Possible Classes in Menzoberranzan:
The following classes are possible in Menzoberranzan. Each class has basic notes along with it.
- Cavalier: Neither the cavalier class nor any of its sublclasses is found in Menzoberranzan except under the most unusual circumstances.
- Cleric: The basic cleric is, of course, the most common cleric class in Menzoberranzan. Matron mothers are often clerics as are many commoners. It may even be that some members of other races in the city are clerics.
- Druid: This subclass of cleric is not present in the city.
- Dwarven Cleric: Dwarven clerics are occasionally found in the city, generally visiting Abbathoran or trading followers of Ladaguer. A few of Ladaguer's clerics have been tolerated in the city for some time, as long as they don't worship openly or try to spread their faith. They make excellent slave handlers and breeders.
- Shaman (including witchdoctor): It is illegal in Menzoberranzan to worship anyone other than Lloth (and possibly Selvetarm). More importantly, it's illegal to allow slaves to worship their gods, let alone have clergy. Any shaman found in Menzoberranzan would be immediately killed and any found harboring or supporting them would be killed immediately. Which doesn't mean some aren't here anyway. Most shamans have spell lists based on cleric spells though there are some druidic shamans with druidic spells lists who gain limited druidic powers at appropriate levels (such as identifying pure water, plants, and animals). Druidic shamans are only rarely encountered in the underdark and only a few races may have them. Witchdoctors are multi-classed shaman/magic-users though there are rumors of death master and alchemist witch doctors in the underdark which have never been proven. Such a witchdoctor could never add another class. The spell list for shamans are listed below.
- Specialty Priest: Specialty priests of various gods may be found wherever the god is worshiped just as with clerics.
- Fighter: Naturally, the fighter is the most common class found in Menzoberranzan or anywhere else.
- Bandit: Most bandits originate outside the city, among various races, though a few smugglers in the city also learn the skills of a bandit. The bandit is described in Dragon Magazine #63 and Best of Dragon IV.
- Barbarian: A few exceptional goblinoids become barbarians. These are very rare but make excellent warriors, generally better than other members of their race and when found they are valuable slaves. Occasionally ones in exile also find the city and manage to survive as mercenaries. All barbarians must originate outside the city. Barbarians have a number of adjustments.
- Hunter: Hunters are found among the drow and some other races in the city. They use their skills to enslave as well as to kill and many act as guides in the nearby underdark. Hunters are almost exactly like rangers with only a few differences.
- Mariner: With no significant waterways in the area (the Darklake is not large enough or important enough nor is it close enough) no dedicated mariners exist in the city.
- Ranger: This subclass of fighter is not present in the city.
- Sentinel: There are no sentinels in Menzoberranzan except the few that enter with traveling merchants and invariably leave with them. There are no sentinel academies in Menzoberranzan (of the races listed below, only hobgoblins and duergar could be sentinels anyway). Sentinels cannot multi-class.
- Magic-User: Drow magic-users are extremely common, especially among the males. Their skills are highly valued and their power is feared even by the high priestesses of Lloth, who do everything possible to keep them under control.
- Alchemist: Alchemical specialists in the city are rare and most of those are directly employed by a merchant clan, noble house, or even one of the schools. PCs may not be alchemists but may attempt to hire one's services.
- Death Master: It is no surprise that Orcus has his minions in the city and without open opposition by Kiaransalee's followers they have managed to quietly coexist. How many death masters are in the city and how powerful they are is open guesswork. Most leave the city once they can animate dead bodies or a few levels after as they don't wish to engage in a battle with the minions of Lloth. Fortunately undead are accepted in the city so long as they aren't causing problems so moving a group of them out is relatively easy. Local death masters are only willing to train those they believe are acceptable to Orcus [as death masters], thus limiting death masters in the city to the more civilized races. There are rumors of death masters (and even death master witchdoctors of some sort) among other races in the underdark but this is, obviously, unproven. The death master is described in Dragon Magazine #76 and Best of Dragon IV.
- Illusionist: Illusion is a gnomish specialty and as such is found among that race. As gnomes are enemies of drow and gnomish slaves may not practice magic, illusionists are unknown in Menzoberranzan, though their powers are known very well by any who've encountered them in the wilds of the underdark before.
