Classes

 

 

Main
Opening
News/Updates
Council
Bookstore

Sign Up

Quests
Quest Masters
Links
Nations

Webrings
Rooms
World Overview
Downloads 
Awards
Special Thanks
Sponsors
Disclaimer



Combat
Equipment
Levels

Adventuring
Magic
Spells
Monsters
NPCs



Building Guide
Ability Scores
Races
Classes
Skills
Feats

  Well, now you have your character's ability scores and their race. Now the character will need a profession also known as a class. Every character will have to choose a class.

Some characters may choose to have more than one class. This is known as multi-classing. This may be done only after you have reached level 2. When you level up a level, you choose which class you will level up in. Your character's actually level is an accumulation of all the levels. Hit points are also an accumulation. All standard abilities are also added when you level up a particular class.

There are many classes to choose from. You can choose your character to be a barbarian, bard, cleric, druid, fighter, monk, wizard, sorcerer, paladin, ranger, rogue, or psion. Only a very brief description is here about each class. It is my suggestion that you purchase the Player's Handbook for a more in-depth look at each class.

Barbarians
The barbarian is forged in battle. They live, eat, and breathe the battlefield. The barbarian is an excellent warrior. They find it hard to live a normal life outside of battle. The barbarians chaotic nature prevents them from ever being lawful.

Bards
The bard regards music and arts as a magical medium. His magic comes from the heart. They wander the countryside telling tales of heroes and villains. Sometimes, the bard will accompany a hero on his quest for glory. Since they are a light-hearted bunch, the bards are never lawful.

Clerics
Gods play a major role in the lives of the mortals and immortals on the face of Aurora. The clerics are the priests and representatives of the gods. The good cleric protects, heals, and avenges. Evil clerics destroy, pillage, and sabotage. The cleric will use her abilities ordained by their god(s). They usually serve the alignment of the god(s) they follow.

Druids
The protectors of nature and all her beauties. The druid gains her powers from nature, but she claims no mastery over it.  Her powers don't come from a ruling it, but they come by becoming at one with it. The druid will keep a neutral alignment whether true, good, or evil. The powers may be granted directly by nature or a nature deity.

Next - ->

  Please support Aurora by voting. Just click on these images.








 

Aurora is a copyright of Aurora Matrix Inc., Copyright  2000. Dungeons and Dragons is a trademark of Wizards of the Coast Inc.