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thing players n e

fantastic role-playn;
adventure, For inter1
diate through ndvanc
players, ages 10 and
I Glossary

-
Ability any of the six natural traits that rep- d - abbreviation for dice or die. A roll that Hireling - non-player characters who work
resent the basic definition of a player char- calls for2d6, for example, means that the for a character just for money. Hirelings are
acter: Strength, Dexterity, Constitution, player rolls two six-sided dice. completely under the control of the DM.
Intelligence, Wisdom, and Charisma. A -
d3 since there is no such thing as a three- -
Hit dice the dice rolled to determine a char-
player character's abilities are determined at sided die, a roll calling for & means to use a acter's hit points. Up to a certain level, one
the beginning of a game by rolling &sided d6, making 1and 2 be a 1, 3 and 4 be a 2, or more new Hit Dice are rolled each time a
dice (d6s). The scores continue to be used and 5 and 6be a 3. character attains a new class level. A fighter,
throughout the game as a means of deter-
mining success or failure of many actions.
-
d4 a four-sided die.
d6 - a six-sided die.
for example, has only one IO-sided Hit Die
(Idlo) at 1st level, but when he rises to the
Ability check - a ld20 roll against one of d&- an eight-sided die. 2nd level, the player rolls a second d10, in-
your character's ability scores (modifiers d1O - a ten-sided die. Two dlOs can be used creasing the character's hit points.
may be added to or subtracted from the die as percentile dice (q.u.). Hit points - a number representing 1. how
roll). A result that is equal to or less than d12 - a twelveaided die. much damage a character can suffer before
your character's ability score indicates that dzo - a twenty-sided die. being killed, determined by Hit Dice (9.u.).
the attempted action succeeds. -
dloo either an actual 1Wsided die or two The hit points lost to injury can usually be
AC -abbreviation for Armor Class (9.u.). differentcolored ten-sided dice to be rolled regained by rest or healing. 2. how much
-
Alignment a factor in defining a player as percentile dice (q.u.). damage a specific attack does, determined
character that reflects his basic attitude to- -
DMG a reference to the Dungeon Master's by weapon or monster statistics, and sub-
ward society and the forces of the universe. Guide. tracted from a player's total.
Basically there are nine categories demon- -
Damage the effect of a successful attack or Infravision - the ability of certain Character
strating the character's relationship to order other harmful situation, measured in hit races or monsters to see in the dark. Mra-
vs. chaos and good vs. evil. A player char- points. vision generally works up to 60 feet in the
acter's alignment is selected by the player -
Demihuman a player character who is not darkness.
when the character is created. human: a dwarf, elf, gnome, half-elf, or -
Initiative the right to attack first in a com-
Area of effect - the area in which a magical halfling. bat round, usually determined by the Iowest
spell or a breath weapon works on any crea- Dex - abbreviation for Dexterity (q.u.). roll of a 10-sided die. The initiative roll is
tures unless they make a saving throw. Dexterity (ubbr. Dex) - an ability score rep- eliminated if surprise (q.u.) is achieved.
-
Armor Class (ubbr. AC) a rating for the
protective value of a type of armor, figured
resenting a combination of a character's Int -abbreviation for Intelligence (q.u.).
agility, reflexes, hand-eye coordination, and InteUigence (ubbr. Int) -an ability score rep-
from 10 (no armor at all) to 0 or even -10 the like. resenting a character's memory, reasoning,
(the best magical armor). The higher the Dual-class character -
a human who and learning ability.
AC, the more vulnerable the character is to switches character class after having al- -
Italic type used primarily to indicate spells
attack. ready progressed several levels. Only hu- and magical items.
Attack roll -The ld20 roll used to determine mans can be dual-classed. -
Level any of several difkrent game factors
if an attack is successful. -
Encumbrance the amount, in pounds, that that are variable in degree, especially: 1.
-
Bend barsflift gates roll the roll of percen- a character is carrying. How much he can class level, a measure of the character's
tile dice to determine whether a character carry and how being encumbered affects his power, starting at the 1st level as a begin-
succeeds in bending metal bars, lifting a movement rate are based on Strength and ning adventurer and rising through the ac-
heavy portcullis, or similar task. The result are shown in Tables 47 and 48. Encum- cumulation of experience points to the 20th
needed is a function of Strength and can be brance is an optional rule. level or higher. At each level attained, the
found in Table 1. Energy drain - the ability of a creature, espe- character received new powers. 2. spell
Bonus spells - extra spells at various spell cially undead, to drain energy in the form of level, a measure of the power of a magical
levels that a priest is entitled to because of class levels from a character, in addition to spell. A magic-using character can use only
high Wisdom; shown in Table 5. the normal loss of hit points. those spells for which his class level qualifies
-
Breath weapon the ability of a dragon or -
Experience points (ubbr.XP) points a char- him. Wizard spells come in nine levels ("a-
other creature to spew a substance out of its acter earns (determined by the Dungeon ble 21); priest spells in seven (Table 24),
mouth just by breathing, without making Master) for completing an adventure, for Loyalty base - a bonus added to or a penalty
an attack roll. Those in the area of effect doing something related to his class particu- subtracted from the probability that hench-
must roll a saving throw. larly well, or for salving a major problem. men are going to stay around when the go-
-
Cha abbreviation for Charisma (q.v.). Experience points are accumulated, ena- ing gets tough. Based on the character's
Chance of spell failure - the percentage bling the character to rise in level in his Charisma, it is shown in Table 6.
chance that a priest spell will fail when cast. class, as shown in Table 14 for warriors, Ta- -
M abbreviation for material component
Based on Wisdom, it is shown in Table 5. ble 20 for wizards, Table 23 for priests, and (S.U.).
Chance to know spell - the percentage
chance for a wizard to learn a new spell.
Table 25 for rogues.
-
Follower a non-player character who
Magical defense adjustment - a bonus
added to or a penalty subtracted from sav-
Based on Intelligence, it is shown in Table 4. works for a character for money but is ini- ing throws vs. spells that attack the mind.
-
Charisma (ubbr. Cha) an ability score rep- tially drawn to his reputation. Based on Wisdom, it is shown in Table 5.
resenting a character's persuasiveness, per-
sonal magnetism, and ability to lead.
Gaze attrrck - the ability of a creature, such -
Maneuverability class a ranking for fiying
as a basilisk, to attack simply by making eye creatures that reflects their ability to tun
Common - the language that all player char- contact with the victim. easily in aerial combat. Each class-from a
acters in the AD&W game world speak. -
Henchmen non-player characters who top of A to a bottom rank of E-has specific
Other languages may require the use of pro- work for a character mainly out of loyalty statistical abilities in combat.
ficiency slots.
-
Con abbreviation for Constitution (q.v.).
and love of adventure. The number of
henchmen a character can have is based on
Material component (ubbr. M) -any specific
item that musk be handled in same way dur- I
-
Constitution (abbr. Con) an ability score Charisma and is shown in Table 6. The DM ing the casting of a magic spell.
that represents a character's general phy- and the player share control of the hench-
sique, hardiness, and state of health. men.
-
Glossary

-
Maximum press the most weight a charac- -
Prime requisite the ability score that is which a spell is a part is shown after the
ter can pick up and raise over his head. It is a most important to a character class; for ex- name of the spell in the spell section at the
function of Strength and may be found in ample, Strength to a fighter. end of the book.
Table 1.
Melee - combat in which characters are
-
Proficiency a character's learned skill not
defined by his class but which gives him a
Somatic compunent (ubbr, S) the gestwes -
that a spellcaster must use to cast a specific
fighting in direct contact, such as with greater percentage chance to accomplish a spell. A bound wizard cannot cast a spell re-
swords, claws, or fists, as opposed to fight- specific type of task during an adventure. quiring somatic components.
ing with missile weapons or spells. Weapon and nonweapon profiaency slots Spedalkt - a wizard who concentrates on a
-
Missile combat combat involving the use are acquired as the character rises in level, specific school of magic (q.a.), as opposed
of weapons that shoot missiles or items that as shown in Table 34. The use of proficien- to a mage, who studies all magic in general.
can be thrown. Because the combat is not cies in the game is optional. -
Spell immunity protection that certain
"toe-to-toe," the rules are slightly different Proficiency check - the roll of a 2kided die characters have against illusions or other
than those for regular combat. to see if a character syceeds in doing a task specific spe€ls, based on high Intelligence
Movement rate - a number used in calculat- by comparing the die roll to the character's (Table 4) or Wisdom (Table 5).
ing how far and how fast a character can relevant ability score plus or minus any -
Sphere of influence any of sixteen catego-
move in a round. This number is in units of modifiers shown in Table 37 (the modified ries of clerical spells to which a priest may
10 yards per round outdoors, but it repre- die roll must be equal to or less than the abil- have major access (he can eventually leant
sents 10feet indoors. Thus, an MR of 6 is 60 ity score for the action to succeed). them all) or minor access (he can learn only
yards per round in the wilderness, but only -
q.v. "which see," or "turn to." the lower level spells). The relevant sphere
60feet per round in a dungeon.
-
MR abbreviation for movement rate
-
Race a player character's species: human, of influence is shown as the first item in the
elf, dwarf, gnome, half- elf, or hawing. list of characteristics in the priest spelis.
(9.v.).
-
Multi-class character a demihuman who
Race puts some limitations on the Pc's
class.
-
Str abbreviation for Strength (4.v.).
-
Strength (ab&. Str) an ability score repre-
improves in two or more classes at the same Rate of fire (ubbr.ROF)-number of times a senting a character's muscle power, endur-
time by dividing experience points between missile-firing or thrown weapon can be shot ance, and s-ina.
the different classes. Humans cannot be
multi-classed.
in a round.
Reaction adjustment - a bonus added to or
-
Surprise- roll the roll of a ten-sided die by
the Dungeon Master to determine if a char-
-
Mythos (pl. mythoi) a complete body of penalty subtracted from a die roll used in acter or group takes another by surprise.
belief particular to a certain time or place, determining the success of a character's Successful surprise (a roll of 1,2, or 3) can-
including the pantheon of its gods. action. Such an adjustment is used espe- cels the roll for initiative on the first round
-
Neutrality a philosophical position, or cially in reference to surprise (shown on Ta- of combat.
alignment, of a character that is between be- ble 2 as a function of Dexterity) and the System shock - a percentage chance that a
lief in good or evil, order or chaos. reaction of other intelligence beings to a character survives major magical effects,
Non*ayer character - any character con- character (shown on Table 6 as a function of such as being petrified. Based on Constitu-
trolled by the DM instead of a player. Charisma). tion, it is shown in Table 3.
-
NPC abbreviation for non-player charac-
ter (q.v.).
-
Regenexation a special ability to heal faster
than usual, based on an extraordinarilyhigh
-
THACO an acronym for 'To Hit Armor
Class 0,"the number that a character needs
-
Open doors roll the roll of a 2kided die to Constitution, as shown in Table 3. to roll in order to successfuliy hit a target
see if a character succeeds in opening a -
Resistance the innate ability of a being to with AC 0.
heavy or stuck door or performing a similar withstand attack, such as by magic. -
To-hit d another name for attack roll
task. The die roll at whicl! the character suc- Gnomes, for example, have a magic resist- (q.v.).
ceeds can be found in Table 1. ance that adds bonuses to their saving -
Turn in game time, approximately 10min-
-
opposition school a school of magic that throws against magic (Table 9). utes; used especially in figuring how long
is directly opposed to a specialist's school of Resurrection survival the percentage - various magic spells may last. In combat, a
choice, thus preventing him from learning chance a character has of being magically turn consists of 10 rounds.
spells from that school, as shown in Table raised from death. Based on Constitution, it Turn undead - a magical ability of a cleric or
is shown in Table 3. paladin to turn away an undead creature,
r L - abbreviation for player character -
Reversible of a magic spell, able to be cast such as a skeleton or a vampire.
67.v.). "backwards," so that the opposite of the V - abbreviation for verbal component
Percentage (orpercent) chance - a number usual effect is achieved. (q.0.).
between 1 and 100 used to represent the ROF - abbreviation for rate of fire (q.v.). Verbal component specific words or -
probability of something happening. If a -
Round in combat, a segment of time a p sounds that must be uttered while casting a
character is given an X percentage chance of proximately 1 minute long, during which a spell.
an event occurring, the player rolls percen- character can accomplish one basic action. -
Mapon speed an initiative modifier used
tile dice (q.v.). Ten combat rounds equal one turn. in combat that accounts for the time re-
-
Percentile dice either a 100-sided die or -
S abbreviation for somatic component quired to get back into position to reuse a
two l h i d e d dice used in rolling a percent- (S.V.). weapon.
age number. If 2610 are used, they are of dif- -
Saving throw a measure of a character's -
Wis abbreviation for Wisdom (4.a.).
ferent colors, and one represents the tens ability to resist (to "save vs.") special types -
Wisdom (abbr.Wir) an ability score repre-
digit while the other is the ones. of attacks, especially poison, paralyzation, senting a composite of a character's intui-
-
Player character (abbr. PC) the characters magic, and breath weapons. Success is usu- tion, judgment, common sense, and will
in a role-playing game who are under the ally determined by the roll of ld20. power.
control of the players. School of magic - One of nine different cate- -
XP abbreviation for experience points
-
Poison save a bonus or a penalty to a sav- gories of magic, based on the type of magi- 67.0.).
ing throw vs. poison. Based on Constitu- cal energy utilized. Wizards who
tion, it is shown in Table 3. concentrate their work on a single school
are called specialists. The specific school of
12
-
Chapter I : Player Character Ability Scores

To venture into the worlds of the AD&D@ * Method 111: Roll 3d6 six times and jot Strength
game, you first need to create a character. down the total for each roll. Assign the
The character you create is your alter ego in scores to your character’s six abilities how-
the fantasy realms of this game, a make- ever you want. This gives you the chance to sures a character’s muscle, endurance, and
believe person who is under your control custom-tailor your character, although you stamina. This ability is the prime requisite
and through whom you vicariously explore are not guaranteed high scores. of warriors because they must be physically
the world the Dungeon Master (DM) has Method IV:Roll 3d6 twelve times and jot powerful in order to wear armor and wield
created. down all twelve totals. Choose six of these heavy weapons. A fighter with a score of 16
Each character in the AD&D game has six rolls (generallythe six best rolls) and assign or more in Strength gains a 10percent bonus
abilities: Strength, Dexterity, Constitution, them to your character’s abilities however to the experience points he earns.
Intelligence, Wisdom, and Charisma. The you want. This combines the best of meth- Furthermore, any warrior with a Stre
first three abilities represent the physical na- ods I1 and 111, but takes somewhat longer. score of 18 is entitled to roll percentile
ture of the character, while the second three As an example, Joan rolls 3d6 twelve (see Glossary) to determi& exceptional
quantify his mental and personality traits. times and gets results of 12,5,6,8,10,15,9, Strength; exceptional Strength improves the
12,6,11,10, and 7. She chooses the six best character‘s chance to hit an enemy, increases
In various places throughout these rules, rolls (15,12,12,11,10, and 10)and then as- the damage. he causes with each hit, in-
the following abbreviations are used fc signs them to her character’s abilitiesso as to creases the weight the character is able to
the ability names: Strength-St. create the strengths and weaknesses that she carry without a penalty for encumbrance
Dexterity-Dex; Constitution-Con; In- wants her character to have (see the ability (see below), and increases the character’s
descriptionsfollowing this section for expla- ability to force open doors and similar por-
nations of the abilities). tals.
Method V: Roll four six-sided dice (4d6). The rest of this section on Strength con-
Discard the lowest die and total the remain- sists of explanations of the columns in Table
ing three. Repeat this five more times, then 1.Refer to the table as you read.
Rolling Ability Scares assign the six numbers to the character’s Hit Probability adjustments are added to
Let’s first see how abilities however you want. This is a fast or subtracted from the attack roll rolled on
to generate ability scores for your character, method that gives you a good character, but ldZ0 (one 20-sided die) during combat. A
after which definitions of each ability will you can still get low scores (after all, you bonus (positive number) makes the oppo-
be given. could roll Is on all four dice!). nent easier to hit; a penalty (negative num-
The six ability scores are determined ran- Method VI: This method can be used if ber) makes him harder to hit.
domly by rolling six-sided dice to obtain a you want to create a specific type of charac- Damage Adjustment also applies to com-
score from 3 to 18. There are several meth- ter. It does not guarantee that you will get bat. The listed number is added to or sub-
ods for rolling up these scores. the character you want, but it will improve tracted from the dice rolled to determine the
Method I:Roll three six-sided dice (3d6); your chances. damage caused by an attack (regardless of
the total shown on the dice is your charac- Each ability starts with a score of 8. Then subtractions, a successful attack roll can
ter’s Strength ability score. Repeat this for roll seven dice. These dice can be added to never cause less than 1 point of damage).
Dexterity, Constitution, Intelligence, Wis- your character’s abilities as you wish. All For example, a short sword normally causes
dom, and Charisma, in that order. This the points on a die must be added to the ld6 points of damage (a range of 1to 6). An
method gives a range of scores from 3 to 18, same ability score. For example, if a 6 is attacker with Strength 17 causes one extra
with most results in the 9 to 12 range. Only rolled on one die, all 6 points must be as- point of damage, for a range of 2 to 7points
a few characters have high scores (15 and signed to one ability. You can add as many of damage. The damage adjustment also ap-
above), so you should treasure these charac- dice as you want to any ability, but no abil- plies to missile weapons, although bows
ters. ity score can exceed 18points. If you cannot must be specially made to gain the bonus;
make an 18 by exact count on the dice, you crossbows never benefit from the user’s
cannot have an 18 score. Strength .
9ltemative Dice-Rolling Methods Weight Allowance is the weight (in
Method I creates The Ability Scores pounds) a character can carry without being
characters whose ability scores are usually encumbered (encumbrance measures how a
between 9 and 12. If you would rather play The six character character’s possessions hamper his
a character of truly heroic proportions, ask abilities are described below. Each descrip- movement-see Glossary). These weights
your DM if he allows players to use optional tion gives an idea of what that ability en- are expressed in pounds. A character carry-
methods for rolling up characters. These op- compasses. Specific game effects are also ing up to the listed weight can move his full
tional methods are designed to produce given. At the end of each ability description movement rate.
above-average characters. is the table giving all modifiers and game in- Maximum Press is the heaviest weight a
Method II: Roll 3d6 twice, noting the to- formation for each ability score. The un- character can pick up and lift over his head.
tal of each roll. Use whichever result you shaded area of these tables contains scores a A character cannot walk more than a few
prefer for your character‘s Strength score. player character can have naturally, with- steps this way. No human or humanoid
Repeat this for Dexterity, Constitution, In- out the aid of magical devices, spells, or di- creature without exceptional Strength can
telligence, Wisdom, and Charisma. This al- vine intervention. The blue-shaded ability lift more than twice his body weight over his
lows you to pick the best score from each scores can be obtained only by extraordi- head. In 1987, the world record for lifting a
pair, generally ensuring that your character nary means, whether by good fortune (find- weight overhead in a single move was 465
does not have any really low ability scores ing a magical book that raises a score) or ill pounds. A heroic fighter with Strength
(but low ability scores are not all that bad Fortune (an attack by a creature that lowers 18/00 (see Table 1)can lift up to 480 pounds
anywayl). a score). the same way and he can hold it overhead
For a longer time!

13
Open Doors indicates the character’s Table 1: STRENGTH t
chance to force open a heavy or stuck door.
When a character tries to force a door open, Ability Hit Damage Reignt Max. Open Bend-
roll ld20. If the result is equal to or less than
the listed number, the door opens. A charac-
ter can keep trying to open a door until it
finally opens, but each attempt takes time 3 -3 -1 5 10 2 0%
(exactly how much is up to the DM) and 4-5 -2 -1 10 3 0%
makes a lot of noise.
Numbers in parentheses are the chances
(on ld20) to open a locked, barred, or magi-
cally held door, but only one attempt per
door can ever be made. If it fails, no further 14-15 Normal None 55 170 8 7%
attempts by that character can succeed. 16 Normal +1 70 195 9 10%
Bend Bars/Lift Gates states the character’s
percentage chance (rolled on percentile dice)
to bend normal, soft iron bars, lift a vertical
gate (portcullis),or perform a similar feat of 18/51-75 +2 +3 160 305 13 25%
enormous strength. When the character 18/76-90 +2 +4 185 330 14 30%
makes the attempt, roll percentile dice. If 18/91-99 +2 +s 235 380 15(3) 35%
the number rolled is equal to or less than the 18/00 +3 +E 335 480 16(6) 40%
number listed on Table 1, the character
bends the bar or lifts the gate. If the attempt
fails, the character can never succeed at that
task. A character can, however, try to bend
the bars on a gate that he couldn’t lift, and
vice versa.

tions, beneficial Dexterity modifiers to


Dexterity Armor Class do not apply. Usually this Constitution
Dexterity (Dex) en- occurs when a character is attacked from A charactds Con-
I compasses several physical attributes behind or when his movement is stitution (Con) stem enm- hie phy-
including hand-eye coordination, agility, restricted-attacked while prone, tied up, sique, fitness, health, and phpaical
reaction speed, reflexes, and balance. Dex- on a ledge, climbing a rope, etc.) resi&ance to hadship, in-, and discrsc.
terity affects a character’s reaction to a Since this ab&y affects the droractas hit
threat or surprise, his accuracy with thrown Table2: D E x l w n points and ehenccs of surviving such tre-
weapons and bows, and his ability to dodge mendous shocks as being physicdly
an enemy’s blows. It is the prime requisite of
Miuile reshaped by ma& or rrstlmetcd f m
Ability Reaction Attack Defenriro
rogues and affects their professional skills. death, it is vitally iqortant to d d9ssts.
A rogue with a Dexterity score of 16 or high- A& Some classes have minimum allowable
er gainsa 10percent bonus to the experience Constitution scores.
points he earns. +4 A character‘s initial ConstiMion score is
Reaction Adjustment modifies the die roll the absolute limit to the number of timesthe
4 -2 +3
to see if a character is surprised when he 5 -1 +2 Character CilZI be r a h d 0s reLurrwxddfmm
unexpectedly encounters NPCs. The more death. Eachsltchrevival~thed\ar9c-
positive the modifier, the less likely the ter’s Constitution score by one. Magic can
character is to be surprised.
Missile Attack Adjustment is used to
modify a character’s die roll whenever he
9 0 0
restore F constitution gcore to its
a eorevenhigher, &tthi.shatna
originalv
&ect on the number of times 4 charactor
10-14 0 0 0 can be revived from death! Once the rhercbc-
uses a missile weapon (a bow or a thrown
weapon). A positive number makes it easier ter has exhaustedhts original C
for the character to hit with a missile, while nothing short of divine m=~
a negative number makes it harder. bring him back, and divine inkrvemtkn is
Defensive Adjustment applies to a char- reserved for only the bravest and most
acter’s saving throws (seeGlossary) against faitMul heroes1
attacks that can be dodged-lightning bolts, For example, Rath‘s Constitutionwore at
boulders, etc. It also modifies the character’s the start of his adventuring career is 12. He
Armor Class (see Glossary), representing can be revived from death 12 times. If he
his ability to dodge normal missiles and par- dies a 13th time, he cannot be resurrected or
ry weapon thrusts. For example, Rath is raked.
wearing chain mail, giving him an Armor Hit Poiat Adjustment is added to or sub-
Class of 5. If his Dexterity score is 16, his tracted from each Hit Die rolled for the
Armor Class is modified by -2 to 3, mak- character. However, no Hit Die ever yields
ing him harder to hit. If his Dexterity score less than 1 hit point, reg;lrdlesb of modifica-
is 5,his Armor Class is modified by +2 to 7, tions. If an adjustment would lower the
making him easier to hit. (In some situa- numbermlledtoOorkss,comatierthkfiePt
14
result to be 1. Always use the character‘s Table 3: CONSTITUTION
current Constitution to determine hit point
bonuses and penalties.
Only warriors are entitled to a Constitu-
tion bonus of +3 or + 4. Non-warrior char-
acters who have Constitution scores of 17or
18 receive only +2 per die.
The Constitution bonus ends when a
character reaches 10th level (9th for war-
riors and priests)-neither the Constitution
bonus nor Hit Dice are added to a charac- 7 0 55% 60% 0 Nil
ter‘s hit points after he has passed this level 8 0 60% 65% 0 Nil
(see the character class descriptions that
start on page 25).
If a character‘s Constitution changes dur-
ing the course of adventuring, his hit points
may be adjusted up or down to reflect the 13 0 85% 90 % 0-- Nil
change. The difference between the charac- 14 0 88% 92%
~ 0 Nil
ter’s current hit point bonus (if any) and the 15 +1 90 % 94 % 0 Nil
new bonus is multiplied by the character’s
level (up to 10)and added to or subtracted
from the character’s total. If Delsenora‘s
Constitution increased from 16 to 17, she
would gain 1 hit point for every level she
had, up to 10th level.
System Shock states the percentage
chance a character has to survive magical
effects that reshape or age his body: petrifi-
cation (and reversing petrification), poly-
morph, magical aging, etc. It can also be * Parenthetical bonus applies to warriors only. All other classes receive maximum bonus
used to see if the character retains con-
of +2 per die.
sciousness in particularly difficult situa- ** All Is rolled for Hit Dice are automatically considered 2s.
tions. For example, an evil mage * * * All 1s and 2s rolled for Hit Dice are automatically considered 3s.
polymorphs his dim-witted hireling into a **** All Is,2s. and 3s rolled for Hit Dice are automatically considered 4s.
crow. The hireling, whose Constitution
score is 13,has an 85 percent chance to sur-
vive the change. Assuming he survives, he lntelllgence very hard. One with exceptional intelli-
must successfully roll for system shock gence (Int 15 or 16)is noticeably above the
again when he is changed back to his origi- Intelligence (Int) norm. A genius character is bri&nt (Int 17
nal form or else he will die. represents a character’s memory, reasoning, or 18).A character beyond geniw is puten-
Resurrection Survival lists a character‘s and learning ability, including areas outside tially more clever and more brilliant than
percentage chance to be successfully resur- those measured by the written word. Intelli- can possibly be imagined.
rected or raised from death by magic. The gence dictates the number of languages a However, the true capabilities of a mind
player must roll the listed number or less on character can learn. htelligence is the prime lie not in numbers-I.Q., Intelligence scorn,
percentile dice for the character to be requisite of wizards, who must have keen or whatever. Many intelligent, even bril-
revived. If the dice roll fails, the character is minds to understand and memorize magical liant, people in the real world fail to apply
dead, regardless of how many times he has spells. A wizard with ag Intelligence score their minds creatively and usefully, thus
previously been revived. Only divine inter- of 16 or higher gains a 10 percent bonus to falling far below their own potential. Don’t
vention can bring such a character back experience points earned. The wizards rely too heavily on your character’s Intelli-
again. Intelligence dictates which spells he can gence score;you must provide your chuac-
Poison Save modifies the saving throw learn and the number of spells he can memo- ter with the creativity and energy he
vs. poison for humans, elves, gnomes, and rize at one time. Only those of the highest supposedly posSesseSI
half-elves. Dwarves and halflings do not use Intelligence can comprehend the mighty Number of -p lists the number of
this adjustment, since they have special magic of 9th-level spells. additional languages the character can
resistances to poison attacks. The DM has This ability gives only a general indica- speak beyond his native language. Every
specific information on saving throws. tion of a character’s mental acuity. A semi- character can speak his native language, no
Regeneration enables those with special- intelligent character (Int 3 or 4) can speak matter what his InteEligenceis. This knowl-
ly endowed Constitutions (perhaps by a (with difficulty) and is apt to react instinc- edge extends only to speaking the language;
wish or magical item) to heal at an advanced tively and impulsively. He is not hopeless as it does nof include reading or writing. The
rate, regenerating damage taken. The char- a player character (PC), but playing such a DM must decide if your character begins the
acter heals 1 point of damage after the pas- character correctly is not easy. A character game already knowing these additional lan-
sage of the listed number of turns. However, with low Intelligence (Int 5-7)could also be guages or if the number shows only how
fire and acid damage (whichare more exten- called dull-witted or slow. A very intelligent many languages your character can possi-
sive than normal wounds) cannot be regen- person (Int 11 or 12) picks up new ideas bly learn. The first choice will make com-
erated in this manner. These injuries must quickly and learns easily. A highly intelli- munication easier, while the second
heal normally or be dealt with by magical gent character (Int 13 or 14)is one who can increases your opportunities for role-
means. solve most problems without even trying Dlaving (finding a tutor or creating a rewon
15
Ability Scores (Intelligence)

Table 4: INTELLIGENCE why you need to know a given language).


Ability I of Spell Chance to M a x . # of Spell Furthermore, your DM can limit your lan-
Level Learn Spell Spells/Lvl Immu guage selection based an his campaign. It iq
- - perfectly fair to rule that your fighter from
- - the Frozen Wastes hasn't the tongues of the
- - Southlands, simply because he has never
4 1 - - - met anyone who has been to the South-
lands.

number of extra proficiency slots the


character gains due to his Intelligence.
These extra proficiency slots can be used
however the player desires. The charac-
ter never needs to spend any proficiencv

*. While unable to spes a langwge, the character can still communicate


bY&sws-dm-.
any conscious effort from the character. percentile dice every time the priest casts a
Bonus Spells indicates the number of ad- spell; if the number rolled is less than or
ditional spells a priest (and only a priest) is equal to the listed chance for spell failure,
entitled to because of his extreme Wisdom. the spell is expended with absolutely no ef-
his number ind Note that these spells are available only fect whatsoever. Note that priests with Wis-
cates the maximum numbe when the priest is entitled to spells of the ap- dom scores of 13 or higher don't need to
ard can know From any propriate level. Bonus spells are cumula- worry about their spells failing.
tive, so a priest with a Wisdom of 15 is Spell Immunity gives those extremely wise
entitled to two 1st-level bonus spells and characters complete protection from certain
one 2nd-level bonus spell. spells, spell-like abilities, and magical items as
Chance of Spell Failure states the percent- listed. These immunities are cumulative, so
age chance that any particular spell fails that a character with a Wisdom of 23 is im-
when cast. Priests with low Wisdom scores mune to all listed spells up to and including
run the risk of having their spells fizzle. Roll those listed on the 23 Wisdom row.

Tablek tVISJIOM
Magical Chance
Ability Defense Bonus of Spell Spell

2 -4 - 60% -
3 -3 - 50% -
60 percent. Rolling
player rolls a 37. She -1 -
ous instructions and
6 35% -
her own spell book.

