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The Archives => Campaign Elements and Design (Archived) => Topic started by: Captain Obvious on April 24, 2006, 02:17:48 PM

Title: Shaman Base Class (for Age of Kings CS)
Post by: Captain Obvious on April 24, 2006, 02:17:48 PM
(http://www.wizards.com/dnd/images/UnA_Gallery/79171.jpg)  

SHAMAN
Alignment: Any.
Hit Die: d6.
BAB: 3/4 (as rogue)
Base Saves: Good Will, Good Reflex, Poor Fortitude

Class Skills
The shaman's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Geography/History/Local/Nature only, taken individually) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the shaman.
Weapon and Armor Proficiency: Shaman are proficient with all simple weapons, but may not begin the game with any metal weapons. Shamans are not proficient with any type of armor or shield. Armor of any type interferes with a shaman's movements, which can cause her spells with somatic components to fail.
Spells: A shaman casts arcane spells which are drawn from the shaman spell list. A shaman must choose a set of spells each day, but may then cast any of those without preparing ahead of time(see below).
To learn, prepare, or cast a spell, the shaman must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman's spell is 10 + the spell level + the shaman's Charisma modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Shaman. In addition, she receives bonus spells per day if she has a high Charisma score.
Unlike a wizard or sorcerer, a shaman has access to all of the spells on the shaman spell list, but can only cast a chosen group on any given day. She gains her spells by communing with spirits, the world around her, and in extreme cases, by tapping directly into the raw energy of the Primal Beings (see Primal Patrons below). She must choose her daily spells ahead of time by getting a good nightâ,¬,,¢s sleep and spending 1 hour in meditation and prayer. During this time the shaman chooses a number of spells from the shaman spell list up to her maximum # of spell known for each level. In addition, she receives bonus spells known if she has a high Wisdom score.
She may choose to leave slots open to fill in later as needed, but to fill these later requires a number of minutes of prayer equal to the spell's level plus one (o-level spells take one minute), and the shaman must make a Spellcraft check of DC(10 + [2x the spell's level]). The shaman may not take 10 on this check, and if she fails, that spell known slot is lost for the rest of that day. The shaman can choose to try and gain the spell faster, but for every minute less of prayer (the time needed may never be less than a full-round action), the DC increases by 5.
Primal Patrons: Siphoning magic form the Primal Beings is far more dangerous than taking them from the natural world, but they can be more destructive is cast properly. Any time a shaman wishes to choose a primal spell at the start of the day (0-level primal spells require no test), she must first pass a Spellcraft check of DC(10 + [2x the spell's level]), just as if she was trying to gain a spell partway through a day (if she tries to learn a primal spell partway through a day, she may ignore this check, and instead the DC of her check to learn the spell increases by 10). If she passes, she gains the spell, and has a +1 caster level to cast the spell for every 5(maybe 10) points she exceeded the DC by. If she fails, then the spell slot is lost for the day, and she takes 1 point of subdual damage per level of the spell. If she fails by 10 or more, she instead takes 1d4 subdual per level of the spell.
Totem Animal: All shamans have a particular totem animal and each animal is linked to a specifice school of magic. At first level, a shaman must choose a totem animal from the following list, and this choice cannot be changed later. She then gains the abbility to call her spirit animal to her. Doing so takes 24 hours and uses up materials that cost 100 gp.
 - Baboon [Transmutation]
 - Cat [Illusion] (this will be a medium sized wildcat. has 2HD and a size increase)
 - Dog [Abjuration] (ridin dog. cannot be ridden)
 - Eagle [Evocation]
 - Hawk [Divination]
 - Hyena [Necromancy]
 - Snake [Enchantment] (small viper)
 - Wolf [Conjuration]
A familiar is an incorporeal magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant, and at higher levels both gains and provides certain powers as its link with it's master grows stronger. If the spirit animal is ever killed it will return to the shaman's side after it can rejuvenate itself.
Blessing of the Spirits: At 1st level, as long as the shaman's totem animal is within 10 feet per shaman level, they gain a +1 to their caster level for spells from that totem's associated school. At level 10 this bonus increases to +2, and then to +3 at level 20. In addition, at level 5, as long as the shaman is within range of his totem, he gets a +1 to spell save DC's for spell from this school, and this bonus increases to +2 at level 15. These bonuses stack with those from Spell Focus and Greater Spell Focus.
Charm Carving: At 2nd level, the shaman gains the ability to carve runes into bones or stones or peices of amber (other materials are possible at the DM's discretion), and then store spells within them. This ability functions exactly like the Scribe Scroll feat and counts as an item creation feat for any prerequisites that may exist, but the charms must be created by carving runes into a naturally occuring physical object, and may not be used to create scolls in the normal sense.
Skinchanger (Su): At 6th level, a shaman gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesnâ,¬,,¢t provoke an attack of opportunity.
The form chosen must be that of an animal the shaman is familiar with.
A shaman loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A shaman can use this ability more times per day at 10th, 14th and 18th level, as noted on Table: The Shaman. In addition, she gains the ability to take the shape of a Large animal at 12th level.
The new formâ,¬,,¢s Hit Dice canâ,¬,,¢t exceed the characterâ,¬,,¢s shaman level.

