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Dragon's Egg RPG - Classes

Discussion in 'Dragon's Egg RPG' started by Steerpike, Dec 18, 2012.

  1. Steerpike

    Steerpike Felis amatus Moderator

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    The detail about the classes will be in this thread. I'll post at least a couple each evening until they are all up. They are listed in the order of Prime attribute. The first two have STR as Prime attributes:

    Fighter

    Prime Attribute: STR
    Alignment: Any
    Hit Dice: d10
    Weapons: Any
    Armor: Any

    Abilities:

    • 1st Level - Weapon Specialization. The Fighter can choose one weapon with which to specialize. The Fighter receives a +1 bonus to hit and +1 bonus to damage with that weapon. At 7th level the bonuses increase to +2/+2.
    • 4th Level - Combat Dominance. The Fighter receives an extra attack against any opponent of lower level than the Fighter. At 8th level the Fighter gains a second extra attack subject to the same criteria.
    • 10th Level - Extra Attack. The Fighter receives an extra attack against any opponent of any level.

    A Fighter's to-hit bonus is as follows:

    Level / Bonus
    1 / +1
    2 / +2
    3 / +3
    4 / +4
    5 / +5
    6 / +6
    7 / +7
    8 / +8
    9 / +9
    10 / +10

    A Fighter's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    1 / 0
    2 / 2001
    3 / 4001
    4 / 8501
    5 / 17001
    6 / 34001
    7 / 68001
    8 / 136001
    9 / 272001
    10 / 500001

    * *

    Ranger

    Prime Attribute: STR
    Hit Dice: d10
    Alignment: Any
    Weapons: Any
    Armor: Breastplates, chainmail hauberk & shirt, cuir bouille, Greek ensemble, leather, chain coif, leather coat, padded, ring mail, scale mail, studded leather

    Abilites:

    • Combat Marauder. When fighting humanoids or giants, the Ranger inflicts extra damage in the amount of +1 at 1st level, and 1 additional point for each level gained beyond 1st. The Ranger must be wearing class-allowed armor (above) or no armor to use this ability.
    • Conceal (DEX). With a successful DEX check, the Ranger can conceal himself in a wilderness area so as to be unnoticeable to passers-by. This cannot be used while the Ranger is being observed. The Ranger must be wearing class-allowed armor or no armor to use this ability.
    • Delay/Neutralize Poison (WIS). On a successful check, the Ranger can identify dangerous toxins and their symptoms, as well as natural remedies to neutralize or nullify their effect. The Ranger must be in a wilderness area. If they are not in an area they are familiar with, they may receive a penalty on the check.
    • Move Silently (DEX). On a successful DEX check, the Ranger can move silently in a wilderness area. At 5th level, the Ranger can use this skill and conceal at the same time, but must make both checks successfully. The Ranger must be wearing class-allowed armor or no armor to use this ability.
    • Scale (DEX). The Ranger can climb and scale typical natural slopes and inclines, such as steep, rocky hillsides, without a check. With a successful check the Ranger can scale a dangerous natural slope or inverted incline that most would find impossible to climb. Nothing can be in the Ranger's hands while climbing and the Ranger must be wearing class-allowed armor or no armor to use this ability.
    • Traps (WIS). The Ranger is able to detect and build simple traps in a wilderness environment. These include pit traps, snares, and similar traps. They ability does not include complex mechanical traps of the sort found on chests or doorways.
    • Survival (WIS). In a wilderness environment, the Ranger can find shelter, food, and water, start a fire, and determine direction.
    • Track (WIS). On a successful check, the Ranger can successfully track a creature in a wilderness environment if the creature leaves a discernable trace. The Ranger can also determine characteristics about the creature being tracked.
    • Favored Enemy. At 6th level the Ranger chooses a type of creature as a favored enemy. This choice must be consistent with enemies the Ranger has encountered during his adventures. The Ranger's expert knowledge of the favored enemy confers a +2 to hit the enemy, a +2 to the Ranger's Armor Class against the enemy, and a +2 to track the enemy creature.

