The Strong
Seasoned combatants apt at fighting with any tool.
Hit Dice: 1d8 per level Saving Throw: 15, +1 vs all except spells Hit Bonus (HB): +1 at 3rd level
The Strong start with either Long Sword or Battle Axe and Bow with Chain Armor and Shield (AC15) OR with a Two-Handed Sword and Crossbow with Chain Armor (AC14). The Strong use the STR modifier to adjust their damage bonus for melee attacks. The Strong have no armor or weapon restrictions. The Strong get one attack per level each round against foes of 1 Hit Die (HD) or fewer. The Strong also get +1 on all Saving Throws except vs. spells.
The Faithful
Devout servants of their faith who bear weapons in its name.
Hit Dice: 1d6 per level Saving Throw: 15, +2 vs paralysis or poison Hit Bonus (HB): +1 at 3rd lvl
The Faithful start with a Mace or Warhammer with Chain Armor and Shield (AC15). The Faithful have no armor restrictions, but may only use blunt weapons (club, flail, mace). Starting at 2nd level the faithful can cast spells. They have to pray for a set number of spells from their list each morning. The table below shows how many spells per tier the faithful can pray for. If their WIS is 15+, they start with an additional spell available already at first level.
Turn Undead- The Faithful have the ability to turn undead while brandishing their holy symbol, causing them to flee. Monsters roll their saving throws with a +8 bonus. If they fail they flee in the opposite direction or cower down helplessly. If they fail by more than 10 and have less HD than your level, they are destroyed. This bonus is lowered by 2 for every level the Cleric has advanced beyond the first level.
Character Level | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|---|
1 | - | - | - | - | - | - |
2 | 1 | - | - | - | - | - |
3 | 2 | - | - | - | - | - |
4 | 2 | 1 | - | - | - | - |
5 | 2 | 2 | - | - | - | - |
6 | 2 | 2 | 1 | - | - | - |
7 | 3 | 2 | 2 | - | - | - |
8 | 3 | 2 | 2 | 1 | - | - |
9 | 3 | 3 | 2 | 2 | - | - |
10 | 3 | 3 | 2 | 2 | 1 | - |
11 | 4 | 3 | 3 | 2 | 2 | - |
12 | 4 | 4 | 3 | 2 | 2 | 1 |
The Studious
Students of the arcane arts.
Hit Dice: 1d4 per level Saving Throw: 15, +2 vs spells
The Studious can only use a Dagger or Stave (start with one of these). They cannot use armor (AC10). The Studious starts with a spellbook, it contains four spells initially. Read Magic, Detect Magic and two other spells of the player’s choice. If their INT is 15+, they start with an additional 1st level spell. Using the book, the Studious memorizes a spell that they then can cast once during that day. The table below shows how many spells per tier the Studious can memorize. Found scrolls of spells can be copied into their spellbook with the use of Read Magic.
Character Level | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|---|
1 | 1 | - | - | - | - | - |
2 | 2 | - | - | - | - | - |
3 | 2 | 1 | - | - | - | - |
4 | 2 | 2 | - | - | - | - |
5 | 2 | 2 | 1 | - | - | - |
6 | 3 | 2 | 2 | - | - | - |
7 | 3 | 2 | 2 | 1 | - | - |
8 | 3 | 3 | 2 | 2 | - | - |
9 | 3 | 3 | 2 | 2 | 1 | - |
10 | 4 | 3 | 3 | 2 | 2 | - |
11 | 4 | 4 | 3 | 2 | 2 | 1 |
12 | 4 | 4 | 3 | 3 | 2 | 2 |
The Nimble
Silent shadows in the night apt at delicate tasks.
Hit Dice: 1d4 per level Saving Throw: 15, +2 vs devices
The Nimble may wear only Leather Armor. Thieves use any weapon. The Nimble start with either Long Sword and Dagger OR Club and Short Sword with Leather Armor (AC12). The Nimble have class abilities as follows:
Backstab– When attacking with surprise and from behind the Nimble attacks at +4 to hit and does double damage
Tricks of the Trade– You have special training that goes beyond the abilities of common men. You have a 2 in 6 chance to succeed at the following tasks (3 in 6 for levels 4-6; 4 in 6 for levels 7-10):
Climbing sheer surfaces, Hiding in shadows, Hear Noise, Moving Silently, Finding and remove traps, opening locks, pick pockets