Difference between revisions of "Classes"
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==Table 2 - Proficiencies, Special Skills, Ranked Features and Points== | ==Table 2 - Proficiencies, Special Skills, Ranked Features and Points== | ||
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| + | 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. | ||
| + | |||
| + | ===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. | ||
| + | |||
| + | ===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. | ||
Revision as of 08:01, 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 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' base number of Attacks per Round. For most Classes, this will remain 1 - for Warriors, it increases with Level.
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, Ranked Features 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.
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.
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.
Ranked Features are special things gained from class that have a level of their own, such as Backstab Severity, Turn Undead Level, Thief Points and so on.
The table lists TOTAL, not GAINED - for things like Thief Points, Skill Proficiencies and so forth.
Table 2 Stuff
Level
XP for Level
Combat Proficiency Points
Skill Proficiency Points
Special Skill Progression (if any)
Table 2 changes to reflect unique class features, like Attacks per Round, Turn Undead level, Total Thief Points or Special Skills levels, Backstab Severity
Table 3 - Class Features
Table 3 Stuff Level XP for Level Class Features
Table 3+ Stuff Additional Tables may be used if a character has a significant Table 2 already. These include tables that show spell progression - tables for Turn Undead are now contained in the Abilities section.
(warrior skills = martial, rogue skills = guile, wizard skills = academic, priest skills = spiritual)
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.