WikiHelpClasses
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This page has a sample of the output of a LIST CLASS WIKIHELP command from the Official CoffeeMUD. It is highly recommended when using any of the CoffeeMUD LIST WIKI commands that you save your results to a log file for easy cut and paste.
Contents
- 1 Modifying this page
- 2 Classes
- 2.1 Abjurer
- 2.2 Alterer
- 2.3 Apprentice
- 2.4 Arcanist
- 2.5 Archon
- 2.6 Artisan
- 2.7 Assassin
- 2.8 Barbarian
- 2.9 Bard
- 2.10 Beastmaster
- 2.11 Burglar
- 2.12 Charlatan
- 2.13 Cleric
- 2.14 Conjurer
- 2.15 Delver
- 2.16 Diviner
- 2.17 Doomsayer
- 2.18 Druid
- 2.19 Enchanter
- 2.20 Evoker
- 2.21 Fighter
- 2.22 Gaian
- 2.23 Gaoler
- 2.24 genmob
- 2.25 Healer
- 2.26 Illusionist
- 2.27 Jester
- 2.28 Mage
- 2.29 Mer
- 2.30 Minstrel
- 2.31 Missionary
- 2.32 Monk
- 2.33 Necromancer
- 2.34 Ninja
- 2.35 Oracle
- 2.36 Paladin
- 2.37 Pirate
- 2.38 PlayerClass
- 2.39 Immortal
- 2.40 Dancer
- 2.41 Purist
- 2.42 Qualifier
- 2.43 Ranger
- 2.44 Reliquist
- 2.45 Sailor
- 2.46 Scholar
- 2.47 Shaman
- 2.48 SkyWatcher
- 2.49 Specialist Mage
- 2.50 mob
- 2.51 Templar
- 2.52 Thief
- 2.53 Transmuter
- 2.54 Trapper
- 2.55 Wizard
Modifying this page
This page is also used for easy section transclusion of classes, for a faster wiki updating process. Do not modify any of the information on this page. If there is an error, please report it in game via the BUG command, so the base information can be updated, instead of just the wiki info.
Classes
Abjurer
Alterer
Apprentice
===Apprentice=== | |
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Description: | An Apprentice may not go past level 1, and qualifies only for the games most common non-combat skills. You are free to move around in the game like anyone else, in order to learn some of the ropes before choosing a more permanent career. When you have decided which of the main classes to go to, you may use the TRAIN command with an appropriate teacher to become the class of your choosing. If you can't find an appropriate teacher, remember that a player of the proper class may be able to help you. Be sure to save yourself a training point for this purpose! |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 5+, Intelligence 5+ |
Practices: | 5 +[(Wisdom/6)+5 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 6 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/9)+(1d4) /lvl]. |
Mana: | 100 +[(Int/10)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18)-1 per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | Gains lots of xp for training to a new class, and gets bonus common skills. |
Weapons: | Must use dagger-like or natural weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a small dagger |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Write Recall (Clan Crafting) (Bandaging) (Play Instrument) (Hand to hand combat) (Swim) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find Home) |
7 | (Meat Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food Preserving) (AutoClimb) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Arcanist
===Arcanist=== | |
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Description: | Also known as the Arcane Rogue, the Arcanist is the thief who has become fascinated with all things arcane, but has little or no innate magical power. He is an accumulator of wands and scrolls; making good use of his limited knowledge to create, improve, and most especially use these items to his devious ends. Arcanists are also just knowledgable enough to learn spells simply by observing their usage, although, lacking any innate power, he forgets them as soon as they are used. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+, Intelligence 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/5)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Intelligence (22), Dexterity (22), Others (18) |
Bonuses: | Magic resistance, 1%/level. Huge discounts when buying arcane potions after 5th level. Ability to memorize spells learned through SpellCraft. Can see wand charges at level 30. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Drow Elf Githyanki Gnome Half Elf Human Merfolk Mindflayer Orc Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Scroll Scribing Read Magic Climb Write Recall (Apothecary) (Swim) (Play Instrument) (Alchemy) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Erase Scroll) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Wands Fire Building (Enchant Arrows) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Clarify Scroll) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Paper Making (Revoke) (Detect Traps) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) |
6 | (Dodge) (Pick Locks) (Find Home) |
7 | Spellcraft (Identify Poison) (Meat Curing) |
8 | (Use Poison) (Disarm) (AutoSwim) (AutoCrawl) |
9 | Parry (Remove Traps) |
10 | (Recharge Wand) (Repairing Aura) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Trip (Lore) |
12 | (Scribe) (Enchant Armor) (Rodsmithing) (Wand Making) (Find Ship) (Gardening) |
13 | Disenchant Wand (Make Maps) |
14 | (Enchant Weapon) (Rapid Shot) |
15 | Power Grab (Enchant Wand) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Detect Invisible) (Ward Area) |
17 | Shadow (Second Attack) |
18 | (Knock) (Food Preserving) (AutoClimb) |
19 | Refit (Detection) |
20 | (Greater Enchant Armor) (Branding) |
21 | Observe |
22 | (Greater Enchant Weapon) (Dampen Auras) |
23 | Mend |
24 | (Disenchant) (Comprehend Languages) |
25 | (Slippery Mind) (Store Spell) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Magic Item |
31 | |
32 | |
33 | |
34 | |
35 |
Archon
Artisan
===Artisan=== | |
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Description: | An Artisan is a professional tradesman who specializes in the common skills that make civilization work. Artisans who focus their skills in particular trees will see their apparent class name reflect this due to Artisanal Focus. The Artisan will never be a great fighter, which makes him a poor choice for exploring those monster filled dungeons. However, the Artisan is still able to advance by using his skills and gaining experience while he does! Artisans, like Apprentices, may still choose to go into a more adventurous profession, but like Apprentices, they are unable to go back. |
Primary Stat: | Wisdom |
Qualifications: | Strength 9+, Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/6)+(1d5) /lvl]. |
Mana: | 100 +[(Int/10)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18)-1 per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Intelligence (22), Dexterity (22), Constitution (22), Charisma (22), Wisdom (22), Others (18) |
Bonuses: | Gains experience when using common skills and no common skill limits. |
Weapons: | Must use dagger-like or natural weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a small dagger |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Recall (Edged Weapon Proficiency) (Excavation) (AutoSwim) (Appraise) (Find Ship) (Cobbling) (Wilderness Lore) (Sword Proficiency) (Lacquering) (Carpentry) (Wand Making) (Textiling) (Embroidering) (Hammer Familiarity) (Cage Building) (Paper Making) (Gem Digging) (Dodge) (Wands) (Engraving) (Axe Proficiency) (Stability) (Gardening) (Foraging) (Farming) (Ship Building) (Tanning) (Branding) (Baking) (Sword Familiarity) (Pottery) (Bandaging) (Natural Weapon Proficiency) (Half Attack) (Distilling) (Drilling) (Haggle) (Masonry) (Speculating) (Marketeering) (Cooking) (Strategic Retreat) (Scrapping) (Rodsmithing) (Taxidermy) (Shearing) (Wainwrighting) (Food Preserving) (Glass Blowing) (Scrimshawing) (Boatwrighting) (Mining) (Baiting) (Siegecrafting) (AutoCrawl) (Painting) (Ranged Weapon Proficiency) (Edged Weapon Familiarity) (Lore) (Blunt Weapon Proficiency) (Decorating) (Leather Working) (Warrants) (Meat Curing) (Blacksmithing) (Fish Lore) (Herbology) (Construction) (Plant Lore) (Wood Chopping) (Jewel Making) (Instrument Making) (Staff Proficiency) (Hammer Proficiency) (Ship Lore) (Costuming) (HammerRing) (Play Instrument) (Locksmithing) (Weaponsmithing) (Smelting) (Searching) (Weaving) (Shield Familiarity) (Cover Defence) (Landscaping) (Trip) (Clan Crafting) (Parry) (Axe Familiarity) (Dyeing) (Staff Familiarity) (Smoke Rings) (Kick) (Food Prep) (Butchering) (Composting) (Climb) (Find Home) (Tailoring) (Cage) (Floristry) (Fletching) (AutoClimb) (Write) (Blunt Weapon Familiarity) (Swim) (Sculpting) (Mounted Combat) (Trawling) (Animal Husbandry) (Irrigation) (Fishing) (Staff Making) (Fire Building) (Ranged Weapon Familiarity) (Armorsmithing) (Hunting) |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | (Clan Ship Building) |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 | |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | |
30 | (Master Gardening) (Master Leather Working) (Master Armorsmithing) (Master Food Prep) (Master Weaponsmithing) (Master Herbology) (Master Lacquering) (Master Costuming) (Master Baking) (Master Trawling) (Master Fishing) (Master Mining) (Master Tailoring) (Master Distilling) (Master Drilling) (Master Floristry) (Master Foraging) (Master Gem Digging) (Master Dyeing) (Master Shearing) (Master Farming) (Master Cooking) (Master Wood Chopping) (Master Butchering) |
31 | |
32 | |
33 | |
34 | |
35 |
Assassin
===Assassin=== | |
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Description: | Assassins reflect the darkest and most wicked side of the rogue. The dealing of death becomes a goal in itself, the epitome of evil. The assassin becomes so centered on this art that he begins to slow his pace, learning and contemplating each "mark" as the best method of killing them becomes clear. They also learn skills in keeping track of and tracking down their marks, as well as other means of making life for the targeted miserable, and short. The assassin can use any weapons, unlike the standard thief, though his armor is still restricted. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 5+, Wisdom 5+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Wisdom (22), Others (18) |
Bonuses: | Strong resistance to all poisons at 21st level. |
Weapons: | May use any weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Mark Edged Weapon Specialization Ranged Weapon Specialization Climb Write Recall (Apothecary) (Swim) (Play Instrument) (Sword Specialization) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Kick) (Dagger Specialization) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Kill Log) (Sneak Attack) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Identify Poison) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Dirt (Wands) (Detect Traps) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Dagger Defense (Dodge) (Pick Locks) (Find Home) |
7 | Invisibility to Mark (Hand to hand combat) (Meat Curing) |
8 | (Disarm) (Shadow) (AutoSwim) (AutoCrawl) |
9 | Parry (Flailing Weapon Specialization) |
10 | (Spying) (Back Stab) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Trip (Critical Strike) |
12 | (Use Poison) (Two Weapon Fighting) (Blunt Weapon Specialization) (Find Ship) (Gardening) |
13 | Analyze Mark (Observe) |
14 | (Shadowpass) (Assassinate) |
15 | Second Attack (Axe Specialization) (True Shot) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Half Attack (Cut Throat) (Dual Parry) |
17 | Critical Shot (Hammer Specialization) |
18 | Scratch (Peek) (Sap) (Food Preserving) (AutoClimb) |
19 | High Marks (Polearm Specialization) (Two Dagger Fighting) |
20 | (Lay Traps) (Stability) (Branding) |
21 | (Mark Spying) (Tap Room) |
22 | (Flank) (Ambush) |
23 | Frame Mark (Cleave) |
24 | (Evesdrop) (Tumble) |
25 | (Deep Cut) (Espionage) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Shadowstrike |
31 | |
32 | |
33 | |
34 | |
35 |
Barbarian
===Barbarian=== | |
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Description: | Barbarians are the wild warriors of the frontier. Their ability to deal large amounts of damage in combat, as well as inspire combative behaviors in others makes them especially ferocious. They are fond of mastering numerous weapons, and building up their bodies, though they distrust metal armors, and may not wear them without difficulties.
How to play: Barbarian combat skills make them desirable as group members. While their non-metal armor restriction can sometimes hurt their nomination as tanks, their ability to deal and absorb large amounts of damage can more than make up for anything lacked. Because of this, the Barbarian flourishes as well alone as in groups.
The Barbarian is every bit as strong a fighter as a pure Fighter, and has that extra combative edge that many players look for in a Class. Players who dislike subtlety and enjoy straight up hack-and-slash playing will enjoy the Barbarian's simple destructive style. |
Primary Stat: | Strength |
Qualifications: | Strength 9+, Constitution 9+ |
Practices: | 3 +[(Wisdom/6)-1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/8)+(1d2)/lvl]. |
Movement: | 100 +[8X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Constitution (22), Others (18) |
Bonuses: | Damage reduction 1pt/5 levels. A 1%/level resistance to Enchantments. Bonus conquest and duel experience. Bonus max dex/15 levels when torso and body are bare. |
Weapons: | May use any weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Armor Specialization Sword Specialization Shield Specialization Recall Write Ranged Weapon Specialization Charge (Edged Weapon Specialization) (Blunt Weapon Specialization) (Bandaging) (Play Instrument) (Axe Specialization) (Flailing Weapon Specialization) (Hammer Specialization) (Hand to hand combat) (Wilderness Lore) (Smoke Rings) (Polearm Specialization) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Kick) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Parry Fire Building (Two Weapon Fighting) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Shield Bash) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Smoke Signals (Scalping) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Cleave) (Battle Cry) (Find Home) |
7 | Disarm (Dodge) (Meat Curing) |
8 | Blood Brother (Rescue) (Berzerk) (AutoSwim) (AutoCrawl) |
9 | Second Attack (Armor Tweaking) |
10 | (Apothecary) (Spring Attack) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Dirt (Jungle Tactics) |
12 | (Swamp Tactics) (Intimidation) (Find Ship) (Gardening) |
13 | War Cry (Desert Tactics) |
14 | (Improved Throwing) (Mountain Tactics) |
15 | Weapon Break (Climb) (Whiplash) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Sweep) (Rally Cry) |
17 | Mounted Combat (Hills Tactics) |
18 | (Endurance) (Food Preserving) (AutoClimb) |
19 | Identify Poison |
20 | (Half Attack) (Scrapping) (Branding) |
21 | Roll With Blows |
22 | (Forest Tactics) |
23 | Bullrush |
24 | (Fragmentation) (Plains Tactics) |
25 | Stone Body |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Shrug Off |
31 | |
32 | |
33 | |
34 | |
35 | Monkey Grip |
Bard
===Bard=== | |
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Description: | Bards are traveling singers, whose "songs" can possess powerful magic. They are highly desired group members for the inspiration they bring to their team members, and the great stings they provide to their enemies. They possess the same weapon and armor restrictions as thieves, but also qualify for many thief skills.
