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PC guide to the classes

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PC guide to the classes Empty PC guide to the classes

Post  Admin Sun May 01, 2011 8:19 pm



**At every ODD level you add +1 to any one abilitie.

**Skill points, if you spend skill points of skills that are not class skills 1 point = 1/2.

Mages: Cast spontaneous magic with no preparation, it is an innate part of their existence.


Abilities: Int +1, Wis +1
Skills: (skill points at each level 1d6+2) spell craft (+2), concentration, craft magical item (+2), knowledge arcane (+2), decipher script
Feats:+1 at every odd level
HP: +1d4 at every level
Armor: (if warn) -2 to all spell craft roles, -2 to all concentration roles (leather) -3 chain, -4 plate
Weapons: proficient with simple marital and ranged weapons
Base Attack: +1d4 at every level +1 at 5th level and every after// one attack +1d4 at 5th level// one attack +1d4 at 10th level
Spells/day: 4 at 1st level +2/day per level to 5th level, +3/day to 69th lvl, +4/day above 9th level
Spells known: 3 at 1st level +2 at every level (max 23 ) – spells known are randomly acquired – mages have innate magic, and don’t have the ability to choose what spells they gain

Wizards: Cast spells prepared from a spell book and has a vast amount of choices for spells, but is limited by how many they can prepared for the day.

Abilities: Int +1, Wis +1
Skills: (skill points at each level 1d6+2) spell craft (+2), concentration, craft magical item (+2), knowledge arcane (+2), decipher script
Feats:+1 at every even level
HP: +1d4 at every level
Armor: (if warn) -2 to all spell craft roles, -2 to all concentration roles (leather) -3 chain, -4 plate
Weapons: proficient with simple marital and ranged weapons
Base Attack: +1d4 at every level +1 at every level after 5th//+one attack +1d4 at 5th level//+1 attack +1d4 at 10th level

Spells/day:
Level: Spells/day:
1: 6- 0level 6 -1st level 0-2nd level
2: 7- 0lvel 6 -1st level 3-2nd level 0-3rd level
3: 8- 0level 8-1st level 3-2rd level 3-3rd level 0-4th level
4: 9- 0 level 8-1st level 4-2nd level 3-3rd level 3-4th level 0-5th level
5: 10- 0 level 9-1st level 4-2nd level 4-3rd level 3-4th level 3-5th level 0-6th level
6: 11- 0 level 9-1st level 5-2nd level 4-3rd level 4-4th level 3-5th level 3-6th level 0-7th level
7: 12- 0 level 10-1st level 5-2nd level 5-3rd level 4-4th level 4-5th level 3-6th level 3-7th level 0-8th level
8: 13- 0 level 10-1st level 5-2nd level 5-3rd level 5-4th level 4-5th level 4-6th level 3- 7th level 3-8th level 0-9th level
9: 14- 0 level 11-1st level 6-2nd level 6-3rd level 5-4th level 5-5th level 4-6th level 4-7th level 3-8th level 3-9th level 0-10th level
10: 15- 0 level 12-1st level 7-2nd level 7-3rd level 6-4th level 6-5th level 5-6th level 5-7th level 4-8th level 4-9th level 3-10th level
*** Bonus spells based on Wis score:
6: +1 spell/day of level 1-4 (you gain this once you see the 0 in the spells/day slot)
7: +1 spell/day of level 1-10
8:+2 spells/day of level 1-4; +1 spell/day of level 5-10
9:+2 spells/day of level 1-10
10:+3 spells/day of level 1-4; +2 spells/day of level 5-10
11+: +3 spells/day of level 1-10
Spells known:
1: all-0 level 3 -1st level 3-2nd level *
2: 5 -1st level 3-2nd level 3-3rd level*
3: 7-1st level 5-2rd level 3-3rd level 3-4th level*
4: 9-1st level 7-2nd level 5-3rd level 5-4th level 3-5th level*
5: 12-1st level 9-2nd level 7-3rd level 7-4th level 3-5th level 3-6th level*
6: 14-1st level 11-2nd level 9-3rd level 9-4th level 5-5th level 3-6th level 3-7th level*
7: 16-1st level 13-2nd level 11-3rd level 11-4th level 7-5th level 5-6th level 3-7th level 3-8th level*
8: 18-1st level 15-2nd level 13-3rd level 13-4th level 9-5th level 7-6th level 5- 7th level 3-8th level
3-9th level*
9: 20-1st level 17-2nd level 15-3rd level 15-4th level 11-5th level 9-6th level 7-7th level 5-8th level 3-9th level 3-10th level*
10: 22-1st level 9-2nd level 9-3rd level 9-4th level 8-5th level 7-6th level 7-7th level 6-8th level 6-9th level 5-10th level
*you only know spells of this level IF you have bonus spells of this level
***Special: You may gain up to 3 extra spells known IF special circumstances occur:
-You come across a scroll and manage to "read magic" successfully, you can attempt to coppy it.
-You come across anouther Wizard and they allow you to coppy a spell from their book (they may charge a fee of some sort)
-You find a spell written on any surface (again you must succeed at a "read magic" first).
How to do it: 1) Cast "read magic, and succeed, gaining ALL the knowledge about the spell possabul.
2)Next, she must spend a day studying the spell. (at least 10 hours)
3)At the end of the day, she must make a Spellcraft check (DC 10 + spell’s level). If the check succeeds, the wizard understands the spell and can copy it into her spellbook (see Writing a New Spell into a Spellbook, below). The process leaves a spellbook that was copied (or an artifact, not a scroll) from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment. If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn or copy that spell again until she gains another rank in Spellcraft. A spell that was being copied from a scroll does not vanish from the scroll.


