Difference between revisions of "Classes"
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'''Starting Equipment''' - 1 Trinket | '''Starting Equipment''' - 1 Trinket | ||
| + | This is then followed by the following standard tables. These may be modified depending on the Class. | ||
| − | + | ||
| + | {| class="wikitable" | ||
| + | !colspan="11"|Class Combat | ||
| + | |- | ||
| + | |''Level'' | ||
| + | |'''XP''' | ||
| + | |'''HP''' | ||
| + | |'''thac0''' | ||
| + | |'''Attacks''' | ||
| + | |'''Opportunity Actions''' | ||
| + | |'''Save vs. Para/Pois/Death''' | ||
| + | |'''Save vs. Rods/Staves/Wands''' | ||
| + | |'''Save vs. Petri/Poly''' | ||
| + | |'''Save vs. Breath/Cloud/Spray''' | ||
| + | |'''Save vs. Spells/Raw Magic''' | ||
| + | |- | ||
| + | |} | ||
Revision as of 08:30, 21 July 2016
A character's class determines much about the character, their skills, their blindspots, and so forth.
Contents
Class Format
The standard Class Template describes the following elements of a Class.
Name
This defines the name of the Class or Class Kit.
Group
This determines the Hit Dice size, HP progression above Level 10, thac0 and Saving Throw progression of the character. For example, a Bard is considered a Rogue class, despite being able to cast spells.
Types
This determines what Skill Groups the character considers Class Skills; these are General, Martial, Cunning, Academic, Spiritual
Hit Dice
This determines the size of the character's Hit Dice, regardless of how it is modified (1/2 HD) or how many levels they have (a Level 6 character has 6 HD). Despite being almost always determined by Class Group, it is listed here for convenience.Some Classes do differ in regards to Group - Barbarians notably have a d12 Hit Dice.
A Character's HP are determined by their Hit Dice and the number of them. At Level 10 or above, it is normal that Character classes stop granting additional Hit Dice. Instead, they gain a number of HP depending on their Class; typically +3 per Level for Warriors, +2 per level for Priests and Rogues and +1 per Level for Mages.
thac0
This determines the characters thac0 and the rate at which it progresses. Despite being almost always determined by Class Group, it is listed here for convenience.
Combat Proficiency Points
This lists how many are gained at 1st Level and the rate at which they are gained. Despite being almost always determined by Class Group, it is listed here for convenience.
Skill Proficiency Points
This lists how many are gained at 1st Level and the rate at which they are gained. Despite being almost always determined by Class Group, it is listed here for convenience.
Combat Proficiencies
This lists any Combat Proficiencies the Character begins with. If a Player has a choice between one ore more options, it will be listed as 1 Choice (a or b). If a Player has more choices, it will be listed as X Choices (a, b or c), where the player may pick several of those listed. In other instances, a Player is given several picks from a category - this will be listed as C Choices (Category).
For example, a Fighter has 2 Choices (Weapon Styles) whilst a Thief has 1 Choice (Stability, Mobility, Responsive, Medium Armour Flexibility, Medium Armour Skill.)
Skill Proficiencies
This lists any Combat Proficiencies the Character begins with. If a Player has a choice between one ore more options, it will be listed as 1 Choice (a or b). If a Player has more choices, it will be listed as X Choices (a, b or c), where the player may pick several of those listed. In other instances, a Player is given several picks from a category - this will be listed as C Choices (Category).
For example, a Thief has 1 Choice (Disguise, Forgery, Gaming, Tumbling).
Traits
This lists any Traits the Character begins with. If a Player has a choice between one ore more options, it will be listed as 1 Choice (a or b). If a Player has more choices, it will be listed as X Choices (a, b or c), where the player may pick several of those listed. In other instances, a Player is given several picks from a category - this will be listed as C Choices (Category).
For example, a Bard begins with 1 Choice (Artistic Ability, Allure, Glibness, Impersonation, Presence).
Special Skills
This lists any Special Skills the Character begins with and any Attribute modifiers the Character has to them.
Special Skill Development
This lists the amount any Special Skills increase per level, if at all. It also lists if the Character has any Special Points that may be spent on these Special Skills and, if so, which Skills they may spend them on. It also describes if there is a cap to the skills or how many points the Player may spend on any one Special Skill per Level.
Starting Equipment
This lists any Equipment a Character begins with by default for their class. This includes any money the character begins with and any rules the character must obey in regards to starting wealth - such as Clerics beginning with less due to the fact they are usually outfitted by their order.
Characters begin with 1 Trinket - the DM may have them roll on a table, pick from a table or simply decide what it is. This is a token of sentimental value that may become relevant to the campaign or, at least, more significant to the character as they discover more about themselves or the world.
