Difference between revisions of "Races"
(Created page with "= Fighter = The consummate fighter, they can use nearly every weapon that they find. They can use magical weapons, rings, but can cast no spells. As they gain levels, they al...")
Latest revision as of 22:26, 2 November 2017
The consummate fighter, they can use nearly every weapon that they find. They can use magical weapons, rings, but can cast no spells. As they gain levels, they also gain speed which enables them to attack more often in combat. The prime requisite for this class is strength and any race and alignment can be a member.
These are elite fighters dedicated to smiting evil wherever it may be and will not join a party that has evil members. They are immune to disease, have increased resistances to spell effects and poison, and can heal other characters with their "laying on of hands" ability. At higher levels, they are also able to turn undead and can cast certain clerical spells. They also have a persistent aura around them that acts as a negative affect on evil creatures that come too close. Only humans with good scores in both Strength and Charisma can become this class.
A high dexterity is a prime requisite for this class and they are restricted in wearing only leather-type armor and in using a limited number of weapons. Any race can be this class and it is considered an important one to have in the game to avoid getting the party killed whenever a trap is found.
They can use any weapon as a fighter can and can even dual wield melee weapons without any penalty, but only if they are not wearing heavy armor. Humans, elves, and half-elves are the only races that are allowed in the game that can be a part of this class.
They are holy warriors that can fight with a number of weapons and wear armor while casting divine spells against their enemies. Ideal for dealing with the undead as well as healing the party. Wisdom is the prime requisite for this class and any race can be a part of it.
The spellcasters of the Realm, what they lack in armor and weapons expertise are made up for in the spells that they can weave. Unlike several other RPG systems of the time that utilized spell points, mages in AD&D have to memorize a set number of spells in order to store and use them at a later time. Once those memorized spells are used up, the mage must take time to memorize another batch. Intelligence is the prime requisite for this class and as they gain in level, they also gain extra slots that can be used to store memorized spells. Humans, Elves, and Half-Elves can become mages in the game.