    A Ranger's to-hit bonus is as follows:

    Level / Bonus
    1 / +0
    2 / +1
    3 / +2
    4 / +3
    5 / +4
    6 / +5
    7 / +6
    8 / +7
    9 / +8
    10 / +9

    A Ranger's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    1 / 0
    2 / 2251
    3 / 4501
    4 / 9001
    5 / 18001
    6 / 40001
    7 / 75001
    8 / 150001
    9 / 250001
    10 / 500001
     
  2. Steerpike

    Steerpike Felis amatus Moderator

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    Thief

    Prime Attribute: DEX
    Alignment: Any
    Hit Dice: d6
    Weapons: Blowpipe, broadsword, cat-o-nine tails, cestus, club, dagger, dart, light hammer, hand axe, hand crossbow, javelin, knife, light crossbow, longsword, mace, main gauche, quarterstaff, rapier, sap, shortbow, shortsword, sickle, sleeve tangler, spiked gauntlet, sling, whip
    Armor: Leather armor, leather coat, padded

    Abilities:

    • Back Attack. A Thief receives a bonus when attacking an opponent from behind when the opponent is unaware of the Thief's presence. Generally, the Thief must make a successful move silently check to sneak up behind the opponent, or a successful hide check to allow the opponent to pass. If the opponent is distracted this may not be necessary. The Thief must use a close-quarters melee weapon to make the attack. The attack may be made at +4 to hit, and deals double damage. At 5th level the attack does triple damage. At 9th level, it does quadruple damage. The Thief must be wearing one of the class-allowed armors or no armor.
    • Cant. Thieves use a street language known only to those in the trade. It includes hand signals, code words, demeanor, and other signs, and can be used to convey complex ideas.
    • Climb (DEX). On a successful check, the Thief can climb walls, slopes, inclines, unusually angled inclines, or even a ceiling if there are handholds. The Thief must be wearing class-allowed armor or no armor.
    • Decipher Script (INT). On a successful check, the Thief can decipher script written in an unfamiliar language.
    • Hide (DEX). On a successful check the Thief can conceal herself from others so well as to be almost invisible. This ability cannot be used if the Thief is being observed. The Thief must be wearing class-allowed armor or no armor.
    • Listen (WIS). On a successful check, the Thief can listen intently and hear noises that others might not detect.
    • Move Silently (DEX). On a successful check, the Thief can move so silently that others cannot hear the movement. At 3rd level, the Thief can use Move Silently and Hide at the same time, though two checks must be made. The Thief must be wearing class-allowed armor or no armor.
    • Open Lock (DEX). On a successful check, the Thief can open any sort of mechanical lock that would normally require a key to open.
    • Pick Pocket (DEX). On a successful check, the Thief can steal contents from a pocket or pouch without being noticed. This ability also allows the Thief to perform slight of hand manuevers.
    • Traps (INT). A Thief can use this ability to find, disable, or set a trap. Each requires a separate check, and in each case the Thief only has one opportunity to make the successful check.
    • 4th Level - Sneak Attack. A Thief has learned to adapt the Back Attack more generally. Hide and Move Silently checks are not needed. The Thief can use this ability even when observed, if the target is not expecting an attack. Ranged weapons can be used if the Thief is within 30 feet. The Thief gains a +2 to hit and +4 to damage. The Thief must be wearing class-allowed armor or no armor.

    A Thief's to-hit bonus is as follows:

    Level / Bonus
    1 / +0
    2 / +1
    3 / +1
    4 / +1
    5 / +2
    6 / +2
    7 / +2
    8 / +3
    9 / +3
    10 / +3

    A Thief's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    1 / 0
    2 / 1251
    3 / 2501
    4 / 6001
    5 / 12001
    6 / 24001
    7 / 48001
    8 / 80001
    9 / 120001
    10 / 175001

    * *

    Assassin

    Prime Attribute: DEX
    Alignment: Any non-good
    Hit Dice: d6
    Weapons: Any
    Armor: Leather armor, leather coat, padded

    Abilities:

    • Case Target (WIS). The Assassin can determine information and weaknesses about a target through detailed observation and deductive reasoning. The Assassin must observe for 1d3x10 minutes, and can then determine the approximate level of the target within 10%, alignment, hidden weapons, or other information not apparent about the target, within the discretion of the GM.
    • Climb (DEX). On a successful check, the Assassin can climb walls, slopes, inclines, unusually angled inclines, or even a ceiling if there are handholds. The Assassin must be wearing class-allowed armor or no armor.
    • Death Attack (DEX). If the Assassin studies a target for three rounds and makes a Sneak Attack that successfully deals damage, the attack can potentially kill the target outright. The Assassin must have uninterrupted focus for three rounds and the target cannot be aware of the Assassin. The target gets a CON saving throw to avoid death. The Assassin must be wearing class-allowed armor or no armor.
    • Disguise (CHA). With a successful check, the Assassin can disguise herself or impersonate others. For a general impersonation such as a merchant or beggar, the Assassin requires 1d3x10 minutes to prepare. To impersonate a specifically individual, weeks of preparation may be required.
    • Hide (DEX). On a successful check the Assassin can conceal himself from others so well as to be almost invisible. This ability cannot be used if the Assassin is being observed. The Assassin must be wearing class-allowed armor or no armor.
    • Listen (WIS). On a successful check, the Assassin can listen intently and hear noises that others might not detect.
    • Move Silently (DEX). On a successful check, the Assassin can move so silently that others cannot hear the movement. At 3rd level, the Assassin can use Move Silently and Hide at the same time, though two checks must be made. The Assassin must be wearing class-allowed armor or no armor.
    • Sneak Attack. The Assassin can use this ability even when observed, if the target is not expecting an attack. Ranged weapons can be used if the Assassin is within 30 feet. The Thief gains a +2 to hit and +4 to damage. The Assassin must be wearing class-allowed armor or no armor.
    • Poisons (DEX). The Assassin can make and identify poisons and antitoxins.
    • Traps (INT). An Assassin can use this ability to find, disable, or set a trap. Each requires a separate check, and in each case the Assassin only has one opportunity to make the successful check.