Bard is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include the Charlatan, Dancer, Minstrel, and the Jester.
How to play: The great strength of the bard is in his wide assortment of skills, and in his powerful songs. The bard may try his hand as the lonesome traveler, but will find his skills still put him behind his peers. It is in the company of other, more powerful classes, that the bard will flourish. And because of the unique nature of his magic, and how his skills will always affect groups, that groups will always want to have a bard along.
Bards are as weak as thieves in combat, and lack their general sneakiness, so in the company of others must the bard find his path to greatness, filling any skill gaps in almost any group with the appropriate magic or ability. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Charisma (25), Others (18) |
Bonuses: | Receives group bonus combat experience when in an intelligent group, and more for a group with players. Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Half Elf Halfling Human Merfolk Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Befriend Haggle Awareness Recall Nothing Write (Bandaging) (Play Instrument) (Sword Specialization) (Hand to hand combat) (Smoke Rings) (Ranged Weapon Specialization) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Seeing (Lore) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Valor (Climb) (Wands) (Hide) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Suave (Appraise) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Armor Babble (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Clumsiness (Find Home) |
7 | Rage (Dodge) (Meat Curing) |
8 | Muting (Distract) (AutoSwim) (AutoCrawl) |
9 | Serenity (Peek) |
10 | Friendship Revelation (Unbinding) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Drunkenness Comprehension |
12 | Mercy Health (Find Ship) (Gardening) |
13 | Make Maps Silencing (Trip) |
14 | Dexterity (Two Weapon Fighting) |
15 | Protection (Detect Traps) (Song Write) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Mana (Read Magic) |
17 | Quickness (Second Attack) |
18 | Flight Lethargy (Food Preserving) (AutoClimb) |
19 | Knowledge (Swipe gold) |
20 | Blasting (Branding) |
21 | Strength Thanks |
22 | Distraction Lullaby |
23 | Flying (Steal) |
24 | Death Disgust |
25 | Rebirth |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Ode |
31 | |
32 | |
33 | |
34 | |
35 |
Beastmaster
===Beastmaster=== | |
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Description: | Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular jungle, being both the guardian and master steward of the animal kingdom. Unlike the other druids then, the beastmaster takes great pride in his animal changing abilities, and receives many more animal forms as he progresses in level. The beastmaster is also more accutely aware of the dangers of the wild, and is thus a much more physical and able fighter than other druids tend to be.
How to play: The Beastmaster is the perfect loner druid class, though he is never truly alone with all the animals he can summon to his side. He also has numerous ways of enhancing his own innate fighting ability through magical chants, making him formidable even when adventuring without animal companions. |
Primary Stat: | Constitution |
Qualifications: | Dexterity 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Dexterity (22), Constitution (22), Others (18) |
Bonuses: | When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Read Runes Shape Shift Bestow Name Write Animal Bonding Recall (Sense Pregnancy) (Scroll Scribing) (Revoke) (Druidic Pass) (Hand to hand combat) (Shards) (Swim) (Wilderness Lore) (Play Instrument) (Harden Skin) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Locate Animals (Kick) (Sense Poison) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Speak With Animals (Eaglesight) (Sense Age) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Calm Animal (Dodge) (Eel Shock) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Feel Hunger) (Cheetah Burst) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Second Totem (Venom Ward) (Cleave) (Find Home) |
7 | Animal Friendship (Identify Poison) (Bite) (Natural Balance) (Meat Curing) |
8 | Trip (Natural Order) (Animal Companion) (Fur Coat) (AutoSwim) (AutoCrawl) |
9 | (Call Companion) (Disarm) (Camelback) |
10 | Charm Animal (Intimidation) (Enhance Body) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Third Totem (Fertility) (Bull Strength) (Call Mate) |
12 | Fish Gills (Yearning) (Second Attack) (Pin) (Find Ship) (Gardening) |
13 | Summon Animal (Bind) |
14 | (Cats Grace) (Observe) |
15 | Hawkeye (Animal Training) (Blind Fighting) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Fourth Totem (Animal Spy) |
17 | (Speed Birth) (Give Life) (Summon Plague) |
18 | Hibernation (Ant Train) (Food Preserving) (AutoClimb) |
19 | Bloodhound (Speed Aging) |
20 | (Scrapping) (Animal Growth) (Soaring Eagle) (Branding) |
21 | Fifth Totem (Berzerk) |
22 | Neutralize Poison (Half Attack) |
23 | (Find Mate) (Unicorns Health) |
24 | Summon Fear (Ambush) |
25 | Rend (Crossbreed) (Dragonsight) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Pack Call |
31 | |
32 | |
33 | |
34 | |
35 | Uplift |
Burglar
===Burglar=== | |
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Description: | The burglar is the thief who has made the accumulation of wealth and power his center of being, to the detriment of all else. The taking of the property of others by stealth, wits, or even charm makes him the bane of the rich and lawful alike. This most purist of thieves also has superior skill at being undetected in the performance of these dastardly deeds, though he stands at a slight disadvantage to better trained thieves if caught. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+, Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Charisma (22), Others (18) |
Bonuses: | Bonus experience for using certain skills. |
Weapons: | Must use sword, daggers, flailed, blunt, or natural weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Climb Write Swipe gold Recall (Swim) (Play Instrument) (Flailing Weapon Specialization) (Bandaging) (Smoke Rings) (Blunt Weapon Specialization) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Underground Connections) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Appraise (Palm) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Intimidation) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Detect Traps (Wands) (Tag Turf) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Fence Loot) (Dodge) (Pick Locks) (Find Home) |
7 | Peek (Informant) (Observe) (Meat Curing) |
8 | (Disarm) (Remove Traps) (AutoSwim) (AutoCrawl) |
9 | Listen (Forgery) |
10 | (Back Stab) (Improved Hiding) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Steal (Turf War) |
12 | (Slip Item) (Improved Peek) (Find Ship) (Gardening) |
13 | Detection (Plant Item) |
14 | (Improved Swipe) (Bribe) |
15 | Silent AutoGold (Hide Other) (Read Magic) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Silent AutoLoot) (Safecracking) |
17 | Second Attack (Silent Drop) (Blind Fighting) |
18 | (Robbery) (Make Maps) (Silent Open) (Food Preserving) (AutoClimb) |
19 | Sense Law (Mug) (Safehouse) |
20 | (Lore) (Half Attack) (Footlocks) (Branding) |
21 | Strip Item (Racketeer) |
22 | (Improved Steal) (AutoSwipe) |
23 | Tumble (Analyze Item) |
24 | (Con) (Linguistic Comprehension) |
25 | Embezzle (Hide In Plain Sight) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Contract Hit |
31 | |
32 | |
33 | |
34 | |
35 |
Charlatan
===Charlatan=== | |
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Description: | The Charlatan is the master of deception and disguise. Often praised because of his natural acting ability, as well as his highly social nature, the Charlatan can be quite antisocial if he chooses, and extremely annoying to other players almost without trying.
How to play: The Charlatan is also a natural spy in muds with numerous players, and has an extremely wide assortment of skills. More than any other class, the Charlatan can taste the powers of all other classes, sometimes with real skill, and sometimes only in seeming. For this reason, the Charlatan is ideal for those who want a taste of all classes, or at least to seem like he is. He is a natural group member, being able to fit almost any role by using his varied skills, or by tricking his group members into thinking he belongs in the role they require. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+, Wisdom 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Charisma (22), Wisdom (22), Others (18) |
Bonuses: | Receives 2% resistance per level to mind affects, 4% resistance per level to divination spells. Non-class skills become cheaper at 30th level. Gains a random non-class skill or spell every other level! Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Drow Githyanki Gnome Half Elf Human Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Haggle Befriend Write Sword Specialization Recall Nothing (Edged Weapon Specialization) (Ranged Weapon Specialization) (Hand to hand combat) (Swim) (Play Instrument) (Bandaging) (Costuming) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Revoke (Swipe gold) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Disguise (Climb) (Hide) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Suave (Mark) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) |
5 | Light Placebo Strike The Set (Rescue) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Songcraft (Read Magic) (Find Home) |
7 | Imitate (Cast Blocking) (Meat Curing) |
8 | (Decipher Script) (Wands) (Mask Faith) (Distract) (AutoSwim) (AutoCrawl) |
9 | Prestidigitation (Break A Leg) (Warrants) |
10 | (Dodge) (Awareness) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Comprehension False Arrest |
12 | Spellcraft (Rage) (Track) (Magic Missile) (Find Ship) (Gardening) |
13 | Make Maps (Trip) |
14 | Analyze Mark (Upstage) |
15 | Chantcraft Placebo (Protection) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Shuffle Thiefcraft (Exit Stage Left) |
17 | (Summon Plants) (Second Attack) |
18 | Prayercraft (Cure Light Wounds) (Mana) (Food Preserving) (AutoClimb) |
19 | Knowledge (Curtain Call) |
20 | Detection Monologue (Branding) |
21 | Thanks (Locate Object) |
22 | (Ad Lib) (Parry) |
23 | Con (Strength) |
24 | Disgust (Frame Mark) |
25 | Mark Disguise |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Master Costuming) |
31 | |
32 | |
33 | |
34 | |
35 |
Cleric
===Cleric=== | |
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Description: | Clerics are the great vassals of the Gods. Through them the wonders of both good and evil are possible. Clerics possess great magical abilities in their numerous "prayers". While their weapon choices are limited to their alignment, they may wear any type of armor.
The Cleric is the general of priests, appeasing all the gods equally, or choosing to focus on one at his whim. However, should the cleric wish to show true devotion, he can gain levels in specialist classes which may or may not be available to him, depending on his disposition. These classes include: Templar, Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.
How to play: The first, last, and greatest strength of the good Cleric is in his ability to heal, just as the ability to harm aids the evil Cleric. A Cleric is unique in his ability to flourish either alone or in groups, being moderately skilled in combat, and having the healing ability to last a long time in a tough fight. Clerics are highly desired for groups, however, as the lead fighter in the group will want the Cleric's healing touch in battle.
The only weakness of the Cleric is offensively, which the evil Cleric will make up for with harmful magic, and the good Cleric will compensate for with healing spells to last out the battle. With a balanced approach, the Cleric can gain experience with the efficiency of a fighter. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Wisdom (25), Others (18) |
Bonuses: | |
Weapons: | Evil must use polearm, sword, axe, edged, or daggers. Neutral must use blunt, ranged, thrown, staff, natural, or sword. Good must use blunt, flailed, natural, staff, or hammer. |
Armor: | May wear any armor. |
Limitations: | Using prayers outside your alignment introduces failure chance. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read Prayer Write Convert Recall (Relics) (Marry) (Restore Smell) (Scroll Scribing) (Revoke) (Annul) (Cure Light Wounds) (Christen) (Swim) (Play Instrument) (Cause Light Wounds) (Disown) (Bandaging) (Divorce) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sense Evil) (Sense Life) (Sense Good) (Death Guard) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Desecrate) (Sacrifice) (Bury) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Protection Law) (Protection Evil) (Protection Chaos) (Protection Good) (Protection Undead) (Death Knell) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Control Undead Turn Undead (Cure Deafness) (Sense Chaos) (Sense Law) (Deafness) (Create Food) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Sense Injury) (Cure Serious Wounds) (Cause Serious Wounds) (Create Water) (Find Home) |
7 | (Curse) (Sense Alignment) (Bless) (Meat Curing) |
8 | (Anti Undead Field) (Freedom) (Protection Paralyzation) (Paralyze) (AutoSwim) (AutoCrawl) |
9 | (Dispel Good) (Sense Invisible) (Dispel Evil) |
10 | (Sense Magic) (Incite Dead) (Restore Voice) (Silent) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Protection Poison) (Unholy Poison) (Remove Poison) |
12 | (Dispel Law) (Protection Disease) (Plague) (Hold Undead) (Dispel Chaos) (Cure Disease) (Find Ship) (Gardening) |
13 | (Blood Curse) (Sanctuary) (Protect Health) |
14 | (Cause Critical Wounds) (Sense Hidden) (Mercy) (Cure Critical Wounds) |
15 | (Remove Curse) (Holy Aura) (Great Curse) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Anger) (Awaken) (Calm) (Sanctify Room) |
17 | (Blindsight) (Infuse Impunity) (Infuse Moderation) (Infuse Holiness) (Infuse Balance) (Blindness) (Unholy Portent) (Infuse Discipline) (Cure Blindness) (Infuse Unholiness) (Half Attack) |
18 | (Drain) (Blade Barrier) (Dream Feast) (Protection Elements) (Food Preserving) (AutoClimb) |
19 | (Godstrike) (Hellfire) (Thunderbolt) (Corpse Walk) |
20 | (Devourer Curse) (Mass Mobility) (Mass Freedom) (Mass Paralyze) (Branding) |
21 | (Heal) (Protection Outsiders) (Harm) (Stasis) |
22 | (Bless Item) (Curse Item) (Neutralize Item) (Bloat Bomb) |
23 | (Mass Harm) (Joyous Rapture) (Linked Health) (Mass Heal) |
24 | (Word of Law) (Unholy Word) (Word of Chaos) (Nullification) (Snake Staff) (Holy Word) |
25 | (Animate Dead) (Resurrect) (Regeneration) (Protection Curses) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Deathfinger) (Contagion) (Restoration) |
31 | |
32 | |
33 | |
34 | |
35 | Planar Travel |
Conjurer
Delver
===Delver=== | |
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Description: | The Delver is a stolid druid of caves and the underdark, being the guardian of the rocks and stone and the cold caverns of the deep. The Delver is unconcerned with plants or the sky or the doings of the weather, or any of the creatures that live upon it, relying rather on the solid earth to draw his power from. For this reason, the Delver is particularly at home among the rocks, and is able to call upon them to aid him at need.
