• Tutorials

  • Home
  • 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: HitDiceBonus = Constitution,0,0,-2,-1,-1,-1,0,0,0,0,0,0,0,0,1,2,3,4,5,5,6,6,6,7,7

    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

    If the class starts with any items they are listed with this keyword. Note: this is changed from previous versions of Dungeon Craft which applied starting equipment through the Global Data editor. Eg: 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)