- Incantatrix: This unusual and powerful magic-user subclass has never even been heard of in Menzoberranzan, which is probably a good thing for all known incantatrixes.
- Runecaster: Runecasters are very rare as their art is lost in favor of the more powerful, easier magic-user styles of spellcasting. Some giants and humans are the last known practitioners of this art. No practitioners are found in the city.
- Thief: Thieves appear anywhere groups congregate in numbers and try to keep their possessions secure. Thieves are not generally found among the nobles, though they may employ a number among their house servants. This is also one of the most common classes to develop among the lower class free people of the city and slaves.
- Acrobat: Thieves that choose to become acrobats in Menzoberranzan are rarer than might be expected but still numerous. Any thief or multi-class thief (but not thief subclass) of an appropriate race that wishes to can become a thief-acrobat at the appropriate time.
- Assassin: Assassins are highly valued among the drow and many are found in the city. Every powerful house has at least one assassin in their employ or at their beck and call. It is believed that at least three drow assassin's guilds exist in the city in addition to a number of assassins that work for (or are) nobles or members of merchant clans.
- Bounty Hunter: Bounty hunters also exist in Menzoberranzan though their skills are less frequently sought than those of assassins. Instead bounty hunters are usually sent after those fleeing the city itself and many work with hunters on their hunts. This is one of the few jobs in Menzoberranzan where even non-drow can gain a reputation for skill and success so it's not surprising that many of the city's bounty hunters are bugbears, hobgoblins, or some other humanoid race. The bounty hunter is described in Dragon Magazine #52 and Best of Dragon IV.
- Monk: Monks are not present in the city.
- Bard: The traditional First Edition bards are not present in the city. They are only found among the elves and some human cultures of the Forgotten Realms. Dwarves and drow have their own versions of bards that may be found here, however.
- Savant: Savants are always multi-classed as magic-users, alchemists, clerics (or dwarven clerics), or specialty priests. PCs may not be savants but may call on their services. Savants may not triple multi-class.
- Witch: Witches are extremely rare. All witches serve a deity but not all deities have them. Witches can never multi-class.
Class and Multi-Class Combinations by Race:
| Race |
Cleric |
Cleric, Dwarven |
Shaman |
Specialty Priest |
Witchdoctor |
Fighter |
Bandit |
Barbarian |
Hunter |
Magic-User |
Alchemist |
Death Master |
Thief |
Acrobat |
Assassin |
Bounty Hunter |
Bard |
Savant |
Witch |
| Bugbear |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
No |
No |
Yes |
Yes |
Yes |
Yes |
No |
No |
No |
| Drow |
Yes |
No |
No |
Yes |
No |
Yes |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Drow |
Yes |
Yes |
| Dwarf, Grey |
Yes* |
Yes |
No |
Yes |
No |
Yes |
Yes |
No |
No |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Loremaster |
Yes |
No |
| Giant, Verbeeg |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
No |
No |
No |
| Goblin |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
No |
Yes |
Yes |
Yes |
No |
No |
No |
No |
| Half-Drow |
Yes |
No |
No |
Yes |
No |
Yes |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Drow |
Yes |
Yes |
| Half-Ogre |
Yes |
No |
Yes |
Yes |
No |
Yes |
Yes |
No |
No |
No |
No |
No |
Yes |
No |
Yes |
No |
No |
No |
No |
| Half-Orc |
Yes |
No |
Yes |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
No |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
No |
No |
No |
| Hobgoblin |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
No |
No |
No |
| Kobold |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
No |
No |
Yes |
Yes |
Yes |
No |
No |
No |
No |
| Ogre |
Yes |
No |
Yes |
Yes |
No |
Yes |
No |
No |
No |
No |
No |
No |
Yes |
No |
No |
No |
No |
No |
No |
| Ogrillon |
Yes |
No |
Yes |
Yes |
No |
Yes |
No |
No |
No |
No |
No |
No |
No |
No |
No |
No |
No |
No |
No |
| Orc |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
No |
No |
No |
| Troglodyte |
Yes |
No |
Yes |
Yes |
No |
Yes |
Yes |
Yes |
Yes |
No |
No |
No |
Yes |
Yes |
Yes |
Yes |
No |
No |
No |
* For a dwarf to be a normal cleric they must serve a non-dwarven deity. This is extremely rare.
