Picking a Profession

This ability can be chosen from the combat options menu and counts as a free action during a character's turn.

hast Movement: Barbarians have a greatly increased movement range when they are wearing medium or lighter armor and are not encumbered.

Uncanny Dodge: Starting at 3rd level a Barbarian retains their Dexterity modifier to AC." even if caught flat-footed. At 6th level, the Barbarian can no longer be flanked.

Weapon and Armor Proficiency: line Barbarian is proficient with all simple and martial weapons, armor and shields.

Other Notes: Barbarians cannot be of lawful alignment. Barbarians, like all warriors, benefit from a high Strength. A good Constitution is vital to power their rages, and keep them alive afterward. Dexterity is always useful, especially for Barbarians who choose to go lightly armored.

Servants of their god or goddess, Clerics have as many forms as then-are deities lo worship. Some are gentle messengers, spreading healing and wisdom, while others are hard-bitten warriors, fighting alongside their Paladin brethren with spells and sword alike. Adventuring Clerics are generally trying to further the causes of their gods in some way, either directly acting on their behalf, as in a divinely inspired quest, or simply by healing others in their gods' name.s. Of course, not all gods arc benevolent, so the ranks of die Clerics include unpleasant j>cople more likely to cause harm with their spells than healing.

Class Abilities:

Turn Undead: Calling upon the might of iheir god, Clerics have: the ability lo tum undead, forcing undead to cower in fear. If the Cleric is considerably more powerful than the undead to be affected, the monster may be instantly destroyed. I his action must be selected from the Combat Options menu during combat.

Cast Divine Spells: Clerics can cast divine spells beginning at 1st level. The Cleric's spell list can be found on page 99 and spell descriptions start on page 97.

Armor and Weapon Proficiency: Clerics are proficient with all simple weapons, armor and shields.

Cleric

Other Notes: Clerics depend on their Wisdom to determine the strength and numlxT of their spells; a Clerk: needs ¿it least a 10 in their Wisdom score to cast 0 level spells, or Orisons, and 11 to cast 1st level spells, etc. Charisma is also useful, since it affects their ability- to turn undead. Since their place can often be fighting beside warriors, or at least plunging into battle to heal them, Clerics also benefit from the: extra hit points of a strong Constitution.

Fighter

All Fighters live and die by their martial skills; how they come to this path is different for each individual. The noble knight, mercenary soldier, wandering duelist and petty bandit all fall under this broad heading. Most Fighters receive formal training at some time in their lives, when they learn to wield many weapons and be comfortable in all types of armor. But a few are simply self-taught, with natural abilities and luck that kept them alive during their early battles. Adventuring Fighters quest for many reasons, from an earnest belief in the rightness of their mission, to simple greed and battle lust.

Class Abilities:

Fighters have no special abilities, but begin the game with two feats, and they receive one extra feat every two experience levels, starting at 2nd level. Feats are special abilities that a character can perform, which help them in combat and other tense situations (see "Feats" on page 82 for a complete description).

Weapon and Armor Proficiency: Fighters are proficient with all sim pie and martial weapons, amor and shields.

Other Notes:

Strength is very important for Fighters because it increases their chance to hit and the damage they inflict Constitution is also vital because it affects hit points, and Fighters will be in the front line taking the most damage. Dexterity can be important for Fighters who use missile weapons, but the bonuses are often negated by the heavy armor many Fighters wear.

After years of training in remote monasteries, Monks become masters of their minds and bodies. Their life-long mission is perfection of their physical and spiritual selves through meditation, constant practice and rigorous sclf-discipline.

Monks who leave their homes and take up the life of an adventurer are often seeking to lest diemselvt-s and their skills, and lo become closer to their own ideals by overcoming dangers. While someone untrained in iheir arts might believe taking on enemies without weapons or armor is suicide, Monks have confidcnce in their abilities, and see each new opponent as a challenge of wits and will.

Class Abilities:

Evasion: This ability is used automatically when the Monk makes a successful Keflex roll versus a spell or H't'ecl that causes Half-damage even if the save is made (sue h as fireball). Using amazing agility, the Monk twists and turns to avoid taking any damage at all.

