Tyrus: Fall of the Order
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Choosing a Class

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Choosing a Class Empty Choosing a Class

Post  Amaymon Sat Sep 13, 2008 1:02 am

There are three things that need to be considered when creating a character-

Race: In T: FotO, this will be a huge factor in determining your character and how she is treated by the world around her. It will also play heavily on engine-supported bonuses and penalties in regards to combat and skill use.

Alignment: Good and evil are not clear-cut. Rather, there are varying shades of gray. Choosing your character's alignment will be another huge factor, for it dictates how she treats the world around her. Alignments are not set in stone, but they certainly lend to refined roleplay as well as set conditions for several factors in regard to gameplay.

Class: This is your character's profession, each being unique and distinct from the other. While it is possible to have it changed, keep in mind that it is often difficult to do so. Classes determine your characters strengths and weaknesses in regard to her skills, whether it be combat, use of magic, or picking locks. Choose wisely.

Listed below is a summary of the selectable alignments in T: FotO. Read them over and make a decision that best suits your playing style. If you have questions, as always feel free to PM me or message me on IRC.


Last edited by Amaymon on Tue Sep 16, 2008 12:28 am; edited 1 time in total (Reason for editing : sources: www.layonara.com and www.arelith.com)
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Choosing a Class Empty Barbarian

Post  Amaymon Sat Sep 13, 2008 1:06 am

Choosing a Class Hb_barbarian
Barbarian

Barbarians are brave, even reckless warriors, and their strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the Fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of “sixth sense,” a preternatural ability to sense danger and doge attacks, and their running stamina is legendary.

Alignment: Any non-lawful
Hit Die: d12
Proficiencies: Armor (Light, Medium), Shields, Weapons (simple, martial)
Skill Points: 4 + Intelligence Modifier
Base Attack Bonus: Main

Class Skills:
Craft Armor
Craft Weapon
Discipline
Gather Information
Heal (Skill)
Intimidate
Listen
Lore
Parry
Taunt
High Saving Throw(s): Fortitude

Ex-Barbarians:
Barbarians are unable to progress in levels if their
alignment ever becomes lawful.

Abilities:
Level 1
Barbarian Fast Movement
Barbarian Rage (1x/day)
Level 2
Uncanny Dodge I
Level 4
Barbarian Rage (2x/day)
Level 5
Uncanny Dodge II
Level 8
Barbarian Rage (3x/day)
Level 10
Uncanny Dodge III
Level 11
Damage Reduction (Feat) 1/-
Level 12
Barbarian Rage (4x/day)
Level 13
Uncanny Dodge IV
Level 14
Damage Reduction (Feat) 2/-
Level 15
Greater Rage (4x/day)
Level 16
Greater Rage (5x/day)
Uncanny Dodge V
Level 17
Damage Reduction (Feat) 3/-
Level 19
Uncanny Dodge VI
Level 20
Damage Reduction (Feat) 4/-
Greater Rage (6x/day)


Last edited by Amaymon on Sat Sep 13, 2008 7:20 pm; edited 2 times in total
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Choosing a Class Empty Bard

Post  Amaymon Sat Sep 13, 2008 1:10 am

Choosing a Class Hb_bard
Bard

Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a Sorcerer. His magic emphasizes charm and illusions, and the bard can play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with a Rogue, and their knowledge of item lore is nearly unmatched.

Alignment: Any non-lawful
Hit Die: d6
Proficiencies: Armor (Light, Medium), Shields, Weapons (simple)
Skill Points: 4 + Intelligence Modifier
Base Attack Bonus: Second

Class Skills:
Appraise
Bluff
Concentration
Craft Armor
Craft Weapon
Discipline
Gather Information
Heal (Skill)
Hide
Listen
Lore
Move Silently
Parry
Perform
Persuade
Pick Pocket
Spellcraft
Taunt
Tumble
Use Magic Device
High Saving Throw(s): Reflex, Will

Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor). Bards begin the game knowing all cantrips. Must have a Charisma score of 10 + the spell’s level to cast a spell.

