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Classes in Pool of Radiance II
The new classes
available are: Barbarian, Monk, and Sorcerer. Some classes gain special
abilities as they advance. In addition there are no race or class level
restrictions. All races advance to any level in any class up to a maximum
of 16 levels in any single class. The maximum combined level of any multi-class
character is 32.
The barbarian is an excellent warrior. Where the fighter has training
and discipline, however, the barbarian has a powerful rage. While in this
berserk fury, he becomes stronger and tougher, better able to defeat his
foes and withstand their attacks. These rages leave him winded, and he
only has the energy for a few such spectacular displays per day, but those
few rages are usually sufficient. He is at home in the wilds, and he runs
at great speed.
Clerics are masters of divine magic. Divine magic is especially good at
healing. Even an inexperienced cleric can bring people back from the brink
of death, and an experienced cleric can even bring back people who have
crossed over that brink. As channelers of divine energy, clerics can turn
away or even destroy undead creatures. Clerics have some combat training
as well. They can use simple weapons, and they are trained in the use
of armor, since armor does not interfere with divine spells as it does
with arcane spells.
Of all classes, fighters have the best all-around fighting capabilities
(hence the name). Fighters are generally familiar with all the standard
weapons and armors. In addition to general fighting prowess, each fighter
develops particular specialties of his or her own. A given fighter may
be especially capable with certain weapons, another trained to execute
specific fancy maneuvers. As fighters gain experience, they get more opportunities
to develop their fighting skills. Thanks to their focus on combat maneuvers,
they can master the most difficult ones relatively quickly.
The key feature of the monk is his ability to fight unarmed and unarmored.
Thanks to his rigorous training, he can strike as hard as if he were armed
and strike faster than a warrior with a sword. Though monks don't cast
spells, they have a magic of their own. They channel a subtle energy,
called ki, which allows them to perform amazing feats. The monk's best
known feat is his ability to stun an opponent with an unarmed blow. A
monk also has a preternatural awareness of attacks. He can dodge an attack
even if he is not consciously aware of it. As the monk gains experience
and power, his mundane and ki-oriented abilities grow, giving him more
and more power over himself and, sometimes, over others.
Divine power protects the paladin and gives her special powers. It wards
off harm, lets her heal herself, and guards her heart against fear. The
paladin can also direct this power to help others, healing their wounds.
Finally, the paladin can use this power to destroy evil. Even the least
experienced paladin can sense evil, and more experienced paladins can
smite evil foes and turn away undead.
Sorcerers cast spells through innate power rather than through carefully
trained skills. Their magic is intuitive rather than logical, and therefore
allows them a great versatility over the arcane arts. Sorcerers are also
able to wield simple weapons and may even don armor if they wish to, although
such constrictions to body movement make spellcasting more difficult.
They are the masters of magic amongst the classes and capable of great
acts of protection or destruction as their moods dictate.
The ranger is at home in the wilds of nature, patrolling forests or mountains
with the same ease that people traverse city streets. He is proficient
with all simple and martial weapons and capable in combat. His skills
allow him to survive in the wilderness, to find his prey, and to avoid
detection. He also has special knowledge of certain types of creatures.
This knowledge makes him more capable of finding and defeating his foes.
Finally, an experienced ranger has such a tie to nature that he can actually
draw on natural power to cast divine spells.
Rogues share little in common with each other. Some are stealthy thieves.
Others are silver-tongued tricksters. Still others are scouts, infiltrators,
spies, or thugs. What they share is versatility, adaptability, and resourcefulness.
In general, rogues are skilled at getting what others don't want them
to get: entrance into a locked treasure vault, safe passage past a deadly
trap, secret battle plans, a guard's trust, or some random person's pocket