Description
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Classes |
A
character's class is their profession or career. It
determines what he or she is able to do: combat
training, magical ability, skils, and more. While each
class has different special abilities, they all share
the same experience (XP) Table. Any race may choose any
class or combination of classes within alignment
restrictions, but choosing a non-favored class results
in an XP penalty.
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Fighter |
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Fighter
The questing knight, the conquering overlord, the king's
champion, the elite foot soldier, the hardened mercenary, and
the bandit king - are all fighters. Fighters can be stalwart
defenders of those in need, cruel marauders, or gutsy
adventurers. Of all classes, fighters have the best all-around
fighting capabilities. Fighters are familiar with all the
standard weapons and armors. In addition to general fighting
prowess, each fighter develops particular specialties of his
or her own, from exceptional capability with certain weapons
to fancy combat maneuvers.
Class
Skills:
Initial Skill Points: (2 + INT modifier) x 4
Additional Skill Points: 2 + INT modifier (at each
additional level)
Weapon Proficiencies: All simple and martial weapons
Armor Proficiencies: Heavy armor, medium armor, light
armor, and shields
Bonus Feats:
- Additional Feat at 1st level
- Additional Feat at 2nd level
- Additional Feat every two levels thereafter (4th, 6th,
8th, etc.)
Alignment: Any
Hit Die: 1d10
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Ranger |
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Skilled
woodsmen and hunters, Rangers are proficient with all
simple and martial weapons and capable in combat. His skills
allow him to survive in the wilderness, to find his prey, and
to avoid detection. He also has special knowledge of certain
types of creatures, making him more capable of finding and
defeating those foes. An experienced ranger has such a tie to
nature that he can actually draw on natural power to cast
divine spells, much as a druid. Finally, rangers often have
one or more animal companions to come to their aid.
Class Skills:
Initial Skill Points: (4 + INT modifier) x 4
Additional Skill Points: 4 + INT modifier (at each
additional level)
Weapon Proficiencies: All simple and martial weapons
Armor Proficiencies: Medium armor, light armor, and shields
Bonus Feats:
- Track
- Improved Two-Weapon Fighting (9th level)
Spells:
- Beginning at 4th level, Rangers with Wisdom of 10+, can
cast spells
- When 0 spells are listed for a given level, the ranger
gets only bonus spells
- Casting level is one-half the ranger level
Favored Enemy:
- One favored enemy at 1st level
- +1 bonus to Bluff, Listen, Sense Motive, Spot, and
Wilderness Lore checks against favored enemies
- +1 damage bonus against favored enemies (including from
ranged weapons)
- One additional favored enemy every 5th level (5th, 10th,
etc.)
- Additional +1 bonus to damage and skill checks every 5th
level for favored enemies
Alignment: Any
Hit Die: 1d10
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Paladin |
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Paladins
are holy crusaders, dedicated to upholding a cause.
Every race has a definition of what is right and true, and
every race has something worth believing in. Paladins are
willing to fight and die to protect these beliefs. Due to
their dedication, Paladins are more resistant to poisons, gain
the ability to heal themselves or an individual daily, and can
Turn Undead. Paladins must be Lawful Good and at higher
levels, gain the ability to cast spells.
Class Skills:
Initial Skill Points: (2 + INT modifier) x 4
Additional Skill Points: 2 + INT modifier (at each
additional level)
Weapon Proficiencies: All simple and martial weapons
Armor Proficiencies: Heavy armor, medium armor, light
armor, and shields
Bonus Feats: None
Detect Evil: Paladins can detect evil at will
Divine Grace: Charisma modifier applies to all saving
throws
Lay on Hands: Paladins can heal by touch once per day (CHA
bonus x level)
Divine Health: Paladins are immune to all diseases
(including magical diseases)
Aura of Courage:
- At 2nd level, paladins are immune to fear
- Allies within 10 feet gain +4 to saving throws against
fear
Smite Evil:
- At 2nd level, paladins can smite evil once per day with
a melee weapon
- Adds Charisma modifier to attack roll
- +1 per level to damage roll
Remove Disease:
- At 3rd level, paladins can remove disease once per week
- Increases by once per week every additional 3 levels
Turn Undead:
- At 3rd level, paladins can turn undead
- Can be used (3 + CHA modifier) times per day
- Turns as a cleric of two levels lower
Spells:
- Beginning at 4th level, paladins with Wisdom of 10+, can
cast spells
- When 0 spells are listed for a given level, the paladin
gets only bonus spells
- Casting level is one-half the paladin level
Alignment: Lawful Good
Hit Die: 1d10
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Barbarian |
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Raised
far from the relative safety of city life, Barbarians
survive on their ferocity and brute strength where many
civilized creatures fear to set foot. Their hulking brawn
makes them dangerous enough, but their legendary Barbarian
Rage gives even the brave pause. Disdaining armor, Barbarians
are skilled woodsman and can move silently through even the
thickest forest.
