Jason's modified D&D rules
Characters start with 1 free 'level' in one of the basic NPC classes
(Warrior, Peasant, Aristocrat, Expert, and Adept). This 'background' level is to
help flesh out the character and reflect what sort of environment he was raised
in. The character still only counts as being 1st level when character creation
Character are may always choose to raise 'background' skills when they level
without counting them as cross-class.
- Peasant - Your parents were simple farmers,
millers, or ranch hands.
- Expert - Your parents were skilled, perhaps
they were trappers, fishermen, sailors, miners, smiths, carpenters, potters,
wine makers, cobblers, artists, entertainers, scribes or perhaps even
thieves. The list goes on.
- Aristocrat - Your parents were very well off,
perhaps members of nobility, guild masters, governors, or wealthy land
- Adepts - Your parents were of magical
inclination perhaps the town 'wise folk', as an initiate in the druidic order, or as a wizards apprentice.
This does not mean you have to become a cleric or wizard.
- Warrior - Your parents were a member of a
'slave' caste or warriors, or you were raised in the care of a militant or
mercenary order or in gladiatorial pits. This does not mean you have to
become a fighter.
*Characters from barbaric societies should
probably choose Expert (Wild. Survival, etc.) or Adept.
You only get the skills, not any other bonuses
such as hit points, saves, or base attack. However, for the first level only,
you may choose to take the higher hit die, that of your background or your
class. Also, this level doesn't count against the 20% xp penalty, nor do you get
any experience for this level.
The rest of character generation is completer
normally, however you may choose to spend any normal class skills on background
skills as well. You may only pick from the following classes:
Classes classes such as Paladin, Barbarian, Monk,
Bard, Druid, and Specialty Wizards will now be modified prestige classes.
Sorcerers will be defunct since as a new rule Wizards may cast spells on the fly
by reading from their spell books. This takes an extra full action per spell
level and of course invites an AoO. Clerics may also cast spells on the fly by
chanting a prayer and brandishing their holy symbol for an extra full action per
spell level and of course this too, invites an AoO. For every new spell level
you achieve you can cast spells of the immediate lower level like this 1 action
faster, to a minimum of 1 action. Thus, at 5th level, a 2nd level spell may be
cast in one action. Normal components must still be used.
Clerics begin with no Armor proficiency, but are still unaffected by spell
Fighter - While Warriors are common foot soldiers, Fighters are excelling
combatants, often the leaders of small bands of warriors.
- Knight - Servants of the Lords of the Lands,
Knights are an extension of their law and are generally roving peacekeepers.
In battle they serve as elite cavalry.
- Paladin - Knights of the church often quest
for wrongs to right and to extend the realm of their churches influence.
- Gladiator - Slaves, warriors down on their
luck, and sometimes even jaded aristocrats live to do battle in the arena.
They are masters of close quarter combat.
- Ranger - Woodland warriors, Rangers act as the
Wardens of the wilderness.
- War Master - A general or his advisor, War
Masters are expert strategists, engineers and commanders.
- Berserker - Fighters from less civilized lands
can sometimes call up inhuman fits of rage while in battle.
- Dark Knight - The antithesis of the Paladin
and Knight, the Dark Knight serves evil and lives to sew chaos.
Rogue - Cutpurses, Catburglars, Highwaymen, and
even Constables represent the Rogue class.
- Bard - Traveling entertainers and
storytellers. Bards are excellent speakers, and their spells and songs are
handy in battle.
- Blade Master - The blade master disdains the
use of heavy armor, and represents the epitome of skill with his favored
- Assassin - Assassin's are masters of the art
of stealth and experts in the uses of poisons.
- Archer - The Archer disdains the use of heavy
armor, and represents the epitome of skill with his bow or crossbow.
- Dungeoneer - A master at spelunking and
disarming traps, the Dungeoneer is an expert treasure hunter.
Cleric - The devote of a particular religious
order, these secular Clerics are fond of making pilgrimages and spreading the
Word of their patron deity.
- Monk - Some clerics choose to retire from the
world and live in contemplation. Monks occasionally venture out into the
world to test their inner resolve.
- Templar - Some clerics choose the ways of war
and take up arms and armor to defend
- Druid - Followers of the nature Gods become
Druids, the protectors of the lands and wilderness.
- Priest - Each Deities particular church has
it's own special Prestige Class.
Wizard - Initiates in the studies of arcane
mysteries, Wizards always seek new lore to study.
- Elementalist - Masters of wielding the powers
of earth, fire, air, and water.
- Summoner - Masters at calling magical
creatures and transmutation.
- Enchanter - Adept at beguiling with her
illusions and creating magical devices.
- Necromancer - A master of negative energy and
- Soothsayer - Uses positive energy to heal and
divine the future.