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Class Restrictions
(Click here for ability score restrictions)
Barbarian
None. No special rules or regulations.
Bard
None. No special rules or regulations.
Cleric
Important changes.
1. MUST HAVE A DEITY in the deity field (must be done during
character creation)
2. MUST HAVE VALID DOMAINS for the deity listed under Deities on this
site.
3. There is a File on downloads page that allows LUCK domain added to
cleric domains- check the downloads for valid cleric deities that have
access to Luck domain.
Further things to consider about playing a
cleric by Foolish Owl
Clerics seek to understand the influence and power
of the deities they serve, and the aspects of reality those gods
oversee.
To a cleric, a deity is both the incarnation of an
abstract ideal, and a particular person with a history, with desires
and intentions. Sune Firehair, goddess of beauty, is at once Beauty
itself, and a powerful being who acts to promote beauty in the world
and banish ugliness from the world. As a cleric of Sune grows in
wisdom, he better sees, in every situation, the potential for
beauty, and the threats against it.
To choose to serve a deity is to choose to serve a
cause, and vice versa. The churches that priests and clerics create
are, in some ways, like political parties, that struggle for greater
power and influence in the world.
Clerics are the most partisan of seekers of
wisdom, as they seek to increase the power of the divine cause they
serve. Therefore, they are the most directly involved in the social
and political struggles of intelligent beings. They are, by nature,
the most involved in "civilization." They are creatures of the
cities.
A cleric brings the passions and causes of the
gods into the daily lives of mortals, but at the same time, clerics
also bring the needs, desires, and fears of mortals to the attention
of the gods. They are the self-conscious links between the prime
material plane and the outer planes -- between the mortal world, and
the world of abstract ideals and the gods.
A cleric of a nature deity will see druids as
valuable allies, and will admire their greater devotion to nature
itself, even as the cleric is frustrated by their relative lack of
interest in the cause of the deity and the deity's church. Clerics
of other deities will have less in common with druids. Similarly,
clerics will have friendly relationships with monks of orders
devoted to the same deity they serve, and will admire their greater
devotion to the abstract aspects of the deity's cause, even as they
are frustrated by the monk's withdrawal from the mortal world.
Clerics have their feet on the ground, like
druids, and their heads in the clouds, like monks, and can at least
somewhat understand the concerns of both of those other kinds of
wisdom seekers.
Druid
Important rules and regulations.
1. Armor restrictions. No metal armor unless your Deity specifically
allows metal armor (Mielikki only). You will loose Druid abilities while
wearing metal armor or using many metal weapons.
2. Druids amust select one of these as thier deity: Aerdrie Faenya,
Angharradha, Anhur, Auril, Baervan Wildwanderer, Chauntea, Deep
Shashelas, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Hiatea
(monster), Isis, Lurue, Malar, Mielikki, Nobanion, Osiris, Rillifane
Rallathil, Sebek, Segojan Earthcaller, Sekolah (monster), Sheela
Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Stronmaus (monster),
Talona, Talos, Thard Harr, Ubtao, Ulutiu, Umberlee
You can assign more varied shapes than before using your craftmenu.
Thanks to Blackrose for his scripts.
Further information on playing a Druid by
Foolish Owl
Druids seek to understand the living, dynamic
world of nature and life.
Nature is a more complex reality than even the
deities that created it can fully understand, much less intelligent
mortals. For a druid, a patron deity is a spiritual guide, and an
intermediary between nature as a whole and the individual druid. The
particular deity that a druid follows shapes the druid's perception
of nature, but it is nature that the druid ultimately serves, not
the deity.
Intelligent beings, to druids, are perpetual
crises, always threatening to disrupt "the Balance" in their willful
blindness to nature. Ironically, it is up to intelligent beings to
protect and restore that balance. Whether intelligent beings are
themselves part of nature, or inherently aberrations that are more
trouble then they're worth, is a matter of profound controversy
among druids, and blood has been shed in the course of the debate
more than once.
