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Barbarians
Barbarians
are brave, even reckless, and their warrior skills make them
well suited to adventure. Instead of training and discipline,
barbarians
have a powerful rage that makes them stronger, tougher, and
better able to withstand attacks. They only have the energy
for a few such displays per day, but it is usually sufficient.
Constant exposure to danger has also given barbarians
a sort of "sixth sense", the preternatural ability
to sense danger and dodge attacks, and their running stamina
is legendary.
With their toughness and
fighting ability they are the shock troops of the D&D
world. People picture the typical barbarian
as the huge Viking type from somewhere to the 'North'. Keep
in mind that this does not have to be the only example of
a barbarian. They have this
stunning ability to rage in combat which makes them
stronger and tougher, becoming a tornado of destruction- what
other examples of characters would have this frightening ability?
A barroom brawler? A crazy street lunatic? A daring rich duelist
bent on revenge? Consider different possibilities for the
barbarian. While they are detailed
in the Players Handbook as the typical example of wandering
Norsemen-type, you do not have to be that when creating your
character. |
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Bards
Bards often
serve as negotiators, messengers, scouts, and spies. They
love to accompany heroes (and villains) to witness heroic
(or villainous) deeds firsthand, since a bard
who can tell a story from personal experience earns renown
among his fellows. A bard casts arcane spells
without any advance preparation, much like a sorcerer. Bards
also share some specialized skills with rogues, and their
knowledge of item lore is nearly unmatched. A high Charisma
score allows a bard to cast high-level spells.
Bards
are very difficult to classify as they are part scholar, part
thief, part spy, part spell caster and part warrior. With
so many routes to focus on a common error is to try and be
good at everything and that leads to being mediocre at all.
To play a successful bard a player must think
about what sort of character they would want to play and select
certain parts to emphasize. For example, a combat based bard
would focus on his physical attributes over Charisma (which
determines spell ability) and take a few spells that aid directly
to fighting. On the other hand, a player who wishes to be
a spy or entertainer would focuses on persuasion and more
Charisma-based skills. |
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Clerics
Clerics
act as intermediaries between the earthly and the divine (or
infernal) worlds. A good cleric
helps those in need, while an evil cleric
seeks to spread his patron's vision of evil across the world.
All clerics
can heal wounds and bring people back from the brink of death,
and powerful clerics
can even raise the dead. Likewise, all clerics
have authority over undead creatures, and they can turn away
or even destroy these creatures. Clerics
are trained in the use of simple weapons, and can use all
forms of armor and shields without penalty, since armor does
not interfere with the casting of divine spells. In addition
to his normal complement of spells, every cleric
chooses to focus on two of his deity's domains. These domains
grants the cleric
special powers, and give him access to spells that he might
otherwise never learn. A cleric's
Wisdom score should be high, since this determines the maximum
spell level that he can cast.
What is not emphasized
in the above description is that fact that a Cleric
is the only class that is the closest to being a Fighter/Magic-User
without multiclassing. They have a huge range of spells, all
of which are not effected by armor and so they can protect
them selves in battle far better than other magic users. In
addition they have very good hit points (1d8 for the Cleric
compared to the Sorcerer or Wizard's 1d4 per level), the use
of shields and some weapons. These special considerations
shatter the stereotype of a Cleric
as a priestly type in a long robe handing out alms
for the poor. Players must also include the crusader in full
plate as an archetype of a Cleric. |

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Druids
Druids
gain power not by ruling nature but by being at one with it.
They hate the unnatural, including aberrations or undead,
and destroy them where possible. Druids
receive divine spells from nature, not the gods, and can gain
an array of powers as they gain experience, including the
ability to take the shapes of animals. The weapons and armor
of a druid
are restricted by their traditional oaths, not simply training.
A druid's
Wisdom score should be high, as this determines the maximum
spell level that they can cast.
Druids
and Rangers are two sides of one coin. Druids
can be seen as the embodiment of the power of nature while
Rangers can be viewed as the highly skilled experts and warriors
of the wild.
Druids,
while able warriors themselves, focus on the use of magic
and magical abilities to battle their enemies. They have a
dizzying array of abilities that they are granted as they
progress to higher levels but, unlike the Bard, apart from
Wisdom there are few other things that need to be considered
in the creation of a druid as
his or her special abilities are not based on anything but
druid level. That means that
having a high Cha, for example, does not make your Wildshape
ability at 5th level better (as turning undead becomes better
with higher Cha for Clerics). This frees the players to pick
and choose what sort of druid
they want to make and not be concerned about innate abilities
as they will be granted through experience.
Something to keep in mind
while you are thinking about your character is that Druids
are a reflection of nature- both beautiful and dangerous and
thus, they must keep a balance within themselves about their
world- that is, all Druids must
remain very close to Neutral in alignment as nature is a giver
and taker of life in equal measure. A careful reading of alignment
is important to understand the frame of mind of a player wishing
to play a Druid character. If
a Druid moves away form Neutral they lose a great deal of
their Druidic abilities. |

