The editing system is much more easier to use than the Morrowind one.
Classes+Descriptions:
The Barbarian
Barbarians hail from the most extreme places in the world; whether that be bitter cold or scorching heat, the barbarian can hold his own. People from more civilized races might be quick to accuse them of any problem that has arisen, since their unique abilities make them appear to be out of control berserkers and often unpredictable. This is far from true; barbarians are extremely valuable to those who would be friends and companions.
Barbarians are the untamed version of a fighter. They are one with their rage, and have an impressive ability to dodge their foes in combat. Their body is a fine tuned machine, allowing them to run at superior speeds, and allowing them to absorb more damage as they gain experience.
However, being a barbarian has its downfalls. A majority of barbarians are illiterate, but a few of the more educated ones can read and write. Also, due to their nature, many civilized races dislike barbarians due to their rage and wild nature.
Barbarian Abilities:
Weapon and Armor Proficiency: A barbarian is proficient with all-simple and martial weapons, light armor, medium armor, and shields.
Barbarian Rage: When he needs to, a barbarian can fly into a screaming blood frenzy. He temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies.)
Fast Movement: The barbarian has a speed faster then the norm for his race +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).
Uncanny Dodge: Starting at 2nd level, the barbarian gains the extraordinary ability to react to danger before his senses would normally allow him to do so.
Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack.
Illiteracy: Barbarians are the only characters that do not automatically know how to read and write.
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The Bard
Bards are the soulful minstrels of the world. They wander telling lore, weaving stores, and singing folk songs. These songs are known to enthrall their friends and foes alike. Good or evil, the bard's talent comes from deep within, which can be extremely unfortunate for his enemies. Usually the bard's desire to learn more leads them on grand adventures, which has allowed for some of the greatest heroic adventures to be recorded. It has been said that a party will never turn down a bard, because a bard alone can make someone a hero to the world. Bard's are chaotic by nature, living on their free spirit and by their heart over the laws of society.
Typically the younger members of this profession learn the tricks of the trade from an older bard with more experience; however, their wanderlust doesn't usually keep them in one place for a long time. The field as a whole is extremely competitive, so a young bard cannot just trade on past tales, he must gain his own experience and add this to his repertoire. This is typically easily accomplished as bards, with their easygoing nature and charismatic personalities are often invited to join adventuring parties.
Bard Abilities:
Bardic Music - Once a day per level, a bard can use his song or poetics to produce magical effects on those around him. (See the Bard spell list, pages 159-160).
Inspire courage - A bard with 3 or more ranks in Perform can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat.
Countersong - A bard with 3 or more ranks in Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components).
Fascinate - A bard with 3 or more ranks in Perform can use his music or poetics to cause a single creature to become fascinated with him.
Suggestion - A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that has already fascinated (see above).
Inspire Competence - A bard with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task.
Inspire Greatness - A bard with 12 or more ranks in Perform can use song or poetics to inspire greatness in another creature, granting extra fighting capability.
Bardic Knowledge - A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
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The Cleric
Clerics are the servants of the gods, ranging from good to evil, lawful to chaotic. They serve their god with such fervent loyalty that the god in return bestows divine power to their subject. This allows the cleric to cast spells without spending time memorizing and preparing spells in such a time consuming way as wizards do. A cleric however is also not defenseless in combat. While they are not as trained as a warrior is, they are able to use simple weapons with ease.
Cleric Abilities:
Armor and Weapon Proficiency - Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields.
Spells - A cleric casts divine spells according to Table 3-6: The Cleric. A cleric may prepare ad cast any spell on the cleric spell list (page 160), provided he can cast spells of that level. (See the Cleric spell list, page 162-166).
Deity, Domains, and Domain Spells - When you have chosen a deity and an alignment for your cleric, choose two from among the deity's domains for your cleric's domains. (See the Cleric domain list, pages 160-162). Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power.
Spontaneous Casting - Good cleric (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time.
Chaotic, Evil, Good, and Lawful Spells - "A cleric can't cast spells of an alignment opposed to his own or to his deity's.
Turn or Rebuke Undead - A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead, such as skeletons, zombies, ghosts, and vampires, forcing these unholy abominations to recoil from the channeled power of the god the cleric worships. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy.
Extra Turning - As a feat, a cleric may take Extra Turning.
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The Druid
A druid is a devoted caretaker of nature. They are one with the land and in return they receive powers of nature that they wield to protect the land from those who would harm it. Druids, like clerics, cast divine spells that come from the power of the elements. Druids are also granted abilities such as shape-shifting, animal companions, and other abilities.
Druid Abilities:
Weapon and Armor Proficiency - Druids are proficient with the following weapons: club, dagger, dart, longspear, halfspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other then these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus they may only wear padded, leather or hide armor).
