Post by DMOverlord on Feb 5, 2008 16:24:07 GMT -5
BARBARIAN- From the frozen wastes of the north and the hellish jungles of the south cme brave,even reckless warriors.Civilized people call them barbarians or berserkers and suspect them of mayhem,impiety,and atrocities.They have,however,proven their mettle and their value to those who would be their allies.To enemies who underestimated them,they have proved their cunning,resourcefulness,persistence,and mercilessness.
-Important abilities: Strength, Dexterity, Constitution, Wisdom
-Alignment: any nonlawful
-Hit Die: d12
BARD: It is said that music has a special magic and the bard proves that saying true.Wandering across the land,gathering lore,telling stories,working magic with his music,and living on the gratitude of his audience-such is the life of a bard.When chance or opportunity draws them into a conflict,bards serve as diplomats,negotiators, messengers,scouts,and spies.
-Important Abilities: Charisma, Dexterity, Intelligence
-Alignment: any nonlawful
-Hit Die: d6
CLERIC- The handiwork of the gods is everwhere-in places of natural beauty,in mighty crusades,in soaring temples,and the hearts of worshipers.Like people,gods run the gamut from the benevolent to the malicious,reserved to intrusive,simple to inscrutable.The gods,however,work mostly through intermediaries-their clerics.Good clerics heal,protect,and avenge.Evil clerics pillage,destroy,and sabotage.A cleric uses the power of his god to make the god's will manifest.And if a cleric uses his god's power to improve his own lot,that's to be expected too.
-Important Abilities: Wisdom, Constitution, Charisma
-Alignment: typically the same as the god they serve
-Hit Die: d8
DRUID: The fury of a storm,the gentle strength of the morning sun,the cunning of a fox,the power of the bear-all these and more are at the druid's command.the druid,however,claims no mastery over nature.That claim,they say,is the empty boast of a city dweller.The druid gives her power not by ruling over nature but by being at one with it.To trespasser's in a druid's sacred grove,and to those who feel their wrath, the distinction is overly fine.
-Important Abilities: Wisdom, Dexterity, Strength
-Alignment: NG, LN, N, CN, NE
-Hit Die: d8
Fighter: The questing knight ,the conquering overlord,the king's champion,the elite foot soldier,the hardened mercenary,and the bandit king-all are fighters.Fighters can be stalwart defenders of those in need,cruel marauders,or gutsy adventurers.Some are among the land's best souls,willing to face death for the greater good.Others are among the worst,with no qualms about killing for private gain,or even for sport.Fighters are not actively adventuring may be soldiers,guards,bodyguards,champions,or criminal enforcers.An adventuring knight might call himself a warrior,a mercenary,a thug,or simply an adventurer.
-Important Abilities: Strength, Constitution, Dexterity
-Alignment: any
-Hit Die: d10
MONK: Dotted across the landscape are monasteries-small,walled cloisters inhabited by monks that pursue personal perfection through action as well as contemplation.They train themselves to be versatile warriors skilled at fighting without weapons or armor.The inhabitants of the monasteries headed by good masters serve as protectors of the people.Ready for battle even when barefoot and dressed in peasnt clothes,monks can travel unnoticed among the populace,catching bandits,warlords,and corrupt nobles,unawares.In contrast,the residents of monasteries headed by evil masters rule the surrounding lands through fear,as an evil warlord and his entourage might.Evil monks make ideal spies,infiltrators,and assassins.
-Important Abilities: Wisdom, Dexterity, Strength
-Alignment: lawful
-Hit Die: d8
PALADIN: The compassion to pursue good,the will to upheld the lawand the power to defeat evil-these are the 3 weapons of the paladin.Few Have the purity and devotion that it takes to walk the paladin's path,but those few are rewarded with the power to protect,to heal,and to smite.In a land of scheming wizards,unholy priests,bloodthirsty dragons,and infernal fiends,the paladin is the final hope that cannot be extinguished.