How to play: The Delver requires little in the way of precasting or planning, so long as he stays in cave or rocky environments. He is able to instantly call upon the rocks and stones to help him in combat, and is friend to golems and stone creatures. For this reason, the Delver is better able to fit into groups who wish to adventure in the mountains and the underground, and can be a valuable leader when its time to enter the deep dark. |
Primary Stat: | Constitution |
Qualifications: | Strength 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d6) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Constitution (22), Others (18) |
Bonuses: | Can create a druidic connection with an area. Benefits from freeing animals from cities. |
Weapons: | Must use stone, crystal, metal, or glass weapons. |
Armor: | Must wear stone, crystal, or metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a short sword |
Races: | Drow Duergar Dwarf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | My Plants Fishing Climb Read Runes Summon Pool Write Summon Fungus Recall (Scroll Scribing) (Revoke) (Swim) (Wilderness Lore) (Play Instrument) (Bandaging) (Smoke Rings) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Summon Water) (Tether) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Cave Fishing Fire Building (Darkvision) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Sense Metal) (Boulderbash) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Shards (Deep Darkness) (Strike Barren) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Mold) (Magnetic Field) (Find Home) |
7 | Endure Rust (Brittle) (Deep Thoughts) (Meat Curing) |
8 | (Fodder Signal) (Den) (AutoSwim) (AutoCrawl) |
9 | Earthpocket (Rockfeet) |
10 | (Golem Form) (Crystal Growth) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Plant Pass (Cave-In) |
12 | (Rockthought) (Snatch Light) (Find Ship) (Gardening) |
13 | Drifting (Distant Fungal Growth) |
14 | (Stonewalking) (Earthfeed) |
15 | Sacred Earth (Fungal Bloom) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Sense Ores) (Brown Mold) |
17 | Quake (Magnetic Earth) (Fertile Cavern) |
18 | (Fungus Feet) (Labyrinth) (Food Preserving) (AutoClimb) |
19 | Tremor Sense (Rust Curse) |
20 | Sense Fluids (Stone Friend) (Scrapping) (Branding) |
21 | Sense Gems (Worms) |
22 | (Homeopathy) (Unbreakable) |
23 | Find Ore (Magma Cannon) (Mass Fungal Growth) |
24 | (Find Gem) (Volcanic Chasm) |
25 | Metal Mold (Summon Rock Golem) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Explosive Decompression) |
31 | |
32 | |
33 | |
34 | |
35 |
Diviner
Doomsayer
===Doomsayer=== | |
---|---|
Description: | Doomsayers are very special servants of the gods, whose proclaimations of fire and brimstone give them resistance to fire attacks, as well as special powers controlling it. They are an evil aligned class and chaotically inclined and so will fumble good or lawful prayers. However, the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers that only the doomsayer can claim.
How to play: The Doomsayer is easily the most wicked, cruel, and hated of all the Clerics. He is best played as a loner in cities, bringing the wrath of his God wherever he goes. |
Primary Stat: | Wisdom |
Qualifications: | Strength 9+, Wisdom 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Wisdom (22), Others (18) |
Bonuses: | Receives 1 pt damage reduction/level from fire attacks. |
Weapons: | Must use polearms, axes, swords, daggers, or edged weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles good prayers, and fumbles all prayers when alignment is above 500. Qualifies and receives evil prayers. Using non-aligned prayers introduces failure chance. Vulnerable to cold attacks. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Polearm Specialization Read Prayer Revoke Ember Write Convert Recall (Relics) (Scroll Scribing) (Annul) (Swim) (Play Instrument) (Bandaging) (Divorce) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Rot (Curse Flames) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Desecrate Fire Building (Darkening Aura) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Protection Good (Protection Fire) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Deafness (Faithless) (Sense Law) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Tongues (Flame Weapon) (Cause Fatigue) (Find Home) |
7 | Curse (Protection Law) (Hunt Law) (Inflict Cannibalism) (Meat Curing) |
8 | Paralyze (Protection Paralyzation) (AutoSwim) (AutoCrawl) |
9 | (Curse Metal) (Intimidation) |
10 | Sense Magic (Curse Mind) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Unholy Poison (Protection Poison) |
12 | (Dispel Law) (Protection Disease) (Plague) (Find Ship) (Gardening) |
13 | Blood Curse (Fortress) |
14 | (Aura of Harm) (Demonshield) |
15 | Great Curse (Mass Deafness) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Anger) (Sense Parish) (Daily Bread) |
17 | Blindness (Infuse Impunity) (Infuse Unholiness) (Half Attack) |
18 | (Doom Aura) (Protection Elements) (Mass Tongues) (Food Preserving) (AutoClimb) |
19 | Hellfire (Curse Luck) (Religious Doubt) |
20 | (Mass Paralyze) (Mass Blindness) (Branding) |
21 | Corruption (Demonic Consumption) (Condemnation) |
22 | Curse Item (Neutralize Item) |
23 | (Doomspout) (Curse Minds) |
24 | Unholy Word (Word of Chaos) (Nullification) |
25 | Elemental Aid (Regeneration) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Fire Healing |
31 | |
32 | |
33 | |
34 | |
35 |
Druid
===Druid=== | |
---|---|
Description: | Druids are mystical guardians of the natural world, and the wielders of natures grandest powers. They may not wear metal, and can only use a small set of natural weapons, but their notorious health and magical chants more than make up for this. Like the natural world, Druids are restricted to a moderate neutral alignment in order for their chants to work reliably.
Druid is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Delver, Beastmaster, Gaian, Mer, and SkyWatcher.
How to play: The druid is the most complex class to play. Most of his magic requires the assistance of numerous spells to bear fruit, but the benefits make the complexity well worth it. The druid is also best fit for travelling with animal armies of his own creation. In groups, the druid can assist with some extra fire power at high levels. For the most part though, it is alone that the druid will flourish, forming his own animal groups to make up for his weakness in combat.
Although weak in melee combat, due to equipment and skill limitations, the druid is capable of marshaling all the powers of animals and plants to aid in the vanquishing of foes for experience. At higher levels, as the powers of weather come into play, the Druid will find their magical prowess unequaled by any other class. |
Primary Stat: | Constitution |
Qualifications: | Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (25), Others (18) |
Bonuses: | Will gain random qualified chants. When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | My Plants Druidic Pass Climb Read Runes Shape Shift Write Swim Recall (Scroll Scribing) (Revoke) (Hand to hand combat) (Bestow Name) (Summon Plants) (Shards) (Wilderness Lore) (Play Instrument) (Harden Skin) (Predict Weather) (Bandaging) (Staff Specialization) (Herbology) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Shearing) (Hunting) |
2 | (Summon Water) (Sense Poison) (Locate Plants) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Summon Food) (Life Echoes) (Moonbeam) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Tangle) (Summon Fire) (Locate Animals) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Fortify Food) (Eaglesight) (Feel Electricity) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Treeform) (Calm Animal) (Sunray) (Find Home) |
7 | (Feel Hunger) (Natural Balance) (Goodberry) (Feel Cold) (Meat Curing) |
8 | (Venom Ward) (Natural Order) (Warp Wood) (Control Fire) (AutoSwim) (AutoCrawl) |
9 | (Call Companion) (Water Walking) (Calm Wind) (Barkskin) |
10 | (Feel Heat) (Grow Club) (Brittle) (Animal Friendship) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Venomous Bite) (Wind Gust) (Plant Pass) |
12 | (Fish Gills) (Treemind) (Whisperward) (Find Ship) (Gardening) |
13 | (Plant Bed) (Lightning Ward) (Hold Animal) |
14 | (Cold Ward) (Illusionary Forest) (Earthfeed) (Hippieness) |
15 | (Charm Animal) (Plant Lore) (Fertilization) (Herbalism) (Calm Weather) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Shillelagh) (Fire Ward) (Summon Peace) |
17 | (Distant Growth) (Quake) (Summon Plague) |
18 | (Reabsorb) (Gas Ward) (Hibernation) (Plant Maze) (Food Preserving) (AutoClimb) |
19 | (Summon Animal) (Summon Heat) (Nectar) (Sense Sentience) |
20 | (Scrapping) (Grapevine) (Summon Insects) (Summon Cold) (Branding) |
21 | (Sense Pregnancy) (Plant Snare) (Animal Spy) (Summon Rain) (Sense Fluids) |
22 | (Sense Plants) (Find Plant) (Treemorph) (Summon Wind) (Neutralize Poison) |
23 | (Find Ore) (Sense Ores) (Summon Mount) (Grow Item) (Summon Lightning) |
24 | (Sense Age) (Find Gem) (Charm Area) (Summon Elemental) (Summon Fear) (Sense Gems) |
25 | (Feralness) (Summon Sapling) (Speed Time) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Reincarnation |
31 | |
32 | |
33 | |
34 | |
35 | (Plane Walking) |
Enchanter
Evoker
Fighter
===Fighter=== | |
---|---|
Description: | Fighters are brutish weapon masters, skilled in the art of killing. They may specialize in any weapon type, and learn numerous new fighting techniques as they advance in level. Fighters receive more hit points and attack bonuses per level than any other class, and are invaluable in a close melee.
Fighter is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Monk, Ranger, Paladin, and Barbarian.
How to play: The fighters strength is in his domination of pure combat. When playing alone, a fighter is fully capable of gaining the necessary experience. However, the fighter may choose to lead a group to gain an even greater advantage. As the tank (primary melee combatant) in a group, the fighter will give the group the benefit of his superior armor and fighting skill, while benefitting from the healing spells of a cleric, or the magical aids of a mage.
The fighters greatest weakness is his inability to move secretly, or get into or out of tricky spots. For this reason, the fighter outside of a group should steer towards simple combat areas, and be content only with the treasures obtains from his kills. |
Primary Stat: | Strength |
Qualifications: | Strength 9+ |
Practices: | 3 +[(Wisdom/6)-1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/8)+(1d2)/lvl]. |
Movement: | 100 +[7X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (25), Others (18) |
Bonuses: | Receives bonus conquest experience and bonus duel experience. |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Blunt Weapon Specialization Armor Specialization Sword Specialization Axe Specialization Shield Specialization Flailing Weapon Specialization Hammer Specialization Hand to hand combat Recall Write Polearm Specialization Ranged Weapon Specialization (Bandaging) (Play Instrument) (Smoke Rings) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Kick) (Armor Tweaking) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Parry Fire Building (Two Weapon Fighting) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Shield Bash) (Searching) (Weapon Sharpening) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Rescue (Whipsmack) (Cleave) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Subdue Disarm (Find Home) |
7 | (Rapid Shot) (Dodge) (Meat Curing) |
8 | Second Attack (True Shot) (AutoSwim) (AutoCrawl) |
9 | (Critical Strike) (Shield Block) |
10 | Blind Fighting (Toughness) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Dirt) (Mounted Combat) |
12 | Weapon Break (Find Ship) (Gardening) |
13 | (Wands) (Dual Parry) |
14 | Trip (Toughness II) |
15 | (Sweep) (Climb) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Roll With Blows (Critical Shot) |
17 | (Whomp) (Desperate Moves) |
18 | Third Attack (Toughness III) (Food Preserving) (AutoClimb) |
19 | (Endurance) (Point Blank Shot) |
20 | Tumble (AutoBash) (Branding) |
21 | (Opponent Knowledge) (Urban Tactics) |
22 | Improved Shield Defence (Berzerk) |
23 | (Cover Defence) (Weapon Catch) |
24 | Counter-Attack Called Strike |
25 | (Heroism) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Coup de Grace |
31 | |
32 | |
33 | |
34 | |
35 |
Gaian
===Gaian=== | |
---|---|
Description: | The Gaian is the druid of the green earth, watching over the plants, trees and all growing things. The gaian has a very special relationship with the plants and trees, having special abilities to make almost any location he steps into a sanctuary for his leafed friends. So in tune with green things is the gaian that sunlight can actually give his green tinted skin additional powers, though the darkness will slightly weaken his chanting stamina. The gaian can also call on the plants and trees around him to aid in him combat, to hide him from foes, or even to provide him with the things one would normally have to seek civilization for.
