16d4 Subj : 3rd Edition - Part 2 To : All From : krynhoth@druidic.net Date : Thu Sep 21 2000 08:56 pm From: Jason Tamez Subject: 3rd Edition - Part 2 I haven't been reading much lately, but here are the class basics: Barbarian: Already gave this report. Bard: Spells based on Charisma, still can do magic effects with music and has bardic knowledge. Proficient with simple weapons. Cleric: Spells based on Wisdom. No chance of spell failure due to low wisdom. No bludgeoning restriction. You must choose 2 domains from the following list: Good, Law, War, Earth, Protection, Animal, Plant, Sun, Trickery, Healing, Strength, Chaos, Luck, Death, Magic, Destruction, Knowledge, Travel, Air, Fire, Water, Evil. Your domains determine your granted powers and "domain spells" which I believe are separate from your regular spell list. When you pick your character, you have to choose "nice" or "bad" (my terms), usually determined by your alignment or your God. Nice people may swap out a spell for a cure spell of the same level. Bad people may swap out for an inflict (damage) spell. Nice people may turn undead, bad people "rebuke" them (I don't know what that means yet). You must choose a specific hour. Each day, you may meditate in that hour to gain your spells. Druid: Spells based on Wisdom. Same weapon restrictions as before. No mention of mistletoe, though. Has Nature Sense (plant & water) and can start play with an animal companion (Animal Friendship). Wild Shape replaces the shapeshifting ability. You start out with the ability to change into a small/medium creature at 5th level, then gradually gain the ability to assume the shape of larger and smaller animals, as well as elementals. The strange Hierarchy is no more. Druids eventually gain immunity to poisons, aging, and can alter their appearance at will. Fighter: Proficient in all simple/martial weapons and armor. Bonus feat at 1st level and every even level thereafter. Can begin specializing in weapons at 4th level. Monk: Proficient with peasant weapons and a few more. Wisdom bonus can apply to AC, which gets better as you gain levels (+4 at 20th level). May attempt to Stun with an attack. May Evade certain events (save = 0 damage). Gains fast movement and other body/mental abilities as levels progress, such as immunity to poison, high jumps, dimension door, etc. Cannot gain experience if alignment is not Lawful. If you ever gain a level in a class other than monk, you will not be able to advance in your monk class forever. These last two conditions do not erase your previously gained abilities. Paladin: Charisma affects most paladin abilities, Wisdom affects spells. Must have 11 or higher to gain spells eventually. Proficient as a fighter. Charisma bonus is applied to saving throws (Divine Grace). Detect Evil, Lay on Hands, Aura of Courage, Divine Health, Remove Disease, Turn Undead and similar abilities are unchanged, except the paladin is now immune to magical disease such as lycanthropy and mummy rot. May attempt to "Smite Evil" once a day starting at 2nd level. Gains a special mount starting at 5th level. Must remain Lawful Good and has a code of conduct (may not cheat, lie, use poison, etc.) Breaking the code (or alignment) results in loss of special powers and experience gain until you atone. Like monks, if you gain a level in another class, you may no longer gain levels in Paladin. Ranger: No alignment restrictions. Proficient as a fighter. Must have Wisdom of 10 to cast spells (affected by Wisdom, starting at 4th level). Gains the Track feat. At 1st, 5th, 10th, etc, gains a favored enemy. When a new enemy is chosen, the bonuses against the other enemies go up by 1. Rogue: No alignment restrictions. Sneak Attack replaces backstab ability, but basically the same thing. Ranged attacks may be sneaky. Has Evasion ability like a monk (save = 0 damage) at 2nd level. Has Uncanny Dodge like a barbarian (3rd level). May choose a special ability from a select list at 10th, 13th, 16th and 19th levels. Sorcerer: May cast spells through innate power rather than spellbooks, studying, etc. Spells are based on Charisma. They may cast a shitload of spells at 1st level, but don't advance much in higher levels. Starts play with 4 o-level and 2 1st-level spells. Gain spell(s) as you gain levels. Does not need to prepare spells beforehand, can cast them on the fly. A high-level slot may be used to cast a lower-level spell. Proficient with simple weapons. May call a familiar with a simple ceremony. Death of the familiar results in experience loss, not death. Resurrected familiars do not loose Constitution or levels. Wizard: Intelligence determines spells. No limit to the number of spells you may have in your spellbooks. Armor does not interfere with spellcasting unless it is heavy, in which case there's a chance of failure when casting a somatic spell. All wizards may create scrolls. Wizards gain an extra feat every five levels. May take the Spell Mastery feat to become knowledgeable about specific spells, enough that you no longer need a spellbook to prepare them. May summon a familiar as a sorcerer. The Still Spell feat can allow a wizard to use a high-level slot to prepare a low-level spell as a somatic-free spell (thus negating any possibility of armor-induced spell failure). Mental spell preparation takes an hour, must be done after a good night's sleep. Next time: Skills. -- Jason -- |Fidonet: krynhoth@druidic.net |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) . 0