Spirit Animals
A spirit animal is a being from the Spirit World that takes the form of a totem animal when called by a shamam. It takes on the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal who's form it's taking, but it is treated as a magical beast with the incorporeal subtype instead of an animal for the purpose of any effect that depends on its type.
The animal's life-force is tied to the shaman's prescence though, and can never travel further for it's master than 20 feet per level or shaman the master has. A spirit animal also grants special abilities to its master, as given below.
A single character may not have a faniliar and a spirit animal, but they may still have an animal companion. [spoiler]
Basics: Use the basic statistics for a creature of the spirit animal's kind, but make the following changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the masterâ,¬,,¢s character level or the spirit animal's normal HD total, whichever is higher.
Hit Points: The spirit animal has one-half the masterâ,¬,,¢s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Speed: The spirit animal gains fly speed 30ft (perfect) unless it's normal speed is better.
AC: The spirit animal looses it's natural armour bonus, but gains a deflection bonus equal to it's master charisma bonus.
Attacks: Use the masterâ,¬,,¢s base attack bonus, as calculated from all his classes. Use the spirit animal's Dexterity modifier, whichever is greater, to get the spirit animal's melee attack bonus. It looses it's natural weapons, and instead gains an incorporeal touch attack.
Damage: The spirit animal's attack does 1 point of cold damage. This increase to 1d3 at 5th level, 1d6 at 9th level, 1d8 at 13th level, and 2d6 at 17th level. In order to make an attack, the spirit animal must first manifest itself (see Ghost - MM pg 118).
Saving Throws: For each saving throw, use the masterâ,¬,,¢s base saving throws(as calculated from all his classes). The spirit animal uses its own ability modifiers to saves, and it doesnâ,¬,,¢t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the spirit animal has ranks, use either the normal skill ranks for an animal of that type or the masterâ,¬,,¢s skill ranks, whichever are better. In either case, the spirit animal uses its own ability modifiers. Regardless of a spirit animal's total skill modifiers, some skills may remain beyond the familiarâ,¬,,¢s ability to use.
Stats: The spirit animal begins with Int 5 and spirit animal gains +1 Int, Cha and Dex every 2 levels after first. As an incorporeal creature, the spirit animal has no strength value.