How to play: The Gaian, so long as he stays around green plants, is a formidable foe to all enemies of nature. The gaian can call all aspects of the plants to his aid, and can always find sanctuary in the green plants during times of trouble. The gaian is weak in native combat abilities, like the other druids, but can make up for it with creative pre-casting, and good use of the power of nature during combat. |
Primary Stat: | Constitution |
Qualifications: | Wisdom 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (22), Wisdom (22), Others (18) |
Bonuses: | Attains Greenskin (sunlight based bonuses/penalties) at level 5. At level 30, becomes totally undetectable in wilderness settings while hidden. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Elf Githyanki Half Elf Human Lizard Man Merfolk |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | My Plants Druidic Pass Climb Read Runes Foraging Write Summon Plants Recall (Scroll Scribing) (Revoke) (Hand to hand combat) (Summon Flower) (Shards) (Swim) (Wilderness Lore) (Play Instrument) (Bandaging) (Herbology) (Smoke Rings) (Summon Herbs) (Fishing) (Drilling) (Gem Digging) (Shearing) (Hunting) |
2 | Floristry (Locate Plants) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Summon Food Fire Building (Summon Ivy) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Free Vine (Summon Vine) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Fortify Food) (Blunt Weapon Specialization) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Barkskin (Summon Sun) (Sense Sentience) (Find Home) |
7 | Know Plants (Woodland Hide) (Plant Self) (Goodberry) (Meat Curing) |
8 | (Grow Club) (Root) (AutoSwim) (AutoCrawl) |
9 | Plant Lore (Killer Vine) (Plant Pass) |
10 | Plant Form (Herbalism) (Summon Tree) (Smelting) (Jewel Making) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Farming (Plant Bed) (Vine Weave) (Summon Seeds) |
12 | Plant Wall (Shillelagh) (Find Ship) (Gardening) |
13 | Summon Seaweed (Distant Growth) (Summon FlyTrap) |
14 | Plant Maze (Thorns) (Earthfeed) |
15 | Sense Plants (Summon Houseplant) (Poisonous Vine) (Control Plant) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Blight) (Grow Item) |
17 | Find Plant (Plant Snare) (Plant Constriction) |
18 | (Vampire Vine) (Chlorophyll) (Food Preserving) (AutoClimb) |
19 | Distant Overgrowth (Plant Choke) |
20 | Grapevine (Scrapping) (Sapling Workers) (Branding) |
21 | (Vine Mass) (Treehouse) |
22 | Tap Grapevine (Grow Food) (Grow Forest) |
23 | (Distant Ingrowth) (Plant Trap) |
24 | Summon Sapling (Charm Area) |
25 | (Sweet Scent) (Shamblermorph) |
26 | (Master Floristry) |
27 | |
28 | |
29 | (Master Herbology) |
30 | Grow Oak |
31 | |
32 | |
33 | |
34 | |
35 |
Gaoler
===Gaoler=== | |
---|---|
Description: | The Gaoler (pronounced like Jailer), is the ancient dungeon keeper. He specializes in those implements and activities which reflect the worst and most sadistic side of human nature. Although not much use as an adventurer, a player with a Gaoler background can be a valuable member of a clan, or a man-for-hire. |
Primary Stat: | Strength |
Qualifications: | Strength 5+, Dexterity 5+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/6)+(1d5) /lvl]. |
Mana: | 100 +[(Int/10)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18)-1 per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Strength (24), Dexterity (24), Others (18) |
Bonuses: | Gains experience when using certain skills, the screams of victims from certain skills per hr, sleeping by an occupied cell, feeding inmates bad food. |
Weapons: | Must use flailed weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a long leather whip |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Write Flailing Weapon Specialization Smoke Rings Recall (Baking) (Hand to hand combat) (Cooking) (Swim) (Play Instrument) (Clan Crafting) (Food Prep) (Bandaging) (Floristry) |
2 | Gaol Food (Butchering) |
3 | Body Piercing Fire Building (Groin) |
4 | (Searching) (Tanning) |
5 | Blacksmithing (Whipsmack) (Nipple Twist) |
6 | (Carpentry) (Find Home) |
7 | Tattooing (Meat Curing) |
8 | (Prison Assignment) (Locksmithing) (AutoSwim) (AutoCrawl) |
9 | Warrants |
10 | (Hide) (Siegecrafting) |
11 | Brainwash |
12 | Arresting Sap (Find Ship) (Gardening) |
13 | (Prisoner Transfer) (Handcuff) |
14 | Tar And Feather |
15 | (Flay) (Whiplash) (Composting) |
16 | (Torturesmithing) |
17 | (Leeching) |
18 | Collect Bounty (Food Preserving) (AutoClimb) |
19 | (Arrest) |
20 | Behead (Branding) |
21 | (Stoning) |
22 | Slave Trading (Lobotomizing) |
23 | (Enslave) |
24 | Jail Key |
25 | (Chirgury) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Amputation |
31 | |
32 | |
33 | |
34 | |
35 |
genmob
===genmob=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | None |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | |
Weapons: | No limitations. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find Home) |
7 | (Meat Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food Preserving) (AutoClimb) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Healer
===Healer=== | |
---|---|
Description: | Healers project the most benevolent aspects of their gods by bringing life and good health to those around them. The Healer is so adept at these arts that his or her healing prayers are more powerful than those cast by any other cleric. The Healer gets a special prayers known only to the Healer, including the great Aura of Healing at 30th level. The Healer is a good aligned class and chaotically inclined.
How to play: More than any other cleric, the Healer is a most desirable group member. There is no ailment, no weakness, no problem almost that the Healer can not cure through the power of his god. In the heat of battle, or in the periods in between, the Healer is a valued friend to those who take the brunt of battle. The Healer can also try it alone if he likes, if he is willing to use patience and plenty of cure spells to outlast his opponents. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Charisma (22), Wisdom (22), Others (18) |
Bonuses: | All healing prayers give bonus healing. Attains healing aura after 30th level. |
Weapons: | Must use hammers, staves, flailed, natural, or blunt weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles evil prayers. Qualifies and receives good prayers. Using non-aligned prayers introduces failure chance. |
Starting Equipment: | a small mace |
Races: | Aarakocran Dwarf Elf Githyanki Half Elf Human Lizard Man Merfolk Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read Prayer Revoke Hand to hand combat Cure Light Wounds Write Swim Turn Undead Convert Recall (Relics) (Marry) (Restore Smell) (Scroll Scribing) (Annul) (Play Instrument) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sense Evil) (Infuse Impunity) (Infuse Holiness) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Sacrifice Fire Building (Remove Death Mark) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Protection Evil) (Cure Fatigue) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Cure Deafness (Sense Law) (Fidelity) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Cure Serious Wounds (Sense Disease) (Find Home) |
7 | (Protection Law) (Brightening Aura) (Bless) (Meat Curing) |
8 | Freedom (Forgive) (Remove Paralysis) (AutoSwim) (AutoCrawl) |
9 | (Godlight) (Dispel Evil) |
10 | Restore Voice (Cure Vampirism) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Benediction) (Remove Poison) |
12 | Cure Disease (Cure Exhaustion) (Find Ship) (Gardening) |
13 | Mass Freedom (Protect Health) |
14 | Cure Critical Wounds (Aura of Healing) |
15 | Holy Shield (Holy Aura) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Calm (Cure Cannibalism) |
17 | Cure Blindness (Invigorate) |
18 | (Blessed Hearth) (Dispel Undead) (Food Preserving) (AutoClimb) |
19 | (Godstrike) (Protection Death) |
20 | Half Attack (Peace Ritual) (Branding) |
21 | Heal (Atonement) |
22 | (Bless Item) (Consecrate Land) |
23 | Mass Heal (Mass Cure Disease) |
24 | (Word of Chaos) (Divine Resistance) (Holy Word) |
25 | (Deaths Door) (Divine Constitution) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | True Resurrection (Mass Forgive) |
31 | |
32 | |
33 | |
34 | |
35 |
Illusionist
Jester
===Jester=== | |
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Description: | The Jester is the joking, annoying, and sneaky fellow that few Bards like to claim. Like the Charlatan, they remain associated with Bards due to their highly social nature and their charismatic attitudes. The Jester is also amazingly dextrous and slippery, due to the slapstick style of maneuvers he practices and specializes in.
How to play: As the levels progress, however, few could argue the seriousness of the Jesters power, should his goofy smile, for some reason, be turned around. The Jester is still, clearly, a group player. He needs the strong tanking of fighters, and other support classes to flourish, though he can still hold his own if he manages not to take life too seriously. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+, Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[7X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Dexterity (22), Charisma (22), Others (18) |
Bonuses: | Receives 2%/level bonus to saves versus poison. Receives extra natural damaging skill. Receives group bonus combat experience when in an intelligent group, and more for a group of players. Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Githyanki Gnome Half Elf Halfling Human Merfolk Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Haggle Clumsiness Belly Rolling Befriend Write Sword Specialization Juggle Recall Nothing (Edged Weapon Specialization) (Ranged Weapon Specialization) (Apothecary) (Swim) (Play Instrument) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Identify Poison (Drunkenness) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | QuickChange Fire Building (Climb) (Hide) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Slapstick (Babble) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Mimicry (Wands) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Awareness (Struggle) (Lay Minor Traps) (Find Home) |
7 | (Dodge) (Prestidigitation) (Meat Curing) |
8 | Use Poison (Rage) (Distract) (AutoSwim) (AutoCrawl) |
9 | (Peek) (Fire Breathing) |
10 | Joke (Distraction) (Sneak) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Bind) (Lightness) |
12 | Slow Fall (Seeing) (Find Ship) (Gardening) |
13 | (Trip) (Center of Attention) |
14 | Clog Dance Stop (Critical Shot) (Mercy) |
15 | (Detect Traps) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Stability (Read Magic) (Suave) |
17 | (Second Attack) |
18 | Tumble (Thanks) (Food Preserving) (AutoClimb) |
19 | (Satire) (Swipe gold) |
20 | Avoid Traps (Muting) (Critical Strike) (Branding) |
21 | (Steal) |
22 | Feint (Quickness) |
23 | (Single Mindedness) (Blind Fighting) |
24 | Cartwheel (Disgust) |
25 | Puppeteer (Roll With Blows) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Buffoonery |
31 | |
32 | |
33 | |
34 | |
35 |
Mage
Mer
===Mer=== | |
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Description: | The Mer Druid is an aquatic nature lover who has mastered the ability to live and dwell with sea creatures. The Mer Druid is most suited for aquatic areas, and excels at water and ship combat, using the forces of the ocean with an amazing display of power and destruction. So connected is he to the tides that his strength and powers will fluxuate during the day, ebbing and rising with the high and low tide.
How to play: Like a fish, the Mer Druid is nearly useless out of the water. But when either above or beneath the waves, the Mer is an unstoppable force. Grouping with others on land and taking charge of the situation when the waves roll in is the way for a Mer Druid to flourish. |
Primary Stat: | Constitution |
Qualifications: | Intelligence 9+, Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d5) /lvl]. |
Mana: | 100 +[(Int/4)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Dexterity (22), Constitution (22), Others (18) |
Bonuses: | May breathe and cast spells underwater. Attains Tidal Changes (tidal phase based bonuses/penalties) at level 5. |
Weapons: | May use polearms of any kind or other weapons made from wood, plant-based materials, or leather. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a trident |
Races: | Drow Elf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | My Plants Read Runes Phosphorescence Shape Shift Write Swim Summon Seaweed Recall (Polearm Specialization) (Scroll Scribing) (Revoke) (Climb) (Fish Gills) (Hand to hand combat) (Predict Tides) (Sea Lore) (Shards) (Play Instrument) (Bandaging) (Herbology) (Aquatic Pass) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Shearing) (Hunting) |
2 | Sense Water (Darkvision) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Filter Water Fire Building (Summon Chum) (Bestow Name) (Snuff Flame) (Animal Bonding) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Eel Shock (Find Driftwood) (Locate Animals) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Water Walking) (Speak With Animals) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Summon Coral (Airy Aura) (Calm Animal) (Find Home) |
7 | Bloody Water (Natural Balance) (Feel Electricity) (Know Plants) (Water Cover) (Meat Curing) |
8 | (Water Hammer) (Underwater Action) (Natural Order) (Animal Companion) (AutoSwim) (AutoCrawl) |
9 | Summon School (Call Companion) (Calm Wind) (Animal Friendship) |
10 | Drown (Waterguard) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Reef Walking (Venom Ward) (Call Mate) |
12 | High Tide (Charm Animal) (Whisperward) (Find Ship) (Gardening) |
13 | Land Lungs (Capsize) |
14 | Feeding Frenzy (Observe) (Muddy Grounds) |
15 | Calm Seas (Warning Winds) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Summon Jellyfish) |
17 | Second Totem (Flippers) |
18 | (Hippieness) (Flood) (Food Preserving) (AutoClimb) |
19 | Sift Wrecks (Rust Curse) |
20 | Favorable Winds (Sense Fluids) (Branding) |
21 | (Animal Spy) (Tide Moon) |
22 | Animal Growth (Half Attack) (Neutralize Poison) |
23 | (Tidal Wave) (Sense Gems) |
24 | Waterspout (Charm Area) |
25 | (Whirlpool) (Fishy Fecundity) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Tsunami |
31 | |
32 | |
33 | |
34 | |
35 |
Minstrel
===Minstrel=== | |
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Description: | The Minstrel is the master of instruments and musical tools. So capable is a minstrel in this art that he or she is able to draw forth magical and wonderous powers from the instruments played. The Minstrel is able to craft and draw unique powers from any of dozens of different musical instruments, with the only drawback being how the chosen instrument impacts fighting or speaking ability while it is being played.