Available Multi-Classes: If a race qualifies for all the classes in a combination, they may be that combination. Specialty Priest multi-classes allowed are determined by deity and some deities will limit cleric and shaman multi-classes more than usual for the race. Witchdoctor is a special multi-class and is listed above, it is essentially a shaman/MU. Dwarven Cleric can be freely substituted for cleric in the below.
C/F, C/Ban, C/H, C/MU, C/T, C/A, C/BH
Sh/F, Sh/Ban, Sh/H, Sh/T, Sh/A
F/MU, F/T, F/A, F/BH
Ban/MU, Ban/T
H/MU, H/T*
MU/T, MU/A, MU/BH
C/F/MU, C/F/T, C/F/A, C/F/BH, C/Ban/MU, C/Ban/T, C/H/MU, C/H/T*, C/MU/T, C/MU/A, C/MU/BH
Sh/F/T, Sh/F/A, Sh/Ban/T, Sh/H/T*
F/MU/T, F/MU/A, F/MU/BH
Ban/MU/T
H/MU/T*
WD/F, WD/Ban, WD/H, WD/T, WD/A
* The thief's backstab to hit and hunters to hit bonus vs. certain races do not stack. Whichever is greater is used.
Thief Skill Racial Adjustments:
| Race |
Pick Pockets |
Open Locks |
Find/ Remove Traps |
Move Silently |
Hide in Shadows |
Hear Noise |
Climb Walls |
Read Languages |
Tightrope Walking |
Pole Vaulting |
High Jumping |
Broad Jumping: Standing |
Broad Jumping: Running |
Tumbling: Attack |
Tumbling: Evasion |
Tumbling: Falling |
| Bugbear |
-10% |
-5% |
- |
+10% |
-5% |
+10% |
-5% |
-15% |
+5% |
+1' |
+1' |
+.5' |
- |
+5% |
-5% |
-5% |
| Drow |
+5% |
-5% |
- |
+5% |
+10% |
+5% |
- |
- |
+10% |
- |
- |
- |
-1' |
- |
+5% |
+5% |
| Dwarf, Grey |
- |
+10% |
+15% |
- |
- |
- |
-10% |
-5% |
-5% |
-2' |
-1' |
-2' |
-3' |
+10% |
+5% |
- |
| Giant, Verbeeg |
-10% |
+5% |
+10% |
- |
-15% |
+5% |
+10% |
-10% |
-10% |
+2' |
+1' |
+1.5' |
+3' |
- |
-10% |
+5% |
| Goblin |
+5% |
-5% |
- |
+5% |
+5% |
+5% |
-10% |
-10% |
- |
-2' |
-1' |
-1.5' |
-2' |
+5% |
+10% |
- |
| Half-Drow |
+10% |
- |
- |
- |
+5% |
- |
- |
- |
+5% |
- |
- |
- |
- |
+5% |
- |
- |
| Half-Ogre |
-10% |
-10% |
-5% |
-5% |
-5% |
- |
- |
-25% |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
| Half-Orc |
-5% |
+5% |
+5% |
- |
- |
+5% |
+5% |
-10% |
- |
- |
- |
- |
- |
- |
- |
+10% |
| Hobgoblin |
-5% |
- |
+5% |
- |
- |
- |
+10% |
-5% |
- |
+1' |
+.5' |
- |
- |
+10% |
- |
- |
| Kobold |
+5% |
-5% |
- |
- |
+5% |
-5% |
-15% |
-10% |
- |
-2' |
-1' |
-2' |
-2' |
- |
+10% |
+5% |
| Ogre |
-15% |
-10% |
- |
-10% |
-10% |
-5% |
- |
-25% |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
| Ogrillon |
NA |
NA |
-5% |
NA |
-5% |
NA |
-10% |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
| Orc |
-5% |
- |
+5% |
- |
- |
+5% |
+5% |
-20% |
- |
- |
- |
- |
- |
- |
- |
+10% |
| Troglodyte |
-10% |
-5% |
+5% |
+5% |
+15%* |
-10% |
+10% |
-25% |
-10% |
+1' |
+2' |
- |
- |
+10% |
- |
+5% |
* Troglodytes gain 2x the usual bonus to hiding in shadows for not wearing armor (i.e., +10% instead of +5%).
