WikiHelpClasses
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This page has a sample of the output of a LIST CLASS WIKIHELP command from the Official CoffeeMUD. It is highly recommended when using any of the CoffeeMUD LIST WIKI commands that you save your results to a log file for easy cut and paste.
Contents
- 1 Modifying this page
- 2 Classes
- 2.1 Abjurer
- 2.2 Alterer
- 2.3 Apprentice
- 2.4 Arcanist
- 2.5 Archon
- 2.6 Artisan
- 2.7 Assassin
- 2.8 Barbarian
- 2.9 Bard
- 2.10 Beastmaster
- 2.11 Burglar
- 2.12 Charlatan
- 2.13 Cleric
- 2.14 Conjurer
- 2.15 Delver
- 2.16 Diviner
- 2.17 Doomsayer
- 2.18 Druid
- 2.19 Enchanter
- 2.20 Evoker
- 2.21 Fighter
- 2.22 Gaian
- 2.23 Gaoler
- 2.24 genmob
- 2.25 Healer
- 2.26 Illusionist
- 2.27 Jester
- 2.28 Mage
- 2.29 Mer
- 2.30 Minstrel
- 2.31 Missionary
- 2.32 Monk
- 2.33 Necromancer
- 2.34 Ninja
- 2.35 Oracle
- 2.36 Paladin
- 2.37 Pirate
- 2.38 PlayerClass
- 2.39 Immortal
- 2.40 Dancer
- 2.41 Purist
- 2.42 Qualifier
- 2.43 Ranger
- 2.44 Reliquist
- 2.45 Sailor
- 2.46 Scholar
- 2.47 Shaman
- 2.48 SkyWatcher
- 2.49 Specialist Mage
- 2.50 mob
- 2.51 Templar
- 2.52 Thief
- 2.53 Transmuter
- 2.54 Trapper
- 2.55 Wizard
Modifying this page
This page is also used for easy section transclusion of classes, for a faster wiki updating process. Do not modify any of the information on this page. If there is an error, please report it in game via the BUG command, so the base information can be updated, instead of just the wiki info.
Classes
Abjurer
Alterer
Apprentice
===Apprentice=== | |
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Description: | An Apprentice may not go past level 1, and qualifies only for the games most common non-combat skills. You are free to move around in the game like anyone else, in order to learn some of the ropes before choosing a more permanent career. When you have decided which of the main classes to go to, you may use the TRAIN command with an appropriate teacher to become the class of your choosing. If you can't find an appropriate teacher, remember that a player of the proper class may be able to help you. Be sure to save yourself a training session 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) (Caravan Building) (Bandaging) (Clan Crafting) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
Arcanist
===Arcanist=== | |
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Description: | Also known as the Arcane Rogue, the Arcanist is the thief who has become fascinated with all things arcane, but has little or no innate magical power. He is an accumulator of wands and scrolls; making good use of his limited knowledge to create, improve, and most especially use these items to his devious ends. Arcanists are also just knowledgable enough to learn spells simply by observing their usage, although, lacking any innate power, he forgets them as soon as they are used. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+, Intelligence 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/5)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Intelligence (22), Dexterity (22), Others (18) |
Bonuses: | Magic resistance, 1%/level. Huge discounts when buying arcane potions after 5th level. Ability to memorize spells learned through SpellCraft. Can see wand charges at level 30. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Drow Elf Githyanki Gnome Half Elf Human Merfolk Mindflayer Orc Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Climb Write Recall Read Magic Scroll Scribing (Alchemy) (Play Instrument) (Bandaging) (Apothecary) (Swim) (Smoke Rings) (Caravan Building) (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 Locks) (Dodge) (Find Home) |
7 | Spellcraft (Identify Poison) (Meat Curing) |
8 | (Use Poison) (Disarm) (AutoSwim) (AutoCrawl) |
9 | Parry (Remove Traps) |
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 Wand (Make Maps) |
14 | (Enchant Weapon) (Rapid Shot) |
15 | Power Grab (Enchant Wand) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Improved Alchemy) (Ward Area) (Detect Invisible) |
17 | Shadow (Second Attack) |
18 | (Use Potion) (Knock) (AutoClimb) (Food Preserving) |
19 | Refit (Detection) |
20 | (Greater Enchant Armor) (Branding) |
21 | Observe |
22 | (Dampen Auras) (Greater Enchant Weapon) |
23 | Mend |
24 | (Comprehend Languages) (Disenchant Item) |
25 | (Store Spell) (Slippery Mind) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Magic Item |
31 | |
32 | |
33 | |
34 | |
35 |
Archon
Artisan
===Artisan=== | |
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Description: | An Artisan is a professional tradesman who specializes in the common skills that make civilization work. Artisans who focus their skills in particular trees will see their apparent class name reflect this due to Artisanal Focus. The Artisan will never be a great fighter, which makes him a poor choice for exploring those monster filled dungeons. However, the Artisan is still able to advance by using his skills and gaining experience while he does! Artisans, like Apprentices, may still choose to go into a more adventurous profession, but like Apprentices, they are unable to go back. |
Primary Stat: | Wisdom |
Qualifications: | Strength 9+, Dexterity 9+ |
Practices: | 5 +[(Wisdom/6)+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) (Caravan Building) (Costuming) (Cage Building) (Shrooming) (Hammer Proficiency) |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | (Clan Ship Building) |
8 | |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 | |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | |
30 | (Master 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=== | |
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Description: | Assassins reflect the darkest and most wicked side of the rogue. The dealing of death becomes a goal in itself, the epitome of evil. The assassin becomes so centered on this art that he begins to slow his pace, learning and contemplating each "mark" as the best method of killing them becomes clear. They also learn skills in keeping track of and tracking down their marks, as well as other means of making life for the targeted miserable, and short. The assassin can use any weapons, unlike the standard thief, though his armor is still restricted. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 5+, Wisdom 5+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Wisdom (22), Others (18) |
Bonuses: | Strong resistance to all poisons at 21st level. |
Weapons: | May use any weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin 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) (Caravan Building) (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 Locks) (Dodge) (Find Home) |
7 | Invisibility to Mark (Hand to hand combat) (Meat Curing) |
8 | (Disarm) (Shadow) (AutoSwim) (AutoCrawl) |
9 | Parry (Flailing Weapon Specialization) |
10 | (Spying) (Back Stab) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Trip (Critical Strike) |
12 | (Blunt Weapon Specialization) (Use Poison) (Two Weapon Fighting) (Find Ship) (Gardening) |
13 | Analyze Mark (Observe) |
14 | (Shadowpass) (Assassinate) |
15 | Second Attack (Axe Specialization) (True Shot) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Half Attack (Choke Hold) (Dual Parry) (Cut Throat) |
17 | Critical Shot (Hammer Specialization) |
18 | Scratch (Sap) (Peek) (AutoClimb) (Food Preserving) |
19 | High Marks Silent Hold (Polearm Specialization) (Two Dagger Fighting) (Silent Wield) |
20 | (Stability) (Lay Traps) (Branding) |
21 | (Mark Spying) (Tap Room) |
22 | (Flank) (Ambush) |
23 | Frame Mark (Cleave) |
24 | (Tumble) (Eavesdrop) |
25 | (Deep Cut) (Espionage) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Shadowstrike |
31 | |
32 | |
33 | |
34 | |
35 |
Barbarian
===Barbarian=== | |
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Description: | Barbarians are the wild warriors of the frontier. Their ability to deal large amounts of damage in combat, as well as inspire combative behaviors in others makes them especially ferocious. They are fond of mastering numerous weapons, and building up their bodies, though they distrust metal armors, and may not wear them without difficulties.
How to play: Barbarian combat skills make them desirable as group members. While their non-metal armor restriction can sometimes hurt their nomination as tanks, their ability to deal and absorb large amounts of damage can more than make up for anything lacked. Because of this, the Barbarian flourishes as well alone as in groups.
The Barbarian is every bit as strong a fighter as a pure Fighter, and has that extra combative edge that many players look for in a Class. Players who dislike subtlety and enjoy straight up hack-and-slash playing will enjoy the Barbarian's simple destructive style. |
Primary Stat: | Strength |
Qualifications: | Strength 9+, Constitution 9+ |
Practices: | 3 +[(Wisdom/6)-1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/8)+(1d2)/lvl]. |
Movement: | 100 +[8X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Constitution (22), Others (18) |
Bonuses: | Damage reduction 1pt/5 levels. A 1%/level resistance to Enchantments. Bonus conquest and duel experience. Bonus max dex/15 levels when torso and body are bare. |
Weapons: | May use any weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Requires a Chaotic alignment to become a Barbarian. |
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) (Caravan Building) (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 | Bear Hug (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 Cry) (Find Home) |
7 | Disarm (Dodge) (Meat Curing) |
8 | Blood Brother (Berzerk) (Rescue) (AutoSwim) (AutoCrawl) |
9 | Second Attack (Leg Hold) (Armor Tweaking) |
10 | (Headlock) (Spring Attack) (Apothecary) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Dirt (Jungle Tactics) |
12 | (Swamp Tactics) (Intimidation) (Find Ship) (Gardening) |
13 | War Cry (Clinch Hold) (Desert Tactics) |
14 | (Mountain Tactics) (Breakout) (Improved Throwing) |
15 | Weapon Break (Climb) (Whiplash) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Rally Cry) (Sweep) |
17 | Mounted Combat (Hills Tactics) |
18 | (Endurance) (AutoClimb) (Food Preserving) |
19 | Identify Poison |
20 | (Scrapping) (Half Attack) (Branding) |
21 | Roll With Blows |
22 | (Forest Tactics) |
23 | Bullrush |
24 | (Plains Tactics) (Fragmentation) |
25 | Stone Body |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Shrug Off |
31 | |
32 | |
33 | |
34 | |
35 | Monkey Grip |
Bard
===Bard=== | |
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Description: | Bards are traveling singers, whose "songs" can possess powerful magic. They are highly desired group members for the inspiration they bring to their team members, and the great stings they provide to their enemies. They possess the same weapon and armor restrictions as thieves, but also qualify for many thief skills.