Ex-Bards:
Bards cannot gain levels of experience while they are of any lawful alignment.

Abilities:
Level 1
Bardic Knowledge
Bard Song

Base Spells per Day
Level 0 1 2 3 4 5 6
1 2 - - - - - -
2 3 0 - - - - -
3 3 1 - - - - -
4 3 2 0 - - - -
5 3 3 1 - - - -
6 3 3 2 - - - -
7 3 3 2 0 - - -
8 3 3 3 1 - - -
9 3 3 3 2 - - -
10 3 3 3 2 0 - -
11 3 3 3 3 1 - -
12 3 3 3 3 2 - -
13 3 3 3 3 2 0 -
14 4 3 3 3 3 1 -
15 4 4 3 3 3 2 -
16 4 4 4 3 3 2 0
17 4 4 4 4 3 3 1
18 4 4 4 4 4 3 2
19 4 4 4 4 4 4 3
20 4 4 4 4 4 4 4

Known Spells
Level 0 1 2 3 4 5 6
1 4 - - - - - -
2 5 2 - - - - -
3 5 3 - - - - -
4 5 3 2 - - - -
5 5 4 3 - - - -
6 5 4 3 - - - -
7 5 4 4 2 - - -
8 5 4 4 3 - - -
9 5 4 4 3 - - -
10 5 4 4 4 2 - -
11 5 4 4 4 3 - -
12 5 4 4 4 3 - -
13 5 4 4 4 4 2 -
14 5 4 4 4 4 3 -
15 5 4 4 4 4 3 -
16 5 5 4 4 4 4 2
17 5 5 5 4 4 4 3
18 5 5 5 5 4 4 3
19 5 5 5 5 5 4 4
20 5 5 5 5 5 5 4


Last edited by Amaymon on Tue Sep 16, 2008 12:29 am; edited 3 times in total
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Choosing a Class Empty Cleric

Post  Amaymon Sat Sep 13, 2008 1:13 am

Choosing a Class Hb_cleric
Cleric

Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron’s vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity’s domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn.

Alignment: Special, must be one of the alignments listed under the chosen deity
Hit Die: d8
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (simple)
Skill Points: 2 + Intelligence Modifier
BaseAttack Bonus: Second

Class Skills:
Concentration
Craft Armor
Craft Weapon
Gather Information
Heal (Skill)
Lore
Parry
Persuade
Spellcraft

High Saving Throw(s): Fortitude, Will
Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored.) Must have a Wisdom score of 10 + the spell’s level to cast a spell.


Abilities:
Level 1
Spontaneous Cast - Can choose to sacrifice a prepared spell of a given level to cast a cure or inflict spell of the same level.
Turn Undead

Base Spells per Day
Lvl 0 1 2 3 4 5 6 7 8 9
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 5 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4


Last edited by Amaymon on Tue Sep 16, 2008 12:42 am; edited 2 times in total
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Choosing a Class Empty Druid

Post  Amaymon Sat Sep 13, 2008 7:26 pm

Choosing a Class Hb_druid
Druid

Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. A druid is often accompanied by an animal companion. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid’s Wisdom score should be high, as this determines the maximum spell level that they can cast.

Alignment: Any Neutral
Hit Die: d8
Proficiencies: Armor (Light, Medium), Shields, Weapon Proficiency (Druid)
Skill Points: 4 + Intelligence Modifier
Base Attack Bonus: Second

Class Skills:
Animal Empathy
Craft Armor
Craft Weapon
Gather Information
Heal (Skill)
Lore
Parry
Persuade
Spellcraft
High Saving Throw(s): Fortitude, Will
Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.

Ex-Druids
A druid that is no longer neutral cannot gain levels.

