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=Classes= ===Standard Classes=== *Acrobat (change: HD d6) - Prime: DEX, may not lower STR to adjust scores *Assassin (change: HD d6) - Prime: DEX, may not be Lawful or Good, may not lower STR to adjust scores *Barbarian - minimum DEX 9, Prime: CON + STR *Bard - minimum DEX 9, INT 9; Prime: CHA *Cleric - Prime: WIS *Druid - Prime: WIS, may not be Lawful *Fighter - Prime: STR *Illusionist - minimum DEX 9; Prime: INT, may use staves *Knight - minimum CON 9, DEX 9; Prime: STR *Magic-User - Prime: INT, may use staves *Paladin - minimum CHA 9; Prime: STR + WIS, must be Lawful *Ranger - minimum CON 9, WIS 9; Prime: STR *Thief (change: HD d6) - Prime: DEX, may not lower STR to adjust scores ====New Classes from Carcass Crawler Magazine==== *Warden (magic-less Ranger) - minimum CON 9, WIS 9; Prime: STR *Acolyte (magic-less priest) - Prime: WIS ====Dual Classing==== To Dual Class, a human character irrevocably changes their class to another. They retain the HP and abilities of the class they are leaving, but using those abilities will cause the character to forfeit all XP gained from that section of the adventure, until such time as the new class level exceeds the original class level(s). Similarly, new HP are not gained until that point. Dual-classed characters are subject to all of the restrictions of class when seeking to use that class' abilities. ''(homebrew emulation of 1e/OSRIC)'' ===Racial Classes=== More information about the non-human cultures can be found on the [[Exploring_the_Halls_of_Arden_Vul:_Archontean_Empire | People and Cultures]] page. *Imperial Goblin as OSE Svirfneblin - minimum CON 9; Prime: STR **Possess the Gnome's Hiding ability instead of Blend into Stone, Listening at Doors instead of Illusion Resistance, and Speak with Burrowing Animals instead of Speak with Earth Elementals. They do not possess Light Sensitivity, but also do not possess Stone Murmurs or Using Magic Items. **Non-imperial goblins have Blend into Stone instead of Hiding, and possess Light Sensitivity and Stone Murmurs. **May multi-class as Imperial Goblin and up to two of Assassin, Bard, Illusionist, Magic-User, or Thief. The goblin bardic tradition is unique to their culture. *Halfling as OSE Halfling - minimum CON 9, DEX 9; Prime: DEX + STR **May multi-class as a Halfling/Acrobat/Thief, where Halfling receives 1/2 XP and Acrobat/Thief each get 1/4 XP. *Sylvari as OSE Elf, except they are built on the Ranger and Druid chassis instead of Fighter and Magic-User - minimum WIS 9, CON 9; Prime: WIS + STR **Use Elf progression and abilities, with Druidic spell progression by Elf level (L4 Sylvari uses L4 Druid spell progression). Use the druid's Nature Magic instead of Arcane Magic, and other Druid abilities except for Energy Resistance and Shape Change, and other Ranger abilities except for Divine Magic. The Sylvari 'druidic tongue' is the Sylvan language. **May multi-class as Sylvari and one of Acrobat (with inherent balance pole), Assassin, or Illusionist. *People of Stone as OSE Duergar - minimum CON 9, Prime: STR **Without Duergar Mental Powers but with the addition of the Svirfneblin's Blend into Stone, Illusion Resistance, Speak with Earth Elementals, Stone Murmurs, and Using Magic Items abilities. **May multi-class as a Cleric. ====Multi-Classing==== Racial Classes who multi-class will have the saving throw progression of their Racial Class only. They may progress past the Racial Class maximum level in their multi-classes, in which event their saving throws may improve beyond their racial maximum. *Multi-classing is selected only at character generation. *XP is split evenly between classes except as noted above. Prime requisite bonuses to XP are calculated separately for each class. *Multi-classed characters earn +1 HP and any CON bonus to HP upon attaining a new level in the first of their classes to do so. They receive new HP and the previous HD re-roll upon attaining the new level in their last class to achieve it. If the multi-classes have different HD, HP for each class is rolled as a proportional fraction of their HD. *The best Attack Value and allowed armor/weapons of any class are taken. Magical abilities of each class are without restriction. *Stealth skills are limited to the worn armor restrictions of the class that grants those abilities.
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