ODD: DESCRIPTIVE TERMINOLOGY
PRIME ATTRIBUTE: There is one prime attribute designated for each class. If the character is human, the player is allowed to choose two more prime attributes for that character for a total of three. All other races allow the player to choose only one more prime attribute for a total of two.
HIT DICE (HD): This is the die type rolled, at each level, for the character’s hit points. The constitution bonus is added to the result whenever hit points are rolled. The results are cumulative, so a 5th level fighter has 5d10 hit points.
ALIGNMENT: The suggested alignment for the class.
WEAPONS: All members of the class are proficient in the use of every weapon on this list. If a character uses a weapon that does not appear on this list, the character suffers a –4 penalty on all the "to hit" rolls with that weapon.
ARMOR: All members of the class are proficient in the use of every armor type on this list. A character may also wear any armor, but if the armor type does not appear in the list, the character cannot use any of their class abilities while the armor is worn unless the description of the ability states otherwise. Several of the classes have restrictions on the type of armor they can wear. These are listed in each class description. However, TABLE: ARMOR, SHIELDS AND HELMS CLASS REFERENCE (below), is supplied as a quick reference for all the classes.
TABLE: ARMOR, SHIELDS AND HELMS CLASS REFERENCE
CLASS ARMOR SHIELDS HELMS
-----------------------------------
Cleric Any Any Any
Fighter Any Any Any
Rogue Light Small None
Wizard None None None
The armor use restrictions reflect that class’s training and experience and the limitations of it. Classes with no familiarity with certain types of armor cannot be expected to wear them and act without their abilities being hampered.
For example, the rogue Felthing has grown up on the streets of Margleburg and has never before worn any armor other than leather and padded. When Felthing puts on his first set of full plate mail, it is likely that a certain amount of discomfort and restriction would hamper Felthing’s ability to pick a pocket. This being the case, armor is restricted to reflect that class archetype’s background.
This does not mean that the rogue would be unable to wear plate mail. Any class can wear any armor. If they do, their abilities may be affected.
For example, if a wizard wears any armor they can not cast spells. Similar restrictions apply to many of the classes and in several cases only restrict the use of certain class abilities. The rogue and assassin have variable effects as described in their class descriptions.
ABILITIES: This is a list of abilities possessed by the class. Explanations are contained in the text for each class. An attribute in parentheses indicates that using the ability requires an attribute check.
LEVEL: Characters advance in levels as they gain experience. Their abilities, and their capacity to perform them, increase as well.
BONUS TO HIT (BTH): This is the modifier that is added to a ‘hit roll’ when making a melee or missile attack.
EXPERIENCE POINT PROGRESSION (EPP): This is a table that lists the amount of experience points needed to gain each level.
For example, a 4th level fighter needs 17001 experience points to reach 5th level.
FAVORED CLASS: A character’s favored class doesn’t count against him or her when determining experience point penalties for multiclassing.
LANGUAGES: All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.
Literacy
Any character can read and write all the languages he or she speaks.
DEITY: The God that a players character worships. Examples from the
Egyptian Pantheon and the
Gods of the Greeks may be used as reference.
SMALL: A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a Medium character.
A Small character must use smaller weapons than a Medium character.
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