-Important Abilities: Charisma, Strength, Wisdom (14 or higher required)
-Alignment: lawful good only
-Hit Die: d10
RANGER: The forests and hills are home to fierce and cunning creatures,such as bloodthirsty owlbears and malicious displacer beasts.but more cunning and powerful than those monsters is the ranger,a skilled hunter and stalker.he knows th ewoods as if they were his home(as indeed they are) and he knows his prey in deadly detail.
-Important Abilities: Dexterity, Strength, Wisdom (11 or higher required)
-Alignment: any
-Hit Die: d8
ROGUE: Rogues have little in common with one another.Some are stealthy thieves.Others are silver tongued tricksters.Still,others are scouts,infiltrators,spies,diplomats,or thugs.What they do share is versatility,adaptability,and resourcefulness.In general,rogues are skilled in what others don't wan them to get.
-Important abilities: Dexterity, Intelligence, Wisdom
-Alignment: any
-Hit Die: d6
SORCERER: Sorcerers create magic the way a poet creates poems,with inborn talent honed by practice.They have no books,no mentors, no theories-just raw power that they direct at will.Some claim that the blood of dragons flows through their veins.NOTE: Sorcerers are also allowed to have a familiar that can be a bat, cat, hawk, lizard, owl, rat, raven, snake, toad, or weasel.
-Important Abilities: Charisma, Dexterity, Constitution
-Alignment: any
-Hit Die: d4
WIZARD: A few unintelligible words and fleeting gestures cause more harm than a battleaxe,when they are the words and gestures of a wizard.These simple acts make magic seem easy,but they only hint at the time a wizard must spend poreing over their spellbook preparing each spell for casting.Wizards depend on intensive study to create their magic.
-Important Abilities: Intelligence, Dexterity, Constitution
-Alignment: any
-Hit Die: d4
PSIONIC WARRIOR: Granted powers beyond the understanding of most men, your mind is your greatest weapon. But you didn't stop there. Beyond most psions, you have honed your body into perfection, creating an agile killing machine fueled by psionic might. Inhumanly fast reflexes, psychically boosted strikes, incredible jumps... all these are yours. (special thanks: Jack Wilder)
-Important Abilities: Dexterity, Constitution, Intelligence
-Alignment: any
-Hit Die: d6
-Important abilities: Strength, Dexterity, Constitution, Wisdom
-Alignment: any nonlawful
-Hit Die: d12
BARD: It is said that music has a special magic and the bard proves that saying true.Wandering across the land,gathering lore,telling stories,working magic with his music,and living on the gratitude of his audience-such is the life of a bard.When chance or opportunity draws them into a conflict,bards serve as diplomats,negotiators, messengers,scouts,and spies.
-Important Abilities: Charisma, Dexterity, Intelligence
-Alignment: any nonlawful
-Hit Die: d6
CLERIC- The handiwork of the gods is everwhere-in places of natural beauty,in mighty crusades,in soaring temples,and the hearts of worshipers.Like people,gods run the gamut from the benevolent to the malicious,reserved to intrusive,simple to inscrutable.The gods,however,work mostly through intermediaries-their clerics.Good clerics heal,protect,and avenge.Evil clerics pillage,destroy,and sabotage.A cleric uses the power of his god to make the god's will manifest.And if a cleric uses his god's power to improve his own lot,that's to be expected too.
-Important Abilities: Wisdom, Constitution, Charisma
-Alignment: typically the same as the god they serve
-Hit Die: d8
DRUID: The fury of a storm,the gentle strength of the morning sun,the cunning of a fox,the power of the bear-all these and more are at the druid's command.the druid,however,claims no mastery over nature.That claim,they say,is the empty boast of a city dweller.The druid gives her power not by ruling over nature but by being at one with it.To trespasser's in a druid's sacred grove,and to those who feel their wrath, the distinction is overly fine.