Abilities
Level 1
Animal Companion
Nature Sense
Mass Calming
Level 2
Woodland Stride
Level 3
Trackless Step
Level 4
Resist Nature's Lure
Level 5
Wild Shape, Animal (1x/day)
Level 6
Wild Shape (2x/day)
Level 7
Wild Shape (3x/day)
Level 9
Venom Immunity
Level 10
Wild Shape (4x/day)
Level 12
Druid Wildshape (Animal) Improved forms
Level 14
Wild Shape (5x/day)
Level 16
Elemental Shape (Huge) (1x/day)
Tree Walking Branch
Level 17
Elemental Shape (2x/day)
Level 18
Wild Shape (6x/day)
Level 19
Elemental Shape (3x/day)
Level 20
Improved Elemental Shape (Elder)

Base Spells per Day
Lvl 0 1 2 3 4 5 6 7 8 9
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 5 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4
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Choosing a Class Empty Fighter

Post  Amaymon Sat Sep 13, 2008 7:35 pm

Choosing a Class Hb_fighter
Fighter

Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter’s rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.

Alignment: Any
Hit Die: d10
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (Simple, Martial)
Skill Points: 2 + Intelligence Modifier
Base Attack Bonus: Main

Class Skills:
Concentration
Craft Armor
Craft Weapon
Discipline
Gather Information
Heal (Skill)
Lore
Parry
High Saving Throw(s): Fortitude


Abilities:
Every two levels, the fighter gains a bonus Feat. This bonus feat is in addition to the feats every character gains for advancing in character level.
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Choosing a Class Empty Monk

Post  Amaymon Tue Sep 16, 2008 12:16 am

Choosing a Class Hb_monk
Monk

Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don’t cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.

Alignment: Any lawful
Hit Die: d8
Proficiencies: Weapons (Monk)
Skill Points: 4 + Intelligence Modifier

Class Skills:
Concentration
Craft Armor
Craft Weapon
Discipline
Gather Information
Heal (Skill)
Hide
Listen
Lore
Move Silently
Parry
Persuade
Tumble

High Saving Throw(s): Fortitude, Reflex, Will
Specialty Weapon: The monk retains his unarmed attack bonus when fighting with a kama.

Abilities
Level 1
Cleave
Evasion
Flurry of Blows
Improved Unarmed Strike
Monk AC Bonus
Stunning Fist
Level 2
Deflect Arrows
Level 3
Monk Endurance
Still Mind
Level 5
Purity of Body
Level 6
Knockdown
Improved Knockdown
Level 7
Wholeness of Body
Level 9
Improved Evasion
Level 10
Ki Strike +1
Level 11
Diamond Body
Level 12
Diamond Soul
Level 13
Ki Strike +2
Level 15
Quivering Palm
Level 16
Ki Strike +3
Level 18
Empty Body
Level 20
Perfect Self

Special: As long as a monk remains unarmed or uses a kama, she gains a unique base attack bonus. Also, when fighting unarmed, the damage a monk deals increases with her level.