10 0 0 15% -
ready had nine 3rd-level spells in he 11 0 0 10% -

14 0 1st 0% -
15 +1 2nd 0% -

Spell Immunity is @nd by those with


exceptionally high Intelligence scores.
Those with the immunity notice some in-
consistency or inexactness in the illusion or
phantasm, automatically allowing them to " , ,
make their saving throws. All benefits are rd, 5th 0% Fea; I
cumulative, thus a character with a 20 Intel- th, 5th 0% Charm monster, Confusion, Emotion, Fumble, C
1
-
ligence is not fooled by 1st- or 2nd-level illu- gestion
sion spells. th, 5th 0% Chaos, Feeblemind, Hold monster, Magic jar,
th, 6th 0% Geas, Mass suggestion, Rod of rulership
th, 7th 0% Antipathy/syrnpathy, Death spell, Mass charm
Wisdom
Wisdom (Wis) de- ber of mercenary soldiers, men-at-arms,
scribes a composite of the character's en- Charisma
servitors, or other persons in the pay of the
lightenment, judgment, guile, willpower, The Charisma (Cha) character.
common sense, and intuition. It can affect score measures a character's persuasiveness, Loyalty Base shows the subtraction from
the character's resistance to magical attack. personal magnetism, and ability to lead. It is or addition to the henchmen's and other ser-
It is theprime requisite of priests; those with not a reflection of physical attractiveness,al- vitors' loyalty scores (in the DMG).This is
a Wisdom score of 16 or higher gain a 10 though attractivenesscertainly plays a role. crucial during battles, when morale be-
percent bonus to experience points earned. It is important to all characters, but espe- comes important.
Clerics, druids, and other priests with Wis- cially to those who must deal with non- Reaction Adjustment indicates the pen-
dom scores of 13 or higher also gain bonus player characters (NPCs), mercenary alty or bonus due to the character bcause
spells over and above the number they are hirelings, retainers, and intelligent monsters. of Charisma when dealing with non-player
normally allowed to use. It dictates the total number of henchmen a characters and intelligent creatures. For ex-
Magical Defense Adjustment listed on character can retain and affects the loyalty of ample, Rath encounters a centaur, an intelli-
Table 5 applies to saving throws against henchmen, hirelings, and retainers. gent creature. Rath's Charisma is only 6,so
magical spells that attack the mind: beguil- Maximum Number of Henchmen states he is starting off with one strike against him.
ing,cham, fear, hypnosis, illusions,posses- the number of non-player characters who He probably should try to overcome this
sion, suggestion, etc. These bonuses and will serve as permanent retainers of the slight handicap by making generous offers
penalties are applied automatically, without player character. It does not affect the num- of @fts or irkmation.
“I’m not going to bother” attitude (which above-average scores. There those
tends to irritate others). Fortunately, Raths who feel a character is hopeless if he does
natural wit (Int 13)and Dexterity (14)keep not have at least one ability of 17or higher!
him from being a total loss. Needless to say, these players would never
Thus you might play Rath as an irritat- consider playing a character with an ability
ing, smart-alecky twerp forever ducking score of 6 or 7.
just out of range of those who want to In truth, Raths survivabilityhas a lot less
squash him. to do with his ability scores than with your
2 ) Rath has several good points-he has desire to role-play him. If you give up on
studied hard (Int 13)and practiced his man- him, of course he won’t survive! But if you
6 2 -3 -2
7 3 -2 -1 ual skills (Dex 14). Unfortunately, his take an interest in the character and role-
Strength is low (8) from a lack of exercise play him well, then even a character with
(all those hours spent reading books). the lowest possible scores can present a fun,
Despite that, Raths health is still good (Con challenging, and all-around exciting time.
10 0 0
11 A 13). His low Wisdom and Charisma (7, 6 ) Does he have a Charisma of 51 Why? May-
are a result of his lack of contact and be he’s got an ugly scar. His table manners
involvement with people outside the realm could be atrocious. He might mean well but
of academics. always manage to say the wrong thing at the
Looking at the scores this way, you could wrong time. He could be bluntly honest to
play Rath as a kindly, naive, and shy profes- the point of rudeness, something not likely
sorial type who’s a good tinkerer, always to endear him to most people. His Dexterity
fiddling with new ideas and inventions. is a 31 Why? Is he naturally clumsy or blind
Obviously, Raths ability scores (often as a bat?
called ”stats”) are not the greatest in the Don’t give up on a character just because
world. Yet it is possible to turn these ”disap- he has a low score. Instead, view it as an
pointing” stats into a character who is both opportunity to role-play, to create a unique
interesting and fun to play. Too often play- and entertaining personality in the game.
ers become obsessed with “good stats. Not only will you have fun creating that
These players immediately give up on a personality, but other players and the DM
character if he doesn’t have a majority of will have fun reacting to him.

Now that you have


finished creating the ability scores for your
character, stop and take a look at them.
What does all this mean?
Suppose you decide to name your charac-
ter ”Rath”and you rolled the following abil-
ity scores for him:
Strength 8
Dexterity 14
Constitution 13
Intelligence 13
Wisdom 7
Charisma 6
Rath has strengths and weaknesses, but it
is up to you to interpret what the numbers
mean. Here are just two different ways these
numbers could be interpreted.
1)Although Rath is in good health (Con
13),he’s not very strong (Str 8) because he‘s
just plain lazy-he never wanted to exercise
as a youth and now it’s too late. His low
Wisdom and Charisma scores (7, 6) show
that he lacks the common sense to apply
himself properly and projects a slothful,
I Chapter 2: Player Character Races

After creating your character's ability Racial Ability AdJustments Languages


scores, you must select a player character
race. This is not a race in the true sense of If you chose to Racial languages
the word: Caucasian, black, asian, etc. It is make your character a dwarf, elf, gnome, or for demihumans can be handled in either of
actually a fantasy species for your halfling, you now have to adjust some of two ways, depending on whether or not
character-human, elf, dwarf, gnome, half- your character's ability scores. The adjust- your DM uses the optional proficiency sys-
elf, or halfling. Each race is different. Each ments are mandatory; all characters of these tem. Either way, your character automati-
possesses special powers and has different races receive the adjustments. Even if ad- cally knows his native language.
lists of classes to choose from. justments raise or lower your character's Without the proficiency system, your
All six of the standard races are described ability scores beyond the minimums and character starts adventuring already know-
in detail in this chapter. In many cases, maximums shown on Table 7, you do not ing a number of additional languages (the
broad statements are made concerning the have to pick a new race. The adjustments number depends on his Int score, see Table
race in general. Players are not bound by can also raise a score to 19 or lower it to 2. 4). The additional languages must be chosen
these generalities. For example, the state- from among those listed in his race's de-
ment that "dwarves tend to be dour and tac- Table 8: RACIAL ABILITY scription.
iturn" does not mean that your character ADJUSTMENTS
cannot be a jolly dwarf. It means that the
Race Adjustments
garden-variety dwarf is dour and taciturn. Dwarf + 1 Constitution; - 1 Charisma
If player characters were just like everyone Elf +1 Dexterity; -1 Constitution
else, they wouldn't be adventurers. Make
your character unique and he will be more
Gnome -
+ 1Intelligence; 1 Wisdom
Halfling +1 Dexterity; -1 Strength I
fun to play.

Minimum and Maximum Class Restrlctions and Level Limits


Ability Scores The human race
has one special ability in the AD&D@game:
All non-human PC Humans can choose to be of any class- Human PCs generally start the game
races (also called "demihuman" races) have warrior, wizard, priest, or rogue-and can knowing only their regional language-the
minimum and maximum requirements for rise to great level in any class. The other language they grew up speaking. The DM
their ability scores. If you want to have a de- races have fewer choices of character classes may decide to allow beginning PCs addi-
mihuman character, the character's ability I
and usually are limited in the level they can tional languages (up to their Int score limit
scores must be within the allowable range. attain. These restrictions reflect the natural or proficiency slot limit), if he feels the PCs
The minimums and maximums for each race tendencies of the races (dwarves like war had the opportunity to learn these as they
are listed on Table 7 (the minimums are and fighting and dislike magic, etc.). The grew up. Otherwise, human PCs may learn
listed before the slash; the maximums are limits are high enough so a demihuman can additional languages as they adventure.
listed after the slash). Your character's sex achieve power and importance in at least
has no effect on these minimums or maxi-
mums.
one class. A halfling, for example, can be-
come the best thief in the land, but he can-
Dwarves
Consult Table 7 before making any racial not become a great fighter. Dwarves are short,
adjustments to your character's ability The limits also exist for play balance. The stocky fellows, easily identifiedby their size
scores. If the basic scores that you rolled up ability of humans to assume any role and and shape. They average 4 to 4% feet tall.
meet the requirements for a particular race, reach any level is their only advantage. The They have ruddy cheeks, dark eyes, and
your character can be of that race, even if demihuman races have other powers that dark hair. Dwarves generally live for 350
later modifications change the ability scores make them entertaining to play- years.
so they exceed the maximums or don't meet particularly the ability to be multi-classed Dwarves tend to be dour and taciturn.
the minimums. Once you satisfy the re- (see Glossary). These powers balance the They are given to hard work and care little
quirements at the start, you never have to enjoyment of play against the ability to rise for most humor. They are strow and brave.
wony &aut dmn again. in level. Ask your DM for the level limits They enjoy beer, ale, mead, and even
Table 7 gives the minimum and maximum imposed on non-human characters. stronger drink. Their chief love, however, is
scores a newly created character must have precious metal, particularly gold. They
to be a member of a demihuman race. Any prize gems, of course, especially diamonds
character can be a human, if the player so and opaque gems (except pearls, which they
desires. do not like). Dwarves like the earth and dis-
like the sea. Not overly fond of elves, they
Table 7: RACIAL ABILITY REQUIREMENTS have a fierce hatred of orcs and goblins.
Their short, stocky builds make them ill-
Ability Dwarf Elf Gnome Half-Elf Halfling suited for riding horses or other large
Strength 8/18 3/18 6/18 3/18 7/18 mounts (although ponies present no diffi-
Dexteritv 3/17 6/18 3/18 6/18 7/18 culty), so they tend to be a trifle dubious
10/18 and wary of these creatures. They are ill-
6/18 disposed toward magic and have little talent
3/17 for it, but revel in fighting, warcraft, and
3/17 8/18 3/18 3/18 3/18 scientific arts such as engineering.
Though dwarves are suspicious and ava-
Halfling fighters do not roll for exceptional Strength. ricious, their courage and tenacity more
than compensate for these shortcomings.

20
Dwarves typically dwell in hilly or moun- all other magical items except weapons, a friend (or enemy) is never forgotten. They
tainous regions. They prefer life in the com- shields, armor, gauntlets, and girdles. This prefer to distance themselves from humans,
forting gloom and solidness that is found penalty does not apply to dwarven clerics have little love for dwarves, and hate the
underground. They have several special using clerical items. evil denizens of the woods.
abilities that relate to their underground In melee, dwarves add 1to their dice rolls Their humor is clever, as are their songs
life, and they are noted for being particular- to hit o r a , half-orcs, goblins, and hobgob- and poetry. Elves are brave but never fool-
ly resistant to magics and poisons. lins. When ogres, trolls, ogre magi, giants, hardy. They eat sparingly; they drink mead
A character of the dwarven race can be a or titans attack dwarves, these monsters and wine, but seldom to excess. While they
cleric, a fighter, or a thief. He can also must subtract 4 from their attack rolls find well-wrought jewelry a pleasure to
choose to be a fighter/cleric or fighterkhief. because of the dwarves’ small size and com- behold, they are not overly interested in
From living underground, dwarves have bat ability against these much bigger crea- money or gain. They find magic and sword-
found it useful to learn the languages of sev- tures. play (or any refined combat art) fascinating.
eral of their neighbors, both friendly and Dwarven infravision enables them to see If they have a weakness it lies in these inter-
hostile. The initial languages a dwarf can up to 60 feet in the dark. ests.
learn are common, dwarf, gnome, goblin, Dwarves are miners of great skill. While There are five branches of the elven
kobold, orc, and any others your DM underground, they can detect the following race: aquatic, gray, high, wood, and dark.
allows. The actual number of languages is information when within 10 feet of the par- Elf player characters are always assumed to
limited by the Intelligence of the player ticular phenomenon (but they can deter- be of the most common type-high elves-
character (see Table 4) or by the proficiency mine their approximate depth below the although a character can be another type of
slots he allots to languages (if that optional surface at any time). elf with the DMs permission (but the choice
system is used). grants no additional powers). To the eye of
By nature, dwarves are nonmagical and Detect grade or slope outsiders, the differences between the
never use magical spells (clerical spells are in passage 1-5 on ld6 groups are mostly cosmetic, but most elves
allowed however). This gives a bonus to Detect new tunnel/passage maintain that there are important cultural
dwarves‘ saving throws against attacks construction 1-5 on ld6 differences between the various groups.
from magical wands, staves, rods, and Detect sliding/shiftingwalls Aquatic elves spend their lives beneath the
spells. This bonus is + 1 for every 3% or rooms 1-4 on ld6 waves and have adapted to these condi-
points of Constitutiqn score. Thus, for Detect stonework traps, pits, tions. Gray elves are considered the most
example, if a dwarf has a Constitution score and deadfalls 1-3 on ld6 noble and serious-minded of this breed.
of 7 he gains +2 on saving throws. These Determine approx. depth High elves are the most common. Wood
bonuses are summarized on Table 9. underground 1-3 on ld6 elves are considered to be wild, tempera-
mental, and savage. All others hold that the
Note that the dwarf must deliberately try
Table 9: CONSTITUTION SAVING to make these determinations; the informa- subterranean dark elves are compt and
THROW BONUSES tion does not simply spring to mind unbid-
evil, no longer part of the elven community.
A player character elf can be a cleric,
Constitution Score Saving Throw Bonus den. fighter, mage, thief, or ranger. In addition,
4-6 +1 Because of their sturdy builds, dwarves
add 1 to their initial Constitution scores. an elf can choose to be a multi-class fighter/
7-10 +2 mage, fighterlthief, fighter/mage/thief, or
11-13 +3 Their dour and suspicious natures cause magehhief. (The rules governing these
1417 +4 them to subtract 1 from their initial Cha-
combinations am explained under Multi-
18-19 +5 risma scores.
Class Characters, page 44.)
Similarly, dwarves have exceptional Elves have found it useful to learn the lan-
resistance to toxic substances. All dwarven Elves guages of several of the forest‘s children,
characters make saving throws against poi- Elves tend to be both the good and the bad. As initial lan-
son with the same bonuses that they get somewhat shorter and slimmer than normal guages, an elf can choose common, elf,
against magical attacks (see Table 9). humans. Their features are finely chiseled gnome, halfling, goblin, hobgoblin, orc,
Also because of their nonmagical nature, and delicate, and they speak in melodic and gnoll. The number of languages an elf
however, dwarves have trouble using magi- tones. Although they appear fragile and can learn is limited by his Intelligence (see
cal items. AU magical items that are not spe- weak, as a race they are quick and strong. Table 4) or the proficiency slots he allots to
cifically suited to the character’s class have a languages (if that optional system is used).
Elves often live to be over 1,200 years old,
20 percent chance to malfunction when used although long before this time they feel Elven characters have 90 percent mist-
by a dwarf. This check is made each time a
compelled to depart the realms of men and ance to sleep and all charm-related wlls.
dwarf uses a magical item. A malfunction mortals. Where they go is uncertain, but it is (See Chapter 9: Combat for an explanation
affects only the current use; the item may an undeniable urge of their race. of magic resistance.) This is in addition to
work properly next time. For devices that Elves are often considered frivolous and the normal saving throw allowed against a
are continually in operation, the check is charm spell.
made the first time the device is used during aloof. In fact, they are not, although
humans often find their personalities impos- When employing a bow of any sort other
an encounter. If the check is passed, the than a crossbow, or when using a short or
device functions normally until it is turned sible to fathom. They concern themselves
long sword, elves gain a bonus of +1to
off.Thusa dwarf would have to check upon with natural beauty, dancingand frolicking,
playing and singing, unless necessity dic- their attack rolls.
donning a robe of blending but would not An elf can gain a bonus to surprise oppo-
check again until he had taken the robe off tates otherwise. They are not fond of ships
or mines, but enjoy growing things and gaz- nents, but only if the elf is not in metal r
and then put it on again. If a cursed item armor. Even then, the elf must either be
ing at the open sky. Even though elves tend
malfunctions, the character recognizes its alone, or with a party comprised only of
cursed nature and can dispose of the item. toward haughtiness and arrogance at times,
they regard their friends and, associates as elves or halflings (also not in metal armor),
Malfunctionapplies to rods, staves, wands, or 90feet or more away from his party (the
equals. They do not make friends easily, but
rings, amulets, potions, horns, jewels, and group of characters he-rhwith) to gain this
21
Races (Gnomes)

bonus. If he fulfills these conditions, he telligence score (see Table 4) or the profi- some folk, with the good features of each of
moves so silently that opponents suffer a ciency slots he allots to languages (if that their races. They mingle freely with either
- 4 penalty to their surprise die rolls. If the optional system is used). race, being only slightly taller than the aver-
elf must open a door or screen to attack, this Like their cousins the dwarves, gnomes age elf (5 feet 6 inches on average) and
penalty is reduced to -2. are highly magic resistant. A gnome player weighing about 150 pounds. They typically
Elven infravision enables them to see up character gains a bonus of + 1for every 3% live about 160 years. They do not have all
to 60 feet in darkness. points of Constitution score, just as the abilities of the elf, nor do they have the
Secret doors (those constructed so as to dwarves do (see Table 9). This bonus ap- flexibilityof unlimited level advancement of
be hard to notice) and concealed doors plies to saving throws against magical the human. Finally, in some of the less-
(those hidden from sight by screens, cur- wands, staves, rods, and spells. civilized nations, half-elves are viewed with
tains, or the like) are difficult to hide from Gnomes also suffer a 20 percent chance suspicion and superstition.
elves. Merely passing within 10 feet of a for failure every time they use any magical In general, a half-elf has the curiosity, in-
concealed door gives an elven character a item except weapons, armor, shields, illu- ventiveness, and ambition of his human an-
one-in-six chance (roll a 1on ld6) to notice sionist items, and (if the character is a thief) cestors and the refined senses, love of
it. If actively searching for such doors, elven items that duplicate thieving abilities. This nature, and artistic tastes of his elven ances-
characters have a one-in-three chance (roll a check is made each time the gnome attempts tors.
1 or 2 on ld6) to find a secret door and a to use the device or, in the case of Half-elves do not form communities
one-in-two chance (roll a 1, 2, or 3 on ld6) continuous-use devices, each time the de- among themselves; rather, they can be
to discover a concealed portal. vice is activated. Like dwarves, gnomes can found living in both elven and human com-
As stated previously, elven characters sense a cursed item if the device fails to func- munities. The reactions of humans and elves
add 1to their initial Dexterity scores. Like- tion. to half-elves ranges from intrigued fascina-
wise, as elves are not as sturdy as humans, In melee, gnome characters add 1to their tion to outright bigotry.
they deduct 1from their initial Constitution attack rolls to hit kobolds or goblins. When Of all the demihuman races, half-elves
scores. gnolls, bugbears, ogres, trolls, ogre magi, have the greatest range of choices in charac-
giants, or titans attack gnomes, these mon- ter class. They tend to make good druids
sters must subtract 4 from their attack rolls and rangers. A half-elf can choose to be a
Gnomes because of the gnomes’ small size and their cleric, druid, fighter, ranger, mage, special-
Kin to dwarves, combat skills against these much larger ist wizard, thief, or bard. In addition, a half-
s o m e s are noticeably smaller than their creatures. elf can choose from the following
distant cousins. Gnomes, as they proudly Gnomish infravision enables them to see multi-class combinations: cleric (or druid)/
maintain, are also less rotund than dwarves. up to 60 feet in the dark. fighter, cleric (or druid)/fighter/mage,
Their noses, however, are significantly Being tunnelers of exceptional merit, cleric (or druid)/ranger, cleric (or druid)/
larger. Most gnomes have dark tan or gnomes are able to detect the following mage, fighter/mage, fighterhhief, fighter/
brown skin and white hair. A typical gnome within 10 feet (exception: They can deter- mage/thief, and magelthief. The half-elf
lives for 350 years. mine their approximate depth or direction must abide by the rules for multi-class char-
Gnomes have lively and sly senses of hu- underground at any time.). They must stop acters.
mor, especially for practical jokes. They and concentrate for one round to use any of Half-elves do not have a language of their
have a great love of living things and finely these abilities. own. Their extensive contact with other
wrought items, particularly gems and jew- races enables them to choose any of the fol-
Detect grade or slope
elry. Gnomes love all sorts of precious 1-5 on ld6
lowing languages (plus any other allowed
in passage
stones and are masters of gem polishing and by the DM): common, elf, gnome, halfling,
Detect unsafe walls, ceiling, goblin, hobgoblin, orc, and gnoll. The ac-
cutting. and floors 1-7 on ld10
Gnomes prefer to live in areas of rolling, tual number of languages the character
Determine approx. depth knows is limited by his Intelligence (see Ta-
rocky hills, well wooded and uninhabited underground 1-4 on ld6
by humans. Their diminutive stature has ble 4) or by the number of proficiency slots
Determine approx. direction he allots to languages (if that optional sys-
made them suspicious of the larger races- underground 1-3on ld6
humans and elves-although they are not tem is used).
hostile. They are sly and furtive with those Gnome characters gain a + 1 bonus to Half-elven characters have a 30 percent
they do not know or trust, and somewhat their Intelligence scores, to reflect their resistance to sleep and all charm-related
reserved even under the best of circum- highly inquisitive natures. They suffer a - 1 spells.
stances. Dwelling in mines and burrows, penalty to Wisdom because their curiosity Half-elven infravision enables them to see
they are sympathetic to dwarves, but find often leads them unknowingly into danger. up to 60 feet in darkness.
their cousins’ aversion to surface dwellers Secret or concealed doors are difficult to
foolish. hide from half-elves, just as they are from
A gnome character can elect to be a Half-Elves elves. Merely passing within 10 feet of a
fighter, a thief, a cleric, or an illusionist. A Half-elves are the concealed door (one hidden by obstructing
gnome can have two classes, but not three: most common mixed-race beings. The rela- curtains, etc.) gives the half-elven character
fighter/ thief, illusionist/ thief, etc. tionship between elf, human, and half-elf is a one-in-six chance (roll a 1on ld6) of spot-
Due to his upbringing, a beginning gnome defined as follows: 1)Anyone with both el- ting it. If the character is actively seeking to
character can choose to know the following ven and human ancestors is either a human discover hidden doors, he has a one-in-three
languages, in addition to any others allowed or a half-elf (elves have only elven ances- chance (roll a 1or 2 on ld6) of spotting a se-
by the DM: common, dwarf, gnome, half- tors). 2) If there are more human ancestors cret door (one constructed to be undetect-
ling, goblin, kobold, and the simple com- than elven, the person is human; if there are able) and a one-in-two chance (roll a 1,2, or
mon speech of burrowing mammals (moles, equal numbers or more elves, the person is 3 on ld6) of locating a concealed door.
badgers, weasels, shrews, ground squirrels, half-elven.
etc.). The actual number of languages a Half-elves are usually much like their el-
character begins with depends upon his In- ven parent in appearance. They are hand-
22
Races (Halflings) I
halflings gain a +1 bonus to their attack sex as yourself or of the opposite sex.
Halflings rolls when using thrown weapons and Some people feel it is important to know
Halflings are short, slings. whether their character is right- or left-
generally plump people, very much like A halfling can gain a bonus to surprise handed. Actually, this has no bearing on the
small humans. Their faces are round and opponents, but only if the halfling is not in play of the game, since all characters are
broad and often quite florid. Their hair is metal armor. Even then, the halfling must assumed to be reasonably competent with
typically curly and the tops of their feet are either be alone, or with a party comprised either hand (that doesn't mean everyone is
covered with coarse hair. They prefer not to only of halflings or elves, or 90feet or more trained to fight with twoweapons). It is easiest
wear shoes whenever possible. Their typical away from his party to gain this bonus. If he to say that your character has the same hand-
life expectancy is approximately 150 years. fulfills any of these conditions, he causes a edness as you. This will result in the normal
Halflings are sturdy and industrious, gen- -4 penalty to opponents' surprise rolls. If a ratio of right- to left-handed people.
erally quiet and peaceful. Overall they pre- door or other screen must be opened, this On occasion it may be useful to know
fer the comforts of home to dangerous penalty is reduced to -2. your character's height and weight. The best
adventuring. They enjoy good living, rough Depending on their lineage, certain half- way to determine height and weight is to
humor, and homespun stories. In fact, they ling characters have infravision. Any half- choose the appropriate numbers, subject to
can be a trifle boring at times. Halflings are ling character has a 15 percent chance to your DMs approval. If you want a short,
not forward, but they are observant and have normal infravision (this means he is pudgy human fighter, you can select an
conversational if in friendly company. Half- pure Stout), out to 60 feet; failing that appropriate height and weight. Otherwise,
lings see wealth only as a means of gaining chance, there is a 25 percent chance that he heights and weights can be generated ran-
creature comforts, which they love. Though has limited infravision (mixed Stout/ domly using Table 10 (next page). Take the
they are not overly brave or ambitious, they Tallfellow or Stout/Hairfeets lineage), effec- appropriate base score and add the die roll
are generally honest and hard working tive out to 30 feet. modifier. As with all tables, this can create
when there is need. Similarly, halflings with any Stoutish some ridiculousresults (one of the problems
Halfling homes are well-furnished bur- blood can note if a passage is an up or down with randomness) and, at the same time,
rows, although most of their work is done grade with 75 percent accuracy (roll a 1, 2, cannot account for the full variety of man-
on the surface. Elves generally like them in a or 3 on ld4). They can determine direction kind (or demihumankind). The table only
patronizing sort of way. Dwarves cheerfully half the time (roll a 1,2, or 3 on ld6). These reproduces a fairly average range for each
tolerate them, thinking halflings somewhat abilities function only when the character is race. Heizhts and weidits for demihuman
soft and harmless. Gnomes, although they concentrating on the desired information to races not h e d on the Gble must be dec
drink more and eat less, like halflings best, the exclusion of all else, and only if the char- by your DM.
feeling them kindred spirits. Because half- acter is pure or partially Stout.
lings are more open and outgoing than any Halfling characters have a penalty of 1 -
of these other three, they get along with oth- to their initially generated Strength scores,
er races far better. and they gain a bonus of + 1to Dexterity. 8 feet 1.2
There are three types of halflings: Hair- only 26.5 inches tall and the shortest
feets, Tallfellows, and Stouts. Hairfeets are Humans woman bettered this at only 24 inches in
the most common type, but for player char- height. While the lightest humans are
acters, any of the three is acceptable. Although humans also among the shortest, the heaviest
A halfling character can choose to be a are treated as a single race in the AD&D@
cleric, fighter, thief, or a multi-class fighter/ game, they come in all the varieties we
thief. The halfling must use the rules provid- know on Earth. A human PC can have
ed for multislass characters. whatever racial characteristics the DM
Through their contact with other races, allows.
halfling characters are allowed to choose Humans have only one special ability:
initial languages from common, halfling, They can be of any character class and rise
dwarf, elf, gnome, goblin, and orc, in addi- to any level in any class. Other PC races Players may also want to know their
tion to any other languages the DM allows. have limited choices in these areas. characters' starting ages. Human characters
The actual number of languages the charac- Humans are also more social and tolerant can start at any age that is agreeable to both
ter knows is limited by his Intelligence (see than most other races, accepting the compa- the player and the DM. However, all begin-
Table 4 ) or by the number of proficiency ny of elves, dwarves, and the like with ning adventurers are assumed to be at least
slots he allots to languages (if that optional noticeably less complaint. 16 years old, since they must grow physi-
system is used). Because of these abilities and tendencies, cally, emotionally, and in practical experi-
All halfling characters have a high resist- humans have become significant powers ence before they are ready to undertake the
ance to magical spells, so for every 3% within the world and often rule empires that rigors of an adventuring life. Table 11can be
points of Constitution score, the character other races (because of their racial tenden- used to give a starting age (add the variable
gains a +1 bonus on saving throws vs. cies) would find difficult to manage. die roll to the base starting age to get the
wands, staves, rods, and spells. These character's starting age) and the possible life
bonuses are summarized on Table 9.
Halflings have a similar resistance to poi- Other Characteristics span of a character, assuming a quiet and
peaceful life. Humans are also included on
sons of all sorts, so they gain a Constitution After you have this list in case you want to determine their
bonus identical to that for saving throws vs. selected a race, you may want to fill in the ages randomly. The maximum age for a
magical attacks when they make saving details of your character. You are not character should be secretly determined and
throws vs. poison (i.e., +1to +5, depend- required to do so, but there are many situa- recorded by the DM. Player characters may
ing on Constitution score). tions in which this information is vital or have an idea of how long they expect to live,
Halflings have a natural talent with slings useful to role-playing. but do not know their true allotted life
and thrown weapons. Rock pitching is a The sex and name of your character are spans.
favorite sport of many a halfling child. All up to you. Your character can be of the same
As a character ages, his ability scores are respectively), but the period in which he
affected. Upon reaching one-half of his base would be considered a venentbk elder of his
maximum age (45 for a human), the charac- people is extended for 40 years.
ter loses 1point of Strength (or half of his There are a number of other personal
exceptional Strength rating) and 1 point of characteristics your character has-hair
Constitution, but gains 1point each of Intel- and eye color, body shape, voice, noticeable
ligence and Wisdom. At two-thirds of his features, and general personality. There are
base maximum age (60 for a human), the no tables for these things, nor should there
character loses 2 more points of Strength (or be. Your job, as a player, is to add these
all his exceptional Strength and 1 point details, thereby creating the type of charac-
more), 2 points of Dexterity, and 1 more ter you want. You probably know some
point of Constitution, but he gains 1point from the start (doyou want to play a tower-
of Wisdom. Upon reaching the base maxi- ing, robust warrior, or a slim, unassuming
mum age, the character loses 1more point swordsman?); others, especially your char-
from each of Strength, Dexterity, and Con- acter's personality, will grow and take form
stitution, while gaining 1 more point in both as you play. Remember, you are an actor
Intelligence and Wisdom. All aging adjust- and your character is your rolef
ments are cumulative. See Table 12 for a
summary of these effects.
Table 10: AVERAGE HEIGHT
Although many people have claimed t
live to great ages, the oldest human
verifiable age was 113 years old in TOR Race
and is still alive! Dwarf

