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Tales of EvenFall

Introduction 

Welcome Page
Home Page

Game Rules

Persona Sheet
Race
Archetypes
Persona Stats
Archetype Level Advancement
Moral Reference
Equipment
Select Spells
Combat
Magic
Magic Items
Bestiary
Bard Spells
Priest Spells
Ranger Spells
Wizard Spells
Master Spell List

Evenfall Campaign 

Campaign Setting
Players
Personas
Adventure Journal

Forgotten Realms 3E Campaign

Introduction
 

Step 2: Choose an Archetype


Bard
Fighter
Priest
Ranger
Thief
Wizard


Bard

Bards are members of an ancient order of poets. They compose and recite epic and heroic poems. Bards often accompany themselves with a harp or lyre. They are wonderful entertainers, and they provide adventuring parties with social intelligence and spells.

Health: 1d6
Armor: Cloth, Leather
Weapons: All

Special Abilities:
·Collect Rumors, Fascinate, Hide, Legend Lore, Open Lock, Perform and Stealth: (1-4 on 1d6).
·Enchantments



Fighter

Fighters are skilled in combat and warfare. They are extremely efficient with weapons and armor. Fighters often serve as mercenaries, guards, soldiers or knights. They have great vigor, and provide adventuring parties with battle-tested offensive skills.

Health: 1d6+3 per level
Armor: All
Weapons: All

Special Abilities:
·2 Attacks per turn.

Priest

Priests are the spiritual leaders of their communities, and they perform religious rites. Priests protect their communities from malevolent spirits and undead monsters. They have a wide range of spells to heal, protect and minister to the physical needs of others. Priests provide adventuring parties with a wide range of defensive spells.

Health: 1d6 per level
Armor: No
Weapons: All

Special Abilities: 
·Blessings

Ranger

Rangers supervise the care of a forest. They are skilled in the science of planting and taking care of forests. Rangers defend communities from woodland monsters. They provide adventuring parties with expert navigation and survival skills in the forest.

Health: 1d6
Armor: Cloth, Leather
Weapons: All

Special Abilities:
·Blessings
·Forest Lore, Hide, Stealth and Tracking: 
(1-4 on 1d6).

Thief

The thief is an expert in the arts of burglary, locksmith and stealth. They can navigate easily through the lesser-known areas of urban settings, and are familiar with the underworld. Thieves are skilled in attacking their adversaries by surprise. They provide adventuring parties with expert navigation in cities and dungeons.

Health: 1d6 per level
Armor: Cloth, Leather
Weapons: All

Special Abilities:
·Backstab: +2 to damage when opponent is unaware.
·Climb Sheer Surface, Find/Remove Trap, Hide, Open Lock, Pick Pocket, Sense Danger and Stealth: (1-4 on 1d6).

Wizard

Wizards are skilled in the use of enchantments. They spend their time studying arcane books and collecting new spells. Wizards are able to cast powerful spells and render armies powerless. They provide adventuring parties with the aid of potent magic items and offensive spells.

Health: 1d6 per level
Armor: No
Weapons: All

Special Abilities:
·Enchantments