Dungeon Hero Classes Warning: purple prose approaching... -------------------------------------------------------------------------------- Assassin -------------------------------------------------------------------------------- Assassins are perhaps the most highly concentrated in their training of all the classes. Focusing on the perfection of the function of a given weapon, they study and work with the weapon until their prowess with it is unsurpassed. Backing up this train- ing, they acquire a nearly mystical 6th sense, warning them of danger. Assassins may use the following archetypes: scoundrel, cutpurse, burglar, fighter, swashbuckler, knight, leader. 4 pts: +2 CON 3 pts: +1.5 BODY 3 pts: +1.5 REC 3 pts: +3 STUN 3 pts: Danger Sense 2.5 pts: Assassination Ability 2 pts: 2 pts towards combat levels 2 pts: 2 pts towards skill levels 2 pts: +1 DEX, non-DCV only (-1/2) 1 pt: +1 PRE 1 pt: 1 pt towards a language 1 pt: 1 pt towards luck dice .5 pts: Backstabbing ====== 28 pts of Abilities = 7 pts per level Special Ability - Danger Sense 3 pts towards danger sense (10 pts), not to be surprised while in or out of combat by theoretically perceptible occurrences (+5 pts), to roll thereafter Special Ability - Assassination 2.5 pts of Aid to a weapons base DC, continuous (+1), any one chosen weapon (+1/4), uncontrolled (+1/2), invisible (+1), one roll only taking average (-1/2), self only (-1/2), takes one day of study (-1.75) Special Ability - Backstabbing 1.5 STR, 0 END (+1/2), damage only (-1), in surprise only (-1) -------------------------------------------------------------------------------- Bard -------------------------------------------------------------------------------- Bards are travelling story tellers, welcome at nearly any inn or castle. As news moves slowly, they are welcomed doubly for both information and amusement. Combatants of no small skill, their study of old languages and songs gives them a great ability at translation, lore, and illusionist magic. In addition, their tributes to various gods sees the favor of certain deities who grant them minor druidical powers. Bards may use the following archetypes: swashbuckler, ranger, bard, cutpurse, sailor, or scoundrel. 4 pts: +2 CON 4 pts: +2 REC 4 pts: +4 STUN 4 pts: 4 pts towards combat levels 3 pts: +1.5 BODY 3 pts: Bardic Charming 2.5 pts: Druidical Spell Ability 2.5 pts: Illusionist Spell Ability 2 pts: 2 pts towards skill levels 2 pts: Legend Lore 1 pt: Bardic Charisma 1 pt: +1/2 EGO 1 pt: +1 PRE 1 pt: Spell END reserve 1 pt: Read Languages Ability ====== 36 pts of Abilities = 9 pts per level Spell END reserve per level: 5 END (.5 pts); 1.5 REC (3 pts), recovery per 5 hours (-2) = 1 pt Special Ability - Bardic Charisma +2 PRE, persuasion/singing/etc skills only (-1) Special Ability - Bardic Charming 1d6 mind control, AoE radius [1 hex radius/level] (+1), invisible (+1), incantations (-1/2), creatures must be able to hear bard clearly (-1), no range (-1/2), must crit presence roll to succeed without instrument (-1), turn to begin (-1/2), 1/2 DCV concentrate (-1/2) Special Ability - Read Languages 1 pt towards Universal Translator, written only (+0); each 2 pts below 20 is -1 to INT roll Special Ability - Legend Lore Sense Nature of Legendary Item/Person/Place (5 pts), discriminatory (5 pts); each 2 pts below 10 is -1 to PER roll -------------------------------------------------------------------------------- Cleric -------------------------------------------------------------------------------- Clerics (or Adventuring Priests) are the "on the field" preachers of a god or goddess. They are considered to be direct representatives of the deity they follow, and are as such generally regarded with much respect, even by those who would oppose the deity and/or his minion. Although not quite the primary battlepieces of their deities, they none- theless have considerable combat ability. As they are their deities's agents, clerics may invoke divine power against extra-dimensional, spi- ritual or religious enemies. Note that these beings recognize such forces, and not using one's turning ability may be quite useful for influencing the actions of such entities. Clerics may use the following archetypes: wandering priest, village priest, or witch doctor. 5 pts: Clerical Spell Ability 5 pts: Divine Retribution 4 pts: +2 CON 4 pts: +2 BODY 4 pts: +2 REC 4 pts: +4 STUN 3 pts: 3 pts towards combat levels 2 pts: +1 EGO 2 pts: 2 pts towards skill levels 2 pts: Spell END reserve 1 pt: +1 PRE ====== 36 pts of Abilities => 9 pts per level Spell END reserve per level: 10 END reserve (1 pt); 3 REC (3 pts), recovery per 5 hours (-2) = 2 pts Special Ability - Divine Retribution 1.5 DC RKA, AoE cone [3 hex side/level] (+1), fully invisible (+1), incantations (-1/4), gestures (-1/4), OAF (-1), only versus appropriate enemies (-1/2), ablative (-1), no range (-1/2) -------------------------------------------------------------------------------- Druid -------------------------------------------------------------------------------- As those gods that employ clerics believe in a more direct, personal role in the affairs of mortals, the deities that use druids as their