How to play: The Minstrel is as social of a bard as the others, but due to his many hours of lonely practice, the Minstrel also has an almost arcane like ability to use instrumental magic for more solitary or unique benefits than the simple Bard or Dancer. In the end, the Minstrel may become an orchestra of power unto himself, capable of bringing tremendous benefit and joy to his group, or terrible retribution to his foes. Therefore, if a player is looking for a bard to play when groups are not available, this is the one to pick. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+, Intelligence 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Intelligence (22), Charisma (22), Others (18) |
Bonuses: | Receives group bonus combat experience when in an intelligent group, and more for a group of players. Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword, pan pipes |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Tempo Ranged Weapon Specialization Befriend Write Break Recall Nothing (Climb) (Hand to hand combat) (Instrument Making) (Swim) (Play Instrument) (Sword Specialization) (Wood Clappers) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Dirt Rhythm (Flutes) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | March Fire Building (Drums) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Background (Harps) (Find Water) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Tune Instrument Melody (Relics) (Cymbals) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Love Song (Armor) (Trophy Count) (Guitars) (Find Home) |
7 | Carol (Clarinets) (Meat Curing) |
8 | Blues (Violins) (Rescue) (AutoSwim) (AutoCrawl) |
9 | Dodge Ballad (Oboes) (Serenity) |
10 | Retreat Instrument Bash (Horns) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Charge! |
12 | Listen Reveille (Xylophones) (Find Ship) (Gardening) |
13 | Symphony |
14 | Dirge (Parry) (Trumpets) |
15 | Ditty (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Solo (Pianos) |
17 | (Second Attack) (Quickness) |
18 | Lullabies (Struggle) (Harmonicas) (Food Preserving) (AutoClimb) |
19 | (Thanks) |
20 | Accompaniment Feint (Tubas) (Branding) |
21 | (Spiritual) |
22 | (All Defence) (Tribal) (Organs) |
23 | Harmony |
24 | (Mystical) (Trombones) |
25 | Battlehymn |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Conduct Symphony |
31 | |
32 | |
33 | |
34 | |
35 |
Missionary
===Missionary=== | |
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Description: | Missionaries are the crusading adventurers for the gods, exploring and spreading the good word of their deity far and wide. So energetic and mobile are the Missionaries that they seem like the wind, and in fact gain many powers of wind and electricity. The Missionary is a neutral aligned class and lawfully inclined.
How to play: Although Missionaries can flourish with other missionaries, they do their best work alone, bringing the word of their god, as well as his wrath when necessary, to the unwashed masses. Missionaries will sometimes be asked to join groups so as to deliver some of that "olde-tyme neutral punch", and can even be useful to them if he strikes a careful balance with the good and evil prayers he qualifies for. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Dexterity (22), Wisdom (22), Others (18) |
Bonuses: | Never fumbles neutral prayers, and receives 1pt/level luck bonus to all saving throws per level. Receives 1pt/level electricity damage reduction. |
Weapons: | Must use swords, staves, natural, ranged, or blunt weapons |
Armor: | May wear any armor. |
Limitations: | Using non-neutral prayers introduces failure chance. Vulnerable to acid attacks. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Convert Revoke Read Prayer Divine Luck Recall Write Ranged Weapon Specialization Restore Smell (Relics) (Annul) (Scroll Scribing) (Bandaging) (Play Instrument) (Smoke Rings) (Marry) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Sense Life (Sense Good) (Sense Evil) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Bury (Infuse Balance) (Infuse Discipline) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Protection Undead) (Position) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Create Food Sense Chaos (Birds Eye) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Create Water (Sense Traps) (Find Home) |
7 | Hunt Chaos (Electric Strike) (Sense Devotion) (Meat Curing) |
8 | Protection Paralyzation (Revival) (AutoSwim) (AutoCrawl) |
9 | (Airyform) (Minor Infusion) |
10 | Sense Magic (Sense Invisible) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Sense Hidden (Protection Poison) |
12 | (Protection Disease) (Find Ship) (Gardening) |
13 | Sanctuary (Blood Curse) |
14 | (Holy Wind) |
15 | (Remove Curse) (Wings) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Etherealness) (Sense Parish) |
17 | Blindsight (Half Attack) |
18 | Retribution (Protection Elements) (Food Preserving) (AutoClimb) |
19 | (Chain Strike) |
20 | Mass Mobility (Monolith) (Branding) |
21 | Moral Balance Discipline (Gateway) |
22 | (Neutralize Item) (Moderate Infusion) |
23 | Linked Health (Change Weather) |
24 | Nullification (Undeniable Faith) |
25 | (Electric Healing) (Elemental Aid) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Sermon |
31 | |
32 | |
33 | |
34 | |
35 |
Monk
===Monk=== | |
---|---|
Description: | Monks are the agile and graceful masters of their own bodies. Combining quick reflexes with intense study of the martial arts makes them a powerful and intimidating opponent. Although Monks may use weapons, most of their power and unique ability comes when they are completely unarmed. And since they depend so heavily on their agility, they will find themselves wearing only light cloth armors.
How to play: Either alone or in groups, the Monk is a dizzying class to play. Capable of more pure attacks than any other class, and loaded down with dozens of Monk-specific physical feats makes the Monk almost mage-like in complexity. In fact, the player who loathes worrying about staying up-to-date on equipment, but who enjoys the pure fight may be especially attracted to Monk.
Like all fighters, the Monk will gain experience principally through the vanquishing of foes. Although the armor restriction can seem daunting, the Monks extra dexterity bonus to armor, and the wide variety of attacks and defences makes them every bit as powerful (if not much more) than the other fighter classes. |
Primary Stat: | Strength |
Qualifications: | Strength 9+, Dexterity 9+ |
Practices: | 3 +[(Wisdom/6)-1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d7) /lvl]. |
Mana: | 100 +[(Int/8)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18)+1 per level. |
Damage: | +1 damage per 20 level(s). |
Maximum Stat Values: | Strength (22), Dexterity (22), Others (18) |
Bonuses: | Receives defensive bonus for high dexterity. Receives unarmed attack bonus. Receives bonus attack when unarmed. Has Slow Fall ability. Receives trap avoidance. Receives bonus conquest and duel experience. |
Weapons: | May use any weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | |
Races: | Drow Elf Githyanki Goblin Half Elf Human Mindflayer Orc |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Blunt Weapon Specialization Armor Specialization Sword Specialization Axe Specialization Shield Specialization Flailing Weapon Specialization Hammer Specialization Hand to hand combat Kick Recall Write Polearm Specialization Ranged Weapon Specialization (Bandaging) (Play Instrument) (Hide) (Monkey Punch) (Smoke Rings) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Climb) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Parry Fire Building (Two Weapon Fighting) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Dodge) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Rescue (Armor Tweaking) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Sneak) (Disarm) (Find Home) |
7 | Deflect Projectile (Knife Hand) (Meat Curing) |
8 | (Ax Kick) (Trip) (AutoSwim) (AutoCrawl) |
9 | Back Hand (Body Toss) |
10 | (Body Flip) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Blind Fighting (Pressure Points) |
12 | (Flying Kick) (Catch Projectile) (Find Ship) (Gardening) |
13 | Weapon Break (Pin) |
14 | (Dirt) (Detection) |
15 | Sweep (Cartwheel) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Side Kick) (Body Shield) |
17 | Circle Parry (Ki Strike) |
18 | (Half Attack) (Food Preserving) (AutoClimb) |
19 | Tumble |
20 | (Weapon Snatch) (Branding) |
21 | Endurance (Gouge) |
22 | (Circle Trip) |
23 | Listen |
24 | (Lightning Strike) |
25 | Return Projectile |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Atemi Strike |
31 | |
32 | |
33 | |
34 | |
35 |
Necromancer
===Necromancer=== | |
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Description: | Necromancers are the dark lovers of death and the dead, serving the gods in this special and little appreciated realm. The Necromancer is an evil aligned class but moderate inclined, and so will fumble good prayers. However, the Necromancer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers known only to the Necromancer, such as the ability to animate all kinds of wicked undead, even at low levels. Eventually, the Necromancer may even become a Lich himself!
How to play: Unlike most clerics, the Necromancer is not a good group player. He does best alone with the friends he "makes" out of the dearly departed, so long as he is careful to keep them magically Fed and Healed long enough to gain useful levels. The necromancer is hated in towns, and may even be arrested if he brings his undead "friends" to town for a visit. If the Necromancer keeps his charisma high, he can lead a truly formidable army before which all others will surely tremble. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (22), Wisdom (22), Others (18) |
Bonuses: | Can sense deaths at Necromancer level 15, and becomes a Lich upon death at 30. Undead followers will not drain experience. |
Weapons: | Must use polearms, axes, swords, daggers, or edged weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles good prayers. Qualifies and receives evil prayers. Using non-aligned prayers introduces failure chance. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Animate Skeleton Convert Revoke Invisibility to Undead Control Undead Read Prayer Recall Write (Relics) (Scroll Scribing) (Bandaging) (Play Instrument) (Divorce) (Smoke Rings) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sense Life) (Preserve Body) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Desecrate (Feed The Dead) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Protection Undead (Searching) (Animate Zombie) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Dark Senses) (Deafness) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Call Undead) (Animate Ghoul) (Find Home) |
7 | Curse (Cause Fatigue) (Meat Curing) |
8 | Paralyze (Protection Paralyzation) (AutoSwim) (AutoCrawl) |
9 | (Animate Ghast) |
10 | Sense Magic (Silent) (Sense Invisible) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Unholy Poison (Protection Poison) |
12 | Plague (Protection Disease) (Find Ship) (Gardening) |
13 | Blood Curse (Sense Hidden) |
14 | (Animate Spectre) (Heal Undead) |
15 | Great Curse (Feign Life) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Anger (Aura of Fear) |
17 | Blindness (Half Attack) (Blindsight) (Infuse Moderation) |
18 | (Animate Ghost) (Infuse Unholiness) (Food Preserving) (AutoClimb) |
19 | Hellfire (Designation) |
20 | Mass Paralyze (Branding) |
21 | (Animate Mummy) (Inflict Vampirism) |
22 | Curse Item (Neutralize Item) |
23 | (Cause Exhaustion) (Animate Dead) |
24 | Unholy Word (Nullification) |
25 | Regeneration (Animate Vampire) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Mass Grave) |
31 | |
32 | |
33 | |
34 | |
35 |
Ninja
===Ninja=== | |
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Description: | The Ninja's line of work earns her many enemies, but it is a list that she frequently reduces through assassination and misdirection. These rarely seen killers are masters of death and infiltration, who use the mystical powers of the shinobi to achieve their deadly goals. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 12+, Strength 12+, Requires the following account achievement: Gain 30 levels in Thief. |
Practices: | 5 +[(Wisdom/6)+3 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Strength (22), Dexterity (22), Others (18) |
Bonuses: | Bonus experience for using certain skills. |
Weapons: | No limitations. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a yoroi, a long hakama, a bokken, a pair of wooden sandals, a knitted weapon belt, a hooded cowl |
Races: | Drow Githyanki Gnoll Goblin Half Elf Human Lizard Man Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Caltrops Sword Specialization Kick (Bandaging) (Revoke) (Play Instrument) (Energize Chakra) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Ranged Weapon Specialization (Hide) (Stone Chakra) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Counter-Tracking (Flare Chakra) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Strategic Retreat (Sneak) (Wind Chakra) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Ninja Crafting AutoCrawl (AutoSwim) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Dirt (Drone Chakra) (AutoClimb) (Dodge) (Find Home) |
7 | Deflect Projectile (Blaze Chakra) (Meat Curing) |
8 | Trip (Ghost Chakra) |
9 | (Pick Locks) (Parry) (Disarm) |
10 | AutoCaltrops (Iron Chakra) (Blood Brother) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Catch Projectile) |
12 | (Clone Chakra) (Find Ship) (Gardening) |
13 | (Improved Throwing) |
14 | Shadowpass Slick Caltrops (Death Chakra) |
15 | Dazzling Caltrops (Cartwheel) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Set Decoys |
17 | Diamond Chakra (Distract) |
18 | Running Fight (Lightning Chakra) (Food Preserving) |
19 | (Lava Chakra) |
20 | Disabling Caltrops (Smoke Chakra) (Branding) |
21 | Shadow (Flank) |
22 | Improved Caltrops (Improved Distraction) |
23 | (Cyclone Chakra) |
24 | (Escape Bonds) (Hide In Plain Sight) |
25 | (Gouge) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Oracle
===Oracle=== | |
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Description: | Oracles are those who seek the infinite wisdom of their god, forever probing the vastness of divine knowledge. So knowledgable are the Oracles that they actually begin to gain arcane divination spells in addition to their assortment of prayers. Beyond 30th level, the Oracle begins to gain skills from other classes previously unknown to him, as the mysteries of the universe begin to be revealed. The Oracle, being a seeker of knowledge, is a good aligned class and moderate inclined.
