Post by aribjorn on Nov 1, 2012 15:00:46 GMT -5
Dwarven Glory – Character Classes
Each PC must select a class. Starting characters begin at 1st level with 0 XP. A PC then requires an additional 1,000 XP multiplied by his current level to advance to each new level; i.e., a total of 1,000 XP to reach 2nd level, 3,000 XP to reach 3rd level, 6,000 XP to reach 4th level, 10,000 XP to reach 5th level, and so on. A character must return to his clan hall for training, or be trained by a higher-level PC of the same class, before gaining the benefits of a new level.
Characters have 1 HD per level. PCs start with maximum hit points at 1st level, then roll all HD at each additional level, ignoring the new result if it is lower than the previous value.
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Fighters
Fighters – as their name implies – have extensive training in the arts of combat and war. They are specialists at dealing physical blows. They are also hardy, able to take more punishment than any other class. Fighters can use any weapons and armour.
From the Core Rules:
Dwarves and elves can reach a maximum of 5th level as fighters, while humans have unlimited advancement.
Fighters have 1d10 hp per HD (13 hp for a starting dwarf fighter).
A fighter can use all types of armour and shields.
A fighter is proficient in all weapons and has no restriction on base damage (except for racial maximums).
Fighters add their level to all attack rolls.
Fighters add their full level +3 to Athletics checks, and ½ their level to Subterfuge and Lore checks.
Fighters have a +4 bonus to saving throws, plus their level.
From other sources:
Guarding: When the party is resting in the wilderness or a dungeon, a fighter may forfeit all other actions to ‘guard’ instead. This forces approaching opponents to roll two Subterfuge checks for surprise and take the worse result (the opponents are disadvantaged).
Similarly, a fighter can forfeit his attacks in a given combat round to ‘guard’ an ally who is escaping from melee. To execute this maneuver, the fighter must be able to engage the foes who would be allowed a parting shot.
Cleave: When a fighter of 2nd level or higher deals enough damage in melee to make a target drop, he can take an immediate, extra attack with the same weapon against another creature within reach. This ability can be used once per round.
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Thieves
Thieves have a range of unique skills associated with their profession that make them very handy companions in adventures. However, thieves can be a bit shady and they sometimes are not as trustworthy as other classes. Because of their need of stealth and free movement, thieves seldom wear heavy armour or use shields. They are proficient with light and ranged weapons, and experienced thieves can make deadly sneak attacks.
From the Core Rules:
Dwarves and elves can reach a maximum of 7th level as thieves, while humans have unlimited advancement.
Thieves have 1d8 hp per HD (11 hp for a starting dwarf thief).
A thief cannot use thieves’ tools while wearing heavy armour or using a shield.
A thief can inflict a maximum of 1d8 base damage with a weapon.
Thieves add their level to attack rolls with light or ranged weapons, otherwise they add ½ their lvl (rounded down).
Thieves add their full level +3 to Subterfuge checks, and ½ their level to Athletics and Lore checks.
Thieves (only) can use thieves’ tools to open locks, remove traps, and disable mechanical devices of various sorts.
Thieves have a +5 bonus to saving throws, plus their level.
From other sources:
Scouting: If a thief has a movement rate higher than the rest of the party, he may ‘scout ahead’ of the others.
When exploring dungeons, this allows the thief to roll his own Subterfuge checks to detect hazards. If successful, the party may bypass the hazard entirely (earning ½ XP for the thief). However, if the check fails, the thief must face the hazard alone.
When ‘scouting ahead’ in the wilderness, the thief can roll two Subterfuge checks for surprise and take the best result at the start of an encounter (he is considered advantaged). If the creatures are unaware of the thief, the party may bypass the encounter entirely (earning ½ XP for the thief). However, if the thief himself is taken by surprise, he must face the encounter alone.
Backstab: If a thief of 2nd level or higher surprises an opponent (during the surprise round, for example, or on a successful Subterfuge check), he can attempt a Backstab attack. This Backstab does double damage if successful.
The Backstab attack must be with a light or ranged weapon. If a ranged weapon is used, the thief must be within 3″ of the target.