Druids distrust abstract ideals. They are, in a
sense, invaders from outside the prime material, outside the living
world. Intelligent beings tend to be entirely too concerned with
matters like Justice, Honor, Freedom, Hatred, Domination, and
Vengeance, and this can blind them to the complex living reality in
which they live. Intelligent beings following their ideals disrupt
the balance of nature much the way that clearing a road disrupts a
forest.
Druids see some clerics, particularly those of
nature deities, as allies, even if too involved in the politics and
turmoil of the cities. Clerics are civilization incarnate, and many
clerics are sentience at its worst: devotion to false ideals that
utterly blind them to the real world. Clerics are absorbed in
preparing for an endgame, while druids try to prevent the game of
life from ever ending. Monks are almost incomprehensible to druids:
their devotion to abstract ideals make them almost completely alien
to the natural world.
Fighter
None. No special rules or regulations.
Monk
Multi-class restrictions.
Monk Orders
The table below lists other known orders of monks, the deity they hold
as a patron (if any), alignment restrictions for the order, and the
character classes open to monks of that order for the purpose of
multiclassing freely. Some deities have more than one associated order
of monks; these are listed sequentially. Not all monks have to be
associated with an order, but only those that are part of an order can
multiclass freely. There are no known monk orders for other faiths.
Deity Order Alignment Multiclass Allowed
- None Long Death evil assassin, blackguard, fighter.
- None Old Order usually neutral, sometimes good, rarely evil
rogue, sorcerer, shadowdancer (monk levels must be higher than
total of all other class levels).
- Arvoreen Hin Fist neutral or good fighter, rogue, paladin
- Azuth Shining Hand neutral wizard (if monk level exceeds
wizard level)
- Bane Order of the Iron Gauntlet evil assassin, fighter.
- Cyrrollalee Hin Fist neutral or good fighter, rogue,
paladin.
- Deneir Zealots of the Written Word good cleric
- Grumbar Disciples of the Changeless Face neutral fighter.
- Ilmater Broken Ones good clerics, divine champions, divine
disciples, divine seekers, hierophants
- Ilmater Disciples of St. Sollars (Monks of the Yellow Rose)
good ranger, shadowdancer, devine chapion
- Kossuth Disciples of the Phoenix good cleric
- Kossuth Brothers and Sisters of the Pure Flame neutral
cleric
- Kossuth Disciples of the Salamander evil cleric
- Lathander Sun Soul good or neutra any one other class (as
long as monk is the highest class level)
- Loviatar Disciples of the White Rod evil cleric.
- Luthic Runeclaws evil cleric, runecaster
- Mystra Flaming Star LN or LG wizards or sorcerors so long as
their monk level is higher than their other class
- Oghma Children of the Passive Voice neutral none
- Selûne Sun Soul good or neutral any one other class (as long
as monk is the highest class level).
- Shar Dark Moon evil sorcerer (monk and sorcerer level must
be within two levels of each other)
- Sheela Hin Fist neutral or good fighter, rogue, paladin.
- Sune Sun Soul good or neutral ny one other class (as long as
monk is the highest class level).
- Tiamat Serpent Guards evil assassin, divine champion,
fighter, rogue.
- Urogalan Hin Fist neutral or good fighter, rogue, paladin.
- Velsharoon Long Death evil assassin, blackguard, fighter
- Yondalla Hin Fist neutral or good fighter, rogue, paladin
- Yurtrus Brotherhood of the Scarlet Scourge evil cleric
Additional Info on Monk Orders
* Bane Order of the Iron Gauntlet (evil):
assassin, fighter. A small sect within the Zhentarim, these
monks train in
stealth and assassination. Currently they are
few in number but their leader has been recruiting widely.
* Deneir Zealots of the Written Word (good):
cleric. These monks accompany clerics of Deneir on quests,
assist
in moneymaking efforts for the church, and are
as fond of recording information as any devout worshiper of
Deneir.
Grumbar Disciples of the Changeless Face
(neutral): fighter. This stoic and spartan order is obsessed
with
preserving the knowledge of how things are
(from laws to traditions to manners of speech) so that change
can be detected and countered (which often involves beating into
a pulp someone who disagrees).
