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=== | |
---|---|
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Write Recall (Swim) (Play
Instrument) (Smoke Rings) (Hand to hand combat) (Bandaging) (Clan Crafting) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Find Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Arcanist
===Arcanist=== | |
---|---|
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 Climb Write Recall Read Magic Scroll Scribing (Alchemy) (Play Instrument) (Bandaging) (Apothecary) (Swim) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Erase
Scroll) (Hide) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Wands (Enchant Arrows) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Clarify
Scroll) (Sneak) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Paper
Making (Revoke) (Detect Traps) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Pick |
7 | Spellcraft (Identify |
8 | (Use |
9 | Parry (Remove |
10 | (Repairing
Aura) (Recharge Wand) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Trip (Lore) |
12 | (Enchant
Armor) (Rodsmithing) (Wand Making) (Scribe) (Find Ship) (Gardening) |
13 | Disenchant |
14 | (Enchant
Weapon) (Rapid Shot) |
15 | Power
Grab (Enchant Wand) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Improved |
17 | Shadow (Second |
18 | (Use
Potion) (Knock) (AutoClimb) (Food Preserving) |
19 | Refit (Detection) |
20 | (Greater Enchant |
21 | Observe |
22 | (Dampen |
23 | Mend |
24 | (Comprehend |
25 | (Store |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Magic |
31 | |
32 | |
33 | |
34 | |
35 |
Archon
Artisan
===Artisan=== | |
---|---|
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)+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/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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Recall (Baiting) (Trip) (Scrapping) (Climb) (Scrimshawing) (Mining) (Write) (Carpentry) (Stability) (Find
Home) (Armorsmithing) (Construction) (Edged Weapon Proficiency) (Blunt Weapon Proficiency) (Siegecrafting) (AutoSwim) (Axe Familiarity) (Locksmithing) (Paper Making) (Dodge) (Plant Lore) (Edged Weapon Familiarity) (Farming) (Warrants) (Irrigation) (Parry) (Fletching) (Branding) (Lacquering) (Gem Digging) (Marketeering) (AutoClimb) (Gardening) (Cobbling) (Ship Building) (Clan Crafting) (Baking) (Leather Working) (Drilling) (Swim) (Landscaping) (Rodsmithing) (Animal Husbandry) (Wainwrighting) (Sword Familiarity) (Masonry) (Dyeing) (Taxidermy) (Engraving) (Natural Weapon Proficiency) (Searching) (Half Attack) (Weaving) (Lore) (Tailoring) (Food Preserving) (Distilling) (Staff Familiarity) (Fire Building) (Cooking) (Smelting) (Sword Proficiency) (Foraging) (Glass Blowing) (Blacksmithing) (Herbology) (Textiling) (Fish Lore) (Wilderness Lore) (Sculpting) (Staff Proficiency) (Play Instrument) (Cage) (Weaponsmithing) (Wood Chopping) (Floristry) (Ship Lore) (Boatwrighting) (Composting) (Ranged Weapon Familiarity) (Staff Making) (Kick) (Speculating) (Food Prep) (Axe Proficiency) (Find Ship) (Haggle) (Shield Familiarity) (HammerRing) (Wands) (Hammer Familiarity) (Butchering) (Fishing) (Appraise) (Strategic Retreat) (Decorating) (Bandaging) (Pottery) (Meat Curing) (AutoCrawl) (Instrument Making) (Cover Defence) (Hunting) (Trawling) (Jewel Making) (Mounted Combat) (Tanning) (Wand Making) (Excavation) (Blunt Weapon Familiarity) (Smoke Rings) (Ranged Weapon Proficiency) (Shearing) (Painting) (Embroidering) (Costuming) (Cage Building) (Shrooming) (Hammer Proficiency) |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | (Clan Ship |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 | |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | |
30 | (Master
Fishing) (Master Floristry) (Master Herbology) (Master Butchering) (Master Trawling) (Master Cooking) (Master Tailoring) (Master Leather Working) (Master Wood Chopping) (Master Gem Digging) (Master Armorsmithing) (Master Weaponsmithing) (Master Mining) (Master Gardening) (Master Shearing) (Master Drilling) (Master Distilling) (Master Dyeing) (Master Foraging) (Master Costuming) (Master Baking) (Master Lacquering) (Master Food Prep) (Master Farming) |
31 | |
32 | |
33 | |
34 | |
35 |
Assassin
===Assassin=== | |
---|---|
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged
Weapon Specialization Climb Write Ranged Weapon Specialization Recall Mark (Play Instrument) (Bandaging) (Apothecary) (Swim) (Smoke Rings) (Sword Specialization) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Kick) (Hide) (Dagger
Specialization) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building (Sneak Attack) (Kill Log) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Identify
Poison) (Sneak) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Dirt (Detect
Traps) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Dagger Defense (Pick |
7 | Invisibility to |
8 | (Disarm) (Shadow) (AutoSwim) (AutoCrawl) |
9 | Parry (Flailing Weapon |
10 | (Spying) (Back
Stab) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Trip (Critical |
12 | (Blunt
Weapon Specialization) (Use Poison) (Two Weapon Fighting) (Find Ship) (Gardening) |
13 | Analyze |
14 | (Shadowpass) (Assassinate) |
15 | Second Attack (Axe
Specialization) (True Shot) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Half |
17 | Critical |
18 | Scratch (Sap) (Peek) (AutoClimb) (Food |
19 | High
Marks Silent Hold (Polearm Specialization) (Two Dagger Fighting) (Silent Wield) |
20 | (Stability) (Lay |
21 | (Mark |
22 | (Flank) (Ambush) |
23 | Frame |
24 | (Tumble) (Evesdrop) |
25 | (Deep |
26 | |
27 | |
28 | |
29 | (Master |
30 | Shadowstrike |
31 | |
32 | |
33 | |
34 | |
35 |
Barbarian
===Barbarian=== | |
---|---|
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Ranged Weapon
Specialization Armor Specialization Recall Charge Sword Specialization Shield Specialization (Edged Weapon Specialization) (Hand to hand combat) (Blunt Weapon Specialization) (Wilderness Lore) (Play Instrument) (Axe Specialization) (Hammer Specialization) (Polearm Specialization) (Flailing Weapon Specialization) (Bandaging) (Swim) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Kick) (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Parry (Two Weapon Fighting) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Shield
Bash) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Smoke
Signals (Scalping) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Cleave) (Battle |
7 | Disarm (Dodge) (Meat |
8 | Blood |
9 | Second |
10 | (Spring
Attack) (Apothecary) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Dirt (Jungle |
12 | (Swamp
Tactics) (Intimidation) (Find Ship) (Gardening) |
13 | War |
14 | (Mountain |
15 | Weapon
Break (Climb) (Whiplash) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Rally |
17 | Mounted |
18 | (Endurance) (AutoClimb) (Food |
19 | Identify |
20 | (Scrapping) (Half |
21 | Roll With |
22 | (Forest |
23 | Bullrush |
24 | (Plains |
25 | Stone |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Shrug |
31 | |
32 | |
33 | |
34 | |
35 | Monkey |
Bard
===Bard=== | |
---|---|
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|Half Elf]] Halfling Human Merfolk Svirfneblin Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Write Nothing Recall Haggle Befriend Awareness (Hand to hand combat) (Ranged Weapon Specialization) (Play Instrument) (Bandaging) (Swim) (Smoke Rings) (Sword Specialization) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Seeing (Lore) (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Valor (Climb) (Hide) (Wands) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Suave (Appraise) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Armor Babble (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Clumsiness (Find
Home) |
7 | Rage (Dodge) (Meat |
8 | Muting (Distract) (AutoSwim) (AutoCrawl) |
9 | Serenity (Peek) |
10 | Friendship Revelation (Unbinding) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Drunkenness Comprehension |
12 | Health Mercy (Find |
13 | Make |
14 | Dexterity (Two Weapon |
15 | Protection (Song