Power Runes: A thief of 4th level or above can attempt to trigger power runes. (Note that he cannot scribe his own arcane runes.)
The thief must succeed a Lore check to do so, and cannot wear medium or heavy armour or use a shield. If successful, the rune activates normally. If the Lore check fails, the thief must immediately roll a save vs. will to prevent the rune from being destroyed. On a particularly poor Lore check and saving throw, the rune may misfire instead (at the referee’s discretion).
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Runecasters
Runecasters have mastered the arcane secrets of runes and are able to scribe a greater number of increasingly powerful runes as they advance in level. However, they are limited in their combat ability, and are restricted to light armour. Experienced runecasters are able to craft magic items of great power, and are themselves able to wield a wide array of magic devices.
From the Core Rules:
Dwarves and elves can reach a maximum of 9th level as runecasters, while humans have unlimited advancement.
Runecasters have 1d6 hp per HD (9 hp for a starting dwarf runecaster).
A runecaster cannot prepare or trigger runes while wearing medium or heavy armour or using a shield.
A runecaster can inflict a maximum of 1d6 base damage with a weapon.
Runecasters add ½ their level (rounded down) to attack rolls with light weapons (and staffs).
Runecasters add their full level +3 to Lore checks, and ½ their level to Athletics and Subterfuge checks.
Runecasters (only) can prepare and activate runes with a successful Lore check. A maximum of 1 rune per caster level can be prepared at a time.
Runecasters have a +3 bonus to saving throws, plus their level.
From other sources:
Runes Known: A starting runecaster may choose to master runes in exchange for initial equipment. Additional runes must be gained through adventuring.
A runecaster is limited to mastering a number of runes equal to his Lore modifier (typically his level +3).
Magic Items: Runecasters have the widest selection of magic items that they are able to utilise. They are the only class that are able to activate magic wands and staves, for example.
Runecasters are also able to craft their own magic items. Power runes can be created at 1st level; requiring 100 gp, 50 XP, and one day of time. Magic armour and weapons can be created starting at 3rd level.
Other magic items can be crafted as a runecaster gains experience.
Each PC must select a class. Starting characters begin at 1st level with 0 XP. A PC then requires an additional 1,000 XP multiplied by his current level to advance to each new level; i.e., a total of 1,000 XP to reach 2nd level, 3,000 XP to reach 3rd level, 6,000 XP to reach 4th level, 10,000 XP to reach 5th level, and so on. A character must return to his clan hall for training, or be trained by a higher-level PC of the same class, before gaining the benefits of a new level.
Characters have 1 HD per level. PCs start with maximum hit points at 1st level, then roll all HD at each additional level, ignoring the new result if it is lower than the previous value.
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Fighters
Fighters – as their name implies – have extensive training in the arts of combat and war. They are specialists at dealing physical blows. They are also hardy, able to take more punishment than any other class. Fighters can use any weapons and armour.
From the Core Rules:
Dwarves and elves can reach a maximum of 5th level as fighters, while humans have unlimited advancement.
Fighters have 1d10 hp per HD (13 hp for a starting dwarf fighter).
A fighter can use all types of armour and shields.
A fighter is proficient in all weapons and has no restriction on base damage (except for racial maximums).
Fighters add their level to all attack rolls.
Fighters add their full level +3 to Athletics checks, and ½ their level to Subterfuge and Lore checks.
Fighters have a +4 bonus to saving throws, plus their level.
From other sources:
Guarding: When the party is resting in the wilderness or a dungeon, a fighter may forfeit all other actions to ‘guard’ instead. This forces approaching opponents to roll two Subterfuge checks for surprise and take the worse result (the opponents are disadvantaged).
Similarly, a fighter can forfeit his attacks in a given combat round to ‘guard’ an ally who is escaping from melee. To execute this maneuver, the fighter must be able to engage the foes who would be allowed a parting shot.
Cleave: When a fighter of 2nd level or higher deals enough damage in melee to make a target drop, he can take an immediate, extra attack with the same weapon against another creature within reach. This ability can be used once per round.