* Kossuth Disciples of the Phoenix (good):
cleric. This order (and the other two orders of Kossuthan monks)
is
very insular and has a rigid tradition of
study and fighting style, as well as behavioral taboos. They are
the most likely to espouse the purifying and redeeming aspects
of their deity’s element. Brothers and Sisters of the Pure Flame
(neutral): cleric. These monks seek a balance between the
purifying aspect and the destructive aspect of Kossuth’s flame,
and are the mediators of the three orders. Most of them learn
Ignan to better communicate with fire elementals. Disciples of
the Salamander (evil): cleric. Some of these monks rival a
Talosian fanatic’s love of destructive fire, but most see it as
a necessary tool for renewal in the world. Many of them bear
brands of magical symbols on their bodies and decorate
themselves with fiery tattoos.
* Loviatar Disciples of the White Rod (evil):
cleric. Monks of Loviatar prefer using their bare hands to
inflict pain rather than using weapons. When forced to use
weapons, they prefer nunchaku with white-bleached leather
wrappings on the hilts.
Luthic Runeclaws (evil): cleric, runecaster.
Because in many orc tribes females are not allowed to touch
weapons, unarmed combat has become a means for female worshipers
of Luthic to defend themselves against raiders from other
tribes. Some female orcs that are too old for childbirth
(particularly older wives of the chief) become runeclaws to
prove they are still useful to the tribe.
Oghma Children of the Passive Voice (neutral):
none. These monks serve as guardians to libraries and abbeys,
and sometimes are sent to find lost stores of knowledge.
* Tiamat Serpent Guards (evil): assassin,
divine champion, fighter, rogue. These fanatics guard temples,
serve as minions to dragons, hunt dragonslayers, and assassinate
those who pry too closely into the activities of the church.
They are active in Unther and have been known to attack
Mulhorandi soldiers.
* Yurtrus Brotherhood of the Scarlet Scourge
(evil): cleric. Monks of this strange orc order bleach their
hands white and grow their nails very long. Before combat they
dip their nails in a powder made of blood infected with the red
ache (see Disease in the DUNGEON MASTER’s Guide), which lets
them infect their opponents.
* Described in the FORGOTTEN REALMS Campaign
Setting.
Playing a Monk by Foolish Owl
Monks seek to understand timeless and eternal
principles, the abstract ideals behind everything.
Deities are incarnations of
those abstract ideals, and thus worthy of
devotion and contemplation. But it is the ideals that matter,
not their personifications. Justice matters, and Tyr matters
only as an incarnation of that infinite, eternal principle. It's
worth noting that while most monastic orders are nominally
devoted to a deity, in some cases, it's not clear whether the
identity of the deity really matters, as with the Order of the
Long Death, or whether the deity actually exists at all, as with
the Old Order.
It's also worth noting that the powers that
monks obtain seem to come, not as gifts of the gods, but from
within, from their own profound self-discipline and
preternatural identification with their ideals.
Monks seek to overcome the limitations of
their own identity, and become living incarnations of the
eternal principles they believe in. In so doing, the mortal
world of history and conflict trouble them less and less. They
come to be in the world, but not of the world. They wander,
seeking tests to refine and prove themselves. A monk fights a
dragon, not because it's a test of his courage, but because it's
a test of how his devotion to the principle of Courage. The
dragon doesn't matter much, in itself.
The most wise and powerful of monks cease to
be entirely mortal. They become "outsiders," literally dwelling
in the world, but no longer part of the world.
Monks get along well with clerics who value
the same ideals they do. But they find the absorption of clerics
in worldly, temporal matters to be distracting. Druids, monks
scarcely understand at all. Druids are entirely wrapped up in a
chaotic, transient world, and ignore the abstract ideals that
matter more than life. Druids and monks can pass each other by
without even seeing each other, so to speak.
Paladin
Some restrictions.