Write) (Detect Traps) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Mana (Read |
17 | Quickness (Second |
18 | Lethargy Flight (AutoClimb) (Food |
19 | Knowledge (Swipe
gold) |
20 | Blasting (Branding) |
21 | Thanks Strength |
22 | Lullaby Distraction |
23 | Flying (Steal) |
24 | Death Disgust |
25 | Rebirth |
26 | |
27 | |
28 | |
29 | (Master |
30 | Ode |
31 | |
32 | |
33 | |
34 | |
35 |
Beastmaster
===Beastmaster=== | |
---|---|
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 Write Animal
Bonding Recall Bestow Name Read Runes Shape Shift (Hand to hand combat) (Wilderness Lore) (Sense Pregnancy) (Revoke) (Play Instrument) (Bandaging) (Shards) (Swim) (Scroll Scribing) (Druidic Pass) (Smoke Rings) (Harden Skin) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Locate
Animals (Kick) (Sense Poison) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Speak With Animals (Eaglesight) (Sense Age) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Calm
Animal (Eel Shock) (Dodge) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Cheetah Burst) (Feel
Hunger) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Second
Totem (Cleave) (Venom Ward) (Find Home) |
7 | Animal
Friendship (Identify Poison) (Bite) (Natural Balance) (Meat Curing) |
8 | Trip (Fur
Coat) (Natural Order) (Animal Companion) (AutoSwim) (AutoCrawl) |
9 | (Call |
10 | Charm Animal (Enhance
Body) (Intimidation) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Third
Totem (Call Mate) (Fertility) (Bull Strength) |
12 | Fish
Gills (Pin) (Yearning) (Second Attack) (Find Ship) (Gardening) |
13 | Summon |
14 | (Cats |
15 | Hawkeye (Blind Fighting) (Animal
Training) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Fourth |
17 | (Speed
Birth) (Summon Plague) (Give Life) |
18 | Hibernation (Ant |
19 | Bloodhound (Speed |
20 | (Scrapping) (Soaring
Eagle) (Animal Growth) (Branding) |
21 | Fifth |
22 | Neutralize |
23 | (Find |
24 | Summon |
25 | Rend (Dragonsight) (Crossbreed) |
26 | |
27 | |
28 | |
29 | (Master |
30 | Pack |
31 | |
32 | |
33 | |
34 | |
35 | Uplift |
Burglar
===Burglar=== | |
---|---|
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged
Weapon Specialization Climb Write Recall Swipe gold (Blunt Weapon Specialization) (Play Instrument) (Flailing Weapon Specialization) (Bandaging) (Swim) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Underground
Connections) (Hide) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Appraise (Palm) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Sneak) (Intimidation) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Detect
Traps (Tag Turf) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Pick
Locks) (Dodge) (Fence Loot) (Find Home) |
7 | Peek (Informant) (Observe) (Meat |
8 | (Disarm) (Remove |
9 | Listen (Forgery) |
10 | (Improved
Hiding) (Back Stab) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Steal (Turf
War) |
12 | (Slip
Item) (Improved Peek) (Find Ship) (Gardening) |
13 | Detection (Plant
Item) |
14 | (Bribe) (Improved |
15 | Silent
AutoGold (Read Magic) (Hide Other) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Silent |
17 | Second |
18 | (Make
Maps) (Silent Open) (Robbery) (AutoClimb) (Food Preserving) |
19 | Silent |
20 | (Footlocks) (Half |
21 | Strip |
22 | (Improved |
23 | Tumble (Analyze Item) (Silent
Wear) |
24 | (Con) (Linguistic |
25 | Embezzle (Hide In Plain |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Contract |
31 | |
32 | |
33 | |
34 | |
35 |
Charlatan
===Charlatan=== | |
---|---|
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 |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Nothing Recall Haggle Befriend Sword
Specialization (Edged Weapon Specialization) (Hand to hand combat) (Ranged Weapon Specialization) (Play Instrument) (Bandaging) (Swim) (Smoke Rings) (Costuming) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Revoke (Swipe
gold) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Disguise (Climb) (Hide) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Suave (Mark) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Weaving) |
5 | Light
Placebo Strike The Set (Rescue) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Songcraft (Read |
7 | Imitate (Cast |
8 | (Relics) (Mask
Faith) (Distract) (Decipher Script) (AutoSwim) (AutoCrawl) |
9 | Prestidigitation (Warrants) (Break A
Leg) |
10 | (Dodge) (Awareness) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Comprehension False |
12 | Spellcraft (Track) (Magic |
13 | Make |
14 | Analyze |
15 | Chantcraft Placebo (Protection) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Thiefcraft Shuffle (Exit Stage
Left) |
17 | (Summon |
18 | Prayercraft (Cure Light
Wounds) (Mana) (AutoClimb) (Food Preserving) |
19 | Knowledge (Curtain
Call) |
20 | Detection Monologue (Branding) |
21 | Thanks (Locate |
22 | (Parry) (Ad
Lib) |
23 | Con (Strength) |
24 | Disgust (Frame
Mark) |
25 | Mark |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | (Master |
31 | |
32 | |
33 | |
34 | |
35 |
Cleric
===Cleric=== | |
---|---|
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Read
Prayer Convert Recall (Cure Light Wounds) (Relics) (Revoke) (Divorce) (Annul) (Christen) (Swim) (Cause Light Wounds) (Scroll Scribing) (Restore Smell) (Play Instrument) (Marry) (Disown) (Bandaging) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Sense
Life) (Sense Evil) (Sense Good) (Death Guard) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building (Desecrate) (Bury) (Sacrifice) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Protection
Good) (Death Knell) (Protection Undead) (Searching) (Protection Law) (Protection Chaos) (Protection Evil) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Control
Undead Turn Undead (Sense Chaos) (Sense Law) (Deafness) (Cure Deafness) (Create Food) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Sense Injury) (Cure
Serious Wounds) (Cause Serious Wounds) (Create Water) (Find Home) |
7 | (Sense
Alignment) (Bless) (Curse) (Meat Curing) |
8 | (Protection
Paralyzation) (Anti Undead Field) (Paralyze) (Freedom) (AutoSwim) (AutoCrawl) |
9 | (Sense |
10 | (Silent) (Restore
Voice) (Sense Magic) (Incite Dead) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Protection |
12 | (Protection
Disease) (Hold Undead) (Plague) (Dispel Law) (Cure Disease) (Dispel Chaos) (Find Ship) (Gardening) |
13 | (Sanctuary) (Blood Curse) (Protect |
14 | (Mercy) (Cause Critical |
15 | (Great
Curse) (Holy Aura) (Remove Curse) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Awaken) (Anger) (Sanctify |
17 | (Infuse
Balance) (Blindsight) (Blindness) (Infuse Impunity) (Infuse Discipline) (Cure Blindness) (Half Attack) (Unholy Portent) (Infuse Unholiness) (Infuse Holiness) (Infuse Moderation) |
18 | (Protection Elements) (Blade
Barrier) (Drain) (Dream Feast) (AutoClimb) (Food Preserving) |
19 | (Godstrike) (Corpse
Walk) (Thunderbolt) (Hellfire) |
20 | (Mass
Mobility) (Devourer Curse) (Mass Paralyze) (Mass Freedom) (Branding) |
21 | (Heal) (Harm) (Protection |
22 | (Bloat
Bomb) (Bless Item) (Curse Item) (Neutralize Item) |
23 | (Mass
Harm) (Mass Heal) (Linked Health) (Joyous Rapture) |
24 | (Word of
Law) (Unholy Word) (Snake Staff) (Nullification) (Word of Chaos) (Holy Word) |
25 | (Regeneration) (Resurrect) (Protection |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | (Restoration) (Deathfinger) (Contagion) |
31 | |
32 | |
33 | |
34 | |
35 | Planar |
Conjurer
Delver
===Delver=== | |
---|---|
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 | Climb Write My
Plants Summon Fungus Recall Summon Pool Fishing Read Runes (Wilderness Lore) (Revoke) (Play Instrument) (Bandaging) (Swim) (Scroll Scribing) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Summon
Water) (Tether) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Cave Fishing (Darkvision) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Boulderbash) (Sense
Metal) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Shards (Deep Darkness) (Strike
Barren) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Mold) (Magnetic |
7 | Endure
Rust (Deep Thoughts) (Brittle) (Meat Curing) |
8 | (Den) (Fodder |
