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Character Classes.

Posted by A Malign PresenceFor group 0
A Malign Presence
GM, 4 posts
Sat 18 Aug 2018
at 18:39
  • msg #1

Character Classes

Fighter
Hit Dice: 1d8
Attack Bonus: +2

In addition to having much better hit dice than thieves, fighters also have the highest class attack bonus, which increases to +3 at level 3, +4 at level 5, and +5 at level 9.

Fighters gain a specialty at level 1. Fighters also gain a second specialty at level 5, and a third at level 9.

Fighters can spend a point of Valor to reroll their attack roll, damage roll, and Pierce roll for a single attack. They can use the higher result for each roll.

Thief
Hit Dice: 1d4
Attack Bonus: +1

Thieves gain many more specialties than fighters, but have far worse attack bonuses and hit points. Their attack bonus increases to +2 at level 5 only. Thieves get a specialty of their choice at level 1, in addition to a second, powerful bonus specialty available only to thieves. Choose one of the following, or if randomly determining characters, roll 1d6.

Burglar: Learn The Fans. Adds to checks for stealing, planting or palming items, picking locks, stealth, climbing, finding or disarming traps. Adds to Dodge saves.
Assassin: Learn a secret language of your choice. Adds to checks for picking locks, stealth, or climbing. Adds to checks for finding, arming or disarming traps. Adds to damage rolls with daggers, pistols, or inhibiting poisons.
Ranger: Learn a living language of your choice. Adds to checks for hunting, stealth in natural settings, tracking, and setting, finding or disarming traps. Eliminates the penalty for shooting from horseback. Adds to saving throws versus being unhorsed.
Spy: Learn literacy.  Learn The Fans and a secret language of your choice. Adds to checks to persuade, lie, intimidate, pick pockets, pick locks, stealth in man-made settings, find or disarm traps. Adds to saves versus poison.
Occultist:+1 to caster level. Learn a language of your choice. Learn daemonology. Adds to checks for researching or identifying magical subjects, or for summoning, banishing, channeling or bargaining with daemons.
Warlock: Learn a secret language of your choice. Learn daemonology. Adds to checks to persuade, lie, intimate or bargain, including bargaining with daemons. Adds to checks for unfettering pacts.

Thieves gain a bonus specialty at 3rd level, another specialty at 5th, and an additional two specialties at level 9. If thieves add any of their specialties a roll and fail the check, they can spend a point of Valor to reroll. They must take the second result.

If attacking an unaware opponent, thieves gain +4 to the attack roll and deals double damage on a hit. This is addition to any Piercing blows: a thief who Pierces on a sneak attack doubles their damage again. A thief's ambush can only be performed with a dagger, light weapon or pistol, and only if the thief is wearing no armor heavier than laemellar.
This message was last edited by the GM at 21:31, Fri 17 Jan 2020.
A Malign Presence
GM, 5 posts
Sat 18 Aug 2018
at 22:35
  • msg #2

Saving Throws

Saving Throws
Saving throws are divided into three types: Dodge, Health and Aura. Dodge is to physically avoid projectiles or take cover from explosions, Health is for resisting natural disease and poison or bodily trauma, and Aura is for resisting magic. Fighters have the best Health saves, while thieves have better Dodge and slightly better Aura saves.

You can choose a single attribute to apply to your saving throws, depending on the type of save being made. You can only assign an attribute to one save. For example, if you're using your Wisdom modifier for your Dodge saves, you cannot also use it for your Aura saves, and must use Charisma or Intelligence instead.

Dodge: Add your Dexterity, Intelligence or Wisdom modifier.
Health: Add your Strength, Constitution or Charisma modifier.
Aura: Add your Intelligence, Wisdom or Charisma modifier.

To make a saving throw, roll a d20 and add all relevant modifiers. If the result equals or exceed the number on the chart below for your class, the saving throw is successful. If it is lower you succumb to the effect.

Fighter
Level 1-4: Dodge 15, Health 14, Aura 15
Level 5-8: Dodge 14, Health 13, Aura 14
Level 9-12: Dodge 13, Health 11, Aura 13
Level 13-16: Dodge 12, Health 9, Aura 12
Level 17+: Dodge 10, Health 8, Aura 11

Thief
Level 1-4: Dodge 13, Health 16, Aura 15
Level 5-8: Dodge 12 Health 15, Aura 13
Level 9-12: Dodge 10, Health 13, Aura 12
Level 13-16: Dodge 9, Health 12, Aura 11
Level 17+: Dodge 8, Health 11, Aura 10
This message was last edited by the GM at 16:57, Fri 27 Dec 2019.
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