Escolar Documentos
Profissional Documentos
Cultura Documentos
The dwarf class is much like the racial description in the Castles &
Crusades Players Handbook. While a dwarfs general description
remains mostly the same from its racial counterpart, the dwarf class
truly personifies the personality, racial affinities, and environment
aspects of its description. Some examples of this behavior are that the
dwarf class is even more stubborn and loyal then other dwarf-class
combinations. Their racial affinities are typically more pronounced, to
the point where vocal hatred or open violence has been known to result
from these dwarves interacting with elvenkind, even so-called elven
allies. When it comes to environment, a dwarf class character
sometimes finds it difficult to even leave the lands which he is
accustomed to. Should a dwarf class leave these lands, his desire to
return will always be known to his travelling companions, whether they
like it or not.
RACIAL CLASSES
Sometimes members of these races leave their racial groups and seek
the abilities of other classes. Alternatively, particular class-race
combinations (not racial classes) are formed within the racial group to
fill certain positions within their society. These are the types of
characters that are presented in the Castles & Crusades Players
Handbook.
RACIAL CLASSES
RACE AS CLASS IN THE CASTLES & CRUSADES ROLEPLAYING GAME
By Derrick Omote Landwehr
STONECRAFT: As described under the dwarf race in the C&C
PHB.
RACIAL AGES: As described under the Racial Ages section in the
C&C PHB.
LANGUAGES: Common, Dwarven, Gnome, Goblinoid, Halfling,
Ogrish, Giant, Troll.
SIZE: Small (often between 35 and 45).
MOVEMENT: 20 feet.
ATTRIBUTE MODIFIERS: +2 Constitution, -2 Dexterity
CLASS ABILITIES
DWARVEN WEAPON SPECIALIZATION: At 1st level, the dwarf
class can choose one of the following weapons to specialize in: battle
axe, bearded axe, hand axe / throwing axe, piercing axe, or twohanded axe. Once chosen, the weapon selection cannot be changed.
The selected weapon receives a +1 bonus to either hit or +1 to
damage. At 4th level and every 4 levels thereafter, the player may
select to add a further +1 to either hit or to damage to the originally
selected weapon, or choose a new weapon from the list above to be
specialized with. If a new weapon is selected then a +1 to hit or a +1 to
damage must be selected as if the ability was taken at 1st level. Each
time this ability is gained the character may apply a further +1 bonus to
hit or to damage to a previously selected weapon, or choose another
weapon from the above list to be specialized with.
FOE SLAYER: At 5th level the dwarf class gains one extra attack
with any melee weapon when he is fighting any of the following
opponents: elves, giants, goblins, ogres, or orcs. In order to use this
ability, the dwarf class must direct all attacks in a combat round against
opponents of the above named type. The dwarf class can split the
available attacks among qualified opponents as desired. This ability
improves as the dwarf class advanced in levels. The dwarf class gains
an additional attack of this type at levels 10, 15 and 20.
DWARVEN TOUGHNESS: At 6th level the dwarf class has the
ability to shrug off some amount of injury from each blow or attack.
Each time the dwarf class is struck by a weapon or other physical blow,
the damage from that attack is reduced by 1 point. At 12th level this
damage reduction increases to 2 points per blow, and at 18th level to 3
points per blow. Dwarven toughness can never reduce damage to
lower then 1 point. This ability does not reduce damage taken from
spells, spell-like abilities, illusions, magic items, magically enhanced
weapons, poisons or other non-physical attacks.
