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Modos RPG: the DIY RPG
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<blockquote data-quote="GMMichael" data-source="post: 6389979" data-attributes="member: 6685730"><p><strong>Sample classes</strong></p><p></p><p><em>Two brave heroes enter a dark vault. The taller one strums a harp, singing “be thee afraid, lest thy skin be flayed!”</em></p><p><em></em></p><p><em>In response, the shorter one gives him a shove. “Come, thou willt scare me, singing like that.” He squints into the darkness. “It is foe-less here, or I’ll be an elf.”</em></p><p><em></em></p><p><em>Two more cautious heroes follow the first two into the vault. One, shuffling, bears a torch. She lifts a metal-banded flask to her mouth and drinks. Her other hand repeatedly curls around a set of metal knuckles.</em></p><p><em></em></p><p><em>The other stops in the doorframe to examine the lock mechanism set in the door. His short stature places his eyes at the same level as the lock. “This is common-work. I thought as much whilst my Fingers were in it.”</em></p><p><em></em></p><p><em>Once inside, the four huddle quickly. The drunkard’s torch illuminates a hole in the back wall. Debris makes it obvious that the hole was not originally planned for the wall.</em></p><p><em></em></p><p><em>As the torch sways, the dwarf leans to avoid getting burned, and scowls. “It is likely to grow dirtier and more perilous beyond. Bard, we’ll need thy songs of slumber. Half-man, thou shalt sneak ahead whither the path is slight. Thou,” he says to the drunkard with some distaste, “dost not burn us. And follow me.” At that, the dwarf pulls a shield from his back, and turns toward the hole.</em></p><p></p><p>The following character classes present level progression choices for characters following a particular archetype through Epic level. All classes include balanced survival choices, but each class also features some specialization. Players may choose to substitute any level point at any level for another valid choice (e.g. an ability point can be spent on a different ability, or a perk can be substituted for a skill point), but this might cause some class features to change or be delayed to later levels.</p><p></p><p>P, M, and MP stand for the abilities: Physical, Mental, and Metaphysical. The number indicates the total of bonuses for that level.</p><p></p><p>Prime is the primary skill for that class. The given number indicates the total for that level.</p><p></p><p>Skill is the column for secondary skills. At any level, the character gains the highest bonus granted from that level and all previous levels.</p><p></p><p>Perk lists the perk gained at that level. Characters of a given level have taken all perks from lower levels as well.</p><p></p><p>HP lists the usage of hero points for that level. Characters of a given level gain this in addition to usages from lower levels.</p><p></p><p>Special is the column for details related to level points. See class description for more details.</p><p></p><p>Note: these classes include some small revisions from version 1.22.</p><p>[h=1]Bard[/h]A traveler leans against the signpost. He has set his light sack next to him on the ground, and begun to play a tiny harp. He begins singing a strange tune as you approach, one that implies that you are a gracious giver of gold. The fool; you carry only silver. Yet, your hand is filled with this silver, and already extending toward the bard.