Class
Assassin: 6 HP per level, gains weapon feats, can't use heavy armor, makes Death Attack.
Death Attack makes an extra 6 damage for every five levels starting at level 1 and paralyzes the enemy for 1 turn with a DC equal to his level +dexterity modifier.
At level 25 an assasin gains Hide in Shadows, making him try an evade roll every 4 hits, starting at the first hit.
At level 40 Death Attack paralyzes for 2 turns.
At level 50 an assassin gains Shadow Attack, making his first hit trespass defense values.
At level 60 Death Attack DC increases to assassin level + 2 times dexterity and paralyzes for 3 turns.
At level 70 Shadow Attack improves to Sneak Attack, which damages enemies by the asassin's dexterity modifier when the Shadow attack makes effect.
Barbarian: 12 HP per level, gain weapon feats.
Barbarian Rage gives +1 strength and vitality every 4 levels.
A barbarian gains an extra level in HP every 10 levels
Barbarians gain Devastating Hit at level 35, Devastating Hit doubles the extra damage gained by strength.
Devastating Hit becomes Final Crush at level 55, dealing extra damage by vitality modifier.
Bard: 6 HP per level, gains defensive magical feats, Bards can only equip slngs and crossbows, bards make Bard Music at the beginning of their turn, Bard Music is made every time the Bard attacks and is cumulative, Bard music improves with levels.
Bard Music:
Bard Music heals party by half the level of the bard.
Bard Music increases defense of the party by 1 every 5 levels
Bard Music increases damage of the party by 2 every 5 levels
Bard Music improves to Bard Chant at level 15, doing all what Bard Music did and more
Bard Chant gives +1 to all attributes equal to charisma modifier
Bard Chant improves to Battle Song at level 30, doing all what Bard Chant did and more.
Battle Song gives every party member +3 speed
Battle Song gives an extra +1 damage and defense every 10 levels
Battle Song decreases enemy damage and defense by 1 every 5 levels
Battle Song improves into Bard's Battle Hymn at level 45, doing all Bard Music and Battle song did and more.
Bard's Battle Hymn damages all the enemies by the charisma modifier
Bard's Battle Hymn gives the party +1 to saving throws for every 10 levels
Bard's Battle Hymn decreases enemies speed by 3
Bard's Battle Hymn gives the party a resistance to fire/cold/earth/lightning equal to his charisma modifier.
Bard's Battle Hymn damages all enemies by the triple of his charisma modifier with its alignment (good = holy, neutral = physical,evil = dark)
Bard's Battle Hymn improves to Bard's Final Lyric at level 60, doing all the past and more
Bard's Final Lyric Doubles the Bard's charisma.
Bard's Final Lyric sounds so very cool.
Blackguard: 10 HP per level, charisma modifier works as a bonus to damage, innate immunity to paralysis, resistance against dark 50%, hit wounds.
Blackguards have Dark Blessing, making 2 extra dark damage every 5 levels.
Wounding Hit: When hitting an opponent the enemy becomes wounded unless saves a DC of his level + charisma modifier. When wounded, an enemy can't be healed and receives an extra 10% damage from every further hit (by anyone else). Wounding stacks.
Wounding Hit becomes Blood Hit at level 45, when an enemy gets wounded by a Blood Hit the extra damage amount will heal the attacker.
Cleric: 9 HP per level, gains special healing abilities that increases with levels this abilities are passive, gains both weapon proficiency and magician defense proficiency.
Cleric makes Heal which recovers self by his level + double the wisdom modifier at the end of each turn.
At level 30 Heal becomes Healing Circle which works for all party.
At level 50 Healing Circle becomes Healing Rain, which dissolves status ailments
At level 70 Healing Rain becomes Healing Cascade, which heals by self level + wisdom modifier times 5.
Cleric can't use sharp weapons, only bludgeon (club, war hammer, quarterstaff, sling, two handed warhammer)
Fighter: 10 HP per level, gains weapon feats. gains double the feats.
Knockdown: At level 45 a fighter's melee hit knocks the enemy down with a DC = current level + strength modifier, making him unable to make the next attack in that turn.
Called Shot: At level 45 a fighter's ranged hit reduces the speed, damage and defense of an enemy by his dexterity modifier, does not stack.
Monk: 8 HP per level, gains unarmed weapon feat and defensive magical feats, can't wear weapon, wisdom modifier gives defense added to normal dexterity modifier.
Monk's Fortitude: +1 extra to saving throws every 5 levels.
Monks start with 2 defense and gain an extra point every odd number level.
Fist damage start at 6 and increases +2 every odd number level + unarmed weapon feat.
Monks can only wear special Monk armor, shields and bracers.
At level 50 Monks gain Perfect Health, making them immune to poison.
Paladin: 10 HP per level, charisma modifier works as a bonus to saving throws and defense, innate immunity to fear, receive half damage from Holy attacks, makes lesser heal.
Paladins have Holy Blessing, making 2 holy damage every 5 levels
Lesser Heal: Heals self by his charisma modifier at the end of each turn.
Lesser Heal becomes Lesser Healing Rain at level 50, working for all the party.
Ranger: 10 HP per level, gains weapon feats for ranged weapons, gain defensive magical feats.
Piercing Death: Rangers deal 1 extra piercing damage per level.
Favored enemy: Decide at level 1 which is your favored enemy, and when fighting against it you make double damage damage.
Greater Called Shot: Ranged hit reduces the speed, damage and defense of an enemy by double his dexterity modifier, does not stack.
Favored enemy list, choose 1, can't change it later. Get another favored enemy every 10 levels.
- Human
- Orc
- Goblin
- Orc
- Animals
- Troll
- Beholder
- Liches
- Vampires
- Demi-humans
- Dragons
- Shapeshifters
- Ogres
- Hobgoblins
- Gnolls
- Lizards
- Elementlers
- Undead
Thief: 7 HP per level, dexterity modifier adds damage as strength modifier, can't use heavy armor or heavy weapons (two handed are heavy).
Thieves have Hide in Shadows making him try an evade roll every 4 hits, starting at the first hit.
Thieves can wear 4 rings.
Thief attacks poison for 2 turns. Thief poison makes 10% of the thief's maximum hit points damage.
Thieves make Capture at level 25, which allows a thief to steal their enemies their equiped weapons and armor with a DC = current level + half dexterity modifier - vitality modifier.
At level 50 Hide in Shadows becomes Blurry Shadow, making him try the evade roll every 2 attacks
Wizard: 6 HP per level, gains attack and defense magician feat, 1 of each, attacks with magic instead of physical.
When making a wizard, choose your innate element between fire, ice, lightning and earth, you will make 50% more damage with your innate and 50% less with its opposite.
Area of magics improves with levels too. At level 1 it has 1 square, every 15 levels the area increases, to 2 squares at level 15, then to a line of 3 squares at level 30, then to a cross of 5 squares at level 45(may have 4 depending on position in which it's casted) and finally to the whole area at level 60.
Wizards can only use mage gear such as mage robe, mage plate, tiara, quarterstaffs, books.