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Chapter 4: Character ClassesWarriors
Rogues
Priests
Wizards
Multi-classed and Dual-classed CharactersNon-adventurers
Chapter 4: Character Classes The next step in creating a Players Option hero is choosing a vocation. There are four basic types of characters in the AD&D game: warriors, wizards, priests, and rogues. Each character receives a number of points to spend on class abilities. That means priests of the same faith no longer are carbon copies of each other. Warriors can have widely varying skills. Characters are limited only by their players imaginations. Character points are used to purchase skills, and the number of points available vary with classes. Character classes share common terminology. Three of the most-used terms are: Experience pointsthe measure of a characters learning. They are awarded by the DM after each adventure in response to a characters actions and accomplishments. When a character gains enough experience points, he advances a level and his abilities improve. Levelrefers to the stage of the characters development in his class. A beginning character is first level. When the character earns enough experience points, he advances to second, then third, and so on. Different classes advance at different rates. Prime requisiteis the term that refers to the ability score most important to a particular class. For example, Strength is the prime requisite for fighters. A character needs to meet all ability score and prime requisite requirements to become a member of a certain class. Some classes have more than one prime requisite. Any character with a prime requisite score of 16 or greater receives an extra 10% bonus to experience point awards.
Warriors Warriors make their way in the world by the strength of their muscles and the swiftness of their swords. Warrior classes include the fighter, paladin, and ranger. Using the Players Option system, all members of the warrior group:
Table 18: Warrior Melee Attacks By Level
Use the table below to determine the rate at which they advance in levels.
Table 19: Warrior Experience Levels
Fighter Ability Requirements: Strength 9 Prime Requisite: Strength Allowed Races: All Fighters are experts with weapons, and they are often masters of tactics and strategy. Perseus, Hercules, Hiawatha, Beowulf, and Sinbad are fighters of legend. Hannibal, Alexander the Great, Charlemagne, and Spartacus are real-world warriors. The principal attribute of a fighter is Strength, as he needs to heft and use his weapons and carry the weight of his armor for long periods. Good scores in Dexterity and Constitution also are desirable. Fighters can be of any alignment.
Building a Fighter with Character Points Fighters have 15 character points to spend on abilities. Each of the abilities below cost 5 to 10 character points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. A standard fighter spends his character points to acquire the abilities of weapon specialization and gaining followers. 1d12 for hit points (10): Instead of rolling a 10-sided die to determine initial hit points and how many new hit points the fighter receives at each level, a 12-sided dice is rolled instead. Building (5): The knowledge to construct heavy war machines, siege engines, and siege towers. Defense bonus (10): +2 bonus to Armor Class if unarmored and unencumbered. Followers (5/10): By purchasing this skill, a fighter can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 9th level. If this is purchased as a 10-point ability, the fighter can attract followers whenever he establishes a stronghold, regardless of level. Refer to the warrior section of the Players Handbook for more details on followers. Increased movement (5): A fighters base movement score is 15 rather than 12. Leadership (5): The ability to lead large numbers of troops into battle. The fighter is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men. Magic resistance (10): Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would have an 18% Magic Resistance score. Move silently (10): A fighter with this ability has a chance to move silently like a thief. This chance is equal to his Dexterity score plus his level. For example, an 8th level fighter with a 17 Dexterity score has a 24% chance to move silently. The fighter cannot wear armor above studded leather. Look to the thief table for penalties for additional armor. Multiple specialization (10): This ability can be taken in place of the 5-point ability to specialize in a single weapon. A fighter with this ability can specialize in as many weapons as he desires. The character point cost must be met for each individual specialization. Poison resistance (5): Fighters with poison resistance gain a +1 bonus to all saving throws versus poison. Spell resistance (5): Fighters with spell resistance gain a +1 bonus to all saving throws versus spells. Supervisor (5): The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the fighter also can supervise the building of semi-permanent fortifications. War machines (5): The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. Weapon specialization (5): This fighter has the ability to specialize in a particular weapon. The character point cost for acquiring the specialization must also be met (see page 118).
Optional Restrictions A fighter can gain bonus character points to spend on the above abilities by accepting a voluntary restriction on his normal abilities. The restrictions with their point values follow: Limited armor (5/10/15): A fighter with this restriction is limited in his selection of armor. If the character is restricted to chain mail or lighter armor, this restriction gives him 5 CPs; if he is limited to studded leather or lighter armor, he gains 10 CPs; and if he cannot wear any armor at all, this restriction is worth 15 CPs. (The character can always use a shield.) Limited weapon selection (5): A fighter with this restriction is limited in his choice of weapons. He can choose to gain proficiency only in melee weapons (no missile weapons allowed); he can choose to learn only cleric weapons (bludgeoning weapons); or he can choose to learn only thief weapons (club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff). Limited magical item use (5+): A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.
