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Character Creation
(cont.)
The
Jacks-of-all-trades
The jacks-of-all-trades are
characters with strong fighting skills and competent casting skills. They
can wield good weapons, like axes and maces, but also have access to all
elemental and self spells. While they don't excel in either form of combat
(physical or magical), they can always fill in as make shift spell casters
or fighters. They are middle-of-the-road characters in terms of hit points.
Paladin
The paladin is one of the three dual-classed characters in the game, along
with the archer and ranger. These classes are good warriors and good spellcasters,
although not as proficient in either discipline as a pure warrior or pure
spellcaster. The paladin is the dual-classed knight-cleric. It has good
hit points, good weapon and armor skills, and up to master level spellcasting
ability in self magic. This class can become a grandmaster in the mace
and shield and master in body building and plate, making it a good warrior,
although not as good as the pure fighters. The paladin can also become
master in the self magics. The paladin also helps out the party by offering
up to grandmaster level in the repair item ability.
The paladin doesn't need any
intellect ability, but benefits from might, endurance, and personality.
Humans and dwarves make good paladins. Choose a paladin for the party
if you want a good fighter and a good makeshift cleric. The paladin is
a decent bowman, and provides some long-range attack to go along with
good physical attacks and magic use.
Starting skills:
Mace, spirit
Starting choices: Axe, dagger, sword, leather, shield, armsmaster,
body building, merchant, repair item
Disallowed skills: Air, earth, fire, water, alchemy, disarm trap,
identify item, identify monster, stealing
Normal-level skills: Staff, unarmed, dodge, dark (evil), light
(good)
Expert-level skills: Axe, bow, dagger, spear, chain, leather, armsmaster,
meditation, merchant
Master-level skills: Body, mind, spirit, body building
Grandmaster-level skills: Mace, shield, repair item
Starting hit points:
30
Starting spell points: 5
Additional hp per level: 4/5/6
Additional spell points per level: 1/2/3
Next: Paladin (cont.)
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