1. Must have a Deity in Deity field.
2. Multiclassing Restriction The only Paladin Order established in
Arabel is the Knights of the Merciful Sword. The KotMS handles all
Paladin applications, equipment and rules for certain Paladins- please
check the Forums or ask a KotMS knight in game for more information and
see the application process for requesting special DM faction approval.
The following list shows acceptible multi-classing for a Paladin by
deity.
The following table lists other known holy orders of paladins, the
deity they hold as a patron, and the character classes open to paladins
of that order for the purpose of multiclassing freely (orders of
paladins that do not allow multiclassing freely, such as the Swords of
the High One—paladins of Azuth—are not listed). Some deities have more
than one associated order of paladins; these are listed sequentially.
Not all paladins have to be associated with an order, but only those
that are part of an order can multiclass freely. Other lawful good,
lawful neutral, and neutral good deities that are not listed here can
have paladins, but there are no known paladin orders for those faiths
(in effect, paladins of those faiths are uncommon enough that rarely are
there enough to band together and form an order). To play an actual
member of another order or Knight of the Merciful Sword in game-- it
would require DM approval: these are simply multi-class guidelines.
Deity Order Multiclass Allowed
- Arvoreen Arvoreen's Marchers cleric, fighter, rogue.
- Baravar Knights of the Shadowy Cloak cleric, fighter,
illusionist, Cloak- rogue.
- Berronar Berronar's Valkyries cleric, dwarven defender.
- Chauntea Field Guardians cleric, divine champion, divine
disciple.
- Gaerdal Shields of the Golden Hills cleric, fighter
- Helm Vigilant Eyes of the God arcane devotee, cleric, fighter,
divine champion, Purple Dragon knight.
- Horus-Re Claws of the Sun and the Ankh: cleric, divine champion,
divine disciple, hierophant.
- Ilmater Order of the Golden Cup cleric, divine disciple,
hierophant.
- Ilmater Companions of the Noble Heart divine champion, fighter.
- Kelemvor Knights of the Eternal Order cleric, doomguide
- Lathander Order of the Aster: cleric, divine champion, divine
disciple, hierophant, Purple Dragon knight
- Milil Harmonious Order fighter
- Moradin Hammers of Moradin cleric, fighter, divine champion,
dwarven defender, runecaster
- Mystra Knights of the Mystic Fire: guild wizard of Waterdeep
(Magic of Faerûn), wizard.
- Nobanion Legion of Lions (wemics and werelions only): cleric,
divine champion.
- Osiris Order of the Risen Scepter cleric, ranger.
- Red Knight Order of the Red Falcon: divine champion, fighter.
- Siamorphe Order of the Silver Chalice aristocrat, fighter
- Sune Sisters and Brothers of the Ruby Rose devine champion.
- Torm Order of the Golden Lion Any one other class.
- Tyr Knights of Holy Judgment cleric, divine champion
- Tyr Knights of the Merciful Sword fighter, divine champion.
- Yondalla Shields of Yondalla monk (Hin Fist)
- Yondalla Wayward Wardens cleric, ranger
Paladin Orders
Arvoreen Arvoreen’s Marchers: cleric, fighter,
rogue. An order in Tethyr
recognized by the crown, they are highly respected
by local humans and halflings alike. Their chapterhouse is called
Keeperstone.
Baravar Knights of the Shadowy Cloak: cleric,
fighter, illusionist,Cloak- rogue. This order keeps a low profile in
gnome commushadow communities and seeks to eliminate goblinoids,
kobolds, and other evil humanoids, for these creatures cannot be
redeemed. They work secretly so as to not attract attention or
retaliation to local gnome communities.
Berronar Berronar’s Valkyries: cleric, dwarven
defender. This Truesilver order is exclusively female. They observe
battles until they see a group of allies in particular danger, at
which point they charge in to help. Most favor training involving
mobility in battle.
Chauntea Field Guardians: cleric, divine champion,
divine disciple.* Gaerdal Shields of the Golden Hills: cleric,
fighter. They are a Ironhand strictly organized order dedicated to
defending gnome communities against any attackers and serving as
officers and champions of larger gnome military assemblies.