Paladin Ability Requirements: Strength 12 Constitution 9 Wisdom 13 Charisma 17 Prime Requisite: Strength, Charisma Allowed Races: Human The paladin is a noble and heroic warrioroften literally the knight in shining armora symbol of all that is right, good, and just in the world. Examples of paladins include Sir Lancelot, Sir Gawain, Sir Galahad of King Arthurs Round Table, and Roland and the 12 Peers of Charlemagne. For more on these men, see Charlemagnes Paladins Historical Reference book for the AD&D game. Such a warrior has high ideals to maintain at all times. Only humans can become paladins. A paladin must be lawful good in alignment. Any paladin who changes alignment loses all his special powers. This loss might be temporary or permanent, depending on the circumstances. A paladin who consciously commits a chaotic act must find a lawful good cleric of at least 7th level, confess the act, and seek penance. If a paladin knowingly commits an evil act, the characters status as a paladin is forever lost. If such an act is committed by the paladin under duress (enchanted or controlled by magic), the loss of status remains in effect until the paladin completes a major quest for the cause of good. The paladin gains no experience points for this quest, but if successfully completed, he regains the status and powers of his paladinhood. All paladins have the following restrictions:
Paladins receive 60 character points with which to purchase class abilities. Each of the abilities below cost 5 to 10 character points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. A standard paladin spends his character points to acquire the abilities of circle of power 5, curative 10, detection 5, faithful mount 5, healing 5, health 5, protection from evil 5, saving throw bonus 10, and turn undead 10. Circle of power (5): If the paladin has a holy sword, he can project a circle of power 10' in diameter. This circle dispels hostile magic at a level equal to the experience level of the paladin Curative (10): Cure diseases of all types once a week for every five experience levels. For example, a 10th level paladin can use his cure disease ability two times a week. (This ability is ineffective against lycanthropy.) Detection (5): Detect evil monsters or creatures up to 60' away by concentrating. A paladin can do this as often as he wishes, but each use takes one round. Faithful mount (5): The paladin can summon a special steed at 4th level. This faithful steed might not be a horseit may be any creature the DM deems appropriate. This steed is bonded to the paladin. However, this steed does not simply appear when called. The paladin likely must find his mount in a memorable way, such as on a quest. Healing (5): The ability to heal himself or another by the laying on of hands once a day. The paladin can restore two hit points per his experience level. Health (5): Immunity to all forms of disease. (Paladins are not immune to lycanthropy and mummy rot.) Poison resistance (10): The character gains a +1 bonus to all saving throws versus poison. Priest spells (10): The Players Handbook states that at 9th level a paladin can cast priest spells from the following spheres: combat, divination, healing, and protection. However, by purchasing this ability, paladins can cast spells beginning at 4th level. Paladins do not gain extra spells for possessing high Intuition scores, nor can they cast spells from cleric or druid scrolls. The spell progression chart for paladins appears below.
Table 20: Paladin Spell Progression
* Maximum level of spell ability Protection from evil (5): The paladin has a natural aura with a 10' radius. Within this aura, summoned or evil creatures suffer a 1 penalty to all attack rolls. Creatures affected by this aura know the paladin to be the source of their discomfort. Resist charm (10): Paladins with this ability gain a +2 bonus to saving throws versus charm-like spells and abilities. Saving Throw Bonus (10): Paladins with this ability gain a +2 bonus to all saving throws. Turn undead (10): When the paladin attains 3rd level he can turn undead. This ability functions as if the paladin were a cleric two levels lower. For example, a 6th level paladin would turn undead as a 4th level cleric. See the Players Handbook for information on turning undead. Weapon specialization (10): This paladin can specialize in a particular weapon. The character point cost must be met in addition.
Optional Restrictions A paladin can gain bonus character points to spend on the above abilities by accepting voluntary restrictions on his warrior abilities. The restrictions are the same as those listed for Fighters.
Ranger Ability Requirements: Strength 13 Dexterity 13 Constitution 14 Wisdom 14 Prime Requisite: Strength, Dexterity,Wisdom Allowed Races: Human, elf, half-elf The ranger is a hunter and a woodsman who lives in the wilderness. Robin Hood, Orion, and Jack the Giant Killer all are examples of rangers. Rangers must be of one of these alignments: lawful good, neutral good, or chaotic good. They must abide by the following restrictions:
Ranger characters receive 60 character points to purchase class abilities. Each of the abilities below costs 5 to 10 character points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. A standard ranger spends his character points to acquire the abilities of empathy with animals, followers, hide in shadows, move silently, priest spells, special enemy, two-weapon style, and tracking proficiency.
Table 21: Rangers Spell-Casting Abilities
* Maximum spell ability
Table 22: Ranger Abilities By level
* Maximum percentile score ** Also used to determine the characters climbing score.