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Fighters
Fighters
can be many things, from soldiers to criminal enforcers. Some
see adventure as a way to get rich, while others use their
skills to protect the innocent. Fighters
have the best all-around fighting capabilities of the PC classes,
and they are trained to use all standard weapons and armor.
A fighter's rigorous martial training grants
him many bonus feats as he progresses, and high-level fighters
have access to special melee maneuvers and exotic weapons
not available to any other character.
Fighters
fight. They are the regular army grunt, the ones that go in
first and come out last on the battlefield. In most other
things; magic use, skills, additional abilities they are very
limited but they cannot be equaled in straight fighting. They
have access to any weapon or any armor in the game and can
use each of them all equally well. The puzzle the player must
solve is what type of fighter they want to
be. They are granted the most (fighting) feats in the game
and thus, can tailor what sort of fighting they wish to master.
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Monks
Monks
are versatile warriors skilled at fighting without weapons
or armor. Good-aligned monks serve as protectors
of the people, while evil monks make ideal
spies and assassins. Though they don't cast spells, monks
channel a subtle energy, called ki. This energy allows
them to perform amazing feats, such as healing themselves,
catching arrows in flight, and dodging blows with lightning
speed. Their mundane and ki-based abilities grow
with experience, granting them more power over themselves
and their environment. Monks suffer unique
penalties to their abilities if they wear armor, as doing
so violates their rigid oath. A monk wearing
armor loses their Wisdom and level based armor class bonuses,
their movement speed, and their additional unarmed attacks
per round.
There is no other class
that is given quite as many strange and unique abilities as
the Monk. To be able to use unarmed attacks
that cause as much damage in combat as a trained fighter with
a magic weapon is an astonishing feat and thus, the Monk
is rare and special individual. The Monk's
special abilities are mostly based on the prevention of damage;
the best saving throws in the game, additional natural armor
class through keen awareness of surroundings (Wis) and ever
increasing layers of resistances to poisons, aging, mental
attacks and so on. The Monk training is so
particular and rigorous that, once you leave the class and
multiclass to another class, you cannot ever take up the Monk's
path again.
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Paladins
Paladins
take their adventures seriously, and even a mundane mission
is, in the heart of the paladin, a personal
test—an opportunity to demonstrate bravery, to learn
tactics, and to find ways to do good. Divine power protects
these warriors of virtue, warding off harm, protecting from
disease, healing, and guarding against fear. The paladin
can also direct this power to help others, healing wounds
or curing diseases, and also use it to destroy evil. Experienced
paladins can smite evil foes and turn away
undead. A paladin's Wisdom score should be
high, as this determines the maximum spell level that they
can cast. Many of the paladin's special abilities
also benefit from a high Charisma score.
Very few players can play
a good Paladin as they are written. It is
very difficult to play a character that is Good with a capital
'G'. This makes playing a Paladin one the
toughest to do- but not impossible. You will find that sticking
to Lawful Good in a world where it is easier to hit first
and loot the body is demanding. For those who can play a Paladin
well, they are a formidable class with many, many benefits.
This does not mean that players must play all Paladins
according to the stereotype- ultra-conservative, inflexible,
close-minded, do-gooder. There is nothing in the rules about
what sort of personality (you don't have be nice to do the
right thing), what sort of clothing (ever heard of a Paladin
in multi-colored armor?), what sort of habits are even state
of mind you have to have. Make the character your own.
A Paladin
is not just a fighter with 'lots of stuff'. A better way to
see the Paladin is as a war-like Cleric.
They are designed to be warriors with the added bonus of some
magic that is focused on battling evil. As a result, when
you are crafting your Paladin you must take
to consideration a great number of things.
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Rangers
Rangers are skilled
stalkers and hunters who make their home in the woods. Their
martial skill is nearly the equal of the fighter, but they
lack the latter's dedication to the craft of fighting. Instead,
the ranger focuses his skills and training
on a specific enemy—a type of creature he bears a vengeful
grudge against and hunts above all others. Rangers
often accept the role of protector, aiding those who live
in or travel through the woods. His skills allow him to move
quietly and stick to the shadows, especially in natural settings,
and he also has special knowledge of certain types of creatures.
Finally, an experienced ranger has such a
tie to nature that he can actually draw on natural power to
cast divine spells, much as a druid does, and like a druid
he is often accompanied by animal companions. A ranger's
Wisdom score should be high, as this determines the maximum
spell level that he can cast.
As Clerics have the Paladin
as their warrior incarnations so do Druids have the Ranger
as thier fighting embodiment. The Ranger
is given far more combat related powers and far less magic
with which to battle their enemies. Rangers