Stunning Attack: Monks can choose lo stun their opponents with an unarmed strike. They can do this a number of limes per day equal to their level and, if the enemy fails their Fortitude saving throw, they lose their action for the round as well as their Dexterity bonus to AC This action must be selected from the Combat Options menu during combat.

Unarmed Strike: Monks can do considerable: damage, even if they t arry no weapon. The damage caused by the blow is dependent on the Monk's level, and listeel in Table 1-3: Unarmed Strike Damage.

Table 1-3: Unarmed Strike Damage

Lcvn.

Damage tor Hauling Monks

Damage fob Aix Other Monks

1-3

1d4

106

«-7

1o6

ids

8-11

1d8

lolO

12-15

id 10

1d12

16

2o6

1d20

Deflect Arrows: At 2ntl level Monks can attempt to deflect the first incoming missile attack in each round by making a Reflex saving throw. If they are successful, the damage will be avoided.

Fast Movement: At 3rd level Monks gain greatly increased movement speed, provided they are not wearing any armor.

Still Mind: At 3rd level Monks also gain +2 to their save versus magical spell effects that affect the mind.

Wholeness of Body: At 7th level Monks can cure their own wounds. I'hey can cure up to twice their current level in hit points each day.

Improved Evasion: At 9th level Monks' Evasion ability improves. They still take no damage if the save is made, and additionally, they will only fcike half damage from area effect spells even if the save is failed.

Ki Strike: At 1 Oth level a Monk's bare-handed strikes are imbued with ki force that allows them to strike creatures who can only be hit by magical weapons of +1. This ability improves at 13th level (+2) and 16th level (+3) as well.

Diamond Body: At 11th level Monks gain immunity to all forms of poison and venom.

Diamond Soul: At 13th level Monks gain resistance to spells equal to their level -10. In order to affect a Monk with a spell that can Ik: resisted, the spellcaster must roll equal to the Monk's spell resistance or higher on ld20 + die spellcasler's level.

Quivering Palm: At 15th level Monks can launch a deadly attac k that sets up vibrations in an opponent's body causing them to die if they fail a Fortitude saving throw, liiis action must be selected from the Combat Options menu during combat.

Weapon and Armor Proficiency

Monks an- proficient with all simple weapons and with all tvpes of armor. In addition. Monks are allowed to add their Wisdom modifier and a bonus based on level to their AC when not wearing armor; this represents a "sixth sense" that allows them to avoid unanticipated attacks. A Monk's special skills all «-quire freedom of movement. When wearing armor, a Monk loses his AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement.

Other Notes:

Monks must t>e lawful to follow their strict way of life. Wisdom is vital to Monks, because through their learning and intuition, their offensive and defensive abilities are enhanced. Dexterity is also key because most Monks wear little armor. Strength improves the damage and accuracy of their attacks.

Paladin

The eradication of evil according to the precepts of their god is a I'aladin's noble purpose. Sometimes that charge can be fulfilled on the battlefield, other times it requires a more circuitous route. Paladins live for quests, for opportunities to aid the helpless and prove themselves worthy of their god's favor.

Each makes great sacrifices to follow their path, swearing an oath to uphold strict codes of conduct. This rigor and dedication makes for singularly focused warriors, often found leading critical missions to preserve peace and harmony throughout the land.

Clans Abilities:

Divine Grace: Paladins automatically apply their Charisma bonus, if any, to all saving throws.

lay on Hands: Paladins can cure themselves or others of damage equal to their Charisma bonus times their level in hit points each day. They can also use this ability to harm undead in die same way.

Aura of Courage: Beginning at 2nd level. Paladins are immune to fear.

Smite Evil: Onc e per day. Paladins of 2nd level or higher can attempt to smite evil, This action must be chosen from the Combat Options menu during combat. The Paladin's Charisma bonus is added to their attack roll, and if the}' hit, 1 point of additional damage is done per level of the Paladin.

lurn Undead: When a Paladin reac hes 3rd level they gain the ability to turn undead. A Paladin turns undead as a Cleric of two levels lower would. If the Paladin is considerably more powerful than the undead to be affected, the monster may be instantly destroyed. Ihis action must be selec ted from the Combat Options menu during combat.