Level Limits by Race:
Specialty Priests are not listed as this is always deity dependent. Generally, level limits for clerics and specialty priests (in the case of dwarves, for dwarven clerics and specialty priests) are the same. The level limit for a single-classed character is 2 higher than listed if that class can be multi-classed in (e.g., this rule doesn't apply to alchemists as they can't multi-class). By earning double experience level limits can be exceeded.
Bugbear:
Ability Score |
Cleric |
Shaman |
Fighter |
Bandit |
Barbarian |
Hunter |
Magic-User |
Thief |
Assassin |
Bounty Hunter |
| 15 |
5 |
5 |
10 |
8 |
8 |
U |
2 |
6 |
8 |
U |
| 16 |
5 |
5 |
10 |
8 |
8 |
U |
2 |
7 |
8 |
U |
| 17 |
6 |
5 |
11 |
9 |
9 |
U |
2 |
7 |
8 |
U |
| 18 |
7 |
5 |
11 |
9 |
9 |
U |
2 |
8 |
8 |
U |
| 18/76 |
|
|
12 |
10 |
10 |
U |
|
|
91 |
|
| 18/99 |
|
|
12 |
10 |
10 |
U |
|
|
101 |
|
| 19 |
8 |
5 |
12 |
10 |
10 |
U |
3 |
9 |
101 |
U |
| 20 |
9 |
5 |
12 |
11 |
11 |
U |
3 |
9 |
101 |
U |
| 21 |
9 |
5 |
14 |
12 |
12 |
U |
4 |
10 |
112 |
U |
| 22 |
9 |
5 |
15 |
12 |
12 |
U |
4 |
12 |
123 |
U |
1: Dexterity 18 and Intelligence 18 also required.
2: Dexterity 18 and Intelligence 19 or Dexterity 19 and Intelligence 18 also required.
3: Dexterity 19 and Intelligence 19 also required.
Drow:
Ability Score |
Cleric |
Fighter, Female |
Fighter, Male |
Bandit |
Hunter |
Magic-User |
Alchemist, Female |
Alchemist, Male |
Death Master |
Thief |
Assassin |
Bounty Hunter |
Bard |
Savant |
Witch |
| 12 |
U |
9 |
7 |
5 |
6 |
U |
5 |
9 |
U |
U |
10 |
9 |
U |
U |
U |
| 13 |
U |
10 |
8 |
5 |
6 |
U |
5 |
9 |
U |
U |
10 |
9 |
U |
U |
U |
| 14 |
U |
11 |
9 |
5 |
6 |
U |
5 |
9 |
U |
U |
10 |
9 |
U |
U |
U |
| 15 |
U |
12 |
10 |
5 |
6 |
U |
5 |
9 |
U |
U |
10 |
9 |
U |
U |
U |
| 16 |
U |
12 |
10 |
5 |
6 |
U |
5 |
9 |
U |
U |
10 |
9 |
U |
U |
U |
| 17 |
U |
12 |
10 |
5 |
6 |
U |
5 |
9 |
U |
U |
10 |
9 |
U |
U |
U |
| 18 |
U |
12 |
10 |
6 |
6 |
U |
5 |
9 |
U |
U |
10 |
9 |
U |
U |
U |
| 18/01 |
|
12 |
10 |
6 |
71 |
|
|
|
|
|
10 |
|
|
|
|
| 18/51 |
|
12 |
10 |
7 |
92 |
|
|
|
|
|
10 |
|
|
|
|
| 18/76 |
|
12 |
10 |
8 |
103 |
|
|
|
|
|
10 |
|
|
|
|
| 18/91 |
|
12 |
10 |
9 |
103 |
|
|
|
|
|
114 |
|
|
|
|
| 18/00 |
|
12 |
10 |
10 |
103 |
|
|
|
|
|
125 |
|
|
|
|
| 19 |
U |
12 |
10 |
11 |
126 |
U |
6 |
10 |
U |
U |
125 |
10 |
U |
U |
U |
| 20 |
U |
12 |
10 |
11 |
146 |
U |
7 |
11 |
U |
U |
125 |
11 |
U |
U |
U |
| 21 |
U |
12 |
10 |
11 |
147 |
U |
9 |
11 |
U |
U |
125 |
11 |
U |
U |
U |
1: Intelligence 15 and Wisdom 15 also required. If both are at least 16, the character has a level limit of 8.