Spells - A druid casts divine spells according to Table 3-8: The Druid (see page 166). A druid may prepare and cast any spell on the druid list provided she can cast spells of that level. (See the Druid spell list, pages 166-167).
Chaotic, Evil, Good, and Lawful Spells - A druid can't cast spells of an alignment opposed to her own.
Bonus Languages - A druid may substitute Sylvan for one of the bonus languages available to her race. In addition, a druid knows the Druidic language.
Nature Sense - A druid can identify plants and animals (their species and special traits) with perfect accuracy.
Animal Companion - A 1st level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship.
Woodland Stride - Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed without suffering damage or other impairment.
Trackless Step - Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.
Resist Nature's Lure - Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).
Wild Shape - At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. (See the polymorph self spell on page 237.)
Venom Immunity - At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.
A thousand Faces - At 13th level, a druid gains the supernatural ability to change her appearance at will, as if using the spell alter self (page 172).
Timeless Body - After achieving 15th level, a druid no longer suffers ability penalties for aging (see Table 6-5: Aging Effects on page 93) and cannot be magically aged.
All of the information regarding the druid is from the D&D 3rd Edition Players Handbook.
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The Fighter
To be a fighter is to be the master of both weaponry and armor. They are the brute force of the land. Fighters can be found in all cultures through the world, adventuring or earning their living by a more stable profession. There is no average alignment or behavior in fighters. One can see them everywhere from brigands, to your local tavern drunk, to city guards.
Fighter Abilities:
Weapon and Armor Proficiency - The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
Bonus Feat - At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.).
Weapon Specialization - On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization.
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The Monk
Monks are the masters of hand-to-hand combat. They use the energy of their body, otherwise known as ki, to perform attacks and other special abilities that other classes could not. The majority of monks train from a very young age at their local temple or monastery to show their devotion to their god, and to try to perfect themselves and move beyond the mortal realm.
Monk Abilities:
Weapon and Armor Proficiency - Monks are proficient with basic peasant weapons and special weaponry whose use is part of monk training.
Unarmed Strike - Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so.
Stunning Attack - A monk has the ability to stun a creature damaged by her unarmed attacks.
Evasion - A monk can avoid even magical and unusual attacks with great agility.
Deflect Arrows - At 2nd level, a monk gains the Deflect Arrows feat (see page 81), even if she doesn't have the prerequisite Dexterity score.
Fast Movement - At 3rd level and higher, a monk moves faster then normal, as shown on Table 3-10: The Monk, page 38.
Still Mind - At 3rd level, a monk gains +2 bonus to saving throws against spells and effects from the Enchantment school, since her meditation and training enable her to better resist mind-affecting attacks.
Slow Fall - At 4th level, a monk within arm's reach of a wall can use the wall to slow her descent.
Purity of Body - At 5th level, a monk gains control over her body's immune system. She gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
Improved Trip - At 6th level, a monk gains Improved Trip feat (see page 83).
Wholeness of Body - At 7th level, a monk can cure his own wounds. She can cure up to twice her current level in hit points each day, and can spread this healing out among several uses.
Leap of the Clouds - At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height.
Improved Evasion - At 9th level, a monk's evasion ability improves.
Ki Strike - At 10th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a wight, as if the blow were made with a weapon with a +1 enhancement bonus.
Diamond Body - At 11th level, a monk is in such control of her own metabolism that she gains immunity to poison of all kinds.
Abundant Step - At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day.
Diamond Soul - At 13th level, a monk gains spell resistance. Her spell resistance equals her level +10.
Quivering Palm - Starting at 15th level, a monk can use the quivering palm. This terrifying attack allows the monk to set up vibrations within the body of another creature that can then be fatal if the monk so desires.
Timeless Body - After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged.
Tongue of the Sun and Moon - A monk of 17th level or above can speak with any living creature.
Empty Body - At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness.
Perfect Self - At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (extraplanar creature) rather then a humanoid.
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The Paladin
Paladins are holy warriors, devoted to bringing glory to their god and or protecting the world from evil. They are all of lawful good alignment and are usually human, although there are paladins from other races. They are similar to clerics in that they have divine power, but they must maintain a strict code of behavior.
Paladin Abilities:
Weapon and Armor Proficiency - Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light) and with shields.
Detect Evil - At will, the paladin can detect evil as a spell-like ability.
Divine Grace - A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.
Lay on Hands - A paladin can heal wounds by touch. Each day she can cure a total number of hit points equal to her Charisma bonus (if any) times her level.
Divine Health - A paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.
Aura of Courage - Beginning at 2nd level, a paladin is immune to fear (magical or otherwise).
Smite Evil - Once per day, a paladin of 2nd level or higher may attempt to smith evil with one normal melee attack.