Clerics: Can wear armor and fight as well as cast a limited amount of spells granted to them by the God they are devoted to. They are the voice and most common presence of their God in most people’s lives. Some clerics serve as priests or religious emissaries. They may or may not be attached to a church or religious order. Clerics must be within one step of the alignment of their God.

Abilities: Wis +1, Cha +1
Skills: (skill points at each level 1d6) spell craft, concentration, knowledge arcane, knowledge religion, heal, ride, sense motive
Feats: +1 at every other odd level starting at 1st
HP: +1d6 at every level
Armor: knows how to and can use any armor
Weapons: proficient with all non exotic marital and ranged weapons, and the weapon of their God if it is an exotic one
BaseAttack: +1d6 at every level +1 to attack with God’s favored weapon +1 to every attack after 5th level//+ one attack +1d6 at 5th level// + one attack +1d4 at 10th level

Spells/day: 1 at 4nd level +1 at every level until level 10
Spells known: 2 at 4th level +1 every level after until level 10 (max Cool
Spells are randomly gifted to Clerics by their God; they do not choose which ones they learn. Clerics must pray every day to prepare their chosen spells for the day.
Bonus skills: +2 knowledge religion

Druid: Druids are deeply connected to and devoted to the protection of nature and the discovery of Mother Nature’s most closely guarded secrets. They can use some magic which they have unlocked from nature.

Abilities: Wis +1, Dex +1
Skills: (skill points at each level 1d6) spell craft, concentration , knowledge nature(+2), heal, balance, climb, jump, knowledge geography, listen, tumble, swim, search, handle animal, move silently (+2), hide
Feats: +1 at every other odd level starting at 2nd
Special: *1st level – Animal empathy: gain basic knowledge from physical contact with an animal, calm and relax an aggressive animal.
*2nd: commune with nature: gain basic knowledge from physical contact with plants.
HP: +1d6 at every level
Armor: knows how to and can use leather (+2 to HP)
Weapons: proficient with staff, spear, dagger, long bow, and short bow.
Base Attack: +1d6 at every level at 3rd level 2 attacks per round, 2nd attack gets 1d4 - +1 to all attacks/level at 5th level//// + one attack +1d4 at 5th level// + 1 attack +1d4 at 10th level

Spells/day: 1 at 4nd level +1 at every level until level 10
Spells known: 2 at 4th level +1 every level after until level 10 (max 8 )
Spells are randomly gifted to druids from their deep connection to nature; they do not choose which ones they learn. Druids do not have to prepare their spells ahead of time


Rangers: Rangers and the master trackers and huntsmen of the wild places of the world. They can guide others and track animals or people across the wilds of the world. They are experts at passing unnoticed and superb hunters and fighters.

Abilities: Wis +1, Dex +1
Skills: (skill points at each level 1d10) knowledge nature (+2), move silently (+2), balance, climb, jump, knowledge geography, listen, tumble, swim, search, spot, handle animal, hide
Feats: +1 at every other odd level starting at 1st
Special: *is never flat footed, keeps full AC always
Sneak attack: You can move before and after the attack (15ft before and after) you do not provoke an attack of opportunity and your opponent is flatfooted during the attack. You must successfully remain unseen until you are 15ft away from you opponent for this to work. You can use sneak attack anytime you are unseen by the opponent. You cannot sneak attack in metal armor.
HP: +1d6 at every level
Armor: knows how to and can use leather (+2 to HP)
Weapons: proficient with all non exotic marital and ranged weapons
Base Attack: +1d6 at every level// at 3rd level add a second attack/ round at 1d4// add a third attack/round at 5th level at 1d4// gain +1 to all attacks/level starting at 5th level


Urban Rangers: The city smart brother of the Ranger, urban rangers is street wise. They know where the drug dealers, smugglers, and thieves’ guilds are and they know the gang territories in the city. They know the ins and outs of local and often national politics. They’re good with people and have the skill to pass through seed taverns and grand balls unnoticed.