There may be times when a magical


device or speil adds years to or subtracts
ycers from a player character's life. This
magical aging can have two different
effects. Some magical aging physically
affects the character. For example, a haste Females tend to be lighter and shorter than males. Thus, the base numbers for height and
spell ages those it affects by one year. This weight are divided into male/female values. Note that the modifier still allows for a broad
aging is added dinctly to the player charac- range in each category.
ter's current age. He physically acquires the
appearpnre of himself one year older (a few
more wrinkles, etc.). Characters who
haease in age from magical effects do not
gilin the benefits of increased Wisdom and Table 1I: AGE
Intelligmce-theseare a function of the pas-
wgc ot gamc time-but the character does
Buffer tht physical I- to Strength, Dex- Race
terity, and Constitution associated with Dwarf
aging. These are bseakdowns of the body's
-. Physical age can also be removed
in the same manner. Some potions give
yeam back to the character. In this caw, the
physical appearance of the character is Human- 15 ld4
acter can regain lost vigor
on)as his body is mewed * Upon attaining this age, an elfdoes not die. Rather he feels compelled to migrate tosome
not lose any of the benefits of mysterious, other land, departing the world of men.
aging (Wis and Int).
Magical aging can also work to increase
or decrease the We span of the character. In
such a case, the actual age of the character is Table 12: AGING EFFECTS
unaffefted.All adjustments are made by the
DM to the character's maximum age (which
only the DMknows), For example, a human Race
finds a magical fountain that bcstavs great Dwarf
longevity (10to 60 years more).The DM
has already determined the human will nat-
urally live to 103 years (base 90 + 2d20, in
this use 13). The water of the fountain
bestows d more years so that, unless the Human 45 years 60 years 90years
character meets a violent end,he will live to
143years. He still suffersthe effects of aging * -1 Str/Con; + 1 Int/Wis
at the usual ages (45,60, and 90 years, ** -2Str/Dex, -lCon; +1Wis i
*** -1 Str/Dex/Con; + 1 Int/Wis
24
After choosing your character's race, you
select his character class. A character class is
like a profession or career. It is what your
Chapter 3: Plaver Character Classes
The ranger is a warrior and a woodsman.
He is skilled with weapons and is knowl-
edgeable in tracking and woodcraft. The
. I
i!?
walking storehouse of gossip, tall tales, and
lore. He learns a little bit about everything
that crosses his path; he is a jack-of-all-
character has worked and trained at during ranger often protects and guides lost trav- trades but master of none. While many
his younger years. If you wanted to become elers and honest peasant-folk. A ranger bards are scoundrels, their stories and sorrgs
a doctor, you could not walk out the door needs to be strong and wise to the ways of are welcome almost everywhere.
and begin work immediately. First you
would have to get some training. The same
is true of character classes in the AD&D@
nature to live a full life.
Wizard: The wizard strives to be a master
of magical energies, shaping them and cast-
Class Ability Scor- --1- irements
game. Your character is assumed to have ing them as spells. To do so, he studies Each of the charac-
some previous training and guidance before strange tongues and obscure facts and de- ter classes has minimum scores in various
beginning his adventuring career. Now, votes much of his time to magical research. abilities. A character must satisfy these min-
armed with a little knowledge, your charac- A wizard must rely on knowledge and wit imums to be of that class. If your character's
ter is ready to make his name and fortune. to survive. Wizards are rarely seen adven- scores are too low for him to belong to any
The character classes are divided into turing without a retinue of fighters and character class, ask your DM for permission
four groups according to general occupa- men-at-arms. to reroll one or more of your ability scores
tions: warrior, wizard, priest, and rogue. Because there are different types (or or to create an entirely new character. If you
Within each group are several similar char- schools) of magic, there are different types desperately want your character to belong
acter classes. All classes within a group of wizards. The mage studies all types of to a particular class but have scores that are
share the same Hit Dice, as well as combat magic and learns a wide variety of spells. too low, your DM might allow you to in-
and saving throw progressions. Each char- His broad range makes him well suited to crease these scores to the minimum needed.
acter class within a group has different spe- the demands of adventuring. The illusionist However, you must ask him first. Don't
cial powers and abilities that are available
only to that class. Each player must select a
is an example of how a wizard can specialize
in a particular school of magic, illusion in
count on the DM allowing you to raise a
score above 16 in any case. I
group for his character, then a specific class this case.
within that group. Priest:A priest sees to the spiritual needs Table 13: CLASS ABILITY MINIMUMS
of a community or location. Two types of
Warrior Wizard Priest Rogue priests-clerics and druids-are described Character
Fighter Mage Cleric Thief ClaSS Str Dex con h t wlr chp
Ranger Illusionist Druid Bard in the Player's Handbook. Other types can
be created by the DM to suit specific cam-
Fighter 9 - - - - -
Paladin Other Other
paigns. Paladin* 12 - 9 - 13 17
The cleric is a generic priest (of any my-
Fighter, mage, cleric, and thos) who tends to the needs of a commu-
standard classes. They are nity. He is both protector and healer. He is
legendary archetypes that not purely defensive, however. When evil
to many different cultures. threatens, the cleric is well-suited to seek it
appropriate to any sort of Thief 9 - - - -
out on its own ground and destroy it.
The druid class is optional; it is an exam- Bard * - l 2 - 13 - 15
tional. Your DM may decide that one ple of how the priest can be adapted to a cer-
tain type of setting. The druid serves the
* Optional character class. Speciaiist in-
cludes illusionist.
t
cause of nature and neutrality; the wilder-
ness is his community. He uses his special
powers to protect it and to preserve balance
in the world.
To hetp you choose your character's class, Rogue: The rogue can be found through-
each group and its subordinate classes are out the world, wherever people gather and
describedbriefly. The groups and classes are money changes hands. While many rogues
described in detail later in this chapter. are motivated only by a desire to amass for-
Warrior. There are three different classes tune in the easiest way possible, some
within the warrior group: fighter, paladin, rogues have noble aims; they use their skills
and ranger. All are well-trained in the use of to correct injustice, spread good will, or
weapons and skilled in the martial arts. contribute to the success of an adventuring
The fighter is a champion, swordsman, group
soldier, and brawler. He lives or dies by his There are two types of rogues: thieves
knowledge of weapons and tactics. Fighters and bards.
can be found at the front of any battle, con- To accomplish his goals, for good or ill,
testing toe-to-toe with monsters and vil- the thief is a skilled pilferer. Cunning, nim-
lains. A good fighter needs to be strong and bleness, and stealth are his hallmarks.
healthy if he hopes to survive. Whether he turns his talent against innocent
The paladin is a warrior bold and pure, the passers-by and wealthy merchants or op-
e~emplarof everything good and true. Like pressors and monsters is a choice for the
the fighter, the paladin is a man of combat. thief to make.
However, the paladin lives for the ideals of The bard is also a rogue, but he is very
righteousness, justice, honesty, piety, and different from the thief. His strength is his
chivalry. He strives to be a living example of pleasant and charming personality. With it
these virtues so that others m&t learn from and his wits he makes his way through the
him as well as gain by his actions. world. A bard is a talented musician and a
2s
get 1to 10 (Idlo) hit points per level and can cent bonus to the experience pointsheeams.
Class Descriptions gain a special Constitution hit point bonus Also, high Strength gives the fighter a
The complete char- that is available only to warriors. better chance to hit an opponent and en-
acter class descriptions that follow give the The disadvantage warriors have is that ables him to cause more damage.
specific, detailed information you need they are restricted in their selection of magi-
about each class. These are organized ac- cal items and spells. ter 1s a warnor, an expert in weap-
cording to groups. Information that applies All warriors use Table 14 to determine ons and, if he is clever, tactics and strategy.
to the entire group is presented at the start of their advancement in level as they earn ex- There are many famous fighters from leg-
the section. Each character class within the perience points. end: Hercules, Perseus, Hiawatha,
group is then explained. All warriors gain one IO-sided hit die per Beowulf, Siegfried, Cuchulain, Little John,
The descriptionsuse game terms that may level from 1st through 9th. After 9th level, Tristan, and Sinbad. History is crowded
be unfamiliar to you; many of these are ex- wanion gain just 3 hit points per level and with great generals and warriors: El Cid,
plained in this text (or you may look the they no longer gain additional hit point bo- Hannibal, Alexander the Great, Charle-
terms up in the Glossary). nuses for high Constitution scores. magne, Spartacus, Richard the Lionheart,
Experience Points measure what a char- and Belisarius. Your hghter could be mod-
acter has learned and how he has improved Table 1 4 WARRIOR EXPERIENCE eled after any of these, or he could be
his skill during the course of his adventures. LEVELS unique. A visit to your local library can
Characters earn experience points by com- Hit
pleting adventures and by doing things spe- Paladin/ Dice
cifically related to their class. A fighter, for Level Fighter Ranger (dlo) Fighters can have any alignment: good
example, earns more experience for charg- 1 0 0 1 or evil, lawful or chaotic, or neutral.
ing and battling a monster than does a thief, 2 2,000 2,250 2 As a master of weapons, the fighter is the
because the fighter's training emphasizes 3 4.000 4.500 3 only character able to have weapon speciali-
battle while the thief's emphasizes stealth zation (explained in Chapter 5). Weapon
and cleverness. Characters accumulate ex- specialization enables the fighter to use a
perience points from adventure to adven- particular weapon with exceptional skill,
ture. When they .accumulate enough, they 7 64,000 75,000 7 improving his chances to hit and cause dam-
rise to the next level of experience, gaining 8 125,000 150,ooO 8 age with that weapon. A fighter character is
additional abilities and powers. The experi- 9 250.000 300.000 9 not required to specialize in a weapon; the
ence level tables for each character group choice is up to the player. No other charac-
list the total, accumulated experiencepoints ter class-not even ranger or paladin-is al-
needed to reach each level. lowed weapon specialization.
While fighters cannot cast magiul @is,
14 1,500,000 1,800,000 9+15 they can use many magical items, inohrlfng
potions, protection scrolls, most r&p, and
all forms of enchanted armor, wtlp(w10,urd
ence level. Your DM will tell YOU the re- shields.
quirement ancem When a fighter attains 9th lewd cbccames
time come a "Lord), he can automatidy attract men-
20 3,000,000 3,600,000 9+33 at-arms. These sofdiers, having heard of thr
Level is a measure of the character's power. All warriors gain the ability to make fighter, come for the dwce to gain fame,
A begumkgcharacterstarts at 1stlevel. To ad- more than one melee attack per round as adventure, and cash. They loris
vance to the next level, the character must they rise in level. Table 15shows how many as they are well-treated, and
earn a requisite number of experience points. melee attacks fighters, paladins, and rang- paid well. Abusive treatn-mt or a disastrous
I3JfBarcnt character classes improve at differ- ers can make per round, as a function of campaign can lead to grumbling,dcsation,
ent rates. Each incmwe in level improves the their levels. and possibly mutiny. To attract the men, the
~swwivabilityandskills. fighter must have a castle or stron&c&d and
Pcbe Reqddte is the ability score or Table 15: WARRIOR MELEE AlTACKS sizeable manor lands around it. As he
scoaes that are most important to a particu- PER ROUND claims and rules this land, soldkls $owmy
4 rlrta9. A fighter must be strong and a to his domain, thereby incredhg hispower.
mapamst be intelligent; their prime requi- Warrior Level AttadcdRound Furthermore, the fighter can tax iurd de-
s h , therefore, are Strength and Intelli- 1-6 l/round velop these lands, gaining a steady income
gence, respectively. Some character classes 7-12 3/2 rounds from them. Your DM has information about
have more than one prime requisite. Any 13&up 2/round gaining and m i n g a barony.
character who has a score of 16 or more in In addition to regular men-at-arms, the
allhis prime requisites gains a 10 percent bo- Fighter 9th-level fighter also attracts an elite body-
nus to his experience point awards. guard (his '%household guards"). Although
Ability Requirements: Strength 9 these soldiers are still mercenaries, they
Prime Requisite: Strength have greater loyalty to their Lord than do
Warrior Allowed Races: All common soldiers. In return, they expect bet-
The warrior group
The principal attribute of a fighter is ter treatment and more pay than the com-
!
encompasses the character classes of heroes mon soldier receives. Although the elite unit
who make their way in the world primarily Strength. To become a fighter, a character
must have a minimum Strength score of 9. can be chosen randomly, it is better to ask
by skill at arms: fighters, paladins, and your DM what unit your fighter attracts.
rangers. A good Dexterity rating is highly desirable.
Warriors are allowed to use any weapon. A fighter who has a Strength score (his This allows him to choose a troop consistent
They can wear any type of armor. Warriors prime requisite) of 16 or more gains a 10 per- with the campaign.

26
Table 16: FIGHTER'S FOLLOWERS 41-65 20 expert archers: 1st-level fight- penance as prescribed by the cleric. If a pal-
ers with studded leather armor, adin should ever knowingly and willingly
Rdl percentile dice on each of the follow- long bows or crossbows ( + 2 to perform an evil act, he loses the status of
ingsubtables of Tkble 16 once for the leader hit, or bow specialization, if using paladinhood immediately and irrevocably.
of the troops,once for troops,and once for a that optional rule) All benefits are then lost and no deed or
bodyguard(household guard01unit. 66-99 30 infantry: 1st-levelfighterswith magic can restore the character to pala-
Die Leader (and suggested magical plate mail, body shield, spear, dinhood: He is ever after a fighter. The
Roll items) short sword character's level remains unchanged when
01-40 5th-level fighter, plate mail, 00 DMS Option (pegasi cavalry, this occurs and experience points are adjust-
shield, battle uxe +2 eagle riders, demihumans, siege ed accordingly. Thereafter the character is
41-75 6th-level fighter, plate mail, shield train, etc.) bound by the rules for fighters. He does not
+I, spear +I, dagger + I gain the benefits of weapon specialization (i€
The DM may design other tables that are
76-95 6th-level fighter, plate mail +I, this is used) since he did not select this for
more appropriate to his campaign. Check
shield, spear +1, dugger +1, plus with your DM upon reaching 9th level. his character at the start.
3rd-level fighter, splint mail,
A fighter can hold property, including a
If the paladin commits an evil act while
shield, crossbow of distance castle or stronghold, long before he reaches enchanted or controlled by magic, he loses
* 96-99 7th-level fighter, plate mail +I, his paladin status until he can atone for the
9th level. However, it Is only when he reach-
shield + I , broad sword + 2 , deed. This loss of status means the character
es this level that his name is so widely
heavy war horse with horseshoes loses all his special abilities and essentially
of speed known that he attracts the loyalty of other
warriors. functions as a fighter (without weapon spe-
00 DMs Option cialization)of the same level. Regaining his
status undoubtedly requires completion of
Die some dangerous quest or important mission
Roll TroopdFollowers (all 0th-level) Ability Requirements: Strength 12 to once again prove his worth and assuage
01-50 20 cavalry with ring mail, shield, 3 his own guilt. He gains no expzience prior
javelins, long sword, hand axe; Constitution 9
Wisdom 13 to or during the course of this mission, and
100 infantry with scale mail, regains his standing as a paladin only upon
polearm *, club Charisma 17 completing the quest.
Prime Requisites: Strength,
51-75 20 infantry with splint mail, morn-
ing star, hand axe; 60 infantry Charisma
Races Allowed: Human A paladin has the following special bene-
with leather armor, pike, short fits:
sword A paladin can detect the presence of evil
76-90 40 infantry with chain mail, heavy intent up to 60 feet away by concentrating
crossbow, short sword; 20 infan- on locatingevil in a particular direction. He
try with chain mail, light cross- can do this as often as desired, but each
bow, military fork ideals that he must maintain at all tim attempt takes one round. This ability
' 91-99 10 cavalry with banded mail, Throughout legend and history the detects evil monsters and characters.
shield, lance, bastard sword, many heroes who could be called A paladin receives a +2 bonus to PH sav-
mace; 20 cavalry with scale mail, dins: Roland and the 12 Peers of C ing throws
shield, lance, long sword, mace; magne, Sir Lancelot, Sir Gawain, a A paladin is immune to all forms of dir-
30 cavalry with studded leather Galahad are all examples of the ease. (Note that certain magical afflic-
armor, shield, lance, long sword However, many brave and heroic s tions-lycanthropy and mummy rot-are
00 DMs Option (Barbarians, head- diers have tried and failed to live up curses and not diseases.)
hunters, armed peasants, extra- the ideals of the paladin. It is not an e A paladin can heal by laying on hands.
heavy cavalry, etc.) task! The paladin restores 2 hit points per e x & -
Player selects type. ence level. He can heal himself or someom
Only a human may become a paladin. He else, but only once per day.
must have minimum ability scores of A paladin can cure diseases of all sorts
Die Strength 12, Constitution 9, Wisdom 13,
Roll Elite Units (though not cursed afflictionssuch as lycan-
and Charisma 17. Strength and Charisma thropy). This can be done only once per
01-10 10 mounted knights: 1st-level are the prime requisites of the paladin. A
fighters with field plate, large week for each five levels of experience (once
paladin must be lawful good in alignment per week at levels 1 through 5, twice per
shield, lance, broad sword, morn- and must always remain lawful good. A
ing star, and heavy war horse with week at levels 6 through 10, etc.).
paladin who changes alignment, either A paladin is sumunded by an aura of
full barding deliberately or inadvertently, loses all his
11-20 10 1st-level elven fighter/mages protection with a IGfoot radius. Within
special powers-sometimes only temporari- this radius, all summoned and specifically
with chain mail, long sword, long ly and sometimes forever. He can use any
bow, dagger evil creatures suffer a -1 penalty to their
weapon and wear any type of armor. attack rolls, regardless of whom they
21-30 15 wardens: 1st-levelrangers with A paladin who has Strength and Cha-
scale mail, shield, long sword, attack. Creatures affected by this aura can
risma scores of 16 or more gains a 10percent spot its source easily, even if the paladin is
spear, long bow bonus to the experience points he earns.
31-40 20 berserkers: 2nd-level fighters disguised.
Lawfulness and good deeds are the meat A paladin using a Jtofj- sword projects a
with leather armor, shield, battle and drink of a paladin. If a paladin ever
axe, broad sword, dagger circle of power 30 feet in diameter when the
knowingly performs a chaotic act, he must sword is unsheathed and held. This power
(berserkers receive +1 bonus to seek a high-level (7th or more) cleric of law-
attack and damage rolls) dispels hostile magic of a level up to the pal-
ful good alignment, confess his sin, and do adin's experience level. (A holy sword is a
very special weapon; if your paladin
27
Classes (Ranger)

acquires one, the DM will explain its other castle or keep (funds can be set aside for this
powers.) purpose). All excess must be donated to the
A paladin gains the power to turn church or another worthy cause. This
undead, devils, and demons when he reach- money can never be given to another player
es 3rd level. He affects these monsters the character or NPC controlled by a player.
same as does a cleric two levels lower-e.g., A paladin must tithe to whatever charita-
at 3rd level he has the turning power of a ble, religious institution of lawful good
1st-level cleric. See the section on priests for alignment he serves. A tithe is 10 percent of
more details on this ability. the paladin's income, whether coins, jewels,
A paladin may call for his war horse upon magical items, wages, rewards, or taxes. It
reaching 4th level, or anytime thereafter. must be paid immediately.
This faithful steed need not be a horse; it A paladin does not attract a body of fol- 13 in Strength, 1
may be whatever sort of creature is appro- lowers upon reaching 9th level or building a Dexterity, and 14 in Wisdom. The prime
priate to the character (as decided by the castle. However, he can still hire soldiers requisites of the ranger are Strength, Dex-
DM). A paladin's war horse is a very special and specialists, although these men must be terity, and Wisdom. Rangers are always
animal, bonded by fate to the warrior. The lawful good in comportment. good, but they can be lawful, neutral, or
paladin does not really "call" the animal, A paladin may employ only lawful good chaotic. It is in the ranger's heart to do good,
nor does the horse instantly appear in front henchmen (or those who act in such a man- but not always by the rules.
of him. Rather, the character must find his ner when alignment is unknown). A paladin A ranger who has Strength, Dexterity,
war horse in some memorable way, most will cooperate with characters of other and Wisdom scores of 16 or more gains a 10
frequently by a specific quest. alignments only as long as they behave percent bonus to the experience points he
A paladin can cast priest spells once he themselves. He will try to show them the earns.
reaches 9th level. He can cast only spells of proper way to live through both word and Although the ranger can use any weapon
the combat, divination, healing, and pro- deed. The paladin realizes that most people and wear any armor, several of his special
tective spheres. (Spheres are explained in simply cannot maintain his high standards. abilities are usable only when he is wearing
the Priest section.) The acquisition and cast- Even thieves can be tolerated, provided they studded leather or lighter armor.
ing of these spells abide by the rules given are not evil and are sincerely trying to Although he has the basic skills of a war-
for priests. reform. He will not abide the company of rior, the ranger also has several advantages.
The spell progression and casting level are those who commit evil or unrighteous acts. When wearing studded leather or lighter
listed in Table 17. Unlike a priest, the pala- Stealth in the cause of good is acceptable, armor, a ranger can fight two-handed with
din does not gain extra spells for a high Wis- though only as a last resort. no penalty to his attack rolls (see page 96).
dom score. The paladin cannot cast spells Obviously, the ranger cannot use a shield
from clerical or druidical scrolls nor can he when fighting this way. A ranger can still
use priest items unless they are allowed to
Ranger fight with two weapons while wearing
the warrior group. Ability heavier armor than studded leather, but he
Requirements: Strength 13 suffers the standard attack roll penalties.
Table 17: PALADIN SPELL Dexterity 13 The ranger is a skilled woodsman. Even if
PROGRESSION Constitution 14 the optional proficiency rules are not used,
Wisdom 14 the ranger has Tracking proficiency. If the
Paladin Casting Priest Spell Level proficiency rules are used in your campaign,
Prime Requisites: Strength, Dexterity,
Level Level 1 2 3 4 the ranger knows Tracking without expend-
1 I - - - Wisdom
9 ing any points. Furthermore, this skill
10 2 2 - - - Races Allowed: Human, Elf, Half-elf
11 3 2 1 - -
12 4 2 2 - - Table 18: RANGER ABILITIES
13 5 2 2 1 - Ranger Hidein Move Casting Priest Spell Levels
14 6 3 2 1 - Level Shadows Silentlv Level 1 2 3
15 7 3 2 1 1
16 8 3 3 2 1

* Maximum spell ability 7 43% 55% - - - -


8 49 % 62% 1 1 - -
The following strictures apply to pala- 9 56% 70% 2 a - -
dins. 10 6370 7870 3 2
~ 1
- -
A paladin may not possess more than 10 11 70 % 86% 4 2 2 -
magical items. Furthermore, these may not 12 94 % 5 2 3 1
exceed one suit of armor, one shield, four
weapons (arrows and bolts are not count-
ed), and four other magical items.
A paladin never retains wealth. He may 16 99 % 99 % 9 3 3** 3
keep only enough treasure to support him- * Maximum percentile score
self in a modest manner, pay his henchmen, * * Maximum spell ability
men-at-arms, and servitors a reasonable
rate, and to construct or maintain a small
28
improves by + I for every three levels the throw vs. rods for the bear, modified by -3 Of course, your DM can assign particuf9r'
ranger has earned (3rd to 5th level, + 1;6th for Beornhelm's level. The bear's normal re- creatures, either choosing from the list
to 8th level, +2, etc.). While wearing stud- action is unfriendly, but Beornhelm's pres- above or from any other source. He can also
ded leather or lighter armor, the ranger can ence reduces this to neutral. The party waits rule that certain creatures are not found in
try to move silently and hide in shadows. patiently until the bear wanders off to seek the region-it is highly unlikely that a tiger
His chance to succeed in natural surround- its dinner elsewhere. would come wandering through a territory
ings is given on Table 18 (modified by the Later, Beomhelm goes to the horse market similar to western Europe!
ranger's race and Dexterity, as given on Ta- to get a new mount. The dealer shows him a These followers arrive over the course of
bles 27 and 28 on page 39). When attempt- spirited horse, notorious for being vicious and several months. Often they are encountered
ing these actions in non-natural stubborn. Beomhelm approaches it c a d d y , during the ranger's adventures (allowing
surroundings (a musty crypt or city streets) again speakmg soothingly, and mounts the you and your DM a chance to role-play the
the chance of success is halved. Hiding in stallion with no difficulty. Ridden by initial meeting). While the followers are au-
shadows and moving silently are not possi- Beornhelm, the horse is spirited but well- tomatically loyal and friendb toward the
ble in any armor heavier than studded behaved. Approached by anyone else, the ranger, their future behavior tkpends on the
leather-the armor is inflexible and makes horse reverts to its old ways. ranger's treatment of them. In all cases, the
too much noise. A rarrger can learn priest spells, but only ranger does not gain any special method of
In their roles as protectors of good, rang- those of the plant or animal spheres (see communicating with his followers. He must
ers tend to focus their efforts against some page 34).when he reaches 8th level (see Ta- either have some way of speaking to them
particular creature, usually one that ma- ble 18).He gains and uses his spells accord- or they simply mutely accompany him on
rauds their homeland. Before advancing to ing to the rules given for priests (see page his journeys. ("Yeah, this bear's been with
2nd level, every ranger must select a species 32). He does not gain bonus spells for a high me for years. Don't know why-he just
enemy. Typical enemies include giants, Wisdom score, nor is he ever able to use seems to follow me around. I don't own him
orcs, lizard men, trolls, or ghouls; your DM clerical scrolls or magical items unless spe- and can't tell him to do anything he don't
has final approval on the choice. Thereafter, cifically noted otherwise. want to do,"said the grizzled old &man
whenever the ranger encounters that enemy, Rangers can build castles, forts, or sitting outside the tavern.)
he gains a +4 bonus to his attack rolls. This strongholds,but do not gain any special fol- Of course, the ranger is not ubligated to
enmity can be concealed only with great dif- lowers by doing so. take on followers.If he prefers to remain in-
ficulty, so the ranger suffers a -4 penalty on At 10th level, a ranger attracts 2d6 fol- dependent, he can release his followers at
all encounter reactionswith creatures of the lowers. These followers might be normal any time. They reluctantly depart, but
hated type. Furthermore, the ranger will ac- humans, but they are often animals or even stand ready to answer any call for aid he
tively seek out this enemy in combat in pref- stranger denizens of the land. Table 19 can mlght put out at a later time.
erence to all other foes unless someone else be used to determine these, or your DM Like the paladin, the ranger has a code of
presents a much greater danger. may assign specific followers. behavior.
Rangers are adept with both trained and A ranger must always retain his good
untamed creatures, having a limited degree Table 1 9 RANGER'S FOLLOWERS alignment. If the ranger intentionally corn
of animal empathy. If a ranger carefully ap- mits an evil act, he automatically losar his
p r o a h or tends any natural animal, he Die
Roll Follower ranger status. Thereafter he is consMcrrd a
can try to modify the animal's reactions. (A fighter of the same level (if he has more ex-
natural animal is one that can be found in 01-10 Bear, black
11-20 Bear, brown perience points than a fighter of his level, he
the real world-a bear, snake, zebra, etc.) loses all the excess experience points). Hi9
When dealing with domestic or non- 21 Brownie
22-26 Cleric (human) ranger status can nnwr be regained. If the
hostile animals, a ranger can approach the ranger involuntarily commits an evil act
animal and befriend it automatically. He
can easily discern the qualities of the crea-
27-38
39-40
41-50
Dog/wolf
Druid
Falcon
(perhaps in a situation of no choice), he cart-
not earn any more experiencepoints until he
I
ture (spotting the best horse in the corral or has cleansed himself of that evil. This can be
seeing that the runt of the litter actually has 51-53 Fighter (elf)
54-55 Fighter (gnome) accomplished by correcting the wrongs hc
great promise). committed, revenging himself on the person
When dealing with a wild animal or an 56-57 Fighter (halfling)
58-65 Fighter (human) who forced him to commit the act, or releas-
animal trained to attack, the animal must ing those oppressed by evil. The ranger in-
roll a saving throw vs. rods to resist the 66 Fighter/mage (elf)*
67-72 Great cat (tiger, lion, etc.) * itinctively knows what things he must do to
ranger's overtures. (This table is used even regain his status (i.e., the DM creates a spe-
though the ranger's power is non-magical.) 73 Hippogriff
74 Pegasus * :ial adventure for the character).
The ranger imposes a -1 penalty on the die
75 Pixie * Furthermore, rangers tend to be loners,
roll for every three experience levels he has nen constantly on the move. They cannot
earned ( - 1 at 1st to 3rd, -2 at 4th to 6th, 76-80 Ranger (half-elf)
81-90 Ranger (human) lave henchmen, hirelings, mercenaries, or
etc.). If the creature fails the saving throw,
91-94 Raven wen servants until they reach 8th level.
its reaction can be shifted one category as Nhile they can have any monetary amount
the ranger chooses. Of course, the ranger 95 Satyr *
96 Thief (halfling) >f treasure, they cannot have more treasm
must be at the front of the party and must
approach the creature fearlessly. 97 Thief (human) han they can carry. Excess treasure must ei-
For example, Beornhelm, a 7th-level 98 Treant * her be converted to a portable form or d e
ranger, is leading his friends through the 99 Werebear/weretiger * tated to a worthy institution (an NPC
woods. On entering a clearing, he spots a 00 Other wilderness creature :rouu. not a player character).
h w black bear blocking the path on the (chosen by the DM)
other side. Signaling his friends to wait, * If the ranger already has a follower of
Beornhelm approacheq the beast, whisper- his type, ignore this result and roll again.
ing soothing words. The DM rolls a saving

29

I I
Wizard staves and magic swords. Once he reaches 9th Table 2(k WIZARD €XPEMENCE LEVELS
level, a wizard can pen magical scrolls and
The wizard group brew potions. He can construct more power- Level Ma@Spedist €HtDice(rIl)
encompases all spellcasters working in the ful magical items only after behaslearned the 1 0 1
various fields of magic-both those who spe- appropriate spells (or works with someone 2 2,500 2
cialize in speafic schools of magic and those who knows them). Your DM should c o d t 3
who study a broad range of magical theories. the Spell Resear& and Magical Items sections
Spending their lives in pursuit of arcane wis- of the DMG for more information.
dom, wizards have little time for physical No matter what school of magic the wiz-
endeavors. They tend to be poor fighters with ard is involved in, Intelligence is his prime 7 60,000 7
little knowledge of weapoq. However, they requisite (or one of several prime requi- 8 8
command powerful and dangerous e n a e s sites). Characters must have an Intelligence
with a few simple gestures, rare components, score of at least 9 to qualify to be a wizard.
and mystical words. All wizards use Table 20 to determine
Spells are the tools, weapons, and armor their advancement in level as they earn
,---,-
of the wizard. He is weak in a toe-to-toe experience points. They also use Table 21 to
fight, but when prepared he can strike down determine the levels and numbers of spells 14 i.SOO.ooO 10+4
his foes at a distance, vanish in an instant, they can cast at each experience level.
become a wholly different creature, or even All wizards gain one four-sided Hit Die
invade the mind of an enemy and take con- (ld4)per level from 1st through 10th levels.
trol of his thoughts and actions. No secrets After loth level, wizards earn 1 hit point per
level and they no longer gain additional hit 19 3,375,000 10+9
are safe from a wizard and no fortress is
point bonuses for high Constitution scores. 20 3,750,000 lO+lO
secure. His quest for knowledge and power
often leads him into realms where mortals
were never meant to go. Table 21: WIZARD SPELL PROGRESSION
W i d cannot wear any armor, for several
masons. Firstly, most spells require complicated
-and oddposturingsby the caster and
amor reshicts the w d s ability to do these
prope!rly. ssondly, the wizard spent his youth
(andwill spend most of his life)learning arcane
hguages, poring throughold books,and prac-
ticinghis spells. This leaves no time for learning
otha things (like how to wear armor properly
and w i t effectively). If the wizard had spent
his time leaming about armor, he would not
have even the meager skills and powers he
~with.Then?areevenunfoundedtheories
thadrim thematerialsinmost armors disrupt
tkllrlirdr fabric of a spell as it g a k e n e r g y ; 2 - - -
13 5 5 5 4 4
t k i w o cannot exist side by side in harmony. 2 1 - -
14 5 5 5 4 4
While this idea is popular with the common
people, true wizarck know this is simply not
hu~.Ifitwem,howwouldtheyeverbeableto
cast spells mquking iron braziers or metal
w
For s i m h reasons, wizards are severely
restricted in the weapons they can use. They 20 5 5 5 5 5 4 3 3 2
arelimited to those that areeasy to learn or are
sometimes useful in their own research. Learning and casting spells require long and how to cast it. He can enter the spell in
Hence, a wizard can use a dagger or a staff, study, patience, and research. Once his his spell book (unlesshe has already learned
items that are traditionally useful in magical adventuring life begins, a wizard is largely the maximum number of spells allowed for-
studies. Other weapons allowed are darts, responsible for his own education; he no that level). If this die roll is higher than the
knives, and @ (weaponsthat require little longer has a teacher looking over his shoul- character's chance to learn the spell, he
skill, little strength, or both). der and telling him which spell to learn next. doesn't understand the spell. Once a spell is
Wizards can use more magical items than This freedom is not without its price, how- learned, it cannot be unlearned. It remains
any other characters. These include ever. It means that the wizard must find his part of that character's repertoire forever.
potions, rings, wands, rods, scrolls, and own source for magical knowledge: Thus a character cannot choose to "forget" a
most miscellaneous magical items. A wizard libraries, guilds, or captured books and spell so as to replace it with another.
can use a magical version of any weapon scrolls. A wizards spell book can be a single
allowed to his class but cannot use magical Whenever a wizard discovers instructions book, a set of books, a bundle of scrolls, or
armor, because no armor is allowed. for a spell he doesn't know, he can try to anything else your DM allows. The spell
Between their spells and magical items, read and understand the instructions. The hook is the wizards diary, laboratory jour-
however, wizards wield great power. player must roll percentile dice. If the result nal, and encyclopedia, containing a record
Finally, all wizards khether mages or spe- is equal to or less than the percentage chance of everything he knows. Naturally, it is his
cialists) can create new magical items, ranging to learn a new spell (listed on Table 4, page most treasured possession; without it he is
from simple scrolls artd potions to powerful 16), the character understands the spell almost helpless.
30
, A spell book contains the complicated school of magic learn highly specialized This diagram illustrates the schools that
instructions for casting the spell-the spews spells, but at the expense of spells from oth- oppose each other. See Table 22 and its entry
vecipe, so to speak. Merely reading these er areas.) The other side of the coin is that descriptions for more information.
instructions aloud or trying to mimic the the mage's ability to learn specialized spells oftheseschools,eightaregreater~ools
instructions does not enable one to cast the is limited compared to the specialist's. while the ninth, lesser divination, is a minor
spell. Spells gather and shape mystical ener- school. The minor school of lesser divina-
gies; the procedures involved are very counterpart! tion includes all divination spells of the 4th
demanding, bizarre, and intricate. Before a the; exist only in legend and mytk spell level or less (available to all wizards).
wizard can actually cast a spell, he must However, players can model their chai Greater divinations are those divination
memorize its arcane formula. This locks an acters after such legendary figures 5 spells of the 5th spell level or higher.
energy pattern for that particular spell into Merlin, Circe, or Medea. Accounts
his mind. Once he has the spell memorized, owerful wizards and sorceresses Specialist Wizards