Remove Disease - Beginning at 3rd level, a paladin can remove disease, as per the spell remove disease, once per week.
Turn Undead - When a paladin reaches 3rd level, she gains the supernatural ability to turn undead.
Extra Turning - As a feat, a paladin may take Extra Turning.
Spells - Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells casts divine spells. (See the Paladin spell list, page 167).
Special Mount - Upon or after reaching 5th level, a paladin can call an unusually intelligent, strong and loyal steed to serve her in her crusade against evil. (See The Paladin's Mount section, page 43).
Code of Conduct - A paladin must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil.
Associates - While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters.
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The Ranger
If you're looking for a trustworthy guide through the forest look no further then your local ranger. Rangers are skilled warriors who protect the land, and who are very adept in wilderness skills. While one can sometimes come across evil-aligned rangers, the majority of them are have good intentions. Like druids, but at higher levels, they have access to certain divine spells, which come from the power of nature.
Ranger Abilities:
Weapon and Armor Proficiency - A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Spells - Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. (See the Ranger spell list, pages 167-168).
Track - A ranger gains Track (see page 85) as a bonus feat.
Favored Enemy - At 1st level, a ranger may select a type of creature (dragons, giants, goblinoids, undead, etc.) as a favored enemy. With +1 bonuses against these enemies in Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks, as well as a +1 to all damage rolls against these creatures. At level 5 and every 5 levels there after, the ranger may add new favored enemies with the bonuses to previous favored enemies increasing +1.
Improved Two-Weapon Fighting - A ranger with a base attack bonus of at least +9 can choose to gain the Improved Two-Weapon Fighting feat (see page 83) even if he does not have the other prerequisites for the feat.
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The Rogue
Rogues are always getting into trouble with people, stealing and swindling. They are fleet-footed, and usually have light fingers. They are experts at hiding, lockpicking, stealing, and other skills of the more shadowy pursuits in life. Rogues are very good at getting in to trouble and out of it just as quick. While they might not be the noblest people, a rogue is a great asset to any adventuring party. You never know when you might need a door opened, or a scroll taken away from an enemy without notice. Just be sure to watch your own purse while you're at it.
Rogue Abilities:
Weapon and Armor Proficiency - A rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus all rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal or composite), and short sword.
Sneak Attack - If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Traps - Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher then 20.
Evasion - At 2nd level, a rogue gains evasion.
Uncanny Dodge - Starting at 3rd level, the rogue gains the extraordinary ability to react to danger before her senses would normally allow her to do so.
Special Abilities - On achieving 10th level, and every three levels thereafter (13th, 16th, and 19th), a rogue gets a special ability of her choice from among the following: Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind, or Feat.
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The Sorcerer
Sorcerers are born with the ability to use magic at their whim. They do not go through scholastic training to learn to cast spells, but instead further their spell ability through practical applications. They are extremely charismatic and often find people are drawn to their good looks and superior intellect. Rumor has it that they are descendants of dragons themselves, which would account for their handsome looks and talents.
Sorcerer Abilities:
Weapon and Armor Proficiency - Sorcerers are proficient with all simple weapons. They are not proficient with any types or armor, nor with shields.
Spells - A sorcerer casts arcane spells, the same type of spells available to wizards. A sorcerers selection of spells is extremely limited. (See the Sorcerer and Wizard spell list, pages 168-171).
Familiar - A sorcerer can call up a familiar. Doing so takes a day and uses up magical materials that cost 100gp.
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The Wizard
Wizards are able to cast arcane spells, but it does not come as naturally to them as it does to sorcerers. They spend a great deal of their life studying intensively in large schools of magery, and are fiercely competitive with other wizards. They also have the ability to specialize in the school of magic that they prefer, which sorcerers are unable to do. While wizards are known to join parties on adventures, it is not done often, as they do not like to leave their studies.
Wizard Abilities:
Weapon and Armor Proficiency - Wizards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
Spells - A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. (See the Sorcerer and Wizard spell list, pages 168-171).
Bonus Languages - A wizard may substitute Draconic for one of the bonus languages available to the character because of her race (see Chapter 2: Races), since many ancient tomes of magic are written in Draconic and apprentice wizards often learn it as part of their studies.
Familiar - A wizard can summon a familiar in exactly the same manner as a sorcerer.
Scribe Scroll - A wizard has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls. (See the Scribe Scroll feat, page 84, and Magic Item Creation in the Dungeon Master's Guide).
Spellbook - Wizard must study their spellbooks each day to prepare their spells. (See Preparing Wizard Spells, page 154).
· Spell Mastery - A wizard (and only a wizard) can take the special feat Spell Mastery.
Last edited by NonGayMan; 2002-07-22 at 11:25 AM.
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