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STEELDRAGONS' ULTIMATE FANTASY GAME
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<blockquote data-quote="steeldragons" data-source="post: 7357534" data-attributes="member: 92511"><p><u><strong>The Warriors</strong></u></p><p>Adventurers who rely on their strength, use of arms, and physical endurance to face the challenges of fantasy adventure.</p><p></p><p>HD: d12; Armor/Weapons: any/all; Defining features: Combat Prowess, Physical Feats & Maneuvers,</p><p>Weapons Expertise. </p><p></p><p><strong>The Fighter:</strong> Default Warrior. The sword-swinging, armor wearing, enemy-charging adventurer and sellsword. </p><p>All armors & shields. All weapons. Reliable attack & damage bonuses. Combat Expertise, Stamina/Second Wind, Extra Attacks + more Combat features as you level.</p><p><em><strong> --Knight:</strong></em> the sword-swinging, jousting, chivalrous protector and mounted expert. All armors, shields, & weapons. Reliable attack bonus, Honorable Challenge, Knightly Virtues, Extra Attacks + more Combat features as you level.</p><p> <em><strong> --Barbarian:</strong></em> the axe-swinging, battle-raging, wildman and maurauder. Light & Medium armors, shields. All weapons. Reliable damage bonus. Berserking Rage, Combat Senses, Extra Attacks + more Combat features as you level..</p><p></p><p><strong>Martial Adept:</strong> the fist-swinging, stun-kicking, flipping pugilist and unarmed combat expert. Light armor. No shield. All weapons. Reliable save bonus. Stunning Strike. Defensive bonus. Diversity of skills & combat maneuvers + more as you level. </p><p><strong>Dungeoneer:</strong> the sword-swinging, trap-finding, torch-waving explorer and treaure hunter. All armors, shields, & weapons. Reliable save bonus. Combat Senses, Dungeon Knacks, + more Skill & Combat features as you level.</p><p><strong>Sentinel:</strong> the sword-swinging, spell-slinging, magic-trained weapon-user. Light & Medium armors. No shield. All weapons. Reliable attack bonus, Eldritch Strike, Magic Aura, Limited Arcane Magic use, Extra Attacks + more Magic & Combat features as you level. </p><p><strong>Paladin:</strong> the sword-swinging, aura-invoking, divinely-chosen exemplar. All armors, shields, & weapons. Reliable damage bonus, Divine Smite, Magic Aura, Limited Divine Magic use, Extra Attacks + more Magic & Combat features as you level. </p><p></p><p></p><p><u><strong>The Wizards</strong></u></p><p>Adventurers who rely on their intelligence, reasoning, and use of supernatural powers to face the challenges of fantasy adventure.</p><p></p><p>HD: d6; Armor/Weapons: none or very limited/very limited; Defining features: Magic Use, Supernatural/Arcane Power, Accumulating Knowledge. </p><p></p><p><strong>The Mage:</strong> Default Wizard. The spell-slinging, lore hording, occult item-using supernatural specialist and worker of magic. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades. Magical attack & save bonuses. Arcane Magic use, Ritual use, + more Magic features as you level.</p><p><em><strong>--Illusionist:</strong></em> the spell-slinging, mind-altering, deception-using Illusion Magic specialist mage. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades, + hand crossbow. Illusion attack & save bonuses. Illusion Magic use, Surreptitious casting, + more Magic features as you level.</p><p> <em><strong>--Necromancer:</strong></em> the spell-slinging, dead-animating, life-warping Necromantic Magic specialist mage. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + hand axe. Necrotic attack & save bonuses. Necromantic Magic use, Controlling Undead, + more Magic features as you level.</p><p></p><p><strong>Witch:</strong> the spell-slinging, magic-crafting, folk magic practitioner. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + sickle. Magic attack & save bonuses. Folk Magic (combo of illusion & nature) use, Occult Secrets, + more Magic features as you level.</p><p><strong>Psychic:</strong> the mind-reading, brain-blasting, mental powers specialist and seer. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + spear. Mental attack & save bonuses. Mental Powers use, Psychic Defenses, + more Mind features as you level.</p><p><strong>Thaumaturgist: </strong>the spell-slinging, ritual working, master of occult mysticism. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + mace. Magic Attack & save bonuses, Arcane & Divine Magic use, Magic Aura, + more Magic features as you level. </p><p><strong>Battlecaster: </strong>the spell-slinging, sword-swinging, martially trained magic-user. Light & Medium armors. No shields. Staff, dagger, club/cudgel, sling, thrown darts/blades, + martial weapons that can be wielded one-handed. Magic Attack & save bonuses, Arcane Magic use, Combat Senses, + more Magic & Combat features as you level.