9 | Earthpocket (Rockfeet) |
10 | (Golem
Form) (Crystal Growth) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) |
11 | Plant |
12 | (Rockthought) (Snatch |
13 | Drifting (Distant Fungal |
14 | (Stonewalking) (Earthfeed) |
15 | Sacred
Earth (Fungal Bloom) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Sense
Ores) (Brown Mold) |
17 | Quake (Magnetic |
18 | (Fungus
Feet) (Labyrinth) (AutoClimb) (Food Preserving) |
19 | Tremor |
20 | Sense
Fluids (Scrapping) (Stone Friend) (Branding) |
21 | Sense |
22 | (Homeopathy) (Unbreakable) |
23 | Find |
24 | (Volcanic |
25 | Metal |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | (Explosive |
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Ember Write Read
Prayer Revoke Recall Polearm Specialization Convert (Relics) (Divorce) (Play Instrument) (Annul) (Protection Bless) (Bandaging) (Swim) (Scroll Scribing) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Rot (Curse
Flames) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Desecrate (Darkening Aura) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Protection
Good (Protection Fire) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Deafness (Faithless) (Sense
Law) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Tongues (Flame
Weapon) (Cause Fatigue) (Find Home) |
7 | Curse (Hunt |
8 | Paralyze (Protection |
9 | (Curse |
10 | Sense
Magic (Curse Mind) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Unholy |
12 | (Dispel
Law) (Protection Disease) (Plague) (Find Ship) (Gardening) |
13 | Blood |
14 | (Demonshield) (Aura of
Harm) |
15 | Great
Curse (Mass Deafness) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Sense
Parish) (Daily Bread) (Anger) |
17 | Blindness (Infuse |
18 | (Mass
Tongues) (Protection Elements) (Doom Aura) (AutoClimb) (Food Preserving) |
19 | Hellfire (Religious
Doubt) (Curse Luck) |
20 | (Mass |
21 | Corruption (Condemnation) (Demonic Consumption) |
22 | Curse |
23 | (Curse |
24 | Unholy |
25 | Elemental |
26 | |
27 | |
28 | |
29 | (Master |
30 | Fire |
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|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 Write Swim Read Runes Shape
Shift My Plants Recall Druidic Pass (Hand to hand combat) (Revoke) (Summon Plants) (Bestow Name) (Scroll Scribing) (Staff Specialization) (Herbology) (Wilderness Lore) (Play Instrument) (Predict Weather) (Bandaging) (Shards) (Smoke Rings) (Harden Skin) (Foraging) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Sense
Poison) (Summon Water) (Locate Plants) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building (Moonbeam) (Summon Food) (Life Echoes) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Locate
Animals) (Tangle) (Summon Fire) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Feel
Electricity) (Eaglesight) (Fortify Food) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Calm |
7 | (Natural
Balance) (Feel Cold) (Goodberry) (Feel Hunger) (Meat Curing) |
8 | (Control
Fire) (Natural Order) (Venom Ward) (Warp Wood) (AutoSwim) (AutoCrawl) |
9 | (Water Walking) (Call |
10 | (Brittle) (Feel Heat) (Grow
Club) (Animal Friendship) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Plant
Pass) (Venomous Bite) (Wind Gust) |
12 | (Whisperward) (Fish |
13 | (Plant
Bed) (Hold Animal) (Lightning Ward) |
14 | (Illusionary
Forest) (Earthfeed) (Hippieness) (Cold Ward) |
15 | (Plant
Lore) (Fertilization) (Charm Animal) (Herbalism) (Calm Weather) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Summon
Peace) (Fire Ward) (Shillelagh) |
17 | (Quake) (Summon Plague) (Distant |
18 | (Reabsorb) (Hibernation) (Gas Ward) (Plant
Maze) (AutoClimb) (Food Preserving) |
19 | (Sense
Sentience) (Summon Animal) (Summon Heat) (Nectar) |
20 | (Scrapping) (Summon Insects) (Summon |
21 | (Sense Fluids) (Animal
Spy) (Plant Snare) (Sense Pregnancy) (Summon Rain) |
22 | (Neutralize
Poison) (Summon Wind) (Sense Plants) (Treemorph) (Find Plant) |
23 | (Summon
Mount) (Sense Ores) (Find Ore) (Grow Item) (Summon Lightning) |
24 | (Find
Gem) (Summon Fear) (Sense Age) (Charm Area) (Sense Gems) (Summon Elemental) |
25 | (Speed
Time) (Feralness) (Summon Sapling) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Reincarnation |
31 | |
32 | |
33 | |
34 | |
35 | (Plane |
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged
Weapon Specialization Hand to hand combat Blunt Weapon Specialization Write Ranged Weapon Specialization Armor Specialization Axe Specialization Recall Hammer Specialization Polearm Specialization Flailing Weapon Specialization Sword Specialization Shield Specialization (Play Instrument) (Bandaging) (Swim) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Kick) (Armor
Tweaking) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Parry (Two Weapon Fighting) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Weapon
Sharpening) (Shield Bash) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Rescue (Cleave) (Whipsmack) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Disarm Subdue (Find
Home) |
7 | (Dodge) (Rapid
Shot) (Meat Curing) |
8 | Second |
9 | (Critical |
10 | Blind
Fighting (Toughness) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Mounted |
12 | Weapon |
13 | (Dual |
14 | Trip (Toughness
II) |
15 | (Climb) (Sweep) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Roll With |
17 | (Whomp) (Desperate |
18 | Third |
19 | (Point Blank |
20 | Tumble (AutoBash) (Branding) |
21 | (Urban |
22 | Improved Shield |
23 | (Cover |
24 | Counter-Attack Called |
25 | (Heroism) |
26 | |
27 | |
28 | |
29 | (Master |
30 | Coup de |
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 |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Foraging Climb Write My Plants Summon
Plants Recall Read Runes Druidic Pass (Hand to hand combat) (Herbology) (Summon Flower) (Wilderness Lore) (Revoke) (Play Instrument) (Summon Herbs) (Bandaging) (Shards) (Swim) (Scroll Scribing) (Smoke Rings) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Floristry (Locate
Plants) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Summon Food (Summon Ivy) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Free
Vine (Summon Vine) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Blunt Weapon
Specialization) (Fortify Food) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Barkskin (Sense
Sentience) (Summon Sun) (Find Home) |
7 | Know
Plants (Goodberry) (Plant Self) (Woodland Hide) (Meat Curing) |
8 | (Root) (Grow |
9 | Plant Lore (Plant
Pass) (Killer Vine) |
10 | Plant
Form (Herbalism) (Summon Tree) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Farming (Summon
Seeds) (Vine Weave) (Plant Bed) |
12 | Plant
Wall (Shillelagh) (Find Ship) (Gardening) |
13 | Summon |
14 | Plant |
15 | Sense Plants (Control
Plant) (Summon Houseplant) (Poisonous Vine) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Grow |
17 | Find |
18 | (Chlorophyll) (Vampire
Vine) (AutoClimb) (Food Preserving) |
19 | Distant |
20 | Grapevine (Scrapping) (Sapling |
21 | (Vine |
22 | Tap |
23 | (Plant |
24 | Summon |
25 | (Shamblermorph) (Sweet |
26 | (Master |
27 | |
28 | |
29 | (Master Herbology) |
30 | Grow |
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Write Recall Flailing Weapon
Specialization Smoke Rings (Cooking) (Hand to hand combat) (Play Instrument) (Food Prep) (Bandaging) (Clan Crafting) (Baking) (Swim) (Floristry) |
2 | Gaol |
3 | Fire |
4 | (Searching) (Tanning) |
5 | Blacksmithing (Whipsmack) (Nipple |
6 | (Carpentry) (Find
Home) |
7 | Tattooing (Meat |
8 | (Prison
Assignment) (Locksmithing) (AutoSwim) (AutoCrawl) |
9 | Warrants |
10 | (Hide) (Siegecrafting) |
11 | Brainwash |
12 | Arresting |
13 | (Prisoner |
14 | Tar And |
15 | (Flay) (Whiplash) (Composting) |
16 | (Torturesmithing) |
17 | (Leeching) |
18 | Collect |
19 | (Arrest) |
20 | Behead (Branding) |
21 | (Stoning) |
22 | Slave |
23 | (Enslave) |
24 | Jail |
25 | (Chirgury) |
26 | |
27 | |
28 | |
29 | (Master |
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 | (Foraging) (Herbology) (Floristry) (Fishing) (Gem |
2 | (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | (Blacksmithing) (Carpentry) (Leather |