-Important Abilities: Wisdom, Dexterity, Strength
-Alignment: NG, LN, N, CN, NE
-Hit Die: d8
Fighter: The questing knight ,the conquering overlord,the king's champion,the elite foot soldier,the hardened mercenary,and the bandit king-all are fighters.Fighters can be stalwart defenders of those in need,cruel marauders,or gutsy adventurers.Some are among the land's best souls,willing to face death for the greater good.Others are among the worst,with no qualms about killing for private gain,or even for sport.Fighters are not actively adventuring may be soldiers,guards,bodyguards,champions,or criminal enforcers.An adventuring knight might call himself a warrior,a mercenary,a thug,or simply an adventurer.
-Important Abilities: Strength, Constitution, Dexterity
-Alignment: any
-Hit Die: d10
MONK: Dotted across the landscape are monasteries-small,walled cloisters inhabited by monks that pursue personal perfection through action as well as contemplation.They train themselves to be versatile warriors skilled at fighting without weapons or armor.The inhabitants of the monasteries headed by good masters serve as protectors of the people.Ready for battle even when barefoot and dressed in peasnt clothes,monks can travel unnoticed among the populace,catching bandits,warlords,and corrupt nobles,unawares.In contrast,the residents of monasteries headed by evil masters rule the surrounding lands through fear,as an evil warlord and his entourage might.Evil monks make ideal spies,infiltrators,and assassins.
-Important Abilities: Wisdom, Dexterity, Strength
-Alignment: lawful
-Hit Die: d8
PALADIN: The compassion to pursue good,the will to upheld the lawand the power to defeat evil-these are the 3 weapons of the paladin.Few Have the purity and devotion that it takes to walk the paladin's path,but those few are rewarded with the power to protect,to heal,and to smite.In a land of scheming wizards,unholy priests,bloodthirsty dragons,and infernal fiends,the paladin is the final hope that cannot be extinguished.
-Important Abilities: Charisma, Strength, Wisdom (14 or higher required)
-Alignment: lawful good only
-Hit Die: d10
RANGER: The forests and hills are home to fierce and cunning creatures,such as bloodthirsty owlbears and malicious displacer beasts.but more cunning and powerful than those monsters is the ranger,a skilled hunter and stalker.he knows th ewoods as if they were his home(as indeed they are) and he knows his prey in deadly detail.
-Important Abilities: Dexterity, Strength, Wisdom (11 or higher required)
-Alignment: any
-Hit Die: d8
ROGUE: Rogues have little in common with one another.Some are stealthy thieves.Others are silver tongued tricksters.Still,others are scouts,infiltrators,spies,diplomats,or thugs.What they do share is versatility,adaptability,and resourcefulness.In general,rogues are skilled in what others don't wan them to get.
-Important abilities: Dexterity, Intelligence, Wisdom
-Alignment: any
-Hit Die: d6
SORCERER: Sorcerers create magic the way a poet creates poems,with inborn talent honed by practice.They have no books,no mentors, no theories-just raw power that they direct at will.Some claim that the blood of dragons flows through their veins.NOTE: Sorcerers are also allowed to have a familiar that can be a bat, cat, hawk, lizard, owl, rat, raven, snake, toad, or weasel.
-Important Abilities: Charisma, Dexterity, Constitution
-Alignment: any
-Hit Die: d4
WIZARD: A few unintelligible words and fleeting gestures cause more harm than a battleaxe,when they are the words and gestures of a wizard.These simple acts make magic seem easy,but they only hint at the time a wizard must spend poreing over their spellbook preparing each spell for casting.Wizards depend on intensive study to create their magic.
-Important Abilities: Intelligence, Dexterity, Constitution
-Alignment: any
-Hit Die: d4
PSIONIC WARRIOR: Granted powers beyond the understanding of most men, your mind is your greatest weapon. But you didn't stop there. Beyond most psions, you have honed your body into perfection, creating an agile killing machine fueled by psionic might. Inhumanly fast reflexes, psychically boosted strikes, incredible jumps... all these are yours. (special thanks: Jack Wilder)
-Important Abilities: Dexterity, Constitution, Intelligence
-Alignment: any
-Hit Die: d6