    An Assassin's to-hit bonus is as follows:

    Level / Bonus
    1 / +0
    2 / +1
    3 / +1
    4 / +1
    5 / +2
    6 / +2
    7 / +2
    8 / +3
    9 / +3
    10 / +3

    An Assassin's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    1 / 0
    2 / 1751
    3 / 3501
    4 / 7001
    5 / 14001
    6 / 25001
    7 / 50001
    8 / 90001
    9 / 150001
    10 / 200001
     
  3. Steerpike

    Steerpike Felis amatus Moderator

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    Barbarian

    Prime Attribute: CON
    HIt Die: d12
    Alignment: Any
    Weapons: Any
    Armor: Any

    Abilties:

    • Combat Sense. Barbarians gain a +2 bonus when rolling surprise checks against an enemy trying to surprise them. Attackers get no bonuses when attacking a Barbarian from the flanks. The opponent's bonus for back or rear attacks against a Barbarian are halved.
    • Deerstalker. This has a variety of applications and reflects the Barbarian's natural ability to endure harsh environments, forage off the land, find shelter, food, and water, and so on. The Barbarian can also scale climbable cliffs, swim rivers, &c within the discretion of the GM.
    • Intimidate. The Barbarian projects himself as a brutal, terrifying force and can strike fear into the heart of an opponent. An opponent who fails a CHA save suffers a -2 to all rolls. At 1st level, a Barbarian can intimidate one creature; two creatures at 3rd level; four creatures at 6th level; eight creatures at 10th level, and up to sixteen creatures at 15th level.
    • Primeval Instincts. Barbarians can tap into primeval strengths that are closer to animal instincts than the abilities of men. They can only do this if they throw themselves fully at the challenge, without hesitation, debate, or consideration. The Barbarian gains a +4 to checks for feats of STR, DEX, or CON. This includes the ability to hold one's breath for extended periods of time, run longer distances, survive longer in extreme environments, and so on.
    • 4th Level - Whirlwind Attack. The Barbarian can combat multiple enemies surrounding him. This can be used once per combat encounter. The Barbarian can attack two creatures within five feet of him, so long as they have no more than half the Barbarian's hit dice. At 6th level the Barbarian can attack up to three opponents, and at 10th level, up to four opponents.
    • 6th Level - Primeval Wall. The Barbarian's stoic nature increases his longevity on the battlefield. To use this ability, the Barbarian must have 12 hit points or fewer at levels 6-9; 18 hit points or fewer at levels 10-14; and 24 hit points or fewer at levels 15 and up. When this ability is used, the Barbarian immediately gains 12 additional hit points. Damage inflicted against the Barbarian is first absorbed by these hit points. Further, if the Barbarian sustains damage that would render him unconscious or dead, and has not used this ability in that combat, the ability automatically kicks in and the Barbarian gains 12 hit points. If this is sufficient to raise him to 1 hit point or more, he may keep fighting.
    • 10th Level - Ancestral Calling. The Barbarian's reputation and prestige call others to fight alongside him with heightened ability. The affected allies gain a number of hit points equal to the maximum of one extra hit dice. This ability can be used once per week and affects a number of allies equal to twice the Barbarian's level.

    A Barbarian's to-hit bonus is as follows:

    Level / Bonus
    1 / +0
    2 / +1
    3 / +2
    4 / +3
    5 / +4
    6 / +5
    7 / +6
    8 / +7
    9 / +8
    10 / +9

    A Barbarian's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    1 / 0
    2 / 2101
    3 / 4701
    4 / 9401
    5 / 20001
    6 / 40001
    7 / 80001
    8 / 170001
    9 / 340001
    10 / 600001
     
