Difference between revisions of "Classes"

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(Base Classes)
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== Base Classes ==
 
== Base Classes ==
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'''Multiclass Restrictions''' - Monk/Druid is not allowed to be created due to the power of the build.
  
 
=== Barbarian ===
 
=== Barbarian ===

Revision as of 06:53, 25 July 2021

This page contains information on each class.
Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.
Title Level Range Notes
Novice 1-4 ~35% of the population.
Adept 5-8 ~30% of the population.
Experienced 9-12 ~22% of the population.
Professional 13-16 ~10% of the population.
Master 17-20 ~2% of the population.
Grandmaster 21-30 ~1% of the population.
Requires an application for characters to proceed into Epic Levels.

Base Classes

Multiclass Restrictions - Monk/Druid is not allowed to be created due to the power of the build.

Barbarian

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Description
Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of "sixth sense," a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.

Alignment Restrictions
Non-Lawful

Mechanical Changes
  • Class skill points changed to 5 per level
  • Tumble has been added as a Barbarian Class Skill
  • Number of Rages per day has been increased by 1
  • Barbarian Damage Reduction now granted at levels 6, 9th, 12th, and 15th instead of as normal.


Special Details
None.


Bard

Bard.jpg

Description
Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.

Alignment Restrictions
Non-Lawful

Mechanical Changes
None

Special Details
None.

Cleric

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Description
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.

Alignment Restrictions
Special, see below.

Mechanical Changes
Cleric's alignment and domain choices are now restricted to their choice of deity (Written in during character creation, or by talking to a certain npc before entering the story). For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axis of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. See "Cleric Domains" for a full list of valid deities and their associated alignments and domains.


Special Details
Divine Worshipper / Domains: To be a Cleric in Netheril, you have to represent your Deity if you want their blessings. This means you must cast from within their Domains, and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure.

Druid

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Description
Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.

Alignment Restrictions
Any Neutral.

Mechanical Changes
None

Special Details
Nature Magic: Must select a god or mother nature in order to be able to channel energy for spellcasting.

Fighter

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Description
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.

Alignment Restrictions
Any.

Mechanical Changes
  • Second wind power granted at 1st level, 1/day special ability to recover (Fighterlevel * CON) HP to self.
Special Details
None.

Monk

UGyRSw2 - Imgur.png

Description
Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.

Alignment Restrictions
Any Lawful.

Mechanical Changes
  • Class skill points changed to 5 per level
  • Spot, Search, and Taunt added as class skills.
  • Changed to d10 HD


Special Details
None.

Ranger

SkvA3Np - Imgur.jpg

Description
Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, 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 does, and like a druid he is often accompanied by animal companions.

Alignment Restrictions
None.

Mechanical Changes
  • Rangers now gain Evasion at level 12
  • Class skill points changed to 6 per level
  • Added spells to class spell list:
    • Bull's Strength as a 2nd level spell
    • Endurance as a 2nd level spell
    • Charm Person or Animal as a 2nd level spell
    • Dominate Animal as a 3rd level spell
    • Greater Magic Weapon as a 4th level spell
    • Negative Energy Protection as a 4th level spell


Special Details
Nature Magic: Must select a god or mother nature in order to be able to channel energy for spellcasting.

Rogue

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Description
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Alignment Restrictions
None.

Mechanical Changes
Evasion moved to level 4, Uncanny dodge 1 moved to level 2.
Special Details
None.

Sorcerers

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Description
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.

Alignment Restrictions
None.

Mechanical Changes
  • Changed to d6 HD
  • Base attack bonus changed to "3/4ths" Progression, same as bard.
  • Wizard Bonus feats at levels 5, 10, 15, 20. a handful of martial feats can be selected using these bonus feats.


Special Details
Power Source: Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey.
Awakened Bloodlines: Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: Tiefling, Cambion, Half-Dragon etc.
Pacted: Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.



Wizard

Wizard.jpg

Description
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.

Alignment Restrictions
None.

Mechanical Changes
None

Special Details
None.