How to play: The Oracle is an often consulted player, much like the Arcane diviner, for his ability to see beyond the obvious to the important truths around him. For this reason, the Oracle may be often picked for grouping. The Oracle himself, however, will need to determine if such a course is divinely inspired. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Intelligence 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Intelligence (22), Wisdom (22), Others (18) |
Bonuses: | Receives a non-class skill at 30th level, and every Oracle level thereafter. |
Weapons: | Must use hammers, staves, flailed, natural, or blunt weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles evil prayers. Qualifies and receives good prayers. Using non-aligned prayers introduces failure chance. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Dwarf Elf Githyanki Half Elf Human Merfolk Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read Prayer Sense Life Revoke Write Swim Flailing Weapon Specialization Convert Recall (Relics) (Scroll Scribing) (Cure Light Wounds) (Play Instrument) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Sense Evil (Sense Undead) (Sense Good) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Sense Allergies) (Sacrifice) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Sense Alignment (Freedom) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Cure Deafness (Soul Peering) (Turn Undead) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Cure Serious Wounds (Sense Disease) (Fluency) (Find Home) |
7 | Sense Faithful (Bless) (Cure Fatigue) (Meat Curing) |
8 | Prayercraft (Minor Infusion) (Remove Paralysis) (AutoSwim) (AutoCrawl) |
9 | (Divine Guidance) (Wilderness Lore) |
10 | Sense Magic (Sense Invisible) (Restore Voice) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Remove Poison (Omnipresence) (Preserve Knowledge) |
12 | Skillcraft Sense Hidden (Titling) (Cure Disease) (Find Ship) (Gardening) |
13 | Speak with Dead (Sanctuary) (Protect Health) |
14 | Sense Professions (Cure Critical Wounds) |
15 | (Sense Parish) (Holy Aura) (Lower Law) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Thiefcraft (Prophecy) (Sense Skills) |
17 | Blindsight Cure Blindness (Half Attack) |
18 | (Seekers Prayer) (Infuse Moderation) (Infuse Holiness) (Food Preserving) (AutoClimb) |
19 | Godstrike (Cure Exhaustion) |
20 | Sense Songs (Mass Freedom) (Branding) |
21 | Heal (Philosophy) |
22 | Sense Spells (Bless Item) |
23 | (Divine Perspective) (Mass Heal) |
24 | Sense Prayers (Holy Word) |
25 | (Above The Law) (Resurrect) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Paladin
===Paladin=== | |
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Description: | Paladins are holy fighters, possessing many of the traits of both Fighters and Clerics, though in less intensity than either class alone. They may learn Cleric spells at higher levels, and possess numerous fighting techniques. Their weapons and armor choices are unlimited, but Paladins are restricted to a good and lawful alignment.
How to play: Paladin's have the potential of being the most powerful of classes, and the most desired of group members. Their powerful combat skills and auras of power make them the perfect tanks for groups, especially since their Cleric healing abilities can allow them to fill this gap in a group. Alone, they can also flourish, vanquishing evil with the efficiency of the fighter.
The only weakness of the Paladin is his reliance on purity. In most muds, this limits his adventuring choices greatly. However, his strengths for lasting and winning in combat are so broad, he will quickly advance. |
Primary Stat: | Strength |
Qualifications: | Wisdom 9+, Strength 9+ |
Practices: | 3 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d6) /lvl]. |
Mana: | 100 +[(Int/8)+(1d3)/lvl]. |
Movement: | 100 +[7X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Wisdom (22), Others (18) |
Bonuses: | Receives bonus conquest and duel experience. |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | Must remain good to avoid spell/skill failure chance. |
Starting Equipment: | a short sword |
Races: | Githyanki Human |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Armor Specialization Write Healing Hands Sword Specialization Shield Specialization Recall (Polearm Specialization) (Edged Weapon Specialization) (Axe Specialization) (Ranged Weapon Specialization) (Hand to hand combat) (Hammer Specialization) (Swim) (Play Instrument) (Flailing Weapon Specialization) (Bandaging) (Smoke Rings) (Blunt Weapon Specialization) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Rescue) (Paladin's Resistance) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Parry Fire Building (Armor Tweaking) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Shield Bash) (Searching) (Holy Strike) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Call Mount) (Cure Light Wounds) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Sense Evil (Revoke) (Find Home) |
7 | Read Prayer Disease Immunity (Wands) (Dodge) (Paladin's Mount) (Meat Curing) |
8 | (Protection Evil) (Disarm) (Protection Chaos) (AutoSwim) (AutoCrawl) |
9 | Second Attack (Cure Deafness) (Sense Chaos) |
10 | (Cure Serious Wounds) (Heal Mount) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | All Defence (Mounted Combat) (Bless) |
12 | (Freedom) (Blind Fighting) (Find Ship) (Gardening) |
13 | Paladin's Courage (Dispel Evil) |
14 | (Paladin's Purity) (Restore Voice) |
15 | Breakup Fight (Climb) (Remove Poison) (Cleave) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Mounted Charge) (Cure Disease) |
17 | Poison Immunity (Sanctuary) |
18 | (Trip) (Cure Critical Wounds) (Food Preserving) (AutoClimb) |
19 | Paladin's Aura (Holy Aura) |
20 | (Calm) (Half Attack) (Branding) |
21 | Cure Blindness (Resurrect Mount) |
22 | (Blade Barrier) (Cure Fatigue) (Command Horse) |
23 | Sweep (Hammer of Light) |
24 | (Mass Freedom) (Paladin's Goodness) |
25 | (Heal) (Abiding Aura) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Craft Holy Avenger |
31 | |
32 | |
33 | |
34 | |
35 |
Pirate
===Pirate=== | |
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Description: | The Pirate is a rogue and scourge of the high seas, a master of ship combat, and ruthless to those who refuse to surrender their booty. The Pirate is most suited for combat from the deck of huge sailing ships, being able to get the most out of their ship, their weapons, and their landlubber contacts. Their brutal lifestyle even gives them combat bonuses with fake limbs. However, Pirates also get harsher treatment from the law, and are so greedy for gold that they can literally be paid to walk away from combat.
How to play: The Pirate is a middlin' fair rogue on the land, and can survive well enough among landlubbers, but absolutely excels in command of a ship in pursuit of weak seabound targets. Clans would do well to keep a former-independent Pirate around to captain their ships for when the real ones come calling. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 5+, Charisma 5+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Charisma (22), Others (18) |
Bonuses: | Bonus XP in ship combat, and combat bonus for each fake limb. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | Get less leniency from the law, no limb recovery after death, and can be paid to leave combat. |
Starting Equipment: | a short sword |
Races: | Aarakocran Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Ranged Weapon Specialization Write Superstition Recall (Improved Boarding) (Climb) (Rope Swing) (Swim) (Play Instrument) (Sword Specialization) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Locate Alcohol (Hold Your Liquor) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Belay Fire Building (Hide) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Ride The Rigging) (Sea Legs) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Buried Treasure (Wands) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Wenching (Dodge) (Find Ship) (Find Home) |
7 | Draw Treasure Map (Peek) (Meat Curing) |
8 | (Make Sea Maps) (Disarm) (Walk The Plank) (AutoSwim) (AutoCrawl) |
9 | Plunder (Parry) (Ship Lore) |
10 | (Sea Charting) (Back Stab) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Dead Reckoning (Steal) (Trip) |
12 | (Listen) (Sea Navigation) (Two Weapon Fighting) (Gardening) |
13 | Scuttle (Fence Loot) (Bind) |
14 | (Pirate Shanty) (Curse) (Pieces of Eight) |
15 | (Conceal Item) (Call Pirate Familiar) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Make Pub Contacts (Letter of Marque) (Stability) |
17 | (Pet Spy) (Second Attack) |
18 | Warning Shot (Combat Repairs) (Silent AutoLoot) (Food Preserving) (AutoClimb) |
19 | (Foul Weather Sailing) (Pay Off) (Distract) (Salvaging) |
20 | (Alertness) (Pet Steal) (Branding) |
21 | Fly Merchant Flag (Articles) |
22 | (Rig Ramming Speed) (Smugglers Hold) |
23 | (Intercept Ship) (Mast Shot) |
24 | (Hide Ship) (Half Attack) |
25 | (Await Ship) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Silent Running |
31 | |
32 | |
33 | |
34 | |
35 |
PlayerClass
===PlayerClass=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Strength (25), Intelligence (25), Dexterity (25), Constitution (25), Charisma (25), Wisdom (25), Others (18) |
Bonuses: | |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find Home) |
7 | (Meat Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food Preserving) (AutoClimb) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Immortal
===Immortal=== | |
---|---|
Description: | The immortals. |
Primary Stat: | Strength |
Qualifications: | None, Allows only levels greater than 91. |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d1) /lvl]. |
Mana: | 100 +[(Int/3)+(1d1)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18)+1 per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | |
Weapons: | No limitations. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Bandaging) (Play Instrument) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Mark OOC Hush (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Metacrafting Fire Building Banish Acidbreath (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Shame (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Wrath (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Accuse (Find Home) |
7 | (Meat Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food Preserving) (AutoClimb) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Dancer
===Dancer=== | |
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Description: | The Dancer is the graceful master of dance, who entertains and leads others in the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a highly desired group member for his "group affecting" skills, which include the magical dances in which he specializes.
How to play: Due to his weak fighting skill, the Dancer will likely look to groups for his primary advancement, much like the other bards. Dancers also gain a select set of powerful fighter skills to prove the worth of their diligence in maintaining his body. This makes them valuable group members, even without their powerfully enhancing dances. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+, Strength 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d2)/lvl]. |
Movement: | 100 +[8X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Strength (22), Charisma (22), Others (18) |
Bonuses: | Receives defensive bonus for high dexterity. Receives group bonus combat experience when in an intelligent group, and more for a group of players. Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Drow Elf Githyanki Half Elf Halfling Human Merfolk |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Sword Specialization Befriend Recall Stop Can-Can Write (Bandaging) (Play Instrument) (Hand to hand combat) (Smoke Rings) (Ranged Weapon Specialization) (Swim) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Foxtrot (Lore) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Kick Tarantella (Climb) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Waltz (Appraise) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Grass Salsa (Dodge) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Clog Dance (Find Home) |
7 | Capoeira (Distract) (Meat Curing) |
8 | Tap Swing (AutoSwim) (AutoCrawl) |
9 | Basse (Disarm) |
10 | Tango Body Flip (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Polka (Spring Attack) |
12 | Rags Sharqi Manipuri (Find Ship) (Gardening) |
13 | Cotillon (Trip) |
14 | Ballet (Two Weapon Fighting) |
15 | Jitterbug (Tumble) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Butoh |
17 | Courante (Second Attack) |
18 | Musette (Food Preserving) (AutoClimb) |
19 | Endurance Swords (Cartwheel) |
20 | Flamenco (Branding) |
21 | Jingledress (Roll With Blows) |
22 | Morris |
23 | Butterfly (Blind Fighting) |
24 | Macabre |
25 | War (Circle Trip) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Square |
31 | |
32 | |
33 | |
34 | |
35 |
Purist
===Purist=== | |
---|---|
Description: | Purists are the idyllic representatives of the goodness of divinity. They are so strict in their goodness that they seem to many cold and unyielding. This nature is so ingrained, in fact, that the purist gains many cold and cold-based attacks and defensive prayers. This includes special powers over water and purity. The Purist is a good aligned class and lawfully inclined.