--
it remains in his memory until he uses the A wizard who concentrates his &ort iu a
exact combination of gestures, words, and single school of magic is called a sped&&.
materials that triggem the release of this There are specialists in each type of magic,
_gnergypattern. Upon casting, the energy of although some are extremely rare. Not all
the spell is spent, wiped clean from the wiz- specialists are well-suited to adventuring-
ard's mind. The wizard cannot cast that the diviner's spellsare limitedand not
spell again until he returns to his spell book A mage who has an Intelligence score of ally useful in dangerous situations. On the
and memorizes it again. 16 or higher gains a 10 percent bonus to the other hand, player characters watt to
Initially the wizard is able to retain only a experience points he earns. consult an NPC diviner More stcu2h\$ an
fewof these magical energiesinhismind at adventure.
one time. Furthermore, some spells are Specialist wizards have advan- a~
more demanding and complex than others; The Schools of Magic disadvantages when compared to mages.
these are impossible for the inexperienced Spells are divided Their chance to know spells of their school
wizard to memorize. With experience, the into nine different categories, or schools, of magic is greatly increased, but the inten-
wizard's talent expands. He can memorize according to the types of magical energy sive study results in a smallcl dwce to
more spells and more complex spells. Still, they utilize. Each school has its own special know spells outside their school. The n m
he never escapta his need to study; the wiz- methods and practices. ber of spellsthey can cast increases, but they
ard must always return to his spell books to Although they are called schools,schools lose the ability to cast spells of the school in
refresh his powers. of magic are not organized places where a opposition to their specialty (opposite it in
Another important power of the wizard is person goes to study. The word "school" the diagram). Their ability to research and
his ability to research new spells and con- identifies a magical discipline. A school is create new spells within their specialty is
struct magical items. Both endeavors are an approach to magic and spellcasting that increased, but the initial selection of spells
difficult, time-consuming, costly, occasion- emphasizes a particular sort of spell. Practi- in their school may be quite limited. All in
ally even perilous. Through research, a wiz- tioners of a school of magic may set up a all, players must c d d e r the advantaws
ard can create an entirely new spell, subject magical university to teach their methods to and disadvantages carefully.
to the DM's approval. Likewise, by consult- beginners, but this is not necessary. Many Not all wizards can become specialists.
ingwith your DM, your character can build powerful wizards learned their craft study- The player character must meet certain
magical items, either similar to those ing under reclusive masters in distant lands. requirements to become a specialist. Most
already given in the rules or of your own The nine schools of magic are Abjuration, specialist wizards must be single-classed;
design. Your DM has information concem- Alteration, ConjuratiodSummo- En- multi-classed characters cannot become /
specialists, except for gnomes,who seem to /
ingspell reswchakd magical item creation. chantmenKharm, Greater Divination,Nu- /
~~~~~,~~ sion, Invocation/Evocation, Necromancy, have more of a natural bent for the school of
nospedabeneCitsfrombuiMingafortress or and Lesser Divination. illusion than characters of any other race.
stronghold. They can own property and Dualclass humens can choose to become
lpceivethenormalbenefits,suchasmontyr
incamcand maaarpriesfor pmtecbm ' .HOW- Alteration--
-* I /
'
Illusi
/Enchant. /Charm
specialists. The dedication to the particular
school of magic requires all the attention
--+&--- and concentration of the character. He does
ever, the reputatiom of wizards tend to dis-
cauragepeople from flocking to their doors.
At best, a wizard may acquire a few hench-
men and appm~ticesto help m his work.
Greater Div.
Invoc./Evoc. ,'' ' Coni ./Summ.
I %--Abjuration
Necromancy
not have time for other class-relpkd pur-
suits.

m W
l Table 22: WIZARD SPECIALIST REQUIREMENTS
Ability Requirements: Intelligence 9 Minimum
Prime Requisite: Intelligence Ability
Races Mowed: Human, Elf, Specialist School Race Score Opposition SchooYs)
Half-elf Abjurer Abjuration H 15 Wis Alteration dr Illusion
Mages are themost versatile types of wiz- Conjurer Conj./Summ. H, l/z E 15 Con Gr. Divin. & Invocation
ards, those who choose not to specialize in
any s.ingle school of magic. This is both an
advantage and a disadvantage. On the posi-
tive side, the mage's selection pf spells
enables him to qeal with many different sit-
uations.Wizards who study within a single Transmuter Alteration H, 1/2 E 15 Dex Abjuhtkon dr Necromancy
In addition, each school has different spell as one level less (for detenninhg tht
restrictions on race, ability scores, and difficuhy)ifthespdlf&wi*theschgal
schools of magic allowed. These restrictions ofthespecialist. hr;eiwhanteratkmpti&to
am given on 'Fable 22. Note that lesser divi- create a new enchantment spell wouki have
~ h available as a specialty. The
t kt Bot an easier time of it than an illmionist
spells of this group, vital to the functioning attempting to do the same.
of a wizard, are available to all wizards.
Race lists those tam that, either through Illusionist
a ~ h v qtendency
l or a quirk of fate, &re
allowed to speckalizc in that art. Note that Ability Requinmthtrr: Dexterity 16
the gnome, though unable to be a regular Prime Requisite: Intellipm
mage, can specialize in inusians. Races Allowed: Humul, Gnome
Minimmn Ability score lists the ability
minimums needed to study intensively in
The illusionist is an exampk of a special-
ist. The baiption of the illusionist given
that schwl. All schools require at least the
h c v l be used as a -for crrptingwiz-
minimum htelligence demanded of a mage
ardsspedalizing in o h magkal gdrools.
and aa additional prime requisite, as Med. First, the school of i l b i o n is a very
Oppdtion srbool(r)always includes the
school directly opposite the character's
demanding field of study. To specialize as an
illusionist, a wizard needsa Dexterity score
school o€study in the diagram on page 31.
In addition, the schools to either side of this of at least 16.
h illusionist who has an Intelligence of
one may also be disallowed due to the
16 or more gains a 10 percent bonus to the
nature of &e ohrracta's school.For exam- experience points he eams.
ple, a n inrobfavoicer cannot learn Because the illusionist knows far more
La&tiPntaentfchrrm or conjuration/
about illusionsthn the standard wizard, he
~.speElsdcannotusemagid is allowed a +1 bonus when rolling saving
ems xthat ,duplicate spells from these
throws against illudons: other characters
,Being a spmidist does have Signifikt
suffer a -1 penalty when rolling saving
throws against his illusions. (These modi-
&- tp balance the trade-offs the fiers apply oniy if the spell allows a saving
- aspecialist gains one a d d i t i d SpeH throw.)
Through th-e course of his studies, the illu-
per@ level, prwkkdthadditional spell sionist has become &tat memorizing illu-
iszobmin thc speci?lirt'sschool.Thus a 1st-
sion BpeIls (though it is s a an arduous
peltihhnist d d have two spells-one
-any Spcn heknows and the other iim- process). He can memorfzean extra illusion
spell at each spell level. Thus as a lst-level
d to.spells of the illusion school. caster he can memorize two spells, although
*f &cawrpccialiets have an enhanced
of spells within their school, atleastoneofthesemustbeanillusionspaH.
eyaccivea *lbonuswhenmakingsav- Later, when hq begins to researdl new
spells for his collection, he finds it easier to
img thmws against those spells when cast by devise new illusion spells to fill spcdalized
0 t h wizards. Likewlsc, other characters
suffera-lpedtywhenmakingsaving needs. Rese&~ in other schools is harder
ttimws against a specialist casting spdls andmretimec-for him.
within fils school. Both of these modifiers Finally, the intense study of illusion magk
cart bein effect at the same tima-e.g., when
prevents the character from mastering the
an enchante~casts an enchantment spell at otherclassesof SpdletBPtare totally alien to
another enchanter, the modifiers cancel the illusion school (those diametrically
Ich other out. opposite illusion on the diagram). Thus, the
spedahts receive a bonus of +15 per- illusionist cannot learn spells from the
cent when learning spells from their school schools of necromancy, invocation/evo-
cation, or abj-wation.
and a penalty of -15 percent when learning
As an example, consider Joinville the illu- Priest \

spellsfrom other schools.The bonus or pen- sionist. He has an Intelligence score of 15.In
alty is applied to the percentile dice roll the The priest is a be-
the CQUTS~ of his travels he captures an en- liever and advocate of a god from a particu-
player must make when the character tries
emy wizards spell book that contains an im- lar mythos. More then just a follower, he
to learn a new spell (see Table 4).
proved invisibility spell, a continual light interdes a& a c on ~ beh;rlf of o t h ,
* Whenever a specialist reaches a new
spell level, he automatically gains qne spell
spell, and a fireball spell, none of which are seeking to use ?Ji powers to advance the
in Joinville's spell book. He has an 80 per- beliefsofhfemytfios.
of his school to add to his spell books. This cent chance to learn the improved invisibil-
spell can be selected by the DM or he can All priests h v e certain powers: The abil-
ity spell. Continual fight is an alteration ity to cast speils, the strmgth of arm to
allow the player to pick. No roll for learning spell, however, so his chance to learn it is
thespell need bemade. It ir lsQumedthat the defend their be&&, pnd special, deity-
only 50 percent (consultTable 4 to see where grruntedpomrsto ekltheminthciralling.
character hasdiscovered thianew spell dur-
these figures come from). He cannot learn whib priests an not as fierce in combat as
ing the course of his resear& and study, the fireball spell, or even transcribe it into
* When a specialist wizard attempis to waniors, they arc trained to weweapoxuy
his spell book, because it is an evocation in the fight for their cause. They a n cast
create a new spell (usingthe rules given in spell.
the DMG),the DM should count the new spells, primerily to further their god's eiw

32 .
,
' i *.
I

and protect its adherents. They have few of- Table 24: PRIEST SPELL PROGRESSIOP Clerics are sturdy soldiers, although their i
fensive spells, but these amvery powerful. selection of weapons is limited. They can
d l priests use eight-sided Hit Dice (d8s). Priest Spell Level wear any type of armor and use any shield.
Only priests gain additional.spells for hav- Level I 2 3 4 5 6” 7** Standard clerics, being reluctant to shed
ing high Wisdom scores. All priests have a 1 I - - - - - - blood or spread violence, are allowed to use
limited selection of weapons and armor, but 2 2 - - - - - - only blunt, bludgeoningweapons. They can
the restrictions vary according to the my- 3 3 1 - - - - - use a fair number of magical items including
thos. clerical scrolls, most potions and rings,
All priests use Table 23 to determine their some wands and rods, staves, armor,
advancement in level as they gajn experi- shields, and magical versions of any weap-
ence points. They also all use Table 24 to de- 7 3 3 2 1 - - - ons allowed by their order.
termine how many spells they receive at 8 3 3 3 2 - - - Spells are the main tools of the cleric,
each level of experience. 9 4 4 3 2 1 I - however, helping him to serve, fortify, pro-
All priest spells are divided into 16 cate- tect, and revitalize those under his care. He
gories called spheres o f influence. Different has a wide variety of spells to choose from,
types of priests have access to different suitable to many different purposes and
spheres; no priest can cast spells from every 13 6 6 6 4 2 2 - needs. (A priest of a specific mythos proba-
sphere of influence. The 16 spheres of influ- 1 4 6 6 6 5 3 2 1 bly has a more restricted range of spells-
ence are as follows: All, Animal, Astral, 15 6 6 6 6 4 2 1 see page 34.)A cleric has major access to
Charm, Combat, Creation, Divination, Ele- every sphere of influence except the plant,
mental, Guardian, Healing, Necromantic, animal, weather, and elemental spheres (he
Plant, Protection, Summoning, Sun, and has minor access to the elemental sphere
Weather (see page 34). and cannot cask spells of the other three
In addition, a priest has either major or 2 0 9 9 9 8 7 5 2 spheres).
minor access to a sphere. A priest with ma- The cleric receives his speh as insight di- ,
jor access to a sphere can (eventually) cast f Usable only by priests with 17or greatr rectly from his deity (thedeity does not need
all spells in the sphere. A priest with minor Wisdom. to make a persol~alappearance to grant the
access to a sphere can cast only 1st-, 2nd-, *’ Usable .only by priests with 18 a spells the cleric prays for),.as a sign of and
and 3rd-level spells from that sphere. gr&lt*W&m. reward for hisfaith, so he must takecare not
All priests gain one eight-sided Hit Die to abuse his power lest it be taken awry as
(ld8) per level from 1st through 9th. After punishment.
9th level, priests earn 2 hit points per level
Cleric The cleric is also granted power over
and they no longer gain additional hit point Ability Requirement: Wisdom 9 undead-evil creatures that exist in a form
bonuses for high Constitution scores. Prime Requisite: Wisdom of non-life, neither dead nor alive. The
Races Allowed: All cleric is charged with defeating these mock-

-
Table 23: PRIEST EXPERIENCE LEVELS aries of life. His ability to turn undead (see
Hit
Dice
The most common type of priest is th
cleric. The cleric may be an adherent of an
page 103) enables him to drive away these
creatures or destroy them utterly (thougha
. 1 ~

Level Cleric Druid (d8)


religion (though if the DM designs a specifi cleric of evil *alignmentcan bind the ma-
1 0 0 1
mythos, the cleric’s abilities and spells ma tures to his will). Some of the more
2 1,500 2,000 2
berhanged-see following). Clerics are ger unded creatures are ghosts, zom% &&
erdly good, but are not restricted to gooc tons, ghouls, and mummies. V i utd
they ean have any alignment acceptable t liches (undead sorcerers) are two of. the
their ami&. A cleric must have a Wisdor most powerful undead.
score of 9 or more. High Constitution ali As a cleric advances in level, he gaiRsaddi-
Charisma are also particularly useful. tional spells, better combat skills, and a
7 55,000 35,000 7 A cleric who has a Wisdom of 16 or mor stronger turning ability. Upon reaching Btfi
8 110,000 60,000 8 gains a 10 percent bonus to the experienc
9 225.000 90,000 9 level, the cleric automatically attractsa fanati-
points he earns. cally loyal group of believers, provided the
character has established a place of waship of
cleric class is similar to certain reli- significant size. The cleric can build thisplace
13 1.125.000 750.000 9+8 us orders of knighthood of the Middle of worship at any time during his tamer, but
the Teutonic Knights, the Knights he does not attract believers until he reaches
1,575,000 3,000,000 9+12 ars, and Hospitalers. These orders 8th level. These followers are normal w w
riors, 0th-level soldiers, ready to fight $or the
deric’s cause. The cleric attracts 20 to WM of
these followers; they arrive over a period of
19 2,475,000 1,500,ocw) 9+20 several weeks. After the initial followers as-
20 2,700,000 2,000,000 9+22 semble, no new followers trickle m to fill the
ranks of those who have fallen in service. The
DM decidesthe exact number and typesd fol-
* See section on hierophant druids, lowers attracted by the cleric. The character
page 37. can hire other troops as needed, but these are
not as loyal as his followers.
ound in other lands, such as the . At 9th level, the cleric may receive official
approval to establish a religious stronghold,
Obviously, the stronghold must contain all possible (the DM always has the final word masters of a plane or particularly meddle-
the trappings of a place of worship and must in this matter). some Powers often grant spells from this
be dedicated to the service of the cleric’s sphere.
cause. However, the constructioncost of the Deity Weapon Cham spells are those that affect the atti-
stronghold is half the normal price, since the Agriculture Bill, flail, sickle tudes and actions of people. Deities of Iwe,
work has official sanction and much of the Blacksmith War hammer beauty, trickery, and art often allow access
labor is donated. The cleric can hold prop- Death Sickle to this sphere.
erty and build a stronghold anytime before Disease Scourge, whip Combat spells are those that can be used
reaching 9th level, but this is done without Earth Pick to directly attack or harm the enemies of the
church sanction and does not receive the Healing Mantatcher, quarterstaff priest or his mythos. These are often
benefits described above. Hunt Bow and arrows, javelin, light granted by deities of war or death.
lance, sling, spear Creation spells enable the priest to
Lightning Dart, javelin, spear duce somethvlg from nothing, often to
Priests of Speclflc Mytho Love Bow and arrows, efit his followers. This sphere can fill
In the simplest ver- man-catcher different role, from a provider to a t r k
sion of the AD&D@game, clerics serve reli- Nature Club, scimitar, sickle . ster.
gions that can be generally described as Oceans Harpoon, spear, trident Divination enables the priest to
“good” or ”evil.” Nothing more needs to be Peace Quarterstaff safest course of action in a particu
said about it; the game will play perfectly
well at this level. However, a DM who has
Strength
Thunder
Hammer
Club, mace, war hammer
tion, find a hidden item, or recover long-
forgotten information, Deities of wisdom I
taken the time to create a detailed campaign War Battle axe, mace, morning and knowledge typically have access to this
world has often spent some of that time de- star, spear, sword sphere.
visiig elaborate pantheons, either unique Wind Blowgun, dart Elemental spells are all those that affect
creations or adaptations from history or lit- the four basic elements of creation-earth,
erature. If the option is open (and only your Of course there are many other reasons a air, fire, and water. Nature deities, elemen-
DM can decide), you may want your char- deity might be associated with a particular tal deities, those representing or protecting ~

acter to adhere to a particular mythos, tak- weapon or group of weapons. These are of- various crafts, and the deities of sailors
ing advantage of the detail and color your ten cultural, reflecting the weapons used by would all draw spells from this sphere.
DM has provided. If your character follows the people of the area. There may be a par- Guardian spells place magical sentries
a particular mythos, expect him to have ticular legend associated with the deity, ty- an item or person.These spells aremore
abilities, spells, and restrictions different ing it to some powerful artifact weapon
from the generic cleric. (Thor’s hammer, for example). The DM has
Priesthood in any mythos must be de- the final choice in all situations.
fined in five categories: requirements,
weapons allowed, spells allowed, granted Spells Allowed
powers, and ethos. A priest of a particular mythos is allowed
to cast spells from only a few, related
Requirements spheres. The priest‘s deity will have major
Before a character can become a priest of and minor accesses to certain spheres, and
a particular mythos, certain requirements this determines the spells available to the
must be met. These usually involve mini- priest. (Each deity’s access to spheres is de-
mum ability scores and mandatory align- termined by the DM as he creates the pan-
ments. All priests, regardless of mythos, theon of his world.) The 16 spheres of
must have Wisdom scores of at least 9. Be- influence are defined in the following para-
yond this, your DM can set other require- graphs.
ments as needed. A god of battle, for A priest whose deity grants major access
example, should require strong, healthy to a sphere can choose from any spell within
priests (13Str, 12 Con). One whose sphere is that sphere (provided he is high enough in
art and beauty should demand high Wis- level to cast it), while one allowed only mi-
dom and Charisma (16or better). Most dei- nor access to the sphere is limited to spells of
ties demand a specific type of behavior from 3rd level or below in that sphere. The com-
their followers, and this will dictate align- bination of major and minor accesses to
ment choices. spheres results in a wide variation in the
spells available to priests who worship dif-
Weapons Allowed ferent deities.
Not all mythoi are opposed to the shed- All refers to spells usable by any priest,
ding of blood. Indeed, some require their regardless of mythos. There are no Powers
priests to use swords, spears, or other spe- (deities)of the Sphere of All. This group in-
cific weapons. A war deity might allow his cludes spells the priest needs to perform ba-
priests to fight with spears or swords. An sic functions.
agridtural deity might emphasizeweapons Animal spells are those that affect or alter Summoning spells serve to call creatures
derived from farm implements-sickles and
bills, for example. A deity of peace and har-
creatures. It does not include spells that af- from other places, or even other dimen- .
fect people. Deities of nature and husbandry sions, to the service of the priest. Such serv-
mony might grant only the simplest and typic;?ly operate in this sphere. ice is often against the will of the creature,
least harmful weapons-perhaps only las- Astral is a small sphere of spells that so casting these spells often involves great
soes and nets. Given below are some sug- enable movement or communication be- risk. Since creatures summoned often cause
gested weapons, but many more are tween the different planes of existence. The i
34
I
great harm and destruction, these spells are forefront of battles and to actively crusade The druid is an example d a priest de-
sometimes bestowed by war or death against all enemies. A harvest deity may signed for a specific mythos. His powers
powers. want its priests to be active in the fields. The and beliefs are different from those of the
Sun spells are those dealing in the basic ethos may also dictate what alignment the cleric. The druid is a priest of nature and
powers of the solar universe-the purity of priest must be. The nature of the mythos guardian of the wilderness, be it forest,
light and its counterpart darkness. Sun helps define the strictures the priest must plains, or jungle.
spells are very common with nature, agri- follow.
cultural, or life-giving powers. Requirements
Weather spells enable the priest to manip- Priest Titles A druid must be human or half-elven. He
ulate the forces of weather. Such manipula- Priests of differing mythoi often go by ti- must have a Wisdom score of at least I2 and
tion can be as simple as providing rain to tles and names other than priest. A priest of a Charisma score of 15 or more. Both of
parched fields, or as complex as unbridling nature, for example (especiallyone based on these abilities are prime requisites.
the power of a raging tempest. Not surpris- Western European tradition) could be called
ingly, these tend to be the province of nature a druid (see this page). Shamans and witch Weapons Allowed
and agricultural powers and appear in the doctors are also possibilities. A little library Unlike the cleric, the druid is allowed to
repertoire of sea and ocean powers. research will turn up many more unique and use only ”natural” armors-leather armor
colorful titles, a few of which are listed here: and wooden shields, including those with
Additional spheres can be created by magical enhancements. All other armors are
Abbess, Abbot, Ayatollah, Bonze,
your DM. The listed spheres are typical of Brother, Dom, Eye of the Law, Friar, forbidden to him. His weapons are limited
the areas in which deities concentrate their to club, sickle, dart, spear, dagger, scimitar,
Guru, Hajji, Imam, Mendicant, Metro- sling, and staff.
interest and power. Spells outside the deity‘s
politan, Mullah, Pardoner, Patriarch,
major and minor spheres of influence are Prelate, Prior, Qadi, Rector, Vicar, and
not available to its priests. Yogi
Spells Allowed
Furthermore, the priest can obtain his Druids do not have the same range of
spells at a faster or slower pace than the nor- spells as clerics. They have major access to
Balancing It AU
mal cleric. Should the character’s ethos the following spheres: all, animal, elemen-
When creating a priest of a specific my-
place emphasis on self-reliance, the spell thos, careful attention must be given to the tal, healing, plant, and weather. They have
progression is slower. Those deities associ- minor access to the divination sphere.
ated with many amazing and wondrous balance of the character‘s different abilities.
Druids can use all magical items normally
A priest strong in one area or having a wide allowed priests, except for those that are
events might grant more spells per level. Of
course, your DM has final say on this, and
he must balance the eain or loss of swlls
range of choice must be appropriately weak-
ened in another area so that he does not be-
written (booksand scrolls) and armor and
weapons not normally allowed for druids.
I
come too powerful compared to the other
priests in the game. If a war deity allows a
Granted Powers
priest the use of all weapons and armor, the
character should be limited in the spells al- A druid makes most saving throws as a
Granted Powers lowed or powers granted. At the other ex- priest, but he gains a bonus of +2 to all sav-
Another aspect of a specific mythos is the ing throws vs. fire or electrical attacks.
special powers available to its priests. The treme, a character who follows a deity of All druids can speak a secret language in
cleric’s granted power is the ability to turn
undead. This ability, however, is not com-
peace should have significant spells and
granted powers to make up for his extremely addition to any other tongues they know.
(If the optional proficiency rules are used,
I
limited or non-existent choice of weapons. A
mon to all priests. Other deities grant this language does not use a proficiency
powers in accordance with their spheres. If druid, for example, has more granted powers slot.) The vocabulary of this druidic lan-
your DM is using a specific mythos, he must than a normal cleric to compensate for his
limited armor and spell selection. guage is limited to dealing with nature and
decide what power is granted to your priest. natwal events. Druids jealously guard this
Some possible suggestions are given below. language; it is the one infalliblemethod they
* Incite Berserker Rage, adding a +2 bo- Druid have of recognizing each another.
nus to attack and damage rolls (War). Ability Requirements: Wisdom 12 Additional powers are granted as the
Soothing Word, able to remove fear and Charisma 15 druid reaches higher levels:
influence hostile reactions (Peace, Mercy, Prime Requisites: Wisdom, Charisma He can identify plants, animals, and
Healing). Races Allowed: Human H a l f 4 pure water with perfect accuracy after he
Charm or Fascination, which could act reaches 3rd level.
as a suggestion spell (Love, Beauty, Art). druids lived among t * He can pass through overgrown areas
Inspire Fear, radiating an aura of fear of Western Europe an (thick thorn bushes, tangled vines, briar
similar to the fear spell (Death). ain during the days of the Ro patches, etc.) without leaving a trail and at
These are only a few of the granted Empire. They acted as advisors to c his normal movement rate after he reaches
powers that might be available to a charac- tains and held great influence ove 3rd level,
ter. As with allowed weapons, much de- tribesmen. Central to their thinking w He can learn the languages of woodland
ds on the culture of the region and the the belief that the earth was the moth creatures. These include centaurs, dryads,
and legends surrounding the Power and source of all life. They revered many elves, fauns, gnomes, dragons, giants, liz-
natural things-the sun, moon, and ard men, manticores, nixies, pixies, sprites,
tain trees-as deities. Druids in and treants. The druid can add one lan-
Ethos AD&D@ game, however, are on guage at 3rd level and one more every time
All priests must live by certain tenets and loosely patterned after these histor he advances a level above 3rd. (If the op-
beliefs. These guide the priests’ behavior. figures. They are not required to beh tional proficiency rules are used, it is the
Clerics generally try to avoid shedding like or follow the beliefs of historic druid’s choice whether or not to spend a
blood and try to aid their community. A proficiency slot on one or more of these lan-
war deity may order its priests to be at the .__.._.___I_-
guages.)
* He is immune to c h a m spells cast by purpose. Mistletoe gathered by other means
woodland creatures (dryads, nixies, etc.) halves the effectiveness of a given spell, if it
after he reaches 7th level. causes damage or has an area of effect, and his region. He, too, won
'He gains the ability to shapechange into grants the target a +2 bonus to his saving
a reptile, bird, or mammal up to three times throw if a saving throw is applicable.
per day after he reaches 7th level. Each ani- Druids as a class do not dwell perma- The ascendance of a new great druid usu-
mal form (reptile, bird, or mammal) can be nently in castles, cities, or towns. All druids ally sets off shock waves of turmoiland &a-
used only once per day. The size can vary prefer to live in sacred groves, where they os through the druidical hierarchy. The
, from that of a bullfrog or small bird to as
large as a black bear. Upon assuming a new
build small sod, log, or stone cottages. advancement of an archdruid creates an
opening that is fiercely contested by the
form the druid heals 10 to 60percent (ld6 x Druid Organization druids, and the advancement of a druid ma-
all damage he has suffered (round Druids have a worldwide structure. At ates an opening in their ranks.
down). The druid can only assume their upper levels (12th and above), only a
of a normal (real world) animal in few druids can hold each level. The Grand Lhuid and Hierophmt Dnrido
its normal proportions, but by doing so he The highest ranking druid in the world is
takes on all of that creature's char- Druids, Archdruids, and the Great Druid the Grand h i d (15th level). Unlike great
acteristics-its movement rate and abilities, At 12th level, the druid character acquires druids (several of whom can operate simul-
its Armor Class, number of attacks, and the official title of "druid (all druid charac- taneously in different lands), only one per-
damage per attack. I ters below 12th level are officially known as son in a world can ever hold this title at one
Thus, a druid could change into a wren to "initiates"). There can be only nine 12th- time. Consequently, only one druid can be
fly across a river, transform into a black level druids in any geographic region (as 15th level at any time.
bear on the opposite side and attack the orcs defined by oceans, seas, and mountain The Grand Druid knows six spellsof e+
gathered there, and finally change into a ranges; a continent may consist of three or level (instead of the normal spell p r o p
snake to escape into the bushes before more four such regions). A character cannot sion) and also can cast up to six additha1
orcs arrive. reach 12th level unless he takes his place as spell levels, either as a single spell or as s e ~ -
The druid's clothing and one item held in one of the nine druids. This is possible only era1 spells whose levels total to six (c.g., one
each hand also become part of the new if there are currently fewer than nine druids 6th-level spell, six 1st-level spells, throe 2nd-
body; these reappear when the druid in the region, or if the character defeats one level spells, etc.).
resumes his normal shape. The items cannot of the nine druids in magical or hand-to- The Grand Druid is attended by nine oth-
be used while the druid is in animal form. hand combat, thereby assuming the defeat- er druids who are subject only to him and
'A druid cannot turn undead. ed druid's position. If such combat is not have nothing to do with the h i d y d
mortal, the loser drops experience points so any specific land or area. Any druid charac-
Ethos that he has exactly 200,000 remaining-just ter of any level can seek the Grand M i d
As protectors of nature, druids are aloof enough to be 11th level. and ask to serve him. Three of these nine are
from the complications of the temporal The precise details of each combat are archdruids who roam the world, acting as
world. Their greatest concern is for the con- worked out between the two combatants in his messengers and agents. Each of them
tinuation of the orderly and proper cycles of advance. The combat can be magical, non- receives four additional spell levels. T)le
nature-birth, growth, death, and rebirth. magical, or a mixture of both. It can be remainder are normally druids of 7th to
Druids tend to view all things as cyclic and fought to the death, until only one character 11th level, although the Grand Druid can
thus the battles of good and evil are only the is unconscious, until a predetermined num-. request a druid of any level to serve him and
rising and falling tides of time. Only when ber of hit points is lost, or even until the first often considers applications from humble
the cycle and balance are disrupted does the blow is landed, although in this case both aspirants.
druid become concerned. Given this view of players would have to be supremely confi- The position of Grand Druid is not wan
things, the druid must be neutral in align- dent of their abilities. Whatever can be through combat. Instead, the Grand h i d
ment. agreed upon between the characters is legiti- selects his successor from the a
Druids are charged with protecting mate, so long as there is some element of
wildemess-in particular trees, wild plants, skill and risk.
wild animals, and crops. By association, When a character becomes a 12th-level
they are also responsible for their followers druid, he gains three underlings. Their level
and their animals. Druids recognize that all depends on the character's position among
creatures (including humans) need food, the nine druids. The druid with the most
shelter, and protection from harm. Hunt- experience points is served by three initiates
ing, farming, and cutting lumber for homes of 9th level; the second-most experienced
are logical and neceSSary parts of the natu- druid is served by three initiates of 8th level;
ral cycle. However, druids do not tolerate and so on, until the least experienced druid
unnecessary destruction or exploitation of is served by three 1st-level initiates.
nature for profit. Druids often prefer subtle Only three archdruids (13th level) can
and devious methods of revenge against operate in a geographical region. To become 3,000,000experience points).
those who defile nature. It is well known an archdruid, a 12th-level druid must defeat Upon stepping down, the former Grand
that druids are both very unforgiving and one of the reigning archdruids or advance Druid must relinquish the six bonus spell
very patient. into a vacant position. Each of the three levels and all of his experience points but 1
Mistletoe is an important holy symbol to archdruids is served by three initiates of (he keeps the rest of his abilities). He is now
druids and it is a necessary part of some loth level. From among the archdruids of
spells (those requiring a holy symbol). To be the entire world, three are chosen to serve
fully effective, the mistletoe must be gath- the Grand Druid (see "The Grand Druid and
ered by the light of the full moon using a Hierophant Druids" section). These three
golden or silver sickle specially made for the retain their attendees but are themselves ser-
37
Beyond 15th level, a druid never gains tionable past or a shady background he'd
any new spells (ignore the Priest Spell Pro- prefer was left uninvestigated. Thief
gression table from this point on). Casting Rogues combine a few of the qualities of Ability Requirement: Dexterity 9
level continues to rise with experience. the other character classes. They are Prime Requisite: Dexterity
Rather than spells, spell-like powers are allowed to use a wide variety of magical Races Allowed: All
acquired. items, weapons, and armor.
16th level: At 16th level, the hierophant Rogues have some special abilities that Thieves come in all sizes and shapes,
druid gains four powers: are unique to their group. All rogues tend to ready to live off the fat of the land by the
* Immunity to all natural poisons. Natu- be adept at languages and thus have a per- easiest means possible. In some ways they
ral poisons are ingested or insinuated ani- centage chance to read strange writings they are the epitome of roguishness.
mal or vegetable poisons, including monster come across. All are skilled in climbing and
poisons, but not mineral poisons or poison clinging to small cracks and outcroppings- profession of thief is not honorable,
gas. even more skilled than the hardy men of the
Vigorous health for a person of his age. mountains. They are aIert and attentive, heroes have been more
The hierophant is no longer subject to the hearing things that others would miss. ous-Reynard the Fox,
ability score adjustments for aging. Finally, they are dextrous (and just a little and Ali Baba are but a
* The ability to alter his appearance at bit light-fingered), able to perform tricks thief is a romantic hero
will. Appearance alteration is accomplished and filch small items with varying degrees
in one round. A height and weight increase of success.
or decrease of 50 percent is possible, with an Rogues have a number of special abilities,
apparent age from childhood to extreme old such as picking pockets and detecting noise,
