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Pros
Cons
Barbarians
Hit Die* d12
Skill Points per Level 4+Int Modifier
Combat Primarily physical.
Key Abilities Strength and Constitution
Must be nonlawful (neutral or chaotic)
A barbarian who becomes lawful cannot
level or use Rage.
Difficulty: Easy
Bards
Hit Die d6
Skill Points per Level 6+Int Modifier
Combat Primarily arcane magic.
Key Abilities Charisma and Intelligence
Must be nonlawful.
A bard who becomes lawful cannot level but
retains all of his abilities.
Bards can be super fun to roleplay as
theyre usually very cunning and get some
interesting unique spells and abilities. Bards
are one of the magical classes who do not
have to prepare spells ahead of time,
however they can only know a certain
number of spells per level and only use a
certain amount per day. Most of their spells
center around buffing and debuffing, illusion
and manipulation, and crowd control.
Theyre also one of the most effective classes
in non-combat roles.
Difficulty: Medium
Cleric
Hit Die d8
Skill Points per Level 2+Int Modifier
Combat Mixed physical and divine magic.
Key Abilities Wisdom (others depend on
domain and deity)
Must have an alignment within one step of
their chosen deity.
So if their deity is Lawful Evil, they can be
Lawful Neutral or Neutral Evil, but never
Lawful Good or Chaotic Evil). If they have
no deity, they can only be Lawful Good or
Chaotic Evil they cant be neutral.
Clerics are hard to explain in simple terms
because they can go in many different
directions depending on the domain and
deity you choose. Along with the druid,
theyre one of the most complicated classes
to fully understand. However if you take the
time to, theyre among the most powerful,
capable of some fantastically destructive or
amazingly helpful magic.
Difficulty: Hard
Pros
Cons
Druid
Hit Die d8
Skill Points per Level 4+Int Modifier
Combat Mixed physical and divine magic.
Key Abilities Wisdom
Must be at least partially neutral.
Meaning neutral good, neutral evil, chaotic
neutral, lawful neutral, or true neutral.
Fighter
Hit Die d10
Skill Points per Level 2+Int Modifier
Combat Primarily physical.
Key Abilities Strength and Constitution
Any alignment allowed.
Fighters are the most simple class and has
the fewest hard restrictions. Theyre almost
exclusively physical (they are allowed to use
enchanted and magical items, but cannot
learn magic) and are proficient with most
weapons as well as all armors and shields.
The main feature of fighters is they get far
more feats than any other class. Rather than
gaining unique abilities with levels, Fighters
may select bonus feats at every other level.
This means its a lot easier to chain feats and
get your prerequisites quickly.
Difficulty: Easy
Pros
Cons
Monk
Hit Die d8
Skill Points per Level 4+Int Modifier
Combat Primarily physical.
Key Abilities Wisdom and Strength OR
Dexterity
Must be lawful.
If a monk becomes non-lawful (neutral or
chaotic) they can no longer level though
they retain all their abilities.
Paladin
Hit Die d10
Skill Points per Level 2+Int Modifier
Combat Mixed physical and divine magic.
Key Abilities Charisma and Wisdom
Must my Lawful Good.
All Paladins are lawful good. If a Paladin
commits an evil or chaotic act, they lose all
of their Paladin abilities, including their
mount until they atone.
Paladins are the quintessential class if you
want to play the good guy and moral center
of the group. Most of a Paladins strength
comes into play when fighting evil
characters, which you likely will be a lot
unless your party is evil (in which case, Im
not sure if a Paladin will fit in much). Theyre
both tough and capable in a fight, with a lot
of their skills based on their Charisma. They
also tend to be good in social situations, and
most established cities have a decent respect
for them. You also get your own horse!
Difficulty: Medium
Pros
Cons
Ranger
Hit Die d8
Skill Points per Level 6+Int Modifier
Combat Primarily physical (some divine
magic)
Key Abilities Wisdom and Dexterity OR
Strength (depending on combat style)
Any alignment allowed.
Difficulty: Easy
Rogue
Hit Die d6
Skill Points per Level 8+Int Modifier
Combat Primarily physical.
Key Abilities Dexterity and Charisma
Any alignment allowed (Id recommend
against lawful good as a rogue though).
Rogues are exactly as you probably expect
cunning, fast, and not at all afraid to stab
you in the back. Rogues get a lot of
specialized abilities regarding sneak attacks
and flanking, and they have an even wider
spread of natural skills than the Bard. That
cunning is good both in and out of combat.
Theyre the weakest class in the game health
wise though and cant wear anything more
than light armor in order to keep their
sneakiness.
Difficulty: Medium
Pros
Cons
Sorcerer
Hit Die d4
Skill Points per Level 2+Int Modifier
Combat Primarily arcane magic.
Key Abilities Intelligence and Charisma
Any alignment allowed.
Difficulty: Medium
Wizard
Hit Die d4
Skill Points per Level 2+Int Modifier
Combat Primarily arcane magic.
Key Abilities Intelligence
Any alignment allowed.
Wizards, unlike Sorcerers, can know any
number of spells. However, unlike Sorcerers,
they must prepare their spells ahead of time
and can only prepare a certain number per
day. They may also choose a specialization,
which means they can cast more spells per
day but they can no longer cast any spells
from two other schools. They also get a
familiar. Essentially, Wizards are bookish
magic types who gain their power through
study, whereas Sorcerers are naturally
talented but thus, not as learned in their
spells.
Difficulty: Medium