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The Complete Warlock
The Complete Warlock
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10Special Saving Throws
There are several types of Saving
‘Throw. that need some further
explanation. Those on the Special
Saving Throw table are for use in
specific circumstances, as follows.
BELIEF: This saving throw applies
to all situations. involving lusions
and. phantasms where the character
tight be able to reason out the
‘unrealty of the situation. Basically,
any character neods to roll s number
equal to (21-character’s intelligence)
in order to disbelieve a phantasm or
fusion. This may be further
adjusted, as mentioned in the spell
escrptions
FEAR: This saving throw applies
mainly 10 situations where
characteris hit by a Fear spell, or an
equivalent effect caused by another
being or circumstance. Failure to
achieve this saving Uhrow means that
the charicler retreats in an
uncontrolled manner, checking. once
pet turn thereafter to regain control,
using the same saving throw neaded.
‘This saving throw is botod on the
sum of the character's Wisdom
Gudgment) and Strength (aptitude for
combat).
ENTANGLEMENT: This saving
throw applies to all situations where
the character is in danger of physical
entrapment or falling. It is based on
the sum of (2 times Aglty +
(Dextedty)). This saving throw is
used in case of walking over pit taps,
‘under falling nets, or into quicksand,
among other cases. Failure to achieve
‘this saving throw rosults in being
comught by whatever circumstance
necessitated the saving throw.
‘CON: This saving throw is for use
with the Thievish Con ability. The
saving throw is based upon the
DIFFERENCE between the sum of
the this Intaligonce, Dexterity, and
Charisma, and the sur of the victim's
Intelligence and Wisdom. Failure by
the victim to achieve the number
needed for his particular difference
means that he falls for the thiet's
ploy, probably loring money or worse
to the con man.
Special Rules
Elves: Elves have the following
bonuses: +1 on archery shots with
‘bows, #1/6 chance of spotting hidden
objects, +1/6 chance of not being
ised by unusual circumstances,
41/6 chance of hearing or seeing
approsching danger, and the ability
Fighters: (This note also applies to
Hives, Rangers, Paladins and all
‘combination ‘characters that include
Fighter) Starting at 9th level, and
each 3rd level thereafter, a Fighter
gains an extra ability. This ability
may be applied to adding one attack
level per ability to the Fighter's
attack with any ONE type of weapon
(ie, a Sth level Fighter may choose
to become Broadsword +1). It may
instead be used to add #1 to the
Fighter's archery shots with any ONE
type of archery weapon. A fighter
may apply more thin one of these
abilities to any given weapon, to #
‘maximum of #3 per weapon.
fects of Characteristics
‘There are beneficial and harmful
effects caused by having high or low
characteraties on a character. These
ate as follows:
PRIME REQUISITE: If the Prime
Requisite of a character is 19 or
more, he gets a 15% bonus added to
his earned experience. 15—18 gets 9
10% bonus. 13-14 gets a 5% bonus.
9-12 gets no adjustment. A Prime
Requisite of 7-8 subtracts 10% from
‘eared experience. 6 or less subtracts
20%.
STRENGTH: See table for
adjustments to carrying capacity and
fighting ability.
INTELLIGENCE: For 2
‘magiousing character, an Intelligence
of 13-15 gives. that character an
extra 1/2 Spell Point for each Hit Die
hho gots. An Intelligence of 16 or
higher gives the character an extra 1
‘Spell Point for each Hit Die he gets.
WISDOM: For a clerical character,
‘Wisdom of 13-17 ges charter 8
‘bonus of +1/2 pip per die of healing,
‘or per healing spell, whichever is the
seater, and +1/2 per dle when rolling
{o dispel undead, both for quantity
and. for chance’ :0 affect them.
Wisdom of 18 or greater gives a
bonus of +1 per die or healing or
healing spell, and +1 per die on
undead. Further, a Wisdom
‘of 15 or higher gives a cleric a 5%
bonus chance on dispeling demons.
CONSTITUTION: Constitution of
15 of more gives a character a bonus
of I hit point for each Hit Die.
Constinution of 6 or less causes a
character to lose 1 hit point foreach
Hit Die tolled.
DEXTERITY: Dexterity of 13 or
pester adds +1 10 archery roll.
Dexterity of 8 or low subtracts 1
‘rom archery ros.
AGILITY; Agility of 16 or greater
adds +1 to the defense level of a
character. Agility of 5 or less
subtracts 1 ‘from the defense level
ofa character.
SIZE: The Ste ble gives the
‘asic weight of « normal human male
for purposes of figuring out carrying
capacity. For other types, adjust as
follows: For Ewes, after caleultion
of carrying capacity, determine actual
weight by subtracting 2 from roled
size; for Dwarves, adjust same as
Elves; for Halflings, divide weight by
2 before figuring carrying capacity,
but figure capacity as if the character
weighed 20 pounds more than actual
weight; for Female characters,
subtract 20 pounds from the weight
before figuring earying capacity (that
4s, the (emule character rolling 8 size
of 12 would actually weigh only 140
pounds, not 160).
Carrying capacity of a characteris
caleulated by multiplying the weight
of the character by the carrying
eapacity multiplier for that
ng
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of the character's own funds, If
another character is willing to Toan
the character more money, that may
also be wed.
tems that say NA in the COST
column are not normally available for
purchase, but are listed for weight
calenlation.
Weights of items are sted in
pounds (sory, but the number
worked out nester than with metric
units). The costs are listed in Gold
Pieces,
The weight of @ set of armor is
calelated as follows: each type of
larmor weighs a percentage of the
‘weight of the character, by size (after
[BONUSES AND PENALTIES DUE TO STRENGTH
Swength carrying
of Being Capacity
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any adjustments). Leather armor
(th helmet-