Bard is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include the Charlatan, Dancer, Minstrel, and the Jester.
How to play: The great strength of the bard is in his wide assortment of skills, and in his powerful songs. The bard may try his hand as the lonesome traveler, but will find his skills still put him behind his peers. It is in the company of other, more powerful classes, that the bard will flourish. And because of the unique nature of his magic, and how his skills will always affect groups, that groups will always want to have a bard along.
Bards are as weak as thieves in combat, and lack their general sneakiness, so in the company of others must the bard find his path to greatness, filling any skill gaps in almost any group with the appropriate magic or ability. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Charisma (25), Others (18) |
Bonuses: | Receives group bonus combat experience when in an intelligent group, and more for a group with players. Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Half Elf Halfling Human Merfolk Svirfneblin 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) (Caravan Building) (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 Curing) |
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 Ship) (Gardening) |
13 | Make Maps Silencing (Trip) |
14 | Dexterity (Two Weapon Fighting) |
15 | Protection (Song Write) (Detect Traps) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Mana (Read Magic) |
17 | Quickness (Second Attack) |
18 | Lethargy Flight (AutoClimb) (Food Preserving) |
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 Floristry) (Master Herbology) |
30 | Ode |
31 | |
32 | |
33 | |
34 | |
35 |
Beastmaster
===Beastmaster=== | |
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Description: | Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular jungle, being both the guardian and master steward of the animal kingdom. Unlike the other druids then, the beastmaster takes great pride in his animal changing abilities, and receives many more animal forms as he progresses in level. The beastmaster is also more accutely aware of the dangers of the wild, and is thus a much more physical and able fighter than other druids tend to be.
How to play: The Beastmaster is the perfect loner druid class, though he is never truly alone with all the animals he can summon to his side. He also has numerous ways of enhancing his own innate fighting ability through magical chants, making him formidable even when adventuring without animal companions. |
Primary Stat: | Constitution |
Qualifications: | Dexterity 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Dexterity (22), Constitution (22), Others (18) |
Bonuses: | When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb 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) (Caravan Building) (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 Companion) (Camelback) (Disarm) |
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 Animal (Bind) |
14 | (Cats Grace) (Observe) |
15 | Hawkeye (Blind Fighting) (Animal Training) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Fourth Totem (Animal Spy) |
17 | (Speed Birth) (Summon Plague) (Give Life) |
18 | Hibernation (Ant Train) (AutoClimb) (Food Preserving) |
19 | Bloodhound (Speed Aging) |
20 | (Scrapping) (Soaring Eagle) (Animal Growth) (Branding) |
21 | Fifth Totem (Berzerk) |
22 | Neutralize Poison (Half Attack) (Summon Animals) |
23 | Bear Hug (Find Mate) (Unicorns Health) |
24 | Summon Fear (Ambush) |
25 | Rend (Dragonsight) (Crossbreed) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Pack Call |
31 | |
32 | |
33 | |
34 | |
35 | Uplift |
Burglar
===Burglar=== | |
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Description: | The burglar is the thief who has made the accumulation of wealth and power his center of being, to the detriment of all else. The taking of the property of others by stealth, wits, or even charm makes him the bane of the rich and lawful alike. This most purist of thieves also has superior skill at being undetected in the performance of these dastardly deeds, though he stands at a slight disadvantage to better trained thieves if caught. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+, Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Charisma (22), Others (18) |
Bonuses: | Bonus experience for using certain skills. |
Weapons: | Must use sword, daggers, flailed, blunt, or natural weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin 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) (Black Marketeering) (Flailing Weapon Specialization) (Bandaging) (Swim) (Smoke Rings) (Caravan Building) (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 Curing) |
8 | (Disarm) (Remove Traps) (AutoSwim) (AutoCrawl) |
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 Swipe) |
15 | Silent AutoGold (Read Magic) (Hide Other) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Silent AutoLoot) (Safecracking) |
17 | Second Attack (Silent Drop) (Blind Fighting) |
18 | (Make Maps) (Silent Open) (Robbery) (AutoClimb) (Food Preserving) |
19 | Silent Hold Sense Law (Mug) (Safehouse) |
20 | (Footlocks) (Half Attack) (Lore) (Branding) |
21 | Strip Item (Racketeer) |
22 | (Improved Steal) (AutoSwipe) |
23 | Tumble (Analyze Item) (Silent Wear) |
24 | (Con) (Linguistic Comprehension) |
25 | Embezzle (Hide In Plain Sight) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Contract Hit |
31 | |
32 | |
33 | |
34 | |
35 |
Charlatan
===Charlatan=== | |
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Description: | The Charlatan is the master of deception and disguise. Often praised because of his natural acting ability, as well as his highly social nature, the Charlatan can be quite antisocial if he chooses, and extremely annoying to other players almost without trying.
How to play: The Charlatan is also a natural spy in muds with numerous players, and has an extremely wide assortment of skills. More than any other class, the Charlatan can taste the powers of all other classes, sometimes with real skill, and sometimes only in seeming. For this reason, the Charlatan is ideal for those who want a taste of all classes, or at least to seem like he is. He is a natural group member, being able to fit almost any role by using his varied skills, or by tricking his group members into thinking he belongs in the role they require. |
Primary Stat: | Charisma |
Qualifications: | Charisma 9+, Wisdom 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d6) /lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Cha/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Charisma (22), Wisdom (22), Others (18) |
Bonuses: | Receives 2% resistance per level to mind affects, 4% resistance per level to divination spells. Non-class skills become cheaper at 30th level. Gains a random non-class skill or spell every other level! Receives exploration and pub-finding experience based on danger level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | |
Starting Equipment: | a short sword |
Races: | Drow Githyanki Gnome Half Elf Human Svirfneblin Tiefling |
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) (Caravan Building) (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 Magic) (Find Home) |
7 | Imitate (Cast Blocking) (Meat Curing) |
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 Arrest |
12 | Spellcraft (Track) (Magic Missile) (Rage) (Find Ship) (Gardening) |
13 | Make Maps (Trip) |
14 | Analyze Mark (Upstage) |
15 | Chantcraft Placebo (Protection) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Thiefcraft Shuffle (Exit Stage Left) |
17 | (Summon Plants) (Second Attack) |
18 | Prayercraft (Cure Light Wounds) (Mana) (AutoClimb) (Food Preserving) |
19 | Knowledge (Curtain Call) |
20 | Detection Monologue (Branding) |
21 | Thanks (Locate Object) |
22 | (Parry) (Ad Lib) |
23 | Con (Strength) |
24 | Disgust (Frame Mark) |
25 | Mark Disguise |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Master Costuming) |
31 | |
32 | |
33 | |
34 | |
35 |
Cleric
===Cleric=== | |
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Description: | Clerics are the great vassals of the Gods. Through them the wonders of both good and evil are possible. Clerics possess great magical abilities in their numerous "prayers". While their weapon choices are limited to their alignment, they may wear any type of armor.
The Cleric is the general of priests, appeasing all the gods equally, or choosing to focus on one at his whim. However, should the cleric wish to show true devotion, he can gain levels in specialist classes which may or may not be available to him, depending on his disposition. These classes include: Templar, Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.
How to play: The first, last, and greatest strength of the good Cleric is in his ability to heal, just as the ability to harm aids the evil Cleric. A Cleric is unique in his ability to flourish either alone or in groups, being moderately skilled in combat, and having the healing ability to last a long time in a tough fight. Clerics are highly desired for groups, however, as the lead fighter in the group will want the Cleric's healing touch in battle.