Special Ability Descriptions: All spirit animals have special abilities (or impart abilities to their masters) depending on the masterâ,¬,,¢s shaman level.
Alertness (Ex): 1st level. While a spirit animals is within armâ,¬,,¢s reach, the master gains the Alertness feat.
Evasion (Ex): 1st level. When subjected to an attack that normally allows a Reflex saving throw for half damage, a spirit animal takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: 1st level. At the masterâ,¬,,¢s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her spirit animal. The spirit animal must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the spirit animal if it moves farther than 5 feet away and will not affect the spirit animal again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of â,¬Å"Youâ,¬Â on her familiar (as a touch range spell) instead of on herself.
A master and her spirit animal can share spells even if the spells normally do not affect creatures of the familiarâ,¬,,¢s type (magical beast).
Empathic Link (Su): 1st level. The master has an empathic link with her spirit animal within a the spirit animal's maximum range. The master cannot see through the familiarâ,¬,,¢s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): 3rd level. A spirit animal can deliver touch spells for it's master. If the master and the spirit animal are in contact at the time the master casts a touch spell, she can designate her spirit animal as the â,¬Å"toucher.â,¬Â The spirit animal can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): 5th level. A spirit animal and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Bloodcurdling Scream(Su): 7th level. A spirit animal can emit a bloodcurdling scream as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become shaken for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the scream cannot be affected by the same spirit animal's scream for 24 hours.
Spell Resistance (Ex): 11th level. A spirit animal gains spell resistance equal to the masterâ,¬,,¢s level + 5.
Scry on spirit animal (Sp): 13th level. The Master may scry on her spirit animal (as if casting the scrying spell) once per day.
Improved Evasion (Ex): 15th level. When subjected to an attack that normally allows a Reflex saving throw for half damage, a spirit animal takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Greater Bloodcurdling Scream(Su): 19th level. Those within 30ft of a screaming spirit animal, must save or become frightened for 2d4 rounds. If they pass this is reduced to shaken. Any living creatures more than 30ft away but within 300ft must pass a will save or be shaken for 2d4 rounds. A creature that successfully saves against the scream cannot be affected by the same spirit animal's scream for 24 hours, although those within 30ft are still shaken for 2d4 rounds.[/spoiler]

Title: Shaman Base Class (for Age of Kings CS)
Post by: Captain Obvious on April 24, 2006, 02:26:50 PM
So, this is one of the two new classes for myAge of Kings (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4011) campaign setting. I like how this class turned out, but i would appreciate comments and criticism about balance, fluff, your opinions, whatever you've got is great.

The class is not quite complete yet. In addition to fixing stuff, i still need to work out how to insert a table (if possible), or link to a MS word or excel document (any help on how to do that would be appreciated), make said table, write up the spell list, and write the class fluff.

If you're wondering, the spell list is going to be a combination of the Druid and Sorc/Wiz lists for the most part. Many really destructive spells (specifically stuff that can be linked to elemental power) will be in a sort of sub-list called "Primal Spells" that are more powerful, but also can be risky to use.

As for spells per day and spells known: their # of spells they can know on any given day will be about the sorcerors amount (maybe a bit more or less. this will be decided based on balancing needs). the # of spells/day, is more than the wizard, but not as much as the sorceror.

So, lemme know what you think guys.
Title: Shaman Base Class (for Age of Kings CS)
Post by: Benicus on May 26, 2006, 04:57:17 PM
So what you are saying is that this is basically a Totem Druid+Wizard/Sorcerror? Thats way bad! Hey could I use this for the world im making?
Title: Shaman Base Class (for Age of Kings CS)
Post by: Captain Obvious on May 26, 2006, 06:25:07 PM
Go right ahead. Just credit where you got it from.
But bear in mind that the class isn't quite complete and that it may not be balanced.
Also, the version in my CS has a few changes and has a table in it since that is the one that i have been updating.
Title: Shaman Base Class (for Age of Kings CS)
Post by: Epic Meepo on May 26, 2006, 07:52:11 PM
Quote from: brainface[class][/class] BBcode.
tabling code made specifically for character classes. look at the examples.

