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Character Creation (cont.)

The Spellcasters

The spellcasters are weak, but what they lack in physical strength they make up for in excellent magical skills. These classes have the fewest hit points, the worst attack skills, and do the lowest damage in physical combat. However, they can also perform the most incredible feats. You want to have at least one self magic caster and one elemental magic caster in your party. The self character can heal and protect your party while the elemental character can wreak havoc with unmatched attack spells.

Druid
The druid is a dual-classes spellcaster, but it isn't a cross between a fighter and a spellcaster. It's a cross between the sorcerer and the cleric. The druid thus can become a master in all self and elemental magic schools, but cannot learn dark or light spells. It is basically a generalist mage. It gains a good number of spell points, but is a very weak fighter, with low hit points and poor weapon and armor skills. The druid is not as good in either self of elemental magic as the cleric or sorcerer, respectively, but if you must combine those two classes together to make room for more fighters in your party, the druid makes a good choice. Although they are versatile, if you want good attack or healing power, you might be better off with the real thing.

The other reason, aside from versatility, to have a druid is its noncombat skills. The druid can become a grandmaster in meditation and alchemy. While meditation helps to add a great pool of spell points, grandmaster alchemy skill is incredible because it lets you create powerful potions that can increase your characters' stats by up to 50 - permanently. Druids need high intellect and personality and do not need high might, accuracy, or speed. High endurance would help for hit points. Humans and elves make good druids.

Starting skills: Dagger, earth
Starting choices: Mace, leather, water, body, spirit, alchemy, learning, meditation, perception
Disallowed skills: Axe, spear, sword, unarmed, chain, dodge, plate, dark, light, body building, disarm trap, repair item, stealing
Normal-level skills: Bow, staff, armsmaster
Expert-level skills: Mace, leather, shield, identify item, identify monster, merchant, perception
Master-level skills: Dagger, air, earth, fire, water, body, mind, spirit, learning
Grandmaster-level skills: Alchemy, meditation

Starting hit points: 20
Starting spell points: 10
Additional hit points per level: 2/3/4
Additional spell points per level: 3/4/5

Next: Druid (cont.)
 


 

 
 
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