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Character ClassesBarbarian: Barbarian tribes dominate the plains to the northeast of Dunedan. They spend most of their time fighting the goblinoids coming down out of the mountains. Some tribes have been known to raid farming villages. While not outlawed, barbarian tribesmen are treated poorly by civilized folk. Conversely, Half-Orcs are welcome among the tribes, and most Half-Orcs encountered will have been raised by barbarians. Bard: All races have bards. The Dwarves and Gnomes have what are called "Chanters", who drone rather than sing and often have a small percussion instrument to establish rythm. Halflings follow the style of whichever culture they have adopted. Cleric: Clerics are plentiful throughout Dunedan. There are no special rules beyond those listed in the PHB. Druid: Druids are rare, and seem even moreso as they tend to avoid contact with others. The greates concentration of them is in the south, along the seashore or near the Western Forest. Fighter: You canít swing a dead cat without hitting a fighter, especially in the north. As PHB. Monk: Monks are so rare they're almost mythical. While there is a monastery in Gate City, most of the peasantry have never even seen a monk. There are small enclaves throughout the kingdom, but never near a town and often in remote locations. Paladin: As with clerics, paladins are found throughout the kingdom. Gnomes and Halflings rarely hear the calling, though; they don't have the temperament. Half-Orc paladins have been documented, but not in anyone you knowís lifetime. Ranger: The rangers are a loosely connected group, usually acting alone but occasionally teaming up with another ranger or an adventuring group. Even with a group they seem to have their own agenda. While most rangers live and work in the wild, there are some that operate in urban environments as well (Urban Ranger, MotW). Specific Information on Rangers: Rangers are masters of the wilderness. They travel from place to place, seeking knowledge and living off the land. Unlike "standard" D&D ragers, Dunedan Rangers don't spend as much time dealing with animals. They are pathfinders and are often hired as guides. The Rangers are a very loose-knit organization. They don't have a central HQ or a discernable heirarchy. Their leader is known only as The One, but his whereabouts change as often (or moreso) as any other Ranger. Make the following changes to the Ranger skill list:
Ranger Spells: Ranger spells are arcane (as opposed to divine as in the PHB). They ready their spells the same way as bards or sorcerers, but must specify spells in advance like clerics or wizards.Rangers learn how to focus magical energy from other Rangers. Until the Ranger receives his initial training, he cannot cast spells (but gains other class abilities as normal).
Rogue: Rogues are like gnats--theyíre everywhere & they wonít go away. Straight PHB. Sorcerer: Most sorcerers are self-taught prodigies, though some have the traditional master/apprentice setup. Sorcerers tend to suffer from the anti-mage stigma as much as wizards; peasants don't really know the difference. Wizard: Blamed for the cataclysm, wizards are mistrusted at best, chased down with torches and pitchforks at worst. Low- to mid-level wizards are begrudgingly accepted as long as they're useful (potions, enchantments, etc.). There are very few high-level wizards, and those are in hiding. |