The only weakness of the Cleric is offensively, which the evil Cleric will make up for with harmful magic, and the good Cleric will compensate for with healing spells to last out the battle. With a balanced approach, the Cleric can gain experience with the efficiency of a fighter. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Wisdom (25), Others (18) |
Bonuses: | |
Weapons: | Evil must use polearm, sword, axe, edged, or daggers. Neutral must use blunt, ranged, thrown, staff, natural, or sword. Good must use blunt, flailed, natural, staff, or hammer. |
Armor: | May wear any armor. |
Limitations: | Using prayers outside your alignment introduces failure chance. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin 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) (Caravan Building) (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 Invisible) (Dispel Evil) (Dispel Good) |
10 | (Silent) (Restore Voice) (Sense Magic) (Incite Dead) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Protection Poison) (Unholy Poison) (Remove Poison) |
12 | (Protection Disease) (Hold Undead) (Plague) (Dispel Law) (Cure Disease) (Dispel Chaos) (Find Ship) (Gardening) |
13 | (Sanctuary) (Blood Curse) (Protect Health) |
14 | (Mercy) (Cause Critical Wounds) (Cure Critical Wounds) (Sense Hidden) |
15 | (Great Curse) (Holy Aura) (Remove Curse) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Awaken) (Anger) (Sanctify Room) (Calm) |
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 Outsiders) (Stasis) |
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 Curses) (Animate Dead) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Restoration) (Deathfinger) (Contagion) |
31 | |
32 | |
33 | |
34 | |
35 | Planar Travel |
Conjurer
Delver
===Delver=== | |
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Description: | The Delver is a stolid druid of caves and the underdark, being the guardian of the rocks and stone and the cold caverns of the deep. The Delver is unconcerned with plants or the sky or the doings of the weather, or any of the creatures that live upon it, relying rather on the solid earth to draw his power from. For this reason, the Delver is particularly at home among the rocks, and is able to call upon them to aid him at need.
How to play: The Delver requires little in the way of precasting or planning, so long as he stays in cave or rocky environments. He is able to instantly call upon the rocks and stones to help him in combat, and is friend to golems and stone creatures. For this reason, the Delver is better able to fit into groups who wish to adventure in the mountains and the underground, and can be a valuable leader when its time to enter the deep dark. |
Primary Stat: | Constitution |
Qualifications: | Strength 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d6) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Constitution (22), Others (18) |
Bonuses: | Can create a druidic connection with an area. Benefits from freeing animals from cities. |
Weapons: | Must use stone, crystal, metal, or glass weapons. |
Armor: | Must wear stone, crystal, or metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a short sword |
Races: | Drow Duergar Dwarf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Climb Write My Plants Summon Fungus Recall Summon Pool Fishing Read Runes (Wilderness Lore) (Revoke) (Play Instrument) (Bandaging) (Swim) (Scroll Scribing) (Smoke Rings) (Caravan Building) (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 Field) (Find Home) |
7 | Endure Rust (Deep Thoughts) (Brittle) (Meat Curing) |
8 | (Den) (Fodder Signal) (AutoSwim) (AutoCrawl) |
9 | Earthpocket (Rockfeet) |
10 | (Golem Form) (Crystal Growth) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) |
11 | Plant Pass Shrooming (Cave-In) |
12 | (Rockthought) (Snatch Light) (Find Ship) (Gardening) |
13 | Drifting (Distant Fungal Growth) |
14 | (Stonewalking) (Earthfeed) |
15 | Sacred Earth (Fungal Bloom) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Sense Ores) (Brown Mold) |
17 | Quake (Magnetic Earth) (Fertile Cavern) |
18 | (Fungus Feet) (Labyrinth) (AutoClimb) (Food Preserving) |
19 | Tremor Sense (Rust Curse) |
20 | Sense Fluids (Scrapping) (Stone Friend) (Branding) |
21 | Sense Gems (Worms) |
22 | (Homeopathy) (Unbreakable) |
23 | Find Ore (Mass Fungal Growth) (Magma Cannon) |
24 | (Volcanic Chasm) (Find Gem) |
25 | Metal Mold (Summon Rock Golem) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Explosive Decompression) |
31 | |
32 | |
33 | |
34 | |
35 |
Diviner
Doomsayer
===Doomsayer=== | |
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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) (Caravan Building) (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 Law) (Protection Law) (Inflict Cannibalism) (Meat Curing) |
8 | Paralyze (Protection Paralyzation) (AutoSwim) (AutoCrawl) |
9 | (Curse Metal) (Intimidation) |
10 | Sense Magic (Curse Mind) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Unholy Poison (Protection Poison) |
12 | (Dispel Law) (Protection Disease) (Plague) (Find Ship) (Gardening) |
13 | Blood Curse (Fortress) |
14 | (Demonshield) (Aura of Harm) |
15 | Great Curse (Mass Deafness) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Sense Parish) (Daily Bread) (Anger) |
17 | Blindness (Infuse Unholiness) (Infuse Impunity) (Half Attack) |
18 | (Mass Tongues) (Protection Elements) (Doom Aura) (AutoClimb) (Food Preserving) |
19 | Hellfire (Religious Doubt) (Curse Luck) |
20 | (Mass Paralyze) (Mass Blindness) (Branding) |
21 | Corruption (Condemnation) (Demonic Consumption) |
22 | Curse Item (Neutralize Item) |
23 | (Curse Minds) (Doomspout) |
24 | Unholy Word (Nullification) (Word of Chaos) |
25 | Elemental Aid (Regeneration) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Fire Healing |
31 | |
32 | |
33 | |
34 | |
35 |
Druid
===Druid=== | |
---|---|
Description: | Druids are mystical guardians of the natural world, and the wielders of natures grandest powers. They may not wear metal, and can only use a small set of natural weapons, but their notorious health and magical chants more than make up for this. Like the natural world, Druids are restricted to a moderate neutral alignment in order for their chants to work reliably.
Druid is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Delver, Beastmaster, Gaian, Mer, and SkyWatcher.
How to play: The druid is the most complex class to play. Most of his magic requires the assistance of numerous spells to bear fruit, but the benefits make the complexity well worth it. The druid is also best fit for travelling with animal armies of his own creation. In groups, the druid can assist with some extra fire power at high levels. For the most part though, it is alone that the druid will flourish, forming his own animal groups to make up for his weakness in combat.
Although weak in melee combat, due to equipment and skill limitations, the druid is capable of marshaling all the powers of animals and plants to aid in the vanquishing of foes for experience. At higher levels, as the powers of weather come into play, the Druid will find their magical prowess unequaled by any other class. |
Primary Stat: | Constitution |
Qualifications: | Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (25), Others (18) |
Bonuses: | Will gain random qualified chants. When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | 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) (Caravan Building) (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 Animal) (Sunray) (Treeform) (Find Home) |
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 Companion) (Calm Wind) (Barkskin) |
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 Gills) (Treemind) (Find Ship) (Gardening) |
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 Growth) |
18 | (Reabsorb) (Hibernation) (Gas Ward) (Plant Maze) (AutoClimb) (Food Preserving) |
19 | (Sense Sentience) (Summon Animal) (Summon Heat) (Nectar) |
20 | (Scrapping) (Summon Insects) (Summon Cold) (Grapevine) (Branding) |
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 Herbology) |
30 | Reincarnation |
31 | |
32 | |
33 | |
34 | |
35 | (Plane Walking) |
Enchanter
Evoker
Fighter
===Fighter=== | |
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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) (Caravan Building) (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 Attack (True Shot) (AutoSwim) (AutoCrawl) |
9 | (Critical Strike) (Shield Block) (Leg Hold) |
10 | Blind Fighting (Headlock) (Toughness) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Mounted Combat) (Dirt) |
12 | Weapon Break (Knee) (Find Ship) (Gardening) |
13 | (Dual Parry) (Clinch Hold) (Stance) |
14 | Trip (Toughness II) |
15 | (Climb) (Elbow Jab) (Sweep) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Roll With Blows (Choke Hold) (Critical Shot) |
17 | (Whomp) (Desperate Moves) |
18 | Third Attack (Toughness III) (AutoClimb) (Food Preserving) |
19 | (Point Blank Shot) (Endurance) |
20 | Tumble (AutoBash) (Branding) |
21 | (Urban Tactics) (Opponent Knowledge) |
22 | Improved Shield Defence (Berzerk) |
23 | (Cover Defence) (Weapon Catch) |
24 | Counter-Attack Called Strike |
25 | (Heroism) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Coup de Grace |
31 | |
32 | |
33 | |
34 | |
35 |
Gaian
===Gaian=== | |
---|---|
Description: | The Gaian is the druid of the green earth, watching over the plants, trees and all growing things. The gaian has a very special relationship with the plants and trees, having special abilities to make almost any location he steps into a sanctuary for his leafed friends. So in tune with green things is the gaian that sunlight can actually give his green tinted skin additional powers, though the darkness will slightly weaken his chanting stamina. The gaian can also call on the plants and trees around him to aid in him combat, to hide him from foes, or even to provide him with the things one would normally have to seek civilization for.
