
![]() |
|
| The Fighter, a savior in times of danger. Being one of the most common adventurers in the D&D world is an excellent starting character. Having a good base attack bonus the Fighter manly ends up on the front lines defending the spell casters of the group. Unfortunately the Fighter has few skills. |
|
|
|
|
The Cleric is a character that can fight in battle and is a moderately strong character. Though the Cleric can fight, his main power is in healing. When the battle gets tough and foes are wounding your party you can heal them with your Cleric. Because of this the Cleric is a must have for all parties. |
|
|
|
|
|
When tracking a foe or wandering through the woods, the Ranger is you r best bet to see you through unharmed. The Ranger starts with a good base attack bonus. At later levels the ranger gets the ability to cast divine spells and gets an animal companion. At the Ranges 11th level he or she gains the combat mastery feat which gives the Ranger an extra edge in battle. |
![]() |
|
|
![]() |
|
| If you ever lose your money there is sure to be a Rouge about. With a high amount of skills to chose from the Rouge is not so much a fighting character but more of a cunning thief. Using skills such as lock picking, stealth, and sneak attack, these are pesky little buggers. A good Rouge has a high dexterity and inelegance for their skills and armor. | |
|
|
| If the Fighter, Cleric, Ranger, or Rouge dose not interest you, you may want to be the Wizard. A master of the arcane arts the Wizard does not rely on brute force to take down is enemies but on his casting abilities. It is most important that a Wizard has a high inelegance so he can cast many spells. You may also want a "Toughness" feat to make up for the Wizards low hit points. |
![]() |
|