2: Intelligence 16 and Wisdom 16 also required.
3: Intelligence 17 and Wisdom 17 also required.
4: Dexterity 18 and Intelligence 18 also required.
5: Dexterity 19 and Intelligence 19 also required.
6: Intelligence 18 and Wisdom 18 also required.
Dwarf, Grey:
Ability Score |
Cleric |
Cleric, Dwarven |
Fighter |
Bandit |
Alchemist |
Death Master |
Thief |
Assassin |
Bounty Hunter |
Bard |
Savant |
| 15 |
8 |
U |
7 |
5 |
5 |
U |
U |
9 |
8 |
U |
U |
| 16 |
9 |
U |
7 |
5 |
5 |
U |
U |
9 |
8 |
U |
U |
| 17 |
10 |
U |
8 |
6 |
5 |
U |
U |
9 |
8 |
U |
U |
| 18 |
11 |
U |
9 |
6 |
5 |
U |
U |
9 |
8 |
U |
U |
| 18/91 |
|
|
9 |
7 |
|
|
|
111 |
|
|
|
| 18/00 |
|
|
10 |
7 |
|
|
|
122 |
|
|
|
| 19 |
13 |
U |
11 |
8 |
6 |
U |
U |
122 |
10 |
U |
U |
| 20 |
16 |
U |
13 |
9 |
8 |
U |
U |
122 |
10 |
U |
U |
| 21 |
16 |
U |
16 |
10 |
9 |
U |
U |
122 |
10 |
U |
U |
1: Dexterity 19 and Intelligence 18 also required.
2: Dexterity 19 and Intelligence 19 also required.
Giant, Verbeeg:
Ability Score |
Cleric |
Shaman |
Fighter |
Bandit |
Hunter |
Magic-User |
Alchemist |
Death Master |
Thief |
Assassin |
Bounty Hunter |
| 15 |
9 |
7 |
12 |
U |
10 |
6 |
U |
U |
6 |
4 |
U |
| 16 |
10 |
7 |
12 |
U |
10 |
6 |
U |
U |
7 |
4 |
U |
| 17 |
11 |
7 |
12 |
U |
10 |
6 |
U |
U |
8 |
4 |
U |
| 18 |
11 |
7 |
12 |
U |
10 |
6 |
U |
U |
9 |
4 |
U |
| 18/00 |
|
|
12 |
U |
10 |
|
|
|
|
61 |
|
| 19 |
11 |
7 |
12 |
U |
10 |
8 |
U |
U |
10 |
72 |
U |
| 20 |
11 |
7 |
12 |
U |
10 |
9 |
U |
U |
11 |
83 |
U |
| 21 |
11 |
7 |
14 |
U |
124 |
10 |
U |
U |
11 |
105 |
U |
| 22 |
11 |
7 |
17 |
U |
156 |
12 |
U |
U |
11 |
127 |
U |
1: Dexterity 17 and Intelligence 17 also required.
2: Dexterity 18 and Intelligence 18 also required.
3: Dexterity 19 and Intelligence 19 also required.
4: Intelligence 18 and Wisdom 18 also required.
5: Dexterity 19 and Intelligence 20 or Dexterity 20 and Intelligence 19 also required.
6: Intelligence 19 and Wisdom 19 also required.
7: Dexterity 19 and Intelligence 19 also required.
Goblin:
Ability Score |
Cleric |
Shaman |
Fighter |
Bandit |
Barbarian |
Hunter |
Magic-User |
Alchemist |
Thief |
Assassin |
| 15 |
7 |
7 |
2 |
5 |
2 |
2 |
4 |
4 |
U |
9 |
| 16 |
8 |
7 |
2 |
5 |
2 |
2 |
4 |
4 |
U |
10 |
| 17 |
9 |
7 |
3 |
6 |
3 |
3 |
4 |
4 |
U |
11 |
| 18 |
10 |
7 |
4 |
6 |
4 |
3 |
5 |
5 |
U |
11 |
| 18/51 |
|
|
4 |
6 |
4 |
41 |
|
|
|
11 |
| 18/91 |
|
|
4 |
7 |
5 |
41 |
|
|
|
11 |
| 18/00 |
|
|
5 |
7 |
5 |
52 |
|
|
|
11 |
| 19 |
11 |
7 |
6 |
8 |
6 |
52 |
6 |
5 |
U |
11 |
| 20 |
11 |
7 |
8 |
9 |
7 |
63 |
7 |
6 |
U |
124 |
| 21 |
11 |
7 |
9 |
10 |
8 |
63 |
8 |
7 |
U |
124 |
1: 16 Intelligence and 16 Wisdom also required.
