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class [2019/11/29 22:37] – [Scholar] andrewclass [2020/02/21 14:22] (current) andrew
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 ====== Character Classes ====== ====== Character Classes ======
 +{{ :astronomerjpg.jpg?direct|}}
  
-Each PC picks a class at first level. A PC that 
-is proficient due to class features gains their 
-proficiency bonus to related checks. The GM 
-is the final arbiter of when a proficiency bonus applies. 
  
-Each class has several archetypes. A player character picks one at first levelgaining the basic features and proficiencies of that archtype. At levels 3 and 7 the player character may choose one of the custom archetype +Each new Player Character picks a class, and an associated archetype of that class. At levels 3, 5, and 9 the player character may choose a new feature of the custom archetype features to add to their character. The PC can’t select the same feature twice. Classes list what dice to roll for HP earned at each level up. A PC always earns at least 1 HP each time they level up. Some classes have [[spells|spellcasting]].
-features to add to their character. The PC can’t select the same feature twice. +
-Classes list what dice to roll for HP earned at +
-each level up. A PC always earns at least 1 HP +
-each time they level up. Some classes have +
-[[spells|spellcasting]].+
  
 +The four PC classes, each broken into a number of archetypes. These are all used for player characters and [[hench#henchmen|henchmen]] only. They are:
  
 +  * [[Warrior]] - A born fighter, using strength and athleticism to achieve greatness
 +  * [[Specialist]] - A talented adventurer, relying on their training, wits, and guile to survive
 +  * [[Zealot]] - A true believer, dedicated to the cause through steel and miracles
 +  * [[Scholar]] - A learned student of arcane knowledge, applying their mind-melting techniques to win
  
-===== Warrior =====+There are four NPC classes as well. These are used only for [[hench#retainers|retainers]] or any sort of civilized character met in the narrative. They are:
  
-You’re quick, strong, and militant. Combat is your specialty, and you’re able to deal and +  * [[Laborer]] - A strong but unskilled workman 
-sustain more damage than any other.+  * [[Expert]] - An educated talent in their field of study 
 +  * [[Militia]] - A tough guycapable in a fight 
 +  * [[Adept]] - An acolyte priest or hedge wizard
  
-^Level^ Proficiency Bonus^ Class Features^ 
-|1|+2| | 
-|2|+2| | 
-|3|+2| | 
-|4|+2| | 
-|5|+3| | 
-|6|+3| | 
-|7|+3| | 
-|8|+3| | 
-|9|+4| | 
  
