Every Player Character has a number of character class options (essentially their “profession”) when beginning at 1st level:
Priests. (clerics, druids) These characters are fighting-priests able to wear any type of armor and cast primarily defensive and curative-type spells. They can “turn undead” by presenting their holy symbol which causes such creatures to flee. Clerics are limited to blunt weapons that crush rather than cut. They have good overall saving throws and are second only to the fighter in attack ability. The Druid is a special sub-class of cleric that operates best in wilderness settings. Druids give up the clerical turning, most curative magic, and have more limited, nature-focused spells but they possess a range of abilities that make them very powerful in outdoor terrain.
Fighters. These characters can select a wide range of weapons, wear any type of armor, and at higher levels, strike multiple times per round in melee. They have better hit points and the best chance to hit foes with attacks. Fighter sub-classes are the Ranger, woodland scouts and special forces-type fighters, and the Paladin, a holy warrior of Law and Good.
Magi. (illusionists, magic-users) The magic-user is the weakest, most vulnerable class at low levels, with few hit points and limited combat ability. However, their spells are very powerful, able to turn a dangerous confrontation into a quick victory. Smart groups protect their magic-users while they gain power through levels and more spells. Illusionists are a sub-class of magic-user with specialized magic used to trick, confound and infiltrate.
Thieves. Thieves operate at lower levels as support characters with middling combat ability. At higher levels, they become masters of stealth and trap disablement. In addition to their array of thieving abilities, they also possess a back stab attack usable on the unwary that can help take down powerful foes more quickly. Assassins are a sub-class of thief specializing in murder for hire.
Monks. The monk is a unique type of fighter with special attacks and access to many thieving abilities. Their limitations regarding armor and equipment are offset by a wide array of special abilities gained over time and a special “open hand” fighting style that has the ability to stun or even kill an opponent.
Additional Character Classes. (e.g. Barbarians, Bards, Necromancers, etc.) These classes can (or must) be declared during character creation but begin as a standard class.
Playing Multiple Classes. Demi-humans can begin play as a multi-class character as determined by race. These characters must begin play as such. Humans can change classes later in their career, but this process is difficult and comes at great cost. See Character Options for more information.
Character Advancement. As challenges are overcome and treasure is gained, characters gain experience in the form of experience points or “XP”. Once enough of these points are gained, the character will advance to the next level. See Character Advancement for details.
Primary Ability Scores. Some classes will have key ability scores that relate to the character class. In certain cases, a character with a high score (16+), will receive a +10% bonus to all experience points gained in the listed class (only).
Minimum Ability Scores. Many classes will have a minimum ability score requirement. Player characters will be able to raise their scores artificially to meet the requirement, unless the class is in the Additional Classes section. Non-player characters also must meet the requirements for class (if any).
Hit Dice. This is the type of die used to generate hit points and also noted is the maximum number of hit dice available to the class. If the class offers advancement past the maximum hit dice, additional hit points per die will be noted.
Self-train. You no longer require a mentor to train to advance to higher levels.
Hit Points. Each class begins play with maximum hit points. When the character advances another level, the player can choose to roll hit points randomly or add a set amount of hit points automatically. Multi-class characters will divide all amounts. See Multi-class Characters for details.
Alignment Restrictions. If a class has restriction for alignment, these will be noted here. See also chapter X for details.
Player Character Races. All PC races available to take up the character class will be noted here along with maximum level in parenthesis. For NPC class options, see the section on Non-Player Characters.
Armor and Shield. If there are any restrictions on armor type or shield type, they will be noted here.
Weapon Proficiencies. Each character can select a number of weapons that they are trained to use effectively in combat. The number of weapons available to the character class is noted here. Initial is the number granted at 1st level. Penalty is the penalty to attack rolls when using weapons other than those you are proficient in. Additional proficiencies are granted as noted as the character advances. Multi-class characters will have the combined total of all their classes and will gain weapons as per all of their classes.
Available Weapon Proficiencies. These are the only weapons a character class can spend it’s weapon proficiency on.
Additional Restrictions. Some classes will have additional strictures or advancement requirements.
Weakness. If a class has a special weakness or limitation, it will be listed here.
Class Tables
XP Needed. The character must gain this number of experience points to advance to this level.
AAC0. Also known as, “Attack AC 0”. This is the adjusted result on a d20 for the character to successfully attack an AC of 0. For a full table of attack value by level required to strike each armor class see Attack Tables.
Features. This is the list of abilities granted by the class by level.
Spells Slots per Spell Level. These are the available number of spells per spell level able to be prepared per day.
Saving Throws. See also Saving Throws.
Special Rules. Some classes have special strictures or advancement requirements. These will be detailed here.
Regular numbers indicate minimum values. If the GM approves, any ability score under a minimum value can be increased to the minimum value (Advanced Classes never allow characters to increase or decrease any scores during character creation). Numbers in parenthesis indicate maximum values for class entry.
While intent to enter an advanced class can be announced ahead of entry, once the character actually enters the class, the minimum (and maximum!) scores must be in place or their entry will be impossible.
Characters must be trained to use weapons effectively. This is called a weapon proficiency. The number of proficiencies, the penalty assigned to the attack rolls with non-proficient weapons, and the level at which a new weapon proficiency may be added is a function of class.
If the character has declared intent to become a barbarian, they must adhere to the restrictions of their background.
Additional Notes: Multi-class characters use the best available non-proficiency penalty and gain proficiencies for each class. Creatures without a character class have a non-proficiency penalty of -2.
HIT DICE
When determining hit dice for spell effects or other rules, rangers and monks will begin with 2 hit dice and a multi-class character with two classes is highest class hit dice +1 and a multi-class with 3 classes is highest class level +2.
Add Constitution modifiers to each hit die (then, if multi-class, divide by number of classes).