Dungeons and Dragons: Cinandri
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Dungeons and Dragons: Cinandri

A Dungeons and Dragons RP. No version of D&D specified, kind of just a custom mix ^.^
 
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 Race & Class Info ~Part 2~

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Amelia Horano

Amelia Horano


Posts : 7
Join date : 2010-01-24
Age : 27
Location : Boston, MA

Race & Class Info ~Part 2~ Empty
PostSubject: Race & Class Info ~Part 2~   Race & Class Info ~Part 2~ Icon_minitimeSun Jan 24, 2010 9:40 am

Cleric: Must have min. Wisdom score of 9 to be a Cleric. Clerics always have a deity that they represent and can be of the same alignment of the deity they choose. One d8 per level for hitpoints. Cannot use she sharp or edged weapons that draw blood. Spells usable by Clerics will be assigned by the DM.
Weapons you can carry-Any armor or shield. Club, flail, hammer, mace, staff.

Druid:Minimum Wisdom of 12 and Minimum Charisma of 15. Can only be absolute nuetral. Can speak their own tongue as well as others known.
Weapons you can carry- Leather armor and wooden shield. Club, dagger, dart, hammer, scimitar, sling, spear, and staff.

Fighter: Must have a minimum Strength of 9 and Constitution of at least 7. Can employ magical items (ie rings, a rod, any armor/shields that are enchanted,etc.) but cannot directly use spells.
Weapons you can carry-Any weapons or armor or shield.

Paladin: Must be human and have strength of 12, intelligence of 9, a wisdom of 13, constitution of 9 and a Charisma of at least 16. Must be lawful good alignment. Loses all Paladin abilties if they knowingly commit an evil act. Willingly detect evil up to 60 feet away. All saving throws +2 on dice. Immunity to all disease. Once a day can "lay on hands" themeselves or someone else (2 hitpoints heaed per experience level).
Weapons you can carry- Any weapons or armor or shield.

Ranger: Must have a Strength of 13, intelligence of 13, wisdom of 14, and constitution of 14. Have 2 d8's at level one for hitpoints. Rangers may own only the goods and treasure which they can carry on themselves and their mount.
Weapons you can carry- Any armor or weapons or shield.

Mage: Minimum intelligence of 9, dexterity of 6. Cannot wear any armor, and has limited range of weapons. Uses a d4 to determine hitpoints.
Weapons you can carry- No armor or shield. Dagger, dart, or staff.

Shaman: Minimum intelligence of 12 and wisdom of 14. Cannot wear any armor, and is limited as to the weapons he or she can carry. May own only the goods and treasures they can carry on themselves and their mounts. Can be of any alignment.
Weapons you can carry- No armor, wooden shield. Club, crossbow, dagger, hand axe, javelin, spear, or staff.

Thief: Must have a minimum of 9 dexterity. Must be nuetral or evil. Can speak the "Theives' Cant" along with any other languages known by the user. Basic functions include Picking pockets, Opening locks, Finding and Removing traps, Moving silently, Hiding in shadows.
Weapons you can carry-Leathor armor, no shield. Club, dagger, dart, sling, shortsword, broadsword, or longsword.


Assassin: Must have strength of 12, intelligence of 11, and dexterity of 12. Have d6's for hitpoints. Can disguise themselves to complete missions. The DM will assign you the amount of pay you recieve for your assassinations.
Weapons you can carry- Any weapon, armor, or shield.

Monk: ~SPECIAL CLASS~ Contact DM for info (writing all the info here would make it REAAAALLY long...)
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