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Dark Destiny Campaign

Joining Concordia
Classes Allowed in Concordia
DM and Character submission
DM List(Under Construction)
Chat Room & Message Board
The Chat Room
Message Board
Races of Concordia
The Concordian Race
Demi-Humans
Humans
Humanoids
Getting to know your race
Human history(under construction)
Humanoid History(under construction)
Getting to know the Dem-Human Races
Information on Concordia
Concordia
Concordia Map
Society
Alignment and Concordia
Laws of Concordia
Slavery
Education
The Womans Role
Economics
Population
Magic use and Responsibility
Provinces and Cities
Gods
The Great War(under construction)
Shaars




CLASSES


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Classes



Barbarians:

1. Abilites: Strength is important for barbarians becaus of its role in combat, and several barbarian skills are based on strength. Dexterity is also useful to barbarians, especially those who wear light armor. A high constitution score lets a barbarian rage longer.
2. Alignment: Any Non-lawful.
Hit die: d12.

3. Class starting proficiencies: climb, craft, handle animal, intimidate, direction sense, jump, listen, ride, swim, wilderness lore.

4. Class features: weapon & armor proficiency, barbarian rage.

Bards:

1. Abilites: Same as players hand book.
2. Alignment: any non-lawful.
3. Hit die: d6

4. Class starting proficiencies: alchemy, appraise, balance, bluff, climb, concentration, craft, decipher script, diplomacy, disguise, escape artist, gather information, hide, direction sense, jump, knowlage, listen, move silently, preform, pick pocket, scry, sense motive, speak language, spellcraft, swim, tumble, use magical device.

5. Class features: Weapon and armor proficency, spells, bardic music, bardic knowledge.

Clerics:

1. Abilities: same as players handbook.
2. Alignment: varies.
3. Hit die: d8.

4. Class starting proficiencies: concentration, craft, diplomace, heal, knowledge(religion), scry, and spellcraft.

5. Class features: armor and weapon proficiency, spells, deity, turn undead

Fighters::

1. Abilities: strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they'll need in their many battles. Dexterity is important for fighters who want to be good archers or who want access to certain dexterity oriented features, but the heavy armor that fighters usually wear reduces the benefit of a very high dexterity.
2. Alignment: any.
3. d10.

4. Class starting proficiencies: climb, craft, handle animal, jump, ride, swim.

5. Class features: weapon & armor proficiency, weapon specialization.

Rangers:

1. Abilities: dexterity is important to wear rangers because they tend to wear light armor and also several ranger skills are based on dexterity. Strength is important for them because rangers frequently get involved in combat. A wisdom score of 1 or higher is required to cast any ranger spells at all.
2. Alignment: any.
3. Hit die: d10

4. Class starting proficiencies: Animal empathy, climb, concentration, handle animal, train animal, heal, hide, direction sense, jump, knowledge(nature), listen, move silently, ride, search, spot, swim, use rope, wilderness lore.

5. Class features: weapon & armor proficiency, spells, tracking, natural enemy, improved two weapon fighting.

Rogue:

1. Abilites: same as players handbook.
2. Alignment: any.
3. Hit die: d6.

4. Class starting proficiencies: appraise, balance, bluff, climb, craft, decipher script, deplomacy, disable traps, disguise, escape artist, forgery, gather information, hide, direction sense, jump, listen, move silently, open locks, pick pocket, read listp, sense motive, swim, tumble, use rope.

5. Class features: weapon & armor proficiency, back stab, set traps.

Wizards:

1. Abilites: same are players handbook.
2. Alignment: any.
3. An: hit dies: d4.

4. Class starting proficiencies: alchemy, concentration, spellcraft, knowlege, scry, read & write.


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