  4. Steerpike

    Steerpike Felis amatus Moderator

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    Monk

    Prime Attribute: CON
    Alignment: Any
    Hit Dice: d12
    Weapons: Aclis, blowpipe, bola, bows, brass knuckles, cat-o-nine tails, cestus, cleaver, club, dagger, dart, dirk, falchion, hafted hook, hand axe, hatchet, hook-sword, javelin, katar, knife, light flail, light mace, nine-ring broadsword, pole arms, rock, sap, sickle, scimitar, scythe, sling, spear, spiked gauntlet, staff, whip.
    Armor: None

    Abilities
    • Fast Movement. The monk moves faster than normal, so long as he wears no armor and carries only a light load.
    • Hand-to-Hand Combat. The monk specializes in hand-to-hand combat (see table, below). The monk begins with a single hand-to-hand attack, and at 6th level gains an additional, off-hand, secondary attack. The monk's base armor class also increases as he progresses (see table). The monk gets a +2 on all overbearing and grappling checks.
    • Iron Body. The monk is more resistant than normal to harmful toxins, disease, effects that paralyze, control, or kill. At level 1 the monk gains a +1 on all saves against disease, poison, paralysis, polymorph, petrification, and death attack. The bonus increases to +2 at 3rd level, +3 at 6th level, +4 at 10th level, and +5 at 15th level.
    • Stun Attack. Once per round, but no more than once per level per day, the monk can make a stun attack. The attack must be declared in advance. If the monk successful strikes the foe, the foe must make a CON save or be stunned for 1d4 rounds.
    • Deflect Missiles. At 2nd level, the monk can deflect non-magical missiles. The monk must have at least one hand free and be aware of the missile. When the monk would normally be hit by a non-magical missile. he can make a DEX check to deflect the missile and suffer no damage. This can be done once per round for levels 2-5, twice per round for levels 6-10, three times at levels 11-15, four times at levels 16-20. This is not effective against siege weapon ammunition.
    • Iron Fists. Beginning at 3rd level, the monk can use an unarmed attack against creatures that can only be hit by magical weapons. At 3rd level this is equivalent to a +1 magical weapon.
    • Slow Fall. At 4th level, the monk can slow his fall if he is within ten feet of a vertical surface. The damage taken from the fall is reduced as though the fall were 20 feet shorter. At 6th level, 25 feet shorter, 30 feet at 9th level, 35 feet at 13th level, 40 feet at 18th level.
    • Feign Death. At 6th level the Monk can slow his body processes to appear to be dead. This state may be maintained for a number of rounds equal to the Monk's level.
    • Fast Healing. At 7th level, the Monk's body heals faster than normal. Each day, the Monk heals 1d4+1 hit points per level so long as he is in a calm environment and under no physical duress or mental stress.
    • Iron Mind. At 9th level the Monk gains a +3 to saves against confusion, charm, fear, and spells that affect the mind.
    • Death Strike. At 10th level, the Monk can deal death in a single blow. The attack must be announced ahead of time. The Monk must be of higher level than the target. This can be used once per week.


    Monk Base Armor Class / Attacks / Movement Progression.

    • Level 1: AC 11; 1d4 unarmed damage; 35 movement
    • Level 2: AC 12; 1d6 damage; 35 movement
    • Level 3: AC 12; 1d6 damage; 40 movement
    • Level 4: AC 13; 1d8 damage; 40 movement
    • Level 5: AC 13; 1d8 damage: 40 movement
    • Level 6: AC 13; 1d8/1d4 damage; 50 movement
    • Level 7: AC 14; 1d10/1d4 damage; 50 movement
    • Level 8: AC 14; 1d10/1d4 damage; 50 movement
    • Level 9: AC 14; 1d10/1d6 damage; 50 movement
    • Level 10: AC 14; 1d10/1d6 damage; 60 movement
    • Level 11 and up: AC 15; 1d10/1d6 damage: 60 movement


    A Monk's Base To-Hit Progression is as follows:

    Level / Bonus
    • 1 / +0
    • 2 / +1
    • 3 / +2
    • 4 / +3
    • 5 / +4
    • 6 / +5
    • 7 / +6
    • 8 / +7
    • 9 / +8
    • 10 / +9


    A Monk's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    • 1 / 0
    • 2 / 1751
    • 3 / 4001
    • 4 / 8501
    • 5 / 20001
    • 6 / 40001
    • 7 / 80001
    • 8 / 160001
    • 9 / 325001
    • 10 / 550001
     
  5. Steerpike

    Steerpike Felis amatus Moderator

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    Wizard

    Prime Attribute: INT
    HIt Die: d4
    Alignment: Any
    Weapons: Club, dagger, dart, staff
    Armor: None

    Abilties:

    • Spell Casting (see section on Magic and Spells)


    A Wizard's Base To-Hit Progression is as follows:

    Level / Bonus
    • 1 / +0
    • 2 / +1
    • 3 / +1
    • 4 / +1
    • 5 / +1
    • 6 / +2
    • 7 / +2
    • 8 / +2
    • 9 / +2
    • 10 / +3

