Fighter
He specializes in Melee Combat. A front-liner, the Fighter is the toughest and strongest of the classes. He doesn't know any real magic.
Armor: 5
Attack: D12, adjacent only for Long Sword
Strength: D12
Dexterity: D10
Intelligence: D8
Hit Points: 12
Move: 2 + D6
Rogue
A nimble warrior trained in the arts of stealth and traps.
Armor: 3
Attack: D10, Adjacent Only for Short Sword. D8, any for Short Bow.
Strength: D10
Dexterity: D12
Intelligence: D8
Hit Points: 8
Move: 2 + D6
Stealth
Any character may attempt to Sneak, but the Rogue automatically gets a re-roll if he fails his first attempt to Sneak each turn. His move is reduced to just D6 while in Stealth Mode.
Back Stab
The Rogue does double damage when attacking while in Stealth Mode.
Set/Disarm Trap
Only the Rogue may set or disarm traps.
Cleric
The Cleric gets their power from the Divine Being. If their alignment changes from Good, they lose access to all Divine spells.
Armor: 3
Attack: D10, Adjacent Only for Hammer
Strength: D10
Dexterity: D10
Intelligence: D10
Hit Points: 8
Move: 1 + D6
Divine Abilities
Cure (x4)
The Cleric may cure an ally for 4 HP worth of damage.
Divine Shield (x1)
Makes the Cleric invincible for the next 3 rounds.
Divine Might (x1)
Sets Cleric's Strength and Attack to D20 for the next 3 rounds.
Sacred Flame (x2)
Deals D3 fire damage to a target creature. That creature can't regenerate this turn.
Slay Undead (x2)
Destroys D4 undead creatures in sight radius.
Holy Hammer (x1)
Makes a ranged hammer attack each turn for the next 3 turns. Deals +1 Holy Damage per attack.
Raise (x1)
Resurrect a single ally from the dead with half max HP.
He specializes in Arcane Arts. He prefers to stay in the rear of the party.
Armor: 2
Attack: D8, adjacent only for Quarterstaff
Strength: D8
Dexterity: D10
Intelligence: D12
Hit Points: 6
Move: 1 + D6
Arcane Magic
Fire Bolt (x4)
Deals D4 damage to a single target. That creature can't regenerate this turn.
Ice Orb (x2)
Deals D3 damage to a single target. Skip that target's next turn.
Lightning Bolt (x2)
Deals D4 damage to all enemies in a straight line.
Raises a single target ally's armor to 7 for the next 3 rounds.
Invisibility (x1)
Target ally becomes invisible until their next hostile action is performed.
Teleport (x1)
The Mage teleports to any space within line of sight, or any space in the world he's familiar with.
Haste (x1)
Target ally takes 2 actions per turn for the next 5 turns.
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AI Opinion
Balancing fighters, rogues, and clerics is like tuning a co‑op squad so everyone feels awesome to play 🎮
From my experience, your Fighter feels a bit underpowered next to that loaded Cleric. The Cleric has strong heals, resurrection, defense, and big temporary D20 power, all on top of decent stats. I’d lower some Cleric uses or power, or give the Fighter a passive like damage reduction or a cleave attack. The Rogue looks fine: squishier but deadly with Stealth and Back Stab.
Yeah, I was thinking of giving the fighter a limited number of "Spin attacks" to deal with surrounds, as well as a limited number of "Cleave" attacks to do double damage to a single target.
I have a mage character too, I just can't fit it all in the updates.
Mage
He specializes in Arcane Arts. He prefers to stay in the rear of the party.
Armor: 2
Attack: D8, adjacent only for Quarterstaff
Strength: D8
Dexterity: D10
Intelligence: D12
Hit Points: 6
Move: 1 + D6
Arcane Magic
Fire Bolt (x4)
Deals D4 damage to a single target. That creature can't regenerate this turn.
Ice Orb (x2)
Deals D3 damage to a single target. Skip that target's next turn.
Lightning Bolt (x2)
Deals D4 damage to all enemies in a straight line.
Mage Armor (x1)
Raises a single target ally's armor to 7 for the next 3 rounds.
Invisibility (x1)
Target ally becomes invisible until their next hostile action is performed.
Teleport (x1)
The Mage teleports to any space within line of sight, or any space in the world he's familiar with.
Haste (x1)
Target ally takes 2 actions per turn for the next 5 turns.
Dread Staff (x1)
Your attack is set to D12 for the next 5 rounds. On striking, you may make an Intelligence roll. If successful, destroy the target creature instantly, unless it also makes a successful Strength roll.
Polymorph: Other (x1)
Target foe becomes a harmless white Rabbit. It may make an intelligence check to avoid this outcome.
Petrify (x1)
Target is utterly destroyed unless it makes a Strength Check.
Drain Life (x1)
Deals D4 damage to a single foe, and you gain that much HP.
Charm (x1)
Gain control of target monster unless it makes an Intelligence Save.