-==== Warrior Basics ==== 
  
-  * Starting HP 6 + CON mod 
-  * HP each level up 1d10 + CON mod 
-  * Armor allowed All 
-  * Proficient weapons All 
-  * Ability proficiency STR, CON 
-  * Proficient checks: 
-      * Athletics 
-      * Animal Handling (Riding) 
- 
-==== Warrior Archtypes ==== 
- 
- 
-=== Barbarian === 
- 
-You gain your proficiency bonus to intimidation, endurance, survival, and travel related checks. 
- 
- 
-=== Soldier === 
- 
-You gain your proficiency bonus to medicine, engineering, and diplomacy related checks. 
- 
- 
-=== Ranger === 
- 
-You gain your proficiency bonus to nature, survival, and perception checks. 
- 
- 
- 
-===== Specialist ===== 
- 
-You’re sly, cunning, and precise. Stealth is your specialty, and you can bypass obstacles, 
-patrols, and locks better than anyone. 
- 
-// 
-HERE ARE LEGACY THIEF SKILLS: \\ 
-Architecture (find secret doors)\\ 
-Bushcraft (not get lost, navigation)\\ 
-Climb (athletics)\\ 
-Languages (even  ones they don't know)\\ 
-Search \\ 
-Sleight of Hand \\ 
-Sneak Attack \\ 
-Stealth \\ 
-Tinker (deactivate traps)\\ 
-// 
- 
-^Level^ Proficiency Bonus^ Class Features^ 
-|1|+2| | 
-|2|+2| | 
-|3|+2| | 
-|4|+2| | 
-|5|+3| | 
-|6|+3| | 
-|7|+3| | 
-|8|+3| | 
-|9|+4| | 
- 
-==== Specialist Basics ==== 
- 
-  * Starting HP 4 + CON mod 
-  * HP each level up 1d6 + CON mod 
-  * Armor allowed Light, shields 
-  * Proficient weapons All 
-  * Ability proficiency DEX, INT 
-  * Proficient checks: 
-      * Stealth 
-      * Deception 
-      * Perception 
-      * Tinkerer's Tools 
- 
-==== Specialist Archtypes ==== 
- 
-=== Assassin === 
- 
-You gain your proficiency bonus to athletics, intimidation, insight, deception, and tracking related checks. 
- 
-=== Bard === 
- 
-You gain your proficiency bonus to perform, persuasion, and history related checks.  
- 
-=== Thief === 
- 
-You gain your proficiency bonus to acrobatics, thief's tools, and investigation. 
- 
-===== Zealot ===== 
- 
-You’re inspired by the Holy Spirit to spread the word of the Son in honor of the Father. You gain [[spells|divine spellcasting]]. 
- 
-^Level^ Proficiency Bonus^ Class Features^ 
-|1|+2| | 
-|2|+2| | 
-|3|+2| | 
-|4|+2| | 
-|5|+3| | 
-|6|+3| | 
-|7|+3| | 
-|8|+3| | 
-|9|+4| | 
- 
-==== Zealot Basics ==== 
- 
-  * Starting HP 5 + CON mod 
-  * HP each level up 1d8 + CON mod 
-  * Armor allowed All (Except for Hermits) 
-  * Proficient weapons Simple 
-  * Ability proficiency WIS, CHA 
-  * Proficient checks: 
-    * History 
-    * Insight  
-  * Divine Spellcasting 
- 
-==== Zealot Archtypes ==== 
- 
-=== Cleric === 
-You a priest, deacon or abbot with familiarity with armor, travel and hardship, a hardy agent of a bishop, or spiritual advisor to the nobility, or an intrepid exorcism dispatched to confront spiritual dangers. 
-Zealots who are Catholic automatically know at least some Latin. 
- 
-=== Hermit === 
- 
-//Maybe it would be more thematic if a hermit gives up heavy armor proficiency in exchange for something else at first level?// 
- 
-**Yes, give up the heavy armor, but at 3rd level when they take the archetype, one becomes a hermit, one isn't trained or educated to be one.  Maybe give them 1 extra first level spell known** 
- 
-//Dave, see my recent email on the subject of PC archtypes. I've rewritten it so PCs choose at first level.// 
- 
-Zealots who are Catholic automatically know at least some Latin. 
- 
-=== Templar === 
- 
-Zealots who are Catholic automatically know at least some Latin. 
- 
- 
- 
- 
-===== Scholar ===== 
- 
-You’re clever, powerful, and mysterious. You delve into the practice of religious ecstasies, together with any related ideologies, ethics, rites, myths, and legends to tap eldritch energy. You gain [[spells|arcane spellcasting]]. 
- 
-^Level^ Proficiency Bonus^ Class Features^ 
-|1|+2|Starting HP, mage equipment. Basic archtype proficiencies, Gain [[spells|arcane spellcasting]] | 
-|2|+2|1/rest, reduce next damage by INT mod; quick, concentration | 
-|3|+2|Gain one feature from your mage archetype| 
-|4|+2|Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | 
-|5|+3|1/safe rest, spend 10 min and dispel any spell below your level | 
-|6|+3| Add +2 to an ability score of your choice, or add +1 to two scores| 
-|7|+3|Gain one different feature from your mage archetype | 
-|8|+3|Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | 
-|9|+4|Pick 1 known spell up to spell level 3. It is now a cantrip for you | 
- 
-==== Scholar Basics ==== 
- 
-  * Starting HP 4 + CON mod 
-  * HP each level up: 1d6 + CON mod 
-  * Armor allowed: Shields 
-  * Proficient weapons: Simple 
-  * Ability proficiency: CON, INT 
-  * Proficient checks: 
-    * Arcana 
-    * Nature  
-  * [[spells|Arcane Spellcasting]] 
- 
-==== Scholar Archtypes ==== 
- 
-=== Hermetic Occultist === 
- 
-You gain your proficiency bonus to Persuasion, Insight, and History checks. You may add your proficiency bonus to any attempt to identify a magical item or trap.  
- 
-Occultists are scholars of antiquity. They all know Latin, as well as a number of ancient languages equal to their INT bonus chosen from the list of [[languages|ancient languages]]. 
- 
-Hermetic Occultists may learn a number of unique spells available only to them.  
- 
-=== Celtic Druid === 
- 
-You gain your proficiency bonus to Stealth, Survival, and Animal Handling checks. You are proficient with the scimitar and sickle as well as with an Herbalism kit. You can brew simple poisons and healing potions.   
- 
-Druids' magical tradition is largely one passed in a spoken tradition. Druids can speak a number of additional Celtic languages equal to their INT bonus. Choose from Breton, Gaelic, Irish, and Welsh. 
- 
-=== Zoroastrian Sorcerer === 
- 
-You gain your proficiency bonus to saves challenging your willpower such as charm or fear effects. You may reroll any die that comes up a 1 on spells that do fire or radiant damage, but you must take the result of the reroll.   
- 
-Zoroastrians all know Avestan and Sanskrit in order to read the verses of the Gathas. 
- 
-Zoroastrians may learn a number of unique spells available only to them.  
- 
-=== Sufi Dervish === 
- 
-You gain proficiency with any melee martial weapons wielded one-handed as long as you are not also wielding a shield.  You gain your proficiency bonus to Intimidation and Medicine checks.  
- 
-The Sufi may learn a number of unique spells available only to them, known as trances. A Dervish can only maintain one such trance at a time. 
- 
- 
-=== Kabbalist Mystic === 
- 
-Kabbalism is a magic of the written word. Kabbalists  automatically  know Hebrew, as well as a number of ancient languages equal to their INT bonus chosen from a list of [[languages|ancient languages]]. 
- 
-You are proficient with light armor. You gain your proficiency bonus to History and Medicine checks. You may read (but not speak) Hebrew as well as one from the list of [[languages|arcane languages]].  
- 
-Kabbalists may learn a number of unique spells available only to them.  
  
  
  
  
class.1575067035.txt.gz · Last modified: 2019/11/29 22:37 by andrew