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Brothers in Arms

A guild in the Gof Federation                                    

Description

Features

Requirements

 Abilities

races

classes

Skills

feats

combat

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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. 

Fighter

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
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
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
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
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
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
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 + 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 + 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 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
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
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
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
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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