can also be viewed as the scouts, detectives, and trackers
of the D&D world. While it is true that in the wilderness
the Ranger cannot be matched, his or her
skills are no less useful in the city or deep in the heart
of a stony dungeon.
A Ranger
can be of any alignment and thus, it is up to the player to
develop a personality that can be as varied as the wilderness
itself.
The Ranger
has the unique ability to study a group of creatures so extensively
that he gains many bonuses when confronted with them. As a
Ranger gains experience he can not only include
more groups but increase his bonuses against his existing
favored enemies.
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Rogues
Rogues have little
in common with each other. While some - maybe even the majority
- are stealthy thieves, many serve as scouts, spies, investigators,
diplomats, and simple thugs. Rogues are versatile,
adaptable, and skilled at getting what others don't want them
to get. While not equal to a fighter in combat, a rogue knows
how to hit where it hurts, and a sneak attack can dish out
a lot of damage. Rogues also seem to have
a sixth sense when it comes to avoiding danger. Experienced
rogues develop nearly magical powers and
skills as they master the arts of stealth, evasion, and sneak
attacks. In addition, while not capable of casting spells
on their own, a rogue can sometimes "fake it" well
enough to cast spells from scrolls, activate wands, and use
just about any other magic item.
The Rogue
is only character where skills are of paramount importance.
Rogues have the highest skill points per
level and access to the most skills of any character class.
For this reason Rogues become the Jack-of-All
Trades as they seem to have a bit of knowledge about a wide
variety of topics. Whereas a fighters get few skill points
and even fewer in-class areas to spend them the Rogue
can throw a few points into a great deal of skills 'just in
case'. Rogues are not solely limited to learned
skills, however, as they are given one of the most devastating
combat abilities in the game: the Sneak Attack. At higher
levels this is the most damaging combat attack in the D&D
world. A Rogue can quickly end a deadly struggle
with one quick strike from the shadows. As mentioned above,
the rest of the Rogue's combat abilities
are for avoiding damage altogether- armor class bonuses even
if surprised and an almost magical avoidance of certain attacks
makes the Rogue a viable combatant.
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Sorcerers
Sorcerers are arcane spellcasters who manipulate
magic energy with imagination and talent rather than studious
discipline. They have no books, no mentors, no theories—just
raw power that they direct at will. Sorcerers
know fewer spells than wizards do and acquire them more slowly,
but they can cast individual spells more often and have no
need to prepare their incantations ahead of time. Also unlike
wizards, sorcerers cannot specialize in a
school of magic. Since sorcerers gain their
powers without undergoing the years of rigorous study that
wizards go through, they have more time to learn fighting
skills and are proficient with simple weapons. Charisma is
very important for sorcerers; the higher
their value in this ability, the higher the spell level they
can cast.
Sorcerers
seem to show up regularly as the central hero in fantasy novels;
a young inexperienced servant/ stable hand/ sheepherder is
really the last in a long line of magic users and has yet
to tap their awesome magic potential. It is this innate potential
that separates the Sorcerer from any other
magic using class. All their ability comes from within and
requires no study, no prayer and without long hours of practice.
Since their brainpower is not used in the acquiring of their
magic ability they use their own awareness of self and their
own confidence in their abilities to decide what their potential
is. This is demonstrated in game terms through their Cha.
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Wizards
Wizards are arcane spellcasters who depend
on intensive study to create their magic. To wizards,
magic is not a talent but a difficult, rewarding art. When
they are prepared for battle, wizards can
use their spells to devastating effect. When caught by surprise,
they are vulnerable. The wizard's strength
is her spells; everything else is secondary. She learns new
spells as she experiments and grows in experience, and she
can also learn them from other wizards. In
addition, over time a wizard learns to manipulate
her spells so they go farther, work better, or are improved
in some other way. A wizard can call a familiar:
a small, magical, animal companion that serves her. With a
high Intelligence, wizards are capable of
casting very high levels of spells.
Epic fantasy stories are
never complete without the elderly spell caster who delves
deep into forgotten tombs and welds spells of awesome power
and might. These are the wizards within the
D&D world, subject to long hours of study but reaping
untold benefits of power and knowledge through hard work.
It requires patience and diligence to be a successful wizard
and it is not an easy road.
Since this form of magic
use is based on careful study, that factor must be considered
when creating a personality for your wizard.
Is he or she diligent, blasé or frustrated by the constant
study and memorization? Why would someone put themselves through
all the long hours of study?
Alignment is not a consideration
so a character can range from a pathological self-absorption
to a Paladin-like commitment to all things good. All the player
needs to consider is how the wizard's power
will be used.
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PRESTIGE CLASSES