Bow bonus (5): A ranger with this ability gains a +1 attack bonus when using any type of bow.Climbing (10): A ranger can climb trees, cliffs, and other natural formations. The rangers climbing score is equal to his Dexterity/Balance score plus the hide in shadows percentage (see Table 22) for a character of his level. Note that a ranger does not have to have the hide in shadows ability to have a climbing ability, the two skill simply use similar numbers. Detect noise (10): As the thief ability. Use the rangers Intuition score plus his move silently percentage to determine his chance for success. Empathy with animals (10): When dealing with a domestic or non-hostile animal, the ranger can approach and befriend it automatically. The ranger also can discern the health and nature of such animals. When approaching wild animals or those trained to attack, the animal must make a saving throw vs. rods to resist the rangers friendly overtures. There is a 1 penalty to the roll for every three experience levels of the ranger. For example, if the approaching ranger is 7th level, the animals saving throw penalty is 2. If the animal fails the save, the ranger can adjust the animals reaction by one category. Find and remove wilderness traps (10): These traps include pits, snares, etc. A rangers chance for success is equal to his move silently percentage. See the table farther below. Followers (10): At 10th level, the ranger attracts 2d6 followers. Use Table 19 in the Players Handbook to determine what kind of creatures the ranger attracts. The ranger does not need to build a stronghold or fort. Hide in Shadows (5): A ranger can hide in shadows, as the thief ability, in natural surroundings if he is wearing studded leather or lighter armor. See Table 22 for the rangers chance of success. The ranger also can attempt to use this ability in other settings, but his chance of success is halved Move silently (5): A ranger can move silently, as the thief ability, in natural surroundings if he is wearing studded leather or lighter armor. See Table 22 for the rangers chance of success. The ranger also can attempt to use this ability in other settings, but his chance of success is halved. Pass Without Trace (10): By selecting this ability at character creation, a ranger gains the druid ability to pass without trace once a day. Priest spells (10): Starting at level eight, a ranger can learn priest spells of the plant and animal spheres. He follows the normal rules for priest spells, though he does not gain extra spells for a high Wisdom/Intuition score. A ranger cannot use clerical scrolls. The rangers spell progression is presented on Table 21. Sneak attack (10): If a ranger successfully moves silently and hides in shadows, he can sneak-attack in natural settings, as the thiefs backstab ability. The ranger strikes and does backstab damage as a thief of the same level. Speak with animals (5): Once a day a ranger can speak with animals, as the spell. Special enemy (10): Rangers focus their efforts on one exceedingly bothersome type of creature. A ranger must choose his special enemy before reaching 2nd level. Sample enemies include orcs, trolls, bugbears, and lizard men. The DM must approve the players choice. From that point on, the ranger gains a +4 bonus to his attack rolls when encountering that type of creature. The ranger can attempt to hide the enmity he feels for these creatures, but he suffers a 4 penalty on reaction rolls vs. that type of creature. Further, the ranger should seek out such creatures over other foes in combat, unless there is some greater danger. Tracking proficiency (5): The ranger gains the tracking proficiency, and the characters tracking skill automatically improves by +1 for every three levels. For example, a 10th level ranger improves his tracking score by +3. Two-weapon style (5): A ranger can fight with two weapons and suffer no penalties to his attacks rolls. No shield can be used when a ranger fights in this manner. If the ranger wears armor heavier than studded leather, the standard penalties fro two-weapon fighting apply. Weapon specialization (10): This ranger can specialize in a particular weapon. The character point cost must be met in addition.
Optional Restrictions A ranger can gain bonus character points to spend on the above abilities by accepting voluntary restrictions on his warrior abilities. The restrictions are the same as those for Fighters.
Rogues Rogues are scoundrels, living by their wits day to dayoften at the expense of others. Not all rogues are outright criminals, but many of them possess a shady past theyd rather not have made public. Rogues have several special abilities, the success of which is determined by using percentile dice. Refer to the rogue section of the Players Handbook for more information. There are two classes of roguesthieves and bards. Both use the following table to dictate their level advancements. All rogues roll 1d6 for their hit points from 1st through 10th level. After that, rogues add 2 hit points per level.
Thief Ability Requirements: Dexterity 9 Prime Requisite: Dexterity Allowed Races: All The profession of thief is not a particularly honorable one. However, many famous folk heroes have been thieves, robbing from the corrupt and wealthy and giving to the poor and hungry. The thief can be a romantic figure, even a swashbuckling one. Examples are Oliver Twist, Hanse Shadowspawn, Ali Babba, Aladdin, and Bilbo Baggins. Thieves are limited in their selection of weapons to: club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, and staff.
Table 23: Rogue Experience Levels
Thieves receive 80 character points to spend on skills from the following list. Skills cost 5 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. Many of the skills can be improved as thieves advance levels. This is explained after the skill section. Skills marked with an asterisk (*) can be improved as a thief advances in level. Refer to the appropriate table. Backstab (10): Thieves are practiced in the art of quietly eliminating guards and sentries. If a thief strikes a target from behind with surprise, the thief gains a +4 bonus on his attack roll, and the blow does additional damage. Table 24 defines the extra damage:
Table 24: Backstab Damage Multiplier
Bribe* (5): A thief can bribe an official with gifts of money or merchandise. Only one bribe can be attempted per target. If the attempt fails, the DM should make a reaction roll for the target to determine how he counters the bribe. Climb walls* (5): This skill lets thieves climb smooth or vertical surfaces. Defense bonus (10): +2 bonus to Armor Class when unarmored and unencumbered. Detect illusion* (10): Thieves can see detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist. Detect magic* (10): Thieves can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magicdim, faint, moderate, strong, and overwhelming. Detect noise* (5): This is the ability to hear sounds others usually cant. Escaping bonds* (10): There comes a time in every thiefs career when his luck runs out and the he is apprehended. The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. The thief must roll to break every device binding him. If hes tied at the wrists and at the ankles, then he must make two successful rolls to free himself. This skill takes five rounds to use. A thief might hurry his efforts, but he suffers a 5% penalty for each round he tries to shave. Locked items also require the thief to successfully pick the locks. A failure on any attempt means that the thief cannot loose that bond or pick the lock. Find/remove traps* (10): Many people try to protect their important belongings from thieves with small mechanical traps or alarms. As a result, thieves have developed skills to find and disarm these traps. Followers (5/10): By purchasing this skill, a thief can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 10th level. If this is purchased as a 10-point ability, the thief can attract followers whenever he establishes a stronghold, regardless of level. Refer to the thief section of the Players Handbook for more details on followers. Hide in shadows* (5): A thief can attempt to disappear in shadows, bushes, and crannies. A successful thief will be effectively invisible as long as he remains all but motionless. Slow, deliberate movements are allowed. Move silently* (5): This is the ability to move without making noise. The movement rate of a thief attempting this is reduced to 1/3 his normal rate. Open locks* (10): A thief can try to pick all types of locks using skill, tools, finesse, and luck. If a thief fails to open a lock, he cannot attempt to open that lock again until advancing a level. Pick pockets* (10): A thief uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the thief did not come away with an item, but it does not indicate the thief was caught in the act. To determine if a thiefs attempt was noticed, subtract three times the victims experience level from 100. If the thiefs roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 5th level fighter and failedand the thiefs roll was 85 or higherthe thief is noticed. (5x3 = 15. 10015 = 85.) Read languages* (5): A thief needs every edge he can get, and the ability to read languages can help. Scroll use (5/10): At 10th level, a thief can use magical spell scrolls. By purchasing this skill as a 10-point ability, he has a chance to read scrolls at any level. If a thief fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. Consult Table 25 for the thiefs chance to read a scroll:
Table 25: Thief Scroll Use
Thieves cant (5): Thieves use slang terms when referring to their illegal operations. This lets them converse about such dealings in the open without others knowing what they are talking about. Tunneling* (10): A thief might need to dig a tunnel to get to a cache of riches. His success at tunneling depends on several factors. The tunneling table below shows the time required to dig through 10 feet of earth with adequate tools. Every 10 feet, the thief must make a skill check, failure meaning that the front of the tunnel collapses. It can be re-dug at the loose earth rate.
Table 26: Tunneling
Table 27: Thieving Skill Base Scores
Weapon specialization (15): This thief can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition. Skill points: After a thiefs skills are selected, consult the thieving tables to determine base scores for certain abilities and how to modify those abilities based on race, Dexterity, and armor or lack thereof. Next, allocate 60 additional discretionary points among the thiefs "scored" skills. These skills include: pick pockets, open locks, find/remove traps, move silently, hide in shadows, detect noise, climb walls, read languages, detect magic, detect illusion, bribe, tunneling, and escape bonds. Further, each time a thief advances a level, he is awarded 30 discretionary points to divide among those abilities.
Table 28: Thieving Skill Racial Adjustments
Table 29: Thieving Skill Dexterity Adjustments Aim, Balance, or Dexterity
Table 30: Thieving Skill Armor Adjustments
Bard Ability Requirements: Dexterity 12 Intelligence 13 Charisma 15 Prime Requisite: Dexterity, Charisma Allowed Races: Human, half-elf AD&D game bards are loosely derived from Celtic poets who sang their tribes histories. Examples include the Pied Piper of Hamelin, Alan-a-Dale, Will Scarlet, and Homer. A bard should be glib of tongue, light of heart, and fleet of foot. A bard is a jack-of-all-trades, but a master of none. He fights as rogue, but he can use any weapon. A bard can wear any armor up to, and including, chain mail, but he cannot use a shield. All bards are skilled singers, vocalists, and musicians. A bard character automatically begins play with the proficiencies of Singing and Musical Instrument, in the instrument of the players choice. The character does not have to expend character points for these bonus proficiencies, but he may choose to use CPs to increase his level of skill by raising his proficiency scores or acquiring the appropriate traits (see Chapter Six). Bards have 70 character points to spend on skills from the following list. Skills costs 5 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. Many of the skills can be improved as bards advance levels. This is explained after the skill section.