Abilities: Wis +1, Dex +1
Skills: (skill points at each level 1d10) knowledge local (+2), knowledge politics, move silently (+2), balance, climb, jump, listen, tumble, swim, search, spot, hide
Feats: +1 at every other odd level starting at 1st
Special: *is never flat footed, keeps full AC always
Sneak attack: You can move before and after the attack (15ft before and after) you do not provoke an attack of opportunity and your opponent is flatfooted during the attack. You must successfully remain unseen until you are 15ft away from you opponent for this to work. You can use sneak attack anytime you are unseen by the opponent. You cannot sneak attack in metal armor.
HP: +1d6 at every level
Armor: knows how to and can use leather (+2 to HP)
Weapons: proficient with all non exotic marital and short bows, crossbows, darts and needles
Base Attack: +1d6 at every level// at 3rd level add a second attack/round at 1d4// add a third attack/round at 5th level at 1d4// gain +1 to all attacks/level starting at 5th level


Fighter: At the least a professional soldier and at the most a skilled mercenary. Skilled in combat and the use of weapons and armor.

Base attacK: 1d10 at 1st level; +1d6 at 5th level; +1d6 at 10th level
Abilities: Str +1, Con +1
Skills: (skill points at each level 1d4) intimidate, ride, handle animal
Feats:+1 at every other even level starting at 1st
Special: at 3rd level gains the exotic weapon feat granting them the ability to use any weapon that is not too large or small for them without penalties
HP: +1d10 at every level
Armor: knows how to and can use all armor
Weapons: proficient with all non exotic marital and ranged weapons
Attack: +1d8 at every level at 3rd level; add a second attack/ round at 1d6; add a third attack/round at 5th level at 1d4; add a fourth attack/round at 7th level at 1d4; gain +1 to all attacks/level starting at 9th level


Paladin: If a Cleric is the voice and will of their God, a Paladin in the Sword and Shield of their God. They are Lawful Good and always know where they stand.

Base attacK: 1d10 at 1st level; +1d6 at 5th level; +1d4 at 10th level
Abilities: Str +1, Wis +1
Skills: (skill points at each level 1d6) intimidate, ride, and handle animal, knowledge religion, sense motive (+ 2)
Feats:+1 at every other odd level starting at 1st
Special: *1st level – Lay on Hands: magically heals 1d4 HP for good/neutral characters or does 1d4 damage to evil ones +1HP at every other even level starting with 4th
*2nd level -Smite evil: +1d4 to attack and +1d4 to damage on an attack against an evil character 1/day, at 9th level increases to 1d6 at 11th level increases to 2/day

HP: +1d10 at every level
Armor: knows how to and can use all armor including leather (+2 to HP), chain (+2 to HP), and plate (+4to HP)
Weapons: proficient with all non exotic marital and ranged weapons
Attack: +1d6 at every level at 3rd level; add a second attack/ round at 1d4; add a third attack/round at 5th level at 1d4; gain +1 to all attacks/level starting at 7th level

Rogues: Sneaks, spooks, thieves, cut thoughts, assassins, and spies. Need I say more?

Base attacK: 1d10 at 1st level; +1d4 at 5th level; +1d4 at 10th level
Abilities: Int +1, Dex +1
Skills: (skill points at each level 1d10+3) knowledge local (+2), knowledge politics (+2), knowledge royalty/nobility (+2), knowledge any, move silently (+2), balance, climb, jump, listen, tumble, search, spot, read lips, perform (acting), hide, disguise, disable device (+2), climb, bluff, sense motive, escape artist
Feats: +1 at every other even level starting at 2ndst
Special: *is never flat footed, keeps full AC always
Sneak attack: You can move before and after the attack (15ft before and after) you do not provoke an attack of opportunity and your opponent is flatfooted during the attack. You must successfully remain unseen until you are 15ft away from you opponent for this to work. You can use sneak attack anytime you are unseen by the opponent. You cannot sneak attack in metal armor.
HP: +1d6 at every level
Armor: knows how to and can use leather (+2 to HP)
Weapons: proficient with all non exotic marital and short bows, crossbows, darts and needles, and throwing knives
Attack: +1d6 at every level at 3rd level; add a second attack/ round at 1d4; add a third attack/round at 5th level at 1d4; gain +1 to all attacks/level starting at 5th level


Bard: Musicians, artists, actors, and lore keepers, and often jack-of-all-trades types.

Abilities: Int +1, Dex +1
Skills: (skill points at each level 1d10) knowledge history (+2), knowledge royalty/nobility (+2), knowledge any, move silently, balance, climb, listen, tumble, perform (any), hide, disguise, disable device (+2), bluff
Feats: +1 at every other odd level starting at 1st
HP: +1d6 at every level
Armor: is not proficient in the use of armor, must take armor proficiency to use
Weapons: proficient with all simple marital weapons
Base Attack: +1d4; +1/level to attacks at 5th level//+ one attack +1d4 at 5th level// + one attack +1d4 at 10th level

Special: Bardic music: *TBA

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Join date : 2011-04-30
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Location : NV, USA

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