class cheat sheet
DESCRIPTION
Class Cheat SheetTRANSCRIPT
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FighterBP Cost: Dwarf 20, Elf 35, Halfling 35, Human 25Initial Hit Die: d10Proficiencies
Fighters receive the Shield Proficiency and Light, Medium and Heavy Armor Proficiencies for free.
Minimal Skill Weapon (Free): [club] Low Skill Weapon (1 BP cost): [battleaxe, dagger, flail, javelin, knife, mace, morning star, short
sword, spear, scourge, staff, warhammer, two-handed warhammer, crossbow] Medium Skill Weapon (2 BP cost): [great axe, great/bastard sword, halberd, long sword, scimitar, short bow, sling, throwing axe, throwing knife, two-handed sword] High Skill Weapon (3 BP cost): [long bow]
Bonus Skill Appraisal (Armor and Weaponry) (may purchase additional rolls at half BP cost ##).
Specialize in melee or ranged weapons Must be Proficient. Must spend 5 BP times the new bonus level May improve Attack, Damage, Speed and Defense for melee weapons, and Attack and Speed
for missiles May not improve one category again until all categories improved (must have +1 in Attack,
Damage, Defense and Speed before improving to +2 for a melee weapon, or must have +1 Attack and Speed before improving either for a missile)
MageBP Cost: Dwarf 75, Elf 20, Halfling 75, Human 25 Spell Points: 140Initial Hit Die: d4Initial Combat Modifier: Initiative +2Saving Throws: Spell targets roll d20p+Level(if known) or Attack Bonus (if not) vs. Mage's d20+LevelInitial spells in spell book: 1 of each of Apprentice, Journeyman and 1st level. Proficiencies:
May purchase Shield Proficiency for 6 BPs. May never use Armor (beyond Heavy Robes). Favored Weapons (2 BP): Staff, Dagger Low Skill Weapon (4 BP cost): [battleaxe, flail, javelin, knife, mace, morning star, short sword,
spear, scourge, warhammer, two-handed warhammer, crossbow] Medium Skill Weapon (8 BP cost): [great axe, great/bastard sword, halberd, long sword,
scimitar, short bow, sling, throwing axe, throwing knife, two-handed sword] High Skill Weapon (12 BP cost): [Long bow] Gain Magical Transcription for Free
Weapon Specialization:Cost is 10 BP per bonus, otherwise functions as per FighterBonus Skill: Arcane Lore
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ThiefBP Cost: Dwarf 30, Elf 25, Halfling 20, Human 25Initial Hit Die: d6Initial Combat Modifiers: -1 InitiativeBackstab: Requires Knife or Dagger; If foe unaware of the thief, and thief hits, damage dice penetrate on Max die roll AND Max die roll -1Fleeing Opponent: If a foe flees from a thief in Melee, thief may "backstab" with any proficient weapon in hand. Rearward Strike: Ignores one point of DR for every 2 levels if striking foe from behindSuperior Defense: Almost-perfect defense on a natural roll of 18 or 19 (if total beats attacker's total). Also, if thief hits, damage is 2d4p (not the 2(d4p-2) other characters get).Coup de Grce: Requires 3 seconds instead of the 10 for other classesSecret Doors: Thieves have twice the normal chance to find secret doorsLuck: Thief starts with 21 luck points - points regenerate and increase by one only when/each time the character gains a levelProficiencies
Minimal Skill Weapon (Free): [club] Favored Low Skill Weapon (2 BP cost): [dagger, knife, short sword, sling, light crossbow] Favored Medium Skill Weapon (4 BP cost): [long sword, short bow] Low Skill Weapon (4 BP cost): [battleaxe, flail, javelin, mace, morning star, spear, scourge, staff,
warhammer, two-handed warhammer, heavy crossbow] Medium Skill Weapon (8 BP cost): [great axe, great/bastard sword, halberd, scimitar, throwing
axe, throwing knife, two-handed sword] High Skill Weapon (12 BP cost): [long bow] Thieves get Light Armor proficiency for free, but cannot wear Medium or Heavy armors. May purchase the Shield proficiency for 6 BPs.
