Text Class Database
Names should not conflict with any of the names in the baseclass database, items database, spells database, races database, or abilities database, all baseclasses start with a lower case letter and classes with an upper case letter.
If a baseclass receives a bonus for an ability, it is noted with this keyword. After the keyword, the name of the ability and the bonus/penalty is listed for all possible scores (1-25). Eg:
HitDiceBaseclass may have the value of *Average* or *Maximum* and applies when more than one baseclass is part of a class. *Average* means that the average of all hit dice is taken, *Maximum* means the max number for that level is given. Default is *Average*. Eg: HitDiceBaseclass = *Average*
If the class allows a bonus for Strength of 18, it is determined here in the format of nDm, where n is the number of dice and m is the number of sides. Default value is blank. Eg: StrengthBonusDice = 1D100
Starting Equipment = Awl Pike
Baseclasses that make up the class. Must have at least one per class and up to three will be recognized by Dungeon Craft, any additional will be ignored. Eg: Baseclass = fighter
Special Abilities correspond to the Special Ability database and list the name and parameter of the assigned Special Ability. Eg: Special Ability = class_NoSpells,fighter
Valid Classes per 1e rulebooks
- Dwarf: Fighter, Thief, Fighter/Thief
- Elf: Cleric, Fighter, MU, Thief, Ranger, Fighter/MU, Fighter/Thief, Fighter/MU/Thief, MU/Thief
- Gnome: Fighter, Thief, Cleric, MU, Fighter/Thief, FighterMU, MU/Thief
- Half-elf: Cleric, Druid, Fighter, Ranger, MU, Thief, Cleric/Fighter, Cleric/Ranger, Cleric/MU, Fighter/MU, Fighter/Thief, Fighter/MU/Cleric, Fighter/MU/Thief, Thief/MU
- Halfling: Cleric, Fighter, Thief, Fighter/Thief
- Half-orc: Cleric, Fighter, Thief, Cleric/Fighter, Cleric/Thief, Fighter/Thief
- Human: Cleric, Fighter, MU, Thief, Ranger, Druid, Paladin
Example:
\(BEGIN) name = Assassin HitDiceBonus = Constitution,0,0,-2,-1,-1,-1,0,0,0,0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,2 HitDiceBaseclass = *Average* StrengthBonusDice = Starting Equipment = baseclass = assassin Special Ability = class_NoSpells,Assassin Special Ability = class_Assassin,Assassin \(END)