    A Wizard's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    • 1 / 0
    • 2 / 2601
    • 3 / 5201
    • 4 / 10401
    • 5 / 20801
    • 6 / 42501
    • 7 / 85001
    • 8 / 170001
    • 9 / 340001
    • 10 / 500001


    * *

    Illusionist

    Prime Attribute: INT
    HIt Die: d4
    Alignment: Any
    Weapons: Club, dagger, dart, staff
    Armor: None

    Abilties:

    • Spell Casting (The Illusionist is a sub-class of Wizard. She receives fewer in-class spells, but receives added bonuses in casting illusion-based spells)
    • Sharp Senses (WIS). The Illusionist receives a +1 to all saving throws against illusions. The bonus increases to +2 at level 4; +3 at level 7; +4 at level 10; +5 at level 13; and +6 at level 16.
    • Disguise (CHA). The Illusionist can disguise herself and impersonate others. This requires 1d3x10 minutes of prep time. The disguise is good enough to fool normal observers. Suspicious observers receive an INT check.

    An Illusionist's Base To-Hit Progression is as follows:

    Level / Bonus
    • 1 / +0
    • 2 / +1
    • 3 / +1
    • 4 / +1
    • 5 / +1
    • 6 / +2
    • 7 / +2
    • 8 / +2
    • 9 / +2
    • 10 / +3

    An Illustionist's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    • 1 / 0
    • 2 / 2601
    • 3 / 5201
    • 4 / 10401
    • 5 / 20801
    • 6 / 42501
    • 7 / 85001
    • 8 / 170001
    • 9 / 340001
    • 10 / 500001
     
  6. Steerpike

    Steerpike Felis amatus Moderator

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    Cleric

    Prime Attribute: WIS
    Hit Dice: d8
    Alignment: Any (must conform to deity's requirements to gain bonuses)
    Weapons: Special, club, crowbill hammer, dagger, light or heavy flail, light hammer, light or heavy mace, morningstar, quarterstaff, war hammer
    Armor: Any

    Abilities:

    • Turn Undead (WIS). The Cleric has the ability to turn or even destroy undead creatures within a 60' range. In most cases, the number of undead turned will be 1d12 plus the Cleric's level. If the Cleric is five or more levels higher than the undead, the undead are destroyed. The Cleric must display a "holy symbol" to focus the life energies needed.
    • Spells. See rules on magic for specifics regarding Clerics.


    A Cleric's Base To-Hit Progression is as follows:

    Level / Bonus
    • 1 / +0
    • 2 / +1
    • 3 / +1
    • 4 / +2
    • 5 / +2
    • 6 / +3
    • 7 / +3
    • 8 / +4
    • 9 / +4
    • 10 / +5


    A Cleric's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    • 1 / 0
    • 2 / 2251
    • 3 / 5001
    • 4 / 9001
    • 5 / 18001
    • 6 / 35001
    • 7 / 70001
    • 8 / 140001
    • 9 / 300001
    • 10 / 425001

    * *

    Druid

    Prime Attribute: WIS
    Hit Dice: d8
    Alignment Any Neutral
    Weapons: Bows, club, dagger, dart, hand axe, hammers, scimitar, scythe, slung, sickle, spears, sword, staff
    Armor: Cuir bouille, laminar leather, padded leather, leather coat, hide

    Abilities:

    • Nature Lore (WIS). The Druid can identify plants and animals in the type of environment where the Druid was trained or currently lives.
    • Resist Elements. At level 2, the Druid gains a +2 bonus to saving throws against earth, water, fire, air, cold, and lightning attacks.
    • Woodland Stride: At level 3, the Druid gains the ability to move through natural thorns, briars, overgrown areas, and similar terrain at normal speed. The Druid can do this without leaving a trail that can be tracked.
    • Totem Shape: At level 6 the Druid gains a spell-like ability to change into a small or medium sized animal once per day. The Druid chooses his Totem Shape upon gaining this ability. It cannot be changed. The Druid gains a new Totem Shape at 7th level, and again at 8th level. At 12th level the Druid can take the shape of a larger version of the previously-chosen shapes.
    • Spell casting. See the section on Magic.