age. Body and facial features can resemble for which they are given a percentage
any human or humanoid creature. This chance of success (this chance depends on The thief's prime requisite is Dexterity; a
alteration is not magical, so it cannot be the class, level, Dexterity score, and race of character must have a minimum score of 9
detected by any means short of true seeing. the rogue). When a rogue tries to use a spe- to qualify for the class. While high numbers
17th Level: The character gains the bio- cial ability, a percentile dice roll determines in other scores (particularly Intelligence)are
logical ability to hibernate. His body func- whether the attempt succeeds or fails. If the desirable, they are not necessary. The thief
tions slow to the point where the character dice roll is equal to or less than the special can have any alignment except lawful good.
may appear dead to a casual observer; aging ability score, the attempt succeeds. Other- Many are at least partially neutral.
ceases. The character is completely uncon- wise, it fails. (See this page and page 39 for A thief with a Dexterity score of 16 or
scious during hibernation. He awakens more details.) more gains a 10 percent bonus to the experi-
either at a preordained time ("I will hiber- All rogues use Table 25 to determine their ence points he earns.
nate for 20 days") or when there is a signifi- advancement in levels as they gain experi- Thieves have a limited selection of weap-
cant change in his environment (the weather ence points. ons. Most of their time is spent practicing
turns cold, someone hits him with a stick, All rogues gain one six-sided Hit Die thieving skills. The allowed weapons are
etc.). (ld6) per level from 1st through 10th. After club, dagger, dart, hand crossbow, knife,
A 17th-level hierophant druid can also loth level, rogues earn 2 hit points per level lasso, short bow, sling, broad sword, long
enter the elemental plane of Earth at will. and no longer receive additional hit point sword, short sword, and staff. A thief can
The transference takes one round to com- bonuses for high Constitution scores. wear leather, studded leather, padded leath-
plete. This ability also provides the means er, or elven chain armor. When wearing aqy
to survive on that plane, move around, and Table 25: ROGUE EXPERIENCE LEVELS allowed armor other than leather, the thief's
return to the Prime Material plane at will. It abilities are penalized (see Table 29).
does not confer similar abilities or immuni- Level ThiefIBard Hit Dice (d6) To determine the initial value of each
ties on the Prime Material plane. 1 0 1 skill, start with the base scores listed on
18th level: The character gains the ability 2 1,250 2 Table 26. To these base scores, add (or sub-
to enter and survive in the elemental plane tract) any appropriate modifiers for race,
of Fire. Dexterity, and armor worn (given on Tables
19th level: The character gains the ability 27, 28, and 29, respectively).
to enter and survive in the elemental plane The scoresarrived at in the preceding par-
of Water. agraph do not reflect the effort a thief has
20th level: The character gains the ability 8 70,000 8 spent honing his skills. To simulate this
to enter and survive in the elemental plane 9 11o.Ooo 9 extra training, all thieves at 1st level receive
of Air. 60 discretionary percentage points that they
can add to their base scores. No more than
Rogue 30 points can be assigned to any single skill.
Other than this restriction, the player can
Rogues are people 14 880,OOO 10+8 distribute the points however he wants.
who feel that the world (and everyone in it) Each time the thief rises a level in experi-
somehow owes them a living. They get by ence, the player receives another 30 points
day by day, living in the highest style they to distribute. No more than 15 points per
can afford and doing as little work as possi- . . level can be assigned to a single skill, and no
ble. The less they have to toil and struggle 19 1,980,000 10+ 18 skill can be raised above 95 percent, includ-
like everyone else (whilemaintaining a com- ing all adjustments for Dexterity, race, and
fortable standard of living), the better off armor. As an option, the DM can rule that
they think they are. While this attitude is some portion of the points earned must be
neither evil nor cruel, it does not foster a applied to skills used during the course of
good reputation. Many a rogue has a ques- ihe adventure.

38
I .
Table 26: THIEVING SKILL Skill Explanations
BASE SCORES Pick Pockets: The thief uses this skill ected. For example, Ragnar, a
when filching small items from other peo- 15th-level thief, tries to pick the pocket
Skill Base Score ples' pockets, sleeves, girdles, packs, etc., of Horace, a 9th-level fighter. Normally,
Pick Pockets 15%
when palming items (such as keys), and Ragnar would be detected if his pick
Open Locks 10% when performing simple sleight of hand. pockets roll was 73 or more (100-[3 x 91
Find/Remove Traps 5% A failed attempt means the thief did not = 73). Using this optional system, since
Move Silently 10% get an item, but it does not mean that his at- Ragnar is six levels higher than Horace,
Hide in Shadows 5% tempt was detected. To determine whether this number is increased by six to 79 (73
- Detect Noise 15% the victim noticed the thief's indiscretion, + 6 = 79). This option onlv applies if
Climb Walls 60% subtract three times the victim's level from
Read Languages 0%
100. If the thief's pick pockets roll was equal
In addition to the base percentages listed to or greater than this number, the attempt A thief can try to pick someone's pocket
above, demihuman characters and charac- is detected. A 0th-level victim, for example, as many times as he wants. Neither failure
ters with high or low Dexterity scores have notices the attempt only if the roll was 00 nor success prevents additional attempts,
adjustments to their base numbers. Some (loo), while a 13th-level character notices but getting caught might!
characters may find that, after adjustments, the attempt on a dice roll of 61 or more. In Open Locks: A thief can try to pick pad-
they have negative scores: In this case, the some cases, the attempt may succeed and be locks, finesse combination locks (if they ex-
character must spend points raising his skill noticed at the same time. ist), and solve puzzle locks (locks with
percentage to at least 1% before he can use sliding panels, hidden releases, and con-
the skill. (Some races just aren't very good If the DM wishes, he can rule that a thief cealed keyholes). Picking a padlock requires
at certain things!) of higher level than his victim is less tools. Using typical thief's tools grants nor-
A thief character uses the "No Armor" likely to be caught pilfering. The chance mal chances for success. Using improvised
column if wearing bracers of defense or a that the victim notices the attempt can be tools (a bit of wire, a thin dirk, a stick, etc.)
cloak without large or heavy protective modified by subtracting the victim's level imposes a penalty on the character's chance
clothing. from the thief's level, and then adding for success. The DM sets the penalty based
this number to the percentage chance the on the situation; penalties can range from
-5 for an improvised but suitable tool, to
-60 for an awkward ar;l .unsuitable item
(like a stick). The amount bf time required
Table 27: THIEVING SKILL RACIAL ADJUSTMENTS to pick a lock is Id10 rounds. A thief can try
Skill Dwarf Elf Gnome Half-elf HalfIing to pick a particular lock only once per expe-
Pick Pockets - +5% - +lo% +5% rience level. If the attempt fails, the lock is
Open Locks +lo% -5% +5% - +5% simply too difficult for the character until he
learns more about picking locks (goes up a
level).
FinaRemove Traps: The thief is trained
to find small traps and alarms. These in-
clude poisoned needles, spring blades,
Read Languages deadly gases, and warning bells. This skill is
not effective for finding deadfall ceilings,
Table 28: THIEVING SKILL DEXTERITY ADJUSTMENTS crushing walls, or other large, mechanical
traps.
Pick Open Findl Move Hide in To find the trap, the thief must be able to
Dexterity Pockets Locks Remove Traps Silently Shadows touch and inspect the trapped object. Nor-
9 -15% -10% -10% -20% - 10% mally, the DM rolls the dice to determine
10 -10% -5% -10% -15% -5% whether the thief finds a trap. If the DM
11 -5% - -5% -10% - says, "You didn't find any traps," it's up to
the player to decide whether that means
there are no traps or there are traps but the
thief didn't see them. If the thief finds a trap,
17 +5% + 10% - +5%
. . - .-
+S?h he knows its general principle but not its ex-
18 +lo% +15% +5% +lo% +lo% act nature. A thief can check an item for
19 +15% +20% + 10% +15% +15% traps once per experience level. Searching
for a trap takes Id10 rounds.
Table 2 9 THIEVING SKILL ARMOR ADJUSTMENTS Once a trap is found, the thief can try to
Padded or remove it or disarm it. This also requires
Skill No Armor Elven Chain' Studded Leather Idlo rounds. If the dice roll indicates suc-
Pick Pockets +5% -20% -30% cess, the trap is disarmed. If the dice roll
Open Locks - -5% -10% indicates failure, the trap is beyond the
Find/Remove Tram thief's current skill. He can try disarming the
trap again when he advances to the next ex-
perience level. If the dice roll is 96-100, the
thief accidentally triggers the trap and suf-
fers the consequences. Sometimes (usually
Read Languages - - - because his percentages are low) a thief will
Bards (only) in non-elven chain mail suffer an additional -5% penalty. deliberately spring a trap rather than

39
have unpleasant side effects if the trap devices. Only the thief can climb smooth one who isn't expecting to be attacked (a
doesn't work quite the way the thief and very smooth surfaces without climbing friend or ally, perhaps) can be caught un-
thought, and he triggers it while standing in gear. Of course, the thief is very limited in aware even if he knows the thief is behind
the wrong! place. his actions while climbing-he is unable to him.
This skill is far less useful when dealing fight or effectively defend himself. The multiplier given in Table 30,appliesto
with magical or invisible traps. Thieves can Read Languages: Out of necessity, the amount of damage before modifiers for
atteinpt to remove these traps, but their thieves tend to learn odd bits of informa- Strength or weapon bonuses are added. The
chances of success are half their normal per- tion. Among these is the ability to read vari- weapon's standard damage is multiplied by
centages. ous languages, particularly as they apply to the value given in Table 30. Then strength
Move Silently:A thief can try to move si- treasure maps, deeds, secret notes, and the and magical weapon bonuses are added.
lently at any time simply by announcing like. At 4th level, the thief has enough expo- Backstabbing does have limitations.
that he intends to do so. While moving si- sure to languages that he has a chance to First, the damage multiplier applies only to
lently, the thief's movement rate is reduced read most nonmagical writing. This ability the first attack made by the thief, even if
to V 3 normal. The DM rolls percentile dice naturally improves with more experience. multiple attacks are possible. Once a blow is
to determine whether the thief is moving si- However, your DM can rule that some lan- struck, the initial surprise effect is lost. Sec-
lently; the thief always thinks he is being guages (those the thief has never encoun- ond, the thief cannot use it on every crea-
quiet. Successful silent movement improves tered) are indecipherable to the thief. ture. The victim must be generally
the thiefs chance to surprise a victim, avoid The die roll to read a language must be humanoid. Part of the skill comes from
discovery, or move into position to stab an made every time the character tries to read knowing just where to strike. 'A thief could
enemy in the back. Obviously, a thief mov- a document (not just once per language). A backstab an ogre, but he wouldn't be able to
ing silently but in plain view of his enemies successful die roll means the thief puzzled do the sqme to a beholder. The victim must
is wasting his time. out the meaning of the writing. His under- also have a definable back (which leaves out
Hide in Shadows: A thief can try to disap- standing of the document is roughly equal most slimes, jellies, oozes, and the like). Fi-
pear into shadows or any other type of to his percentage chance for success: a 20 nally, the thief has to be able to reach a sig-
concealment-bushes, curtains, crannies, percent chance means that, if the thief un- nificant target area. To backstab a giant, the
etc. A thief can hide this way only when no derstands it at all, he gets about 20 percent thief would have to be standing on a ledge
one is looking at him; he remains hidden of the meaning. A different document in or window balcony. Backstabbing him in
only as long as he remains virtually motion- the same language requires another die roll the ankle just isn't going to be as effective.
less. (The thief can,make small, slow, care- (it probably contains different words). It
ful movements: draw a weapon, uncork a isn't necessary to keep notes about what Table 30: BACKSW DAMAGE
potion, etc.) A thief can never become hid- languages the thief has read in the past, MULTIPLIERS
den while a guard is watching him, no mat- since each document is handled individu-
ter what his dice roll is-his position is ally. Thief's Level Damage Multiplier
obvious to the guard. However, trying to Only one die roll can bo made for any 1-4 x 2
hide from a creature that is locked in battle particular document at a given experience 5-8 x 3
with another is possible, as the enemy's at- level. If the die roll fails, the thief can try 9-12 x 4
tention is fixed elsewhere. The DM rolls the again after gaining a new experience level. 13 + x s
dice and keeps the result secret, but the thief The ogre marches down the hallway,
always thinks he is hidden. r knows how to read a peering into the gloom ahead. He fails to no-
Hiding in shadows cannot be done in to- tice the shadowy form of Ragnar the thief
tal darkness, since the talent lies in fooling hidden in an alcove. Slipping into the hall-
the eye as much as in finding real conceal- way, Ragnar creeps up behind the monster.
ment (camouflage, as it were). However, As he sets himself to strike a mortal blow,
hidden characters are equally concealed to his foot scrapes across the stone. The hairy
those with or without infravisipn. Spells, Thieves have other abilities not listed on ears of the ogre perk up. The beast whirls
magical items, and special abilities that re- Table 26: around, ruining Ragnark chance for a back-
veal invisible objects can reveal the location Backstab: Thieves are weak in toe-to-toe stab and what remains of his day. I f 8agnar
of a hidden thief. hacking matches, but they are masters of had made a successful roll to move silently,
Detect N o b A good thief pays attention the <knifein the back. When attacking some- he could have attacked the ogre with & + 4
to eirery detail, no matter how small, in- one by surprise and from behind, a thief can bonus on his chance to hit and inflictad five
cluding faint sounds that most others miss. improve his chance to successfully hit ( + 4 times his normal damage (since he is 15th
His ability to hear tiny sounds (behind modifier for rear attack and negate the tar- level).
heavy doors, down long hallways, etc.) is get's shield and Dexterity bonuses) and
much better than the ordinary person's. Lis- greatly increase the amount of damage his Thieves' Cant: Thieves' cant is a special
tening is not automatic; the thief must stand blow causes. form of communication known by all
still and concentrate on what he's hearing To use this ability, the thief must be be- thieves and their associates. It is not a dis-
for one round. He must have silence in his hind his victim and the victim must be un- tinct language; it consists of slang words
immediate surroundings and must remove aware that the thief intends to attack him. and implied meanings that can be worked
his helmet or hat. Sounds filtering through If an enemy sees the thief, hears him ap- into any language. The vocabulary of
doors or other barriers are unclear at best. proach from a blind side, or is warned by thieves' cant limits its use to discussing
Climb Walls: Although everyone can another, he is not caught unaware, and the things that interest thieves: stolen loot,
climb rocky cliffs and steep slopes, the thief backstab is handled like a normal attack easymarks, breaking and entering, mug- ,
is far superior to others in this ability. Not (although bonuses for a rear attack still ap- ging, confidence games, and the like. It is
only does he have a better climbingpercent- ply). Opponents in battle will often notice not a language, however. Two thieves can-
age than other characters, he can also climb a thief trying to maneuver behind them- not communicate via thieves' cant unless
most surfaces without tools, ropes, or the first rule of fighting is to never turn 1
they know a common language. The cant is
your back on an enemy! However, some-

40
useful,however, for identifying fellow cads DM can choose followers appropriate to his
and bounders by slipping a few tidbits of cmpaign.
lingo into a normal conversation.
Table 31: THIFE'S FOWWERS
s' cant is historical DlW Level
still used today in Roll Follower Ronsc
), although in the 0143 Dwarf fighterkhief 1-4
s an ahistorically 04-08 Dwarfthief 1-6
rs of research at a 09-13 Elfthief 1-6
- 14-15 Elf thief/fiiter/mage 1-3
16-18 Elfthief/mage 1-4
19-24 Gnomethief 1-6
25-27 Gnome thief/fighter 1-4
Use SrrOL. At 10th level, a thief gains a 28-30 Gnome thief/illusionist 1-4
limited ability to use magical and clerical 31-35 Half-dfthief 1-6
scrolls. A thief's understanding of magical 36-38 Half-elf thief/fighter 1-4
writings is far from complete, however. The 39-41 Half-elfthief/fighber/mage 1-3
thief has a 25 percent chance to read the 42-46 Halflinsthief 1-8
scroll incorrectly and reverse the spell's 47-50 Halflins thief/fighter 1-6
effect. This sort of malfunction is almost 51-98 Humanthief 1-8
always detrimental to the thief and his par- 99 Human dual-class thief/? 14/14
ty. It could be as simple as accidentally cast- 00 Other (DMselection) -
ing the reverse of the given spell or as
complex as a foul-up on a fireball scroll, Thieves tend to be very jealous of their
causing the ball of flame to be centered on territory. If more than one thief starts a gang
the thief instead of its intended target. The in the same area, the result is usually a war.
exact effect is up to the DM (thisis the sort The feud continues until one side or the oth-
of thing DMs enjoy, 80 expect the unexpect- er is totally eliminated or forced to move its
ed). operation elsewhere.
Thieves do not build castles or fortresses
in the usual sense. Instead, they favor small, Bard
fortified dwellings, especially if the true pur-
pose of the building can easily be disguised. Ability Requirements: Dexterity 12
A thief might, for example, construct a well- Intelligence 13
protected den in a large city behind the Charisma 15
facade of a seedy tavern or old warehouse. Prime Requisite: Dexterity, Charisma
Naturally, the true nature of the place will Races Allowed: Human,Half-elf
be a closely guarded secret!Thieves almost The bard is an optional character class
always build their strongholds in or near cit- that can be used if your DM allows. He
ies, since that is where they ply their trades makes his way in life by his charm, talent,
most lucratively. and wit. A good bard should be glib of
This, of course, assumes that the thief is tom- e . l -i t of heart, and fleet of foot
interested in operating a band of thieves out
of his stronghold. Not all thieves have larce-
ny in their hearts, however. If a character
devoted his life to those aspects of thieving d applies only to certain groups of
that focus on scouting, stealth, and the intri- ic poets who sang the history of their
cacies of locks and traps, he could build an in long, recitative poems. These
entirely different sort of stronghold-one found mainly in Ireland, Wales,
filled with the unusual and intriguing
objects he has colkcted during his adventur-
ous life. Like any thief's home, it should To become a bard, a character must have
blend in with its surroundings; after all, a a Dexterity of 12 or more,an InteBgenceof
scout never advertises his whereabouts. It 13 or more, and a C3u-uba of 15 or more.
might be a formidablemaze of rooms,secret TlteprimerequisitesareDexterityandCha-
passages, sliding p a d s , and mysterious &ma. A bard can be lawful, neutral or cha-
paraphernalia from across the world. otic, good or evil, but must always be
Once a thief reaches loth level, his repu- partially neutral. Only by ret&ing some
tation is such that he can attract followem- amount of dehchmmt can he s u c m y
Homer. Indeed, every culture has fulfillhis role as a bard.
either a gang of scoundrels and scal?wags or
a group of scouts eager to learn from a A bard, by his nature, tends to learn
reputed master. The thief attracts 4d6 of many different skills. He is a jack-of-all-
these fellows. They are generally loyal to trades but master of none. Although he
him, but a wise thief is always suspicious of fightsas a rogue, he can use any weapon. He
his comrades. Bble 31 can be used to deter- can wear any armor up to, and including,
mine the type and level of followers, or the chain mail, but he cannot use a shield.
All bards are proficient singers, chanters,
41
p/ Classes (Bard)

or vocalists and can play a musical instru-


ment of the player's choice (preferably one
that is portable). Additional instruments
is listed on Table 33. This base percentage
must be adjusted fbr the race and Dexterity
of the bard as given in the Thief description.
tune played on a fiddle, a haunting lute me]-
ody, or a heroic song from the old home-
land. Everyone in the group listening m t
can be learned if the optional proficiency After all adjustments are made, the player roll a saving throw vs. paralyzation (if the
rules are used-the bard can learn two in- must distribute (howeverhe chooses)20 ad- crowd is large, make saving throws for
struments for every proficiency slot spent. ditional percentage points to the various groups of people using average hit dice).
In his travels, a bard also manages to special abilities. Thereafter, each time the The die roll is modified by -1 for every
learn a few wizard spells. Like a wizard, a character advances a level, he receives an three experience levels of the bard (round
bards Intelligence determines the number of additional 15 points to distribute. fractions down). If the saving throw fails,
spells he can know and the chance to know the group's reaction can be shifted one level
any given spell. These he keeps in his spell Table 33: BARD ABILITIES (see the Reactions section in the DMG), to-
book, abiding by all the restrictions on ward either the friendly or hostile end of the
Climb Detect Pick Read
memorization and spell use that bind a scale, at the player's option. Those who
Walls Noise Pockets Languages
mage, especially in the prohibition of ar- make a successful saving throw have their
50% 20% 10% 5% reaction shifted one level toward the oppo-
mor. Hence, a bard will tend to use his spells
more to entertain and impress than to fight. Bard abilities are subject to modifiers for site end of the scale.
Table 32 lists the number of spells a bard can situation and armor as per the thief (see
cast at each level. page 39 for a complete explanation). Cwell the Fine has been captured by a
Since bards are dabblers rather than full- Climb Walls enables the bard to climb group o f bandits and hauled into their
time wizards, their spells tend to be gained near sheer surfaces without the aid of tools, camp. Although they are not planning to
by serendipity and happenstance. In no case just like the thief. kill him on the spot, any fool can plainly see
can a bard choose to specialize in a school of Detect Noise improves the bards chances that his future may be depressingly short. In
magic. b i n g bards do not have a selec- of hearing and interpreting sounds. He may desperation, Cwell begins spinning a comic
tion of spells. A 2nd-level bard begins with be able to overhear parts of a conversation tale about Duke Dunderhead and his blun-
one to four spells, chosen either randomly on the other side of a door or pick up the dering knights. I t has always been a hit with
or by the DM. (An Intelligence check must sound of something stalking the party. To the peasants, and he figures it's worth a try
still be made to see if the bard can learn a use the ability, the bard must stand un- here. Most of the bandits hme 1 Hit Die, &ut
given spell.) The bard is not guaranteed to helmeted and concentrate for one round the few higher level leaders raise theaveruge
know read magic, as this is not needed to (one minute). During this time, all other level to 3. Cwell is only 2nd level so he gains
read the writings in a spell book. The bard party members must remain silent. The DM no modifier. A saving throw is rolled and
can add new spells to his spell book as he secretly makes the check and informs the the group fails (Cwell succeeds!). The ruffi-
finds. hem, but he does not automatically player of the result. ans find his tale amusing. The player shiffs
gain additional spells as he advances in Pick Pockets enables the bard not only to their reaction from hostile to neutral. The
level. All spells beyond those he starts with filch small purses, wallets, keys, and the bandits decide not to kill Cwell but to keep
must be found during the course of adven- like, but also to perform small feats of him around, under guard, to entertain
turing. The bards casting level is equal to sleight-of-hand (useful for entertaining a them. If the bandits' saving throw had suc-
his current level. crowd). Complete details on pickpocketing ceeded, the bandits would have been of-
(and your character's chances of getting fended b y the stow (perhaps some of them
%b€e 32: BARD SPELL PROGRESSION caught) can be found in the Thief descrip- served under Duke Dunderhaad~),and their
tion. reaction would have shifted from hostile to
Bard Spell Level Read Languages is an important ability, violent. They probably would have roasted
h i 1 2 3 4 5 6
1 - - - - _ - since words are the meat and drink of bards.
They have some ability to read documents
Cwell immediately.
2 I - - - - -
written in languages they do not know, re- This ability cannot affect peopk in the
lying on words and phrases they have midst of battle; it is effective only when the
picked up in their studies and travels. The audience has time to listen. If Cwell trfed
Read Languages column in Table 33 gives telling his tale while the bandits were attack-
the base percentage chance to puzzle out a ing his group, the bandits would have
7 3 2 1 - - -
foreign tongue. It also represents the degree quickly decided that Cwell was a fool and
8 3 3 1 - - -
of comprehension the bard has if he is suc- carried on with their business. Eurthennore,
cessful. The DM can rule that a language is the form of entertainment used must be a p
too rare or unfamiliar, especially if it has propriate to the audience. Cwell mi& be
never been previously encountered by the able to calm (or enrage) a bear with music,
bard, effectively foiling his attempts to but he won't have much luck telling jokes to
translate it. At the other extreme, the bard o r a unless he speaks their language.
14 3 3 3 3 1 - need not make the dice roll for any language The music, poetry, and stonierof the bud
he is proficient in. Success is assumed to be can also be inspirational, rallying friends
automatic in such cases. and allies. If the exact nature of an impend-
The bard can .bo infIuence reactions of ing threat is known, the bard can heroically
19 4 4 4 4 3 2 groups of NPCs. When performing before a inspire his companions (immortalizingthem
20 4 4 4 4 4 3 group that is not attacking (and not intend- in word and song),granting a + 1 bonus to
ing to attack in just Seconds), the bard can attack rolls, or a + 1 bonus to saving
Combat and spells, however, are not the try to alter the mood of the listeners. He can throws, or a +2 bonus to morale (particu-
main strength of the bard. Hi3 expertiseis in try to soften their mood or make it uglier. larly useful in large battles) to' those in-
dealing and communicatingwith others. To The method can be whatever is most suit- volved in melee. The bard must spend at
this end, the bard has a number of special able to the situation at the moment-a fiery least three full rounds singing or redting be-
powers. The base percentage for eachpower speech, collection of jokes, a sad tale, a fine fore the battle begins. This affects those
42
111.4 ,.,,.._..._-
within a range of 10feet per experiencelevel Upon reaching 10th level, a bard can at- As stated earlier in thce description, spe-
of the bard. tempt to use magical devices of written cialie wizards cannd be muIti-cIaSs
Theeffect lasts one round per level. Once nature-scrolls, books, etc. However, his illusionists are the
theeffect wears off, it can't be renewed if the understanding of magic is imperfect (al- rule).
pectpients are still in battle. However, though better than that of a thief), so there is field p
troops who have withdrawn from combat a 15% chance that any written item he uses ing themselves to 0 t hdams. Wests of a
can be reinspired by the bards words. A is read incorrectly. When this happens, the specific mythos might be allowed as a mu&-
troop of soldiers, inspired by Cwell, could magical power works the opposite of what class option; this will dqrrnd on the nature
charge into battle. After fighting a fierce is intended, generally to the detriment of the of the mythos as determined by the DM.
fight, they retreat and the enemy does not bard or his friends. The DM will tell you
pursue. Cwell, seeing them crestfallen and what happens to your character, based on
dispirited, once again rouses their will to the situation and particular magical item. Multi-Class Benefits
fight. Reinvigorated, they charge back into The result may be unpleasant, deadly, or
battle with renewed spirit. embarrassing. (Deciding these things is part acter always uses the most favorakk
Bards are also able to counter the effects of the DMs funl) bat value and the best saving throw from his
of Dong and poetry used as magical at- different classes.
tacks. Characters within 30 feet of the bard The character's hit points are the average
are immune to the attack as long as the bard
Multi-Class and of all his Hit Dice Pous. When the character
sings a counter song (or recites a poem, Dual-Class Characters is first created, the player rolls hit points for
etc.). While doing this, the bard can per- A multi-class char- each class separately, totals them up, then
form no other action except a slow walk. divides by the number of dice rolled (round
Furthermore, if he is struck or fails a saving acter improves in two or more classes simui- fractions down). Any Constitution bonus is
taneously. His experience is divided equally
throw, his effort is ruined. Success is then added to the character's hit Mints. If
between each class. The available class com- one of the character's classes is fighter and
checked by having the bard make a saving binations vary according to race. The char-
throw vs. spell. Success blocks the attack, acter can use the abilities of both classes at he has a Constitution of 17 or 18,theq~he
failure means the attack has its normal ef- any time, with only a few restrictions. Only gains the +3 or +4 Constitution bonus
fect (everyone affected rolls saving throws, demihumans can be multi-class characters. available only to warriors (instead of the
normal damage is inflicted, etc.). The bard A dual-class character is one who starts
+2 maximum available to the other charac-
can use this ability once per encounter or ter classes).
with a single class, advances to moderate Later the character is likely to gain levels
battle. This power does not affect verbal level, and then changes to a second charac-
spell components or command words; it is in different classes at difkent times. When
ter class and starts over again. The charac-
efkante against spells that involve explana- ter retains the benefits and abilities of the this happens, roll the appmpriate Hit Die
tions, commands, or suggestions. first class but never again earns experience and divide the result by the arprttWr of
FinaUy, bar& learn a little bit of every- for using them. There are some limitations classes the character has (round fracRibM
t h g in their studies and travels. Thus all
on combining the abilities of the two classes down, but a Hit Dit never yields less than 1
bards can read and write their native tongue but, as long as minimum ability a d align- hit point). The character's Conatihrtianbo-
(if a written language exists) and all know nus is split betww his
ment requirements are met, there are no re-
local history (without cost if the optional fighter/mage gets '/a of his
strictions on the possible character class
proficiency rules are used). Furthermore,
combinations. Only humans can be dual- he goes up a lwei as a fighter
bards have a 5 percent chance per experi- '/z ofthe Con bomts when he gam up a level
class characters.
b e l to identify the general purpose as a mage. A f@iterEnmge/W would ge
of any magical item. The bard V 3 of his bonus when hegoes up as a fighter
dfe the item but must examine Mu@Class Combinations '13 when he goesup as a mage, and the other
it closely. Even if successfu1, the exact func- l/s when he goes up as a b r i .
tion of theitem is not revealed, only its gen- All of the standard
demihuman races are listed here, along with If the optional proficiency system
eral nature. their allowable mdti-ctass combinations. the character starts with the largest
Since CweIl the .Fint is 2nd level, he has a Note that the character class names (not
of proficiency slots of the different
10percent chance to know something about group names) are used below. Thereafter, he gains new proMdency slots d
a mpgical m r d +l. If he succeeds, he the fastest of the given rates.To dEoarmbnc
therthewordiscursedand Dwarf Halfling the dranchcfs initial money, roll accordmg
it has an alignment (This word Fighter/Thief Fighter/Thief to the most generaus of the charaew's a-
was wd by the evil warrior Lurdas. I Fighter/ Cleric ferent classes.
wouldn't touch it if I were youf"). This ability Halfelf
does not enable him to identify the sword's Elf Fightedcleric Ruports c h m w f m Morrison the Mwtti-
exact properties, only its history and badc- Fighter/Mage Fightu/~ Faceted, b a haIf-dffighter/mqe/thief.At
ground. He has no idea of its bonuses or pen-
FighterIThief 1st lmei, Mwrison rol& three &e fot kft
alties or any special magical pow^, accept M age/M
Fighter/Mage/Thief Fiiter/Mage points: ldlO (fighter), Id6 (tkiefl, 4Id4
as can be inferred from the histories. (map). The results me 6,5, and 2. Their
3eing something of a warrior, a bard can Gnome Cleric/Ma& sum (13) is diuided by three und rounded
stronghold and attract followers Fighter/clctic T&f/Mage doum to e 9 d 4 (13/3 = 4 1/3 * 4). Mom'-
reaching 9th level. The bard attracts Fighter/Illusionist Fighter/Mage/Ckric son bedns the game with 4 hit points. Latez,
-level soldiersinto his mice. They Fighter/Thief Fi&ter/Mage/Thief Morrison r e a c h 2nd b e l 11sa thief before
amve overa period of time, but they ue not cleric/Illusionist
automatically replaced if lost in battle. Of CleriC/rnef
course, a bard can build a stronghold any Illusionist/Thief
time, but no followers arrive until he
reaches 9th level.
44
Znd-level,thief. (He will also roll Idlo and
-s
ished his studies in it. Instead, he starts over
Id4 [both rolls divided by 31 whep he in a new class, at 1st level with 0 experience
reaches 2nd level 11s a fighter and as a mage, points, but he does retain his previous Hit
respectively.) Dice and hit points. He gains the abilities,
and must abide by a11 of the restrictions, of
Multi-class characters can combine abili- the new class. He does not gain or lose any
ties from their different classes with the fol- points on his ability scores (e.g., an 18
lowing restrictions: Strength mage who changes to fighter does
' - Warrior.A multi-classed warrior can use
all of his abilities without restriction. The
warrior abilities form the base for other
not gain the percentile Strength bonus, but
likewise a fighter changing to a mage would
not lose it). The character uses the combat
character classes. and saving throw tables appropriate to his
Priest:Regardless of his other classes, a new class and level.
multi-classed priest must abide by the This is not to imply that a dualslass hu-
weapon restrictions of his mythos. Thus, a man forgets everything he knew before; he
fighter/cleric can use only bludgeoning still has, at his fingertips, all the knowledge,
weapons (but he uses the warrior combat abilities, and proficiencies of his old class.
value). He retains all his normal priest abili- But if he uses any of his previous class'sabit-
ties. ities during an encounter, he earns no expe-
Wizard: A multi-classed wizard can rience for that encounter and only half
freely combine the powers of the wizard experience for the adventure. The only val-
with any other class allowed, although the ues that can be carried over from the pre-
wearing of armor is restricted. Elves wear- vious class without restriction are the
ing elven chain can cast spells in armor, as character's Hit Dice and hit points. The
magic is part of the nature of elves. How- character is penalized for using his old at-
ever, elven chain is extremely rare and can tack or saving throw numbers, weapons or
never be purchased. It must be given, armor that are now prohibited, and any
found, or won. special abilities of the old class that are not
Thief: A multi-classed thief cannot use also abilities of the new class. (The charac-
any thieving abilities other than open locks ter is trying to learn new ways to do things;
or detect noise if he is wearing armor that is by slipping back to his old methods, he has