Table 31: Bard Scroll Use
Table 32: Bard Spell Progression Bard Spell level
Skills marked with an asterisk (*) can be improved as a bard advances in level. Alter moods (5): When performing before a non-hostile group, the bard can alter the groups mood. This can be achieved via an inspiring poem, a tragic tale, a collection of jokes, or a lively tune. Everyone hearing the bards performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses apply a 1 modifier to each roll. If the save fails, the groups current attitude can be shifted one level in the direction chosen by the bard. See the reactions section of the Dungeon Master Guide for more details. Animal friendship (10): Once a day, the bard can cast the equivalent of an animal friendship spell by singing a soothing song. Charm resistance (5): Bards with this ability gain a +1 bonus to all saving throws versus charm-like spells and effects. Climb walls* (5): This skill lets bards climb smooth or vertical surfaces. Counter effects (10): Bards are able to counter the effects of songs and music used as magical attacks by performing a counter song. All characters within 30' of the bard are immune to such attacks. For example, the bards adventuring party would be immune to the effects of a harpys song. The bard can perform no actions other than a slow walk while countering magic with his music. If he is struck in combat or fails any saving throw, the effect of his counter song ends. More details of this power can be found in the Players Handbook. Detect magic* (10): Bards can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magicdim, faint, moderate, strong, and overwhelming. Detect noise* (5): This is the ability to hear sounds others usually cant. History (10): In his travels, a bard learns a great many things. The bard can read and write his native language and knows his areas local history. In addition, a bard has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. The bard need not touch the item, but he must examine it closely. Pick pockets* (10): A bard uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the bard did not come away with an item, but it does not indicate the bard was caught in the act. To determine if a bards attempt was noticed, subtract three times the victims experience level from 100. If the bards roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 7th level wizard and failedand the thiefs roll was 79 or higherthe thief is noticed. (7x3 = 21. 10021 = 79.) Rally friends (5): The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard can spend three full rounds rallying his friends with one of the following effects: a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus on Morale rolls during the upcoming battle. The range is 10' per level of the bard, and the duration is one round per level of the bard. Read languages* (5): A bard needs every edge he can get, and the ability to read languages could put him ahead of his competitors. Sound resistance (5): Bards gain a +2 bonus to saving throws vs. sound-based magical attacks such as: harpys song, dragonnes roar, sphinxs roar, the shout spell, yeth hound howl, and sirine song. Scroll use (5/10): At 10th level, any bard can use magical spell scrolls. By purchasing this skill as a 10-point ability, he has a chance to read scrolls at any level. If a bard fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. Consult Table 31 for the bards chance to read a scroll. Weapon specialization (10): This bard can specialize in a particular weapon. The character point cost must be met in addition. Wizard spells (10): Bards are dabblers in magic, studying it in a rather disorganized fashion. They cannot specialize in a school of magic. They can cast spells once they reach 2nd level, and they begin with one to four spells in their spell books. A bards spell-casting level is equal to his actual experience level. The bards spell progression chart follows. After a bards skills are selected, consult the table below to determine base scores. If the bard has skills from the table, record the appropriate scores. These skills can improve as the bard gains levels. Skill points: Next, allocate 20 discretionary points among the bards "scored" skills. If the bard possesses only one of those skills, all 20 points are allotted to it. If the bard did not select any of those skills, the 20 points can be spent on nonweapon proficiencies or saved for use during the game. Each time a bard advances a level, he is awarded 15 discretionary points to divide among those abilities.
Table 33: Bard Skill Base Scores Climb Hear Pick Read Detect walls noise pockets languages magic 50% 20% 10% 5% 10%
Priests A priest is a follower and advocate of a particular fantasy deitymost often one of a group, or pantheon, of deities. He acts in a manner appropriate to his deity, and uses his powers and skills to help others advance the beliefs of his religion. All priest characters can cast spells granted them by their deity, wear many types of armor, and use many weapons. Priest spells are divided into Spheres of Influence, which mirror the interests of the priests deity. A priest either has Major or Minor access to a sphere. Major access means that a priest potentially can cast any spell in that sphere. Minor access indicates that the priest can cast only first- through third-level spells from that sphere. The spell progression for a priest is presented below.
Clerics Ability Requirements: Wisdom 9 Prime Requisite: Wisdom Allowed Races: All Clerics are the most common type of priest character, and they generally are good-aligned. Clerics are sturdy soldiers in the service of their deity. They can wear any type of armor and carry a shield, but they are restricted to using only blunt, bludgeoning weapons. They can use many magical items, including magical versions of their armor and weapons. Spells are the clerics primary tool. Normally, a cleric spends character points to gain major access to the spheres of all, astral, charm, combat, creation, divination, guardian, healing, necromantic, protection, summoning, and sun, as wall as minor access to the elemental sphere.
Table 34: Priest Spell Progression Spell level
* Usable only by priests with 17 or greater Wisdom scores ** Usable only by priests with 18 or greater Wisdom scores All priests gain 1d8 hit points for levels 19. Thereafter, priests earn 2 hit points per level.
Table 35: Priest Experience Levels
* See the Players Handbook section on hierophant druids. A cleric receives 125 character points to spend on skills and abilities from the following list. Skills cost 3 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. Access to spheres: Access to a sphere of spells costs 3 to 15 character points, as shown on the table below:
Casting reduction (5): The clerics spell casting time is reduced by 1. All spells still retain a minimum casting time of 1. Detect evil (10): Clerics with this ability can see emanations of evil from creatures or objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions. Detect undead (10): Clerics can detect all undead within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions. Clerics cannot detect undead through stone or other thick materials. Expert healer (5): This ability allows the character to cast one cure light wounds spell a day in addition to the number of spells the priest can normally cast. Followers (5/10): By purchasing this skill, a cleric can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 8th level. If this is purchased as a 10-point ability, the cleric can attract followers whenever he establishes a stronghold, regardless of level. Refer to the priest section of the Players Handbook for more details on followers. Hit point bonus (10): Clerics with this ability use 1d10 to determine their hit points rather than 1d8. Know alignment (10): This ability allows the character to cast the know alignment spell once a day. This is in addition to the number of spells the priest can normally cast. Resist energy drain (5): Priests with this ability gain a +1 bonus to saving throws vs. the energy drain spell and the level-draining attacks of undead. If the attack does not normally allow a saving throw, this ability has no effect. This abilitys saving throw bonus does apply to characters protected by the negative plane protection spell. Spell duration increase (10): The duration of all non-instantaneous spells cast by the cleric increases by 1 round for every two experience levels of the cleric. For example, a 6th level cleric has his spells durations increased by 3 rounds. Turn undead (10): The cleric is granted power over undead, such as zombies, skeletons, vampires, and liches. Clerics can drive away these creatures, and as clerics advance in faith and experience levels, they can destroy some forms of undead. Below is the chart for turning undead. Warrior-priests (10): Priests who select this ability use the warrior Strength and Constitution bonuses for exceptional scores. For example, a priest could have an 18/30 Strength, and he could gain bonus hit points for having a Constitution score greater than 16. Weapon allowance (5): A priest with this ability can choose a favored edged weapon of his deity. For example, a cleric of the elven deity Corellon Larethian could use a long sword, or a priest of the Norse god, Odin might wield a spear. The character must still purchase proficiency in the allowed weapon. Weapon specialization (15): This priest can specialize in a particular weapon. The character point cost must be met in addition. Wizardly priests (15): These priests gain access to one school of wizard spells and can cast them as if they were clerical spells. The priests must continue to observe the number of various level spells they can cast each day.