How to play: The Gaian, so long as he stays around green plants, is a formidable foe to all enemies of nature. The gaian can call all aspects of the plants to his aid, and can always find sanctuary in the green plants during times of trouble. The gaian is weak in native combat abilities, like the other druids, but can make up for it with creative pre-casting, and good use of the power of nature during combat. |
Primary Stat: | Constitution |
Qualifications: | Wisdom 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d7) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (22), Wisdom (22), Others (18) |
Bonuses: | Attains Greenskin (sunlight based bonuses/penalties) at level 5. At level 30, becomes totally undetectable in wilderness settings while hidden. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. |
Weapons: | Must use wooden, plant-based, or leather weapons. |
Armor: | Must wear non-metal armor. |
Limitations: | Must remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a wooden quarterstaff |
Races: | Aarakocran Centaur Elf Githyanki Half Elf Human Lizard Man Merfolk |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | 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) (Caravan Building) (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 Club) (AutoSwim) (AutoCrawl) |
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 Seaweed (Summon FlyTrap) (Distant Growth) |
14 | Plant Maze (Earthfeed) (Thorns) |
15 | Sense Plants (Control Plant) (Summon Houseplant) (Poisonous Vine) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Grow Item) (Blight) |
17 | Find Plant (Plant Snare) (Plant Constriction) |
18 | (Chlorophyll) (Vampire Vine) (AutoClimb) (Food Preserving) |
19 | Distant Overgrowth (Plant Choke) |
20 | Grapevine (Scrapping) (Sapling Workers) (Branding) |
21 | (Vine Mass) (Treehouse) |
22 | Tap Grapevine (Grow Forest) (Grow Food) |
23 | (Plant Trap) (Distant Ingrowth) |
24 | Summon Sapling (Charm Area) |
25 | (Shamblermorph) (Sweet Scent) |
26 | (Master Floristry) |
27 | |
28 | |
29 | (Master Herbology) |
30 | Grow Oak |
31 | |
32 | |
33 | |
34 | |
35 |
Gaoler
===Gaoler=== | |
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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, screaming victims from certain skills per hour, sleeping by an occupied cell, and feeding inmates bad food. After 20 levels, torturing locals also affects conquered area loyalty. |
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 Flailing Weapon Specialization Recall Smoke Rings (Hand to hand combat) (Clan Crafting) (Baking) (Swim) (Cooking) (Play Instrument) (Food Prep) (Bandaging) (Caravan Building) (Floristry) |
2 | Gaol Food (Butchering) |
3 | Body Piercing Fire Building (Groin) |
4 | (Searching) (Drug Cutting) (Tanning) |
5 | Blacksmithing (Whipsmack) (Nipple Twist) |
6 | (Carpentry) (Black Marketeering) (Find Home) |
7 | Tattooing (Meat Curing) |
8 | Gutbuster (Locksmithing) (Prison Assignment) (AutoSwim) (AutoCrawl) |
9 | Warrants (Roofie) |
10 | (Informant) (Hide) (Siegecrafting) |
11 | Brainwash (Leg Hold) |
12 | Arresting Sap (Child Labor) (Find Ship) (Gardening) |
13 | (Handcuff) (Prisoner Transfer) |
14 | Tar And Feather (Arm Hold) |
15 | (Headlock) (Flay) (Whiplash) (Composting) |
16 | Spread Hate (Torturesmithing) |
17 | (Leeching) |
18 | Collect Bounty (Track Criminal) (AutoClimb) (Food Preserving) |
19 | Spread Apathy (Arrest) |
20 | Behead (Branding) |
21 | (Stoning) |
22 | Slave Trading (Lobotomizing) |
23 | (Enslave) (Pimping) |
24 | Jail Key (Slave Marketeering) |
25 | (Chirgury) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Amputation |
31 | |
32 | |
33 | |
34 | |
35 |
genmob
===genmob=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | None |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 10 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | |
Weapons: | No limitations. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
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 Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food Preserving) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Healer
===Healer=== | |
---|---|
Description: | Healers project the most benevolent aspects of their gods by bringing life and good health to those around them. The Healer is so adept at these arts that his or her healing prayers are more powerful than those cast by any other cleric. The Healer gets a special prayers known only to the Healer, including the great Aura of Healing at 30th level. The Healer is a good aligned class and chaotically inclined.
How to play: More than any other cleric, the Healer is a most desirable group member. There is no ailment, no weakness, no problem almost that the Healer can not cure through the power of his god. In the heat of battle, or in the periods in between, the Healer is a valued friend to those who take the brunt of battle. The Healer can also try it alone if he likes, if he is willing to use patience and plenty of cure spells to outlast his opponents. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Charisma (22), Wisdom (22), Others (18) |
Bonuses: | All healing prayers give bonus healing. Attains healing aura after 30th level. |
Weapons: | Must use hammers, staves, flailed, natural, or blunt weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles evil prayers. Qualifies and receives good prayers. Using non-aligned prayers introduces failure chance. |
Starting Equipment: | a small mace |
Races: | Aarakocran Dwarf Elf Githyanki Half Elf Human Lizard Man Merfolk Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | 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) (Caravan Building) (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 Disease) (Find Home) |
7 | (Brightening Aura) (Protection Law) (Bless) (Meat Curing) |
8 | Freedom (Remove Paralysis) (Forgive) (AutoSwim) (AutoCrawl) |
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 Disease (Cure Exhaustion) (Find Ship) (Gardening) |
13 | Mass Freedom (Protect Health) |
14 | Cure Critical Wounds (Aura of Healing) |
15 | Holy Shield (Holy Aura) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Calm (Cure Cannibalism) |
17 | Cure Blindness (Invigorate) |
18 | (Blessed Hearth) (Dispel Undead) (AutoClimb) (Food Preserving) |
19 | (Godstrike) (Protection Death) |
20 | Half Attack (Peace Ritual) (Branding) |
21 | Heal (Atonement) |
22 | (Consecrate Land) (Bless Item) |
23 | Mass Heal (Mass Cure Disease) |
24 | (Divine Resistance) (Word of Chaos) (Holy Word) |
25 | (Divine Constitution) (Deaths Door) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | True Resurrection (Mass Forgive) |
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 Halfling Human Merfolk Svirfneblin |
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) (Caravan Building) (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 Traps) (Struggle) (Find Home) |
7 | (Prestidigitation) (Dodge) (Meat Curing) |
8 | Use Poison (Rage) (Distract) (AutoSwim) (AutoCrawl) |
9 | (Fire Breathing) (Peek) |
10 | Joke (Distraction) (Sneak) (Breakout) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Bind) (Lightness) |
12 | Slow Fall (Seeing) (Find Ship) (Gardening) |
13 | (Center of Attention) (Trip) |
14 | Clog Dance Stop (Mercy) (Critical Shot) |
15 | (Detect Traps) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Stability (Read Magic) (Suave) |
17 | (Second Attack) |
18 | Tumble (Thanks) (AutoClimb) (Food Preserving) |
19 | (Swipe gold) (Satire) |
20 | Avoid Traps (Critical Strike) (Muting) (Branding) |
21 | (Steal) |
22 | Feint (Quickness) |
23 | (Single Mindedness) (Blind Fighting) |
24 | Cartwheel (Disgust) |
25 | Puppeteer (Roll With Blows) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Buffoonery |
31 | |
32 | |
33 | |
34 | |
35 |
Mage
Mer
===Mer=== | |
---|---|
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) (Caravan Building) (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 Companion) (Calm Wind) (Animal Friendship) |
10 | Drown (Waterguard) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Reef Walking (Call Mate) (Venom Ward) |
12 | High Tide (Charm Animal) (Whisperward) (Find Ship) (Gardening) |
13 | Land Lungs (Capsize) |
14 | Feeding Frenzy (Observe) (Muddy Grounds) |
15 | Calm Seas (Warning Winds) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Summon Jellyfish) |
17 | Second Totem (Flippers) |
18 | (Hippieness) (Flood) (AutoClimb) (Food Preserving) |
19 | Sift Wrecks (Rust Curse) |
20 | Favorable Winds (Sense Fluids) (Branding) |
21 | (Animal Spy) (Tide Moon) |
22 | Animal Growth (Neutralize Poison) (Half Attack) |
23 | (Sense Gems) (Tidal Wave) |
24 | Waterspout (Charm Area) |
25 | (Whirlpool) (Fishy Fecundity) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Tsunami |
31 | |
32 | |
33 | |
34 | |
35 |
Minstrel
===Minstrel=== | |
---|---|
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) (Caravan Building) (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 Curing) |
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 Ship) (Gardening) |
13 | Symphony |
14 | Dirge (Trumpets) (Parry) |
15 | Ditty (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Solo (Pianos) |
17 | (Quickness) (Second Attack) |
18 | Lullabies (Harmonicas) (Struggle) (AutoClimb) (Food Preserving) |
19 | (Thanks) |
20 | Feint Accompaniment (Tubas) (Branding) |
21 | (Spiritual) |
22 | (All Defence) (Tribal) (Organs) |
23 | Harmony |
24 | (Trombones) (Mystical) |
25 | Battlehymn |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Conduct Symphony |
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) (Caravan Building) (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 Traps) (Find Home) |
7 | Hunt Chaos (Electric Strike) (Sense Devotion) (Meat Curing) |
8 | Protection Paralyzation (Revival) (AutoSwim) (AutoCrawl) |
9 | (Airyform) (Minor Infusion) |
10 | Sense Magic (Sense Invisible) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Sense Hidden (Protection Poison) |
12 | (Protection Disease) (Find Ship) (Gardening) |
13 | Sanctuary (Blood Curse) |
14 | (Holy Wind) |
15 | (Wings) (Remove Curse) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Etherealness) (Sense Parish) |
17 | Blindsight (Half Attack) |
18 | Retribution (Protection Elements) (AutoClimb) (Food Preserving) |
19 | (Chain Strike) |
20 | Mass Mobility (Monolith) (Branding) |
21 | Discipline Moral Balance (Gateway) |
22 | (Moderate Infusion) (Neutralize Item) |
23 | Linked Health (Change Weather) |
24 | Nullification (Undeniable Faith) |
25 | (Electric Healing) (Elemental Aid) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Sermon |
31 | |
32 | |
33 | |
34 | |
35 |
Monk
===Monk=== | |
---|---|
Description: | Monks are the agile and graceful masters of their own bodies. Combining quick reflexes with intense study of the martial arts makes them a powerful and intimidating opponent. Although Monks may use weapons, most of their power and unique ability comes when they are completely unarmed. And since they depend so heavily on their agility, they will find themselves wearing only light cloth armors.
