Overview

Started by Mr. Cheez-It, October 06, 2005, 12:53:16 AM

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Mr. Cheez-It

Adventurers seek gold, glory, justice, fame, power, or knowledge, or perhaps other goals â€" some noble and some base.  Each chooses a different way to achieve those goals, from brutal combat power, to mighty magic, to subtle skills.  Some adventurers prevail and grow in experience, wealth, and powers.  Others die.

Your character's class is his or her profession or vocation.  It determines what he or she is able to do: combat training, magical ability, skills, and more.  Class is probably the first choice you make about your character ( just ahead of race, or perhaps in conjunction with that decision).  The class you choose determines where you should best place your character's ability scores and suggests which races are best to support that class choice.

The eleven base classes are described in the subsequent posts in this thread and each gives a brief insight into their typical characteristics.  Players are encouraged to use these as guidelines for developing concepts and may find them useful in their roleplaying.  They are not meant to be viewed as strict rules, as we encourage players to build unique and interesting characters.

Rules

There are, however, some general rules that are enforced in the setting.  These are listed below and noted in each respective entry:

QuoteBarbarian:  Cannot be of a lawful alignment.  Barbarians are unable to progress in levels if their alignment ever becomes lawful.

Bard:  Cannot be of a lawful alignment.  Bards are unable to progess in levels if their alignment ever becomes lawful.

Pick pocket restrictions (explained in further detail in this class entry).

Cleric:  Must serve a patron deity.  Upon character creation, players must enter a name of a deity in the “Deity” field, choose an alignment associated with their character's god, and select two domains available to clerics of said deity.  Clerics that do not have a deity, are of an incompatible alignment, or choose improper domains for their deity will be unable to cast divine spells or receive domain abilities.

Druid:  Must be of a neutral alignment.  Druids are unable to progress in levels if their alignment ever becomes non-neutral.

Must serve a patron deity.  Upon character creation, players must enter a name of a nature deity (listed below) in the “Deity” field and choose an alignment associated with their character's god (keeping in mind druids must be neutral).  Druids that do not have a deity or are of an incompatible alignment will be unable to cast divine spells.

Nature Deities - Chauntea, Kossuth, Malar, Mielikki, Silvanus, Talos, Umberlee, Auril, Eldath, Gwaeron Windstrom, Lurue, Nobanion, Shiallia, Talona, Ubato, Ulutiu, Thard Harr, Aerdrie Faenya, Angharradh, Deep Sashelas, Fenmarel Mestarine, Rillifane Rallathil, Solonor Thelandria, Baervan Wildwanderer, Segojan Earthcaller, Sheela Peryroyl, Anhur, Isis, Sebek, Hiatea, Sekolah, and Cyrrollalee.

Weapon and armor restrictions (explained in further detail in this class's entry).

Fighter:  None

Monk:  Must be of a lawful alignment.  Monks are unable to progess in levels if their alignment ever becomes non-lawful.

Multiclassing restrictions (explained in further detail in this class entry).

Paladin:  Must be of a lawful good alignment.  Paladins are unable to progress in levels and will lose their divine abilities if their alignment ever becomes non-lawful good.

Must serve a patron deity.   Upon character creation, players must enter a name of a deity that recognizes paladins (listed below).  Paladins that do not have a deity will be unable to cast divine spells or use divine abilities.

Deities with Paladin Orders - Azuth, Chauntea, Helm, Ilmater, Kelemvor, Lathander, Mielikki, Mystra, Sune, Torm, Tyr, Deneir, Eldath, Gwaeron Windstrom, Hoar, Jergal, Milil, Nobanion, Red Knight, Savras, Shiallia, Siamorphe, Ulutiu, Hathor, Horus-Re, Isis, Osiris, Corellon, Berronar Truesilver, Clangeddin Silverbeard, Gorm Gulthyn, Marthammor Duin, Moradin, Arvoreen, Cyrrollalee, Utogalan, Yondalla, Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Garil Glittergold, and Segojan Earthcaller.

Multiclassing restrictions (explained in further detail in this class entry).

Ranger:  Must serve a patron deity.  Upon character creation, players must enter a name of a deity in the “Deity” field and choose an alignment associated with their character's god.  Rangers that do not have a deity or are of an incompatible alignment will be unable to cast divine spells.

Rogue:  Pick pocket restrictions (explained in further detail in this class entry).

Sorcerer:  None

Wizard:  None

Mr. Cheez-It

Further Information

The information in this section has been provided to give players a basic understanding of the various classes in the setting.  Those wishing to further enhance their roleplaying will find additional information in the following sourcebooks:

Player's Handbook
Forgotten Realms Campaign Setting