4 | (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Find Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master |
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 | Hand to
hand combat Write Read Prayer Cure Light Wounds Turn Undead Revoke Recall Swim Convert (Restore Smell) (Relics) (Play Instrument) (Marry) (Annul) (Bandaging) (Scroll Scribing) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Infuse
Holiness) (Infuse Impunity) (Sense Evil) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Sacrifice (Remove Death Mark) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Cure
Fatigue) (Protection Evil) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Cure
Deafness (Fidelity) (Sense Law) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Cure Serious Wounds (Sense |
7 | (Brightening
Aura) (Protection Law) (Bless) (Meat Curing) |
8 | Freedom (Remove |
9 | (Godlight) (Dispel
Evil) |
10 | Restore
Voice (Cure Vampirism) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Benediction) (Remove Poison) |
12 | Cure |
13 | Mass |
14 | Cure Critical |
15 | Holy
Shield (Holy Aura) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Calm (Cure Cannibalism) |
17 | Cure |
18 | (Blessed |
19 | (Godstrike) (Protection |
20 | Half |
21 | Heal (Atonement) |
22 | (Consecrate
Land) (Bless Item) |
23 | Mass |
24 | (Divine |
25 | (Divine |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | True |
31 | |
32 | |
33 | |
34 | |
35 |
Illusionist
Jester
===Jester=== | |
---|---|
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 |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Belly
Rolling Write Juggle Clumsiness Nothing Recall Haggle Befriend Sword Specialization (Edged Weapon Specialization) (Ranged Weapon Specialization) (Play Instrument) (Bandaging) (Apothecary) (Swim) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Identify
Poison (Drunkenness) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building QuickChange (Climb) (Hide) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Slapstick (Babble) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Mimicry (Wands) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Awareness (Lay Minor |
7 | (Prestidigitation) (Dodge) (Meat Curing) |
8 | Use |
9 | (Fire |
10 | Joke (Distraction) (Sneak) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Bind) (Lightness) |
12 | Slow |
13 | (Center of |
14 | Clog
Dance Stop (Mercy) (Critical Shot) |
15 | (Detect
Traps) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Stability (Read |
17 | (Second |
18 | Tumble (Thanks) (AutoClimb) (Food |
19 | (Swipe |
20 | Avoid
Traps (Critical Strike) (Muting) (Branding) |
21 | (Steal) |
22 | Feint (Quickness) |
23 | (Single Mindedness) (Blind |
24 | Cartwheel (Disgust) |
25 | Puppeteer (Roll With |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Buffoonery |
31 | |
32 | |
33 | |
34 | |
35 |
Mage
===Mage=== | |
---|---|
Description: | Mages are masters of magic, and wielders
of the great elemental powers. While weak in hit points and in fighting skill, their spells are the most widely prized and powerful of all the classes. They may not wear any metal or leather armors, or use most weapons. However, the sting of their magic missiles and the armor of magic they wear makes up for any loss.
Mage is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.
How to play: Mages are among the most versatile of classes, being able to make spell choices which carve out the path the Mage would like to take. For the loner Mage, the emphasis on offensive magic will make him a powerful opponent in battle. In groups, the mage may focus on protective magic to make him a more desirable companion. And even the playful mage may focus on the role-playing magic to make his mudding as fun as possible!
The mage is almost useless in weapon combat. The mage must be smart and creative to use his spells to give him the edge. But the versatility of the mage gives him the ability to do just that, using magic and guile to trick monsters to their death, granting experience for the mage. |
Primary Stat: | Intelligence |
Qualifications: | Intelligence 9+ |
Practices: | 6
+[(Wisdom/6)+4 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/3)+(1d4)/lvl]. |
Movement: | 100 +[3X(Str/18)
/lvl]. |
Attack: | +(Int/18) per level. |
Damage: | +1 damage per 30
level(s). |
Maximum Stat Values: | Intelligence (25), Others (18) |
Bonuses: | |
Weapons: | Must use
daggers, staves, or natural weapons. |
Armor: | Must wear cloth, vegetation, or
paper based armor. |
Limitations: | |
Starting Equipment: | a wooden
quarterstaff |
Races: | Drow Elf Githyanki
Gnome Half Elf Human Merfolk Mindflayer Orc Pixie Svirfneblin Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Magic Missile Iron
Grip Resist Magic Missiles Scroll Scribing Read Magic Wands Shield Revoke Recall (Prestidigitation) (Memorize) (Wizards Chest) (Spider Climb) (Repairing Aura) (Play Instrument) (Smoke Rings) (Erase Scroll) (Magical Aura) (Swim) (Bandaging) (Ventriloquate) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Obscure
Self) (Clog Mouth) (Detect Undead) (Summon Steed) (Enchant Arrows) (Blur) (Animate Item) (Light) (Shrink) (Enlarge Object) (Resist Poison) (Infravision) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building (Summon Companion) (Grease) (Feather Fall) (Summoning Ward) (Sleep) (Dream) (Floating Disc) (Deafen) (Wizard Lock) (Knock) (Detect Metal) (Resist Gas) (Know Alignment) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Detect
Poison) (Burning Hands) (Searching) (Fake Spring) (Resist Acid) (Water Breathing) (Frost) (Mage Armor) (Acid Arrow) (Friends) (Endless Hunger) (Fake Food) (Detect Water) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Resist
Cold) (Mend) (Weakness to Gas) (Charm Ward) (Spook) (Faerie Fire) (Wall of Stone) (Mystic Shine) (Harden) (Dispel Magic) (Detect Magic) (Detect Gold) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Weakness to
Acid) (Stinking Cloud) (Meld) (Grace Of The Cat) (Charm) (Detect Invisible) (Shocking Grasp) (Resist Electricity) (Find Familiar) (Illusory Wall) (Augury) (Find Home) |
7 | (Weakness to
Cold) (Pass Door) (Refit) (Fireball) (Tourettes) (Resist Fire) (Invisibility) (Monster Summoning) (Darkness) (Ghost Sound) (Detect Hidden) (Meat Curing) |
8 | (Faerie
Fog) (Spellcraft) (Fear) (Weakness to Electricity) (Shatter) (Resist Disease) (Elemental Storm) (Wall of Darkness) (Teleportation Ward) (Lightning Bolt) (Identify Object) (AutoSwim) (AutoCrawl) |
9 | (Flameshield) (Daydream) (Farsight) (Mirage) (Ice
Sheet) (Blind) (Awe) (Comprehend Languages) (Magic Mouth) (Weakness to Fire) |
10 | (Arcane
Mark) (Teleport) (Gust of Wind) (Slow) (Resist Arrows) (Ugliness) (Locate Object) (Mute) (Phantom Hound) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Change Sex) (Acid
Fog) (Heat Metal) (Improved Repairing Aura) (Mirror Image) (Weaken) (Claireaudience) (Feeblemind) (Stoneskin) (Wall of Ice) |
12 | (Enlightenment) (Shelter) (Delirium) (Destroy
Object) (Laughter) (Confusion) (Clairevoyance) (Fly) (Globe) (Haste) (Find Ship) (Gardening) |
13 | (Feign
Death) (Distant Vision) (Giant Strength) (Earthquake) (Frenzy) (Gate) (Resist Paralysis) (Reinforce) |
14 | (Mass
Invisibility) (Arcane Possession) (Scribe) (Silence) (Wall of Air) (Know Value) (Animate Weapon) |
15 | (Climb) (Blink) (Irritation) (Polymorph) (Fake
Weapon) (Ensnare) (Hold) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Choke) (Mage Claws) (Chain
Lightning) (Fake Armor) (Forecast Weather) (Meditation) (Free Movement) (Dismissal) |
17 | (Clarify
Scroll) (Portal) (Siphon) (Fools Gold) (Recharge Wand) (Wall of Fire) |
18 | (Reverse
Gravity) (See Aura) (Web) (Resist Petrification) (Summon) (Delude) (AutoClimb) (Food Preserving) |
19 | (Improved
Invisibility) (Forget) (Wall of Force) (Flesh Stone) (Stone Flesh) |
20 | (Nightmare) (Improved
Polymorph) (Enchant Armor) (Repulsion) (Cloudkill) (Scry) (Branding) |
21 | (Command) (Alchemy) (Immunity) (Mass Haste) (Summon |
22 | (Disenchant) (Meteor
Storm) (Hungerless) (Greater Globe) (Enchant Weapon) (Detect Sentience) |
23 | (Combat