[spoiler=Barbarian]
[spoiler=code]

[class=Barbarian]
[bab=fighter]
[fort=good]
[special=Special]
[1]Fast movement, illiteracy[/1]
[2]Uncanny dodge[/2]
[5]Improved uncanny dodge[/5]
[14]Indomitable will[/14]
[11]Greater rage[/11]
[20]Mighty rage[/20]
[/special]
[special=Rage]
[1]Rage 1/day[/1]
[4]Rage 2/day[/4]
[8]Rage 3/day[/8]
[12]Rage 4/day[/12]
[16]Rage 5/day[/16]
[20]Rage 6/day[/20]
[/special]
[special=Trap sense]
[3]Trap sense +1[/3]
[6]Trap sense +2[/6]
[9]Trap sense +3[/9]
[12]Trap sense +4[/12]
[15]Trap sense +5[/15]
[18]Trap sense +6[/18]
[/special]
[special=Damage reduction]
[7]Damage reduction 1/-[/7]
[10]Damage reduction 2/-[/10]
[13]Damage reduction 3/-[/13]
[16]Damage reduction 4/-[/16]
[19]Damage reduction 5/-[/19]
[/special]
[/class]

[/spoiler]
[class=Barbarian]
[bab=fighter]
[fort=good]
[special=Special]
[1]Fast movement, illiteracy[/1]
[2]Uncanny dodge[/2]
[5]Improved uncanny dodge[/5]
[14]Indomitable will[/14]
[11]Greater rage[/11]
[20]Mighty rage[/20]
[/special]
[special=Rage]
[1]Rage 1/day[/1]
[4]Rage 2/day[/4]
[8]Rage 3/day[/8]
[12]Rage 4/day[/12]
[16]Rage 5/day[/16]
[20]Rage 6/day[/20]
[/special]
[special=Trap sense]
[3]Trap sense +1[/3]
[6]Trap sense +2[/6]
[9]Trap sense +3[/9]
[12]Trap sense +4[/12]
[15]Trap sense +5[/15]
[18]Trap sense +6[/18]
[/special]
[special=Damage reduction]
[7]Damage reduction 1/-[/7]
[10]Damage reduction 2/-[/10]
[13]Damage reduction 3/-[/13]
[16]Damage reduction 4/-[/16]
[19]Damage reduction 5/-[/19]
[/special]
[/class]
[/spoiler]

[spoiler=Druid]
Quote from: Ishmayl[class=Druid]

[fort=good]

[will=good]

[bab=cleric]

[special=Special]

[1]Animal companion, nature sense, wild empathy[/1]
[2]Woodland Stride[/2]
[3]Trackless Step[/3]
[4]Resist Nature's Lure[/4]
[9]Venom Immunity[/9]
[13]A Thousand Faces[/13]
[15]Timeless Body[/15]

[/special]

[special=Wild Shape]

[5]Wild Shape 1/day[/5]
[6]Wild Shape 2/day[/6]
[7]Wild Shape 3/day[/7]
[8]Wild Shape (Large)[/8]
[10]Wild Shape 4/day[/10]
[11]Wild Shape (Tiny)[/11]
[12]Wild Shape (Plant)[/12]
[14]Wild Shape 5/day[/14]
[16]Wild Shape - Elemental 1/day[/16]
[18]Wild Shape 6/day / Elemental 2/day[/18]
[20]Wild Shape - Elemental 3/day / Huge Elemental[/20]

[/special]

[/class]

[spoiler=Code]

[class=Druid]

[fort=good]

[will=good]

[bab=cleric]

[special=Special]

[1]Animal companion, nature sense, wild empathy[/1]
[2]Woodland Stride[/2]
[3]Trackless Step[/3]
[4]Resist Nature's Lure[/4]
[9]Venom Immunity[/9]
[13]A Thousand Faces[/13]
[15]Timeless Body[/15]

[/special]

[special=Wild Shape]