How to play: The Purist is a wonderfully social cleric, though only in the sense that he is often found with other people. His strict unyielding prayers can sometimes get annoying glances from group members, though the Purist should remain resolute in his convictions that he is right. Overall, the Purist is a good balanced cleric who can hold his own, as well as a valued group member (so long as he keeps his mouth shut). |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Charisma (22), Wisdom (22), Others (18) |
Bonuses: | Receives 1pt/level cold damage reduction. |
Weapons: | Must use hammers, staves, flailed, natural, or blunt weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles evil prayers, and fumbles all prayers when alignment is below pure neutral. Qualifies and receives good prayers, and bonus damage from good spells. Using non-aligned prayers introduces failure chance. Vulnerable to fire attacks. |
Starting Equipment: | a small mace |
Races: | Aarakocran Dwarf Elf Githyanki Half Elf Human Merfolk Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read Prayer Restore Smell Revoke Hammer Specialization Write Swim Turn Undead Convert Recall (Relics) (Marry) (Scroll Scribing) (Cure Light Wounds) (Play Instrument) (Extinguish) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Create Water (Purify) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Sanctimonious (Sacrifice) (Fidelity) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Protection Evil (Protection Undead) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Sense Chaos (Protection Cold) (Create Food) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Cure Serious Wounds (Righteous Indignation) (Find Home) |
7 | Protection Chaos (Bless) (Sense Devotion) (Hunt Evil) (Meat Curing) |
8 | Protection Paralyzation (Freedom) (AutoSwim) (AutoCrawl) |
9 | (Gills) (Cure Fatigue) |
10 | Restore Voice (Sense Magic) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Protection Poison) (Monolith) |
12 | Protection Disease (Fountain of Life) (Dispel Chaos) (Find Ship) (Gardening) |
13 | (Sanctuary) (Protect Health) |
14 | Cure Critical Wounds |
15 | (Holy Aura) (Freeze Metal) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Calm (Infuse Holiness) (Infuse Discipline) (Conviction) |
17 | Piety Curse Cure Blindness (Blindsight) (Half Attack) |
18 | (Wave) (Protection Elements) (Food Preserving) (AutoClimb) |
19 | Aura of the Divine Edict Godstrike |
20 | (Mass Mobility) (Mass Freedom) (Branding) |
21 | Heal (Atonement) |
22 | (Bless Item) (Neutralize Item) |
23 | Judgement (Linked Health) (Mass Heal) |
24 | Nullification (Word of Law) (Holy Word) |
25 | (Ice Healing) (Elemental Aid) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Aura of Intolerance) |
31 | |
32 | |
33 | |
34 | |
35 |
Qualifier
===Qualifier=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | Must be granted by an Archon. |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Strength (25), Intelligence (25), Dexterity (25), Constitution (25), Charisma (25), Wisdom (25), Others (18) |
Bonuses: | |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find Home) |
7 | (Meat Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food Preserving) (AutoClimb) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Ranger
===Ranger=== | |
---|---|
Description: | Rangers are noted primarily for their ability to track their friends and enemies, though their knowledge of the natural world has also given them great magical strength. They are a cross between the fighter and the druid, gaining druid chants at higher levels, and numerous fighting techniques.
How to play: Rangers can provide a unique opportunity for experience advancement in a mud. Their combat skills make them desirable as group members as tanks. Their ability to use scrolls gives them access to magic that grants them some of the mages versatility. Meanwhile, the druidic chants they learn gives them a unique affinity with animals, allowing them to form their own groups as well.
The Ranger, like the Paladin, is not quite as strong a fighter as a pure fighter, but makes up for this using his magical animal affinity. Also, the Ranger will have to be careful to maintain a moderate neutral alignment in order for the druidic chants to become useful. In the meantime, the ranger must use scrolls and other magical items to supplement his natural fighting skill. |
Primary Stat: | Strength |
Qualifications: | Strength 9+, Intelligence 9+ |
Practices: | 3 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d6) /lvl]. |
Mana: | 100 +[(Int/7)+(1d3)/lvl]. |
Movement: | 100 +[7X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Intelligence (22), Others (18) |
Bonuses: | When leading animals into battle, will not divide experience among animal followers. Receives bonus conquest and duel experience. Benefits from animal followers leveling. |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | Must remain Neutral to avoid chant failure chances. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Elf Githyanki Gnoll Half Elf Human Lizard Man Merfolk Ogre Orc |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Ranged Weapon Specialization Armor Specialization Track Write Sword Specialization Shield Specialization Recall (Polearm Specialization) (Edged Weapon Specialization) (Axe Specialization) (Hand to hand combat) (Hammer Specialization) (Apothecary) (Swim) (Play Instrument) (Flailing Weapon Specialization) (Bandaging) (Animal Bonding) (Smoke Rings) (Blunt Weapon Specialization) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Bow Specialization) (Find Water) (Rescue) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Delay Poison Fire Building (Track Animal) (Parry) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Armor Tweaking) (Shield Bash) (Repel Vermin) (Two Weapon Fighting) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Read Magic (Wands) (Predict Weather) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Locate Plants (Revoke) (Fierce Companions) (Find Home) |
7 | (Identify Poison) (Dodge) (True Shot) (Rapid Shot) (Meat Curing) |
8 | Favored Enemy 1 (Life Echoes) (Moonbeam) (Disarm) (AutoSwim) (AutoCrawl) |
9 | Locate Animals (Eaglesight) (Bestow Name) (Second Attack) |
10 | (Cleave) (Woodland Sneak) (Calm Animal) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Hunters Endurance (Feel Hunger) (Mounted Combat) |
12 | (Point Blank Shot) (Set Snare) (Control Fire) (Find Ship) (Gardening) |
13 | Favored Enemy 2 Read Runes (Animal Friendship) |
14 | (Woodland Hide) (Venom Ward) (Summon Peace) |
15 | Woodland Lore (Natural Balance) (Climb) (Fish Gills) (Plant Lore) (Critical Shot) (Natural Order) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Hold Animal (Animal Companion) (Wind Gust) |
17 | (Far Shot) (Trip) (Earthfeed) |
18 | Favored Enemy 3 (Sweep) (Cold Ward) (Food Preserving) (AutoClimb) |
19 | Air Wall (Charm Animal) (Lightning Ward) |
20 | Half Attack (Water Walking) (Sense Snares and Pits) (Branding) |
21 | (Camouflage) (Gas Ward) |
22 | Summon Animal (Resuscitate Companion) (Sunray) |
23 | Favored Enemy 4 (Summon Insects) (Speak With Animals) |
24 | (Regional Awareness) (Animal Spy) (Woodland Creep) |
25 | Called Shot (Summon Mount) (Neutralize Poison) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Animal Frenzy |
31 | |
32 | |
33 | |
34 | |
35 |
Reliquist
Sailor
===Sailor=== | |
---|---|
Description: | Sailors are the workmen of the high seas. These common folk spend their lives gathering resources, traveling, transporting goods, and exploring seas, rivers, and lakes. On large sailing vessels, their skills are unparalleled, and no ship should be without plenty of them. |
Primary Stat: | Dexterity |
Qualifications: | Constitution 5+, Dexterity 5+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/6)+(1d5) /lvl]. |
Mana: | 100 +[(Int/9)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Dex/18)-1 per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Dexterity (24), Constitution (24), Others (18) |
Bonuses: | Sailors earn twice as much XP as other commoners when trawling, sea explore xp, and double experience in ship combat. |
Weapons: | May use any weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a belaying pin |
Races: | Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Fishing Climb Unbinding Swim Recall (Wood Chopping) (Hand to hand combat) (Write) (Play Instrument) (Bandaging) (Smoke Rings) (Floristry) |
2 | Sea Legs (Carpentry) (Cooking) (Butchering) |
3 | Belay Fire Building |
4 | Abandon Ship (Stowaway) (Searching) (Tanning) |
5 | Boatwrighting Trawling |
6 | Find Ship Crow's Nest (Morse Code) (Find Home) |
7 | Avoid Currents (Tie Down) (Meat Curing) |
8 | Make Sea Maps (AutoSwim) (AutoCrawl) |
9 | Ship Lore Diving (Ship Building) |
10 | Sea Charting (Baiting) |
11 | Dead Reckoning (Fish Lore) |
12 | Sea Navigation (Cargo Loading) (Gardening) |
13 | Scuttle (Bind) |
14 | Sea Maneuvers |
15 | (Siegecrafting) (Composting) |
16 | Water Tactics (Siege Weapon Specialization) |
17 | (Deep Breath) (Hard to Port) |
18 | Combat Repairs (Food Preserving) (AutoClimb) |
19 | Master Fishing (Salvaging) |
20 | (Foul Weather Sailing) (Hard to Stern) (Branding) |
21 | (Naval Tactics) |
22 | Rig Ramming Speed |
23 | Intercept Ship |
24 | Master Trawling |
25 | Await Ship |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Hire Crewmember |
31 | |
32 | |
33 | |
34 | |
35 |
Scholar
===Scholar=== | |
---|---|
Description: | Scholars are the researchers, teachers, librarians, curators, students and other academians that protect the knowledge of advanced civilizations and pass down the wisdom from previous generations. They excel at educating, organizing, cataloging, and categorizing. Fighting? Not so much.
A Scholar earns no combat experience, but won't hinder their party's experience either. Scholars should focus on teaching others what they learn, writing about their adventures, seeking out libraries and bookstores, and using various lore and calligraphy abilities. Scholars may level slower than traditional adventurers, but they can also level without putting themselves at great risk. |
Primary Stat: | Intelligence |
Qualifications: | Intelligence 9+, Wisdom 6+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/9)+(1d3) /lvl]. |
Mana: | 100 +[(Int/9)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Int/18)-1 per level. |
Damage: | +1 damage per 50 level(s). |
Maximum Stat Values: | Intelligence (24), Wisdom (24), Others (18) |
Bonuses: | Earn experience from teaching skills, making maps, writing books, visiting bookstores/libraries, and using certain skills daily. Gives bonus proficiency gains for group members. |
Weapons: | Must use staffs or natural weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | Earns no combat experience. |
Starting Equipment: | a wooden staff, Scholar's Logbook |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Floristry Herbology Studying Recall (Swim) (Play Instrument) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Gem Digging) (Shearing) (Hunting) |
2 | Labeling (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Paper Making (Combat Log) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Mark) (Organizing) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Dissertating (Wands) (Smoke Signals) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) |
6 | Morse Code Titling (Find Home) |
7 | Book Editing Know Plants (Identify Poison) (Meat Curing) |
8 | Make Sea Maps (Decipher Script) (Reveal Text) (AutoSwim) (AutoCrawl) |
9 | Transcribing (Wilderness Lore) |
10 | Speculating (Book Naming) (Siegecrafting) (Smelting) (Jewel Making) (Farming) (Construction) (Boatwrighting) (Wainwrighting) (Locksmithing) (Masonry) |
11 | Lore (Skillcraft) (Secret Writing) |
12 | Racial Lore (Commoner Honorary Degree) (Find Ship) (Gardening) |
13 | Cataloging (Make Maps) (Songcraft) |
14 | (Analyze Mark) (Observe) (Fighter Honorary Degree) |
15 | (Plant Lore) (Spellcraft) (Research Item) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Attribute Training (Taxidermy) (Bard Honorary Degree) |
17 | (Shush) (Prayercraft) (Appraise) |
18 | Recollecting (Thief Honorary Degree) (Food Preserving) (AutoClimb) |
19 | (Scroll Scribing) (Chantcraft) |
20 | (Publishing) (Mage Honorary Degree) (Branding) |
21 | (Encrypted Writing) (Planar Lore) |
22 | Surveying (Druid Honorary Degree) |
23 | Lecturing |
24 | Linguistic Comprehension (Cleric Honorary Degree) |
25 | Enrolling (Book Loaning) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Guildmaster |
31 | |
32 | |
33 | |
34 | |
35 | Improved Teaching |
Shaman
===Shaman=== | |
---|---|
Description: | Shaman are those who worship the gods in the most primitive and basic ways of the earth. The Shaman is thus granted special powers over the earth by the gods, including resistances to acid attacks, at the expense of vulnerability to electricity. The Shaman is a moderate and neutral aligned class, meaning that he will never fumble on neutral prayers, and has a much smaller fumble chance on good and evil prayers. The Shaman is restricted to neutral weapons, any kind of armor, and gets numerous special prayers known only to Shaman.