--------------------------------------------------------------------------------
Thieves
Thieves have a range of unique skills associated with their profession that make them very handy companions in adventures. However, thieves can be a bit shady and they sometimes are not as trustworthy as other classes. Because of their need of stealth and free movement, thieves seldom wear heavy armour or use shields. They are proficient with light and ranged weapons, and experienced thieves can make deadly sneak attacks.
From the Core Rules:
Dwarves and elves can reach a maximum of 7th level as thieves, while humans have unlimited advancement.
Thieves have 1d8 hp per HD (11 hp for a starting dwarf thief).
A thief cannot use thieves’ tools while wearing heavy armour or using a shield.
A thief can inflict a maximum of 1d8 base damage with a weapon.
Thieves add their level to attack rolls with light or ranged weapons, otherwise they add ½ their lvl (rounded down).
Thieves add their full level +3 to Subterfuge checks, and ½ their level to Athletics and Lore checks.
Thieves (only) can use thieves’ tools to open locks, remove traps, and disable mechanical devices of various sorts.
Thieves have a +5 bonus to saving throws, plus their level.
From other sources:
Scouting: If a thief has a movement rate higher than the rest of the party, he may ‘scout ahead’ of the others.
When exploring dungeons, this allows the thief to roll his own Subterfuge checks to detect hazards. If successful, the party may bypass the hazard entirely (earning ½ XP for the thief). However, if the check fails, the thief must face the hazard alone.
When ‘scouting ahead’ in the wilderness, the thief can roll two Subterfuge checks for surprise and take the best result at the start of an encounter (he is considered advantaged). If the creatures are unaware of the thief, the party may bypass the encounter entirely (earning ½ XP for the thief). However, if the thief himself is taken by surprise, he must face the encounter alone.
Backstab: If a thief of 2nd level or higher surprises an opponent (during the surprise round, for example, or on a successful Subterfuge check), he can attempt a Backstab attack. This Backstab does double damage if successful.
The Backstab attack must be with a light or ranged weapon. If a ranged weapon is used, the thief must be within 3″ of the target.
Power Runes: A thief of 4th level or above can attempt to trigger power runes. (Note that he cannot scribe his own arcane runes.)
The thief must succeed a Lore check to do so, and cannot wear medium or heavy armour or use a shield. If successful, the rune activates normally. If the Lore check fails, the thief must immediately roll a save vs. will to prevent the rune from being destroyed. On a particularly poor Lore check and saving throw, the rune may misfire instead (at the referee’s discretion).
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Runecasters
Runecasters have mastered the arcane secrets of runes and are able to scribe a greater number of increasingly powerful runes as they advance in level. However, they are limited in their combat ability, and are restricted to light armour. Experienced runecasters are able to craft magic items of great power, and are themselves able to wield a wide array of magic devices.
From the Core Rules:
Dwarves and elves can reach a maximum of 9th level as runecasters, while humans have unlimited advancement.
Runecasters have 1d6 hp per HD (9 hp for a starting dwarf runecaster).
A runecaster cannot prepare or trigger runes while wearing medium or heavy armour or using a shield.
A runecaster can inflict a maximum of 1d6 base damage with a weapon.
Runecasters add ½ their level (rounded down) to attack rolls with light weapons (and staffs).
Runecasters add their full level +3 to Lore checks, and ½ their level to Athletics and Subterfuge checks.
Runecasters (only) can prepare and activate runes with a successful Lore check. A maximum of 1 rune per caster level can be prepared at a time.
Runecasters have a +3 bonus to saving throws, plus their level.
From other sources:
Runes Known: A starting runecaster may choose to master runes in exchange for initial equipment. Additional runes must be gained through adventuring.
A runecaster is limited to mastering a number of runes equal to his Lore modifier (typically his level +3).
Magic Items: Runecasters have the widest selection of magic items that they are able to utilise. They are the only class that are able to activate magic wands and staves, for example.
Runecasters are also able to craft their own magic items. Power runes can be created at 1st level; requiring 100 gp, 50 XP, and one day of time. Magic armour and weapons can be created starting at 3rd level.
Other magic items can be crafted as a runecaster gains experience.