Kaiser bub,I'll be keeping it as simple as possible to be honest. For those who don't know D&D,you've got nine basic classes to choose from,along with a couple of races. From there it'll run kminda like battlecube,but without all the upgrades crap. Whenever someone gains enough xp(or if I at leeast think they have) then I'll PM them their new stats and abilities,although more experienced players may wish to discuss advancments with me. An HP and XP count would be posted every new page.
EDITED TO SHOW MORE DETAILRaces:
Human:
Humans have no attribute strengths or weaknesses. They will always ignore
their highest level class when determining multi-classing penalties, making
them the best choice for many multi-class builds. They get a bonus feat and
four extra skill points upon creation, as well as one extra skill point at
each new level.
Humans really work well with any class, but they are particularly useful when
doing a unique multi-class or creating a character that quickly needs to pick
up many foundational feats to become workable.
Elf:
Elves get a +2 to Dexterity and a -2 to Constitution. The favor the Wizard
class and can ignore Wizard levels when determining multi-classing penalties.
Their natural abilities include an Immunity to Sleep, a +2 to saving throws
against Enchantment spells, and low-light vision. Elves also have keen senses,
allowing them to search at top efficiency without having to enter Detect Mode
or reduce their movement speed. They receive a +2 to their Listen, Search,
and Spot skills, and they receive Longsword, Rapier, Shortbow, and Longbow
proficiencies for free.
Because of their attribute adjustments, Elves make great ranged attackers that
avoid direct combat as much as possible. Their racial weapon proficiencies are
a valuable bonus to many classes that don't offer them for free such as the
Rogue, Bard, Monk, Druid, Sorcerer and Wizard. Their keen senses are valuable
to any class but particularly the Rogue or Ranger. Elves have problems with
most multi-classes though because of their favored class, Wizard. There are
very few builds built around a Wizard multi-class.
Half Elf:
Like the Human, the Half-Elf has no attribute strengths or weaknesses and they
can ignore their highest level class when determining multi-classing penalties.
They trade in the extra feats and skills for Immunity to Sleep, a +2 to saving
throws against Enchantment spells, and low-light vision. They also get a +1
to their Listen, Search, and Spot skills.
The Half-Elf will work well with any class, and are usually chosen in place of
a Human when the extra feat and skill points don't seem particularly valuable.
Ultimately though, this race is seldom used as the racial abilities rarely
provide more than what a Human would offer.
dwarf:
Dwarves get a +2 to Constitution and a -2 to Charisma. They favor the Fighter
class and can ignore Fighter levels when determining multi-classing penalties.
Their natural abilities include +2 to their Search skill in subterranean areas,
+2 to their Lore skill, +2 to saving throws vs. poison, +2 to saving throws vs.
all spells, and Darkvision. They also come with some specialized combat
training giving them +1 to attack roles vs. Orcs and Goblinoids, and +4 Dodge
bonus to Armor Class vs. Giants.
Dwarves work best with any combat oriented class, and they can easily
multi-class to Fighter , the most popular multi-class, to pick up a few more
combat feats. The Charisma penalty makes them less than ideal for Sorcerers,
Bards, Paladins, and Clerics -- although many Fighter/Clerics opt to ignore
their turning ability and play as a Dwarf anyway.
half orc:
Half-Orcs start with a +2 increase to Strength and a -2 penalty to Intelligence
and Charisma. They favor the Barbarian class and can ignore Barbarian levels
when determining multi-classing penalties. They have Darkvision.
The Half-Orc abilities are brief and to the point. Being the only race with a
Strength bonus, they are ideal for melee combat. However, their lack of
Intelligence can prevent them from qualifying for a few valuable combat feats.
They are a poor choice for any kind of Arcane spellcaster, yet they suffer no
Wisdom penalties and could work out as a Divine spellcaster -- Paladins and
Clerics will probably still want to avoid them due to the Charisma penalties.
Melee combat, ultimately, should always be the focus of a Half-Orc character
Gnome:
Gnomes get a +2 to Constitution and a -2 to Strength. They favor the Wizard
class and can ignore Wizard levels when determining multi-classing penalties.
