XP Tables:
Every class follows the XP progression of Magic-users.
Rolling Characters:
4d6, keep the best 3d6, once for each Ability. You can swap one ability with another one.
Dwarves can be Fighters (but not Paladins, Avengers, or Knights), Clerics (but not Druids), and Thieves.
Elves can be Fighters (but not Paladins, Avengers, or Knights), Clerics (and Druids), Thieves, and Magic-users.
Halflings can be Fighters (but not Paladins, Avengers, or Knights), Clerics (and Druids), and Thieves.
Humans can be any class.
Racial Abilities:
Elf: Infravision, Languages, Detection, Immunity to Ghoul’s Paralysis.
Dwarf: Infravision, Languages, Detection.
Halfling: Small-size, Combat bonuses, Woodland abilities.
Human: No changes.
> Roll d8 for HP, +2 every level above 9th.
> Add Fighter combat options: Lvl 9 (disarm, parry), Lvl 13-24 (2 attacks), Lvl 25-36 (3 attacks).
Fighter:
> Roll d10 for HP, +3 every level above 9th.
> Multiple attacks: Lvl 10-18 (2); Lvl 19-27 (3); Lvl 28-36 (4).
Magic-user:
No changes.
Thief:
> Roll d6 for HP, +2 every level above 9th.
> Add Fighter Combat Options: Lvl 9 (disarm, parry), Lvl 13-24 (2 attacks), Lvl 25-36 (3 attacks).
> Backstab (cannot be used together with Fighter Combat Options): Lvl 1-9 (x2); Lvl 10-18 (x3); Lvl 19-27 (x4); Lvl 28-36 (x5).
Since a staple of DnD is the Elf that can wield both weapons and spells, here is an optional class to allow just that.
> Use the Fighter class, with the following changes:
> Roll d8 for HP, +2 every level above 9th;
> Cast spells as a Magic-user of a level equal to one-third of your actual level. (So, if you are a Level 30 Warmage, you cast spells as a Level 10 Magic-user).
Rolling Hit Points:
Maximum HP at level 1, roll twice and keep the best from level 2 to 9.
Does not exist.
Ranged Weapons (projectile):
Add Dexterity bonus to attack and damage roll.
Casting Spells:
Spells do not need to be memorized in advance. Spell-casters can cast any spell they know, by expending a spell slot of the same level (or less).
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