Table 36: Turning Undead
T = automatically turns that type of undead, D= destroys that type of undead. D* =an additional 2d4 creatures are turned
Specialty Priests Specialty priests are encountered in campaigns where DMs develop or import a mythos or a particular pantheon of deities. The many possible types of specialty priests go beyond the scope of this book. However, players and DMs interested in designing these priests should consult the Players Handbook, the Complete Priests Handbook, and the Legends & Lore book. One example of a specialty priest, the druid, is presented below.
Ability Requirements: Wisdom 12 Charisma 15 Prime Requisite: Wisdom, Charisma Allowed Races: Human, half-elf The druids of history lived among the Germanic tribes of Western Europe and Britain during the days of the Roman Empire. They acted as advisors to tribal chieftains. They believed the earth was the mother of all things, and they revered it, the sun, the moon, and certain trees as deities. Druids in the AD&D game are nature priests, protecting pristine woodlands from the depredations of monsters and civilization. They are only loosely based on their historical namesakes. A druid is allowed to wear only leather armor and use only wooden shieldsnatural materials. A druid may use only the following weapons: club, sickle, dart, spear, dagger, scimitar, sling, and staff. A druids standard selection of spells includes major access to the spheres of all, animal, elemental, healing, plant, and weather, and minor access to divination. A druid can use magical items allowed to priests, except for books and scrolls. A druid has 100 character points to purchase skills. Skills costs 5 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. Access to spheres: The standard druid selection (see above) costs 60 character points. Or, the druid can purchase spheres individually just as clerics do (see page 57). Bonus spell (5): Once per day the druid can cast an animal friendship spell. This is a bonus spell and does not count against the druids spell total for the day. Cold resistance (5): +2 saving throw bonus vs. cold- or ice-based attacks. Communicate with creatures (10): A druid can acquire the languages of woodland creatures, at the rate of one language per level. For example, a fourth level druid could have four such languages. Some woodland creatures include: centaurs, dryads, elves, fauns, satyrs, gnomes, dragons, lizard men, manticores, nixies, pixies, sprites, and treants. Elemental spell bonus (5): When the druid casts spells from the elemental sphere, all level-based variables (range, duration, etc.) are calculated as if the druid were one experience level higher than the characters actual level. Hit point bonus (10): Druids with this ability use 1d10 to determine their hit points rather than 1d8. Identify (5): At 3rd level, a druid can accurately identify plants, animals, and clean water. Immunity to charm (5/10): According to the Players Handbook, at 7th level a druid becomes immune to charm spells cast by woodland creatures. However, by purchasing this ability for 10 points, a Players Option druid gains this immunity immediately. Immunity to disease (10): A druid with this ability is immune to natural diseases. Pass without trace (5): At 3rd level, a druid with this ability can pass without trace, as per the spell, at his normal movement rate. Purify water (5): This ability allows the character to cast one purify food and drink spell a day in addition to the number of spells he can normally cast. Fire/Electrical Resistance (5): a +2 bonus to all saving throws vs. fire and electrical attacks. Hide in Shadows (5): A druid can hide in shadows, as the ranger ability, in natural surroundings. See Table 22 in the ranger section for the chance of success. Move silently (5): A druid can move silently, as the ranger ability, in natural surroundings. See Table 22 in the ranger section for the chance of success. Secret language (5): Druids can speak a secret language only they know, and they use it to converse with each other. Shapechange (10/15): According to the Players Handbook, at 7th level a druid gains the ability to shapechange. However, by purchasing this skill for 15 character points, a Players Option druid gains the following shapechanging abilities: At 5th level, a druid can change into a bird once a day. At 6th level, he can also change into a reptile once a day. By 7th level a druid can also change into a mammal. The size and shape assumed by the druid can vary from that of a bullfrog or small bird to that of a black bear. The druid can assume the forms of normal creatures only. When assuming a new form, a druid is healed of 1060% of any damage he has suffered (round down). The druid also assumes the creatures physical characteristics (armor class, movement mode and rate, etc.). The druids clothing and one item held in each hand also become part of his new shapethese reappear when the druid resumes his bipedal form. Weapon specialization (15): This druid can specialize in a particular weapon. The character point cost must be met in addition.
