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Classes
Cleric

Clerics are warrior priests, men and women who carry their faith in their weapon-arms as well as their hearts. Cleric training includes the use of divine magic and a limited selection of weapons. They can use any type of armor, but their selection of arms is limited to blunt, impact-type weapons such as maces and flails.

Cleric magic differs from mage spells in that cleric magic is of divine origin. Clerics do not carry tomes of spells and rituals. They receive power directly from the gods and cast spells through their holy symbols. While mages study and pour over their spells to imprint the ritual in their minds, clerics enter a meditative trance where they are receptive to the divine magic. Clerics also have powers against undead monsters such as skeletons and zombies. Clerics automatically attempt to turn undead, driving them away, or possibly even destroying them. As clerics advance in level they gain more spells and greater power against undead. Clerics with a wisdom of 13 or higher gain extra spells (see the Ability Scores page for details on this).
  • Prime Requisite: Wisdom
  • Races Allowed: Dwarf, Elf, Gnome, Half-elf, Halfling, Human
  • Weapons Allowed: Flail, Mace, Sling, Staff
Lvl XP to
Reach Level
HP Available Spells
1 2 3 4 5
101d8 1---- ----
21,500+1d8 2---- ----
33,000+1d8 21-- ----
46,000+1d8 32-- ----
513,000+1d8 331 ----
627,500+1d8 332 ----
755,000+1d8 332 1--
8110,000+1d8 333 2--
9225,000+1d8 443 21
10450,000+2 443 32

Fighter

Fighters are warriors, experts in weapon skills and battle tactics. Fighter training includes use and maintenance of all manner of weapons and armor, which allows them to use any type of armor or weapon without restriction. Whether for glory or profit, fighters can be found in the thickest part of battles, where only skill and bravery triumph.

Fighters cannot cast any type of magical spell, nor would they as a rule want to, preferring to rely on a strong sword arm. They can use any type of magical weapon or armor plus magic items such as rings and gauntlets. Fighters gain speed as well as skill when they go up in levels. High level fighter-types, including fighters, paladins and rangers, are able to attack more often with melee weapons, such as swords, than other types of characters.
  • Prime Requisite: Strength
  • Races Allowed: All
  • Weapons Allowed: All
Lvl XP to Reach Level HP
101d10
22,000+1d10
34,000+1d10
48,000+1d10
516,000+1d10
632,000+1d10
764,000+1d10
8125,000+1d10
9250,000+1d10
10500,000+3
11750,000+3
121,000,000+3

Mage

Mages are individuals trained in the arcane and mysterious secrets of magic and spellcasting gestures. Mages tend to be poor fighters, preferring to rely on their intellect and magical abilities. While warriors and clerics might charge to the fore of a battle, mages tend to hang back and pummel foes with mystic attacks. Mages tend to be reclusive and spend most of their time researching new spells and ancient magical lore.

Mages cannot wear any type of armor. This is because they have no taining or aptitude for martial skills, and armor is restrictive and interferes with some spellcasting. Also because of their lack of martial inclination, mages are severely limited in the weapons they can use. Mages become very powerful as they increase in level.
  • Prime Requisite: Intelligence
  • Races Allowed: Elf, Half-elf, Human
  • Weapons Allowed: Dagger, Dart, Staff
Lvl XP to
Reach Level
HP Available Spells
1 2 3 4 5
101d4 1---- ----
22,500+1d4 2---- ----
35,000+1d4 21-- ----
410,000+1d4 32-- ----
520,000+1d4 421 ----
640,000+1d4 422 ----
760,000+1d4 432 1--
890,000+1d4 433 2--
9135,000+1d4 433 21
10250,000+1d4 443 22
11375,000+1 444 33

Paladin

Paladins are elite warriors who battle in the name of Truth and Justice. Lawfulness and good deeds are their meat and drink, and they lead lives of such chaste piety that even clerics stand respectful. Paladins will not join a party that includes evil chaarcters. Like other high level fighter-types, paladins are able to attack more often with melee weapons, such as swords, than other types of characters.

In additional to skill in all types of arms and armor, paladins have several divine magical abilities conferred for their piety. Paladins have extra resistance to magical attacks and poison. Paladins are immune to all disease. Paladins can heal once per day (two points per level of advancement). They are always surrounded by a Protection Versus Evil aura that encompasses the entire party. All evil attackers suffer a small penalty to their attacks if a paladin is in the party.

Starting at third level, paladins can turn undead as a cleric two levels below their own. At ninth level, they gain the ability to cast certain cleric spells, although they can never use cleric scrolls. Paladins pray for their spells and cast them exactly as clerics.

Paladins can use the following cleric spells: Bless, Cure Light Wounds, Detect Magic, Protection from Evil, and Slow Poison.
  • Prime Requisites: Strength, Charisma
  • Races Allowed: Only Human
  • Weapons Allowed: All
Lvl XP to
Reach Level
HP Available Spells
1 2
101d10 ----
22,250+1d10 ----
34,500+1d10 ----
49,000+1d10 ----
518,000+1d10 ----
636,000+1d10 ----
775,000+1d10 ----
8150,000+1d10 ----
9300,000+1d10 1--
10600,000+3 2--
11900,000+3 21

Ranger

Rangers are trained hunters, trackers, and woodsmen. They are taught to live as much by their wits and skills as by their swords and bows. Like fighters, rangers can use any type of weapon or armor, although heavy armor interferes with their special abilities.

When wearing studded leather or lighter armor, rangers can fight with weapons in both hands without any penalties. Like other high level fighter-types, rangers are able to attack more often with melee weapons, such as swords, than other types of characters.
  • Prime Requisites: Srength, Dexterity. Wisdom
  • Races Allowed: Elf, Half-elf, Human
  • Weapons Allowed: All
Lvl XP to Reach Level HP
101d10
22,250+1d10
34,500+1d10
49,000+1d10
518,000+1d10
636,000+1d10
775,000+1d10
8150,000+1d10
9300,000+1d10
10600,000+3
11900,000+3
121,200,000+3

Thief

Thieves are hard to classify as a group. Some are malcontents, who prey on the unsuspecting. Others are basically good, but are a little wanting in strength of character. Adventurers long ago learned that a skilled thief in the party increases overall party survival -- especially when dealing with trapped locks. As thieves gain levels they become more proficient at picking locks and avoiding any attached traps.

Because they need to move freely and quietly, thieves' abilities are restricted when they wear anything except leather-type armor. Thieves have a greater choice of weapons than clerics or mages, but less than fighter-types.
  • Prime Requisite: Dexterity
  • Races Allowed: All
  • Weapons Allowed: All
Lvl XP to Reach Level HP
101d6
21,250+1d6
32,500+1d6
45,000+1d6
510,000+1d6
620,000+1d6
740,000+1d6
870,000+1d6
9110,000+1d6
10160,000+1d6
11220,000+2
12440,000+2