Class Skills:
Initial Skill Points: (4 + INT modifier) x 4
Additional Skill Points: 4 + INT modifier (at each
additional level)
Weapon Proficiencies: All simple and martial weapons
Armor Proficiencies: Medium armor, light armor, and shields
Bonus Feats: None
Barbarian Rage:
- +4 to Strength
- +4 to Constitution (+2 HP per level)
- +2 to Will saving throws
- -2 to Armor Class
- Lasts (3 + improved CON modifier) rounds
- Fatigued afterwards (-2 STR, -2 DEX)
- Greater Rage at 15th level (+6 STR, +6 CON, +3 Save)
- No fatigue afterwards at 20th level
Fast Movement: +10 feet when wearing none, light, or medium
armor
Uncanny Dodge:
- At 2nd level, retains DEX bonus to AC even when
stationary or struck by invisible attacker
- At 5th level, can't be flanked (except by rogues 4+
levels higher)
- At 10th level, gain +1 to Reflex saves and +1 Dodge
bonus against traps
- Additional +1 against traps every 3 levels (+2 at 13th
level, etc.)
Damage Reduction:
- At 11th level, -1 to all damage rolls against barbarian
- Additional -1 to damage rolls every 3 levels
Illiteracy: Barbarians must spend 2 skill points to
read/write any language already known
Alignment: Any non-lawful
Hit Die: 1d12
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Cleric |
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Clerics
are priests dedicated to a particular god. They have
spells granted to them by their deity after daily prayer and
those with high Wisdom are granted additional spells. Clerics
have the ability to Turn/Control Undead and may wear armor and
use weapons appropriate with their faith. All clerics have
access to a core spell list; each Cleric also gains access to
two small 'domains' of spells that relate to their deity.
Class Skills:
Initial Skill Points: (2 + INT modifier) x 4
Additional Skill Points: 2 + INT modifier (at each
additional level)
Bonus Skills:
- Knowledge (Nature) (If cleric chooses Animal or Plant
domain)
- All Knowledge skills (If cleric chooses Knowledge
domain)
- Wilderness Lore (If cleric chooses Travel Domain)
- Bluff, Disguise, and Hide (If cleric chooses Trickery
domain)
Weapon Proficiencies: All simple weapons
Armor Proficiencies: Heavy armor, medium armor, light
armor, and shields
Bonus Feats:
- Martial Weapon Proficiency*
- Weapon Focus*
*Only if diety's favored weapon is a martial weapon and
cleric chooses War domain
Domains:
- Clerics can choose two domains
- Each domain grants access to a domain spell at each
spell level, as well as a granted power
- Selected alignment domains must match the cleric's
alignment
Spells:
- Clerics cast divine spells and may cast any spell,
provided he can cast spells of that level
- One hour each day must be spent in meditation to regain
spells
- In addition to standard spells, clerics get one domain
spell of each spell level
Spontaneous Casting:
- Good clerics can exchange a prepared spell for any cure
spell*
- Evil clerics can exchange a prepared spell for any
inflict spell*
- Neutral clerics can exchange a prepared spell for either
cure or inflict spell**
- Domain spells can't be converted into cure or inflict
spells
*Cure/inflict spell must be the same (or lower) level
**Neutral clerics must choose which conversion they can
perform and once selected, it cannot be reversed
Turn Undead:
- Good clerics can turn undead, driving off or destroying
them
- Evil clerics can rebuke undead, which awes or controls
them
- Neutral clerics can either turn or rebuke undead,
depending on which selection was made for Spell Conversion
- May turn/rebuke undead (3 + CHA modifier) times per day
- May select Extra Turning as a Feat, allowing 4
additional attempts per day
Bonus Languages: Celestial, Abyssal, and Infernal
Alignment: Any (Varies by Faith/Diety)
Hit Die: 1d8
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Druid |
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Druids
are priests of nature and guardians of the wilderness.