DWARVEN EXTRA ATTACK: At 12th level the dwarf class gains
one additional attack each combat round, but only with a weapon with
HD
BtH
d10
+0
d10
+1
3,001
d10
+2
6,001
d10
+3
12,001
d10
+4
Foe Slayer
24,001
d10
+5
Dwarven Toughness
48,001
d10
+6
d10
+7
d10
+8
10
d10
+9
11
+5
+10
12
+5
+11
13
+5
+11
14
+5
+12
ABILITIES
Dwarven Weapon Specialization
700,001
950,001
1,200,001
1,450,001
1,700,000
+5
+12
16
+5
+12
17
+5
+13
18
+5
+13
19
+5
+13
+13
192,001
384,001
Foe Slayer
15
+5
96,001
Dwarven Weapon Specialization
Foe Slayer
20
EPP
1,950,001
2,200,001
2,450,001
Dwarven Toughness
2,700,001
2,950,001
3,200,001
RACIAL CLASSES
RACE AS CLASS IN THE CASTLES & CRUSADES ROLEPLAYING GAME
By Derrick Omote Landwehr
CLASS ABILITIES
SPELLS: The elf class casts arcane spells much like a wizard or
illusionist. For the elf, the study of magic begins at a very early age
through the study of elvish arcane texts and through the teaching of
elders. Many elves show proficiency with magic and continue study
throughout their lives often becoming the elf or wizard class. Others,
particularly those with little aptitude for the magical art, often become
elven adventurers having other, non-arcane spell casting classes.
An elf can prepare spells before casting them by studying from his spell
books. While studying, the elf decides which spells to prepare. Spell
memorization and descriptions are covered in detail in the Magic
section of the C&C Players Handbook.
Elf class spell books are the size and weight of their wizard
counterparts, and each spell only takes up half as many pages within.
BONUS SPELLS: The elf classs bonus spells are based on their
intelligence score. If the elf class has and intelligence of 13-15, they
receive one extra 1st level spell. If the intelligence score is 16 or 17,
the elf class receives an extra 2nd level spell. If the elf has an
intelligence score of 18 or better, he receives an extra 3rd level spell.
Bonus spells can only be acquired if the elf class is at a high enough
level to cast them. Bonus spells are cumulative.
ELVEN FREEDOM: At 3rd level the elf class becomes completely
immune to all forms of paralysis, and is always considered to be under
the effects of a Freedom of Movement spell. This ability is not a spell
effect; it is an acquired trait of the elf racial class.
ELVEN WEAPON SPECIALIZATION: At 5th level, the elf class can
choose one of the following weapons to specialize in: composite
longbow, composite shortbow, longbow, shortbow, longsword or
shortsword. Once chosen, the weapon selection cannot be changed.
The selected weapon receives a further +1 bonus to either hit or +1 to
damage. At 10th level and every 5 levels thereafter, the player may
select to add a further +1 to either hit or to damage to the originally
selected weapon, or choose a new weapon from the list above to be
specialized with. If a new weapon is selected then a +1 to hit or a +1 to
damage must be selected as if the ability was taken at 5th level. Each
time this ability is gained the character may apply a further +1 bonus to
hit or to damage to a previously selected weapon, or choose another
weapon from the above list to be specialized with.
ELVEN BOW MASTERY: At 7th level the elf class receives one
additional attack each combat round with any composite longbow,
composite shortbow, longbow, shortbow, or any elven bow. At 14th
level the elf class again receives this bonus. This ability can be
combined with the Elven Extra Attack class ability.
RACIAL CLASSES
RACE AS CLASS IN THE CASTLES & CRUSADES ROLEPLAYING GAME
By Derrick Omote Landwehr
ELVEN EXTRA ATTACK: At 11th level the elf class gains one
additional attack each combat round with any weapon. This ability can
be combined with the Elven Bow Mastery class ability.
BREATH WEAPON RESISTANCE: At 13th level the elf class
becomes resistant to dragon breath. The elf class automatically takes
half damage from any breath weapon (most notably dragon breath, but
includes all breath weapon attacks). If the breath weapon allows for a
saving throw, a successful roll indicates that the elf only takes onequarter damage.
PRIME ATTRIBUTES: Dexterity, Intelligence
ALIGNMENT: Any
HIT DIE: d6
WEAPONS: Any
ARMOR: Any
ABILITIES: Spells, Elven Freedom, Elven Weapon Specialization,
Elven Bow Mastery, Elven Extra Attack, Breath Weapon Resistance.