</p><table style='width: 100%'><tr><td><br /> </td><td>P</td><td>M</td><td>MP</td><td>Prime</td><td>Skill</td><td>Perk</td><td>HP</td><td>Special</td></tr><tr><td>1</td><td>0</td><td>1</td><td>0</td><td>1</td><td><br /> </td><td>Spell implement</td><td>Reflexes</td><td>Charm</td></tr><tr><td>2</td><td>0</td><td>2</td><td>0</td><td>1</td><td>Defend (concentration)</td><td>Specialize (artist)</td><td><br /> </td><td>Armor</td></tr><tr><td>3</td><td>0</td><td>3</td><td>1</td><td>2</td><td><br /> </td><td>Bonus M</td><td><br /> </td><td>Sleep</td></tr><tr><td>4</td><td>0</td><td>4</td><td>1</td><td>2</td><td>Persuade</td><td>Mystic Ward</td><td>Rumors</td><td>Fear</td></tr><tr><td>5</td><td>0</td><td>5</td><td>2</td><td>3</td><td><br /> </td><td>Bonus M</td><td><br /> </td><td>Mute</td></tr><tr><td>6</td><td>0</td><td>6</td><td>2</td><td>3</td><td>Concentration +2</td><td>Spell weaver</td><td><br /> </td><td>Shell</td></tr><tr><td>7</td><td>0</td><td>7</td><td>2</td><td>4</td><td><br /> </td><td>Toughness</td><td>Lockpick</td><td>Stun</td></tr><tr><td>8</td><td>0</td><td>7</td><td>3</td><td>4</td><td>Persuade +2</td><td>Spell maintenance</td><td><br /> </td><td>Dispel</td></tr><tr><td>9</td><td>0</td><td>8</td><td>3</td><td>5</td><td><br /> </td><td>Specialize (concentration)</td><td><br /> </td><td>Haste</td></tr><tr><td>10</td><td>0</td><td>8</td><td>4</td><td>5</td><td>Persuade +3</td><td>Specialize (melee)</td><td><br /> </td><td>Sleep2</td></tr></table><p>Prime skill: profession (artist). </p><p></p><p>Spell implement: choose a musical instrument to be used for casting spells.</p><p></p><p>Reflexes: at 1[SUP]st[/SUP] level, the bard’s heroic luck allows him to use his hero points on fight (melee) contests when a blade is all that stands between him and certain death.</p><p></p><p>Special: a bard may learn one spell per skill point in profession (artist). The spells known are listed at each level.</p><p></p><p>Rumors: at 4[SUP]th[/SUP] level, the bard has gathered enough rumors to use his hero points on knowledge contests when attempting to produce useful information.</p><p></p><p>Lockpick: at 7[SUP]th[/SUP] level, the bard has gathered enough knowledge from masters that he may use his hero points on larceny contests when attempting to pick locks. This requires lockpicking tools.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6389979, member: 6685730"] [b]Sample classes[/b] [I]Two brave heroes enter a dark vault. The taller one strums a harp, singing “be thee afraid, lest thy skin be flayed!” In response, the shorter one gives him a shove. “Come, thou willt scare me, singing like that.” He squints into the darkness. “It is foe-less here, or I’ll be an elf.” Two more cautious heroes follow the first two into the vault. One, shuffling, bears a torch. She lifts a metal-banded flask to her mouth and drinks. Her other hand repeatedly curls around a set of metal knuckles. The other stops in the doorframe to examine the lock mechanism set in the door. His short stature places his eyes at the same level as the lock. “This is common-work. I thought as much whilst my Fingers were in it.” Once inside, the four huddle quickly. The drunkard’s torch illuminates a hole in the back wall. Debris makes it obvious that the hole was not originally planned for the wall. As the torch sways, the dwarf leans to avoid getting burned, and scowls. “It is likely to grow dirtier and more perilous beyond. Bard, we’ll need thy songs of slumber. Half-man, thou shalt sneak ahead whither the path is slight. Thou,” he says to the drunkard with some distaste, “dost not burn us. And follow me.” At that, the dwarf pulls a shield from his back, and turns toward the hole.