represenatives see that the natural, less obvious hand brings higher benefits. Whereas a cleric may stride out into the limelight of an event, bringing the word of his or her god(ess) the people, a druid will generally wait for the people to come to him/her. In addition, where many clerical spells are of a "creative" nature, bringing effects and objects into existance (or removing from existance the same), druidical spells instead attempt to use that which is provided by the world for such ends. Since the druid does not have the direct influence of their deity so easily accessible, they do not have the ability to disrupt spirits and extra-dimensional creatures. Instead, they use the guises of animals, affecting their deity's wish in a less obvious way. Druids may use the following archetypes: witch doctor, druid and witch, or ranger. 5 pts: Druidical Spell Ability 5 pts: Shape Changing 4 pts: +2 CON 4 pts: +2 BODY 4 pts: +2 REC 4 pts: +4 STUN 3 pts: 3 pts towards combat levels 2 pts: +1 EGO 2 pts: 2 pts towards skill levels 2 pts: Spell END reserve 1 pt: +1 PRE ====== 36 pts of Abilities = 9 pts per level Spell END reserve per level: 10 END reserve (1 pt); 3 REC (3 pts), recovery per 5 hours (-2) = 2 pts Special Ability - Shape Changing shape shift, any animal (+10 pts), persistent (+1/2), gained at 3rd xd6 Aid, to all animals abilities (+2), continuous (+1), uncontrolled (+1/2), self only (-1/2), does not pass on limitations to powers (-1/2), to slightly more than the animal's natural ability (-1), does not heal (-1/2) x = level - 3 can assume form 4x/day (-1) -------------------------------------------------------------------------------- Fighter -------------------------------------------------------------------------------- People of incredible durability and combat ability, fighters personify the expression "tough as nails". Their training consists of nearly constant excercise and work with as many different types of armor, weapons and situations as possible. It is a grueling and painful procedure, but those who excel in it are probably the toughest beings on the face of the world. Fighters may use the following archetypes: fighter, barbarian, swashbuckler, knight, leader, or sailor. 6 pts: +3 CON 6 pts: +3 BODY 6 pts: +3 REC 6 pts: +6 STUN 5 pts: 5 pts towards combat levels 2 pts: 2 pts towards skill levels 1 pt: +1 PRE ====== 32 pts of Abilities = 8 pts per level -------------------------------------------------------------------------------- Illusionist -------------------------------------------------------------------------------- Magicians seek to master the physical world, while illusionists work in the ephemeral realm of the mind. Physically as slight as magicians, these spellcaters work powers that warps reality and fantasy until the two are nearly inseparable. At sufficient levels, the two become identical; the world in the caster mind IS the real world. Not as directly dangerous as magicians, illusionists wield more power than is obvious to any save themselves. Illusionists may use the following archetypes: sage, adventuring wizard, wizard for hire, adept, or hermit (hedge wizard). 5 pts: Illusionist Spell Ability 2 pts: +1 CON 2 pts: +1 BODY 2 pts: +2 STUN 2 pts: 2 pts towards skill levels 2 pts: Spell END reserve 1 pt: +1 INT 1 pt: +1 PRE 1 pt: +1/2 EGO 1 pt: +1/2 REC 1 pt: 1 pt towards combat levels ====== 20 pts of Abilities = 5 pts per level Spell END reserve: 10 END reserve (1 pt); 3 REC (3 pts), recovery per 5 hours (-2) = 2 pts -------------------------------------------------------------------------------- Magician -------------------------------------------------------------------------------- The magical energies of the planes wax and wane, a rushing ocean of potential; some magicians may say that they seek to tap this power in the same way a millwright seeks to tap the power of river. From a physical point of view, they are quite weak. What excercise they might undergo is slight, for they have little time for the material disciplines. Instead, their enormous investitures in controlling the magical forces of the world eventually gives them the ability to rock mountains, reshape rivers and devastate all who stand in their way. Magicians may use the following archetypes: sage, adventuring wizard, wizard for hire, adept, or hermit (hedge wizard). 5 pts: Magician Spell Ability 2 pts: +1 CON 2 pts: +1 BODY 2 pts: +2 STUN 2 pts: 2 pts towards skill levels 2 pts: Spell END reserve 1 pt: +1 INT 1 pt: +1 PRE 1 pt: +1/2 EGO 1 pt: +1/2 REC 1 pt: 1 pt towards combat levels ====== 20 pts of Abilities = 5 pts per level Spell END reserve: 10 END reserve (1 pt); 3 REC (3 pts), recovery per 5 hours (-2) = 2 pts -------------------------------------------------------------------------------- Paladin -------------------------------------------------------------------------------- The Holy Warriors of a deity, paladins spend almost as much time perfecting the art of war as fighters do. What little they have left is spent in prayer and worship. Although they represent more the god's sword than the god's word, these warriors do have some spell ability. Like the cleric's, paladins also have, somewhat limited, the ability to disrupt spirits and extra-dimensional creatures in the way that clerics do. Finally, due to the paladin's almost constant proximity to pain and suffering, they have a very limited ability to directly heal those that serve their ways. Paladins may use the following archetypes: knight, or leader. 