    A Druid's Base To-Hit Progression is as follows:

    Level / Bonus
    1 / +0
    2 / +1
    3 / +1
    4 / +2
    5 / +2
    6 / +3
    7 / +3
    8 / +4
    9 / +4
    10 / +5

    A Druid's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    1 / 0
    2 / 2001
    3 / 4251
    4 / 8501
    5 / 17001
    6 / 35001
    7 / 70001
    8 / 180001
    9 / 275001
    10 / 400001
     
    Last edited: Dec 27, 2012
  7. Steerpike

    Steerpike Felis amatus Moderator

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    Knight

    NOTE: This class has certain abilities tied to mounts and mounted combat. Use of a mount will not always be plausible in the campaign, so keep that in mind when choosing this class. For example, traveling through a dungeon would not be conducive to riding a mount. Also, a Knight has to follow a Code of Conduct and should be roleplayed in accordance with their code).

    Prime Attribute: CHA
    Hit Dice: d10
    Alignment: Any
    Weapons: Any, except as limited by Code of Conduct
    Armor: Any

    Abilities:

    • Birthright Mount. The Knight starts with a fully-outfitted riding horse. This is not a warhorse trained for battle, but a hardy, graceful mount for transportation and show.
    • Horsemanship. Knights are trained in mounted combat. They do not need to make a check to saddle, mounts, ride, dismount, perform simple leaps and obstacle maneuvers, and so on. They can fight from a warhorse without penalty. With successful checks, they can perform the following actions:
      • Deflect. Positioning the mount between opposing and Knight or so as to offer maximum cover for Knight while allowing mount to avoid blows. +4 AC for Knight; +2 AC for mount.
      • Cover. The Knight can drop and ride alongside the mount. +6 AC against foes on the opposite side of the mount.
      • Fall Softly. The Knight can attempt to take no damage when falling from a horse.
      • Leap. The Knight may direct the mount to leap obstacles as part of its movement.
      • Charge. The Knight inflicts triple damage upon a successful charge with a lance.
    • Inspire. The presence of a Knight on the field of battle can alter the mood of armies and change the tide of combat. Any person friendly to the Knight gains a to-hit bonus equal to the Knights CHA modifier. This can be used once per day and lasts a number of rounds equal to the Knight's level. At 1st level the Knight can affect up to 12 allies; 25 allies at 3rd level; 50 at 5th level; 250 at 7th level; 1000 at 9th level; 5000 at 12th level; and up to 20,000 at 12th level. The ability cannot be used in conjunction with Embolden or Demoralize.
    • Embolden. At level 3, the Knight instills courage in her companions and followers. Any companions within 30 feet gain +1 to STR, DEX, CON, and INT saving throws, and a +2 to WIS and CHA saving throws. This can be used once per day and lasts a number of rounds equal to the Knight's level.
    • Demoralize. At level 5, the Knight causes fear and dread in the ranks of the opponent. Enemies suffer a -4 penalty to CHA checks. They must also save versus Fear at -4 or suffer a -1 to hit penalty. This can be used once per day and lasts a number of rounds equal to the Knight's level.
    • Battlefield Dominance. At level 8, the Knight can use all three of Demoralize, Embolden, and Inspire in the same round, in addition to their regular individual use.
    • Call-to-Arms. At level 10, the Knight begins to attract followers to his cause.

    Code of Conduct

    The Knight follows a strict code of conduct and honor. This can be established between the player and GM. A typical Code of Conduct is provided below. The player may wish some variation on this, but it should be relatively close:

    • Courage. A Knight does not flee. So long as any hope of victory remains, the Knight is bound to fight until death or until victory is achieved.
    • Defense. The Knight defends her liege, nation, family, and all those who depend on her strength or are under her protection.
    • Discretion. A Knight does not demean others, does not gossip, spread lies, or commit slander.
    • Excellence. The Knight strives for excellence in everything she undertakes.
    • Faith. The Knight has a firm faith in her beliefs. She does not waver.
    • Honor. The Knight is honest is dealing with others and quick to remedy an injustice. She keeps her word and follows through on commitments. She performs deeds that bring honor to her and her liege. She does not attack unarmed or helpless foes, or those who beg for mercy.
    • Humility. It is unseemly for a Knight to be boastful. She does not trumpet her own accomplishments, but praises the contributions of others.
    • Justice. The Knight seeks justice and the 'right' path, without regard to personal interests or bias. She strives to punish the guilty, but remembers that justice without mercy can be unjust it and of itself. She treats others with fairness and honesty, and mediates disputes impartially.
    • Largesse. The Knight is as generous as possible.
    • Loyalty. The Knight's word is her bond, and an oath sworn is never broken. She keeps sacred any confidence entrusted to her.
    • Nobility. The Knight strives for perfection even though she knows it cannot be achieved. She seeks stature by upholding the virtues of her Knighthood.
    • Valor. The Knight acts with valor in all things, and faces death in the same manner.


