Character
Classes
Adventurers
are divided into three broad classes, related to how they approach
their adventuring careers. The classes are Might, Mien, and Magic.
Adventurers
who rely on Might
depend on physical solutions to overcome most problems. They may well
be quite intelligent, eloquent, or agile, but they always deal with
their problems in a direct and usually physical manner.
Adventurers of Might could be called
Fighting-men, Rangers, Skalds, Samurai, Paladins, Knights,
Barbarians, Soldiers, Mercenaries, etc.
Adventurers
who rely on Mien
survive
on their wits and charm. They may be strong or intelligent, but force
of arms or scholarly pursuits are not their way. They deal with their
problems by deftly side-stepping or smooth talking.
Adventurers of Mien could be thought of
as Thieves, Rogues, Scouts, Bards, Acrobats, Entertainers, Smugglers,
Bandits, Outlaws, etc.
Adventurers
who rely on Magic
depend on unseen eldritch forces to deal with the perils of
adventure. They may be strong of arm or glib of tongue, but when
trouble starts they summon their magic.
Adventurers of Magic could be thought of
as Wizards, Sorcerers, Diviners, Summoners, Fortune Tellers,
Soothsayers, etc.
The
player is free to use any terms desired to describe his character,
but an adventurer of Might has Might as his class,
no matter how he is described.
Might
Adds STR in combat
Adds CON to hp
May divide HD among multiple opponents
May wear any armor
May use shields
May use any weapons
Mien
May only wear Light Armor
Subtracts DEX from opponent's HD in
combat
May Dodge melee attacks
Adds CHAR to Influence and
Reaction checks
Adds DEX to Initiative
Only Surprised on a roll of “1”
May only use Light Weapons
Magic
Adds INT to number of spells known
Adds WIZ to Casting Rolls
May only use a dagger or
quarterstaff
Any other weapons used roll on
“Brawling” row (But see below)
May use one-handed magic swords
beginning at 5th level
May not wear armor, nor use shields
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