Precognition) (Mind Block) (Dragonfire) (Time Stop) (Cogniportive) |
24 | (Returning) (Delay) (Thirstless) (Summon |
25 | (Disintegrate) (Demon
Gate) (Mass Fly) (Geas) (Spell Turning) |
26 | (Improved |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Spellbinding |
31 | |
32 | |
33 | |
34 | |
35 |
Mer
===Mer=== | |
---|---|
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 | Write My
Plants Recall Summon Seaweed Swim Read Runes Shape Shift Phosphorescence (Hand to hand combat) (Climb) (Herbology) (Aquatic Pass) (Revoke) (Play Instrument) (Predict Tides) (Sea Lore) (Polearm Specialization) (Fish Gills) (Bandaging) (Shards) (Scroll Scribing) (Smoke Rings) (Foraging) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Sense
Water (Darkvision) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Filter Water (Animal Bonding) (Snuff Flame) (Bestow Name) (Summon Chum) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Eel
Shock (Find Driftwood) (Locate Animals) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Water
Walking) (Speak With Animals) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Summon Coral (Airy
Aura) (Calm Animal) (Find Home) |
7 | Bloody
Water (Feel Electricity) (Natural Balance) (Know Plants) (Water Cover) (Meat Curing) |
8 | (Natural
Order) (Animal Companion) (Underwater Action) (Water Hammer) (AutoSwim) (AutoCrawl) |
9 | Summon School (Call |
10 | Drown (Waterguard) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Reef |
12 | High
Tide (Charm Animal) (Whisperward) (Find Ship) (Gardening) |
13 | Land |
14 | Feeding |
15 | Calm
Seas (Warning Winds) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Summon |
17 | Second |
18 | (Hippieness) (Flood) (AutoClimb) (Food |
19 | Sift |
20 | Favorable |
21 | (Animal |
22 | Animal |
23 | (Sense
Gems) (Tidal Wave) |
24 | Waterspout (Charm
Area) |
25 | (Whirlpool) (Fishy |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Tsunami |
31 | |
32 | |
33 | |
34 | |
35 |
Minstrel
===Minstrel=== | |
---|---|
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Ranged Weapon
Specialization Nothing Tempo Recall Befriend Break (Wood Clappers) (Hand to hand combat) (Climb) (Play Instrument) (Bandaging) (Instrument Making) (Swim) (Smoke Rings) (Sword Specialization) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Rhythm Dirt (Flutes) (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building March (Drums) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Background (Harps) (Find
Water) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Tune
Instrument Melody (Cymbals) (Relics) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Love
Song (Guitars) (Armor) (Trophy Count) (Find Home) |
7 | Carol (Clarinets) (Meat |
8 | Blues (Violins) (Rescue) (AutoSwim) (AutoCrawl) |
9 | Ballad Dodge (Serenity) (Oboes) |
10 | Instrument
Bash Retreat (Horns) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Charge! |
12 | Reveille Listen (Xylophones) (Find |
13 | Symphony |
14 | Dirge (Trumpets) (Parry) |
15 | Ditty (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Solo (Pianos) |
17 | (Quickness) (Second |
18 | Lullabies (Harmonicas) (Struggle) (AutoClimb) (Food |
19 | (Thanks) |
20 | Feint Accompaniment (Tubas) (Branding) |
21 | (Spiritual) |
22 | (All |
23 | Harmony |
24 | (Trombones) (Mystical) |
25 | Battlehymn |
26 | |
27 | |
28 | |
29 | (Master |
30 | Conduct |
31 | |
32 | |
33 | |
34 | |
35 |
Missionary
===Missionary=== | |
---|---|
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Restore Smell Read
Prayer Ranged Weapon Specialization Revoke Recall Divine Luck Convert (Relics) (Play Instrument) (Marry) (Annul) (Protection Bless) (Bandaging) (Swim) (Scroll Scribing) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Sense
Life (Sense Evil) (Sense Good) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Bury (Infuse Balance) (Infuse Discipline) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Position) (Protection
Undead) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Sense
Chaos Create Food (Birds Eye) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Create Water (Sense |
7 | Hunt |
8 | Protection
Paralyzation (Revival) (AutoSwim) (AutoCrawl) |
9 | (Airyform) (Minor |
10 | Sense
Magic (Sense Invisible) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Sense |
12 | (Protection |
13 | Sanctuary (Blood Curse) |
14 | (Holy
Wind) |
15 | (Wings) (Remove
Curse) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Etherealness) (Sense |
17 | Blindsight (Half |
18 | Retribution (Protection |
19 | (Chain |
20 | Mass |
21 | Discipline Moral |
22 | (Moderate |
23 | Linked |
24 | Nullification (Undeniable |
25 | (Electric |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
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 |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Hand to hand combat Blunt Weapon Specialization Write Ranged Weapon Specialization Armor Specialization Axe Specialization Kick Recall Hammer Specialization Polearm Specialization Flailing Weapon Specialization Sword Specialization Shield Specialization (Monkey Punch) (Play Instrument) (Hide) (Bandaging) (Swim) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Climb) (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Parry (Two Weapon Fighting) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Dodge) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Rescue (Armor
Tweaking) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Sneak) (Disarm) (Find
Home) |
7 | Deflect |
8 | (Trip) (Ax |
9 | Back Hand (Body
Toss) |
10 | (Body
Flip) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Blind |
12 | (Flying
Kick) (Catch Projectile) (Find Ship) (Gardening) |
13 | Weapon |
14 | (Detection) (Dirt) |
15 | Sweep (Cartwheel) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Side
Kick) (Body Shield) |
17 | Circle |
18 | (Half |
19 | Tumble |
20 | (Weapon |
21 | Endurance (Gouge) |
22 | (Circle
Trip) |
23 | Listen |
24 | (Lightning |
25 | Return |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Atemi |
31 | |
32 | |
33 | |
34 | |
35 |
Necromancer
===Necromancer=== | |
---|---|
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Write Read Prayer Control Undead Revoke Invisibility to Undead Recall Animate Skeleton Convert (Relics) (Divorce) (Play Instrument) (Protection Bless) (Bandaging) (Swim) (Scroll Scribing) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Preserve
Body) (Sense Life) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Desecrate (Feed The Dead) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Protection
Undead (Animate Zombie) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Deafness) (Dark Senses) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Animate Ghoul) (Call |
7 | Curse (Cause |
8 | Paralyze (Protection |
9 | (Animate |
10 | Sense
Magic (Silent) (Sense Invisible) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Unholy |
12 | Plague (Protection |
13 | Blood |
14 | (Animate |
15 | Great
Curse (Feign Life) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Anger (Aura of
Fear) |
17 | Blindness (Infuse |
18 | (Infuse |
19 | Hellfire (Designation) |
20 | Mass |
21 | (Animate |
22 | Curse |
23 | (Cause |
24 | Unholy |
25 | Regeneration (Animate |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | (Mass |
31 | |
32 | |
33 | |
34 | |
35 |
Ninja
===Ninja=== | |
---|---|
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 |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Caltrops Kick Sword
Specialization (Revoke) (Play Instrument) (Energize Chakra) (Bandaging) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Ranged Weapon
Specialization (Stone Chakra) (Hide) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Counter-Tracking (Flare Chakra) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Strategic
Retreat (Sneak) (Wind Chakra) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | AutoCrawl Ninja
Crafting (AutoSwim) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Dirt (Dodge) (Drone |
7 | Deflect |
8 | Trip (Ghost |
9 | (Pick |
10 | AutoCaltrops (Blood
