatures effected, Will DC 14 to resist

Fascinate 5: Up to 5 Creatures effected, Will DC 16 to resist

Fascinate 6: Up to 6 Creatures effected, Will DC 18 to resist

 

Suggestion: Functions exactly like the spell. Standart action to be used. 

Inspire Greatness: The bard cheers for a nearby ally, encouraging them to do be better at combat and fight with greater power, the bard’s magic making the ally more durable and stronger. The ally needs to be within 18 ft. of the bard when the ability is used, and it grants a bonus of +2 temporary HP, +2 on all attack rolls and +1 to Fortitude Saves.

Inspire Greatness 1: Can target 1 ally, lasts as long as the bard concentrates on it +2 rounds after

Inspire Greatness 2: Can target 2 allies, lasts as long as the bard concentrates on it +3 rounds after

Inspire Greatness 3: Can target 3 allies, lasts as long as the bard concentrates on it +4 rounds after

Inspire Greatness 4: Can target 4 allies, lasts as long as the bard concentrates on it +5 rounds after

 

Song of Freedom: The bard uses the magic of his music to break all magical effects on a single ally within 18 ft. It can’t be used on himself, and functions exactly like the spell “Break Enchantment”. The bard can concentrate up to 3 rounds on it, and each round the effect of “Break Enchantment” occurs again. 

Inspire Heroics: The bard uses his music to inspire the spirit of heroism in an ally within 18 ft.. After listening to the bard for a full round, the targeted ally gains a bonus of +4 on all Saving Throws and +4 to all Defense Stats.

Inspire Heroics 1: Max. 1 targeted ally, last as long as the bard concentrates on it  +4 rounds after

Inspire Heroics 2: Max. 2 targeted allies, last as long as the bard concentrates on it  +5 rounds after

 

Mass Suggestion: Functions exactly like the spell. Standard action to be used.



The Wizard

General Description

A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art. Wizards conduct their adventures with caution and forethought. When prepared, they can use their spells to devastating effect. When caught by surprise, they are vulnerable. They seek knowledge, power, and the resources to conduct their studies. They may also have any of the noble or ignoble motivations that other adventurers have. The wizard’s strength is his spells. Everything else is secondary. He learns new spells as he experiments and grows in experience, and he can also learn them from other wizards.

The Alignment of wizards shows a slight tendency toward law over chaos because the study of magic rewards those who are disciplined. Wizards who perfer the schools of Illusion or Transmutation, however, are masters of deception and change, respectively. They favor chaos over law. Both good and evil wizards exist, and are roughly balanced in numbers, as the power of magic tends to corrupt many towards the evil alignments.

The Religious Orientation commonly refers to Corellon as the patron over the aspect of magic. Many humans wizards also worship Amaunator due to the fact that he is the most praised human deity and rules over the aspect of time (which is something many wizards seek to manipulate via magic). Some evil wizards follow Asmodeus, and almost all wizards worship Oghma. A very big part of their life consists of studying the arts of arcane magic, so their bond to the ideals of Oghma regarding knowledge is quite strong.

Wizards of the different Races:  Humans take to magic for any of various reasons: curiosity, ambition, lust for power, or just personal inclination. Elves are enthralled by magic, and many of them become wizards for love of the art. Elf wizards see themselves as artists, and they hold magic in high regard as a wondrous mystery. Illusion magic comes so simply to gnomes that becoming an illusionist is just natural to brighter and more talented ones. Gnome wizards who don’t specialize in the school of illusion are rare, but they don’t suffer under any special stigma. Half-elf wizards feel both the elf’s attraction to magic and the human’s drive to conquer and understand. Dwarf and halfling wizards are rare because their societies don’t encourage the study of magic. Half-orc wizards are rare because few half-orcs have the brains necessary for wizardry.