1
Unarmed BAB +0 Unarmed Damage 1d6/1d4 AC Bonus 0 Unarmored Speed Bonus 100%

2
Unarmed BAB +1 Unarmed Damage 1d6/1d4 AC Bonus 0 Unarmored Speed Bonus 100%

3
Unarmed BAB +2 Unarmed Damage 1d6/1d4 AC Bonus 0 Unarmored Speed Bonus 110%

4
Unarmed BAB +3 Unarmed Damage 1d8/1d6 AC Bonus 0 Unarmored Speed Bonus 110%

5
Unarmed BAB +3 Unarmed Damage 1d8/1d6 AC Bonus + 1 Unarmored Speed Bonus 110%

6
Unarmed BAB +4/+1 Unarmed Damage 1d8/1d6 AC Bonus + 1 Unarmored Speed Bonus 120%

7
Unarmed BAB +5/+2 Unarmed Damage 1d8/1d6 AC Bonus + 1 Unarmored Speed Bonus 120%

8
Unarmed BAB +6/+3 Unarmed Damage 1d10/1d8 AC Bonus + 1 Unarmored Speed Bonus 120%

9
Unarmed BAB +6/+3 Unarmed Damage 1d10/1d8 AC Bonus + 1 Unarmored Speed Bonus 130%

10
Unarmed BAB +7/+4/+1 Unarmed Damage 1d10/1d8 AC Bonus+ 2 Unarmored Speed Bonus 130%

11
Unarmed BAB +8/+5/+2 Unarmed Damage 1d10/1d8 AC Bonus + 2 Unarmored Speed Bonus 130%

12
Unarmed BAB +9/+6/+3 Unarmed Damage 1d12/1d10 AC Bonus + 2 Unarmored Speed Bonus 140%

13
Unarmed BAB +9/+6/+3 Unarmed Damage 1d12/1d10 AC Bonus + 2 Unarmored Speed Bonus 140%

14
Unarmed BAB +10/+7/+4/+1 Unarmed Damage 1d12/1d10 AC Bonus + 2 Unarmored Speed Bonus 140%

15
Unarmed BAB +11/+8/+5/+2 Unarmed Damage 1d12/1d10 AC Bonus+ 3 Unarmored Speed Bonus 150%

16
Unarmed BAB +12/+9/+6/+3 Unarmed Damage 1d20/2d6 AC Bonus + 3 Unarmored Speed Bonus 150%

17
Unarmed BAB +12/+9/+6/+3 Unarmed Damage 1d20/2d6 AC Bonus + 3 Unarmored Speed Bonus 150%

18
Unarmed BAB +13/+10/+7/+4/+1 Unarmed Damage 1d20/2d6 AC Bonus + 3 Unarmored Speed Bonus 160%

19
Unarmed BAB +14/+11/+8/+5/+2 Unarmed Damage 1d20/2d6 AC Bonus + 3 Unarmored Speed Bonus 160%

20
Unarmed BAB +15/+12/+9/+6/+3 Unarmed Damage 1d20/2d6 AC Bonus + 4 Unarmored Speed Bonus 160%
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Choosing a Class Empty Paladin

Post  Amaymon Tue Sep 16, 2008 12:24 am

Choosing a Class Hb_paladin
Paladin

Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test—an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from Disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead.

Not every deity sponsors an order of paladins. Only Kian, As'tasia, and Emera require holy warriors beyond their normal clergy: Paladins are not necessarily a part of the Order, however(The Order is a society dedicated to serving all three deities.) All Paladin characters must follow one of these deities.

Alignment: Must be Lawful Good
Hit Die: d10
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (Simple, Martial)
Skill Points: 2 + Intelligence Modifier

Class Skills:
Concentration
Craft Armor
Craft Weapon
Discipline
Gather Information
Heal (Skill)
Lore
Parry
Persuade
Taunt

High Saving Throw(s): Fortitude
Base Attack Bonus: Main
Spellcasting: Divine (Wisdom based, armor related chance of spell failure is ignored.) Must have a Wisdom score of 10 + spell level to cast a spell.

Ex-Paladins:
A paladin that is no longer lawful good cannot gain levels until their alignment is lawful good again.
Abilities:

Level 1
Divine Grace
Divine Health
Lay on Hands
Level 2
Aura of Courage
Smite Evil
Level 3
Remove Disease (Feat)
Turn Undead
Level 14
Paladin Warhorse

Spells per Day
Level 1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 1 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3
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Choosing a Class Empty Ranger

Post  Amaymon Tue Sep 16, 2008 12:28 am

Choosing a Class Hb_ranger
Ranger

Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the Fighter, but they lack the latter’s dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy—a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a Druid does, and like a druid he is often accompanied by animal companions. A ranger’s Wisdom score should be high, as this determines the maximum spell level that he can cast.

Alignment: Any
Hit Die: d10
Proficiencies: Armor (Light, Medium), Shields, Weapons (Simple, Martial)
Skill Points: 4 + Intelligence Modifier

Class Skills:
Animal Empathy
Concentration
Craft Armor
Craft Weapon
Discipline
Gather Information
Heal (Skill)
Hide
Listen
Lore
Move Silently
Parry
Search
Set Trap
Spot

High Saving Throw(s): Fortitude
Base Attack Bonus: Main
Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored.) Must have a Wisdom score of 10 + spell level to cast a spell.