    A Knight's Base To-Hit Progression is as follows:

    Level / Bonus
    • 1 / +0
    • 2 / +1
    • 3 / +2
    • 4 / +3
    • 5 / +4
    • 6 / +5
    • 7 / +6
    • 8 / +7
    • 9 / +8
    • 10 / +9

    A Knight's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    • 1 / 0
    • 2 / 2251
    • 3 / 4501
    • 4 / 9001
    • 5 / 18001
    • 6 / 36001
    • 7 / 72001
    • 8 / 150001
    • 9 / 300001
    • 10 / 600001
     
  8. Steerpike

    Steerpike Felis amatus Moderator

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    Paladin

    Prime Attribute: CHA
    Hit Dice: d10
    Alignment: Lawful Good
    Weapons: Any
    Armor: Any

    Abilities:

    • Cure Disease. At level 1, the Paladin can cure any disease once per week. Twice per week at level 6 and three times per week at level 12.
    • Detect Evil. The Paladin can detect evil as an innate ability. The Paladin simply concentrates on a person or creature within 60 feet.
    • Divine Aura. The Paladin receives a +2 bonus to AC and +2 bonus to all saves against evil creatures.
    • Divine Health. The Paladin is immune to all diseases of any origin.
    • Lay on Hands. A Paladin can cure 2 hit points per level once per day.
    • Turn Undead (WIS). At level 3, the Paladin gains the ability to turn undead as a level 1 Cleric. The Paladin adds his 'turning level' to the check, not his actual level. At level 5 he turns undead as a level 3 Cleric and so on.
    • Divine Mount. At level 4, the Paladin gains the ability to call a divine warhorse or other mount.
    • Aura of Courage. At level 6, the Paladin is immune to Fear. Allies within 10 feet gain a +4 bonus against Fear effects.
    • Smite Evil. One per day a Paladin of level 9 or higher may attempt to Smith Evil with a normal melee attack. The Paladin adds his CHA modifier to the attack roll and deals one extra point of damage per level of the Paladin. This can only be used against evil creatures.
    • Divine Healing. At level 12, the Paladin can wipe away disease and injury, completely curing all diseases, blindness, deafness, hit point damage, neutralizing poison, and so on. The ability does not restore permanently drained levels, remove negative levels, or restore permanently drained ability scores. The ability can be used once per week.

    A Paladin's Base To-Hit Progression is as follows:

    Level / Bonus
    • 1 / +0
    • 2 / +1
    • 3 / +2
    • 4 / +3
    • 5 / +4
    • 6 / +5
    • 7 / +6
    • 8 / +7
    • 9 / +8
    • 10 / +9

    A Paladin's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    • 1 / 0
    • 2 / 2701
    • 3 / 5501
    • 4 / 12001
    • 5 / 24001
    • 6 / 48001
    • 7 / 95001
    • 8 / 180001
    • 9 / 360001
    • 10 / 700001
     
  9. Steerpike

    Steerpike Felis amatus Moderator

    11,073
    3,445
    413
    Bard

    Prime Attribute: CHA
    Hit Dice: d10
    Alignment: Any
    Weapons: Broadsword, bows, club, dagger, dart, hand axe, hammers, javelin, longsword, rapier, scimitar, short sword, sling, spear, staff
    Armor: Breastplates, chain shirt, cuir bouille, greek ensemble, hide, laminar leather, leather, leather coat, padded, ring mail, studded leather.

    Abilities:

    • Decipher Script (INT). The Bard can decipher a message written in an unfamiliar language or in code. A check may be made only once per writing.
    • Exalt (CHA). The Bard can inspire listeners and companions to surpass their normal level of performance. The ally gains a +2 on any action requiring an attribute check. It does not affect attack rolls. The ally must be able to see and hear the Bard and be within 60 feet. The ability can be used once per day per level. At level 6, the bonus is +3; at level 12 it is +4; and at level 15 it is +5.
    • Legend Lore (CHA). Bards are masters of lore, myth, and archaic knowledge. With a successful attribute check, the Bard gains or remembers relevant information about people, legendary items, or other relevant subjects. The challenge level of the check is based on whether the knowledge is common, uncommon, obscure, or extremely obscure.
    • Fascinate. At level 4, the Bard can place a single creature into a trance. The creature must be able to see and hear the Bard, and must be able to pay attention to the Bard. The Bard can produce this effect through song or poetics. The creature gets a CHA save to resist the effect. While fascinated, the target is treated as prone and also suffers as -4 to all saves and -5 to AC. The Bard's power of fascination grows as the Bard gains levels. At level 5 the Bard may attempt to 'charm person' against a fascinated target. At level 8, the Bard may attempt to implant a 'suggestion' in the fascinated target. At level 12, the Bard may attempt antipathy/sympathy on the fascinated target. At level 18, the Bard may attempt 'mass suggestion' on fascinated creatures. The Bard may fascinate a number of creatures equal to the Bard's level, minus 2.
    • Exhort Greatness. At level 9, the Bard can inspire greatness in one other creature. The creature must be able to see and hear the Bard and must be within 30 feet. The inspired creature gains a +2 on all to-hit rolls and temporary hit points as if two hit dice higher in level. The effect lasts for six rounds at level 9, and one additional round for each level beyond 9.