Arcane Archers
Master of the elven warbands, the arcane archer is a warrior skilled
in using magic to supplement their combat prowess. Fighters, ranger,
paladins and barbarians become arcane archers to add a little magic
to their combat abilities. Conversely, wizards and sorcerers may
take this prestige class to add combat capabilities to their repertoire.
Assassin
The assassin is the master of dealing quick, lethal blows. Assassins
also excel at infiltration and disguise. Assassins often function
as spies, informants, killers for hire, or agents of vengeance.
Their training in anatomy stealth, poison, and the dark arts allows
them to carry out missions of death with shocking, terrifying precision.
Blackguard
The blackguard epitomizes evil. He is nothing short of a mortal
fiend. The quintessential black knight, this villain carries a reputation
of the foulest sort that is very well deserved. Consorting with
demons and devils serving dark deities, the blackguard is hated
and feared by all. Some people call these villains anti-paladins
due to their completely evil nature. Their black hearts revel only
in darkness.

Champions of Torm
Champions of Torm are mighty warriors who dedicate themselves to
Torm's cause, defending holy ground, destroying enemies of the church,
and slaying mythical beasts.
Dwarven Defender
The defender is a sponsored champion of a dwarven cause, a dwarven
aristocrat, a dwarven deity or the dwarven way of life. As the name
might imply, this character is a skilled combatant trained in the
arts of defense. A line of dwarven defenders is a far better defense
than a 10-foot-thick wall of stone, and much more dangerous.
Harpers
Harpers are members of a secret society dedicated to holding back
evil, preserving knowledge, and maintaining the balance between
civilization and the wild. Harpers learn arcane spells and many
skills to help them in their duties of espionage, stealth and reporting
information. Many Harpers are bards, but by no means all. Ranger,
rogue, sorcerer and wizard are common vocations for Harpers, as
these classes tend to have versatility and mobility. All have some
skill at manipulating others, a resistance to outside mental influences,
acute abilities of perception, and a talent for solving problems.
Not all Harpers are members of the Harper prestige
class, and rank within the organization does not depend upon a character’s
level in this or any other class. However, most of the higher-ranked
Harpers have at least one level in the Harper prestige class.

Pale Masters
Necromancy is usually a poor choice for arcane spellcasters. Those
who really want to master the deathless arts almost always pursue
divine means. However, an alternative exists for those who desire
power over undead, without losing too much of their arcane power.
Enter the pale master, who draws on a font of special lore that
provides a macabre power all its own.
Shadowdancers
Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and unknown,
never completely trusted but always inducing wonder when met.
Rogues, bards and monks make excellent shadowdancers,
but fighters, barbarians, rangers and paladins also find that shadowdancer
abilities allow them to strike at their opponents with surprise
and skill. Wizard, sorcerer, cleric and druid shadowdancers employ
the defensive capabilities inherent in the prestige class to allow
them to cast their spells from safety and move away quickly. Despite
their link with shadows and trickery, shadowdancers are as often
good as evil. They may use their incredible abilities as they wish.
Shadowdancers often work in troupes, never staying
in one place too long. Some use their abilities to entertain. Others
operate as thieves, using their abilities to infiltrate past defenses
and dupe others. All shadowdancer troupes maintain an aura of mystery
among the populace, who never know whether to think well or ill
of them.

Shifters
Shifters have no form to call their own. Instead, they clothe themselves
in whatever shape is most expedient at the time. Shifters actually
come closer to their true self through transformation. Out of necessity,
a Shifter's sense of self is based not on outward form, but on soul,
which is the only constant about them. It is the inner strength
of that soul which enables them to take on any shape and remain
themselves within.

Red Dragon Disciples
It is rumored that the magical powers of sorcerers and bards are
somehow connected to the presence of dragon blood in their family
tree. Red Dragon Disciples are sorcerers, and sometimes bards, who
use their magical power as a catalyst to ignite their red dragon
blood, realizing its fullest potential. They prefer a life of exploration
to a cloistered existence. Already adept at magic, many pursue adventure,
especially if it furthers their goal of finding out more about their
draconic heritage. They often feel drawn to areas known to harbor
dragons.

Weapon Masters
For a weapon master, perfection is found in the mastery of a single
melee weapon. A weapon master seeks to unite this weapon of choice
with the body, to make them one, and to use the weapon as naturally
and without thought as any other limb.

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