While someone untrained in iheir arts might believe taking on enemies without weapons or armor is suicide, Monks have confidcnce in their abilities, and see each new opponent as a challenge of wits and will.Įvasion: This ability is used automatically when the Monk makes a successful Keflex roll versus a spell or H't'ecl that causes Half-damage even if the save is made (sue h as fireball). Monks who leave their homes and take up the life of an adventurer are often seeking to lest diemselvt-s and their skills, and lo become closer to their own ideals by overcoming dangers. Their life-long mission is perfection of their physical and spiritual selves through meditation, constant practice and rigorous sclf-discipline. Dexterity can be important for Fighters who use missile weapons, but the bonuses are often negated by the heavy armor many Fighters wear.Īfter years of training in remote monasteries, Monks become masters of their minds and bodies. Strength is very important for Fighters because it increases their chance to hit and the damage they inflict Constitution is also vital because it affects hit points, and Fighters will be in the front line taking the most damage. Weapon and Armor Proficiency: Fighters are proficient with all sim pie and martial weapons, amor and shields. Feats are special abilities that a character can perform, which help them in combat and other tense situations (see "Feats" on page 82 for a complete description). Adventuring Fighters quest for many reasons, from an earnest belief in the rightness of their mission, to simple greed and battle lust.įighters have no special abilities, but begin the game with two feats, and they receive one extra feat every two experience levels, starting at 2nd level. But a few are simply self-taught, with natural abilities and luck that kept them alive during their early battles. Most Fighters receive formal training at some time in their lives, when they learn to wield many weapons and be comfortable in all types of armor. The noble knight, mercenary soldier, wandering duelist and petty bandit all fall under this broad heading. FighterĪll Fighters live and die by their martial skills how they come to this path is different for each individual. Since their place can often be fighting beside warriors, or at least plunging into battle to heal them, Clerics also benefit from the: extra hit points of a strong Constitution. Charisma is also useful, since it affects their ability- to turn undead. Other Notes: Clerics depend on their Wisdom to determine the strength and numlxT of their spells a Clerk: needs ¿it least a 10 in their Wisdom score to cast 0 level spells, or Orisons, and 11 to cast 1st level spells, etc. The Cleric's spell list can be found on page 99 and spell descriptions start on page 97.Īrmor and Weapon Proficiency: Clerics are proficient with all simple weapons, armor and shields. I his action must be selected from the Combat Options menu during combat.Ĭast Divine Spells: Clerics can cast divine spells beginning at 1st level. If the Cleric is considerably more powerful than the undead to be affected, the monster may be instantly destroyed. Turn Undead: Calling upon the might of iheir god, Clerics have: the ability lo tum undead, forcing undead to cower in fear. Of course, not all gods arc benevolent, so the ranks of die Clerics include unpleasant j>cople more likely to cause harm with their spells than healing. Adventuring Clerics are generally trying to further the causes of their gods in some way, either directly acting on their behalf, as in a divinely inspired quest, or simply by healing others in their gods' name.s. Some are gentle messengers, spreading healing and wisdom, while others are hard-bitten warriors, fighting alongside their Paladin brethren with spells and sword alike. Servants of their god or goddess, Clerics have as many forms as then-are deities lo worship. Dexterity is always useful, especially for Barbarians who choose to go lightly armored. A good Constitution is vital to power their rages, and keep them alive afterward. Barbarians, like all warriors, benefit from a high Strength. Other Notes: Barbarians cannot be of lawful alignment. Weapon and Armor Proficiency: line Barbarian is proficient with all simple and martial weapons, armor and shields. At 6th level, the Barbarian can no longer be flanked. Uncanny Dodge: Starting at 3rd level a Barbarian retains their Dexterity modifier to AC." even if caught flat-footed. Hast Movement: Barbarians have a greatly increased movement range when they are wearing medium or lighter armor and are not encumbered. This ability can be chosen from the combat options menu and counts as a free action during a character's turn.
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