Helm Vigilant Eyes of the God: arcane devotee,
cleric, fighter, divine champion, Purple Dragon knight. *
Horus-Re Claws of the Sun and the Ankh: cleric,
divine champion, divine disciple, hierophant. Caring little for
day-to-day politics, this relatively new order spends most of its
time fighting servants of Set (or even Anhur, when he has been
causing trouble).
Ilmater Order of the Golden Cup: cleric, divine
disciple, hierophant. This order is dedicated to healing and
protecting the sick, innocent, and weak, rather than seeking out
evil to destroy. They are not opposed to such actions, but see their
role as something different. Companions of the Noble Heart: divine
champion, fighter. The Companions are the aggressive counterparts to
the Golden Cup, for they are tasked with eliminating the cruel and
those who are known to enjoy the torture and suffering of others.
The church of Loviatar is their greatest enemy.
Kelemvor Knights of the Eternal Order: cleric,
doomguide (Faiths & Pantheons). This is a recently-created order,
founded to seek out and destroy powerful undead that tax the powers
of the normal branches of the church.
Lathander Order of the Aster: cleric, divine
champion, divine disciple, hierophant,
Purple Dragon knight. *
Milil Harmonious Order: fighter. This group of
personable and swaggering paladins encourages bards (whom they
tolerate despite alignment differences) to accompany them to create
ballads based on their exploits. Their role is to guard Milil’s
churches and do good works in Milil’s name.
Moradin Hammers of Moradin: cleric, fighter,
divine champion, dwarven defender, runecaster. *
Mystra Knights of the Mystic Fire: guild wizard of
Waterdeep (Magic of Faerûn), wizard. This group of paladins often
accompanies other members of the church on
quests to locate lost hoards of ancient magic. The
church draws upon their ranks for the leaders of temple guardians.
Nobanion Legion of Lions (wemics and werelions
only): cleric, divine champion. Founded shortly after the Time of
Troubles, this fellowship exists to protect good-aligned monsters
and slay the servants of Malar.
Osiris Order of the Risen Scepter: cleric, ranger.
Drawn exclusively from those who have died in combat with servants
of Set and been raised from the dead (sometimes spontaneously by the
power of Osiris), they are primarily hunters of Set’s minions.
Red Knight Order of the Red Falcon: divine
champion, fighter. Housed in the Citadel of Strategic Militancy
(northeast of Baldur’s Gate), this small order has a history of
triumphing in the face of overwhelming odds. They train officers and
others in tactics and military history.
Siamorphe Order of the Silver Chalice: aristocrat,
fighter. This group is primarily Tethyrian nobles dedicated to
locating lost members of noble families and restoring to power those
who will govern with the interests of the common people at heart.
After several years of debate, they have decided to support the
queen of Tethyr, and the crown recognizes them as a knightly order.
Sune Sisters and Brothers of the Ruby Rose: divine
champion.*
Torm Order of the Golden Lion: Any one other
class. *
Tyr Knights of Holy Judgment: cleric, divine
champion. This order focuses on the more lawful aspects of Tyr’s
philosophy, and hunts and punishes criminals and
lawbreakers,particularly devils (seen as abhorrent perversions of a
lawful society). Knights of the Merciful Sword: fighter, divine
champion. This order is focuses on upholding good in the world as
defined by Tyr, and slays all kinds of evil monsters, particularly
demons.
Yondalla Shields of Yondalla: monk (Hin Fist). *
Wayward Wardens: cleric, ranger. This group is a loose fellowship of
wandering halflings who feel the need to see the world and aren’t
tied to any particular settlement. They protect halfling communities
whenever they are found in need of help.
* Described in the FORGOTTEN REALMS Campaign
Setting.
Ranger
Ranger will not be granted spells without a nature deity. Ranger will
not be granted spells at appropriate level without a nature deity. See
druids for list.
Rogue
None. None.
Sorcerer
None. None.
Wizard
None. None. |
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