Weapon Specialization Thieves may purchase weapon specialization for 7 BP x Bonus, otherwise as per fightersSKILLS (all free to start)
Climbing/Rappelling, Disarm Trap, Hiding, Identify Trap, Listening, Lock Picking, Pick Pocket Sneaking.
Purchasing Other Skills If a thief purchases any of these skills at any time, they gain either the relevant ability score bonus (see chart at end of document) or +3, whichever is higher on each roll of the Mastery Die:
Acting Appraisal Current Affairs Disguise Distraction Escape Artist Fast Talking Forgery Gambling, Glean Information Observation Reading Lips Salesmanship Seduction (Art of).
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ClericsGeneral:
BP Cost: Dwarf 35, Elf 50, Halfling 45, Human 25Initial Hit Die: d8Initial Combat Modifiers: Initiative +1Spells: Clerics with Wisdom >= 13 may pray for one additional spell at first levelProficiencies If able to use the listed weapons (see specific religion for details), Clerics spend:
1 BP for Minimal skill weapons [Club] 2 BP for Low Skill Weapons [battleaxe, dagger, flail, javelin, knife, mace, morning star, short
sword, spear, scourge, staff, warhammer, two-handed warhammer, crossbow] 4 BP for Medium Skill Weapons [great axe, great/bastard sword, halberd, long sword, scimitar,
short bow, sling, throwing axe, throwing knife, two-handed sword] 6 BP for High Skill Weapons [Long bow]
Weapon Specialization Clerics may purchase Weapon Specialization in any weapon they are Proficient with for 8 BP x bonus purchased (otherwise this works just like fighters). Note, though: a Cleric may never have any Specialization higher than his Specialization in any Preferred Weapon of the Faith.Skills All Clerics may purchase any "Religion (specify)" skill (their own god or another) for 1 BP.
Cleric, Specific:The True Alignment: Lawful Good Preferred Weapon: Long sword (Free Proficiency)Other Weapons Permitted: None Armor Permitted: All Armor and Shield Proficiencies for freeBonus Skills:
History (ancient) Literacy Riding (equine) Tracking Religion (The True) Divine Lore
Powers: Turn Undead 5% chance per level to detect lies +4 bonus to saves against spells that
fool, mislead or have other deceptive effects
Caregiver Alignment: Neutral Good Preferred Weapon: Staff (Free Proficiency)Other Weapons Permitted: Any blunt weapon; must take proficiency in sling (costs 4 BP)Armor Permitted: All Armor and Shield Proficiencies for freeBonus Skills:
Cooking/Baking, First Aid (additional purchases cost 2
BP), Religion (Caregiver), Divine Lore
Powers: Turn Undead Immune to fear; Provides +1 bonus against fear effects
to allies within a 10 foot radius; May cast healing spells as if one level
higher
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Cleric, Specific ContinuedThe Guardian Alignment: Chaotic Good Preferred Weapon: None (may learn any weapon but must buy all Proficiencies at normal cost)Armor Permitted: all Armor and Shield Proficiencies for freeBonus Skills:
Animal Training (pick one species) Cartography Literacy Lock Picking Survival Religion (The Guardian) Divine Lore
Power: Freedom of Action.
The Overlord Alignment: Lawful Evil Preferred Weapon: Scourge (free Proficiency)Other Weapons Permitted: Any Crushing weapon (must purchase proficiencies)Armor Permitted: All Armor and Shield proficiencies for freeBonus Skills:
Literacy Rope Use Religion (The Overlord) Divine Lore
Powers: Command Undead +2 bonus to saves vs. charm effects
The Creator of Strife Alignment: Chaotic evil Preferred Weapon: Flail (free proficiency)Other Weapons Permitted: Any (must purchase proficiencies)Armor Permitted: All Armor and Shield Proficiencies for freeBonus Skills:
Cartography Survival Religion (The Creator of Strife) Divine Lore
Relevant Ability Mastery Die Roll Modifier(Apply this number each time you roll a Mastery Die for a skill, based on the lowest attribute listed for
that skill)Score Modifier
3 -44-5 -36-7 -28-9 -1
10-11 012-13 +114-15 +216-17 +318-19 +4
20 +5