Gnomes are smaller than the other races and thus gain a +1 size bonus to AC
and attack rolls. However, they can't wield weapons the same way as
medium-sized races. Medium weapons must be used with two hands, and large
weapons cannot be used at all. Their unarmed strike is also much weaker.
Gnomes gain a +2 to saving throws against Illusion spells and a +2 to the DC
of their Illusion spells. They have low-light vision and gain a +2 to their
Listen and Concentration skills. Like the Dwarf, Gnomes have some racial
training and gain a +1 to attack rolls vs. Reptilian Humanoids and Goblinoids,
and a +4 Dodge bonus to Armor Class vs. Giants.
Due to their small size and lack of Strength, Gnomes generally make poor melee
warriors. They are most effective as perimeter characters, wielding some form
of magic, usually as Wizards.
and halfling
Halflings gain +2 to Dexterity and -2 to Strength. They favor the Rogue class
and can ignore Rogue levels when determining multi-classing penalties. Like
the Gnomes, Halflings are smaller than the other races and gain a +1 size bonus
to AC and attack roles. They are just as limited when it comes to weapons
however, and can must wield a medium weapon with two hands while large weapons
can't be used at all. Their unarmed strike is also much weaker. Halflings
gain a natural +1 to all saving throws and a +2 saving throw vs. fear. They
gain a +2 to their Move Silently and Listen skills, and their upbringing gives
them a +1 to attack rolls with thrown weapons.
The Halfling shares the same Strength and size penalties as the Gnome and is
likewise generally unfit for a melee class. Where the Gnome finds his ideal
place as a perimeter magic-user, the Halfling is usually best suited to the
life of a stealthy Rogue.
Male comparison chartFemales comparison chartClasses:
Fighter:
Hit Die: d10
Base Attack Bonus: 100%
Armor Proficiencies: All armor and shields
Weapon Proficiencies: All simple and martial weapons. No Exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: None.
Special: Only class to offer access to Weapon Specialization.
Rogue:
Hit Die: d6
Base Attack Bonus: 75%
Armor Proficiencies: Light armor. No medium or heavy armor. No shield.
Weapon Proficiencies: Club, Dagger, Dart, Handaxe, Light Crossbow, Heavy
Crossbow, Quarterstaff, Mace, Short Sword, Rapier, Shortbow, Morningstar,
and Sling.
Primary Saving Throws: Reflex.
Secondary Saving Throws: Fortitude and Will.
Spellcasting: None.
Bard:
Hit Die: 1d6
Base Attack Bonus: 75%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
Weapon Proficiencies: All simple weapons. No martial or exotic weapons.
Primary Saving Throws: Reflex and Will.
Secondary Saving Throws: Fortitude.
Spellcasting: Arcane, Charisma-based
Special: Cannot be Lawful in alignment.
Barbarian:
Hit Die: d12
Base Attack Bonus: 100%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
weapon Proficiencies: All simple and martial weapons. No exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: None.
Special: Cannot be Lawful in alignment.
Druid:
Hit Die: 1d8
Base Attack Bonus: 75%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
Weapon Proficiencies: Club, Dagger, Scimitar, Sickle, Spear, Quarterstaff,
Dart, and Sling.
Primary Saving Throws: Fortitude and Will.
Secondary Saving Throws: Reflex.
Spellcasting: Divine, Wisdom-based
Special: Must be somehow Neutral in alignment. Cannot take other weapon
proficiency feats as a Druid, but may gain them from multi-classing.
Cleric:
Hit Die: 1d8
Base Attack Bonus: 75%
Armor Proficiencies: All armor and shields.
Weapon Proficiencies: All simple weapons. No martial or exotic weapons.
Primary Saving Throws: Fortitude and Will.
Secondary Saving Throws: Reflex.
Spellcasting: Divine, Wisdom-based.
Paladin:
Hit Die: d10
Base Attack Bonus: 100%
Armor Proficiencies: All armor and shields.