2: 17 Intelligence and 17 Wisdom also required.
3: 16 Constitution and 18 Intelligence and 18 Wisdom also required.
4: 18 Dexterity and 18 Intelligence also required.
Half-Drow:
Ability Score |
Cleric |
Fighter |
Bandit |
Hunter |
Magic-User |
Alchemist |
Death Master |
Thief |
Assassin |
Bounty Hunter |
Bard |
Savant |
Witch |
| 15 |
5 |
6 |
6 |
6 |
7 |
9 |
U |
U |
11 |
10 |
U |
U |
U |
| 16 |
6 |
6 |
6 |
6 |
7 |
9 |
U |
U |
11 |
10 |
U |
U |
U |
| 17 |
7 |
7 |
7 |
7 |
7 |
9 |
U |
U |
11 |
10 |
U |
U |
U |
| 18 |
8 |
7 |
8 |
8 |
8 |
9 |
U |
U |
11 |
10 |
U |
U |
U |
| 18/76 |
|
8 |
8 |
91 |
|
|
|
|
11 |
|
|
|
|
| 18/91 |
|
9 |
8 |
101 |
|
|
|
|
11 |
|
|
|
|
| 18/00 |
|
10 |
8 |
112 |
|
|
|
|
11 |
|
|
|
|
| 19 |
10 |
11 |
10 |
153 |
8 |
9 |
U |
U |
11 |
10 |
U |
U |
U |
| 20 |
12 |
13 |
11 |
153 |
8 |
9 |
U |
U |
11 |
10 |
U |
U |
U |
1: Constitution 18, Intelligence 18, and Wisdom 18 also required.
2: Constitution 18, Intelligence 18, and Wisdom 18 also required. If both Constitution and Wisdom are at least 19 the level limit is 12. If both Constitution and Wisdom are at least 20 the level limit is 14.
3: Constitution 19, Intelligence 19, and Wisdom 19 also required.
Half-Ogre:
Ability Score |
Cleric |
Shaman |
Fighter |
Bandit |
Thief |
Assassin |
| 15 |
4 |
3 |
U |
6 |
4 |
2 |
| 16 |
4 |
3 |
U |
6 |
4 |
2 |
| 17 |
4 |
3 |
U |
6 |
5 |
2 |
| 18 |
5 |
3 |
U |
6 |
6 |
2 |
| 18/00 |
|
|
U |
6 |
|
31 |
| 19 |
6 |
3 |
U |
6 |
7 |
42 |
| 20 |
6 |
3 |
U |
7 |
7 |
42 |
| 21 |
7 |
3 |
U |
8 |
7 |
42 |
1: Dexterity 17 and Intelligence 17 also required.
2: Dexterity 18 and Intelligence 18 also required.
Half-Orc:
Ability Score |
Cleric |
Shaman |
Fighter |
Bandit |
Barbarian |
Hunter |
Death Master |
Thief |
Assassin |
Bounty Hunter |
| 14 |
4 |
5 |
10 |
10 |
8 |
5 |
U |
8 |
U |
U |
| 15 |
5 |
5 |
10 |
10 |
8 |
5 |
U |
9 |
U |
U |
| 16 |
6 |
5 |
10 |
11 |
8 |
5 |
U |
10 |
U |
U |
| 17 |
7 |
5 |
10 |
12 |
8 |
5 |
U |
11 |
U |
U |
| 18 |
7 |
5 |
10 |
13 |
8 |
61 |
U |
11 |
U |
U |
| 18/91 |
|
|
10 |
14 |
8 |
61 |
|
|
U |
|
| 18/00 |
|
|
11 |
14 |
10 |
61 |
|
|
U |
|
| 19 |
7 |
5 |
12 |
15 |
11 |
72 |
U |
11 |
U |
U |
| 20 |
7 |
5 |
14 |
15 |
13 |
83 |
U |
11 |
U |
U |
| 21 |
7 |
5 |
17 |
15 |
14 |
104 |
U |
11 |
U |
U |
1: Intelligence 18 and Wisdom 18 also required.
