Playable Classes in Atoria

Warrior Changes
Fighter

  • A fighter can gain mastery immediately at fifth level, high mastery at seventh level, and grand mastery at ninth level. A fighter can be a master of three weapons, two of which the fighter can achieve high mastery, and only one of which can the fighter achieve grand mastery.
  • Hit dice increases to 1d12
  • Choose two abilities from the following options below:
    • Unarmored Warrior: Gain a 2 point bonus to AC while unarmored (may still use a shield).
    • Magic Resistance: Gain a permanent 3% magic resistance per level.
    • Stealth Warrior: A fighter with this ability has a chance to move silently and hide in shadows like a thief. This percentage is equal to your dexterity score + twice your level. Add any modifiers for a high dexterity score and racial bonuses. You cannot wear armor above studded leather and receive these bonuses.
    • Increased Movement: You gain a 3 point bonus in movement. Dwarves and Halflings gain a 2 point bonus.
    • Resistance: You gain a +1 bonus to saving throw checks against poison and spells.

Ranger Changes

  • Rangers may cast spells starting at 4th level, and their caster level is equal to their own level.
  • Rangers gain bonus spells from a high wisdom score.
  • Rangers gain the ability to cast their bonus spells starting at 1st level.
  • The revised ranger spell list is found in the Paladin and Ranger Spells section.
  • The ranger may Backstab as a Thief.
  • A ranger may specialize in one weapon of their choice. They must still pay the proficiency cost, as normal.

Paladin Changes

  • The revised paladin spell list is found in the Paladin and Ranger Spells section.
  • Paladins may cast spells starting at 5th level, and their caster level is equal to their own level.
  • Paladins gain bonus spells from a high wisdom score.
  • Paladins gain the ability to cast their bonus spells starting at 1st level.
  • Paladins must make their character an Expatriate (Found in The Complete Paladin’s Handbook on page 2799) in order to fit with the theme of the game.
  • No paladin can turn undead in this world.
  • A paladin may specialize in one weapon of their choice. They must still pay the proficiency cost, as normal.
  • The paladin has a permanent leadership aura that permeates from the paladin in a 60’ foot radius. This aura grants powerful combat bonuses to all ally party members within range.
    • The paladin and his allies gain the benefit of the prayer spell within the aura, and two rounds after leaving it. Enemies are only affected within the aura, and two rounds after leaving it.
    • The party takes half damage from spells and breath weapons. A successful saving throw means the recipient only takes a quarter of the damage.
    • All allies gain an extra attack a round.

Rogue Changes
Thief

  • Hit dice increase to 1d8.
  • The thief uses the Priest Thac0 chart.
  • Use your Pick Pockets skill as if it were an Escape Bonds skill when applicable.
  • A thief may specialize in one weapon of their choice. They must still pay the proficiency cost, as normal.
  • Choose two abilities from the following options below:
    • Unarmored Warrior: Gain a 2 point bonus to AC while unarmored (may still use a shield).
    • Exceptional Hit Points: You gain the high hit point bonus from having a high Constitution score.
    • Expanded Thief: The thief gains access to the following thief skills: Detect Illusion, Detect Magic, and Read Languages. Treat an exceptional intelligence score as a high dexterity score equal to the Hide in Shadows skill.
    • Rally Allies: The thief gains the Musical Instrument proficiency. During one combat round, the thief may play a song with the instrument of choice, and grant all allies within earshout a +2 bonus to attack and damage rolls, and a +1 to all saving throws and AC for 1 turn.
    • Lore: The thief may know a little bit of everything. They gain the Local History proficiency. This knowledge is tied to lore and may not be based on fact. A local history check is required.

Priest Changes
Redeemer (Specialized Cleric)

  • Most priest are not used in this game. Their spells have been moved to either the ranger, paladin, or the mage classes. Only the Redeemer priest exists, and they are technically specialized clerics.

Wizard Changes
Mage

  • The revised mage spell list is found in the Sword and Sorcery Spellcaster section.
  • Mages must take one of two kits described in the Sword and Sorcery Spellcaster section.
  • Mages get two free spells they automatically learn each level from the spell levels they know.
  • Mages gain bonus spells from a high wisdom score.
  • No specialist mages in this game.
  • Choose two abilities from the following options below:
    • Exceptional Hit Points: You gain the high hit point bonus from having a high Constitution score.
    • Weapon Specialization: A mage may specialize in one weapon of their choice. They must still pay the proficiency cost, as normal.
    • Armored Caster: The mage may gain proficiency and may cast spells in any one armor of their choice.
    • Hit Dice Increase: The mage may now roll 1d6 for hit points.
    • Increased Magery: The caster may gain a +25% increase in range of spells, and 50% increase in duration of spells.

Other Changes
Mystic

  • The Mystic class from the original D&D Rules Cyclopedia has been added to the game. They are a hybrid fighter/rogue class.

Unique Archetype

  • The Unique Archetype class has been added to the game. They are a very powerful class that work best as a ‘one-man-army’. They also posses the slowest experience advancement yet.

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Playable Classes in Atoria

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