How to play: Either alone or in groups, the Monk is a dizzying class to play. Capable of more pure attacks than any other class, and loaded down with dozens of Monk-specific physical feats makes the Monk almost mage-like in complexity. In fact, the player who loathes worrying about staying up-to-date on equipment, but who enjoys the pure fight may be especially attracted to Monk.
Like all fighters, the Monk will gain experience principally through the vanquishing of foes. Although the armor restriction can seem daunting, the Monks extra dexterity bonus to armor, and the wide variety of attacks and defences makes them every bit as powerful (if not much more) than the other fighter classes. |
Primary Stat: | Strength |
Qualifications: | Strength 9+, Dexterity 9+ |
Practices: | 3 +[(Wisdom/6)-1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(2d7) /lvl]. |
Mana: | 100 +[(Int/8)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18)+1 per level. |
Damage: | +1 damage per 20 level(s). |
Maximum Stat Values: | Strength (22), Dexterity (22), Others (18) |
Bonuses: | Receives defensive bonus for high dexterity. Receives unarmed attack bonus. Receives bonus attack when unarmed. Has Slow Fall ability. Receives trap avoidance. Receives bonus conquest and duel experience. |
Weapons: | May use any weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | |
Races: | Drow Elf Githyanki Goblin Half Elf Human Mindflayer Orc |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization 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) (Caravan Building) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | Forearm Block (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 (Headlock) (Armor Tweaking) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Knee (Sneak) (Disarm) (Find Home) |
7 | Deflect Projectile (Knife Hand) (Meat Curing) |
8 | (Trip) (Ax Kick) (AutoSwim) (AutoCrawl) |
9 | Back Hand (Body Toss) (Arm Hold) |
10 | (Body Flip) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Blind Fighting (Pressure Points) |
12 | (Flying Kick) (Catch Projectile) (Find Ship) (Gardening) |
13 | Weapon Break (Pin) (Clinch Hold) |
14 | (Detection) (Dirt) |
15 | Sweep (Elbow Lock) (Cartwheel) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Elbow Jab) (Side Kick) (Body Shield) |
17 | Circle Parry (Wrist Lock) (Ki Strike) |
18 | (Half Attack) (AutoClimb) (Food Preserving) |
19 | Tumble |
20 | (Weapon Snatch) (Branding) |
21 | Endurance (Gouge) |
22 | (Circle Trip) |
23 | Listen (Ankle Lock) |
24 | (Lightning Strike) |
25 | Return Projectile (Finger Lock) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Atemi Strike |
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) (Caravan Building) (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 Undead) (Find Home) |
7 | Curse (Cause Fatigue) (Meat Curing) |
8 | Paralyze (Protection Paralyzation) (AutoSwim) (AutoCrawl) |
9 | (Animate Ghast) |
10 | Sense Magic (Silent) (Sense Invisible) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Unholy Poison (Protection Poison) |
12 | Plague (Protection Disease) (Find Ship) (Gardening) |
13 | Blood Curse (Sense Hidden) |
14 | (Animate Spectre) (Heal Undead) |
15 | Great Curse (Feign Life) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Anger (Aura of Fear) |
17 | Blindness (Infuse Moderation) (Blindsight) (Half Attack) |
18 | (Infuse Unholiness) (Animate Ghost) (AutoClimb) (Food Preserving) |
19 | Hellfire (Designation) |
20 | Mass Paralyze (Branding) |
21 | (Animate Mummy) (Inflict Vampirism) |
22 | Curse Item (Neutralize Item) |
23 | (Cause Exhaustion) (Animate Dead) |
24 | Unholy Word (Nullification) |
25 | Regeneration (Animate Vampire) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Mass Grave) |
31 | |
32 | |
33 | |
34 | |
35 |
Ninja
===Ninja=== | |
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Description: | The Ninja's line of work earns her many enemies, but it is a list that she frequently reduces through assassination and misdirection. These rarely seen killers are masters of death and infiltration, who use the mystical powers of the shinobi to achieve their deadly goals. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 12+, Strength 12+, Requires the following account achievement: Gain 30 levels in Thief. |
Practices: | 5 +[(Wisdom/6)+3 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Strength (22), Dexterity (22), Others (18) |
Bonuses: | Bonus experience for using certain skills. |
Weapons: | No limitations. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | |
Starting Equipment: | a yoroi, a long hakama, a bokken, a pair of wooden sandals, a knitted weapon belt, a hooded cowl |
Races: | Drow Githyanki Gnoll Goblin Half Elf Human Lizard Man Svirfneblin Tiefling |
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) (Caravan Building) (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 Chakra) (AutoClimb) (Find Home) |
7 | Deflect Projectile (Blaze Chakra) (Meat Curing) |
8 | Trip (Ghost Chakra) |
9 | (Pick Locks) (Parry) (Disarm) |
10 | AutoCaltrops (Blood Brother) (Iron Chakra) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Catch Projectile) |
12 | (Clone Chakra) (Find Ship) (Gardening) |
13 | (Improved Throwing) |
14 | Shadowpass Slick Caltrops (Death Chakra) |
15 | Dazzling Caltrops (Cartwheel) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Set Decoys |
17 | Diamond Chakra (Distract) |
18 | Running Fight (Lightning Chakra) (Food Preserving) |
19 | (Lava Chakra) (Silent Wield) |
20 | Disabling Caltrops (Smoke Chakra) (Branding) |
21 | Shadow (Flank) |
22 | Improved Caltrops (Improved Distraction) |
23 | (Cyclone Chakra) (Silent Wear) |
24 | (Escape Bonds) (Hide In Plain Sight) |
25 | (Gouge) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Oracle
===Oracle=== | |
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Description: | Oracles are those who seek the infinite wisdom of their god, forever probing the vastness of divine knowledge. So knowledgable are the Oracles that they actually begin to gain arcane divination spells in addition to their assortment of prayers. Beyond 30th level, the Oracle begins to gain skills from other classes previously unknown to him, as the mysteries of the universe begin to be revealed. The Oracle, being a seeker of knowledge, is a good aligned class and moderate inclined.
How to play: The Oracle is an often consulted player, much like the Arcane diviner, for his ability to see beyond the obvious to the important truths around him. For this reason, the Oracle may be often picked for grouping. The Oracle himself, however, will need to determine if such a course is divinely inspired. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Intelligence 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Intelligence (22), Wisdom (22), Others (18) |
Bonuses: | Receives a non-class skill at 30th level, and every Oracle level thereafter. |
Weapons: | Must use hammers, staves, flailed, natural, or blunt weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles evil prayers. Qualifies and receives good prayers. Using non-aligned prayers introduces failure chance. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Dwarf Elf Githyanki Half Elf Human Merfolk Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Read Prayer Revoke Sense Life Recall Flailing Weapon Specialization Swim Convert (Cure Light Wounds) (Relics) (Play Instrument) (Bandaging) (Scroll Scribing) (Smoke Rings) (Caravan Building) (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 Disease) (Fluency) (Find Home) |
7 | Sense Faithful (Cure Fatigue) (Bless) (Meat Curing) |
8 | Prayercraft (Minor Infusion) (Remove Paralysis) (AutoSwim) (AutoCrawl) |
9 | (Wilderness Lore) (Divine Guidance) |
10 | Sense Magic (Restore Voice) (Sense Invisible) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Remove Poison (Preserve Knowledge) (Omnipresence) |
12 | Skillcraft Sense Hidden (Cure Disease) (Titling) (Find Ship) (Gardening) |
13 | Speak with Dead (Protect Health) (Sanctuary) |
14 | Sense Professions (Cure Critical Wounds) |
15 | (Holy Aura) (Sense Parish) (Lower Law) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Thiefcraft (Prophecy) (Sense Skills) |
17 | Blindsight Cure Blindness (Half Attack) |
18 | (Infuse Holiness) (Infuse Moderation) (Seekers Prayer) (AutoClimb) (Food Preserving) |
19 | Godstrike Sense Chants (Cure Exhaustion) |
20 | Sense Songs (Mass Freedom) (Branding) |
21 | Heal (Philosophy) (Sense Resistances) |
22 | Sense Spells (Bless Item) |
23 | (Divine Perspective) (Mass Heal) |
24 | Sense Prayers (Holy Word) |
25 | (Resurrect) (Above The Law) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Paladin
===Paladin=== | |
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Description: | Paladins are holy fighters, possessing many of the traits of both Fighters and Clerics, though in less intensity than either class alone. They may learn Cleric spells at higher levels, and possess numerous fighting techniques. Their weapons and armor choices are unlimited, but Paladins are restricted to a good and lawful alignment. A Paladin that is no longer lawful/good is known as a Fallen Paladin, and loses access to many of his paladin abilities and prayers. Fallen Paladins that fully embrace their vile darkness become Anti-Paladins, gaining access to harmful divine magic and abilities.
