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Classes


Cleric:
Hit Dice: 1d8 + Constitution Bonus per level
Weapons: Club, Flail, Hammer, Mace and Staff
Armor: Any
Prime Attribute: Wisdom

Special Ability: Clerics can turn undead, causing them to flee or even turning them to dust by the power of religious faith. Evil clerics may choose to control the undead instead of turning them. If an evil cleric gains a result of “D” on the table, the undead creature falls under the cleric’s control for 24 hours. Normally 2d6 creatures are affected by Turn Undead. Turning lasts for 3d4 rounds. While turned, the creature must move away from the cleric at its fastest possible movement rate. It will attack a creature that is directly blocking its escape route, but otherwise may not fight. The cleric must be holding his or her holy symbol to make a turning attempt. In most cases this will preclude attacking on the same round, and the cleric must sheathe or drop his or her weapon (or else set down his or her shield).

Turn Undead

Hit Dice12345678910
1 HD141185TTDDDD
2 HD16141185TTDDD
3 HD1816141185TTDD
4 HD191816141185TTD
5 HD20191816141185TT
6 HD-20191816141185T
7 HD--20191816141185
8 HD---2019181614118
9 HD----201918161411
10 HD-----2019181614

T=Automatic Turn, no roll required, D=Undead creature is destroyed

LevelXPHit PointsTo Hit BonusSpell Level1st2nd3rd4th5th
10-15001d8+0110000
21501-30002d8+1220000
33001-60003d8+1321000
46001-120004d8+2432000
512001-240005d8+2533100
624001-480006d8+3633200
748001-960007d8+3733210
896001-1920008d8+4833320
9192001-3840009d8+4944321
10384001-76800010d8+51044332

Fighter:
Hit Dice: 1d10 + Constitution Bonus per level
Weapons: Any
Armor: Any
Prime Attribute: Strength

Special Ability: At 1st level, the Fighter chooses one weapon with which to specialize. When using this weapon, he receives a +1 to hit and +2 to damage. At 5th level this becomes +2 to hit and +3 to damage and at 10th level it becomes +3 to hit and +4 to damage. When using this weapon, the fighter add 1 attack, every other round.

LevelXPHit PointsTo Hit Bonus
10-20001d10+1
22001-40002d10+2
34001-80003d10+3
48001-160004d10+4
516001-320005d10+5
632001-640006d10+6
764001-1280007d10+7
8128001-2560008d10+8
9256001-5120009d10+9
10512001-102400010d10+10

Magic User:
Hit Dice: 1d4 + Constitution Bonus per level
Weapons: Dagger, Dart and Staff
Armor: None
Prime Attribute: Intelligence

Special Ability:

  Alternate scroll making rules
  Making One Shot Magic Items
LevelXPHit PointsTo Hit BonusSpell Level1st2nd3rd4th5th
10-25001d4+0110000
22501-50002d4+0220000
35001-100003d4+0321000
410001-200004d4+1432000
520001-400005d4+1542100
640001-800006d4+1642200
780001-1600007d4+1743210
8160001-3200008d4+2843320
9320001-6400009d4+2943321
10640001-128000010d4+21044322

Thief:
Hit Dice: 1d6 + Constitution Bonus per level
Weapons: Crossbow, Dagger, Dart, sling, Staff, Sword
Armor: Padded, Leather and Studded Leather
Prime Attribute: Dexterity

Special Ability: Backstab: If the thief can approach his or her target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is doubled or tripled if the thief is of 5th level or higher. Thieves of 9th level or higher do quadruple damage.

For each of the following abilities, the player has 60 points to increase these skills. No more than 30 points can be put on any one skill. Each level the thief goes up, the player has an additional 30 points to distribute, with no more than 15 points going to any single skill.

Pick Pockets: Base Chance 20%
Open Locks: Base Chance 15%
Find Traps: Base Chance 10%
Remove Traps: Base Chance 10%
Move Silently: Base Chance 15%
Hide in Shadows: Base Chance 10%
Hear Noise: Base Chance 25%
Climb Walls: Base Chance 60%
Read Languages: Base Chance 1%
LevelXPHit PointsTo Hit Bonus
10-12501d6+0
21251-25002d6+0
32501-50003d6+1
45001-100004d6+1
510001-200005d6+1
620001-400006d6+2
740001-800007d6+2
880001-1600008d6+2
9160001-3200009d6+3
10320001-64000010d6+3

Donjons and Dragoons

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Page last modified on March 27, 2010, at 09:26 AM