Cast Divine Spells: Paladins can cast divine spells beginning at 4th level. The Paladin's spell list c an be found on page 98 and spell descriptions start on page 97.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, armor and shields.

Other Notes:

Paladins must be lawful good. Charisma inc reases the power of the Paladin's abilities and Shength is vital to their ability to be effective in combat. Paladins also depend on their Wisdom to determine the strength and number of their spells; a Paladin needs at least a 10 in their Wisdom score to cast 0 level spells, and 11 to cast I st level spells, etc.

Ranger

Wilderness warriors, Rangers are at home leading expeditions through remote and dangerous territory. They dedicate? themselves to the study of the wild areas and their dangers, becoming experts in survival. Rangers track and hunt creatures both magical and mundane. This knowledge gradually gives them a connection with nature in all of its diversity, and many become proficient in simple spells connected with animals and the earth. This makes Rangers valued adventuring companions for any groups traveling into unknown places, remote from civilization. While most Rangers are good folk, seeking to protect travelers from harm or unspoiled areas from exploitation, others are more savage, as indifferent and mindlessly destructive as nature itself.

Class Abilities:

Favored Enemy: Rangers gain favored enemies every 5 levels. Rangers gain a +1 to Listen and Spot skill c hocks and attack rolls involving a favored enemy. This reflects their experience in battling against that enemy, and the knowledge they have gained in careful study of them.

Cast Divine Spells: Rangers can east divine spells beginning at 4th level. The Ranger's spell list can be found on page 98 and spell descriptions start on page 97.

Weapon and Armor Proficiency: Rangers are proficient with all simple and martial weapons, armor and shields.

Other Notes:

Dexterity is important for Rangers because they tend to wear light armor and be proficient with missile weapons. Strength is always useful for any warrior likely to be in the front lines of combat. Also, Wisdom is the base for many of their skills, and Rangers need a Wisdom of at least Tl to cast 1st level spells, etc.

Rogue

Often as different fn»m each other as night and day, a Rogue could lx> anything from a small-time pickpocket to a deadly assassin, a simple locksmith or a royal spy.

Most Rogues have a taste for the dangers and challenges of the trade, such as disarming a trap that could kill their party, or planning a heist of a well guarded jewel. But they also have other motivations, often greed, or desperation. Adventuring Rogues an: sometimes just waiting for their rhancc to make off with the treasure, hut others genuinely wish to help out a group of would-be heroes, by scouting and checking for traps. Complex characters, few Rogues have only one reason for doing what they do.

Class Abilities:

Sneak Attack. Whenever Rogues can catch their targets flat-footed, or otherwise not defending themselves effectively, they automatically do more damage (ld6 at 1st level, and an additional ld6 for every two levels after that). Sneak Attacks am made whenever the Rogue's target is flanked, or whenever the target would not be able to use their Dexterity bonus (whether they actually have one or not). A Sneak Attack requires that the Rogue be able to locate the target's vital organs; as such, undead and constructs are immune to this special ability.

Evasion At 2nd level, if a Rogue makes their Keflex saving throw to take only half damage from an attack, they instead take no damage as a nsult of their quick movements.

Uncanny Dodge: Starting at 3rd level a Rogue retains their Dexterity modifier to AC even if caught flat-footed. At 6th level, the Rogue can no longer be Hanked.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons and armor, but not shields.

Other Notes:

Dexterity is key for Rogues; their skills rely on it, and it also provides the lightly armored characters some additional defense. Intelligence is also important for certain skills. A foolish Rogue can quickly end up dead.

Sorcercr

Magic to a Sorcerer is like ale to a Dwarf. It is such a part of their life that without it, they would be lost. Sorcerers are born with an innate gift to create magic, and spend their early years learning to harness and wield that power.

Many nf them spend their lives in the endless pursuit of mystical knowledge for its own sake, adventuring merely to add to their collection of spells, or to hunt down components for a lost cantrip. Yet other Sorcerers take their magic for granted, and join in an adventure for their own reasons, be they boredom, greed, or the chance to make a difference.

Class Abilities:

Cast Arcane Spells: Sonerers can cast arcane spells beginning at 1st level. The Sorcerer's spell list can be found on page 98 and spell descriptions start on page 97.