Wizards Wizards command staggering energies and make dangerous opponents. The power to control magical energies comes from the mind, and as such, Intelligence is very important. Wizards cannot wear armor, as it not only interferes with the forces they control, but also goes against their way of thinking. They are limited in the number of weapons that they can wield in combat. Permissible weapons are: knife, dagger, staff, darts, and slings. All wizards have the ability to cast numerous offensive, defensive, and informative spells. The spell progression chart for wizards is below. Just as there are spheres of clerical spells, there also are schools of wizard magic. There are eight schools, and details on them can be found in the Players Handbook. Wizards also possess the capacity to use magical items such as wands, rods, staves, rings, scrolls, and potions. Finally, wizards can create new magical spells and itemsfrom scrolls and elixirs to mighty weapons.
Mage Ability Requirements: Intelligence 9 Prime Requisite: Intelligence Allowed Races: Human, half-elf, elf Mages are more versatile than specialist wizards, who are limited to casting spells from certain schools. Mages can cast spells from any school of magic. Examples of mages from legend and literature are: Merlin, Gandalf, Medea, and Circe.
Table 37: Wizard Spell Progression Wizard Spell Level
All wizards roll d4s to determine their hit points when they advance from 1st through 10th levels. Thereafter, a wizard gains 1 hit point per level.
Table 38: Wizard Experience Levels
Wizards have 40 character points to spend on skills from the following list. These abilities range from 5 to 15 character points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. Access to schools: It costs 5 points per school to which the wizard has access. For example, if a wizard wanted to have access to six schools, the cost would be 30 character points. Normally, wizards spend 40 points to cast spells from the eight standard schools: abjuration, alteration, conjuration/summoning, enchantment/ charm, divination, illusion/phantasm, invocation/evocation, and necromancy. Note that the spells that make up the optional schools of alchemy, geometry, and elemental magic (from the Tome of Magic) are generally included in the standard schools of magic. Armored wizard (15): This wizard can cast spells while wearing the armor of his choice. Automatic spells (5): When a wizard with this spell gains access to a new level of spells, the character automatically gains a spell of that level for the characters spellbook. Casting reduction (5): The casting time of all the mages spells is reduced by 1. If a spells original casting time is 1, it is not reduced. Combat bonus (10): A wizard with this ability uses the rogue THAC0 chart. Detect magic (10): Characters purchasing this ability can detect magic once a day for every two levels. For example, a 7th level mage can detect magic three times a day. This is in addition to any detect magic spells the mage might carry. The character can spot magical radiations within his line of sight, up to 60' away. He can determine the intensity of the magicdim, faint, moderate, strong, and overwhelming. Extend duration (10): The duration of all non-instantaneous spells increases by 1 round for every two experience levels of the wizard. For example, if a 6th level wizard casts a spectral hand spell, it will last 15 rounds rather than 12 rounds. Hit point bonus (10): These wizards use 1d6 for determining hit points rather than 1d4. Warrior hit point bonus (5): A wizard with this ability can enjoy the benefits of a high Constitution score as if he were a fighter. For example, if this wizard had a Constitution score of 18, he would gain 4 bonus hit points a level, rather than 2. Priestly wizards (15): These wizards gain access to one sphere of priest spells and can cast them as if they were wizard spells. These characters must continue to observe the number of various level spells they can cast each day. Read magic (5): Characters purchasing this ability can read magic once a day for every two levels. For example, a 4th level mage can read magic twice a day. This is in addition to any read magic spells the mage might carry. Resistance to sleep and charm (5): This wizard gains a +1 bonus to all saving throws versus sleep and charm spells, if the spell or effect allows a saving throw. Weapon specialization (15): This wizard can specialize in a particular weapon. The character point cost for gaining proficiency and then specialization must be met in addition to this cost.
Optional Restriction Limited magical item use (5+): A wizard with this restriction disdains enchanted items as a crutch for the weak and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; and all weapons and armor.
Specialist Wizards Specialist wizards, such as illusionists, are those who choose to concentrate their studies on one particular magic school. The 12 schools of magic are: Abjuration, Alchemy, Alteration, Conjuration/Summoning, Divination, Enchantment/Charm, Geometry, Illusion, Invocation/Evocation, Necromancy, Shadow and Song. (In addition, the Tome of Magic describes elemental wizards and wild mages.) For each school of magic, there is an opposition school or schools. Specialist wizards can never cast any spells from as opposing school. The chart that details all the requirements, opposition schools, races eligible for each specialization, and minimum ability scores follows.