Abilities:
Level 1
Dual-Wield
Favored Enemy
Trackless Step
Mass Calming
Level 5
Favored Enemy
Level 6
Animal Companion
Level 9
Improved Two-Weapon Fighting
Level 10
Favored Enemy
Level 15
Favored Enemy
Level 20
Favored Enemy

Base Spells per Day
Lvl 1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 1 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3


Last edited by Amaymon on Tue Sep 16, 2008 12:40 am; edited 1 time in total
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Choosing a Class Empty Rogue

Post  Amaymon Tue Sep 16, 2008 12:33 am

Choosing a Class Hb_rogue
Rogue

Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don’t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes “fake it” well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Alignment: Any
Hit Die: d6
Proficiencies: Armor (Light), Weapons (Rogue)
Skill Points: 8 + Intelligence Modifier

Class Skills:
Appraise
Bluff
Craft Armor
Craft Weapon
Disable Trap
Gather Information
Heal (Skill)
Hide
Intimidate
Listen
Lore
Move Silently
Open Lock
Parry
Persuade
Pick Pocket
Search
Set Trap
Spot
Tumble
Use Magic Device

High Saving Throw(s): Reflex
Base Attack Bonus: Second

Abilities:
Level 1
Sneak Attack (+1d6)
Level 2
Evasion
Level 3
Sneak Attack (+2d6)
Uncanny Dodge I
Level 5
Sneak Attack (+3d6)
Level 6
Uncanny Dodge II
Level 7
Sneak Attack (+4d6)
Level 9
Sneak Attack (+5d6)
Level 10
Special Rogue Feat
Level 11
Sneak Attack (+6d6)
Uncanny Dodge III
Level 13
Special Rogue Feat
Sneak Attack (+7d6)
Level 14
Uncanny Dodge IV
Level 15
Sneak Attack (+8d6)
Level 16
Special Rogue Feat
Level 17
Sneak Attack (+9d6)
Uncanny Dodge V
Level 19
Special Rogue Feat
Sneak Attack (+10d6)
Level 20
Uncanny Dodge VI

Rogue Special Feat List:
On achieving 10th level and every three levels thereafter, the rogue can choose one of these feats.

Crippling Strike
Defensive Roll
Improved Evasion
Opportunist
Skill Mastery
Slippery Mind
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Choosing a Class Empty Sorcerer

Post  Amaymon Tue Sep 16, 2008 12:36 am

Choosing a Class Hb_sorc
Sorcerer

Sorcerers are arcane spellcasters who manipulate the Myll with imagination and talent rather than studious discipline. They have no books, no mentors, no theories—just raw energy from the Mists that they direct at will. Sorcerers know fewer spells than Wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. A sorcerer can call a familiar: a small, magical, animal companion spawned from the Boundary Mists that serves her. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Alignment: Any
Hit Die: d4
Proficiencies: Weapons (Simple)
Skill Points: 2 + Intelligence Modifier
Class Skills:
Concentration
Craft Armor
Craft Weapon
Gather Information
Heal (Skill)
Lore
Spellcraft

High Saving Throw(s): Will
Base Attack Bonus: Third
Spellcasting: Arcane (Charisma-based, no need for preparation, armor related chance of spell failure is a factor). Sorcerers begin the game knowing all cantrips. Must have a Charisma score of 10 + the spell’s level to cast a spell.

Abilities:
Level 1
Summon Familiar
Sorcerer Spells per Day

Base Spells per Day
Level 0 1 2 3 4 5 6 7 8 9
1 5 3 - - - - - - - -
2 6 4 - - - - - - - -
3 6 5 - - - - - - - -
4 6 6 3 - - - - - - -
5 6 6 4 - - - - - - -
6 6 6 5 3 - - - - - -
7 6 6 6 4 - - - - - -
8 6 6 6 5 3 - - - - -
9 6 6 6 6 4 - - - - -
10 6 6 6 6 5 3 - - - -
11 6 6 6 6 6 4 - - - -
12 6 6 6 6 6 5 3 - - -
13 6 6 6 6 6 6 4 - - -
14 6 6 6 6 6 6 5 3 - -
15 6 6 6 6 6 6 6 4 - -
16 6 6 6 6 6 6 6 5 3 -
17 6 6 6 6 6 6 6 6 4 -
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 6