Druids cast divine spells much in the same way as clerics,
though they get their spells from nature, not from the gods.
Their spells are oriented toward nature and animals. In
addition to spells, druids gain an increasing array of magical
powers as they gain experience, including the ability to take
the shapes of animals. The weaons and armor of a druid are
restricted by oaths, not training. A druid learn to use a
two-handed sword, but using it would violate the druidic oath
and suppress all druidic powers. Druids avoid carrying much
worked metal with them because it interferes with the pure and
primal nature they embody.
Class Skills:
Initial Skill Points: (4 + INT modifier) x 4
Additional Skill Points: 4 + INT modifier (at each
additional level)
Weapon Proficiencies: Club, dagger, dart, longspear,
quarterstaff, scimitar, sickle, shortspear, and sling
Armor Proficiencies: Padded, leather or hide armor
Spells:
- Druids cast divine spells and may cast any spell,
provided he can cast spells of that level
- One hour each day must be spent in meditation to regain
spells
Nature Sense: Druids can identify plants and animals with
perfect accuracy
Animal Companion: Druids can have an animal companion
befriended by animal friendship
Woodland Stride: At 2nd level, druids can move through
wooded areas at normal speed
Trackless Step: At 3rd level, druids leave no trail through
wooded areas and cannot be tracked
Resist Nature's Lure: At 4th level, gain a +4 save against
spell-like abilities of dryads, nymphs, and sprites
Shape Change:
- At 5th level, can polymorph self into a Small or
Medium-sized animal and back once per day
- Additional shape changes per day at 6th, 7th, 10th,
14th, and 18th level
- At 16th level, can shape change into an elemental (air,
earth, fire, or water) once per day
Venom Immunity: At 9th level, druids are immune to all
organic poisons (not mineral poisons or poison gas)
A thousand faces: At 13th level, can alter self at will
Alignment: Neutral good, lawful neutral, neutral, chaotic
neutral, or neutral evil
Hit Die: 1d8
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Monk |
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Monks
are priests dedicated to mind over body and master of
unarmed hand-to-hand combat. Though monks don't cast spells,
they have a magic of their own, called ki which allows them to
perform amazing feats. The monk's best known ability is the
ability to stun an opponent with an unarmed blow. A monk also
has a preternatural awareness of attacks and can dodge
attacks.
Class Skills:
Initial Skill Points: (4 + INT modifier) x 4
Additional Skill Points: 4 + INT modifier (at each
additional level)
Weapon Proficiencies: Club, crossbow, dagger, handaxe,
javelin, nunchaku, quarterstaff, shuriken, and sling
Armor Proficiencies: None
- Monks add Wisdom modifier to AC
- Monks gain AC bonuses as they gain levels
- When wearing armor, monks loose AC bonuses from Wisdom
and level as well as special abilities
Bonus Feats:
- Improved Unarmed Strike
- Deflect Arrows (at 2nd level)
- Improved Trip (at 6th level)
Unarmed Strike:
- Damage from unarmed attacks increases with level
- Does not provoke attacks of opportunities from armed
opponents
- May use one-handed weapons for off-hand attacks, but
suffers normal two-weapon penalties
Flurry of Blows:
- Provides one additional attack per round
- Each attack that round suffers -2 penalty
Stunning Attack:
- Target must make a Fortitude saving throw or be stunned
for one round
- Difficulty Check = 10 + ½ monk's level + Wisdom modifier
- Can be used once per level per day
Ki Strike:
- At 10th level, unarmed attacks act as a +1 magical
weapon
- At 13th level, unarmed attacks act as a +2 magical
weapon
- At 16th level, unarmed attacks act as a +3 magical
weapon
Quivering Palm:
- At 15th level, successful unarmed attack forces target
to make a Fortitude saving throw or die
- Difficulty Check = 10 + ½ monk's level + Wisdom modifier
- Can be used once per level per week
Evasion:
- Successful Reflex saving throws that would normally do
half damage, instead do no damage
- At 9th level, failed Reflex saving throws only do half
damage
Fast Movement: At 3rd level and higher, monks move faster
than normal
Still Mind: At 3rd level, gain +2 bonus to Enchantment
spells
Slow Fall: Starting At 4th level, monks take reduced damage
from falls
Purity of Body: At 5th level, monks are immune to natural
diseases
Wholeness of Body: At 7th level, monks can heal (level x 2)
in HP
Diamond Body: At 13th level, monks are immune to poisons
Abundent Step: At 12th level, monks can dimension door once
per day (casting level is ½ monk's level)
Empty Body: At 19th level, monks can assume ethereal state
for 1 round per level per day
Alignment: Any lawful
Hit Die: 1d8
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Wizard |
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Wizards
study arcane knowledge and are adept at casting
powerful spells. Unable to wear armor and restricted in the
use of weapons, Wizards try to avoid melee combat. Some
wizards prefer to specialize in one of the eight schools of
magic. Specialization makes a wizard more powerful in their
chosen school, but prevents casting some spells outside their
school. Wizards gain cantrips and spells through diligent
study and daily memorization. Those with high Intelligence are
able to memorize additional spells. Additionally, Wizards can
become experts at certain spells and are not required to
memorize these spells to regain them each day. Finally, a
wizard can call a familiar: a small animal companion that
serves them. For some wizards, their familiars are their only
true friends.
