H2G2SRPG - Classes
Created | Updated Apr 8, 2004
Alchemist
Alchemists are the students of science and reason, putting aside the divine and supernatural to study the finer workings of the world, and how to make them go boom. Through persistant study, alchemy has unraveled the secret of creating life from inanimate materials, allowing the creation of golems. Golems may be created from whatever materials are on hand, if enough of it is lying unused. A halfling-sized golem takes four turns, a man-sized golem takes eight, and a giant-sized golem takes thirteen.
Requirements:
- Body: At least 8
- Mind: At least 12
- Soul: At most 9
Gains:
- +1/+2/+0
- Demolitions
- Alchemy
- Craft Golem: (Uses whatever materials are on hand)
- Scholar
Assassin
Assassins are the stylishly-dressed bringers of personalized death. Fast, cunning, and lethal, assassins often solve political problems in a most terminal manner.
Requirements:
- Body: At least 12
- Mind: At least 10
- Soul: Any
Gains:
- +2/+2/+0
- Agile
- Eagle-Eye
- Quick Reflexes
- Clever
- If a member of Assassins' Guild, Legal Immunity
Barbarian
Barbarians are the lone warriors of the frozen steppes, the fur-wearing warriors who worry less about wisdom and more about loot, pillage, and plunder. They possess great strength, but little in the way of intelligence.
Requirements:
- Body: At least 12
- Mind: At most 9
- Soul: Any
Gains:
- +2/-1/+0
- Berserker
- Endurance
Black Mage
Black Mages are practitioners of the dark arts, but unlike Necromancers, they focus on destrution and chaos rather than summoning undead legions.
Requirements:
- Body: At least 8
- Mind: At least 8
- Soul: At least 12
Gains:
- +1/+0/+2
- Fire Magic Affinity
- Death Magic Affinity
Cleric
Clerics are the pious and holy adventurers who seek to do good wherever they can. They often have vast healing powers, and the ability to drive back undead.
Requirements:
- Body: Any
- Mind: At least 8
- Soul: At least 11
Gains:
- +0/+1/+2
- Healing
- Life Magic Affinity
- Turn Undead
- Death Magic Resistance
Druid
Druids are the gaurdians of nature, the watchmen of the woods. They are in tune with nature's subtle rythms, and hold a special bond with all animals.
Requirements:
- Body: Any
- Mind: At least 8
- Soul: At least 13
- Natural Empathy
Gains:
- +1/+0/+3
- Natural Magic Affinity
- Transform: Bear/Wolf/Hawk
Hacker
Hackers are those few people with the startling talent for computer mayhem. No firewall is safe, no system secure from their probing programs.
Requirements:
- Body: Any
- Mind: At least 15
- Soul: Any
- Technologically Adept
Gains:
- +1/+0/+1
- Hacking
- Infamous
- Stealthy
Monk
Monks are the quite, saffron-robed mystics whose devotion to physical purity has led them beyond the strength of mortal men.
Requirements:
- Body: At least 15
- Mind: Any
- Soul: Any
- Chi Mastery
Gains:
- +1/+1/+2
- Overflowing Chi
- Quick Reflexes
Necromancer
Necromancers are much akin to wizards in magical abilities, but that's about as far as it goes. Necromancers are dark wizards devoted to dealing with the dead. Though incredibly powerful in the Dark Arts, the evil of their work makes them easily identifiable, with pale thin skin and boney countenances.
Requirements:
- Body: Any
- Mind: At least 10
- Soul: At least 13
Gains:
- +0/+1/+4
- Death Magic Affinity
- Undead Master
- Turn Undead
- Infamous
Paladin
Paladins are holy warriors in a more physical sense than what clerics are. Imbued with holy strength, Paladins have healing abilities as well as the ability to turn the undead.
Requirements:
- Body: At lest 9
- Mind: At least 6
- Soul: At Least 11
Gains:
- +2/+0/+2
- Healing
- Turn Undead
- Holy Strength
Pirate
Pirates are the scourge of the seas, but often fairly nice people. These hardy men and women live at sea, and make their livings raiding ships and coastal villages. Due to their life at sea, their skills reflect it.
Requirements:
- Body: At least 12
- Mind: At least 8
- Soul: Any
Gains:
- +2/+1/+0
- Aquatic
- Agile
- Eagle-Eye
- Quick Reflexes
Psionic Adept
Psionic Adepts are the choice few who have explored the limits of the mind to their utmost. Mental heavyweights, they tend to have extrodinary mental power.
Requirements:
- Body: Any
- Mind: At least 17
- Soul: At least 6
- Psionic Mastery
Gains:
- +1/+0/+2
- Split Concentration
- Photographic Memory
- Scholar
Ranger
Rangers are the woodsmen who know the countryside like the back of their hands. They have innate knowlege of animals and plants, and move like shadows.
Requirements:
- Body: At least 12
- Mind: At least 10
- Soul: Any
- Quick Reflexes
Gains:
- +1/+1/+0
- Natural Empathy
- Low-Light Vision
- Eagle-Eye
Sorcerer
Sorcerers are those with an innate gift of magic. Having never been schooled in the arcane, they never specialize in any particular element, leaving no bonuses for an element, but no disadvantages as well.
Requirements:
- Body: Any
- Mind: At least 10
- Soul: At least 15
- Magically Adept
Gains:
- +1/+1+2
- Natural Talent
Thief
Thieves are those members of the public who make their living off memebers of the public. Adept at seperating people from their belongings, Thieves are quick and smart.
Requirements:
- Body: At least 12
- Mind: At least 10
- Soul: Any
- Quick Reflexes
Gains:
- +2/+2/+0
- Clever
- Devious
- Eagle-Eye
- If a member of the Thieves' Guild, Legal Immunity.
Wizard
Wizards are the men and women who have devoted their lives in persuit of magical knowlege. Although few are great warriors in battle, any wizard can be a formidible foe with his vast knowlege of the arcane.
Requirements:
- Body: Any
- Mind: At least 10
- Soul: At Least 13
Gains:
- +0/+1/+3
- Magically Adept
- Scholar
- Arcane Student