Brother) (Iron Chakra) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Catch |
12 | (Clone |
13 | (Improved |
14 | Shadowpass Slick |
15 | Dazzling
Caltrops (Cartwheel) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Set Decoys |
17 | Diamond |
18 | Running |
19 | (Lava |
20 | Disabling |
21 | Shadow (Flank) |
22 | Improved |
23 | (Cyclone |
24 | (Escape |
25 | (Gouge) |
26 | |
27 | |
28 | |
29 | (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Oracle
===Oracle=== | |
---|---|
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 |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Read
Prayer Revoke Sense Life Recall Flailing Weapon Specialization Swim Convert (Cure Light Wounds) (Relics) (Play Instrument) (Bandaging) (Scroll Scribing) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Sense
Evil (Sense Undead) (Sense Good) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building (Sacrifice) (Sense Allergies) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Sense
Alignment (Freedom) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Cure Deafness (Turn
Undead) (Soul Peering) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Cure Serious Wounds (Sense |
7 | Sense
Faithful (Cure Fatigue) (Bless) (Meat Curing) |
8 | Prayercraft (Minor |
9 | (Wilderness |
10 | Sense
Magic (Restore Voice) (Sense Invisible) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Remove |
12 | Skillcraft Sense
Hidden (Cure Disease) (Titling) (Find Ship) (Gardening) |
13 | Speak with |
14 | Sense |
15 | (Holy
Aura) (Sense Parish) (Lower Law) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Thiefcraft (Prophecy) (Sense |
17 | Blindsight Cure |
18 | (Infuse
Holiness) (Infuse Moderation) (Seekers Prayer) (AutoClimb) (Food Preserving) |
19 | Godstrike Sense |
20 | Sense |
21 | Heal (Philosophy) (Sense |
22 | Sense |
23 | (Divine |
24 | Sense |
25 | (Resurrect) (Above The
Law) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Paladin
===Paladin=== | |
---|---|
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 | Write Armor
Specialization Recall Healing Hands Sword Specialization Shield Specialization (Edged Weapon Specialization) (Hand to hand combat) (Blunt Weapon Specialization) (Ranged Weapon Specialization) (Play Instrument) (Axe Specialization) (Hammer Specialization) (Polearm Specialization) (Flailing Weapon Specialization) (Bandaging) (Swim) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Rescue) (Paladin's
Resistance) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Parry (Armor Tweaking) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Holy
Strike) (Shield Bash) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Cure Light
Wounds) (Call Mount) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Sense |
7 | Read
Prayer Disease Immunity (Relics) (Paladin's Mount) (Dodge) (Meat Curing) |
8 | (Protection
Chaos) (Disarm) (Protection Evil) (AutoSwim) (AutoCrawl) |
9 | Second Attack (Sense |
10 | (Heal
Mount) (Cure Serious Wounds) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | All |
12 | (Blind |
13 | Paladin's |
14 | (Restore |
15 | Breakup
Fight (Cleave) (Climb) (Remove Poison) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Cure |
17 | Poison |
18 | (Trip) (Cure Critical |
19 | Paladin's |
20 | (Calm) (Half |
21 | Cure |
22 | (Command |
23 | Sweep (Hammer of |
24 | (Paladin's |
25 | (Heal) (Abiding
Aura) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Craft |
31 | |
32 | |
33 | |
34 | |
35 |
Pirate
===Pirate=== | |
---|---|
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Write Ranged Weapon Specialization Recall Superstition (Climb) (Play Instrument) (Bandaging) (Improved Boarding) (Swim) (Smoke Rings) (Sword Specialization) (Rope Swing) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Locate
Alcohol (Hold Your Liquor) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Belay (Hide) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Sea
Legs) (Searching) (Ride The Rigging) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Buried
Treasure (Sneak) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Wenching (Dodge) (Find Ship) (Find
Home) |
7 | Draw Treasure
Map (Peek) (Meat Curing) |
8 | (Make
Sea Maps) (Walk The Plank) (Disarm) (AutoSwim) (AutoCrawl) |
9 | Plunder (Ship |
10 | (Sea
Charting) (Back Stab) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Dead |
12 | (Listen) (Sea |
13 | Scuttle (Bind) (Fence
Loot) |
14 | (Nothing) (Pirate
Shanty) (Pieces of Eight) (Curse) |
15 | (Conceal
Item) (Call Pirate Familiar) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Make Pub |
17 | (Pet
Spy) (Second Attack) |
18 | Warning
Shot (Silent AutoLoot) (Combat Repairs) (AutoClimb) (Food Preserving) |
19 | (Salvaging) (Foul Weather |
20 | (Pet |
21 | Fly Merchant |
22 | (Rig Ramming |
23 | (Intercept |
24 | (Half |
25 | (Await
Ship) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Silent |
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 | (Foraging) (Herbology) (Floristry) (Fishing) (Gem |
2 | (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | (Blacksmithing) (Carpentry) (Leather |
4 | (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Find Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master |
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 | (Play
Instrument) (Smoke Rings) (Bandaging) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Hush Mark
OOC (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Metacrafting Acidbreath Banish (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Shame (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Wrath (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Accuse (Find
Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Dancer
===Dancer=== | |
---|---|
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 |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Can-Can Recall Stop Befriend Sword
Specialization (Hand to hand combat) (Ranged Weapon Specialization) (Play Instrument) (Bandaging) (Swim) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Foxtrot (Lore) (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Kick Tarantella (Climb) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Waltz (Appraise) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Salsa Grass (Dodge) (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Clog Dance (Find
Home) |
7 | Capoeira (Distract) (Meat |
8 | Tap Swing (AutoSwim) (AutoCrawl) |
9 | Basse (Disarm) |
10 | Tango Body
Flip (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Polka (Spring |
12 | Rags |
13 | Cotillon (Trip) |
14 | Ballet (Two Weapon |
15 | Jitterbug (Tumble) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Butoh |
17 | Courante (Second |
18 | Musette (AutoClimb) (Food |
19 | Endurance Swords (Cartwheel) |
20 | Flamenco (Branding) |
21 | Jingledress (Roll |
22 | Morris |
23 | Butterfly (Blind |
24 | Macabre |
25 | War (Circle
Trip) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
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 |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Restore Smell Read
Prayer Turn Undead Revoke Recall Hammer Specialization Swim Convert (Cure Light Wounds) (Relics) (Play Instrument) (Marry) (Bandaging) (Scroll Scribing) (Smoke Rings) (Extinguish) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Create
Water (Purify) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Sanctimonious (Sacrifice) (Fidelity) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Protection
Evil (Protection Undead) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Sense
Chaos (Create Food) (Protection Cold) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Cure Serious |
7 | Protection
Chaos (Hunt Evil) (Sense Devotion) (Bless) (Meat Curing) |
8 | Protection
Paralyzation (Freedom) (AutoSwim) (AutoCrawl) |
9 | (Cure |
10 | Restore
Voice (Sense Magic) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Monolith) (Protection |
12 | Protection
Disease (Fountain of Life) (Dispel Chaos) (Find Ship) (Gardening) |
13 | (Protect |
14 | Cure Critical |
15 | (Holy
Aura) (Freeze Metal) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Calm (Infuse Holiness) (Infuse |