Class Skills:
Initial Skill Points: (2 + INT modifier) x 4
Additional Skill Points: 2 + INT modifier (at each
additional level)
Bonus Feats:
- Every 5 levels, wizards gain one additional Feat
- Bonus Feats must be a metamagic Feat, item creation
Feat, or Spell Mastery (see below)
Weapon Proficiencies: Club, dagger, crossbow, and
quarterstaff
Armor Proficiencies: None (wearing armor will cause spells
to fail)
Spells:
- Wizards cast arcane spells and may know any number of
spells
- One hour each day must be spent in study to regain
spells
- Spells must be selected in advance from the wizard's
spellbook each day
Summon Familiar:
- Wizards can summon a familiar, a magical, unusually
tough, and intelligent small animal
- Wizards choose which type of familiar is summoned
- As the wizard increases in level, the familiar gains
additional abilities
- If the familiar dies, a Fortitude save must be made (DC
15) or lose (200 x level) XP
- Successful saves reduce XP loss to (100 x level)
Spell Mastery:
- Allows wizards to memorize spells without their
spellbook
- Number of spells is equal to Intelligence modifier
Bonus Languages: Draconic (may be substituted for racial
bonus language)
Alignment: Any
Hit Die: 1d4
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Sorcerer |
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Sorcerers
cast arcane spells through innate power rather than
through carefully trained skills. Their magic is intuitive
rather than logical. They know fewer spells per level than
wizards do and aquire powerful spells more slowly, but they
can cast spells more often and have no need to select and
prepare spells ahead of time. Nor do sorcerers specialize in
certain schools of magic the way wizards may. Sorcerers rely
on Charisma and can cast additional spells based on their
modifier. Since sorcerers gain their powers without undergoing
the years of rigorous study that wizards go through, they have
more time to become proficient with simple weapons.
Class Skills:
Initial Skill Points: (2 + INT modifier) x 4
Additional Skill Points: 2 + INT modifier (at each
additional level)
Weapon Proficiencies: All simple weapons
Armor Proficiencies: None (wearing armor will cause spells
to fail)
Spells:
- Sorcerers are limited in the number of spells per level
they know
- Sorcerers are limited to casting a certain number of
spells per day, but need not prepare those spells in advance
- The number of spells Sorcerers can cast per day is
improved by their Charisma modifier
- A higher level spell slot can be used to cast a lower
level spell
Summon Familiar: Sorcerers can summon familiars as wizards
do
Alignment: Any
Hit Die: 1d4
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Rogue |
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Rogues
are masters of stealth. They can wear light armor and
have a limited selection of weapons. Rogues are highly
skilled, and they can concentrate in any of several types of
skills. As rogues advance, they master the arts of stealth,
evasion, and sneak attacks. While not equal to members of many
other classes in combat, a rogue knows how to hit where it
hurts, and a rogue who can hit an opponent with a sneak attack
can deal out a lot of damage.
Class Skills:
Initial Skill Points: (8 + INT modifier) x 4
Additional Skill Points: 8 + INT modifier (at each
additional level)
Weapon Proficiencies: Club, crossbow, dagger, dart, mace,
morningstar, quarterstaff, shortbow, and short sword
Armor Proficiencies: Light armor only
Sneak Attack:
- Applies any time rogue can flank the target
- Applies to melee and ranged attacks
- Additional damage is 1d6 + additional 1d6 every two
levels (2d6 at 3rd, etc.)