normally not allowed to thieves. He must set back his learning in his new character
remove his gauntlets to open locks and his class.)
helmet to detect noise. In addition, the character earns no addi-
tional Hit,Dice or hit points while advanc-
Dual-Class Bencflts and Restrictions
ing in his new class.
The restrictions in the previous two para-
Only humans can graphs last until the character reaches a
w dual-classed characters. To be dual- higher level in his new class than his maxi-
classed, the character must have scores of 15 mum level in any of his previous classes. At
or more in the prime requisites of his first that point, both restrictions are dropped:
class and scores of 17 or more in the prime the character gains the abilities of his pre-
requisites of any classes he switches to. The vious classes without jeopardizing his
character selects one class to begin his ad- experience points for the adventure, and he
venturing life. He can advance in this ciass earns additional Hit Dice (those of his new
as many levels as he desiresbefore switching class) and hit points for gaining experience
to another class; there is no cut-off point be- levels in his new class.
yond which a character cannot switch. Once these restrictions are lifted, the
However, he must attain at least 2nd level in character must still abide by the restrictions
his current class before changing to another of whichever class he is using at the mo-
class. There is no limit to the number of ment. A dual-class fighter/mage, for exam-
classes a character can acquire, as long as he ple, cannot cast spells while wearing armor.
has the ability scores and wants to make the
change. (Certain character classes have Tarus Blood-heart begins his career'as a
alignment restrictions that the character cleric with a Wisdom of 16. He rises to 3rd
must meet, however.) level and then decides to become a fighter,
Any time after reaching 2nd level, a hu- since his Strength is 17. He keeps his 14 hit
man character can enter a new character points (rolled on 3d8), but in all other ways
class, provided he has scores of 17or better he is treated as a 1st-level fighter, Upon
in the prime requisites of the new class. Af- reaching 4th level, Tarus is allowed to roll
ter switching to a new class, the character I d l o for additional hit points. He can now
no longer earns experience points in his pre- cast spells as a 3rd-level cleric and fight as a
vious character class and he can no longer 4th-level fighter, For the rest of his career,
advance in level in that class. Nor can he Tarus advances as a fighter but retains his
switch back to his first class at a later date, minor clerical powers-a useful advantage
hoping to resume his advancement where he when the situation gets ugly!
left off. Once he leaves a class he has fin-

45
1 Chapter 4: Alignment
After all other steps toward creating a char- site, the universe becomes unbalanced. If threatened. They sleep where they find shel-
acter have been completed, the player must enough of these polarities go out of balance, ter. They do not worry about the moral con-
choose an alignment for the character. In the fabric of reality could pull itself apart. sequencesof their actions-their actions are
some cases (especially the paladin), the For example, if death became ascendant instinctive.
choice of alignment may be limited. over life, the universe would become a bar- Evil is the antithesis of good and appears
The character’salignment is a guide to his ren wasteland. in many ways, some overt and others quite
basic moral and ethical attitudes toward Philosophers of neutrality not only pre- subtle. Only a few people of evil nature
others, society, good, evil, and the forces of suppose the existence of opposites, but they actively seek to cause harm or destruction.
the universe in general. Use the chosen also theorize that the universe would vanish Most simply do not recognize that what
alignment as a guide to provide a clearer should one opposite completely destroy the they do is destructive or disruptive. People
idea of how the character will handle moral other (since nothing can exist without its and things that obstruct the evil character’s
dilemmas. Always consider alignment as a opposite). Fortunately for these philoso- plans are mere hindrances that must be
tool, not a straitjacket that restricts the phers (and all sentient life), the universe overcome. If someone is harmed in the pro-
seems to be efficient at regulating itself. cess...well, that’s too bad. Remember that
Only when a powerful, unbalancing force evil, like good, is interpreted differently in
appears (which almost never happens) need different societies.
the defenders of neutrality become seriously
concerned. Alignment Combinations
The believers in chaos hold that there is
no preordained order or careful balance of Nine different align-
forces in the universe. Instead they see the ments result from combining these two sets.
universe as a collection of things and events, Each alignment varies from all others,
some related to each other and others com- sometimes in broad, obvious ways, and
pletely independent. They tend to hold that sometimes in subtle ways. Each alignment is
individual actions account for the differ- described in the following paragraphs.
ences in things and that events in one area Lawful Good: Characters of this align-
do not alter the fabric of the universe half- ment believe that an orderly, strong society
way across the galaxy. Chaotic philoso- with a well-organized government can work
phers believe in the power of the individual to make life better for the majority of the
Attitudes toward over his own destiny and are fond of anar- people. To ensure the quality of life, laws
order and chaos are divided into three chistic nations. Being more pragmatic, non- must be created and obeyed. When peoplc
opposing beliefs. Picture these beliefs as the philosophers recognize the function of respect the laws and try to help one another,
points of a triangle, all pulling away from society in protecting their individual rights. society as a whole prospers. Therefore, law-
each other. The three beliefs are law, chaos, Chaotics can be hard to govern as a group, ful good characters strive for those things
and neutrality. One of these represents each since they place their own needs and desires that will bring the greatest benefit to the
character‘s ethos-his understanding of above those of society. most people and cause the least harm. An
society and relationships. honest and hard-working serf, a kindly and
Characters who believe in law maintain wise king, or a stern but forthright minister
that order, organization, and society are Good, Neutrality, and Evil of justice are all examples of lawful good
important, indeed vital, forces of the uni- Like law and order, people.
verse. The relationshipsbetween people and
the second set of attitudes is also divided Lawful Neutral: Order and organization
governments exist naturally. Lawful philos- into three parts. These parts describe, more
ophers maintain that this order is not cre- are of paramount importance to characters
or less, a character’smoral outlook; they are of this alignment. They believe in a strong,
ated by man but is a natural law of the his internal guideposts to what is right or
universe. Although man does not create well-ordered government, whether that
wrong. government is a tyranny or benevolent
orderly structures, it is his obligation to
function within them, lest the fabric of eve- Good characters are just that. They try to democracy. The benefits of organization
be honest, charitable, and forthright. Peo- and regimentation outweigh any moral
ple are not perfect, however, so few are questions raised by their actions. An inquis-
good all the time. There are always occa- itor determined to ferret out traitors at any
sional failings and weaknesses. A good per- cost or a soldier who never questions his
son, however, worries about his errors and orders are good examples of lawful neutral
normally tries to correct any damage done. behavior.
Remember, however, that goodness has Lawful Evil: These characters believe in
no absolute values. Although many things using society and its laws to benefit them-
are commonly accepted as good (helping selves. Structure and organization elevate
those in need, protecting the weak), differ- those who deserve to rule as well as provide
ent cultures impose their own interpreta- a clearly defined hierarchy between master
tions on what is good and what is evil. and servant. To this end, lawful evil charac-
Those with a neutral moral stance often ters support laws and societies that protect
refrain from passing judgment on anything. their own concerns. If someone is hurt or
They do not classify people, things, or suffers because of a law that benefits lawful
events as good or evil; what is, is. In some evil characters, too bad. Lawful evil charac-
cases, this is because the creature lacks the ters obey laws out of fear of punishment.
capacity to make a moral judgment (ani- Because they may be forced to honor an
mals fall into this category). Few normal unfavorable contract or oath they have
ireatures do anything for good or evil rea- made, lawful evil characters are usually
sons. They kill because they are hungry or very careful about giving their word. Once
46
given, they break their word only if they Chaotic Good: Chaotic good characters Playing the
can find a way to do it legally, within the are strong individualistsmarked by a streak
laws of the society. An iron-fisted tyrant of kindness and benevolence. They believe Character's Alignment
and a devious, greedy merchant are exam- in all the virtues of goodness and right, but Aside from a few
ples of lawful evil beings. they have little use for laws and regulations. minimal restrictions required for some char-
Neutral Good: These characters believe They have no use for people who "try to acter classes, a player is free to choose what-
that a balance of forces is important, but push folk around and tell them what to do." ever alignment he wants for his character.
that the concerns of law and chaos do not Their actions are guided by their own moral However, before rushing off and selecting
moderate the need for good. Since the uni- compass which, although good, may not al- an alignment, there are a few things to con-
.. verse is vast and contains many creatures ways be in perfect agreement with the rest of sider.
striving for different goals, a determined society. A brave frontiersman forever mov- First, alignment is an aid to role-playing
pursuit of good will not upset the balance; it ing on as settlers follow in his wake is an ex- and should be used that way. Don't choose
may even maintain it. If fostering good ample of a chaotic good character. an alignment that will be hard to role play
means supporting organized society, then Chaotic Neutral: Chaotic neutral charac- or that won't be fun. A player who chooses
that is what must be done. If good can only ters believe that there is no order to any- an unappealing alignment probably win
come about through the overthrow of exist- thing, including their own actions. With this wind up playing a different alignment any-
ing social order, so be it. Social structure it- as a guiding principle, they tend to follow way. In that case, he might as well have cho-
self has no innate value to them. A baron whatever whim strikes them at the moment. sen the second alignment to begin with. A
who violates the orders of his king to de- Good and evil are irrelevant when making a player who thinks that lawful good charac-
stroy something he sees as evil is an example decision. Chaotic neutral characters are ex- ters are boring goody-two-shoes who don't
of a neutral good character. tremely difficult to deal with. Such charac- get to have any fun should play a chaotic
True Neutral: True neutral characters be- ters have been known to cheerfully and for good character instead. On the other hand,
lieve in the ultimate balance of forces, and no apparent purpose gamble away every- a player who thinks that properly role-
they refuse to see actions as either good or thing they have on the roll of a single die. playing a heroic, lawful good fighter would
evil. Since the majority of people in the They are almost totally unreliable. In fact, be an interesting challenge is encouraged to
world make judgments, true neutral charac- the only reliable thing about them is that try it. No one should be afraid to stretch his
ters are extremely rare. True neutrals do they cannot be relied upon! This alignment imagination. Remember, selecting an align-
their best to avoid siding with the forces of is perhaps the most difficult to play. Luna- ment is a way of saying, "My character is
either good or evil, law or chaos. It is their tics and madmen tend toward chaotic neu- going to act like a person who believes this."
duty to see that all of these forces remain in tral behavior. Second, the game revolves around coop-
balanced contention. Chaotic Evil: These characters are the eration among everyone in the group. The
True neutral characters sometimes find bane of all that is good and organized. Cha-
character who tries to go it alone or gets ev-
themselves forced into rather peculiar alli- otic evil characters are motivated by the de-
eryone angry at him is likely to have a short
ances. To a great extent, they are compelled sire for personal gain and pleasure. They see
career. Always consider the alignments of
to side with the underdog in any given situa- absolutely nothing wrong with taking what-
tion, sometimes even changing sides as the ever they want by whatever means possible. other characters in the group. Certain com-
binations, particularly lawful good and any
previous loser becomes the winner. A true Laws and governments are the tools of
neutral druid might join the local barony to weaklings unable to fend for themselves. sort of evil, are explosive. Sooner or later
put down a tribe of evil gnolls, only to drop the group will find itself spending more time
The strong have the right to take what they arguing than adventuring. Some of this is
out or switch sides when the gnolls were want, and the weak are there to be ex-
unavoidable (and occasionally amusing),
brought to the brink of destruction. He ploited. When chaotic evil characters band
would seek to prevent either side from be- together, they are not motivated by a desire but too much is ultimately destructive. As
coming too powerful. Clearly, there are the players argue, they get a n m As they
to cooperate, but rather to oppose powerful
very few true neutral characters in the enemies. Such a group can be held together get angry, their characters begin fightins
world. among themselves. As the characters fight,
only by a strong leader capable of bullying
Neutral Evil: Neutral evil characters are his underlings into obedience. Since leader- the players continue to get more angry.
primarily concerned with themselves and ship is based on raw power, a leader is likely Once anger and hostility take over a game,
their own advancement. They have no par- to be replaced at the first sign of weakness no one has fun. And what's the point of
ticular objection to working with others or, playing a game if the players don't have
by anyone who can take his position away
for that matter, going it on their own. Their from him by any method. Bloodthirsty buc- fun?
only interest is in getting ahead. If there is a caneers and monsters of low Intelligence are Third, some people choose to play evil
quick and easy way to gain a profit, fine examples of chaotic evil personalities. alignments. Although there is no specific
whether it be legal, questionable, or obvi- prohibition against this, t k e are several
ously illegal, they take advantage of it. Al- reasons why it is not a good idea. First, the
though neutral evil characters do not have Non-Aligned Creatures AD&W game is a game of heroic fantasy.
the every-man-for-himself attitude of cha- In addition to the What is heroic about being a villain? If ah
otic characters, they have no qualms about alignments above, some things-par- evilly aligned group plays its alignment cor-
betraying their friends and companions for ticularly unintelligent monsters (killer rectly, it is as much a battle for the charac-
personal gain. They typically base their alle- plants, etc.) and animals-never bother ters to work together as it is to take on the
giance on power and money, which makes with moral and ethical concerns. For these outside world. Neutral evil individuals
them quite receptive to bribes. An unscm- creatures, alignment is simply not applica- would be paranoid (with some justification)
pulous mercenary, a common thief, and a ble. A dog, even a well-trained one, is nei- that the others would betray them for profit
double-crossing informer who betrays peo- ther good nor evil, lawful nor chaotic. It is or self-aggrandizement. Chaotic evil char-
ple to the authorities to protect and advance simply a dog. For these creatures, alignment acters would try to get someone else to take
himself are typical examples of neutral evil is always detected as neutral. all the risks so that they could become (or
characters. remain) strong and take over. Although
lawful evil characters might have some code
of conduct that governed their party, each equipment1 Furthermore, this deal applies The neutral evil character died during the
member would look for ways to twist the only to the surviving partners; I don't adventure, so he doerrn't have mything to
rules to his own favor. A group of players remember anything about dead partners. say. However, if he could make his opinion
[ I
who play a harmonious party of evil char- I'm not setting aside any money to raise that known, he would gladly argue that the
acters simply are not playing their align- klutz. He's someone else's problem." group ought to pay for raising him and set
ments correctly. By its nature, evil Flourkhhg a sheet of paper, the lawful aside a share for him.Thcneutdevil c k r
aligmmnts call for disharmony and squab- neutral character breaks in. "It's a good acter would also hope that the group doesn't
bling, which destroys the fun. thing for you two that I've got thingsto&- discover the big gem he d y pocketed
Imagine how groups of different align- er, nice and organid. I had the foresight to during one of the e n c o u n ~ .
ments might seek to divide a treasure trove. write down the exact terms of our agree- The chaotic g d character objects to the
Suppose the hdventuring party contains one ment, and we're all going to follow them." whole business. "Look, it's obvious thmt the
character of each alignment (a virtually The neutral good character balances the original agreement is messed up. I say we
impossible situation, but useful for illustra- issues and decides, "I'm in favor of equal scrap it and reward people for what they
tion). Each is then allowed to present his s h - t h a t keeps everybody happy. I kel did. I saw s o m ~Of YOU hiding in the back-
argment: that expemes are each adventurer's own ground when the rest of us were doing all
The lawful good character says, "Before business: If someone spent too much, then the real fighting. I don't see why anyofie
we went on this adventure, we agreed to he should be more careful next time. But should be rewarded for being a c o d i As
split the treasure equally, and that's what raising fallen comrades seems like a good far as raising dead partners, I say that's a
we're going to do. First, we'll deduct the idea, so I say we set aside money to do that." matter of personal choice. I dodt mind
costs of the adventure and pay for the resur- After listening to the above arguments, chipping in for some of them, but I don't
rection of those who have fallen, since we're the true neutral character decides not to say think I want everyone back in the group."
sharing all this equally. If someone can't be anything yet. He's not particularly con- Outraged at the totally true but tpctleas
raised, then his share goes to his family." cerned with any choice. If the issue can be accusation of cowardice, the chaotic evil
"Since we agreed to split equally, that's solved without his becoming involved, character snapsback, "Look,I was doingan
fine," replies the lawful evil character great. But if it looks like one person is going important job, guprQirg the rearl Can I help
thoughdully. "But there was nothing in this to get everything, that's when he'll step in it if nothing tried to sneak upbehind us?
deal about paying for anyone else's expens- and cast his vote for a more balanced distri- Now, it seems to me thpt allof you are
es. It's not my fault if you spent a lot on bution. pretty beat up-and I'm not. So, I don't
think there's going to be too much objection
if I take all the jewelry and that wand. c\ml
I'll take anything interesting those two dead
guys have. Now, you can either work with
me and do what I say or get lost-pw
manentlyl"
The chaotic neutral characteris dso &ad
(after he tried to charge a gorgon), so he
doesn't contribute to the argument. How-
ever, if he were alive, he would join forces
withwhichever si& appealed to him the
most at the moment. If he couldn't decide,
he'd fIip a coin.
Clearly, widely diveme ;Ilisnmurts C a
group can make even the simplest task
impossible. It is almost certain that the
group in the example would come to blows
before they could reach a decision. &t
dividing cash is not the only instance in
which this group would have probkms.
Consider the battle in which theygained the
treasure in the first place.
Upon penetrating theheart ofthe ruined
castle, the party met its foe, a powerful gor-
gon commanded by a mad wamior. Then,
chainedbchindthetwo, wasahelplesspeas-
ant kidnapped from a nearby village.
The lawful good character unhesitatingly
(but not foolishly) entered the battle; it was
the right thing to do. He considered it his
duty to protect the villagas. Besides, he
could not abandon an innocent hostage to
mchfiends. He waswilling to fight until he
won or was dragged off by his friends. He
had no intention of fighting to his own
death, but he,wouldnot give.up until he had
tried his utmbt to defeat the e 4 creatures.
The lawful evil character also e n k d the
battle willingly. Although he cared nothing
48
for the peasant, he could not allow the two side. If everyone was killed, he could take shifts in behavior. Spells can compel a char-
fiends to mock him. Still, there was no rea- everything he wanted and leave. All these acter to perform actions against his 4.
son for him to risk all for one peasant. If sounded a lot better than getting hurt for lit- Although all of these have an effect, n m e
forced to retreat, he could return with a tle or no gain. So he stayed near the back of are as permanent or damaging as those
stronger force, capture the criminals, and the battle, watching. If anyone asked, he choices the character makes of his own free
execute them publicly. If the peasant died in could say he was watching the rear, making will.
the meantime, their punishment would be sure no one came to aid the enemy. Changing the way a character behaves
that much more horrible. The two preceding examples of alignment and thinks will cost him experience paints
The lawful neutral character was willing are extreme situations. It's not very likely and slow his advancement. Part of a charac-
,_ to fight, because the villains threatened pub- that a player will ever play in a group of ter's experience comes from learning how
lic order. However, he was not willing to alignments as varied as those given here. If his own behavior affects him and the world
risk his own life. He would have preferred such a group ever does form, players should around him. In real life, for example, a per-
to come back later with reinforcements. If seriously reconsider the alignments of the son learns that he doesn't like horror movies
the peasant could be saved, that is good, different members of the party1 More often, only by going to see a few of them. Based on
because he is part of the community. If not, the adventuring party will consist of charac- that experience, he learns to avoid certain
it would be unfortunate but unavoidable. ters with relatively compatible alignments. types of movies. Changing behavior means
The neutral good character did not fight Even then, players who role-play their char- discarding things the character learned pre-
the gorgon or the warrior, but he tried to acters' alignments will discover small issues viously. Relearning things takes time. This
rescue the peasant. Saving the peasant was of disagreement. costs the character experience.
worthwhile, but there was no need to risk There are other, more immediate effects
injury and death along the way. Thus,while of changing alignment. Certain character
the enemy was distracted in combat, he Changing Alignment classes require specific alignments. A pala-
tried to slip past and free the peasant. Alignment is a tool, din who is no longer lawful good is no long-
The true neutral character weighed the not a straitjacket. It is possible for a player er a paladin. A character may have magical
situation carefully. Although it looked like to change his character's alignment after the items usable only by specific al-ts
the forces working for order would have the character is created, either by action or (intelligent swords, etc.). Such item don't
upper hand in the battle, he knew there had choice. However, changing alignment is not function (and may even prove dangwms)in
been a p e r a l trend toward chaos and without its penalties. the hands of a differently aligned Character.
destruction in the region that must be com- Most often the character's alignment will News of a character's change in behavior
ba ed. He tried to help, but if the group change because his actions are more in line will certainly get around to friends and
fa&, he could work to restore the balance with a different alignment. This can happen acquaintances. Although some people he
of b w and chaos elsewhere in the kingdom. if the player is not paying attention to the never considered friendly may now warm to
The neutral evil character cared nothing character and his actions. The character him, others may take exception to his new
about law, order, or the poor peasant. He gradually assumes a different alignment. attitudes. A few may even try to help him
f i that there had to be some treasure For example, a lawful good fighter ignores "see the error of his ways." The loa1 clergy,
around somewhere. After all, the villain's the village council's plea for help because he on whom he relies for healing, may look
lair had once been a powerful temple. He wants to go fight evil elsewhere. This action askance on his recent behavior, denying him
could poke around for cash while the others is much closer to chaotic good, since the their special services (while at the same time
did the real work. If the group got into real character is placing his desire over the need sermonizing on his plight). The cher2cter
trouble and it looked like the villains would of the community. The fighter would find who changes alignment often finds himself
attack him, then he would fight. Unfortu- himself beginning to drift toward chaotic unpopular, depending on the attitudes of
nately, a stray magical arrow killed him just good alignment. the surrounding people. People! do not
after he found a large gem. All people have minor failings, however, understand him. If the character drifts into
The chaotic good character joined the so the character does not instantly become chaotic neutral behavior in a highly lawful
fight for several reasons. Several people in chaotic good. Several occasions of lax city, the townspeople might decide that the
the group were his friends, and he wanted to behavior are required before the chatacter's character is afflicted and needs close super-
fight at their sides. Furthermore, the poor, alignment changes officially. During that vision, even confinement, for his own g d k
kidnapped peasant deserved to be rescued. time, extremely lawful good activities can Ultimately, the player is advised to pick
Thus, the chaotic good character fought to swing the balance back, Although the play- an alignment he can play comfortably, o m
aid his companions and save the peasant. er may have a good idea of where the char- that fits in with those of the rest of thg
He didn't care if the villains were killed, cap- acter's alignment lies, only the DM knows
tured, or just driven away. Their attacks for sure. I

against the village didn't concern him. Likewise, the character cannot wake up
The chaotic neutral character decided to one morning and say, "I think I'll become
charge, screaming bloodthirsty cries, lawful good tday." (Well, he can say it, but
straight for the gorgon. W h o knows? He it won't have any effect.) A player can
might have broken its nerve and thrown it choose to change his character's alignment,
off guard. He discovered that his plan was a but this change is accomplished by deeds,
bad one when the gorgon's breath killed not words. %ll the DM of the intention and
him. then try to play according to the new
Thechaotic evil character saw no point in choice.
risking his hide for the villagers, the peas- Finally, there are many magical effects
ant, or the rest of the party. In fact, he that can change a character's alignment.
thought of several good reasons not to. If Rare and cursed magical items can instantly
the party was weakened, he might be able to alter a character's alignment. Powerful arti-
take over. If the villains won, he could prob- facts may slowly erode a character's deter-
ably make a deal with them and join their mination and willpower,

49
Chapter 5 : Proficiencies (Optional)

Most of what a player character can do is Table 34: PROFICIENCY SLOTS


defined by his race, class, and ability scores. Weapon Nonweapon
These three characteristics don't cover every- Profidendes Profidendes
thing,however. Characters can have a wide Group Initial #Levels Penalty Mtial #Levels
range of talents, from the potent (and intri- Warrior 4 3 -2 3 3
cate) arts of magic to the simple and mundane Wizard 1 6 -5 4 3
knowledge of how to build a good fire. The Priest 2 4 -3 4 3
character's magical ability (or lack theteoo is Rogue 2 4 -3 3 . 4
defined by his class. Lesser abilities, such as
fire building,are defined by profiaencies.
A Proficiency is a learned skill that isn't Thereafter, as the character advances in on the long journey the next day. Perhaps
essential to the character's class. A ranger, for experience levels, he gains additional profi- the character must wait around for several
example, may find it useful to know some- ciency slots. The rate at which he gains them days while his companions heal from the
thing about navigation, espedally if he lives depends on the group he belongs to. Table last adventure. Or he might spend weeks on
near an ocean or seacoast. On the other hand, 34 lists how many weapon and nonweapon an uneventful ocean voyage. What is he
he isn't likely to suffer if he doesn't know how proficiency slots the character starts with, doing during that time?
to navigate; he is a ranger,not a sailor. and how many levels the character must Among ether things, he is studying what-
proficiencies are divided into two p u p s : gain before he earns another slot. ever new proficiencies he will eventually
weapon proficiencies (those Elated to weap Initial Weapon Proficiendes is the num- learn. Using this "down time" to handle the
ons and combat) and nonweapon pro- ber of weapon proficiency slots received by unexciting aspects of a role-playing cam-
ficimcies (those related to everything else). characters of that group at 1st level. paign lets players concentrate on more
All proficiency rules are additions to the #Levels (for both weapon and non- important (or more interesting)matters.
game. h p n proficiencies are tournament- weapon proficiencies) tells how quickly a Another part of training is finding a
level rules, optional in regular play, and non- character gains additional proficiency slots. teacher. Most skills are easier to learn if
weapon profiaencies are completely optional. A new proficiency slot is gained at every someone teaches the character. The DM can
proficiencies are not necmary for a balanced experience level that is evenly divisible by handle this in several ways. For thost who
game. They add at\ additional dimension to the number listed. Rath (a warrior), for like simplicity, ignore the need for
characters, however, and anything that example, gains one weapon proficiency slot teachers-there are self-taught pepph eve-
enriches characterization is a bonus. If weap- at every level evenly divisible by 3. He gets rywhere in the world. For those who want
on profiaencies are used in your game, expect one new slot at 3rd level, another at 6th, more complexity, make the player charac-
them to apply to all characters, including another at 9th, and 90 on. (Note that Rath ters find someone to teach them any new
NPCs. Nonweapon profiaencies may be used also gains one nonweapon proficiency at proficiency they want to learn. This can be
by players who enjoy them and ignored by 3rd, 6th. 9th, etc.) another player character or an NPC.
those who don't without giving unfairadvan- Penalty is the modifier to the character's Although this adds realism, it tends to limit
tages to anyone (provided your DM allows attack rolls when he fights using a weapon the PCs adventuring options, especially if
this; he's the one who must deal with any he is not proficient with. Rath, a dwarf, he is Muiredto stay in reguiar contact with
Proljkms). chose to be proficient with the warhammer. his instructor. Furthermore, most teaches
Once a proficiency slot is filled, it can Finding himself in a desperate situation, he want payment. While a barter arrangement
never be changed or reassigned. snatches up a flail, even though he knows might be reached, the normal payment is
little about it (he is not proficient with it). cash. The actual cost of the service depends
Using the weapon awkwardly, he has a - 2 on the nature of the skill, the amount of
Acquiring Proficiencies penalty to his chance to hit. training desired, the availability of tutors,
Even newly cre- Initid Namveapon Proficiencies is the the greed of the instructor, and the desire of
ated, 1st-level charactershave proficiencies. number of nonweapon proficiency slots the DM to remove excess cash from his cam-
The number of proficiency slots that a char- that character has at 1st level. Even if you paign.
acter starts with is determined by his group, are playing with weapon proficiencies, non-
as shown in Table 34. Each proficiency slot weapon proficiencies are optional.
is empty until the player "fills" it by select- Weapon Proficiencies
ing a proficiency. If your DM allows non- A weapon profi-
weapon proficiencies, the character's Training ciency measures a character's knowledge
Intelligence score can modify the number of Like all skills and and training with a specific weapon. When
slots he has, granting him more proficien- abilities, proficiencies do not leap unbidden a character is created, the player checks
cies (see page 16). In both cases, new profi- and fully realized into a character's mind. Table 34 to see how many weapon profieien-
ciencies are learned the same way. Instead, a character must train, study, and cy slots the character has. These initial slots
Consider the case of Rath, a dwarf fight- practice to learn a new proficiency. How- must be filled immediately, before the char-
er. Table 34 gives him four weapon profi- ever, role-playing the training time needed acter embarks on his first adventure. Any
ciency slots (he is a warrior). If nonweapon to learn a new skill is not much fun.Thus slots that aren't filled by then are lost.
proficiencies are used, he has three slots and there are no training times or study periods Each weapon proficiency slot must be
his Intelligence of 11 gives him two addi- associated with any proficiency. When a assigned to a particular weapon, not just a
tional proficiency slots (according to Table character chooses a proficiency, it is class of weapons. Each weapon listed in
4, page 16) for a total of five nonweapon assumed that he had been studying it in his Table 44 (Weapons)requires its own profi-
proficiency slots. The player must assign spare time. ciency; each has its own special tricks and
weapon or nonweapon proficiencies to all Consider just how much spare time the quirks that must be mastered before the
of these slots before the character goes on character has. The player is not role-playing weapon can be handled propedy and &ec-
his first adventure. These represent what the every second of his character's life. The tively. A fencer who is master of the epee,
character has learned before be player may decide to have his character for example, is not necessarily skilled with a
adventuring career. spend a night in town before setting out saber; the two weapons look similar, but the
50
\

I
Proficiencies (Weapon Specialization)

Table 35: SPECIALIST ATTACKS PER ROUND has the weapon proficiency slots available.
I
In one way, a weapon specialist is like a
Other wizard specialist. The specialization re-
Fighter Melee Light Heavy Thrown Thrown (Non-bow) quires a single-minded dedication and train-
Level Weapon X-bow X-bow Dagger Dart Missiles ing. Thus multi-class characters cannot use
1-6 3/2 1/1 1/2 3/1 4/1 3/2 weapon specialization;it is available only to
7-12 211 312 1/1 411 5/1 2/1 single-class fighters.
13 + 5/2 2/1 3/2 5/1 6/1 5/2

fighting styles they are designed for are en-


tirely different. A player character could be-
the weapon, but he knows more about it
than someone who picks it up without any
Cost of Specialization
Weapon specialization is obtained by de-
voting extra weapon proficiency slots to the
*.
come proficient with a long bow or a short skill in similar weapons. chosen weapon. To specialize in any sort of
bow, but not with all bows in general (unless When a character uses a weapon that is melee weapon or crossbow, the character
he devotes a proficiency slot to each individ- similar to a weapon he is proficient with, his must devote two slots-one slot to become
ually). Furthermore, a character can assign attack penalty is only one-half the normal proficient with it, and then a second slot to