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7357534, member: 92511"] [U][B]The Warriors[/B][/U] Adventurers who rely on their strength, use of arms, and physical endurance to face the challenges of fantasy adventure. HD: d12; Armor/Weapons: any/all; Defining features: Combat Prowess, Physical Feats & Maneuvers, Weapons Expertise. [B]The Fighter:[/B] Default Warrior. The sword-swinging, armor wearing, enemy-charging adventurer and sellsword. All armors & shields. All weapons. Reliable attack & damage bonuses. Combat Expertise, Stamina/Second Wind, Extra Attacks + more Combat features as you level. [I][B] --Knight:[/B][/I] the sword-swinging, jousting, chivalrous protector and mounted expert. All armors, shields, & weapons. Reliable attack bonus, Honorable Challenge, Knightly Virtues, Extra Attacks + more Combat features as you level. [I][B] --Barbarian:[/B][/I] the axe-swinging, battle-raging, wildman and maurauder. Light & Medium armors, shields. All weapons. Reliable damage bonus. Berserking Rage, Combat Senses, Extra Attacks + more Combat features as you level.. [B]Martial Adept:[/B] the fist-swinging, stun-kicking, flipping pugilist and unarmed combat expert. Light armor. No shield. All weapons. Reliable save bonus. Stunning Strike. Defensive bonus. Diversity of skills & combat maneuvers + more as you level. [B]Dungeoneer:[/B] the sword-swinging, trap-finding, torch-waving explorer and treaure hunter. All armors, shields, & weapons. Reliable save bonus. Combat Senses, Dungeon Knacks, + more Skill & Combat features as you level. [B]Sentinel:[/B] the sword-swinging, spell-slinging, magic-trained weapon-user. Light & Medium armors. No shield. All weapons. Reliable attack bonus, Eldritch Strike, Magic Aura, Limited Arcane Magic use, Extra Attacks + more Magic & Combat features as you level. [B]Paladin:[/B] the sword-swinging, aura-invoking, divinely-chosen exemplar. All armors, shields, & weapons. Reliable damage bonus, Divine Smite, Magic Aura, Limited Divine Magic use, Extra Attacks + more Magic & Combat features as you level. [U][B]The Wizards[/B][/U] Adventurers who rely on their intelligence, reasoning, and use of supernatural powers to face the challenges of fantasy adventure. HD: d6; Armor/Weapons: none or very limited/very limited; Defining features: Magic Use, Supernatural/Arcane Power, Accumulating Knowledge. [B]The Mage:[/B] Default Wizard. The spell-slinging, lore hording, occult item-using supernatural specialist and worker of magic. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades. Magical attack & save bonuses. Arcane Magic use, Ritual use, + more Magic features as you level. [I][B]--Illusionist:[/B][/I] the spell-slinging, mind-altering, deception-using Illusion Magic specialist mage. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades, + hand crossbow. Illusion attack & save bonuses. Illusion Magic use, Surreptitious casting, + more Magic features as you level. [I][B]--Necromancer:[/B][/I] the spell-slinging, dead-animating, life-warping Necromantic Magic specialist mage. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + hand axe. Necrotic attack & save bonuses. Necromantic Magic use, Controlling Undead, + more Magic features as you level. [B]Witch:[/B] the spell-slinging, magic-crafting, folk magic practitioner. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + sickle. Magic attack & save bonuses. Folk Magic (combo of illusion & nature) use, Occult Secrets, + more Magic features as you level. [B]Psychic:[/B] the mind-reading, brain-blasting, mental powers specialist and seer. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + spear. Mental attack & save bonuses. Mental Powers use, Psychic Defenses, + more Mind features as you level. [B]Thaumaturgist: [/B]the spell-slinging, ritual working, master of occult mysticism. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + mace. Magic Attack & save bonuses, Arcane & Divine Magic use, Magic Aura, + more Magic features as you level. [B]Battlecaster: [/B]the spell-slinging, sword-swinging, martially trained magic-user. Light & Medium armors. No shields. Staff, dagger, club/cudgel, sling, thrown darts/blades, + martial weapons that can be wielded one-handed. Magic Attack & save bonuses, Arcane Magic use, Combat Senses, + more Magic & Combat features as you level. [/QUOTE]
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