Classes

Barbarian
BAB +1, Fort +2
Alignment: Non-Lawful
Hp 12
Weapons and Armour: All simple and martial weapons, light armour, medium armour and shields.
Fast Movement: +10'
Rage: +4 Str and Con and +2 Will saves but -2 AC for 4 + Con modifier rounds

Starting Wealth:- 105 Gp
Skills :- 4 + Int modifier
Class Skills:- Acrobatics, Climb, Nature, Perception, Ride, Swim

Bard
Ref +2, Will +2
Alignment: Any
Hp 8
Weapons and Armour: All simple weapons, longsword, rapier, shortsword and shortbow. Light armour and shields
Spells
Bardic Knowledge: Add half level (min 1) to Knowledge skill checks.
Bardic Performance: 4 + Cha modifier rounds per day.
Distraction, Fascinate, Inspire Courage
Perform checks are Bard level plus Cha mod.

Starting Wealth:- 105 Gp
Skills:- 6 + Int Modifier
Class Skills:- Acrobatics, Bluff, Climb, Diplomacy, Knowledge (All), Perception, Sense Motive, Spellcraft, Stealth 

Cleric
Fort +2, Will +2
Alignment: Within one step of god worshipped.
Hp 8
Weapons and Armour: Simple weapons, light armour, medium armour, shields, deity's favoured weapon.
Spells
Channel Energy: Vs 2d6 Undead
Domains
Bonus Language: Celestial

Starting Wealth:- 140 Gp
Skills:- 2 + Int Modifier
Class Skills:- Diplomacy, Heal, Arcana, History, Religion, Sense Motive, Spellcraft

Druid
Fort +2, Will +2
Alignment: Any Neutral
Hp 8
Weapons and Armour: Club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling and spear. Padded, leather and hide armour. Wooden shields
Spells
Bonus Languages: Sylvan, Druidic
Nature Bond
Nature Sense: +2 Nature checks.
Wild Empathy: Level + Cha Modifier Diplomacy check for animals.

Starting Wealth:- 70 Gp
Skills:- 4 + Int Modifier
Class Skills:- Climb, Heal, Geography, Nature, Perception, Ride, Spellcraft, Swim

Fighter
BAB +1, Fort +2
Alignment: Any
Hp 10
Weapons and Armour: All simple and martial weapons, all armour and shields.
Bonus Feat

Starting Wealth:- 175 Gp
Skills:- 2 + Int Modifier
Class Skills:- Climb, Dungeoneering, Ride, Swim

Monk
Fort +2, Ref +2, Will +2
Alignment: Any Lawful
Hp 8
Weapons and Armour: Club, crossbow, dagger, handaxe, javalin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling and spear.
AC Bonus: Add Wisdom Modifier to AC
Flurry of Blows: Two attacks at -1 to hit
Unarmed Damage: 1d6
Bonus Feats: Stunning Fist plus one from Blind Fight, Dodge, Fleet Footed, Improved Initiative, Lightning Reflexes, Nimble Moves, or Weapon Focus.

Starting Wealth:- 35 Gp
Skills:- 4 + Int Modifier
Class Skills:- Acrobatics, Climb, History, Religion, Perception, Ride, Sense Motive, Stealth, Swim

Paladin
BAB +1, Fort +2, Will +2
Alignment: Lawful Good
Hp 10
Weapons and Armour: All simple and martial weapons, all armour and shields.
Detect Evil
Smite Evil: Once per day gain Cha Mod to hit, and Paladin level to damage vs evil target (2 hp damage per level on the first successful hit vs one evil outsider, evil dragon or undead). Bypasses DR. Also receive a bonus to AC (Cha Mod) against attacks from the target. 

Starting Wealth:- 175 Gp
Skills:- 2 + Int Modifier
Class Skills:- Diplomacy, Heal, Religion, Ride, Sense Motive, Spellcraft

Ranger
BAB +1, Fort +2, Ref +2
Alignment: Any
Hp 10
Weapons and Armour: Simple and martial weapons, light armour, medium armour and shields.
Favoured Enemy: +2 to hit, damage and Bluff, Perception, Sense Motive and Knowledge checks against one group of creatures.
Track: Add half level (min 1) to Perception checks to track.
Hunter's Bond

Starting Wealth:- 175 Gp
Skills:- 6 + Int Modifier
Class Skills:- Climb, Heal, Dungeoneering, Geography, Nature, Perception, Ride, Spellcraft, Stealth, Swim

Rogue
Ref +2
Alignment: Any
Hp 8
Weapons and Armour: All simple weapons, hand crossbow, rapier, shortbow and short sword. Light armour.
Sneak Attack: 1d6 extra damage if foe is unable to defend.
Trapfinding: Add half level (min 1) to Perception checks to find traps.
Use Magic Item: Checks are Rogue level plus Cha modifier

Starting Wealth:- 140 Gp
Skills:- 8 + Int Modifier
Class Skills:- Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Dungeoneering, Local, Perception, Sense Motive, Stealth, Swim

Sorcerer
Will +2
Alignment: Any
Hp 6
Weapons and Armour: All simple weapons
Spells
Bloodline Powers
Aberrant and Abyssal:- Exiles
Arcane, Celestial, Destined:- All
Draconic:- Sulmaneesh
Fey :- Elf and ½ Elf, Cilhadrai
Infernal :- Sulmaneesh
Undead :- Burning Ones

Starting Wealth:- 70 Gp
Skills:- 2 + Int Modifier
Class Skills:- Bluff, Arcana, Spellcraft

Wizard
Will +2
Alignment: Any
Hp 6
Weapons and Armour: Club, dagger, heavy crossbow, light crossbow and quarterstaff.
Spells
Bonus Language: Draconic
Arcane Bond: Familiar or Bonded Object.
Arcane School
Bonus Feat: Scribe Scroll

Starting Wealth:- 70 Gp
Skills:- 2 + Int Modifier
Class Skills:- Knowledge (All), Spellcraft

Comments

  1. Absolutely love that female barbarian picture. Great image. Cool character party. NPCs or PCs?

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  2. The party of adventurers in the game I'm running consist of Erosirus the Dwarven Fighter, Ioomboyer the Elven Cleric of Lugh and Drusilla the Destined Sorcerer (modeled on Faith from "Buffy") run by my friend Rob and his partner Sophie and Spookatoya the Fey-Touched Sorcerer run by my lovely wife Kate. I use a simplified version of the Pathfinder rules for the character customization options with the skills and class power duration ideas from 4th Edition. I'm not an edition hater, I take what I think works best for me and my players from anywhere and bash it into a form we can use to make adventuring fun. All the players are new to the hobby, and they're having a blast!

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