Types of Character Classes

Most characters will be humans. In most D&D game campaigns, humans are the most wide spread of all intelligent beings. Any new character can belong to one of the human classes (cleric, fighter, magic-user, thief), regardless of his ability scores.

Demi-human characters (dwarf, elf, and especially halfling) will be less common: these races are somewhat reclusive and mysterious. They are known as "demi-humans" because they are so similar to humans. Each demi-human character class has specific ability requirements. If a newly created character doesn't have high enough scores in some specific abilities, he can't belong to the demi-human classes.


Multi-class Characters

Only Dwarves and Elves may multi-class.  A multi-class character, like single classes, will have an XP score.  Each class of the multi-class will have a target XP value to level.  Once the XP score crosses the XP value for that class, the class levels.  CON bonuses are assigned to classes in any combination.  For example, if a dwarf has a CON bonus of +3, he may assign +1 to Dwarf, and +2 to Cleric, or he may assign +3 to Dwarf only.

Dwarves and Elves may multi-class as thieves or clerics. Dwarves do not multi-class as magic users, as it is not in their nature and Elves are already capable of casting magic.

Multi-classed character restrictions follow the more restrictive class. Therefore, a dwarf/thief is restricted to certain armor and weapons as defined by the thief class, etc.  Multi-classed characters follow the saving throw table for their heritage (ie Dwarf or Elf).

The Hin (halflings) are not eligible to multi-class in this game.
Descriptions of Character Classes
Cleric
A Cleric is a character who has dedicated his life to a great and worthy cause. Often, this cause is the cleric's alignment. A Lawful cleric, for example, would be dedicated to spreading law and order throughout the campaign world. The cleric wields magic, and he can use almost as many weapons and armor types as a fighter. The cleric's prime requisite is his Wisdom.

Home Brew Rule
In my game, clerics can cast spells at first level. Essentially, move the spell progression chart up one level, eliminating the line of zero spells at first level.  Also, a dwarf or elf may become a cleric, but it is then a multi-classed character.

RESTRICTIONS: They may wear any armor and may use shields. Clerics are forbidden by their religious codes from using edged weapons, such as swords and arrows. A cleric may only use a weapon without an edge, such as a mace or sling.

SPECIAL ABILITIES: Clerics are very helpful with undead monsters (such as skeletons, zombies, and ghouls) are encountered. When a cleric encounters an undead monster, the cleric may attempt to "Turn" the monster instead of fighting it. If a cleric Turns an undead monster, the monster will not touch the cleric, and will flee from the area if it can.

Fighters
A Fighter is a character whose main skill is his prowess at arms. A fighter can be a heavily armored knight or a lightly armored swashbuckler, but it's his extraordinary skill in combat that makes him special. In the game, a fighter's prime requisite is his Strength.

RESTRICTIONS: None

SPECIAL ABILITIES: Though they have no special abilities like special sight or bonuses, fighters are very powerful characters. Their greater endurance (more hit points), strong armor, many weapons, and great strength make them a necessary part of every adventure.

Magic-users
A Magic-User is a character who wields magic. He has little or nothing in the way of fighting ability, and in the early part of his career he has little in the way of magical ability either. But as he gains in experience, he becomes a powerful character and can wield powerful magical spells. The magic-user's prime requisite is his Intelligence.

RESTRICTIONS: They may not wear armor nor use shields and may only choose between these weapons; dagger, staff, blowgun, dart, flaming oil, holy water, net, thrown rock, sling, or whip.

SPECIAL ABILITIES: Magic-users use powerful spells.

Thieves
A Thief is a character who has spying abilities. Whether he actually makes his living  stealing from other people, he has many skills appropriate to that livelihood. He can move stealthily, climb sheer surfaces, pick locks, and so forth. He has combat abilities better than a magic-user's, but he's not a strong combatant. The thief's prime requisite is his Dexterity.

RESTRICTIONS: Leather armor only.  No shields.

SPECIAL ABILITIES: When striking unnoticed from behind, a thief gains a bonus of +4 on "to hit" rolls and inflicts twice the normal amount of damage. They train in thief skills including; learning how to pick pockets, move silently, climb steep surfaces, hide in shadows, open locks (with a set of lockpicks or burglar's tools), remove small traps (such as poisoned needles), and how to hear noises better than other humans.

Home Brew Rule
Druids and Mystics are not player characters in this game at this time.  They may be NPCs the characters might interact with in the story.


Dwarves
A Dwarf is a sturdy, squat demihuman. He resembles the fighter in many details, but has many special abilities and special restrictions that set him apart from human fighters. The dwarfs prime requisite is his Strength.

Home Brewed Rule
Dwarves in this game, may also become a cleric.

RESTRICTIONS: The may use any type of weapon of normal or small size, but may not use long bows nor two-handed swords. A dwarf character must have a minimum Constitution score of 9.

SPECIAL ABILITIES: Dwarves are very hardy creatures and have better saving throws than most other character classes. Dwarves often live underground, and have dark-vision which allows them to see 20 yards in the dark. They are expert miners and are able to find slanting passages, traps, shifting walls, and new construction one-third of the time when looking for them. All dwarves speak Common, Dwarvish, plus the languages of gnomes, kobolds, and goblins.

Elves
An Elf is a lean, nimble demihuman. He is a very capable combination of the fighter and magic-user classes. He's not quite as tough as a human fighter, nor will he ever achieve the great magical ability of a human magic-user, but he does have most of the abilities of both classes. He has other special abilities and restrictions that set him apart from the human classes. The elf has two prime requisites: Strength and Intelligence, and the Intelligence score must be 9 or more.

Home Brewed Rule
An elf in this game, may also become a cleric.

RESTRICTIONS: A character must have an Intelligence of 9 or greater to be an elf.

SPECIAL ABILITIES: Elves have dark-vision identical to that of the dwarves in function to 20 yards. All elves can find secret and hidden doors better than other characters.  The detection is never automatic. Elves have a natural immunity to ghoul paralysis.

Halflings (Hin)
A Halfling is a small demihuman. He has many abilities similar to a fighter, but he is also noted for his ability as a woodsman. He's not as tough as a fighter, and he has special abilities and restrictions that set him apart from the fighter class. The halfling has two prime requisites: Strength and Dexterity.

RESTRICTIONS: Only small or medium sized weapons.  Halflings must have a minimum score of 9 in both Dexterity and Constitution.

SPECIAL ABILITIES: Halflings have better saving throws than most other character classes. They are very accurate with all missile weapons and gain a bonus of +1, in addition to Dexterity adjustments, on their "to hit" rolls when using them. Due to their small size and skills at dodging, halflings have a bonus of -2 on their Armor Class when being attacked by creatures larger than man-sized. Outdoors, halflings are difficult to spot, having the ability to seemingly vanish into woods or underbrush. Halflings have only a 10% chance of being detected in this type of cover, and even in dungeons there is a one-third chance that a halfling will not be seen in normal light if the character finds some cover (such as heavy shadows), and remains absolutely quiet and still.