Table 39: Specialist Wizard Requirements
H= Humans, 1/2 E=half-elves, E=elves, G=gnomes All specialist wizards (illusionists, enchanters, and so on) gain 30 character points to buy skills. The skills below cost 5 to 15 points each. Any remaining points can be spent on nonweapon proficiencies or saved for use during the game. Access to schools: A specialist wizard automatically has access to all schools of magic that are not specifically noted as opposition schools for his specialty. (Note that spells from opposition schools that happen to be included in alternate schools such as song magic, alchemy, or elemental magic are still not available to the specialist. Wild magic is available only to wild mages.) Armored wizard (15): This wizard can cast spells while wearing the armor of his choice. Automatic spells (5): Each time the specialist wizard is able to learn a new level of spells, he can select one spell from his specialty school to learn automatically (without a check). Bonus spells (10): Specialist wizards gain one additional spell per spell level. The extra spell taken must belong to the wizards school of specialization. For example, a 5th level mage can cast four 1st level spells, two 2nd level spells, and one 3rd level spell. But a 5th level specialist wizard can cast five 1st level spells, three 2nd level spells, and two 3rd level spellsprovided the added spells are from his chosen school. Casting reduction (5): The casting time of all the wizards spells from his chosen school is reduced by 2. All spells have a minimum casting time of 1. Combat bonus (10): A wizard with this ability uses the rogue THAC0 chart. Detect magic (10): Characters purchasing this ability can detect magic once a day for every three levels. For example, a 7th level mage can detect magic twice a day. This is in addition to any detect magic spells the mage might memorize. The character can spot magical radiations within his line of sight, up to 60' away. He can determine the intensity of the magicdim, faint, moderate, strong, and overwhelming. Extend duration (10): The duration of all non-instantaneous spells from the wizards chosen school increases by 1 round for every experience level of the caster. For example, if a 6th level necromancer casts a spectral hand spell, it will last 18 rounds rather than 12 rounds. Intense magic (5): If a specialist wizard casts a spell from his chosen school, the targets of that spell suffer a 1 saving throw penalty. Learning bonus (5): A +15% bonus when attempting to learn new spells belonging the wizards school of specialization. No components (10): The ability to designate one specialty-school spell per character level as a spell that does not require material components. For example, a 3rd-level specialist may have a total of three spells in his spellbook that do not require material components. Range boost (5): The reach of all ranged spells (spells with a range other than 0, self, or touch) from the wizards chosen school is increased by 25%. For example, the 1st level wizard spell charm person has a range of 120 yards. That range is increased to 150 yards. Read magic (5): Characters purchasing this ability can read magic once a day for every two levels. For example, a 4th level mage can read magic twice a day. This is in addition to any read magic spells the mage might memorize. Research bonus (5): When attempting to research and create a new spell of his specialized school, treat the spell as one level lower than its actual level. Saving throw bonus (5): +1 bonus on saving throws vs. spells cast at them from their school of specialization. This bonus can be purchased several times with a cumulative effect.
Optional Restrictions Learning penalty (5): A specialist wizard with this restriction suffers a penalty of 15% to all learn spell rolls outside his own specialty. Limited magical item use (5+): A wizard with this restriction disdains enchanted items as a crutch for the weak and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; and all weapons and armor. More opposition schools (5+): A specialist wizard with this restriction may choose to take additional opposing schools, gaining 5 character points for each additional school in opposition to his specialty. Only standard schools (i.e., those described in the Players Handbook) can be selected as additional opposition schools.
Multi-Classed and Dual Classed Characters All the rules from the Players Handbook and the Dungeon Master Guide still apply to multi-classed and dual-classed characters. However, character points can enhance these divided heroes.
Multi-classed PCs Multi-classed characters are demihumans with two or more professions-fighter/thief, cleric/wizard, thief/wizard/fighter, etc. Such a character gets to spend the full allotment of CPs granted by each class. The points from each class must be spent buying abilities from that classs list only. The character receives, however, only one classs allowance of CPs for purchasing proficiencies; he gets the largest number allowed by his various classes. He can choose proficiencies from any of those allowed to any of his classes. When character points are awarded for advancing a level, they must be divided by the number of classes the character has (retain fractions, dont round them up or down).
Dual-classed PCs Dual-classed characters are humans who change their current classes and adopt new professions. For example, a 5th level fighter might put away his sword and become a 1st level wizard. When heand any other characterchanges professions, any unspent character points are lost. The 1st level wizard spends his new character point allotment normally, as if he were adventuring from scratch. When the wizards new level exceeds that of his first class, he can freely use the abilities of both classesfollowing all the normal game rules for such a character.
Non-Adventurers Players Option rules gives DMs the opportunity to expand nonplayer characters. No longer will every blacksmith, jeweler, or horse-trainer have a THAC0 of 20 and be limited to 1d6 hit points. A DMs cast of regularly-appearing NPCs can have more substance.
NPC Tiers Important NPCs should be created using the Players Option rules. This includes generating the six ability scores, determining the 12 subability scores, and deciding the race. Character points should be allotted for weapon and nonweapon proficiencies. NPCs who are not adventurers should not be awarded class-based character points. Instead, the DM should determine how experienced the NPCs are. Three levels of expertise are defined below. Apprentice: These NPCs likely are young people who have not yet mastered their trade. Roll 1d6+2 to determine their hit points (plus or minus any Constitution modifiers that apply). Give these NPCs 10 character points to purchase proficiencies, traits, and disadvantages. Any character points unspent from the purchase of racial abilities also may spent in this way. Skilled: These NPCs tend to be young to middle-aged adults. Roll 1d8+4 to determine their hit points and add any Constitution bonus. Skilled NPCs also 15 character points to spend, plus any unspent from the purchase of racial abilities. Master: NPCs such as these have been at their profession a number of years. Masters have 20 character points, plus any unspent from the purchase of racial abilities. Master NPCs can be quite hardy. Roll 2d6+6 to determine their hit points. Add any Constitution bonus. If DMs advance an important NPC from one level to the next, simply supply the NPC with an additional 5 character points and add 2 to 6 to the NPCs hit point total. DMs can expand this system if they wish, creating even more experienced NPCs.
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