LEVEL
HD
BtH
ABILITIES
d6
+0
Spells
d6
+1
d6
+1
d6
+2
d6
+2
d6
+3
d6
+3
d6
+4
d6
+4
EPP
0
4,001
Elven Freedom
8,001
16,001
32,001
64,001
120,001
240,001
480,001
10
d6
+5
11
+3
+5
12
+3
+6
13
+3
+6
1,700,001
14
+3
+7
1,950,001
2,200,001
960,001
1,200,001
1,450,001
15
+3
+7
16
+3
+8
2,450,001
17
+3
+8
2,700,001
18
+3
+9
2,950,001
19
+3
+9
20
+3
+10
3,200,001
Elven Weapon Specialization
3,450,001
10
11
12
13
14
15
16
17
18
19
20
RACIAL CLASSES
RACE AS CLASS IN THE CASTLES & CRUSADES ROLEPLAYING GAME
By Derrick Omote Landwehr
CLASS ABILITIES
HALFLING COMBAT ABILITIES: The halfling class receives all of
the following combat bonuses at the 1st level of experience:
+2 AC when being attacked by enemies of large size.
+1 bonus to attack rolls when using any ranged weapon.
+1 to initiative rolls.
Additionally, add a further +1 to any one of the above mentioned
abilities at 5th, 10th, 15th, and 20th levels of experience.
COST
DAMAGE
RANGE
WEIGHT
ENC
Staff Sling
2 gp
1d6 (1d4)
60 ft.
4.0 lbs.
RACIAL CLASSES
RACE AS CLASS IN THE CASTLES & CRUSADES ROLEPLAYING GAME
By Derrick Omote Landwehr
BREATH WEAPON RESISTANCE: At 17th level the halfling class
becomes resistant to dragon breath. The halfling class automatically
takes half damage from any breath weapon (most notably dragon
breath, but includes all breath weapon attacks). If the breath weapon
allows for a saving throw, a successful roll indicates that the halfling
only takes one-quarter damage.
PRIME ATTRIBUTES: Dexterity, Constitution
ALIGNMENT: Any
HIT DIE: d6
WEAPONS: Blowpipe, bolas, club, crossbow (light), crowbill
(polearm), dagger, dart, dirk, hammer (light), hatchet, hand / throwing
axe, katar, knife, long sword, mace (light), main guache, pick (light),
sap, short bow, short composite bow, short sword, sickle, sleevetangler, sling, spear (standard), spiked gauntlet, staff, staff sling, rapier,
tulwar (sword), whip
ARMOR: Hide armor, and any armor with an EV3 or less.
ABILITIES: Halfling Combat Abilities, Halfling Combat Ability
Increase, Halfling Sling Mastery, Magic Resistance, Halfling Extra
Attack, Breath Weapon Resistance
LEVEL
HD
BtH
ABILITIES
d6
+0
EPP
d6
+0
d6
+1
d6
+1
d6
+2
d6
+2
32,001
d6
+3
64,001
d6
+3
128,001
d6
+4
256,001
10
d6
+4
11
+3
+5
12
+3
+5
13
+3
+6
1,250,001
14
+3
+6
1,500,001
15
+3
+7
16
+3
+7
17
+3
+8
2,250,001
18
+3
+8
2,500,001
19
+3
+9
20
+3
+9
0
2,001
4,001
8,001
16,001
500,001
750,001
1,000,001
1,750,001
2,000,001
2,750,001
Halfling Combat Ability Increase
3,000,001
Copyright Notice: The artwork in this document is used without permission and is not
intended to be a challenge of ownership. All rights to the artwork are retained by their
respective creators and used here for purposes of fan-produced hobby material, with no
commercial application or intent.
Castles & Crusades, C&C, and other terms are copyright Troll Lord Games
C&C Racial Classes Release 7, 100313