Weapon Proficiencies: All simple and martial weapons. No exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: Divine, Wisdom-based
Special: Paladins must be Lawful Good.
Monk:
Hit Die: d8
Base Attack Bonus: 75%
Armor Proficiencies: None.
Weapon Proficiencies: Club, Dagger, Handaxe, Light Crossbow, Heavy Crossbow,
Quarterstaff, Shuriken, Kama, and Sling.
Primary Saving Throws: Fortitude, Reflex, and Will.
Secondary Saving Throws: None.
Spellcasting: None.
Special: Must be Lawful in alignment.
Mage:
Hit Die: 1d4
Base Attack Bonus: 50%
Armor Proficiencies: None.
Weapon Proficiencies: Club, Dagger, Light Crossbow, Heavy Crossbow, and
Quarterstaff.
Primary Saving Throws: Will.
Secondary Saving Throws: Fortitude and Reflex.
Spellcasting: Arcane, Intelligence-based.
Sorcerer:
Hit Die: 1d4
Base Attack Bonus: 50%
Armor Proficiencies: None.
Weapon Proficiencies: All simple weapons. No martial or exotic weapons.
Primary Saving Throws: Will.
Secondary Saving Throws: Fortitude and Reflex.
Spellcasting: Arcane, Charisma-based
Ranger:
Hit Die: d10
Base Attack Bonus: 100%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
Weapon Proficiencies: All simple and martial weapons. No exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: Divine, Wisdom-based.
Anything I've missed?
Here's a Guide from gamefaqs.com dealing with classes,just ignore the stuff about kits and it'll serve nicely
Just copy and past it into the address bar instead of taking the link directly there.
http://db.gamefaqs.com/computer/doswin/fil...te_ii_class.txt(edited by BloodStorm, since GameFAQs doesn't like direct linking)
Here's also some stuff about Attributes.
- Strength (STR) -
Strength will be the most important attribute for melee warriors, particularly
those of the heavily armored, two-handed weapon variety. Your Strength
modifier is added to your melee attack rolls as well as your melee damage
rolls. In some cases, the modifier is also applied to ranged damage. Strength
is also used to determine how much weight you can carry and its modifier is
added to your Discipline skill.
- Dexterity (DEX) -
Dexterity will be important to ranged warriors and anyone not wearing heavy
armor. Your Dexterity modifier is added to your Armor Class, although it will
be limited by how heavy your armor is. In addition, your Dexterity modifier
is added to your ranged attack rolls, and Weapon Finesse will sometimes allow
you to add it to your melee attack rolls as well. Finally, your Dexterity
modifier is added to Reflex saving throws and the Hide, Move Silently, Open
Lock, Pick Pocket, Parry, and Set Trap skills.
- Constitution (CON) -
Constitution is important to everyone. Your Constitution modifier is used to
allocate bonus Hit Points at every level -- even retroactively. Your
Constitution modifier is also applied to Fortitude saving throws and the
Concentration skill.
- Intelligence (INT) -
Intelligence is highly important for Wizards and any class that relies on its
skills -- such as the Rogue. Wizards draw their Arcane spellcasting abilities
from their Intelligence. Your natural Intelligence modifier is also applied
to the number of Skill Points you receive every level, and it is added to the
Disable Trap, Lore, Search, and Spellcraft skills.
- Wisdom (WIS) -
Wisdom is important for the Divine spellcasters (Paladin, Ranger, Cleric, and
Druid), as they draw their spellcasting powers from it. The Monk class also
has a few special abilities that are derived from his Wisdom modifier. The
Wisdom modifier is applied to Will saving throws and the Heal, Listen, and
Spot skills.
- Charisma (CHA) -
Charisma is the basis of the Arcane spellcasting of the Sorcerer and the Bard.
Clerics and Paladins also use the modifier to determine the strength of many
of their class abilities -- including the ability to Turn Undead. Your
Charisma modifier is applied to the Animal Empathy, Perform, Persuade, Taunt,
and Use Magic Device skills.