How to play: The Shaman is a typical village priest, having powers from his deity well suited to almost any daily concern. His neutrality shows his wisdom, and his power earns him respect. The Shaman can fill almost any role in the game, whether it be as a group member, or a lone adventurer seeking an inner peace far from home. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (22), Wisdom (22), Others (18) |
Bonuses: | Never fumbles neutral prayers, receives smallest prayer fumble chance, and receives 1pt/level of acid damage reduction. |
Weapons: | Must use swords, staves, natural, ranged, or blunt weapons |
Armor: | May wear any armor. |
Limitations: | Using non-neutral prayers introduces small failure chance. Vulnerable to electric attacks. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read Prayer Restore Smell Revoke Write Convert Recall Blunt Weapon Specialization (Relics) (Marry) (Scroll Scribing) (Annul) (Cure Light Wounds) (Swim) (Play Instrument) (Cause Light Wounds) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | Sense Life (Sense Evil) (Sense Good) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Minor Infusion) (Bury) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Nourishing Food (Protection Law) (Protection Evil) (Protection Chaos) (Protection Good) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Sense Law Create Food (Cure Deafness) (Deafness) (Alchemy) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Create Water (Earth to Mud) (Find Home) |
7 | Adoption (Curse) (Bless) (Meat Curing) |
8 | Protection Paralyzation (Paralyze) (AutoSwim) (AutoCrawl) |
9 | (Earthshield) (Moderate Infusion) |
10 | (Sense Invisible) (Restore Voice) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Protection Poison (Unholy Poison) (Remove Poison) |
12 | Protection Disease (Sober) (Find Ship) (Gardening) |
13 | Sanctuary (Sanctum) |
14 | (Cleanliness) (Fertilize) |
15 | (Rockskin) (Guardian Hearth) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Infuse Impunity) (Infuse Balance) (Sanctify Room) (Tremor) |
17 | (Blindsight) (Cure Blindness) (Major Infusion) (Half Attack) |
18 | Protection Elements (Retribution) (Food Preserving) (AutoClimb) |
19 | (Rock Flesh) (Flesh Rock) |
20 | Mass Mobility (Refuge) (Branding) |
21 | Remove Inhibitions (Moral Balance) (Stasis) (Drunken Stupor) |
22 | Curse Item (Neutralize Item) |
23 | Linked Health (Meditation) |
24 | (Neutralize Land) (Nullification) |
25 | (Elemental Aid) (Acid Healing) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Holy Day |
31 | |
32 | |
33 | |
34 | |
35 |
SkyWatcher
===SkyWatcher=== | |
---|---|
Description: | The SkyWatcher is the master druid of the stars and heavens, being the very powerful steward of the great wheel in the sky. The SkyWatcher maintains a special connection with the moon, and gains numerous special abilities to summon great powers from luna. So connected is he to the moon that his strength and powers will fluxuate during the month, following the phase of the moon. A master of wind and weather, the SkyWatcher is also very capable of bringing the heavens down upon his enemies at need.
How to play: More even than the other druids, the SkyWatcher must concern himself with pre-casting. That is to say, the SkyWatcher must be aware of his environment at all times in terms of weather, time, temperature, and locale, and must be fully prepared to alter these conditions to make them favorable to the chants he means to use against his enemies in combat. All SkyWatchers must also realize that their effectiveness when not outdoors will be almost nil, as practically every chant requires the use of outside conditions and resources. |
Primary Stat: | Constitution |
Qualifications: | Intelligence 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Intelligence (22), Constitution (22), Others (18) |
Bonuses: | Attains Lunar Changes (lunar phase based bonuses/penalties) at level 5. Can create a druidic connection with an area. Benefits from freeing animals from cities. Benefits from balancing the weather. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Elf Githyanki Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Read Runes Write Summon Hail Predict Weather Recall Predict Phase (Scroll Scribing) (Revoke) (Druidic Pass) (Hand to hand combat) (Shards) (Swim) (Play Instrument) (Bandaging) (Herbology) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Shearing) (Hunting) |
2 | Clear Moon (Wind Color) (Moonbeam) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building (Pale Moon) (Snuff Flame) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | Love Moon (Cold Moon) (Summon Dustdevil) (Summon Fire) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Woodland Hide) (Control Fire) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | Calm Wind (Honey Moon) (Sunray) (Find Home) |
7 | (Star Gazing) (Muddy Grounds) (Lightning Ward) (Meat Curing) |
8 | Dehydrate (Cold Ward) (AutoSwim) (AutoCrawl) |
9 | Wind Gust (Piercing Moon) (Fire Ward) |
10 | Whisperward (Woodland Sneak) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Acid Ward) (Warning Winds) (Healing Moon) |
12 | Wind Shape (Dispel Law) (Dirt) (Dispel Chaos) (Moon Calf) (Find Ship) (Gardening) |
13 | Grove Walk (Blue Moon) (Purple Moon) (White Moon) (Red Moon) |
14 | Calm Weather (Song Ward) (Waking Moon) |
15 | Summon Heat (Herbalism) (Peace Moon) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Summon Moon) (Recover Voice) (Soaring Eagle) |
17 | Summon Cold (Chant Ward) |
18 | (Observe) (Summon Rain) (Control Weather) (Food Preserving) (AutoClimb) |
19 | Summon Wind (Acid Rain) (Prayer Ward) |
20 | Distant Wind Color (Scrapping) (Blind Fighting) (Charge Metal) (Branding) |
21 | Shapelessness (Spell Ward) |
22 | Summon Lightning (Meditation) (Manic Moon) |
23 | Wind Snatcher (Howlers Moon) (Astral Projection) |
24 | (Death Moon) (Cloud Walk) |
25 | Meteor Strike (Summon Tornado) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Move The Sky |
31 | |
32 | |
33 | |
34 | |
35 |
Specialist Mage
mob
===mob=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | None |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Find Home) |
7 | (Meat Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (Food Preserving) (AutoClimb) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Templar
===Templar=== | |
---|---|
Description: | Templar are those who pursue power and glory in the name of their god. They are the great weaponmasters, wielding their arms to conquer the world in their gods name. The Templar can use any weapons and armor, and can specialize in many weapons as they increase in levels. Their Aura of Strife, and their increased number of attacks makes them a formidable foe of all who oppose the will of their god. The Templar is an evil aligned class and lawfully inclined.
How to play: The Templar is a brutal and formidable warrior, who wields death and power in the name of his god. His devastating power makes him a great ally for groups, but also a successful glory seeker when alone. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Strength 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Wisdom (22), Others (18) |
Bonuses: | Receives Aura of Strife which increases in power. |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles good prayers. Using non-evil prayers introduces failure chance. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Read Prayer Revoke Write Sword Specialization Infuse Discipline Infuse Unholiness Convert Recall Blunt Weapon Specialization (Relics) (Scroll Scribing) (Annul) (Swim) (Play Instrument) (Cause Light Wounds) (Bandaging) (Divorce) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sense Life) (Cause Fatigue) (Sense Good) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Desecrate Fire Building (Edged Weapon Specialization) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (Unholy Armament) (Protection Good) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Deafness (Sense Chaos) (Flailing Weapon Specialization) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Parry) (Cause Serious Wounds) (Heresy) (Find Home) |
7 | Curse (Hunt Good) (Morph Unholy Weapon) (Protection Chaos) (Sense Devotion) (Meat Curing) |
8 | Paralyze (Polearm Specialization) (AutoSwim) (AutoCrawl) |
9 | (Behemoth) (Faithful HellHound) (Hammer Specialization) |
10 | (Ranged Weapon Specialization) (Cause Exhaustion) (Dispel Good) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | (Protection Poison) (Unholy Poison) (Half Attack) |
12 | Plague (Protection Disease) (Find Ship) (Gardening) |
13 | Blood Curse (Desecrate Land) |
14 | (Axe Specialization) (Shield Bash) (Cause Critical Wounds) |
15 | Great Curse (Hand to hand combat) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Blood Hearth) (Anger) |
17 | (Bone Moon) (Blindness) |
18 | Tithe (Drain) (Deflect Prayer) (Enervate) (Food Preserving) (AutoClimb) |
19 | (Malediction) (Hellfire) |
20 | Mass Paralyze (Absorption) (Whiplash) (Branding) |
21 | (Harm) (Corruption) (Second Attack) |
22 | Curse Item (Haunted) |
23 | (Create Idol) (Amplify Unholy Weapon) |
24 | Unholy Word (Sun Curse) (Word of Law) |
25 | (Regeneration) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Avatar |
31 | |
32 | |
33 | |
34 | |
35 |
Thief
===Thief=== | |
---|---|
Description: | Thieves are skillful, sly, and devious. They may only use daggers and swords, and may only wear leather armor at best. However, they come with numerous skills allowing them to survive in the dog-eat-dog world, including swiping and stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others. Thieves also qualify for many devious fighting abilities.
Thief is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Assassin, Arcanist (Arcane Rogue), Burglar, and Trapper.
How to play: The thieves strength is in his ability to obtain money, and in his ability to navigate tricky situations. By accumulating the wealth of others, the thief can stay comfortably equipped with the latest and best money can buy. When playing alone, the thief thrives as the only class able to get into and out of any secret place without stirring up unnecessary trouble. Although not generally appreciated in groups, a group benefits from these skills, as well as the thiefs unique ability to deliver enormous amounts of backstab damage.
The thief is only moderately skilled at combat, but can make up for it by using his wealth to obtain favors, good equipment, and the necessary potions and scrolls necessary to survive the experience gaining battles. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (25), Others (18) |
Bonuses: | Bonus experience for using certain skills. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Unbinding Write Recall (Ranged Weapon Specialization) (Climb) (Apothecary) (Swim) (Play Instrument) (Sword Specialization) (Swipe gold) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Sneak Attack) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Wands Fire Building (Counter-Tracking) (Tailoring) (Leather Working) (Blacksmithing) (Carpentry) |
4 | (AutoSneak) (Sneak) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Detect Traps (Dirt) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Dodge) (Pick Locks) (Find Home) |
7 | Peek (Identify Poison) (Use Poison) (Meat Curing) |
8 | (Decipher Script) (Disarm) (Remove Traps) (AutoSwim) (AutoCrawl) |
9 | Observe (Parry) |
10 | (Haggle) (Back Stab) (Smelting) (Jewel Making) (Farming) (Construction) (Taxidermy) (Boatwrighting) (Siegecrafting) (Wainwrighting) (Speculating) (Locksmithing) (Masonry) |
11 | Steal (Trip) |
12 | (Listen) (Graffiti) (Two Weapon Fighting) (Find Ship) (Gardening) |
13 | Detection (Bind) (Arsonry) |
14 | (Surrender) (Rapid Shot) |
15 | (Read Magic) (Conceal Item) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Silent AutoGold) (Detect Invisible) (Hideout) |
17 | Careful Step (Shadow) (Second Attack) |
18 | (Set Decoys) (Silent AutoLoot) (Linguistic Comprehension) (Food Preserving) (AutoClimb) |
19 | Distract (Weapon Snatch) (Ventriloquate) |
20 | (Lore) (Alertness) (Half Attack) (Branding) |
21 | Sap Panhandling (Conceal Door) |
22 | (Flank) (Improved Distraction) |
23 | Warrants (Lay Traps) |
24 | (Conceal Walkway) (Bribe) (Escape Bonds) |
25 | Ambush (Squatting) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Nondetection |
31 | |
32 | |
33 | |
34 | |
35 |
Transmuter
Trapper
===Trapper=== | |
---|---|
Description: | The trapper, possibly the most cowardly of thieves, has spent late nights tinkering with springs and switches, learning to kill indirectly through the devices of his art. Trappers also view fauna as means to his ends, accumulating animals both live and dead with amazing efficiency. Trappers alone have the greatest access to the most deadly traps, as well as exclusive access to skills that turn animals into his own personal play things, whether it be as items of sale, or as trained devilish pets. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Constitution (22), Others (18) |
Bonuses: | Benefits from animal followers leveling. Gets experience for selling foreign unconjured animals of comparable level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | Sneak and Hide attempts will fail outside of the wild. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Taxidermy Write Wainwrighting Carpentry Recall (Ranged Weapon Specialization) (Caltrops) (Climb) (Apothecary) (Swim) (Play Instrument) (Sword Specialization) (Bandaging) (Smoke Rings) (Fishing) (Foraging) (Drilling) (Floristry) (Gem Digging) (Herbology) (Shearing) (Hunting) |
2 | (Trophy Count) (Hide) (Lacquering) (Engraving) (Wood Chopping) (Cooking) (Butchering) (Embroidering) (Dyeing) |
3 | Fire Building Avoid Traps (Identify Bombs) (Tailoring) (Leather Working) (Blacksmithing) |
4 | (Detect Traps) (Find Water) (Searching) (Distilling) (Sculpting) (Weaving) (Mining) (Tanning) (Pottery) (Costuming) |
5 | Strategic Retreat (Identify Traps) (Painting) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Baking) (Cobbling) (Fletching) (Food Prep) (Weaponsmithing) (Paper Making) |
6 | (Dodge) (Sneak) (Find Home) |
7 | Use Poison (Identify Poison) (Mark Trapped) (Meat Curing) |
8 | Lay Traps (Remove Traps) (AutoSwim) (AutoCrawl) |
9 | Listen (Sneak Attack) (Wilderness Sounds) |
10 | (AutoDetect Traps) (AutoMark Traps) (Smelting) (Jewel Making) (Farming) (Construction) (Boatwrighting) (Siegecrafting) (Speculating) (Locksmithing) (Masonry) |
11 | Parry (True Shot) |
12 | (Track) (AutoCaltrops) (Find Ship) (Gardening) |
13 | Observe (Sap) (Wilderness Lore) |
14 | (Lure) (Plant Item) |
15 | Back Stab (Read Magic) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Bind) (Dazzling Caltrops) |
17 | Second Attack (Make Bombs) |
18 | (Detection) (Animal Taming) (Food Preserving) (AutoClimb) |
19 | Cage Building (Running Fight) |
20 | (Scrapping) (Set Alarm) (Pin) (Branding) |
21 | Cage (Domesticating) |
22 | (Snipe) (Half Attack) |
23 | Shadow (Animal Trading) |
24 | (Disabling Caltrops) (Animal Training) |
25 | Trap Immunity Kamikaze |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Death Trap |
31 | |
32 | |
33 | |
34 | |
35 |