A Wizards role in their party depends somewhat on their spell selection, but most wizards share certain similarities in function. They are among the most offensively minded of the spellcasting classes, with a broad range of options available for neutralizing enemies. Some wizards provide great support to their comrades by way of their spells, while others may focus on divination or other facets of wizardry.

Class Features

Weapon and Armor Proficency

Wizards are proficient with clubs, daggers, heavy and light crossbows, heavy and light repeating crossbows and quarterstaffs, but not with any type of armor. Armor of any type interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Familiar

A familiar resembles a small, tough and intelligent animal with some magical properties. A familiar can only be summoned by a wizard, and assists its master not just as a pet, but as an useful servant and companion. Granting buffs and other handy abilities, a familiar is the perfect addon for any skilled mage - or those who plan to become one. CLICK ME

Class Abilities

Spells

A wizard can cast a certain number of spells per day, determined by his level. To be able to cast those spells he has to aquire the knowledge how to do so somehow, either through books or fellow wizards. He then has to prepare those spells ahead of time during some time of the day before being able to cast them in combat.



The Sorcerer

General Description

A sorcerer uses magic much like a poet creates poems, using initial talent in combination with honing their skills through a lot of practice. They have no books, no mentors, no theories - just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. That claim may even be true in some cases, it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove that a given sorcerer does not have a dragon ancestor. It’s true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer’s gift. The typical sorcerer adventures in order to improve his abilities. Only by testing his limits can he expand them. A sorcerer’s power is inborn,  a part of his soul. Developing this power is a quest in itself for many sorcerers, regardless of how they wish to use their power. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don’t have the background of arcane knowledge than most wizards have. However, they do have more time to learn fighting skills, and they are even proficient with some simple weapons.

The Alignment of sorcerers is influenced by their believes that  magic is an intuitive art, not a science. Sorcery favors the free, chaotic, creative spirit over the disciplined mind, emotions and creativity are what makes their magic powerful. Due to that, the majority of sorcerers tend towards being chaotic rather than lawful.

The Religious Orientation of sorcerers is often quite lose. Some sorcerers favor Corellon, as he rules over magic as one of his aspects. Others Tymora, as they see their powers as a lucky gift, others again follow whatever deity was favored in the area they were born. Some evil sorcerers follow Cyric, and some sorcerers follow no deities at all. Their bond to deities is generally quite weak because their powers reside within them instead of receiving them from deities like divine spellcasters.

Sorcerers of the different Races: Most sorcerers are humans or half-elves, but the innate talent for sorcery is unpredictable, and it can show up in any of the common races. Dwarves are the least likely to have this talent, as the bond to arcane magic of the dwarven race is weaker than of the other races, but dwarven sorcerer still exist.

A Sorcerers role in their party tends to be defined based on his spell selection. A sorcerer who focuses on damage-dealing spells becomes a center of the party’s offensive power. Another may rely on more subtle magics, such as charms and illusions, and thus take a quieter role. A party with a sorcerer should strongly consider including a second spellcaster, such as a bard, cleric, druid, or even a wizard, to make up for the sorcerer’s lack of versatility. Since a sorcerer often has a powerful presence that gives him a way with people, they may serve as the “face” for an adventuring party, negotiating, bargaining, and speaking for others. The sorcerer’s spells often help them sway others or gain information, so they makes an excellent spy or diplomat for an adventuring party.

Class Features

Weapon and Armor Proficency

Sorcerers are proficient with daggers, clubs, quarterstaffs, light and heavy crossbows and light and heavy repeating crossbows. They are not proficient with any type of armor because it interferes with a sorcerer’s arcane gestures, which can cause his spells with somatic components to fail.

Familiar

A familiar resembles a small, tough and intelligent animal with some magical properties. A familiar can only be summoned by a sorcerer, and assists its master not just as a pet, but as an useful servant and companion. Granting buffs and other handy abilities, a familiar is the perfect addon for any skilled mage - or those who plan to become one. CLICK ME

Class Abilities

APPROVED SPELL LIST HERE

NoticeNotices