17 | Piety |
18 | (Wave) (Protection |
19 | Godstrike Aura of the Divine |
20 | (Mass
Mobility) (Mass Freedom) (Branding) |
21 | Heal (Atonement) |
22 | (Bless |
23 | Judgement (Mass |
24 | Nullification (Word of |
25 | (Elemental
Aid) (Ice Healing) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | (Aura of |
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 | (Foraging) (Herbology) (Floristry) (Fishing) (Gem |
2 | (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | (Blacksmithing) (Carpentry) (Leather |
4 | (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Find Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master |
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 | Write Armor
Specialization Track Ranged Weapon Specialization Recall Sword Specialization Shield Specialization (Edged Weapon Specialization) (Hand to hand combat) (Blunt Weapon Specialization) (Animal Bonding) (Axe Specialization) (Polearm Specialization) (Flailing Weapon Specialization) (Swim) (Play Instrument) (Hammer Specialization) (Bandaging) (Apothecary) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Find
Water) (Bow Specialization) (Rescue) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Delay
Poison Fire Building (Parry) (Track Animal) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Repel
Vermin) (Searching) (Shield Bash) (Two Weapon Fighting) (Armor Tweaking) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Predict
Weather) (Shards) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Locate |
7 | (Dodge) (Identify
Poison) (Rapid Shot) (True Shot) (Meat Curing) |
8 | Favored Enemy |
9 | Locate |
10 | (Cleave) (Calm
Animal) (Woodland Sneak) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Hunters |
12 | (Control
Fire) (Point Blank Shot) (Set Snare) (Find Ship) (Gardening) |
13 | Read |
14 | (Summon
Peace) (Venom Ward) (Woodland Hide) |
15 | Woodland
Lore (Natural Balance) (Climb) (Natural Order) (Plant Lore) (Fish Gills) (Critical Shot) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Hold |
17 | (Trip) (Earthfeed) (Far
Shot) |
18 | Favored Enemy
3 (Sweep) (Cold Ward) (AutoClimb) (Food Preserving) |
19 | Air |
20 | Half |
21 | (Camouflage) (Gas Ward) |
22 | Summon |
23 | Favored Enemy |
24 | (Regional |
25 | Called |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Animal |
31 | |
32 | |
33 | |
34 | |
35 |
Reliquist
===Reliquist=== | |
---|---|
Description: | Reliquists are devout thieves who
seek out divine artifacts that don't belong to them, and are able to "borrow" and store divine power into relics and other objects.
How to play: Reliquists often work directly with the clergy to recover artifacts for the faithful, and to deliver powerful enhancements to the equipment of fellow members of the faith. Some Reliquists work as agents of their god to sew discontent and anarchy amongst other deities' faithful, or go it as loners, seeking artifacts and power for themselves with their deity's blessing. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 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)+(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: | Magic
resistance, 1%/level. Huge discounts when buying holy potions after 5th level. Ability to memorize prayers learned through PrayerCraft. Can see prayer scroll charges at level 30. |
Weapons: | May use any weapons. |
Armor: | Must wear leather,
cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a small
hammer |
Races: | Aarakocran Drow Duergar
Dwarf Elf Githyanki Gnome Goblin Half Elf Human Merfolk Pixie Svirfneblin Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Write Read
Prayer Whip Specialization Recall (Polearm Specialization) (Flailing Weapon Specialization) (Swim) (Staff Specialization) (Play Instrument) (Hammer Specialization) (Bandaging) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Mask
Faith (Protect Item) (Hide) (Repurpose Text) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Relics Fire
Building (Graverobbing) (Blacksmithing) (Leather Working) (Tailoring) |
4 | Mark Illuminate Scroll (Attune
Scroll) (Sneak) (Searching) (Deplete Scroll) (Empower Scroll) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Carpentry (Revoke) (Whiplash) (Detect
Traps) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Fluency) (Pick
Locks) (Shield Bash) (Tongues) (Store Prayer) (Find Home) |
7 | Prayercraft (Sense |
8 | Sense
Magic Empower Shield (Decipher Script) (HammerRing) (AutoSwim) (AutoCrawl) |
9 | Borrow |
10 | (Cure Light
Wounds) (Cause Light Wounds) (Recharge Relic) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Trip (Lesser Warding Glyph) (Deflect |
12 | Religious
Doubt (Scroll Scribing) (Staff Making) (Find Ship) (Gardening) |
13 | (Attune
Relic) (Make Maps) (Deplete Relic) (Empower Relic) (Reveal Text) |
14 | (Research
Region Map) (Transfer Bane) (Release Prayer) (Transfer Boon) |
15 | Research
Item (Enchant Relic) (Power Grab) (Whipsmack) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Blend In) (Improved |
17 | False |
18 | False
Service (Use Potion) (Sense Digs) (Neutralize Item) (AutoClimb) (Food Preserving) |
19 | (Empower Holy Weapon) (Empower
Sacred Weapon) (Empower Unholy Weapon) (Reflect Prayer) (Detection) |
20 | Condemn
Mark (Defile Shield) (Heroic Reflexes) (Imbue Shield) (Branding) |
21 | Alchemy (Empower Foul
Weapon) (Empower Just Weapon) (Steal Boon) (Share Boon) (Seekers Prayer) (Empower Modest Weapon) |
22 | (Greater |
23 | (Befoul
Shrine) (Empower Unholy Armor) (Empower Holy Armor) (Empower Sacred Armor) |
24 | Incite Divine |
25 | (Imbue Holy
Weapon) (Imbue Unholy Weapon) (Imbue Sacred Weapon) (Imbue Foul Weapon) (Imbue Modest Weapon) (Imbue Just Weapon) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Sacred |
31 | |
32 | |
33 | |
34 | |
35 |
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Swim Unbinding Recall Fishing (Hand to hand
combat) (Write) (Play Instrument) (Wood Chopping) (Bandaging) (Smoke Rings) (Floristry) |
2 | Sea
Legs (Carpentry) (Cooking) (Butchering) |
3 | Fire |
4 | Abandon |
5 | Boatwrighting Trawling |
6 | Crow's |
7 | Avoid |
8 | Make Sea |
9 | Diving Ship |
10 | Sea |
11 | Dead |
12 | Sea |
13 | Scuttle (Bind) |
14 | Sea |
15 | (Siegecrafting) (Composting) |
16 | Water |
17 | (Hard to
Port) (Deep Breath) |
18 | Combat |
19 | Master |
20 | (Hard to |
21 | (Naval |
22 | Rig Ramming |
23 | Intercept |
24 | Master |
25 | Await |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Hire |
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Herbology Write Floristry Studying Recall (Play
Instrument) (Bandaging) (Swim) (Smoke Rings) (Foraging) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Labeling (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Paper Making (Combat Log) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Mark) (Organizing) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Dissertating (Smoke
Signals) (Wands) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Morse |
7 | Book |
8 | Make Sea
Maps (Reveal Text) (Decipher Script) (AutoSwim) (AutoCrawl) |
9 | Transcribing (Wilderness
Lore) |
10 | Speculating (Siegecrafting) (Book
Naming) (Smelting) (Construction) (Boatwrighting) (Locksmithing) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Shrooming) |
11 | Lore (Secret |
12 | Racial |
13 | Cataloging (Make |
14 | (Fighter Honorary
Degree) (Observe) (Analyze Mark) |
15 | (Research
Item) (Plant Lore) (Spellcraft) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Attribute Training (Bard |
17 | (Shush) (Prayercraft) (Appraise) |
18 | Recollecting (Thief Honorary |
19 | (Chantcraft) (Scroll |
20 | (Mage |
21 | (Planar Lore) (Encrypted |
22 | Surveying (Druid Honorary |
23 | Lecturing |
24 | Linguistic |
25 | Enrolling (Book |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Guildmaster |
31 | |
32 | |
33 | |
34 | |
35 | Improved |
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Blunt Weapon
Specialization Write Restore Smell Read Prayer Revoke Recall Convert (Cure Light Wounds) (Relics) (Play Instrument) (Marry) (Annul) (Protection Bless) (Bandaging) (Swim) (Cause Light Wounds) (Scroll Scribing) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Sense