weapon proficiency slots only to those weap- amount (rounded up). A warrior, for exam- specialize in it. Any bow (other than a cross-
ons allowed to his character class. ple, would have a. - 1 penalty with a related bow) requires a total of three proficiency
As a character reaches higher experience weapon instead of -2. A wizard would slots: one for proficiency and two to spe-
levels, he also earns additional weapon pro- have a -3 penalty instead of -5. cialize. Assume, for the moment, that Rath
ficiencies. The rate at which proficiencies Specific decisions about which weapons the dwarf decided to speciaIize with the
are gained depends on the character's class. are related are left to the DM. Some likely warhammer. Two of his four proficiency
Warriors, who concentrate on their martial categories are: slots are thus devoted to the warhammer.
skills, learn to handle a great number of With the two remaining, he can become
weapons. They gain weapon proficiencies hand axe, battle axe; proficient with the short sword and short
quickly. Wizards, who spend their time short bow, long bow, composite bow; bow (for example).
studying forgotten magical acts, have little heavy and light crossbows-
time to practice with weapons. They gain dagger, knife; Effects of Specialization
additional weapon proficiencies very glaive, halberd, bardiche, voulge, When a character specializes with a melee
slowly. Multi-class characters can use the guisarme, glaive-guisarme, guisarme- weapon, he gains a +1 bonus to all his at-
most beneficial line on Table 34 to determine voulge; tack rolls with that weapon and a +2 bonus
their initial proficiencies and when they gain harpoon, spear, trident, javelin; to all damage rolls (in addition to bonuses
new proficiencies. footman's mace, horseman's mace, morn- for Strength and magic). The attack bonuses
ing star, flail, hammer, club; are not magical and do not enable the char-
E f f e c t s of Weapon hoficlencin military fork, ranseur, spetum, partisan; acter to affect a creature that can be injured
scimitar, bastard sword, long sword, onry by magical weapons.
A character who broad sword; Bow and crossbow specialistsgain an ad-
has a specific weapon proficiency is skilled sling, staff sling ditional range category: point blank.
with that weapon and familiar with its use. Point-blank range for bows is from six feet
A character does not gain any bonuses for to 30 feet. Point-blank range for crossbows
using a weapon he is proficient with; the Weapon Speclrllutlon
is from six feet to 60 feet. At point-blank
combat rules and attack chances assume Knowing how to range, the character gains a +2 modifier on
that everyone uses a weapon he is proficient use a weapon without embarrassing your- attack rolls. No additional damage is
with. This eliminatesthe need to add a mod- self is very different from being a master of caused, but Strength (for bows) and magical
ifier to every die roll during battle. that weapon. There are warriors, and then bonuses apply. Furthermore, if the charac-
When a character uses a weapon that he is there are martial artists. An Olympic fencer ter has an arrow nocked and drawn, or a
not proficient with, however, he suffers a is more than just an athlete; he can do things bolt loaded and cocked, and has his target in
penalty on his chance to hit. The size of this with his weapon that astound most fencers. sight, he can fire at the beginning of the.
penalty depends on the character's class. In the AD&W game, part of your charac- round before any initiative rolls are made.
Warriors have the smallest penalty because ter's skill is reflected in the bonuses he.earns Fighters who specialize also gain extra at-
they are assumed to have passing familiarity as he reaches higher levels. As your charac- tacks earlier than those who don't specid-
with all weapons. Wizards, by comparison, ter advances, he becomes a wiser, more dan- ize. Bonus attacks for specialists are listed
are heavily penalized because of their lim- gerous fighter. Experience has taught him to on Table 35. The use of this table is ex-
ited study of weapons. The modifiers for anticipate his opponents and to pounce on plained in Chapter 9: Combat. Bow special-
each class (which are taken as penalties to any advantage that presents itself. But this ists do not gain any additional attacks per
the'attack die roll) are listed on Table 34. is a general, overall improvement, brought round.
about by the warrior's sharpening senses
and timing. It applies equally to all types of
Related Weapons Bonus fighting. Nonweapon Proficiencies
When a character Weapon specializationis an optional rule A player character
gains a weapon proficiency, he is learning to that enables a fighter (only) to choose a sin- is more than a collection of combat modi-
use a particular weapon effectively. How- gle weapon and specialize in its use. Any fiers. Most people have a variety of skills
ever, many weapons have similar character- weapon may be chosen. Specialization is learned over the years. Consider yourself as
istics. A long sword, bastard sword, and normally announced (and paid for with an example-how many skills do you pos-
broad sword, while all different, are all weapon proficiency slots) when the charac- sess? If you have gone through 12 years of
heavy, slashing swords. A character who is ter is created. But even after a player charac- school, were moderately active in after-
trained with one can apply some of his skill
to the others. He is not fully proficieot with
ter earns experience, he can still choose to
specialize in a weapon, provided he
school programs, and did fairly well on
your grades, the following might be a par-
I
52
tial list of your skills: safety. But does Delsenora know how t
Secondary Skills
English reading and writing swim?
Geometry, algebra, and trigonometry One way to answer this is to pretend tha
Basic chemistry your character knows most of the thing for determining what your character know
Basic Dhvsics
a .
that you know. Do you know how to swim is to assign secondary skills. Secondvy
Music (playing an instrument, singing, or If you do, then your character can swim. 1 skills are broad areas of expertise. Most cor-
both) you know a little about mountain climbing respond to occupations that your character
Spanish reading and writing (or French, horseback riding, carpentry, or sewing may have been apprenticed in or otherwise
your character knows these things, too picked up before besinning his adventuriF-
- German, etc.)
Basic Shop or Home Economics This also applies to things your characte life. Secondary skills are much more germ
Typing
Driving
History
Basic biology
might want to build. Perhaps your charac
ter decides he wants to build a catapult. I
you can show your DM how to make such i
device, then the DM may allow your char.
than nonweapon profiaencies. They should
not be used in combination with non-
weapon proficiencies, which are
later.
I
acter the same knowledge. Indeed, yor Every player character has a
In addition to the things learned i
school, you have also learned things fror might visit the local library just to gain this secondary skill. Ether choose one from
information. Table 36 or take a chance and roll randomly. I
your parents, friends, scouts, or othe There are real advantages to this method. A random roll may result in one,two, or no
groups. You might be able to add any of th
You can learn something at the library 01 secondary skills.
following to your list.
school and bring it into your game. Also,
Swimmimz I
there are fewer rules to get in the way of Table 36: SECONDARY SKULS
Hunting your fun. Since there are fewer rules, your
Fishing DM has a lot of flexibility and can play out DlOO
Roll Secondary Skill
,
Canoeing
Sailing
all the drama inherent in a scene.
There,are also problems with this meth- 01-02 Armorer (make, rep, , - ____
' Horseback riding od. First, you probably know a lot of things
03-04
ate armor and weapons)
n
First aid your character should not-basic electron-
Animal training ics, the components of gunpowder, or calcu-
cooking lus, for instance. You have a lot of 05-10
Sewing knowledge that is just not available to 11-14 Fisher (swimming, nets, and srna
Embroidery someone in a medieval world (even a fanta- boat handling)
Dancing sy medieval world). Likewise, there are 15-20 Forester (basic wood lore, lmh.
things that a typical person in a medieval ing)
If you consider all your hobbies and all 21-23 Gambler (knowledge of gam&%
the things you have done, you probably world would know that you, as a modem I
person, have never needed to learn. Do you games)
know many more skills. In fact, if you make 14-27 Groom (animal handiirilc)
a list, you probably will be surprised by the know how to make armor? Skin a deer? Salt
meat away for the winter? Turn flax into lin- B-32 Hunter (basic wood lore, but€
large number of basic skills you have. And, ing, basic tracking)
at this point, you are (or were) still young1 m? Thatch a roof? Read heraldry? You
night, but there is no way you can consider 53-34 Jeweler (appraisa€ of gems and
Now, having graduated from school, you jewelry)
get a job. Are you just a carpenter, mechan- :hese common skills anymore. But in a
nedieval world they would be common. 15-57 Leather worker lskinnine tm=
ic, electrician, salesman, or secretary? Of nind
coursenot; you are a lot more than just your Also, knowing something about a skill or
rade doesn't mean you know a lot, and 18-39 LimnerIPainter
job. All those things you learned in school appraisal of art <
here is a big difference between the two. _-
and elsewhere are part of what you are.
Shouldn't it be the same for your player &en Delsenora fell into the raging river,
he had to swim out. But was she a strong
,042 Mason (stone-cutthg)
3-44 Miner (stone-cutting, asspyinn) I
character?
For a really complete role-playing charac-
ter, you should know what your character
nough swimmer to pull free of the current?
'he DM must make up a rule on the spot to
5-46 Navigator (astronomy, M -
swimming, navigation)
7-49 Sailor (sailing, swimming
-
can do. There are three different ways to do iandle the situation. Perhaps you can swim,
vt can you swim well enough to escape a 0-51 Scribe (reading, writing, ba&- 1
this: using what you know, using second- math)
aging torrent?
ary skills, and using nonweapon proficien- 2-53 shipwright (sailing, carpentry)
cies. Each of these is optional, but,each
The biggest drawback to this method is
?at there are no rules to resolve tricky situ- 54-56 Tailor/Weaver (weaving, sewir,,
inaeases the amount of detail that rounds embroidery)
out your character. tions. The DM must make it up during
lay. Some players and DMs enjoy doing 57-59 Teamster/Freiehter (animal ban-
v

us. They think up good answers quickly. dling, wagon-repair)


Using What You Know lany consider this to be a large part of the 60-62 Trader/ Barterer (appraisal
in. This method is perfect for them, and common goods)
If your DM decides 63-66 Trapper/Furrier (basic w
not to use secondary skills or nonweapon ley should use it.
Other players and DMs like to have clear skinning)
proficiencies, situations will arise in which 67-68 Weaponsmith (make, repair, &
you'll have to determine whether your char- des to prevent arguments. If this is the case
I your group, it is better to use secondary
evaluate weapons)
acter has certain skills. For example, 69-7l Woodworker/Carpenter
Delsenora the mage slips at the edge of a ills or nonweapon proficiencies.
try, carving)
steep riverbank and tumbles into the water. 72-85 NOskill of measureable wnrth
The current sweeps her into the middle of 86-00 Roll twice (reroll any result of
the river. To escape, she must swim to 86-00)

53
Proficiencies (Nonweapon Proflciencies)

Once a cnaracter has a secondary skill, it some weapons are not available to certain proficiencies that can be learned easily by
is up to the player and the DM to determine character classes, all nonweapon proficien- any character.
just what the character can do with it. The cies are available to all characters. Some Refer to Table 38. When a player selects a
items in parentheses after each skill describe nonweapon proficiencies are easier for cer- nonweapon proficiency from those catego-
some of the things the character knows. tain character classes to learn, however. ries listed under "Proficiency Croups" for
Other knowledge may be added with the Table 37 lists all nonweapon proficien- his character's group,it requires the number
DMs approval. Thus, a hunter might know cies. They are divided into categories that of proficiency slots listed in Table 37.When
the basics of finding food in the wilderness, ' correspond to character groups. The profi- a player selects a proficiency from any other
how to read animal signs to identify the ciencies listed under each group can be category, it requires one additional profi-
.-,
types of creatures in the area, the habits of learned easily by characters of that group. ciency slot beyond the number listed.
dangerous animals, and how to stalk wild A fifth category-"General"-contains
animals.
Like the previous method ("Using What Table 37: NOWEAPON PROFICIENCY GROUPS
You Know"), this method has strengths and
weaknesses. Secondary skills do not pro- GENERAL
vide any rules for determining whether a # of Slots Relevant ChedC
character succeeds when he uses a skill to do Proficiency Required Ability Modifier
something difficult. It is safe to assume that Agriculture 1 Intelligence 0
simple jobs succeed automatically. (A Animal Handling 1 Wisdom -1
hunter could find food for himself without
any difficulty.) For more complicated tasks,
the DM must assign a chance for success. He
can assign a percentage chance, have the
character make a saving throw, or require Carpentry 1 Strength 0
an Ability check (see Glossary). The DM Cobbling 1 Dexterity 0
still has a lot of flexibility.
This flexibility means the DM must some-
times make up the rule to cover the situa-
I tion, however. As mentioned earlier, some
DMs enjoy this; others do not, their
strengths being elsewhere. While secondary Fishing 1 Wisdom -1
skills define and limit the player's options, Heraldrv 1 Intdlim-nrr n
they do not greatly simplify the DMs job.

Nonweapon Proflclencles
-
The most detailed Ridinn. Airborne 2 -2
method for handling character skills is that
of nonweapon proficiencies. These are
much l i e weapon proficiencies. Each char-
acter starts with a specific number of non-
weapon proficiency slots and then earns
additional slots as he advances. Initial slots Stonemasonry 1 Strennth -2
must be assigned immediately; they cannot
be saved or held in reserve.
Nonweapon proficiencies are the most
detailed way to handle the question of what
the player character knows. They allow the PRIEST
player to choose from a broad selection and I of Slots Relevant check
define the effects of each choice. Like the Proficiency Required Ability MMkr
other methods, however, this system is not Ancient History 1 Intelligence -1
without drawbacks. First, nonweapon pro- Astrolom 2 n i!
ficiencies are rigid. Being so defined, they
limit the options of both the player and DM.
At the same time, there will still be ques-
tions unanswered by these proficiencies. Languages, Ancient 1 Intelligence
Whereas before such questions were broad,
they will now tend to be more precise and
detailed. Secondly, using this system
increases the amount of time needed to cre-
ate a character. While the end result is a
more complete, well-rounded person, d t -
up time can take up to two or three hours.
Novice players especially may be over-
whelmed by the number of choices and
rules.
Unlike weapon proficiencies, in which

54
P r o f i c i e n c i e s (Using Nonwenpon P r o f i c i e n c i e s )

ROGUE If a proficiency check is required, Table 37


x of Slots Relevant Check lists which ability is used with each profi-
Proficiency Required AbJlity Modifier ciency. Add the modifier (either positive or
Ancient History 1 Intelligence -1 negative) listed in Table 37 to the appropri-
Appraising 1 Intelligence 0 ate ability score. Then the player rolls ld20.
If the roll is equal to or less than the charac-
ter’s adjusted ability score, the character ac-
complished what he was trying to do. If the
roll is greater than the character’s ability
--.-Gem Cutting 2 Dexterity -2 score, the character fails at the task. (A roll
Juggling 1 Dexterity -1 of 20 always fails.) The DM determines
Turnoing 1 Strmeth what effects, if any, accompany failure.
Of course, to use a proficiency, the char-
acter must have any tools and materials
needed to do the job. A carpenter can do
Set Snares 1 Dexterity -1 very little without his tools, and a smith is
Tightrope Walking 1 Dexter& 0 virtually helpless without a good forge. The
Tumbling 1 Dexterity 0 character must also have enough time to do
Venttiloquism 1 Intelligence -2 the job. Certainly, carpentry proficiency en-
ables your character to build a house, but
WARRIOR not in a single day1 Some proficiency de-
# of Slob Relevant Check scriptions state how much time is r e q u i d
Proficiency R e q d AbiIity Modifier for certain jobs. Most, however, are left to
Animal Lore 1 Intelligence 0 the DMs judgment.
Armorer 2 Intelligence -2 The DM can raise or lower a character’s
chance of success if the situation calls for
it. Factors that can affect a proficiency
check inclwde availability and quality of
tools, quality of raw material used, time
Gaming 1 Charisma 0 spent doing the job, difficulty of the job,
Hunting 1 Wisdom -1 and how familiar the character is with the
Mountaineeiing 1 NA NA task. A positive modifier is added to the
ability score used for the check. A negative
modifier is subtracted from the ability
score.
Survival 2 Inte~ligence 0 Rath, skilled as a blacksmith, has been
Tracking 2 Wisdom 0 making horseshoes for years. Because he is
Weaponsmithing 3 Intelligence -3 so familiar with the task and has every tool
he needs, the DM lets him make h o ~ o c s
WIZARD automatically, without risk of failure. How-
I of Slots Relevant Check ever, Delsenora has persuaded Rath to make
Proficiency Required Ability Modifier an elaborate wrought-iron cage (sheneeds it
Ancient History 1 Intelligence -1 to create a magical item). Rath has never
Astrology Intelligence 0
2
-
done this before and the work is very intri-
cate, so the DM imposes a penalty of 3 on
Raths ability check.
When two proficient c h e e r s work to-
gether on the same task, the highest ability
Intelligence -2 score is used (the one with the greatest
Read&/ Writing 1 Intelligence +1 chance of success). Furthermore, a +1 bo-
Religion 1 Wisdom 0 nus is added for the other character’sassist-
Spellcraft 1 Intelligence -2 ance. The bonus can never be more than
~- + 1, as having too many assistants is some-
Table 38: NONWWPON PROFICIENCY times worse than having none.
GROUP CROSSOVERS Using Nonweapon Proflciencies Nonweapon proficiencies can also be im-
When a character proved beyond the ability score the charac-
Character ter starts with. For every additional
uses a proficiency, either the attempt is auto-
Class Proficiency Groups matically successful or the character must proficiency slot a character spends on a
Fighter Warrior, General nonweapon proficiency, he gains a +1 bo-
roll a proficiency check. If the task is simple
Paladin Warrior, Priest, General or the proficiency has only limited game use nus to those proficiency checks. Thus, Rath
Ranger Warrior, Wizard, General (were he not an adventurer) might spend his
Cleric Priest, General (such as cobbling or carpentry), a profi-
ciency check is generally not required. If the additional proficiency slots on blacksmith-
Druid Priest, Warrior, General ing, to become a very good blacksmith,
Mage Wizard, General task the character is trying to perform is dif-
ficult or subject to failure, a proficiency gaining a +1, +2, +3, or greater bonus to
Illusionist Wizard, General his ability checks.
Thief Rogue, General check is required. Read the descriptions of
the proficiencies for details about how and Many non-player craftsmen are more ac-
Bard Rogue, Warrior, Wizard, complished in their fields than player
General when each can be used.
55
Proficiencies (Nonwenpon Proficiency Descriptions)

characters, having devoted all their energies


to improving a single proficiency. Likewise,
old masters normally have more talent than
young apprentices-unless the youth has an
exceptional ability score! However, age is
no assurance of talent. Remember that
knowing a skill and being good at it are two
different things. There are bad potters,
mediocre potters, and true craftsmen. All Y
this has much less to do with age than with
dedication and talent.

-RofkiencYDcsulptiom
\
The following pro-
ficiency descriptions are arranged alphabet-
ically, not according to character class. Each
description gives a general outline of what a
character with the proficiency knows and
can do. Furthermore, some descriptions
include rules to cover specific uses or situa-
tions, or exact instructions on the effects of
the proficiency.

Agrlculturp: The character has a knowl-


edge of the basics of farming. This includes
planting, harvesting, storing crsps, tending
animals, butchering, and other typical
farming chores.
Ancient History: The character has
learned the legends, lore, and history of
some ancient time and place. The knowl-
edge must be specific, just as a historian
would specialize today in the English Mid-
dle Ages, the Italian Renaissance, or the
Roman Republic before Caesar. (The DM
either can have ancient periods in mind for
his game or can allow the players to name agitated animal; in contrast, a character luringthem closer. Afailedchdmeansthe
and designate them.)Thus, a player charac- without this proficiency has only a 20% sound is incorrect in some slight way. A
ter could h o w details about the Age of chance of succeeding in the attempt. failed call may still fool some listeners, but
Thorac Dragonking or the Time of the Sea- Animal Lore: This proficiency enables a avaturesvexyfamiliarwiththeayautomat-
Raiders or whatever else was available. character to observe the actions or habitat ically detect a false call. AU other creatures
The knowledge acquired gives the h a c - of an animal and interpret what is going on. andcharactem are a l l d a Widom cheek
ter familiarity with the principal legends, Actions can show how dangerous the crea- to detect the fake.
historical events, characters, locations, bat- ture is, whether it is hungry, protecting its Finally, animal lore increases the chance
tles, breakthroughs (scientific, cultural, and young, or defending a nearby den. Further of s u c a y setting snares and traps (for
magical), unsolved mysteries, crafts, and more, careful observation of s b s and hunting) since the C h a r a a c r hthe gen-
oddities of the time. The character must roll behaviorscan even indicatethc location of a eral habits of the creature k t e d .
a Proficiency check to identify places or water hole, animal herd, predator, or Aninul TnMne: Characters with this
things he encounters from that age. For impending danger, such as a forest fin. The proficiency can train one type of avatum
example, Rath knows quite a bit about the DM will secretly roll a proficiency check. A (declaredwhen the proficiency is c h m ) to
, Coming of the Trolls, a particularly dark successful check means the character under- obey simple commands and perfonn tricks.
period of d w w e n history. Moving through stood the basic actions of the creature. If the A character can spend additional pmficien-
some deep caverns, he and his companions check fails by 4 or less, no information is cis to train other types of crutures or can
stumble across an ancient portal, sealed for gained. If the check fails by 5 or more, the improve his skill with an already chosen
untold ages. Studying the handiwork, he character misinterprets the actions of the type. Creatures typically trained are dogs,
realizes (rollsa successfd proficiency check) animal. horses, falcons, pigeons, elephants, ferrets,
that it bears several seals similar to those he A character may also imitate the caIls and and parrots. A character can choose even
has seen on "banned" portals from the time cries of animalsthat he is reasonably familiar more exotic creatures and monsters with
of Angnar, doorways to the legendary with, based on his badrground. This ability animal intelligew (dthough these are diffi-
realm of Trolhel. is limited by volume. The roar of a tyranno- cult to control).
Animal Handling Proficiency in this area saurus rex would be beyond the abilities of a A trainer can woik with up to three crea-
enables a character to exercise a greater- normal character. A succtsafd proficiency tures at onetime. The trainer may choose to
than-normal degree of control over pack check means that onky magical means can teach general tasks or specific tricks. A gen-
animals and beasts of burden. A successful dis- the character's call from that of eral task gives the creature the ability to
proficiency check indicates that the charac- the true anima.The cry is sufficient to fool react to a number of nonqxdic commands
ter has succeeded in calming an excited or animals, perhaps frightening them away or to do its job. Examples of tasks include
Proficiencies (Nonweapon Proficiency Descriptions)

guard and attack, carry a rider, perform the types of armor listed in the Players a great battle, a friend lost, a new friendship
heavy labor, hunt, track, or fight alongside Handbook, given the proper materials and made, etc. The DM decides the exact predic-
soldiers (such as a war horse or elephant).A facilities. When making armor, the profi- tion (basedon his intentions for the next few
specific trick teaches the trained creature to ciency check is rolled at the end of the nor- gaming sessions). Note that the prediction
do one specific action. A horse may rear on mal construction time. does not guarantee the result-it only indi-
command, a falcon may pluck a designated The time required to make armor is equal cates the potential result. If the proficiency
object, a dog may attack a specific person, to two weeks per level of AC below 10. For check is failed, no information is gained
or a rat may run through a particular maze. example, a shield would require two weeks unless a 20 is rolled, in which case the pre-
~ With enough time, a creature can be trained of work, whereas a suit of full plate armor diction is wildly inaccurate.
' -to do both general tasks and specific tricks. would require 18 weeks of work. Clearly this proficiency requires prepara-
Training for a general task requires three If the proficiency check indicates failure tion and advance knowledge on the part of
months of uninterrupted work. Training for but is within 4 of the amount needed for suc- the DM. Because of this, it is permhible for
a specific trick requires M6 weeks. At the cess, the armorer has created usable, but the DM to avoid the question, although this
end of the training time, a proficiency check flawed, armor. Such armor functions as 1 shouldn't be done all the time. Players who
is made. If successful, the animal is trained. AC worse than usual, although it looks like want to make their DMs life easier (always
If the die roll fails, the beast is untrainable. the armor it was intended to be. Only a a good idea) should consider using this pro-
An animal can be trained in 2d4 general character with armorer proficiency can ficiency at the end of a gaming d o n ,giv-
tasks or specific tricks, or any combination detect the flaws, and this requires careful ing the DM until the next d o n to come up
of thetwo. and detailed inspection. with an answer. The DM can use this profi-
An animal trainer can also try to tame If the flawed armor is struck in meIee ciency as a catalyst and guide for his
wild animals (preparing them for training combat with a natural die roll of 19 or 20. it adventures-something that will prompt
later on). Wild animals can be tamed only breaks. The character's AC immediately the player characters to go to certain places
when they are very young. The taming worsens by 4 additional classes (although or to try new things.
requires one month of uninterrupted work never above IO), and the broken armor Characters with the astrology proficiency
with the creature. At the end of the month, a hampers the character's movement. Until gain a + 1 bonus to all navigation proficien-
proficiency check is made. If successful, the the character can remove the broken armor cy checks, provided the stars can be seen.
beast is suitable for training. If the check (a process requiring ld4 rounds), the char- Blacksmithing: A character with black-
fails, the creature retains enough of its wild acter moves at 1 h of his normal rate and suf- smithing proficiency is capable of making
behavior to make it untrainable. It can be fers a -4 penalty to all of his attack rolls. tools and implements from iron. Use of the
kept, though it must be leashed or caged. If an armorer is creating a suit of field proficiency requires a forge with a coal-fed
plate or full plate armor, the character who fire and bellows, as well as a hammer and
will use the armor must be present at least anvil. The character cannot make armor or
once a week during the creation of the most weapons, but can craft crowbars,
armor, since such types of armor require grappling hooks, horseshoes, nails, hinges,
very exact fitting. plows, and most other iron objects.
Artistic Ability: Player characters with BHnd-fightht~A character d r h blind-
artistic ability are naturally accomplished in fighting is skilled at fighting in conditions of
various forms of the arts. They have an poor or no light (but this proficiency does
inherent understanding of color, form, not allow spell use). In total darkness, the
space, flow, tone, pitch, and rhythm. Char- character suffers only a -2 penalty to his
acters with artistic ability must select one attack roll (as compared to a -4 penalty
art form (painting, sculpture, composition, without this proficiency). Under starlight or
etc.) to be proficient in. Thereafter they can moonlight, the character incurs only a -1
attempt to create art works or musical com- penalty. The character suffers no penalties
positions in their given field. Although it is to his AC because of darkness.
not necessary to makb a proficiency check, Furthermore, the character retains special
one can be made to determine the quality of abilities that would normally be lost in
the work. If a 1is rolled on the check, the darkness, although the effectiveness of these
artist has created a work with some truly are reduced by one-half ( p h c y checks
Appraising: This proficiency is highly lasting value. If the check fails, the artist has are made at half the n o m 1 score, et.).
useful for thieves, as it allows characters to created something aesthetically unpleasing This proficiency is effestive only against
estimate the value and authenticity of or just plain bad. opponents or threats within melee distance
antiques, art objects, jewelry, cut gem- Artistic ability also confers a + 1bonus to of the character. Blind-fighting does not
stones, or other crafted items they find all proficiency checks requiring artistic grant any special protection from missile
(although the DM can exclude those items skill-music or dance-and to attempts to fire or anything outside the immediaterange
too exotic or rare to be well known). The appraise objects of art. of the character's melee weapon. Thus AC
character must have the item in hand to Astrology: This proficiency gives the penalties remain for missile fire. (By the
examine. A successful proficiency check character some understanding of the sup- time the character hears the whoosh of the
(rolled by the DM) enables the character to posed influences of the stars. Knowing the arrow, for example, it is too late for him to
estimate the value of the item to the nearest birth date and time of any person, the react.)
100 or 1,ooO gp and to identify fakes. On a astrologer can study the stars and celestial While moving in darkness, the character
failedcheck, thecharacter cannot estimatea events and then prepare a forecast of the suffers only half the normal movement pen-
price at all. On a roll of 20, the character future for that person. The astrologer's alty of those without this proficiency.
wildly misreads the value of the item, insight into the future is limited to the next Furthermore, this skill aids the character
always to the detriment of the character. 30 days, and his knowledge is vague at best. when dealing with invisible creatures,
Armorer:This character can make all of If a successful proficiency check is made, the reducing the attack penalty to -2. How-
astrologer can foresee some genera r, it does not enable the character to dis-
57
f
Proficiencies (Nonweapon Proficiency Descriptions) I

cover invisible creatures; he has only a gen- Charioteering: A character with profi- grist mills) to large buildings (fortresses,
eral idea of their location and cannot target ciency in this skill is able to safely guide a dams). A proficiency check is required only
them exactly. chariot, over any type of terrain that can when designing something particularly
BowyedFletcher: This character can normally be negotiated, at a rate V 3 faster complicated or unusual. An engineer must
make bows and arrows of the types given in than the normal movement rate for a char- still find talented workmen to carry out his
Table 44, page 68. iot driven by a character without this profi- plan, but he is trained to supervise and man-
A weaponsmith is required to fashion ciency. Note that this proficiency does not age their work.
arrowheads, but the bowyer/fletcher can impart the ability to move a chariot over An engineer is also familiarwith the prin-
perform all other necessary functions. The terrain that it cannot traverse: even the best ciples of siegecraft and can detect flaws in
construction time for a long or short bow is charioteer in the world cannot take such a the defenses of a castle or similar construc-
one week, while composite bows require vehicle into the mountains. tion. He knows how to construct and use
two weeks, and ld6 arrows can be made in Cobbling: The character can fashion and siege weapons and machines, such as cata-
one day. repair shoes, boots, and sandals. pults, rams, and screws.
When the construction time for the weap- Cooking: Although all characters have Etiquette: This proficiency gives the char-
on is completed, the player makes a profi- rudimentary cooking skills, the character acter a basic understanding of the proper
ciency check. If the check is successful, the with this proficiency is an accomplished forms of behavior and address required in
weapon is of fine quality and will last for cook. A proficiency check is required only many different situations, especially those
many years of normal use without break- when attempting to prepare a truly magnifi- involving nobility and persons of rank.
ing. If the check fails, the weapon is still usa- cent meal worthy of a master chef. Thus, the character will know the correct
ble, but has a limited life span: An arrow Dancing: The character knows many title to use when addressing a duke, the
breaks on the first shot; a bow breaks if the styles and varieties of dance, from folk proper steps of ceremony to greet visiting
character using it rolls an unmodified 1on dances to formal court balls. diplomats, gestures to avoid in the presence
his Id20 attack roll. Direction Sense. A character with this of dwarves, etc. For extremely unusual
Option: If a character wishes to create a proficiency has an innate sense of direction. occurrences, a proficiency check must be
weapon of truly fine quality and the DM By concentrating for ld6 rounds, the char- made for the character to know the proper
allows it, the player can opt to use the fol- acter can try to determine the direction the etiquette for the situation (an imperial visit,
lowing alternative procedure for determin- party is headed. If the check fails but is less for example, is a sufficientlyrare event).
ing the success of his attempt. When the than 20,the character errs by 90 degrees. If a However, having the character know
proficiency check is made, any failure 20 is rolled, the direction chosen is exactly what is correct and actually do what is cor-
means that the weapon is useless. However, opposite the true heading. (The DM rolls rect are two different matters. The encoun-
a successful check means that the weapon the check.) ters must still be role-played by the
enables the character to add Strength Furthermore, when traveling in the wil- character. Knowledge of etiquette does not
bonuses to attack and damage rolls. Addi- derness, a characterwith direction sense has give the character protection from a gaffe or
tionally, if the proficiency check is a natural the chance of becoming lost reduced by 5% . faux pas; many people who know the cor-
1,the range of the bow is increased 10 yards Disguise: The character with this skill is rect thing still manage to do the exact oppo-
for all range classes or is of such fine work trained in the art of disguise. He can make site.
that it is suitable for enchantment. himself look like any general type of person Fire-building: A character with fire-
Brewing: The character is trained in the of about the same height, age, weight, and building proficiency does not normally need
art of brewing beers and other strong drink. race. A successful proficiency check indi- a tinderbox to start a fire. Given some dry
The character can prepare brewing formu- cates that the disguise is successful, while a wood and small pieces of tinder, he can start
las, select quality ingredients, set up and failed roll means the attempt was too obvi- a fire in 2d20 minutes. Flint and steel are not
manage a brewery, control fermentation, ous in some way. required. Wet wood, high winds, or other
and age the finished product. The character can also disguise himself as adverse conditions increase the time to
Carpentry: The carpentry proficiency a member of another race or sex. In this 3d20, and a successful proficiency check
enables the character to do woodworking case, a -7 penalty is applied to the profi- must be rolled to start a fire.