Traps:
- Rogues can use the Search skill to locate traps
- Rogues can use the Disable Device skill to disarm traps
Evasion: At 2nd level, rogues gain evasion
- Successful Reflex saving throws that would normally do
half damage, instead do no damage
Uncanny Dodge:
- At 3rd level, retains DEX bonus to AC even when
stationary or struck by invisible attacker
- At 6th level, can't be flanked (except by rogues 4+
levels higher)
- At 11th level, gain +1 to Reflex saves and +1 Dodge
bonus against traps
- Additional +1 against traps every 3 levels (+2 at 14th
level, etc.)
Special Abilities: At 10th level, and every 3 levels after,
rogues gain one special ability of their choice
Crippling Strike: Successful sneak attacks also do -1 STR
Defensive Roll:
- One per day when rogue would be reduced to 0 HP from a
weapon strike, can roll for reduced damage
- Successful Reflex Saving Throw (DC = damage dealt)
reduces damage by half
Improved Evasion: Failed Reflex saving throws only do
half damage
Opportunist: Once per round, rogue can make an additional
Attack of Opportunity
Skill Mastery:
- Rogue can select a number of skills equal to 3 + INT
modifier to master
- When making a skill check for a mastered skill, rogues
gain a bonus of +10
- This special ability may be selected multiple times,
but new skills must be selected each time
Slippery Mind: If affected by an enchantment and fails a
saving throw, one additional saving throw is granted
Bonus Feat: Rogues may select a bonus feat instead of a
Special Ability
Alignment: Any
Hit Die: 1d6
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Bard |
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Bards
are the lore-masters, minstrels, and storytellers of the
realms. Wandering across the land, gathering lore, tellng
stories, working magic with his music, and living on the
gratitude of his audience - such is the life of a bard. A bard
brings forth magic from hi soul, not from a book. He can cast
only a small number of spells, but he can cast them without
selecting or preparing them in advance. His magic emphasizes
charm and illusions over the more dramatic evocation spells
that wizard and sorcerers often use. In addition to spells, a
bard works magic with his music and poetry. He can encourage
allies, hold his audiences rapt, and counter magical effects.
Bards have some of the skills that rogues have, although they
are not as focused on skill mastery as rogures are.
Class Skills:
Initial Skill Points: (4 + INT modifier) x 4
Additional Skill Points: 4 + INT modifier (at each
additional level)
Weapon Proficiencies: All simple weapons and one of the
following: longbow, longsword, shortbow, shortsword
Armor Proficiencies: Light armor, medium armor and shields
Spells:
- Bards are limited in the number of spells per level they
know
- Bards are limited to casting a certain number of spells
per day, but need not prepare those spells in advance
- The number of spells Bards can cast per day is improved
by their Charisma modifier
Bardic Music: Once per day, bards can use music to
produce magical effects depending on his Perform skill
Inspire Courage
- Requires 3+ ranks in Perform skill
- Allies gain +2 bonus to saving throws against charm
and fear
- Allies gain +1 bonus to attack and damage rolls
- Effect lasts for the duration of the song* + 5 rounds
Facinate
- Requires 3+ ranks in Perform skill
- Target must make a Will save against the bard's
Perform skill check or be facinated
- Facinated creatures suffer a -4 penalty to Spot and
Listen checks
- Effects last one round per level of the bard
Insprire Competance
- Requires 6+ ranks in Perform skill
- A single ally gains a +2 bonus to skill checks
- Effects last 2 minutes
Suggestion
- Requires 9+ ranks in Perform skill
- Target must already be facinated
- Target must make a Will save (DC = 13 + bard's CHA
modifier) to negate effects
- Bard can make a suggestion (as the spell) to affected
creatures
- Suggestion does not count against the daily limit of
bardic music (although the facination does)
Insprire Greatness
- Requires 12+ ranks in Perform skill
- Affects one ally (plus one additional ally for every 3
levels above 9th)
- Target(s) gain +2 bonus on attack rolls
- Target(s) gain +1 bonus on Fortitude saves
- Target(s) gain +2d10 Hit Points (plus 2 x CON
modifier)
- Effects last for the duration of the song* + 5 rounds
*Note: Bards can fight while singing, but cannot cast
spells or use magical items
Bardic Knowledge:
- Bards can make a bardic knowledge check with a bonus of
(bard's level + INT modifier)
- Successful bardic checks will reveal information of
legendary items, noteable people, or noteworthy places
Alignment: Any nonlawful
Hit Die: 1d6
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