Known Spells
Level 0 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 2 - - - - - - - -
3 5 3 - - - - - - - -
4 6 3 1 - - - - - - -
5 6 4 2 - - - - - - -
6 7 4 2 1 - - - - - -
7 7 5 3 2 - - - - - -
8 7 5 3 2 1 - - - - -
9 7 5 4 3 2 - - - - -
10 7 5 4 3 2 1 - - - -
11 7 5 5 4 3 2 - - - -
12 7 5 5 4 3 2 1 - - -
13 7 5 5 4 4 3 2 - - -
14 7 5 5 4 4 3 2 1 - -
15 7 5 5 4 4 4 3 2 - -
16 7 5 5 4 4 4 3 2 1 -
17 7 5 5 4 4 4 3 3 2 -
18 7 5 5 4 4 4 3 3 2 1
19 7 5 5 4 4 4 3 3 3 2
20 7 5 5 4 4 4 3 3 3 3
Amaymon
Amaymon
DM

Posts : 95
Join date : 2008-08-26
Age : 42

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Choosing a Class Empty Wizard

Post  Amaymon Tue Sep 16, 2008 12:40 am

Choosing a Class Hb_wizard
Wizard

Wizards are arcane spellcasters who depend on intensive study of the Myll to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard’s strength is his spells; everything else is secondary. He learns new spells as he experiments with the energies of the Mists and grows in experience, and he can also learn them from other wizards. In addition, over time a wizard learns to manipulate his spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar: a small, magical, animal companion spawned from the Boundary Mists that serves him. With a high Intelligence, wizards are capable of casting high-level spells.

Alignment: Any
Hit Die: d4
Proficiencies: Weapons (Wizard)
Skill Points: 2 + Intelligence Modifier

Class Skills:
Concentration
Craft Armor
Craft Weapon
Gather Information
Heal (Skill)
Lore
Spellcraft

High Saving Throw(s): Will
Base Attack Bonus: Third
Spellcasting: Arcane (Intelligence-based, requires preparation, armor related chance of spell failure is a factor); wizards begin the game knowing all cantrips and four 1st-level spells. Must have an Intelligence score of 10 + the spell’s level to cast a spell. Due to a Wizard's constant study, they learn two new spells of any level spell they are able to cast every class level. Wizard's can also learn new spells through the study of scrolls.

Abilities:
Level 1
Summon Familiar
Level 14
Tome of Teleportation
Wizard Bonus Feats - Every five levels, the wizard may select a bonus metamagic feat.

Base Spells per Day
Level 0 1 2 3 4 5 6 7 8 9
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 4 3 2 - - - - - - -
5 4 3 2 1 - - - - - -
6 4 3 3 2 - - - - - -
7 4 4 3 2 1 - - - - -
8 4 4 3 3 2 - - - - -
9 4 4 4 3 2 1 - - - -
10 4 4 4 3 3 2 - - - -
11 4 4 4 4 3 2 1 - - -
12 4 4 4 4 3 3 2 - - -
13 4 4 4 4 4 3 2 1 - -
14 4 4 4 4 4 3 3 2 - -
15 4 4 4 4 4 4 3 2 1 -
16 4 4 4 4 4 4 3 3 2 -
17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 3 2
19 4 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4 4
Amaymon
Amaymon
DM

Posts : 95
Join date : 2008-08-26
Age : 42

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Choosing a Class Empty A Note on Epic and Prestige Classes

Post  Amaymon Tue Sep 16, 2008 1:41 am

We will expand to include Epic and Prestige Classes when players begin to level to a point where those subclasses become options. At that time, we'll list guidelines for each Prestige class as well as in-game requirements to achieve those classes.

In the meantime, think of it as something to look forward to :-P
Amaymon
Amaymon
DM

Posts : 95
Join date : 2008-08-26
Age : 42

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Choosing a Class Empty Re: Choosing a Class

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