2: Constitution 18, Intelligence 18, and Wisdom 18 also required.
3: Constitution 19 and Intelligence or Wisdom 19 (with the other at least 18) also required.
4: Constitution 20 and Intelligence 19 and Wisdom 19 also required.
Hobgoblin:
Ability Score |
Cleric |
Shaman |
Fighter |
Bandit |
Barbarian |
Hunter |
Magic-User |
Alchemist |
Death Master |
Thief |
Assassin |
Bounty Hunter |
| 15 |
7 |
7 |
10 |
6 |
8 |
10 |
4 |
6 |
U |
6 |
7 |
U |
| 16 |
9 |
7 |
10 |
6 |
8 |
10 |
4 |
6 |
U |
6 |
7 |
U |
| 17 |
9 |
7 |
11 |
6 |
8 |
10 |
4 |
6 |
U |
6 |
7 |
U |
| 18 |
11 |
7 |
12 |
6 |
9 |
10 |
4 |
6 |
U |
7 |
7 |
U |
| 18/76 |
|
|
12 |
6 |
9 |
10 |
|
|
|
|
81 |
|
| 18/91 |
|
|
13 |
6 |
9 |
112 |
|
|
|
|
81 |
|
| 18/00 |
|
|
13 |
6 |
9 |
112 |
|
|
|
|
93 |
|
| 19 |
11 |
7 |
14 |
7 |
10 |
124 |
5 |
7 |
U |
8 |
93 |
U |
| 20 |
11 |
7 |
17 |
8 |
12 |
124 |
7 |
7 |
U |
8 |
105 |
U |
| 21 |
11 |
7 |
19 |
9 |
15 |
146 |
9 |
8 |
U |
9 |
117 |
U |
1: Dexterity 18 or Intelligence 18 also required.
2: Constitution 19, Intelligence 18, and Wisdom 18 also required.
3: Dexterity 18 and Intelligence 18 also required.
4: Constitution 19, Intelligence 19, and Wisdom 19 also required.
5: Dexterity 19 and Intelligence 19 also required.
6: Constitution 20, Intelligence 20, and Wisdom 20 also required.
7: Dexterity 20 and Intelligence 20 also required.
Kobold:
Ability Score |
Cleric |
Shaman |
Fighter |
Bandit |
Barbarian |
Hunter |
Magic-User |
Thief |
Assassin |
| 15 |
5 |
5 |
2 |
4 |
2 |
4 |
2 |
10 |
10 |
| 16 |
6 |
5 |
2 |
5 |
2 |
5 |
2 |
11 |
10 |
| 17 |
7 |
5 |
2 |
6 |
2 |
5 |
3 |
12 |
11 |
| 18 |
8 |
5 |
2 |
7 |
3 |
6 |
4 |
12 |
11 |
| 18/51 |
|
|
3 |
7 |
3 |
7 |
|
|
11 |
| 18/76 |
|
|
4 |
7 |
4 |
8 |
|
|
11 |
| 18/91 |
|
|
5 |
7 |
5 |
8 |
|
|
11 |
| 18/00 |
|
|
5 |
8 |
5 |
9 |
|
|
11 |
| 19 |
10 |
5 |
6 |
9 |
6 |
10 |
5 |
12 |
12 |
| 20 |
10 |
5 |
6 |
9 |
6 |
10 |
6 |
12 |
12 |
| 21 |
10 |
5 |
7 |
10 |
7 |
10 |
8 |
12 |
12 |
Ogre:
Ability Score |
Cleric |
Shaman |
Fighter |
Thief |
| 16 |
3 |
3 |
U |
4 |
| 17 |
3 |
3 |
U |
5 |
| 18 |
4 |
3 |
U |
5 |
| 19 |
4 |
3 |
U |
6 |
| 20 |
5 |
3 |
U |
7 |
Ogrillon:
Ability Score |
Cleric |
Shaman |
Fighter |
| 16 |
3 |
3 |
6 |
| 17 |
3 |
3 |
7 |
| 18 |
4 |
3 |
8 |
| 18/00 |
|
|
9 |
| 19 |
4 |
3 |
9 |
| 20 |
5 |
3 |
10 |
| 21 |
5 |
3 |
12 |
Orc:
Ability Score |
Cleric |
Shaman |
Fighter |
Bandit |
Barbarian |