jobs: buildmg houses, cabinetry, joinery, ciency check. The character may also Fishing: The character is skilled in the art
etc. Tools and materials must be available. attempt to disguise himself as a specific per- of fishing, be it with hook and line, net, or
The character can build basic items from son, with a -10 penalty to the proficiency spear. Each hour the character spends fish-
experience, without the need for plans. check. These modifiers are cumulative, thus ing, roll a proficiency check. If the roll is
Unusual and more complicated items (a cat- it is extremely difficult for a character to dis- failed, no fish are caught that hour. Other-
apult, for example) require plans prepared guise himself as a specific person of another wise, a hook and line or a spear will land
by an engineer. Truly unusual or highly -
race or sex (a 17penalty to the check). fish equal to the difference between the die
complex items (wooden clockwork mecha- Endurance: A character with endurance roll and the character's Wisdom score. A net
nisms, for example) require a proficiency proficiency is able to perform continual will catch three times this amount.
check. strenuous physical activity for twice as long Of course, no fish can be caught where no
as a normal character before becoming sub- fish are found. On the other hand, some
ject to the effects of fatigue and exhaustion. areas teem with fish, such as a river or pool
In those cases where extreme endurance is during spawning season. The DM may
required, a successful proficiency check modify the results according to the situa-
must be made. Note that this proficiency tion.
does not enable a character to extend the Forgery: This proficiency enables the
length of time that he can remain unaffected character to create duplicates of documents
by a lack of food or water. and handwriting and to detect such forger-
Engineering: The character is trained as a ies created by others. To forge a document
builder of both great and small things. Engi- (military orders, local decrees, etc.) where
neers can prepare plans for everything from the handwriting is not specific to a person,
simple machines (catapults, river locks, the character needs only to have Seen a simi-
58
Proficiencies (Nonweapon Proficiency Descriptions)

lar document before. To forge a name, an tables). persons and groups. Heraldry comes in
autograph of that person is needed, and a Healing A character proficient in healing many forms and is used for many different
proficiency check with a - 2 penalty must knows how to use natural medicines and purposes. It can be used to identify noble-
be successfullyrolled. To forge a longer doc- basic principles of first aid and doctoring. If men, families, guilds, sects, legions, politi-
ument written in the hand of some particu- the character tends another within one cal factions, and castes. The symbols may
lar person, a large sample of his round of wounding (and makes a successful appear on flags, shields, helmets, badges,
-
handwriting is needed, with a 3 penalty to proficiency check), his ministrations restore embroidery, standards, clothing, coins, and
the check. Id3 hit points (but no more hit points can be more. T h e symbols used may include geo-
It is important to note that the forger restored than were lost in the previous metric patterns, calligraphed lines of script,
ti.. always thinks he has been successful; the round). Only one healing attempt can be fantastic beasts, religious symbols, and
DM rolls the character's proficiency check made on a character per day. magical seals (made for the express purpose
in secret and the forger does not learn of a If a wounded character remains under the of identification). Heraldry can vary from
failure until it is too late. care of someone with healing proficiency, the highly formalized rules and regulations
If the check succeeds, the work will pass that character can recover lost hit points at of late medieval Europe to the knowledge of
examination by all except those intimately the rate of 1 per day even when traveling or different shield patterns and shapes used by
familiar with that handwriting or by those engaging in nonstrenuous activity. If the African tribesmen.
with the forgery proficiency who examine wounded character gets complete rest, he The character automatically knows the
the document carefully. If the check is can recover 2 hit points per day while under different heraldic symbols of his homeland
failed, the forgery is detectable to anyone such care. M y characters with both heal- and whom they are associated with. In addi-
familiar with the type of document or ing and herbalism proficiencies can help tion, if the character makes a successful pro-
handwriting-if he examines the document others recover at the rate of 3 hit points per ficiency check, he can correctly identify the
closely. If the die roll is a 20, the forgery is day of rest. This care does not require a pro- signs and symbols of other lands, provided
immediately detectable to anyone who nor- ficiency check, only the regular attention of he has at least a passing knowledge of the
mally handles such documents without
close examination. The forger will not real-
the proficient character. Up to six patients
can be cared for at any time.
inhabitants of that land. His heraldry skill is
of little use upon first entering a foreign
I
ize this until too late. A character with healing proficiency can land,
Furthermore, those with forgery profi- also attempt to aid a poisoned individual, Herbalism Those with herbalist kqowl-
ciency may examine a document to learn if provided the poison entered through a edge can identify plants and fungus and pre-
it is a forgery. On a successful proficiency wound. If the poisoned character can be pare nonmagical potions, poultices,
roll, the authenticity of any document can tended to immediately (the round after the powders, balms, salves, ointments, infu-
be ascertained. If the die roll is failed but a character is poisoned) and the care con- sions, and plasters for medical and pseudo-
20 is not rolled, the answer is unknown. If a tinues for the next five rounds, the victim medical purposes. They can also prepam
20 is rolled, the character reaches the incor- gains a +2 bonus to his saving throw (delay natural plant poisons and purgatives. The
rect conclusion. his saving throw until the last round of tend- DM must decide the exact strength of such
Gaming: The character knows most com- ing). No proficiency check is required, but poisons based on the poison rules in the
mon games of chance and skill, including the poisoned character must be tended to DMG.A character with both herbalism and
cards, dice, bones, draughts, and chess. immediately (normally by sacrificing any healing proficiencies gains bonuses when
When playing a game, the character may
either play out the actual game (which may
other action by the proficient character) and
cannot do anything himself. If the care and
using his healing talent (see the Healing pro-
ficiency).
I
take too much time for some) or make a pro- rest are interrupted, the poisoned character Hunting:When in wilderness settings
ficiency check, with success indicating vic- must immediately roll a normal saving character can attempt to stalk and b
tory. If two proficient characters play each throw for the poison. This result is unalter- down game. A proficiency check mus
other, the one with the highest successful die
roll wins. A character with gaming profi-
able by normal means (Le., more healing -
made with a 1penalty to the ability score
doesn't help). Only characters with both for every nonproficient hunter in the party.
ciency can also attempt to cheat, thus gain- healing and herbalism proficiencies can If the die roll is successful, the hunter (and
ing a + 1 bonus to his ability score. If the attempt the same treatment for poisons the those with him) have come within 101 to
proficiency check for the game is 17 to 20, victim has swallowed or touched (the char- 200 yards (100 + IdI00) of an animal. The
however, the character has been caught acter uses his healing to diagnose the poison group can attempt to close the range, but a
cheating (even if he won the game). and his herbalist knowledge to prepare a proficiency check must be made for each 20
Gem Cutting: A character with this profi- purgative). yards closed. If the stalking is successful, the
ciency can finish the rough gems that are A character with healing proficiency can hunter automatically surprises the game.
discovered through mining at a rate of Id10 also attempt to diagnose and treat diseases. The type of animal stalked depends on the
stones per day. A gem cutter derives no ben- When dealing with normal diseases, a suc- nature of the terrain and the whim of the
efit from the assistance of nonproficient cessful proficiency check automatically DM.
characters. A gem cutter must work with a reduces the disease to its mildest form and Juggling:The character can juggle, a tal-
good light source and must have an assort- shortest duration. Those who also have her- ent useful for entertainments, diversions,
ment of chisels, small hammers, and special- balism knowledge gain an additional +2 and certain rare emergencies. When jug-
, ly Uncut
hardened blades.
gems, while still of value, are not
bonus to this check. A proficient character gling normally (to entertain or distract), no
can also attempt to deal with magical dis- proficiency check is required. A check is
nearly as valuable as the finished product. If eases, whether caused by spells or creatures. made when trying spectacular tricks
the cutting is successful (as determined by a In this case, a successful proficiency check ("Watch me eat this apple in mid-air!").
proficiency check), the gem cutter increases diagnoses the cause of the disease. How- However, juggling also enables the charac-
the value of a given stone to the range ever, since the disease is magical in nature, it ter to attempt desperate moves. On a SUC-
appropriate for its type. If a 1 is rolled, the can be treated only by magical means. cessful attack roll vs. AC 0 (not a
work is exceptionally brilliant and the value Heraldry: The knowledge of heraldry proficiency check), the character can catch
of the gem falls into the range for the next enables the character to identify the differ- small items thrown to harm him (as
most valuable gem (the DM has the relevant ent crests and symbols that denote different opposed to items thrown for him to catch).
59
I

I
Proficiencies (Nonweapon Proficiency Descriptions)

Thus the character could catch a dagger or a his balding pate, and more. cy check is normally requ
dart before it hits. If this attack roll fails, The DM will provide information about direct the character to-make a proficiency
however, the character automatically suf- local sites and events as the character needs check in what he feels are extraordinarycir-
fers damage (sticking your hand in the path to know them. Furthermore, the character cumstances.
of a dagger is likely to hurt). can try to retell these events as entertaining Navigation: The character has learned the
Jumping: The character can attempt stories. Once the subject is chosen, he can arts of navigating by the stars, studying cur-
exceptional leaps both vertically and hor-
izontally. If the character has at least a 20-
foot running start, he can leap (broad jump)
either make a proficiency check and, if suc-
cessful, add that tale to his repertoire, or
actually tell the story to other characters. If
rents, and watc
9 for telltale signs of
land, reefs, and hid en danger. This is not
particularly useful on land. At sea, a suc-
4d6 + his level in feet. No character can the character succeeds in entertaining them, cessful proficiency check by the navigator
broad jump more than six times his height, the player need not make a proficiency roll reduces the chance of getting lost by 20 per-
however. With the same start, he can leap for the character, since he has succeeded. cent.
vertically (highjump) Id3 plus half his level The character can tell these stories to enter- Pottery: A character with this proficiency
in feet. No character can high jump more tain others, granting him a +2 bonus to his can create any type of clay vessel or con-
than 1% times his own height. Charisma for the encounter. But telling sto- tainer commonly used in the campaign
From a standing start, a character with ries to hostile beings is probably not going world. The character requires a wheel and a
this proficiency can broad jump ld6 plus to do any good. kiln, as well as a supply of clay and glaze.
half his level in feet and high jump only Mining. A character with mining profi- The character can generally create two
three feet. ciency is needed to site and supervise the small- or medium-sized items or one large-
The character can also attempt vaults operations of any mine. First, the character sized item per day. The pieces of pottery
using a pole. A vault requires at least a 30- can attempt to determine what types of ores must then be fired in the kiln for an addi-
foot running start. If a pole is used, it must or gems can be found in a given area. To do tional day.
be four to 10 feet longer than the character’s this, he must spend at least a week searching The raw materials involved cost three cp
height. The vault spans a distance equal to a four-square-mile area. The DM may rule to make a small item, five cp to make a
1% times the length of the pole. The charac- that more area must be searched to find any- medium-sized item, and one sp to make a
ter can clear heights equal to the height of thing of value and may thus increase the large item.
the pole. He can also choose to land on his amount of time required. At the end of the Reading Lips: The character can under-
feet if the vault carries him over an obstacle search, the character can say what is likely stand the speech of those he can see but not
no higher than V z the height of his pole. to be found in this area. After this, the char- hear. When this proficiency is chosen, the
Thus, using a 12-foot pole, the character acter can site the mine. On a successful pro- player must specify what language the char-
could either vault through a window 12 feet ficiency check (made secretly by the DM), acter can lip read (it must be a language the
off the ground (tumbling into the room the character has found a good site to begin character can already speak). To use the
beyond), land on his feet in an opening six mining for any minerals that may be in the proficiency, the character must be within 30
feet off the ground, or vault across a moat area. The check does not guarantee a suc- feet of the speaker and be able to see him
18 feet wide. In all cases, the pole is dropped cessful mine, only that a particular site is the speak. A proficiency check is made. If the
at the end of the vault. best choice in a given area. The DM must check fails, nothing is learned. If the check is
Languages, Ancient: The character has determine what minerals, if any, are to be successful, 70 percent of the conversation is
mastered a difficult and obscure tongue, found in the region of the mine. On a failed understood. Since certain sounds are impos-
now primarily found in the writings of check, the character only thinks he has sible to differentiate, the understanding of a
pedantic sages and sorcerers. The main use found a good site. Much effort is spent lip-read conversation is never better than
of the language is to read tomes of ancient before the character is proved wrong, of this.
secrets written by longdead mystics. This course. ReadinglWriting. The character can read
proficiency enables the character to either Once the mine is in operation, a character and write a modern language he can speak,
read and write or speak the language (his with mining proficiency must remain on- provided there is someone available to teach
choice). site to supervise all work. Although this is a the character (another PC, a hireling, or an
Languages, Modem: The character has steady job, most player characters will find NPC).This proficiency does not enable the
learned to speak a language of the known it better to hire an NPC for this purpose. character to learn ancient languages (see
world. To do so, there must be a teacher Mountaineerins A character with this Languages, Ancient).
available. This could be another player proficiency can make difficult and danger- Religion: Characters with religion profi-
character, an NPC hireling, or simply a ous climbs up steep slopes and cliffs with the ciency know the common beliefs and cults
local townsman. aid of spikes, ropes, etc. If a character with of their homeland and the major faiths of
Leathemorking. This proficiency enables mountaineering proficiency leads a party, neighboring regions. Ordinary information
a character to tan and treat leather and to placing the pitons (spikes) and guiding the (type of religious symbol used, basic atti-
make clothing and other leather objects. others, all in the party can gain the benefit tude of the faith, etc.) of any religion is
The character can make leather armor, as of his knowledge. A mountaineer can guide automatically known by the character. Sp-
well as backpacks, saddlebags, saddles, and a party up a cliff face it could not otherwise cial information, such as how the clergy is
all sorts of harnesses. climb. A character with this proficiency organized or the significance of particular
Local History: The character is a store- gains a 10percent bonus per proficiency slot holy days, requires a proficiency check.
house of facts about the history of a region spent to his chance to climb any surface. Additional proficiencies spent on religion
the size of a large county or a small prov- Note that mountaineering is not the same as enable the character either to expand his
ince. The character knows when the ruined the thief‘s climbing ability, since the latter general knowledge into more distant
tower on the hill was built and who built it does not require aids of any sort. regions (using the guidelines above) or to
(and what happened to him), what great Musical Instrument: The character can gain precise information about a single
heroes and villains fought and fell at the old play a specific musical instrument. An addi- faith. If the latter is chosen, the character is
battlefield, what great treasure is supposed tional instrument can be added for every no longer required to make a proficiency
to be kept in a local temple, how the mayor extra slot devoted to this proficiency. The check when answering questions about that
of the next town miraculously grew hair on character plays quite well, and no proficien- religion. Such expert knowledge is highly
61
useful to priest characters when dealing ment rate of the mount. This speed can be A character with riding proficiency can
with their own and rival faiths. maintained for four consecutive rounds. If perform all of the following feats. Some of
Riding, Airborne: The character is trained the check fails, an attempt can be made them are automatic, while others require a
in handling a flying mount. The particular again the next round. If two checks fail, no proficiency check for success.
creature must be chosen when the proficien- attempt can be made for a full turn. After The character can vault onto a saddle
cy is chosen. Additional proficiency slots can the rounds of increased speed, its movement whenever the horse or other mount is stand-
be used to learn how to handle other types of drops to 2/3 its normal rate and its Maneu- ing still, even when the character is wearing
mounts. Unlike land-based riding, a charac- verability Class (see Glossary) becomes one armor. This does not require a proficiency
ter must have this proficiency (or ride with class worse. These conditions last until the check. The character must make a check,
someone who does) to handle a flying mount lands and is allowed to rest for at however, if he wishes to get the mount mov-
mount. In addition, a proficient character least one hour. ing during the same round in which he lands
can do the following: * The rider can guide the mount with his in its saddle. He must also make a proficien-
* Leap onto the saddle of the creature knees and feet, keeping his hands free. A cy check if he attempts to vault onto the sad-
(when it is standing on the ground) and spur proficiency check is made only after the dle of a moving mount. Failure indicates
it airborne as a single action. This requires character suffers damage. If the check is that the character falls to the ground-
no proficiency check. failed, the character is knocked from the presumably quite embarrassed.
* Leap from the back of the mount and saddle. A second check is allowed to see if The character can urge the mount to
drop 10 feet to the ground or onto the back the character manages to catch himself (thus jump tall obstacles or leap across gaps. No
of another mount (land-based or flying). hanging from the side by one hand or in check is required if the obstacle is less than
Those with only light encumbrance can some equally perilous position). If this fails, three feet tall or the gap is less than 12 feet
drop to the ground without a proficiency the rider falls. Of course a rider can strap wide. If the character wants to roll a profi-
check. In all other situations, a proficiency himself into the saddle, although this could ciency check, the mount can be urged to
check is required. A failed roll means the be a disadvantage if his mount is slain and leap obstacles up to seven feet high, or jump
character takes normal falling damage (for plummets toward the ground. across gaps up to 30 feet wide. Success
falling flat on his face) or misses his target Riding, Land-Based: Those skilled in land means that the mount has made the jump.
(perhaps taking large amounts of damage as riding are proficient in the art of riding and Failure indicates that it balks, and the char-
a result). A character who is dropping to the handling horses or other types of ground acter must make another proficiency check
ground can attempt an immediate melee mounts. When the proficiency slot is filled, to see whether he retains his seat or falls to
attack, if his proficiency check is made with the character must declare which type of the ground.
a - 4 penalty to the ability roll. Failure has mount he is proficient in. Possibilities * The character can spur his steed on to
the consequences given above. include griffons, unicorns, dire wolves, and great speeds, adding 6 feet per round to the
Spur his mount to greater speeds on a virtually any creatures used as mounts by animal's movement rate for up to four
successful check, adding ld4 to the move- humans, demihumans, or humanoids. turns. This requires a proficiency check

62
Proficlencies (Nonweapon Proficlency Descriptions)

each turn to see if the mount can be pushed actually navigate. Crews of trained seamen components used, he can attempt to identify
this hard. If the initial check fails, no further are necessaTy to manage any ship, and they the spell being cast. A proficiency check
attempts may be made, but the mount can improve the movement rates of inland boats must be rolIed to make a correct idartificp-
move normally. If the second or subsequent by 50 percent. tion. Wizard specialists spin a +3 bonus to
check fails, the mount immediately slows to S e a m s t d a i l o r : The character can sew thecheckwhenattemptingtoihtifynagic
a walk, and the character must dismount and design clothing. He can also do all kinds of their own school. Note that since the
and lead the animal for a turn. In any event, of embroidery and ornamental work. spellcaster must be observed until the my
after four turns of racing, the steed must be Although no proficiency check is required, instant of casting, the spellcraft proficiaq
walked by its dismounted rider for one turn. the character must have at least needle and does not grant an advantage rrgsinst combat
* The character can guide his mount with thread to work. spells. The proficiency is quite useful, how-
hisknees, enabling him to use weapons that Set Snares: The character can make sim- ever, for identifying spells that would other-
two hands (such as bows and two- ple snares and traps, primarily to catch wise have no visible effect.
EzG swords) while mounted. This feat small game. These can include rope snares Those talented in this proficiency abp
does not require a proficiency check unless
the character takes damage while so riding.
and spring traps. A proficiency check must
be rolled when the snare is first constructed
have a chance (equal to 111 of their
proficiencycheck)ofrecogniziq masiu) or
f1
In this case, a check is required and failure and every time the snare is set. A failed pro- magicauy endowed constructs for what
means that the character falls to the ground ficiency check means the trap does not work they are.
and sustains an additional ld6 points of for some reason. It may be that the work- Stonemuow A stonemason is able to
damage. manship was bad, the character left too build structures from stone so that they loet
* The character can drop down and hang much scent in the area, or he poorly con- many years. He cpn do simple stone UN-
alongside the steed, using it as a shield cealed the finished work. The exact nature ings, such as lettering, c o l u m , and flow=
against attack. The character cannot make of the problem does not need to be known. ishes. The stone can be mortared, c a d d y
an attack or wear armor while performing The character can also attempt to set traps fitted without mortar,or loose#yfitted a d
this feat. The character’s Armor Class is and Snares for larger creatures: tiger pits chinked with rocks and earth. A stonemas-
lowered by 6 while this maneuver is per- and net snares, for example. A proficiency on equipped with his tools (hammers,
forme+ Any attacks that would have struck check must be rolled, this time with a - 4 chisels, wedges, blodc and tackle) caa buiki
the character’s normal Armor Class are con- penalty to the ability score. In both cases, a plain section of w d one foot thick, tcn
sidered to have struck the mount instead. setting a successful snare does not ensure feet long, and five feet high in one day, pro-
No proficiency check is required. that it catches anything, only that the snare vided the stone has already bem cut. A
* The character can leap from the back of works if triggered. The DM must decide if stonemason m4 also supervise the work of
his steed to the ground and make a melee the trap is triggered. unskilled laborers to quarry
attack against any character or creature Thief characters (and only thieves) with stonemason is needed for every
within 10 feet. The player must roll a suc- this proficiency can also attempt to rigman- ers. Dwarves are among the most accom-
cessful proficiency check with a -4 penalty traps. These can involve such things as plished stonemasons in the work& they
to succeed. On a failed roll, the character crossbows, deadfalls, spiked springboards, receive a +2 bonus when using this skill. ~

fails to land on his feet, falls clumsily to the etc. The procedure is the same as that for Survival: This proficiency must be
grpund, and suffers Id3 points of damage. setting a large snare. The DM must deter- applied to a specific environment-i.e., a
Rope Use: This proficiency enables a mine the amount of damage caused by a specific type of terrain and weather factors.
character to accomplish amazing feats with man-trap . Typical environmentsinclude arctic, woo&
rope. A character with rope use proficiency Setting a small snare or trap t&es one land, desert, steppe, mountain, or tropical.
is familiar with all sorts of knots and can tie hour of work. Setting a larger trap requires The character has basic survival knowkdsp
knots that slip, hold tightly, slide slowly, or two to three people (only one need have the for that terrain type.Additional proritioncy ‘
loosen with a quick tug. If the character’s proficiency) and 2d4 hours of work, Setting slots can be used to add more types of ter-
hands are bound and held with a knot, he a man-trap requires one or more people rain.
can roll a proficiency check (with a -6 pen- (depending on its nature) and Id8 hours of A character skilled in survival has a basic
alty) to escape the bonds. work. To prepare any trap, the character knowledge of the hazards hc might face in
This character gains a +2 bonus to all must have appropriate materials on hand. that land. He understands the effects of the
attacks made with a lasso. The character Characters with animal lore proficiency weather and knows the proper steps to
also receives a +10 percent bonus to all gain a +2 bonus to their ability score when lessen the risk of exposure. He knows the
climbing checks made while he is using a attempting to set a snare for the purposes of methods to locate or gather drinkabie
rope, includingattempts to belay (secure the catching game. Their knowledge of animals water. He knowshow to find basic, not nec-
end of a climbing rope) companions. and the woods serves them well for t& pur- essarily appetizing, food where none is
Running: The character can move at pose. They gain no benefit when attempting apparent, thus staving off starvation. Fur-
twice his normal movement rate for a day. to trap monsters or intelligent beings. thermore, a character with sunrival skill can
At the end of the day he must sleep for eight Singing: The character is an accom- instruct and aid others in the same situation.
hours. After the first day’s movement, the plished singer and can use this ability to When using the proficiency to find food or
character must roll a proficiency check for entertain others and perhaps earn a small water, the character must roll a proficiency
success. If the die roll succeeds, the charac- living (note that bards can do this automati- check. If the check is failed, no more
ter can continue his running movement the cally). No proficiency check is required to attempts can be made that day.
next day. If the die roll fails, the character sing. The character can also create choral The survival skill in no way releases the
cannot use his running ability the next day. works on a successful Proficiency check. player characters from the hardship and
If involved in a battle during a day he spent Spellcrpft:Although this proficiency does horrors of being lost in the wilderness. At
running, he suffers a -1 penalty to his not grant the character any spellcasting best it alleviates a small portion of the suf-
attack rolls. powers, it does give him familiarity-withthe fering. The food found is barely adequate,
Seaaunshlp: The character is familiar different forms and rites of spellcasting. If and water is, discovered in miniscule
with boats and ships. He is qualified to he obse~esand overhears someone who is amounts. It is still quite possible for a char-
work as a crewman, although he cannot casting a spell, or if he examines the material acter with survival knowledge to die in the
63
Proficiencies (Nonweapon Proficiency Descriptions)

wilderness. Indeed, the little knowledge the chance to track. When following a trail, the character (and
character has may lead to .overconfidence For example, if Thule's Wisdom score is those with him) must slow down, the speed
and doom1 16 and he is trying to track through mud h e n d i n s t on the character's modificd
Smlmming: A character with swimming (+4), at night (-6), during a sleet storm &e t o k k as found from Table 39.
proficiency knows how to swim and can- (-5), his chance to track is 9 (16 + 4 - 6
move according to the rules given in the -5). (Thuleis a ranger, so he does not suffer Tabk 4a MOVEMENT WHILE
Swimming section (page 120). Those with- the -6 penalty for non-rangers tracking.) TRACKING
out this proficiency carinot swim. They can For tracking to succeed, the creature Chance to Track Movement Rke
hold their breath and float, but they cannot tracked must leave some type of trail. Thus 1-6 1/4 normal
move themselves about in the wat< it is virtually impossible to track flying or 7-14 1/2normal
Tightrope W W s The character can noncorporeal creatures. The DM may allow 14 or greater 3/4 normal
attempt to walk narrow ropes or beams this in rare instances, but he should also
with greater than normal chances of suc- assign substantial penalties to the attempt. In the earlier example, Thule has a mc
cess. He can negotiate any narrow surface To track a creature, the character must fied tracking chance of 9,so he moves ai
not angled up or down greater than 45 first find the trail. Indoors, the tracker must his normal movement rate.
degrees. Each round the character can walk have seen the creature in the last 30minutes TnsnWsgt The character is practiced in
60feet. One proficiency check is made eve- and must begin tracking from the place last all manner of aqrobatics-dive, roils, som-
ry 60 feet (or part thereof), with failure indi- seen. Outdoors, the tracker must either ersaults, handstands, flips, ctc. Tumbling
cating a fall. TRe check is made with a -10 have seen the creature, have eyewitness can only be performed while burdened with
penalty to the ability score if the surface is reports of its recent movement ("Yup, we light encumbrance or less. Aside from enter-
one inch or less inwidth (a rope), a -5 pen- saw them o r a just high-tail it up that trail taining, the character with tumbling profi-
alty if two inches to six inches wide, and there not but yesterday."), or must have ciency can improve hi5 Armor Class by 4
unm& if seven inches to 12 inches obvious evidence that the creature is in the against attacks directed solely at him in any
wide. Wider than one foot requires nacheck area (such as a well-used game trail). If these round of combat, provided he has the initia-
fM pr&cient characters under normal cir- conditions are met, a proficiency check is tive and foregoes d attacks that mud.
cumstances. Every additional proficiency rolled. Success means a trail has been When in manned combat he can improve
spnr on tightrope walking reduces these found. Failure means no trail is found. his attack roll by 2.
penalties by 1.Use of a balancing rod reduc- Another attempt cannot be made until the On a 6uca88fu1proficiency check, he suf-
es the penalties by 2. Winds or vibrations in above conditionsare met again under differ- fers only one-hdf the normal damage from
Wline increases the penaltip by 2 to 6. ent circumstances. falls of 60 feet or less and none from falls of
Tlte character can attempt to fight while Once the trail is found, additional profi- 10 feet or less. Falls from greater heights
on a tightrope, but he suffers a - 5 penalty ciency checks are rolled for the following result in normal damage.
to uttadc roll a d must roll a successful situations: Ventriloquirm:The character has k d
psoHcisncy check at the beginnii of each * The chance to track decreases (terrain, the secrets of "throwing his voice." Al-
round to avoid falling off. Since the charac- rain, creatures leaving the group, darkness, though not actually making sound come
ter cannot maneuver, he gains no adjust- etc.). from somewhere else (like the spell), the
ments to his Armor Class for Dexterity. If he A second track crosses the first. character can deceive others into b e b b g
is struck while on the rope, he must roll an * The party resumes tracking after a halt this to be so. W h l using ventril-, the
immdiate proficiency check to retain his (to rest, eat, fight, etc.). sound must be rela-
balance. Once the tracker fails a proficiencycheck, The nature of
'hew Characters with tracking profi- another check can be rolled after spending the speaking object and the intelligeme of
. ciency are able to follow the trail of crea- at least one hour searching the area for new modify the charactds
tures and characters across most types of signs. If this check is. fafed, no further he character makes an
terrain. Characters who are not rangers roll attempts can be made. If several trackers are object talk (a book,
a proficiency check with a -6 penalty to folEovving a trail, a + 1 bonus is added to the mug, etc.), a -5 V y is applied to his
t
their ability scores; rangers have no penalty ability score of the most adept tracker. Once ability score. If a be able souroe (a PC or
to their ability scores. In addition, other he loses the trail, it is lost to all. NPC) is made to qppear to speak, a +2
modifiers are also applied to the attempt, If the modifiers lower the chance to track bonus is added to I his ability score. The
according to Table 39. below 0 (e.g., the modifiers are -11 and the observer's intel- modifies this as fol-
character's Wisdom is IO), the trail io totally lows:
Table 3% TRACKING MODIFIERS lost to that character and further tracking is
impossible- (even if the chance later Intell@nce M
Terrain Mod. lessthan3
improves). Other characters may be able to
Soft or muddy ground +4 3-5
continue tracking, but that character can-
Thick brush, vines, or reeds +3 6-8
+2
not.
Occasional signs of passage, dust A tracking charatter can also attempt to 9-14
Normal ground, wood floor 0 15-16
identify the type of creaturesbeingfollowed
Rocky ground or shallow water -10
and the approximate number by rolling a 17-18
Every two creatures in the group +1 proficiency check. All the normal tracking 19 +
Every 12 hours since trail was made -1
Every hour of rain, snow, or sleet modifiers apply. One identifying check can A succedd profi 'encycheck means the
-5
Poor lighting (moon or starlight) -6
be rolled each time a check is rolled to fol- character has su&lly deceived his audi-
Tracked party attempts to hide trail -5
low the trail. A succedul check identifies ence. One check must be made for e v e
the creatures (provided the character has sentence or response. The character is lim-
The modifiers in Table 39 are cum- some knowledge of that type of creature) ited to sounds he could normally make (thus
ulative-total the modifiers for all condi- and gives a rough estimateof their numbers. the roar of a lion is somewhat beyond him).
tions that apply and combine that with the Just how accurate this estimate is depends Since ventriloquism relies on deception,
tracker's Wisdom score to get the modified on the DM. people's knowledge of speech, and assump
64

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