[5]Wild Shape 1/day[/5]
[6]Wild Shape 2/day[/6]
[7]Wild Shape 3/day[/7]
[8]Wild Shape (Large)[/8]
[10]Wild Shape 4/day[/10]
[11]Wild Shape (Tiny)[/11]
[12]Wild Shape (Plant)[/12]
[14]Wild Shape 5/day[/14]
[16]Wild Shape - Elemental 1/day[/16]
[18]Wild Shape 6/day / Elemental 2/day[/18]
[20]Wild Shape - Elemental 3/day / Huge Elemental[/20]

[/special]

[/class]

[/spoiler]

[/spoiler]

[spoiler=Fighter]
[spoiler=code]

[class=Fighter]
[bab=fighter]
[fort=good]
[special=special]
[1]Bonus Feat[/1]
[2]Bonus Feat[/2]
[4]Bonus Feat[/4]
[6]Bonus Feat[/6]
[8]Bonus Feat[/8]
[10]Bonus Feat[/10]
[12]Bonus Feat[/12]
[14]Bonus Feat[/14]
[16]Bonus Feat[/16]
[18]Bonus Feat[/18]
[20]Bonus Feat[/20]
[/special]
[/class]

[/spoiler]
[class=Fighter]
[bab=fighter]
[fort=good]
[special=special]
[1]Bonus Feat[/1]
[2]Bonus Feat[/2]
[4]Bonus Feat[/4]
[6]Bonus Feat[/6]
[8]Bonus Feat[/8]
[10]Bonus Feat[/10]
[12]Bonus Feat[/12]
[14]Bonus Feat[/14]
[16]Bonus Feat[/16]
[18]Bonus Feat[/18]
[20]Bonus Feat[/20]
[/special]
[/class]
[/spoiler]

[spoiler=Monk]
[spoiler=code]

[class=Monk]
[bab=cleric]
[fort=good][will=good][ref=good]
[special]
[1]Bonus feat, flurry of blows, unarmed strike[/1]
[2]Bonus feat, evasion[/2]
[3]Still mind[/3]
[4]Ki strike (magic), slow fall 20 ft.[/4]
[5]Purity of body[/5]
[6]Bonus feat, slow fall 30 ft.[/6]
[7]Wholeness of body[/7]
[8]Slow fall 40 ft.[/8]
[9]Improved evasion[/9]
[10]Ki strike (lawful), slow fall 50 ft.[/10]
[11]Diamond body, greater flurry[/11]
[12]Abundant step, slow fall 60 ft.[/12]
[13]Diamond soul[/13]
[14]Slow fall 70 ft.[/14]
[15]Quivering palm[/15]
[16]Ki strike (adamantine), slow fall 80 ft.[/16]
[17]Timeless body, tongue of the sun and moon[/17]
[18]Slow fall 90 ft.[/18]
[19]Empty body[/19]
[20]Perfect self, slow fall any distance[/20]
[/special]
[special=Unarmed Damage]
[repeat]
[1]1d6[/1]
[4]1d8[/4]
[8]1d10[/8]
[12]2d6[/12]
[16]2d8[/16]
[20]2d10[/20]
[/special]
[special=AC Bonus]
[repeat]
[1]+0[/1]
[5]+1[/5]
[10]+2[/10]
[15]+3[/15]
[20]+4[/20]
[/special]
[special=Unarmored Speed Bonus]
[repeat]
[1]+0ft.[/1]
[3]+10ft.[/3]
[6]+20ft.[/6]
[9]+30ft.[/9]
[12]+40ft.[/12]
[15]+50ft.[/15]
[18]+60ft.[/18]
[/special]
[/class]
[/spoiler]
[class=Monk]
[bab=cleric]
[fort=good][will=good][ref=good]
[special]
[1]Bonus feat, flurry of blows, unarmed strike[/1]
[2]Bonus feat, evasion[/2]
[3]Still mind[/3]
[4]Ki strike (magic), slow fall 20 ft.[/4]
[5]Purity of body[/5]
[6]Bonus feat, slow fall 30 ft.[/6]
[7]Wholeness of body[/7]
[8]Slow fall 40 ft.[/8]
[9]Improved evasion[/9]
[10]Ki strike (lawful), slow fall 50 ft.[/10]
[11]Diamond body, greater flurry[/11]
[12]Abundant step, slow fall 60 ft.[/12]
[13]Diamond soul[/13]
[14]Slow fall 70 ft.[/14]
[15]Quivering palm[/15]
[16]Ki strike (adamantine), slow fall 80 ft.[/16]
[17]Timeless body, tongue of the sun and moon[/17]
[18]Slow fall 90 ft.[/18]
[19]Empty body[/19]
[20]Perfect self, slow fall any distance[/20]
[/special]
[special=Unarmed Damage]
[repeat]
[1]1d6[/1]
[4]1d8[/4]
[8]1d10[/8]
[12]2d6[/12]
[16]2d8[/16]
[20]2d10[/20]
[/special]
[special=AC Bonus]
[repeat]
[1]+0[/1]
[5]+1[/5]
[10]+2[/10]
[15]+3[/15]
[20]+4[/20]
[/special]
[special=Unarmored Speed Bonus]
[repeat]
[1]+0ft.[/1]
[3]+10ft.[/3]
[6]+20ft.[/6]
[9]+30ft.[/9]
[12]+40ft.[/12]
[15]+50ft.[/15]
[18]+60ft.[/18]
[/special]
[/class]
[/spoiler]