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. Fallen Paladins must rely upon their martial prowess and equipment (including relics and scrolls) for survival. Anti-Paladins use powerful evil prayers in combat, in addition to corrupted versions of their paladin abilities.
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.
Fallen Paladins struggle with survivability and damage, and should seek atonement or embrace their darker side to attain power.
The only weakness of the Anti-Paladin is his reliance on wickedness. In most muds, this limits his adventuring choices greatly. However, his strengths for winning in combat quickly 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 lawful/good or chaotic/evil to avoid prayer/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 Healing Hands Recall Sword Specialization Shield Specialization (Edged Weapon Specialization) (Hand to hand combat) (Blunt Weapon Specialization) (Axe Specialization) (Polearm Specialization) (Flailing Weapon Specialization) (Swim) (Ranged Weapon Specialization) (Play Instrument) (Hammer Specialization) (Bandaging) (Smoke Rings) (Caravan Building) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Rescue) (Paladin's Resistance) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Parry Fire Building (Armor Tweaking) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Searching) (Holy Strike) (Shield Bash) (Unholy Strike) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Cure Light Wounds) (Cause Light Wounds) (Call Mount) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Sense Evil Sense Good (Revoke) (Find Home) |
7 | Read Prayer Disease Immunity (Relics) (Dodge) (Paladin's Mount) (Meat Curing) |
8 | (Protection Good) (Disarm) (Protection Law) (Protection Chaos) (Protection Evil) (AutoSwim) (AutoCrawl) |
9 | Second Attack (Sense Chaos) (Sense Law) (Deafness) (Cure Deafness) |
10 | (Headlock) (Heal Mount) (Cure Serious Wounds) (Cause Serious Wounds) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Chaos Rage All Defence (Bless) (Curse) (Mounted Combat) |
12 | (Blind Fighting) (Paralyze) (Freedom) (Find Ship) (Gardening) |
13 | Paladin's Fear Paladin's Courage (Clinch Hold) (Dispel Law) (Dispel Chaos) (Dispel Evil) (Dispel Good) |
14 | (Paladin's Purity) (Restore Voice) (Paladin's Corruption) |
15 | Incite Fight Breakup Fight (Cleave) (Climb) (Unholy Poison) (Remove Poison) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Cure Disease) (Mounted Charge) |
17 | Poison Immunity (Sanctuary) |
18 | (Trip) (Cure Critical Wounds) (AutoClimb) (Food Preserving) |
19 | Paladin's Aura (Holy Aura) |
20 | (Half Attack) (Calm) (Branding) |
21 | Cure Blindness (Resurrect Mount) (Exploiting Aura) (Righteous Defense) |
22 | (Cure Fatigue) (Blade Barrier) (Command Horse) |
23 | Sweep (Hammer of Darkness) (Hammer of Light) |
24 | (Paladin's Goodness) (Paladin's Wickedness) (Mass Freedom) |
25 | (Heal) (Crushing Aura) (Abiding Aura) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Craft Unholy Reaver Craft Holy Avenger |
31 | |
32 | |
33 | |
34 | |
35 |
Pirate
===Pirate=== | |
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Description: | The Pirate is a rogue and scourge of the high seas, a master of ship combat, and ruthless to those who refuse to surrender their booty. The Pirate is most suited for combat from the deck of huge sailing ships, being able to get the most out of their ship, their weapons, and their landlubber contacts. Their brutal lifestyle even gives them combat bonuses with fake limbs. However, Pirates also get harsher treatment from the law, and are so greedy for gold that they can literally be paid to walk away from combat.
How to play: The Pirate is a middlin' fair rogue on the land, and can survive well enough among landlubbers, but absolutely excels in command of a ship in pursuit of weak seabound targets. Clans would do well to keep a former-independent Pirate around to captain their ships for when the real ones come calling. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 5+, Charisma 5+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Charisma (22), Others (18) |
Bonuses: | Bonus XP in ship combat, and combat bonus for each fake limb. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | Get less leniency from the law, no limb recovery after death, and can be paid to leave combat. |
Starting Equipment: | a short sword |
Races: | Aarakocran Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin 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) (Caravan Building) (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 Lore) (Parry) |
10 | (Sea Charting) (Back Stab) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Dead Reckoning (Trip) (Steal) |
12 | (Listen) (Sea Navigation) (Two Weapon Fighting) (Gardening) |
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 Contacts (Letter of Marque) (Stability) |
17 | (Pet Spy) (Second Attack) |
18 | Warning Shot (Silent AutoLoot) (Combat Repairs) (AutoClimb) (Food Preserving) |
19 | (Salvaging) (Foul Weather Sailing) (Distract) (Pay Off) |
20 | (Pet Steal) (Alertness) (Branding) |
21 | Fly Merchant Flag (Articles) |
22 | (Rig Ramming Speed) (Smugglers Hold) |
23 | (Intercept Ship) (Mast Shot) |
24 | (Half Attack) (Hide Ship) |
25 | (Await Ship) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Silent Running |
31 | |
32 | |
33 | |
34 | |
35 |
PlayerClass
===PlayerClass=== | |
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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 Digging) (Drilling) (Hunting) (Shearing) |
2 | (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
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 Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food Preserving) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Immortal
===Immortal=== | |
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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) (Caravan Building) (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 Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food Preserving) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
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 Githyanki Half Elf Halfling Human Merfolk |
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) (Caravan Building) (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 Curing) |
8 | Tap Swing (AutoSwim) (AutoCrawl) |
9 | Basse (Disarm) |
10 | Tango Body Flip (Breakout) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Polka (Spring Attack) |
12 | Rags Sharqi Manipuri (Find Ship) (Gardening) |
13 | Cotillon (Trip) |
14 | Ballet (Two Weapon Fighting) |
15 | Jitterbug (Tumble) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Butoh |
17 | Courante (Second Attack) |
18 | Musette (AutoClimb) (Food Preserving) |
19 | Endurance Swords (Cartwheel) |
20 | Flamenco (Branding) |
21 | Jingledress (Roll With Blows) |
22 | Morris |
23 | Butterfly (Blind Fighting) |
24 | Macabre |
25 | War (Circle Trip) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Square |
31 | |
32 | |
33 | |
34 | |
35 |
Purist
===Purist=== | |
---|---|
Description: | Purists are the idyllic representatives of the goodness of divinity. They are so strict in their goodness that they seem to many cold and unyielding. This nature is so ingrained, in fact, that the purist gains many cold and cold-based attacks and defensive prayers. This includes special powers over water and purity. The Purist is a good aligned class and lawfully inclined.
How to play: The Purist is a wonderfully social cleric, though only in the sense that he is often found with other people. His strict unyielding prayers can sometimes get annoying glances from group members, though the Purist should remain resolute in his convictions that he is right. Overall, the Purist is a good balanced cleric who can hold his own, as well as a valued group member (so long as he keeps his mouth shut). |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Charisma 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Charisma (22), Wisdom (22), Others (18) |
Bonuses: | Receives 1pt/level cold damage reduction. |
Weapons: | Must use hammers, staves, flailed, natural, or blunt weapons. |
Armor: | May wear any armor. |
Limitations: | Always fumbles evil prayers, and fumbles all prayers when alignment is below pure neutral. Qualifies and receives good prayers, and bonus damage from good spells. Using non-aligned prayers introduces failure chance. Vulnerable to fire attacks. |
Starting Equipment: | a small mace |
Races: | Aarakocran Dwarf Elf Githyanki Half Elf Human Merfolk Pixie Svirfneblin |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | 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) (Caravan Building) (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 Wounds (Righteous Indignation) (Find Home) |
7 | Protection Chaos (Hunt Evil) (Sense Devotion) (Bless) (Meat Curing) |
8 | Protection Paralyzation (Freedom) (AutoSwim) (AutoCrawl) |
9 | (Cure Fatigue) (Gills) |
10 | Restore Voice (Sense Magic) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Monolith) (Protection Poison) |
12 | Protection Disease (Fountain of Life) (Dispel Chaos) (Find Ship) (Gardening) |
13 | (Protect Health) (Sanctuary) |
14 | Cure Critical Wounds |
15 | (Holy Aura) (Freeze Metal) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Calm (Infuse Holiness) (Infuse Discipline) (Conviction) |
17 | Piety Curse Cure Blindness (Blindsight) (Half Attack) |
18 | (Wave) (Protection Elements) (AutoClimb) (Food Preserving) |
19 | Godstrike Aura of the Divine Edict |
20 | (Mass Mobility) (Mass Freedom) (Branding) |
21 | Heal (Atonement) |
22 | (Bless Item) (Neutralize Item) |
23 | Judgement (Mass Heal) (Linked Health) |
24 | Nullification (Word of Law) (Holy Word) |
25 | (Elemental Aid) (Ice Healing) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | (Aura of Intolerance) |
31 | |
32 | |
33 | |
34 | |
35 |
Qualifier
===Qualifier=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | Must be granted by an Archon. |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Strength (25), Intelligence (25), Dexterity (25), Constitution (25), Charisma (25), Wisdom (25), Others (18) |
Bonuses: | |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
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 Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food Preserving) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Ranger
===Ranger=== | |
---|---|
Description: | Rangers are noted primarily for their ability to track their friends and enemies, though their knowledge of the natural world has also given them great magical strength. They are a cross between the fighter and the druid, gaining druid chants at higher levels, and numerous fighting techniques.