    A Bard's Base To-Hit Progression is as follows:

    Level / Bonus
    • 1 / +0
    • 2 / +1
    • 3 / +2
    • 4 / +3
    • 5 / +4
    • 6 / +5
    • 7 / +6
    • 8 / +7
    • 9 / +8
    • 10 / +9

    A Bard's Experience (XP) / Level Progression is as follows:

    Level / XP Required
    • 1 / 0
    • 2 / 1501
    • 3 / 3251
    • 4 / 7501
    • 5 / 15001
    • 6 / 30001
    • 7 / 60001
    • 8 / 120001
    • 9 / 240001
    • 10 / 450001
     
  10. SeverinR

    SeverinR Vala

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    "The Thief must use a close-quarters melee weapon to make the attack."
    Is this any melee weapon or a smaller melee weapon? "Close quarters".
    Knife only or will longsword work?
     
  11. Steerpike

    Steerpike Felis amatus Moderator

    11,073
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    As long as it is a melee weapon that can be used within 5 feet, you're find. That encompasses most weapons. If you have a long spear, or another type of polearm, you can't use this ability from 10 feet away.
     
  12. myrddin173

    myrddin173 Maester

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    What exactly are "hit dice"? I feel like I should know but the answer escapes me. Also in the Assassin's ability Sneak Attack it mentions "The thief gets a +2 blah blah blah" is that just a typo?
     
  13. Steerpike

    Steerpike Felis amatus Moderator

    11,073
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    Hit Dice are the type of die you roll for your hit points. At first level, everyone gets max hit points. Your CON modifier is added to your die roll. If you have d8 for Hit Dice and a CON modifier of 1, at first level you'd have 9 hit points. At second level, you'd roll a d8 and add 1 to the result, then add the total to your 9 existing hit points to get your new hit point total.

    The mention of "Thief" under the Assassin class is a typo.
     
  14. Nihal

    Nihal Vala

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    What would be the penality of using a short spear instead of a staff as a magic user? This kind of spear, meant for this kind of use, used by a character nowhere as skilled. I like to poke things with the pointy end sometimes.

    Oh, wait. She would be almost as skilled as the one who got smacked thrice in the face then died.
     
    Last edited: Feb 1, 2013
  15. Steerpike

    Steerpike Felis amatus Moderator

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    I don't see a reason for a penalty with that weapon. The short spear is 1d6 damage, instead of the 1d8 of the longer version. If you're casting magic that requires a lot of hand gestures or movements you might want to drop the spear first. If you want to play a caster in the game, check out the sticky thread on magic first. It is the one thing that is very different from normal D&D-style rules.
     
  16. Nihal

    Nihal Vala

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    Yaaay!

    I checked the topic. I'm not really used to magic classes anyway, the last ones I've played were a Warlock of the 4th D&D and a healer in GURPS, which is really different. It's a fun (and magic-unfriendly) system, when your mana ends - what happens really often - you start to use your HP to cast. Fun stuff!

    I could be your little mice for your modified system, no one else picked an offensive magic user, right? I might not be a good one for I play things in ways they weren't meant to be played, but, oh well...
     
  17. Ireth

    Ireth Myth Weaver

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    I'm curious about the Charge ability that knights have. Is it only effective with lances, or can other weapons work too? I'd love to see Cadell charge the lizard queen for triple damage with his sword. XD
     
  18. Ravana

    Ravana Istar

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    Unfortunately for present circumstances, the ability probably won't help you much–since it's part of Horsemanship, and your horse was too smart to jump down a hole and follow you. ;)

    (Though I suppose you might try to pull a Nodrick.… :p )

    More generally: yes, the intent is that it applies to the use of a lance from horseback. The equipment list in C&C mentions that both lances and spears deal double damage when used from a charging mount–regardless of who's using it; the knight's triple damage is an ability specific to his class and the use of the lance.
     
    Last edited by a moderator: Oct 11, 2017
  19. Ireth

    Ireth Myth Weaver

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    I thought so. Oh well. XD Looks like he wouldn't get the chance to charge anyway, since Baldhart wants to talk to the queen. And I still have no idea what went on with that lizard Rydh just tried to knock down.
     
  20. Martha

    Martha Banned

    10
    0
    1
    Bait
    Lug Worm
    Minnow
    Chicken Egg (obtained from Farming)
    Glowworm Bait
     
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