[spoiler=explanation]
okay:
inside class:
[levels=10]
sets the number of levels the class has. classes always start at first level, you can't start at 21 and go to 30. if i'm bugged, i can allow this. the default here is 20, so base classes can leave this tag out.

[bab=fighter|cleric|rogue|wizard]
[fort=good|poor]
[ref=good|poor]
[will=good|poor]

for bab, fort, ref, and will, the worst is assumed. so you can leave out bab=wizard, ref=poor, etc--that's the default.
note that, currently, levels greater than 20 aren't calculated using the epic progression, but just the normal one. i can change this, if i get requests to.


[special][/special]
[special=Title][/special]

creates a speical ability column. if you want multiples columns, the titles MUST be different. multiple specials with the same name overwrite each other. multiple specials with no name also overwrite each other.

inside [special]:
[1]stuff, more stuf, stuff[/1]
[3]level 3 stuff[/3]
[10]level 10 stuff[/10]

adds special stuff to that particular level. levels outside the range set by [levels=] will be ignored. repeated levels ([1]stuff[/1][1]more stuff[/1]) will be ignored--only the first one counts. failure to properly close level tags ([1]first level stuff[/9], for instance) will make data be ignored.
[repeat]
causes the special ability line from the previous level to be repeated. useful for classes like the monk, or '+1 caster level' prestige classes.

Unfortunately, there's no way to handle spells right now: i couldn't think of a type-saving way of doing it, and saving on typing was the reason for this tag. You can do it with specials and repeat, but that's still not too easy. I could make a [spells=ranger], etc. tag, that just spit out a ranger spellcasting table? (and one for wizard, bard, assassin, etc....)

[spoiler=closing tags]
Tags which should close:

[class][/class]
[special][/special]
level tags:[1]bonus feat[/1],[13]bonus feat[/13], etc

Tags which don't need to close:

[levels=13]
save tags: [fort=good],etc.
[bab=rogue]
[repeat]

[/spoiler]
Note also that order largely doesn't matter: [special][/special] can come before or after [fort], [levels] can be last, you can define special levels as [20][/20][19][/19][18][/18], etc, if you so choose.
[/spoiler]

Above is an example of one of the best features on this site, courtesy of brainface.  With it, you can make a quick class table for your thread.

EDIT: Never mind.  Just saw that you've already used the table tags in the main Age of Kings thread.