Weapon and Armor Proficiency:

Sorcerers are proficient with all simple weapons and armor, but not shields.

Other Notes:

Sorcerers depend on their Charisma to determine the strength and number of their spells. A Sorcerer needs at least a Charisma of 10 to cast 0 level spells, 11 to cast 1st level spells, etc. Dexterity and Constitution are also vital because Sorcerers usually do not wear armor while casting spells due to the chance for spell failure and they have very few hit points.

Deciding on Your Alignment

Your character's alignment is an expression of their personality and view of life. Good characters protect innocent life, while evil characters try to corrupt or destroy it. Lawful characters are honest, respectful of law and tradition, while chaotic characters do things their own way, and are distrustful of authority.

Neutrality is a balance point between these cxtremc-s. Your class may restrict your choice of alignment; only people with certain types of personalities are drawn to certain profissions. Click on an alignment tor a brief description of each. Select an alignment and click on Next to continue on and choose your stats.

Table 1-4: Class Alignment Restrictions

Class

ALlOVVtO AtlONMfc'NT

Barbarian

No Lawful

Cleric

Any

Fighter

amy

Monk

Only Lawful

Paladin

Only Lawful Good

Ranger

Any

Rogue

Any

Sorcerer

Now you must assign points to your character's six ability scores. This helps to define what the character is good at. Fach ability is described in detail below. You begin with a base of 8 in each ability, plus or minus any racial modifiers. If you chose to play either a Cleric, Paladin, Ranger, or Sorcerer, the points to raise their Wisdom or Charisma to 14 have already been spent automatically to give them a range of spellcasting potential to begin with; players can freely subtract points from these scores if they so desire to add more points to their poo! lor other ability scores. Otherwise, you start with 25 points to spend. You can add to this point total by lowering your base score in an ability. Keep in mind that a low score in any ability will place your character at a disadvantage in some situations.

The number of points it costs to raise an ability score can be seen in Table 1-5: Ability Point Costs, below. As you spend your points, the total at the top of the screen decreases. Once you have spent all your points, click on Next to proceed.

Note: You cannot proceed to the next menu until all of your points have been spent in this fashion.

These costs precede racial modifiers, so for example, it only costs two points for an lilt to raise their Dexterity from 16 to 17, not tliroe points

Strength CStr) Strength measures your character's muscle and physical power. This ability is especially important for Fighters, Barbarians, Paladins, Rangers and Monks because it helps them prevail in combat.

Tabic 1-5: Ability Point Cobt>

Ability Score

Point Cost

3-14

1

15-16

2

17-18

3

You apply your character's Strength modifier to:

  • Melee attack rolls
  • Damage rolls for melee
  • Determining your maximum encumbrance level Dexterity CDex}

Dexterity measures hand-eye coordination, agility, reflexes and balance. This ability is the most important ability for Rogues, but it's also high on the list for characters who typically wear light or medium armor (Barbarians and Rangers) or none at all (Monks and Sorcerers), and for any character that wants to be a skilled archer.

You apply your character's Dexterity modifier to:

  • Ranged attack rolls, such as with bows
  • Armor ('lass (AC), provided the character can react to the attack
  • Keflex saving throws, for avoiding fireballs and similar attacks
  • Move Silently, 1 lide, and Open Locks skill checks

Constitution (Con)

Constitution represents your charac ter's health and stamina. Constitution increases a character's hit points, so it's important for everyone, but most important for Fighters.

You apply your character's Constitution modifier to:

  • Tach Hit Die (though a penalty can never drop a Hit Die roll below 1 - that is, a character always gains at least 1 hp each time he or she goes up a level)
  • Fortitude saving throws, for resisting poison and similar threats
  • Concentration skill checks

If a character's Constitution changes enough to alter the Constitution modifier, his or her hit points also increase or decrease accordingly.

Intelligence C'lnt)

Intelligence determines how well your character learns and reasons. It's important for any character who wants to have a strong assortment of skills. Animals have Intelligence scores of 1 or 2. Creatures of humanlike Intelligence have scores of at least 3.