Life (Sense Evil) (Sense Good) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building (Minor Infusion) (Bury) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Nourishing
Food (Protection Good) (Protection Law) (Protection Chaos) (Protection Evil) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Sense
Law Create Food (Alchemy) (Deafness) (Cure Deafness) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Create Water (Earth to |
7 | Adoption (Curse) (Bless) (Meat |
8 | Protection |
9 | (Moderate |
10 | (Restore
Voice) (Sense Invisible) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Protection |
12 | Protection |
13 | Sanctuary (Sanctum) |
14 | (Fertilize) (Cleanliness) |
15 | (Guardian
Hearth) (Rockskin) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Tremor) (Infuse
Balance) (Improved Alchemy) (Infuse Impunity) (Sanctify Room) |
17 | (Blindsight) (Major |
18 | Protection |
19 | (Rock
Flesh) (Flesh Rock) |
20 | Mass |
21 | Remove |
22 | Curse |
23 | Linked |
24 | (Nullification) (Neutralize
Land) |
25 | (Elemental
Aid) (Acid Healing) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Holy |
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 are they to the moon that strength will wax during a new moon phase, and wane during the full 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 | Summon
Hail Climb Write Predict Weather Recall Predict Phase Read Runes (Hand to hand combat) (Herbology) (Revoke) (Play Instrument) (Bandaging) (Shards) (Swim) (Scroll Scribing) (Druidic Pass) (Smoke Rings) (Foraging) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Clear
Moon (Moonbeam) (Wind Color) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building (Snuff Flame) (Pale Moon) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | Love
Moon (Cold Moon) (Summon Dustdevil) (Summon Fire) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Control
Fire) (Woodland Hide) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Calm Wind (Honey |
7 | (Star |
8 | Dehydrate (Cold |
9 | Wind Gust (Piercing |
10 | Whisperward (Woodland
Sneak) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Warning
Winds) (Acid Ward) (Healing Moon) |
12 | Wind
Shape (Dispel Law) (Dispel Chaos) (Moon Calf) (Dirt) (Find Ship) (Gardening) |
13 | Grove
Walk (Purple Moon) (White Moon) (Blue Moon) (Red Moon) |
14 | Calm |
15 | Summon
Heat (Peace Moon) (Herbalism) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Recover Voice) (Summon |
17 | Summon |
18 | (Control
Weather) (Observe) (Summon Rain) (AutoClimb) (Food Preserving) |
19 | Summon
Wind (Prayer Ward) (Acid Rain) |
20 | Distant Wind
Color (Scrapping) (Charge Metal) (Blind Fighting) (Branding) |
21 | Summon |
22 | Summon |
23 | Wind |
24 | (Cloud
Walk) (Death Moon) |
25 | Meteor |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Move The |
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 | (Foraging) (Herbology) (Floristry) (Fishing) (Gem |
2 | (Cooking) (Wood
Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | (Blacksmithing) (Carpentry) (Leather |
4 | (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Glass
Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Find Home) |
7 | (Meat |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel
Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master |
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Infuse
Unholiness Blunt Weapon Specialization Write Read Prayer Revoke Recall Infuse Discipline Convert Sword Specialization (Relics) (Divorce) (Play Instrument) (Annul) (Protection Bless) (Bandaging) (Swim) (Cause Light Wounds) (Scroll Scribing) (Smoke Rings) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Sense
Life) (Cause Fatigue) (Sense Good) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Desecrate (Edged Weapon Specialization) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Protection
Good) (Unholy Armament) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Deafness (Sense
Chaos) (Flailing Weapon Specialization) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Parry) (Cause Serious |
7 | Curse (Sense
Devotion) (Protection Chaos) (Hunt Good) (Morph Unholy Weapon) (Meat Curing) |
8 | Paralyze (Polearm |
9 | (Faithful |
10 | (Ranged Weapon
Specialization) (Cause Exhaustion) (Dispel Good) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Unholy |
12 | Plague (Protection |
13 | Blood |
14 | (Axe |
15 | Great
Curse (Hand to hand combat) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Blood |
17 | (Bone |
18 | Tithe (Drain) (Deflect
Prayer) (Enervate) (AutoClimb) (Food Preserving) |
19 | (Hellfire) (Malediction) |
20 | Mass
Paralyze (Whiplash) (Absorption) (Branding) |
21 | (Harm) (Corruption) (Second Attack) |
22 | Curse |
23 | (Amplify Unholy |
24 | Unholy
Word (Word of Law) (Sun Curse) |
25 | (Regeneration) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
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, Reliquist, Pirate, 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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon
Specialization Write Unbinding Recall (Climb) (Ranged Weapon Specialization) (Play Instrument) (Swipe gold) (Bandaging) (Apothecary) (Swim) (Smoke Rings) (Sword Specialization) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Sneak
Attack) (Hide) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Case Joint (Counter-Tracking) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (AutoSneak) (Sneak) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Detect
Traps (Dirt) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Pick |
7 | Peek (Identify
Poison) (Use Poison) (Meat Curing) |
8 | (Disarm) (Decipher
Script) (Remove Traps) (AutoSwim) (AutoCrawl) |
9 | Observe (Parry) |
10 | (Haggle) (Back
Stab) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Steal (Trip) (Wands) |
12 | (Listen) (Graffiti) (Two Weapon |
13 | Detection (Bind) (Arsonry) |
14 | (Surrender) (Rapid Shot) |
15 | (Conceal
Item) (Read Magic) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Silent |
17 | Careful
Step (Second Attack) (Shadow) |
18 | (Silent
AutoLoot) (Set Decoys) (Linguistic Comprehension) (AutoClimb) (Food Preserving) |
19 | Silent
Hold Distract (Weapon Snatch) (Silent Wield) (Ventriloquate) |
20 | (Alertness) (Half |
21 | Panhandling Sap (Conceal
Door) |
22 | (Flank) (Improved |
23 | Warrants (Lay
Traps) (Silent Wear) |
24 | (Escape
Bonds) (Bribe) (Conceal Walkway) |
25 | Ambush (Squatting) |
26 | |
27 | |
28 | |
29 | (Master |
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 Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged
Weapon Specialization Write Carpentry Recall Wainwrighting Taxidermy (Climb) (Caltrops) (Ranged Weapon Specialization) (Play Instrument) (Bandaging) (Apothecary) (Swim) (Smoke Rings) (Sword Specialization) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Hide) (Trophy
Count) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Fire
Building Avoid Traps (Identify Bombs) (Blacksmithing) (Leather Working) (Tailoring) |
4 | (Detect
Traps) (Find Water) (Searching) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | Strategic
Retreat (Identify Traps) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | (Dodge) (Sneak) (Find
Home) |
7 | Use |
8 | Lay
Traps (Remove Traps) (AutoSwim) (AutoCrawl) |
9 | Listen (Wilderness |
10 | (AutoDetect
Traps) (AutoMark Traps) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Masonry) (Shrooming) |
11 | Parry (True
Shot) |
12 | (Track) (AutoCaltrops) (Find |
13 | Observe (Wilderness |
14 | (Lure) (Plant
Item) |
15 | Back
Stab (Read Magic) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Dazzling |
17 | Second |
18 | (Animal
Taming) (Detection) (AutoClimb) (Food Preserving) |
19 | Cage |
20 | (Scrapping) (Pin) (Set |
21 | Cage (Domesticating) |
22 | (Snipe) (Half |
23 | Shadow (Animal |
24 | (Disabling |
25 | Kamikaze Trap |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master |
30 | Death |
31 | |
32 | |
33 | |
34 | |
35 |