How to play: Rangers can provide a unique opportunity for experience advancement in a mud. Their combat skills make them desirable as group members as tanks. Their ability to use scrolls gives them access to magic that grants them some of the druids 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 runes and other druidic 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) (Caravan Building) (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 Plants (Revoke) (Fierce Companions) (Find Home) |
7 | (Dodge) (Identify Poison) (Rapid Shot) (True Shot) (Meat Curing) |
8 | Favored Enemy 1 (Moonbeam) (Disarm) (Life Echoes) (AutoSwim) (AutoCrawl) |
9 | Locate Animals (Eaglesight) (Bestow Name) (Second Attack) |
10 | (Cleave) (Headlock) (Calm Animal) (Woodland Sneak) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Hunters Endurance (Mounted Combat) (Feel Hunger) |
12 | (Control Fire) (Point Blank Shot) (Set Snare) (Find Ship) (Gardening) |
13 | Read Runes Favored Enemy 2 (Clinch Hold) (Animal Friendship) |
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 Animal (Animal Companion) (Wind Gust) |
17 | (Trip) (Earthfeed) (Far Shot) |
18 | Favored Enemy 3 (Sweep) (Cold Ward) (AutoClimb) (Food Preserving) |
19 | Air Wall (Charm Animal) (Lightning Ward) |
20 | Half Attack (Water Walking) (Sense Snares and Pits) (Branding) |
21 | (Camouflage) (Gas Ward) |
22 | Summon Animal (Sunray) (Resuscitate Companion) |
23 | Favored Enemy 4 (Summon Insects) (Speak With Animals) |
24 | (Regional Awareness) (Animal Spy) (Woodland Creep) |
25 | Called Shot (Summon Mount) (Neutralize Poison) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Animal Frenzy |
31 | |
32 | |
33 | |
34 | |
35 |
Reliquist
Sailor
===Sailor=== | |
---|---|
Description: | Sailors are the workmen of the high seas. These common folk spend their lives gathering resources, traveling, transporting goods, and exploring seas, rivers, and lakes. On large sailing vessels, their skills are unparalleled, and no ship should be without plenty of them. |
Primary Stat: | Dexterity |
Qualifications: | Constitution 5+, Dexterity 5+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/6)+(1d5) /lvl]. |
Mana: | 100 +[(Int/9)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Dex/18)-1 per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Dexterity (24), Constitution (24), Others (18) |
Bonuses: | Sailors earn twice as much XP as other commoners when trawling, sea explore xp, and double experience in ship combat. |
Weapons: | May use any weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | |
Starting Equipment: | a belaying pin |
Races: | Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie 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) (Caravan Building) (Floristry) |
2 | Sea Legs (Carpentry) (Cooking) (Butchering) |
3 | Fire Building Belay |
4 | Abandon Ship (Stowaway) (Searching) (Tanning) |
5 | Boatwrighting Trawling |
6 | Crow's Nest Find Ship (Morse Code) (Find Home) |
7 | Avoid Currents (Tie Down) (Meat Curing) |
8 | Make Sea Maps (AutoSwim) (AutoCrawl) |
9 | Diving Ship Lore (Ship Building) |
10 | Sea Charting (Baiting) (Breakout) |
11 | Dead Reckoning (Fish Lore) |
12 | Sea Navigation (Cargo Loading) (Gardening) |
13 | Scuttle (Bind) |
14 | Sea Maneuvers |
15 | (Siegecrafting) (Composting) |
16 | Water Tactics (Siege Weapon Specialization) |
17 | (Hard to Port) (Deep Breath) |
18 | Combat Repairs (AutoClimb) (Food Preserving) |
19 | Master Fishing (Salvaging) |
20 | (Hard to Stern) (Foul Weather Sailing) (Branding) |
21 | (Naval Tactics) |
22 | Rig Ramming Speed |
23 | Intercept Ship |
24 | Master Trawling |
25 | Await Ship |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Hire Crewmember |
31 | |
32 | |
33 | |
34 | |
35 |
Scholar
===Scholar=== | |
---|---|
Description: | Scholars are the researchers, teachers, librarians, curators, students and other academians that protect the knowledge of advanced civilizations and pass down the wisdom from previous generations. They excel at educating, organizing, cataloging, and categorizing. Fighting? Not so much.
A Scholar earns no combat experience, but won't hinder their party's experience either. Scholars should focus on teaching others what they learn, writing about their adventures, seeking out libraries and bookstores, and using various lore and calligraphy abilities. Scholars may level slower than traditional adventurers, but they can also level without putting themselves at great risk. |
Primary Stat: | Intelligence |
Qualifications: | Intelligence 9+, Wisdom 6+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/9)+(1d3) /lvl]. |
Mana: | 100 +[(Int/9)+(1d2)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Int/18)-1 per level. |
Damage: | +1 damage per 50 level(s). |
Maximum Stat Values: | Intelligence (24), Wisdom (24), Others (18) |
Bonuses: | Earn experience from teaching skills, making maps, writing books, visiting bookstores/libraries, and using certain skills daily. Gives bonus proficiency gains for group members. |
Weapons: | Must use staffs or natural weapons. |
Armor: | Must wear cloth, vegetation, or paper based armor. |
Limitations: | Earns no combat experience. |
Starting Equipment: | a wooden staff, Scholar's Logbook |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin 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) (Caravan Building) (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 Code Titling (Find Home) |
7 | Book Editing Know Plants (Identify Poison) (Meat Curing) |
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 Writing) (Skillcraft) |
12 | Racial Lore (Commoner Honorary Degree) (Find Ship) (Gardening) |
13 | Cataloging (Make Maps) (Songcraft) |
14 | (Fighter Honorary Degree) (Observe) (Analyze Mark) |
15 | (Research Item) (Plant Lore) (Spellcraft) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Attribute Training (Bard Honorary Degree) (Taxidermy) |
17 | (Shush) (Prayercraft) (Appraise) |
18 | Recollecting (Thief Honorary Degree) (AutoClimb) (Food Preserving) |
19 | (Chantcraft) (Scroll Scribing) |
20 | (Mage Honorary Degree) (Publishing) (Branding) |
21 | (Planar Lore) (Encrypted Writing) |
22 | Surveying (Druid Honorary Degree) |
23 | Lecturing |
24 | Linguistic Comprehension (Cleric Honorary Degree) |
25 | Enrolling (Book Loaning) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Guildmaster |
31 | |
32 | |
33 | |
34 | |
35 | Improved Teaching |
Shaman
===Shaman=== | |
---|---|
Description: | Shaman are those who worship the gods in the most primitive and basic ways of the earth. The Shaman is thus granted special powers over the earth by the gods, including resistances to acid attacks, at the expense of vulnerability to electricity. The Shaman is a moderate and neutral aligned class, meaning that he will never fumble on neutral prayers, and has a much smaller fumble chance on good and evil prayers. The Shaman is restricted to neutral weapons, any kind of armor, and gets numerous special prayers known only to Shaman.