You apply your character's Intelligence modifier to:

  • Search, Disable Device, and Spellcraft skill checks
  • The number of Skill Points your character nx reives each level

Wisdom CVVis)

Wisdom describes a character's willpower, common sense, perception and intuition. Compared to Intelligence, Wisdom is more related to being in tune with and aware of one's surroundings, while Intelligence represents one's ability to analyze information. An 'absent-minded professor" has a low Wisdom score and a high Intelligence score. A simpleton with low Intelligence might nevertheless have great insight (high Wisdom). Wisdom is the most important ability for Clerics, and it's also important for Paladins and Rangers. If you want your character to have keen senses, put a high score in Wisdom.

You apply your character's Wisdom modifier to:

  • Will saving throws (for negating charm person and other spells)
  • Heal, Listen, and Spot skill checks

Clerics, Paladins and Rangers got bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a Divine spell is II) plus the spell's level.

Charisma (Cha.)

Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead and physical attractiveness. It represents actual personal strength, not merely how others perceive one in a social setting. Charisma is most important for Paladins and Sorcerers. It is also important for Clerics, as it affects their ability to turn undead.

You apply your character's Charisma modifier to:

• turning checks for Clerics and Paladins attempting to turn zombies, skeletons, and other undead Sorcerers get bonus spalls based on their Charisma scores. The minimum Charisma score needed to cast an Arcane spell is 10 plus the spell's level.

Ability TVVodifiers

Each ability, after changes made because of race, will have a -5 to +5 modifier. Table 1-6: Ability Modifiers and Bonus Spells shows the modifier for each ability, based on its score, ft also shows bonus spells, which you'll receive if your character is a spellcaster.

The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. For instance, you add or subtract your Strength modifier to your roll when you try to hit someone with a sword. You also apply the modifier to some numbers that aren't die rolls, such as when you add or subtract your Dexterity modifier to your Armor Class (AC). A positive modifier is called a bonus, and a negative modifier is called a penalty.

Abilities and Spellcasters

The ability that spells relate to depends on what type of spell caster you are: Wisdom for Clerics, Paladins and Rangers, and Charisma for Sorcerers. In addition to having a high ability score, a spellcaster must be of sufficient level in order to gain a bonus sj»cll of a given level. (See Appendix 1: Oass Level Cliarts for details.) For instance, the Son:erer Mara has a 13 Charisma, enough to get one bonus lst-level spell and one bonus 2nd-level spell. She will not actually get the 2nd-levol bonus spell until she is 4th level, the minimum level a Sorcerer needs to cast 2nd-level spells.

If your character's ability score is 9 or lower, you can't cast spells tied to that ability. For example, if Mara's Charisma dropped to 9 because of a curse, she would not be able to cast even her simplest spells until cured. This is important to remember even if you are considering mul-tidassing later on to a spcllcasting class.

"fable 1-6: Ability Mi>diiicis and Bunus Spells Bonus Spills (bt S«ll Levei)

sl !ik£ moluhfr

0_1

3

5

7 g

1

-5

- cAv

c.\<n

SI'IXLS TT11> III rHIS AllilfiV -

2-3

-1

- Can't cavi

M-EU.S ril l) lx> 71111» Asiun —

-3

- can't cam* sren

s-ii«dtoni« aianr -

fe-7

-2

— cav" i < a57 sr» i ,i jar-111

rnlS Aniiriv —

s-9

-1

- t AN'

cast m-i i.is tji n ix> tbi? mmi.m —

10-11

0

12-13

■»1

- 1

14-15

+2

- 1

1

115-17

- 1

1

1

16-19

-a

- 1

1

1

l

-

-

- -

20-21

«5

- 2

1

1

i

1

-

- -

22-23

■hi

- 2

2

i

1

1

1

- -

24-25

+7

- 2

2

2

i

1

1

1

26-27

+s

- 2

2

2

2

1

1

1 1

28-2*

- .1

2

2

2

2

1

1 1

3»-:«

»■1(1

- 3

3

2

2

2

2

1 1

32-33

*11

- 3

3

3

2

2

2

2 1

3i-3s

• 12

- 3

3

3

3

2

2

2 2

3fr-37

>11

- 4

3

3

3

3

2

2 2

3s-39

-11

- 4

i

3

3

3

3

2 2

40-41

-•15

4

4

4

3

3

3

3 2

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The Power Of Charisma

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