[/I] The following character classes present level progression choices for characters following a particular archetype through Epic level. All classes include balanced survival choices, but each class also features some specialization. Players may choose to substitute any level point at any level for another valid choice (e.g. an ability point can be spent on a different ability, or a perk can be substituted for a skill point), but this might cause some class features to change or be delayed to later levels. P, M, and MP stand for the abilities: Physical, Mental, and Metaphysical. The number indicates the total of bonuses for that level. Prime is the primary skill for that class. The given number indicates the total for that level. Skill is the column for secondary skills. At any level, the character gains the highest bonus granted from that level and all previous levels. Perk lists the perk gained at that level. Characters of a given level have taken all perks from lower levels as well. HP lists the usage of hero points for that level. Characters of a given level gain this in addition to usages from lower levels. Special is the column for details related to level points. See class description for more details. Note: these classes include some small revisions from version 1.22. [h=1]Bard[/h]A traveler leans against the signpost. He has set his light sack next to him on the ground, and begun to play a tiny harp. He begins singing a strange tune as you approach, one that implies that you are a gracious giver of gold. The fool; you carry only silver. Yet, your hand is filled with this silver, and already extending toward the bard. [TABLE] [TR] [TD] [/TD] [TD]P[/TD] [TD]M[/TD] [TD]MP[/TD] [TD]Prime[/TD] [TD]Skill[/TD] [TD]Perk[/TD] [TD]HP[/TD] [TD]Special[/TD] [/TR] [TR] [TD]1[/TD] [TD]0[/TD] [TD]1[/TD] [TD]0[/TD] [TD]1[/TD] [TD] [/TD] [TD]Spell implement[/TD] [TD]Reflexes[/TD] [TD]Charm[/TD] [/TR] [TR] [TD]2[/TD] [TD]0[/TD] [TD]2[/TD] [TD]0[/TD] [TD]1[/TD] [TD]Defend (concentration)[/TD] [TD]Specialize (artist)[/TD] [TD] [/TD] [TD]Armor[/TD] [/TR] [TR] [TD]3[/TD] [TD]0[/TD] [TD]3[/TD] [TD]1[/TD] [TD]2[/TD] [TD] [/TD] [TD]Bonus M[/TD] [TD] [/TD] [TD]Sleep[/TD] [/TR] [TR] [TD]4[/TD] [TD]0[/TD] [TD]4[/TD] [TD]1[/TD] [TD]2[/TD] [TD]Persuade[/TD] [TD]Mystic Ward[/TD] [TD]Rumors[/TD] [TD]Fear[/TD] [/TR] [TR] [TD]5[/TD] [TD]0[/TD] [TD]5[/TD] [TD]2[/TD] [TD]3[/TD] [TD] [/TD] [TD]Bonus M[/TD] [TD] [/TD] [TD]Mute[/TD] [/TR] [TR] [TD]6[/TD] [TD]0[/TD] [TD]6[/TD] [TD]2[/TD] [TD]3[/TD] [TD]Concentration +2[/TD] [TD]Spell weaver[/TD] [TD] [/TD] [TD]Shell[/TD] [/TR] [TR] [TD]7[/TD] [TD]0[/TD] [TD]7[/TD] [TD]2[/TD] [TD]4[/TD] [TD] [/TD] [TD]Toughness[/TD] [TD]Lockpick[/TD] [TD]Stun[/TD] [/TR] [TR] [TD]8[/TD] [TD]0[/TD] [TD]7[/TD] [TD]3[/TD] [TD]4[/TD] [TD]Persuade +2[/TD] [TD]Spell maintenance[/TD] [TD] [/TD] [TD]Dispel[/TD] [/TR] [TR] [TD]9[/TD] [TD]0[/TD] [TD]8[/TD] [TD]3[/TD] [TD]5[/TD] [TD] [/TD] [TD]Specialize (concentration)[/TD] [TD] [/TD] [TD]Haste[/TD] [/TR] [TR] [TD]10[/TD] [TD]0[/TD] [TD]8[/TD] [TD]4[/TD] [TD]5[/TD] [TD]Persuade +3[/TD] [TD]Specialize (melee)[/TD] [TD] [/TD] [TD]Sleep2[/TD] [/TR] [/TABLE] Prime skill: profession (artist). Spell implement: choose a musical instrument to be used for casting spells. Reflexes: at 1[SUP]st[/SUP] level, the bard’s heroic luck allows him to use his hero points on fight (melee) contests when a blade is all that stands between him and certain death. Special: a bard may learn one spell per skill point in profession (artist). The spells known are listed at each level. Rumors: at 4[SUP]th[/SUP] level, the bard has gathered enough rumors to use his hero points on knowledge contests when attempting to produce useful information. Lockpick: at 7[SUP]th[/SUP] level, the bard has gathered enough knowledge from masters that he may use his hero points on larceny contests when attempting to pick locks. This requires lockpicking tools. [/QUOTE]
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