Special Abilities of the Classes

Class Special Ability Restrictions
Fighter
  • Advanced Weapon Specialization
  • None
  • Ranger
  • Weapon Specialization
  • Racial Enemy
  • Stealth
  • Charm Person
  • Charm Mammal
  • Human, Elf, or Half-Elf Only
  • Must be of Good Alignment
  • Paladin
  • Weapon Specialization
  • Lay Hands
  • Turn Undead
  • +2 to all Saving Throws
  • Protection from Evil
  • Detect Evil
  • Human Only
  • Must maintain Lawful Good Alignment
  • Cleric
  • Turn Undead
  • Spell Casting
  • Cannot use bladed or piercing weapons
  • Druid
  • Shape Change
  • Spell Casting
  • Human or Half-Elf only
  • Must be Neutral Alignment
  • Only Leather Armor and Bucklers
  • Only can use Clubs, Darts, Spears, Daggers, Slings and Staffs
  • Thief
  • Stealth (and Backstab)
  • Pick Pockets
  • Pick Locks
  • Find Traps
  • Remove Traps
  • Cannot be Lawful Good
  • Only Leather or Studded Leather Armor & Bucklers
  • Only can use Clubs, Daggers, Darts, Crossbows, Short Bows, Slings, Long Swords, Short Swords and Quarterstaffs
  • Bard
  • Pick Pockets
  • Bard Songs
  • Spell Casting (Can not wear Armor)
  • High Lore Ability (Identify)
  • Human and Half-Elf only
  • Must be of partially Neutral Alignment
  • Cannot use shield or armor heavier then Chainmail
  • Mage
  • Spell Casting
  • Can not wear Armor
  • Can only use Daggers, Staffs, Darts and Slings
  • Specialist Wizards
  • Spell Casting
  • Extra spell per level
  • Can not wear Armor
  • Can only use Daggers, Staffs, Darts and Slings
  • Can not learn spells of opposing Schools

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