How to play: The Shaman is a typical village priest, having powers from his deity well suited to almost any daily concern. His neutrality shows his wisdom, and his power earns him respect. The Shaman can fill almost any role in the game, whether it be as a group member, or a lone adventurer seeking an inner peace far from home. |
Primary Stat: | Wisdom |
Qualifications: | Wisdom 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+2 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/4)+(1d4)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Wis/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Constitution (22), Wisdom (22), Others (18) |
Bonuses: | Never fumbles neutral prayers, receives smallest prayer fumble chance, and receives 1pt/level of acid damage reduction. |
Weapons: | Must use swords, staves, natural, ranged, or blunt weapons |
Armor: | May wear any armor. |
Limitations: | Using non-neutral prayers introduces small failure chance. Vulnerable to electric attacks. |
Starting Equipment: | a small mace |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin 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) (Caravan Building) (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 Mud) (Find Home) |
7 | Adoption (Curse) (Bless) (Meat Curing) |
8 | Protection Paralyzation (Paralyze) (AutoSwim) (AutoCrawl) |
9 | (Moderate Infusion) (Earthshield) |
10 | (Restore Voice) (Sense Invisible) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Protection Poison (Unholy Poison) (Remove Poison) |
12 | Protection Disease (Sober) (Find Ship) (Gardening) |
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 Infusion) (Cure Blindness) (Half Attack) |
18 | Protection Elements (Retribution) (AutoClimb) (Food Preserving) |
19 | (Rock Flesh) (Flesh Rock) |
20 | Mass Mobility (Refuge) (Branding) |
21 | Remove Inhibitions (Stasis) (Moral Balance) (Drunken Stupor) |
22 | Curse Item (Neutralize Item) |
23 | Linked Health (Meditation) |
24 | (Nullification) (Neutralize Land) |
25 | (Elemental Aid) (Acid Healing) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Holy Day |
31 | |
32 | |
33 | |
34 | |
35 |
SkyWatcher
===SkyWatcher=== | |
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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 Read Runes Predict Weather Recall Predict Phase (Hand to hand combat) (Revoke) (Swim) (Scroll Scribing) (Herbology) (Play Instrument) (Bandaging) (Shards) (Druidic Pass) (Smoke Rings) (Caravan Building) (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 (Summon Dustdevil) (Summon Fire) (Searching) (Cold Moon) (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 (Sunray) (Honey Moon) (Find Home) |
7 | (Star Gazing) (Muddy Grounds) (Lightning Ward) (Meat Curing) |
8 | Dehydrate (Cold Ward) (AutoSwim) (AutoCrawl) |
9 | Wind Gust (Piercing Moon) (Fire Ward) |
10 | Whisperward (Woodland Sneak) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Warning Winds) (Acid Ward) (Healing Moon) |
12 | Wind Shape (Dirt) (Dispel Law) (Dispel Chaos) (Moon Calf) (Find Ship) (Gardening) |
13 | Grove Walk (Purple Moon) (White Moon) (Blue Moon) (Red Moon) |
14 | Calm Weather (Song Ward) (Waking Moon) |
15 | Summon Heat (Peace Moon) (Herbalism) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Recover Voice) (Summon Moon) (Soaring Eagle) |
17 | Summon Cold (Chant Ward) |
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 Fog (Shapelessness) (Spell Ward) |
22 | Summon Lightning (Meditation) (Manic Moon) |
23 | Wind Snatcher (Howlers Moon) (Astral Projection) |
24 | (Summon Squall) (Cloud Walk) (Death Moon) |
25 | Meteor Strike (Summon Tornado) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Move The Sky |
31 | |
32 | |
33 | |
34 | |
35 |
Specialist Mage
mob
===mob=== | |
---|---|
Description: | |
Primary Stat: | Strength |
Qualifications: | None |
Practices: | 5 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d6) /lvl]. |
Mana: | 100 +[(Int/3)+(1d6)/lvl]. |
Movement: | 100 +[5X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 1 level(s). |
Maximum Stat Values: | Others (18) |
Bonuses: | |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | |
Starting Equipment: | |
Races: | |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
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 Curing) |
8 | (AutoSwim) (AutoCrawl) |
9 | |
10 | (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | |
12 | (Find Ship) (Gardening) |
13 | |
14 | |
15 | (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | |
17 | |
18 | (AutoClimb) (Food Preserving) |
19 | |
20 | (Branding) |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | |
31 | |
32 | |
33 | |
34 | |
35 |
Templar
===Templar=== | |
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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) (Caravan Building) (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 Wounds) (Heresy) (Find Home) |
7 | Curse (Sense Devotion) (Protection Chaos) (Hunt Good) (Morph Unholy Weapon) (Meat Curing) |
8 | Paralyze (Polearm Specialization) (AutoSwim) (AutoCrawl) |
9 | (Faithful HellHound) (Behemoth) (Hammer Specialization) |
10 | (Ranged Weapon Specialization) (Cause Exhaustion) (Dispel Good) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | (Unholy Poison) (Protection Poison) (Half Attack) |
12 | Plague (Protection Disease) (Find Ship) (Gardening) |
13 | Blood Curse (Desecrate Land) |
14 | (Axe Specialization) (Cause Critical Wounds) (Shield Bash) |
15 | Great Curse (Hand to hand combat) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Blood Hearth) (Anger) |
17 | (Bone Moon) (Blindness) |
18 | Tithe (Drain) (Deflect Prayer) (Enervate) (AutoClimb) (Food Preserving) |
19 | (Hellfire) (Malediction) |
20 | Mass Paralyze (Whiplash) (Absorption) (Branding) |
21 | (Harm) (Corruption) (Second Attack) |
22 | Curse Item (Haunted) |
23 | (Amplify Unholy Weapon) (Create Idol) |
24 | Unholy Word (Word of Law) (Sun Curse) |
25 | (Regeneration) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Avatar |
31 | |
32 | |
33 | |
34 | |
35 |
Thief
===Thief=== | |
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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) (Caravan Building) (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 Locks) (Dodge) (Find Home) |
7 | Peek (Identify Poison) (Use Poison) (Meat Curing) |
8 | (Disarm) (Decipher Script) (Remove Traps) (AutoSwim) (AutoCrawl) |
9 | Observe (Parry) |
10 | (Smuggle) (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 Fighting) (Find Ship) (Gardening) |
13 | Detection (Bind) (Arsonry) |
14 | (Surrender) (Rapid Shot) |
15 | (Conceal Item) (Read Magic) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Silent AutoGold) (Hideout) (Detect Invisible) |
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 Attack) (Lore) (Branding) |
21 | Panhandling Sap (Conceal Door) |
22 | (Black Marketeering) (Flank) (Improved Distraction) |
23 | Warrants (Lay Traps) (Silent Wear) |
24 | (Escape Bonds) (Bribe) (Conceal Walkway) |
25 | Ambush (Squatting) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Nondetection |
31 | |
32 | |
33 | |
34 | |
35 |
Transmuter
Trapper
===Trapper=== | |
---|---|
Description: | The trapper, possibly the most cowardly of thieves, has spent late nights tinkering with springs and switches, learning to kill indirectly through the devices of his art. Trappers also view fauna as means to his ends, accumulating animals both live and dead with amazing efficiency. Trappers alone have the greatest access to the most deadly traps, as well as exclusive access to skills that turn animals into his own personal play things, whether it be as items of sale, or as trained devilish pets. |
Primary Stat: | Dexterity |
Qualifications: | Dexterity 9+, Constitution 9+ |
Practices: | 5 +[(Wisdom/6)+1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/3)+(1d10) /lvl]. |
Mana: | 100 +[(Int/6)+(1d3)/lvl]. |
Movement: | 100 +[6X(Str/18) /lvl]. |
Attack: | +(Dex/18) per level. |
Damage: | +1 damage per 5 level(s). |
Maximum Stat Values: | Dexterity (22), Constitution (22), Others (18) |
Bonuses: | Benefits from animal followers leveling. Gets experience for selling foreign unconjured animals of comparable level. |
Weapons: | Must use swords, daggers, natural, or ranged weapons. |
Armor: | Must wear leather, cloth, or vegetation based armor. |
Limitations: | Sneak and Hide attempts will fail outside of the wild. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin Tiefling |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Edged Weapon Specialization Detect Bombs Write Carpentry Recall Wainwrighting Taxidermy (Climb) (Caltrops) (Ranged Weapon Specialization) (Play Instrument) (Bandaging) (Apothecary) (Swim) (Smoke Rings) (Sword Specialization) (Caravan Building) (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 Poison (Identify Poison) (Mark Trapped) (Meat Curing) |
8 | Lay Traps (Remove Traps) (AutoSwim) (AutoCrawl) |
9 | Listen (Wilderness Sounds) (Sneak Attack) |
10 | (AutoDetect Traps) (AutoMark Traps) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Masonry) (Shrooming) |
11 | Parry (True Shot) |
12 | (Track) (AutoCaltrops) (Find Ship) (Gardening) |
13 | Observe (Wilderness Lore) (Sap) |
14 | (Lure) (Plant Item) |
15 | Back Stab (Read Magic) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | (Dazzling Caltrops) (Bind) |
17 | Second Attack (Make Bombs) |
18 | (Animal Taming) (Detection) (AutoClimb) (Food Preserving) |
19 | Cage Building (Running Fight) |
20 | (Scrapping) (Pin) (Set Alarm) (Branding) |
21 | Cage (Domesticating) (Set Timer) |
22 | (Snipe) (Half Attack) |
23 | Shadow (Animal Trading) |
24 | (Disabling Caltrops) (Detonate Bombs) (Animal Training) |
25 | Kamikaze Trap Immunity |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) |
30 | Death Trap |
31 | |
32 | |
33 | |
34 | |
35 |