Table 1 - Combat
The first table describes the basic combat oriented elements of a Class.
Level
This denotes the Level and what is provided at this Level.
XP
This denotes the experience points required to attain this Level. If Class Training is a rule that is used, the Character may need to also see a Trainer before they actually increase in Level.
HP
This denotes the Hit Dice and any modifiers from Class the character receives to it. It does not note the Character's Health.
thac0
This denotes the thac0 the character has at a given level. It does not reflect any other bonuses the Class may receive to hit.
Attacks
This denotes the Class' total Base number of Attacks per Round. For most Classes, this will remain 1 - for Warriors, it increases with Level. For example, a Fighter has 1 Base Attack at Level 6, but this increases to 3/2 at Level 7.
Opportunity Actions
This denotes any Opportunity Actions the character has. These are Reactions, but finite in number - a quick swig of a potion or attacking someone who has made themselves Vulnerable. Most Opportunity Actions, themselves, provoke Attacks of Opportunity - Opportunity Attacks do not, unless specifically noted.
Saves
The Class' Saves are broken into five; Save vs. Paralysis/Poison/Death, Save vs. Rods/Staves/Wands, Save vs. Petrification/Polymorph, Save vs. Breath/Cloud/Spray and Save vs. Spells/Raw Magic.
Table 2 - Proficiencies, Special Skills, Talents and Points
The second table describes the progression of Skills the Character receives from their Class.
Level
This denotes the Level and what is provided at this Level.
XP
This denotes the experience points required to attain this Level. If Class Training is a rule that is used, the Character may need to also see a Trainer before they actually increase in Level.
Combat Proficiency Points
This lists the total number of any Combat Proficiency Points the Character has. When it increases, the character gains the difference. For example, a Fighter at Level 2 has a total of 4 Combat Proficiency Points, already spent at Level 1. When this character becomes Level 3, it increases from 4 to 5, giving them an additional point to spend.
Skill Proficiency Points
This lists the total number of any Combat Proficiency Points the Character has. When it increases, the character gains the difference. For example, a Fighter at Level 2 has a total of 3 Skill Proficiency Points, already spent at Level 1. When this character becomes Level 3, it increases from 3 to 4, giving them an additional point to spend.
Talents
This lists the maximum number of Talents the character can have equipped, once they have reached Level 20. The kind they can take depend on their Class Groups.
Special Skills
This lists the total number of any Special Skills the Character receives from their Class and the Rate of Progression. This does not include any bonuses received from other sources, such as Attributes or Race - it is the Base. It also does not list any static Special Skills - for most classes, Climb Walls does not increase on it's own and so is ignored. Static Special Skills are listed on the Class Template.
Special Points
This lists the total number of Special Points the Character receives, if any. They cannot be spent freely - both the Class Template and Class Features describe how they may be spent and how many can be spent. This does not include any bonuses received from other sources, such as Attributes or Race - it is the Base.
Table 3 - Class Features
This table lists what new features, tags and abilities the Character gains when they hit a certain level.
Level
This denotes the Level and what is provided at this Level.
XP
This denotes the experience points required to attain this Level. If Class Training is a rule that is used, the Character may need to also see a Trainer before they actually increase in Level.
Features
These are unique abilities and tags gained as a member of a class. The list will direct to the specific nature of a Class Feature.
Table 4 - Ranked Class Features
This table lists any Class Features that increase in effect or value as Level increases.
Level
This denotes the Level and what is provided at this Level.
XP
This denotes the experience points required to attain this Level. If Class Training is a rule that is used, the Character may need to also see a Trainer before they actually increase in Level.
Ranked Class Features
Ranked Class Features are spread over several columns. These column lists any Class Feature that has a number that increases with level - such as Sneak Attack severity, Turn Undead level and so forth. This lists the total value of this.
Spells per Day
This table is denoted by Arcane or Divine magic and then split into the relevant spell levels, showing how many Spells per Day per Spell Level the character can use. Note - the character must still potentially memorize these spells, depending on their Class.
Class Template
Name
Types -
Hit Dice -
thac0 -
Combat Proficiency Points -
Skill Proficiency Points -
Combat Proficiencies -
Skill Proficiencies -
Traits -
Special Skills -
Special Skill Development -
Starting Equipment - 1 Trinket
This is then followed by the following standard tables. These may be modified depending on the Class.
| Class Combat | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Level | XP | HP | thac0 | Attacks | Opportunity Actions | Save vs. Para/Pois/Death | Save vs. Rods/Staves/Wands | Save vs. Petri/Poly | Save vs. Breath/Cloud/Spray | Save vs. Spells/Raw Magic |