6 pts: +3 BODY 5 pts: +2.5 CON 5 pts: +5 STUN 5 pts: +2.5 REC 4 pts: 4 pts towards combat levels 2.5 pts: Divine Retribution 2.5 pts: Clerical Spell Ability 2 pts: 2 pts towards skill levels 2 pts: +1 EGO 1 pt: +1 PRE 1 pt: Spell END reserve ====== 36 pts of Abilities = 9 pts per level Spell END reserve per level: 5 END (.5 pts); 1.5 REC (3 pts), recovery per 5 hours (-2) = 1 pt Special Ability - Laying On Of Hands 1/2d6 Aid, all damaged characteristics (+2), once per day (-2) Special Ability - Divine Retribution .75 DC RKA, AoE cone [1.5 hex side/level] (+1), fully invisible (+1), incantations (-1/4), gestures (-1/4), OAF (-1), only versus appropriate enemies (-1/2), ablative (-1), no range (-1/2) -------------------------------------------------------------------------------- Psionicist -------------------------------------------------------------------------------- Psionicism is arcane class of individuals devoted to the discovery, refinement and perfection of disciplines completely mental. Unlike mages or illusionists, they have few (if any) materials or other paraphenalia associated with their art. Also unlike clerics or druids, they receive their power not from some outside source, but rather from within. Cer- tainly an odd field, it nonetheless is quite powerful. Psionicists may use any archetype, as they more often have "The Talent" naturally as opposed to learning it (although by no means is it impossible to gain it). 5 pts: Psi Talent Ability 4 pts: +2 CON 4 pts: +2 BODY 4 pts: +2 REC 4 pts: +4 STUN 3 pts: 3 pts towards combat levels 2 pts: +1 EGO 2 pts: Psi END reserve 2 pts: 2 pts towards skill levels 1 pt: +1 INT 1 pt: +1 PRE ====== 32 pts of Abilities = 8 pts per level Psi END reserve per level: 10 END (1 pt); 3 REC (3 pts), recovery per 5 hours (-2) = 2 pts -------------------------------------------------------------------------------- Ranger -------------------------------------------------------------------------------- Some may call rangers the druidical equivalent of paladins; to a certain extent this is true. As people who dwell and travel so often in the forest, rangers have more than a passing familiarity with the ways of the nature gods, and are bequeathed abilities thus. They are somewhat more "civilized" than druids, and take up a bit of magical studies in their travels. One of the most dangerous enemies of the forest are often the giants, their disregard for the even the least of precautions starting fires, animal depletions, etc. Rangers are specifically trained to deal with these and other interlopers, both in combat and avoidance. Rangers may use the following archetypes: ranger, sailor, druid, or wild man. 6 pts: +3 CON 5 pts: +2.5 REC 5 pts: +5 STUN 4 pts: +2 BODY 4 pts: 4 pts towards combat levels 2.5 pts: Druidical Spell Ability 2.5 pts: Magician Spell Ability 2 pts: 2 pts towards skill levels 2 pts: Ranger Tracking 1 pt: Combat Proficiency Versus Chosen Opponent 1 pt: Spell END reserve 1 pt: +1 PRE ====== 36 pts of Abilities = 9 pts per level Spell END reserve per level: 5 END (.5 pts); 1.5 REC (3 pts), recovery per 5 hours (-2) = 1 pt Special Ability - Combat Proficiency Versus Chosen Opponent 2 STR at 0 END, damage only (-1), pre-chosen creature (-1) Special Ability - Ranger Tracking +3 INT, for perception and tracking/hunting related skills only (-1/2) ------------------------------------------------------------------------------ Thief ------------------------------------------------------------------------------ Fighting styles designed by bandits and the like, thieves could be considered light fighters. Usually practitioner's of lighter weapons, thieves are a blur in combat. Most of their opponents are more armored than they, so the thief's training helps them to look for and attack at chinks in any armor. Masters of surprise attacks, their emphasis on speed keeps thieves' lesser durability from having to deal with the wrong end of their opponents' weaponry. Since the safest message is one only those who need to understand can, thieve's quickly become experts at dealing with cryptic writings. Thieves may use the following archetypes: scoundrel, cutpurse, burglar, swashbuckler, or sailor. 4 pts: HTH Combat Proficiency 4 pts: +2 REC 3 pts: +1.5 CON 3 pts: +1.5 BODY 3 pts: +3 STUN 3 pts: 3 pts towards combat levels 2 pts: +1 DEX, non OCV (-1/2) 2 pts: 2 pts towards skill levels 1 pt: +1 PRE 1 pt: Backstabbing 1 pt: 1 pt towards luck dice 1 pt: Read Languages Ability ====== 28 pts of Abilities = 7 pts per level Special Ability - Backstabbing 2 STR, 0 END (+1/2), damage only (-1), in surprise only (-1) Special Ability - HTH Combat Proficiency 4 pts to find weakness with all hand-to-hand attacks (20 pt base), to roll thereafter Special Ability - Read Languages 1 pt towards Universal Translator, written only (+0); each 2 pts below 20 is -1 to INT roll