Hunter |
Magic-User |
Alchemist |
Thief |
Assassin |
Bounty Hunter |
| 15 |
5 |
5 |
2 |
2 |
4 |
3 |
4 |
2 |
7 |
U |
U |
| 16 |
5 |
5 |
3 |
2 |
4 |
41 |
4 |
2 |
8 |
U |
U |
| 17 |
6 |
5 |
3 |
3 |
4 |
41 |
4 |
3 |
9 |
U |
U |
| 18 |
7 |
5 |
4 |
3 |
5 |
52 |
4 |
4 |
9 |
U |
U |
| 18/91 |
|
|
5 |
4 |
6 |
52 |
|
|
|
U |
|
| 18/00 |
|
|
5 |
4 |
7 |
52 |
|
|
|
U |
|
| 19 |
8 |
5 |
6 |
4 |
8 |
52 |
5 |
5 |
10 |
U |
U |
| 20 |
8 |
5 |
8 |
5 |
10 |
63 |
6 |
5 |
10 |
U |
U |
| 21 |
9 |
5 |
12 |
5 |
12 |
84 |
6 |
6 |
10 |
U |
U |
Troglodyte:
Ability Score |
Cleric |
Shaman |
Fighter |
Bandit |
Barbarian |
Hunter |
Thief |
Assassin |
Bounty Hunter |
| 15 |
3 |
3 |
5 |
2 |
5 |
4 |
6 |
U |
6 |
| 16 |
3 |
3 |
6 |
2 |
5 |
4 |
7 |
U |
6 |
| 17 |
4 |
3 |
6 |
2 |
5 |
51 |
7 |
U |
6 |
| 18 |
5 |
3 |
7 |
2 |
6 |
51 |
8 |
U |
7 |
| 18/51 |
|
|
7 |
2 |
6 |
62 |
|
|
|
| 18/00 |
|
|
8 |
2 |
7 |
73 |
|
|
|
| 19 |
5 |
3 |
9 |
3 |
8 |
73 |
8 |
U |
7 |
| 20 |
6 |
3 |
11 |
4 |
9 |
73 |
9 |
U |
9 |
| 21 |
7 |
3 |
14 |
5 |
10 |
84 |
10 |
U |
10 |
1: Constitution 15, Intelligence 15, and Wisdom 15 also required.
2: Constitution 17, Intelligence 17, and Wisdom 17 also required.
3: Constitution 18, Intelligence 18, and Wisdom 18 also required.
4: Constitution 19, Intelligence 19, and Wisdom 19 also required.
Shaman Spells:
Shamans can use all cleric orisons.
| 1st Level |
2nd level |
3rd Level |
| Ceremony |
Aid |
Cure Blindness |
| Cure Light Wounds |
Augury |
Cure Disease |
| Detect Evil |
Chant |
Death's Door |
| Detect Magic |
Detect Charm |
Dispel Magic |
| Endure Cold/Heat |
Detect Life |
Flame Walk |
| Invisibility to Undead |
Enthrall |
Locate Object |
| Light |
Holy Symbol |
Magic Vestment |
| Portent |
Messenger |
Prayer |
| Protection from Evil |
Resist Fire |
Remove Curse |
| Remove Fear |
Snake Charm |
Remove Paralysis |
| Resist Cold |
Speak with Animals |
Water Walk |
| 4th Level |
5th level |
6th Level |
| Abjure |
Air Walk |
Animate Objects |
| Cloak of Fear |
Animate Dead Monsters |
Conjure Animals |
| Divination |
Atonement |
Find the Path |
| Exorcise |
Commune |
Forbiddance |
| Neutralize Poison |
Dispel Evil |
Heal |
| Spell Immunity |
Quest |
Speak with Monsters |
| Tongues |
True Seeing |
Stone Tell |
| 7th Level |
| Holy Word |
| Regenerate |
| Restoration |
| Resurrection |
| Wind Walk |
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