the darkhold grimoire

 

 

 

 

 

 

 

 

 

a tutorial and reference manual

to be used with

the advanced dungeons & dragons™

 role–playing game

 

 

 

 

 

 

 

 

 

 

 

 

a  PhaseOfTheMoon©  product


 

 

DARKHOLD™  RELEASE X5.0              3 January 1991

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Darkhold™ is a trademark of PhaseOfTheMoon Software, Inc.

 

 

 

AD&D™                                         is a trademark of TSR, Inc.

Dungeons &Dragons™                  is a trademark of TSR, Inc.

Advanced Dungeons &Dragons™  is a trademark of TSR, Inc.

 

the "Player's Handbook"                is a publication of TSR, Inc.

the "Unearthed Arcana"                  is a publication of TSR, Inc.

the "Oriental Adventures"               is a publication of TSR, Inc.

the "Dungeon Master's Guide"      is a publication of TSR, Inc.

the "Deities & Demigods"             is a publication of TSR, Inc.

 


contents

 

 

 

Introduction.......................................................................................................... 7

miscellaneous notes.................................................................................. 8

cast of characters used in examples.......................................................... 8

Chapter 1    Creating a Character...................................................................... 9

Guidelines................................................................................................ 9

Rolling up ability scores........................................................................... 9

An example.............................................................................................. 10

Filling out the character............................................................................ 13

Chapter 2    Character Classes.......................................................................... 28

General Information................................................................................. 28

"Dual Class" characters............................................................................ 29

The Acrobat.............................................................................................. 30

The Assassin............................................................................................ 31

The Barbarian........................................................................................... 32

The Bard.................................................................................................. 33

The Bounty Hunter.................................................................................. 36

The Cavalier............................................................................................. 37

The Cleric................................................................................................. 39

The Druid................................................................................................. 41

The Fighter............................................................................................... 43

The Houri................................................................................................. 44

The Illusionist.......................................................................................... 45

The Magic-User....................................................................................... 46

The Monk................................................................................................ 47

The Paladin.............................................................................................. 51

The Ranger............................................................................................... 52

The Thief.................................................................................................. 53

The Witch................................................................................................ 54

Chapter 3    Skills............................................................................................. 57

General Discussion.................................................................................. 57

Skills by Class table................................................................................. 59

Skill Descriptions..................................................................................... 65

Acrobatics.................................................................................... 66

Acute Hearing.............................................................................. 67

Alertness...................................................................................... 67

Animal Noise............................................................................... 67

Armory......................................................................................... 68

Art................................................................................................ 68

Barbery........................................................................................ 68

Basketry....................................................................................... 68

Blacksmithery.............................................................................. 68

Boating......................................................................................... 69

Boatwright.................................................................................... 70

Bookkeeping................................................................................ 70

Brewery........................................................................................ 71

Business Sense............................................................................ 71

Calligraphy................................................................................... 71

Carpentry/Woodcrafting.............................................................. 72

Cartography................................................................................. 72

Climbing...................................................................................... 73

Cooking....................................................................................... 73

Coopery....................................................................................... 74

Courtly Graces............................................................................. 74

Disguise....................................................................................... 75

Diving.......................................................................................... 77

Engineering.................................................................................. 77

Expert Horsemanship................................................................... 78

Falconry....................................................................................... 78

Farming........................................................................................ 79

Fire Building................................................................................ 79

First Aid....................................................................................... 79

Fishing......................................................................................... 79

Fletching/Boyery.......................................................................... 80

Foreign Language........................................................................ 80

Forester/Naturalist........................................................................ 80

Forgery........................................................................................ 80

Gaming/Gambling........................................................................ 80

Glassblowing............................................................................... 80

Gold/Silversmithing..................................................................... 80

Heraldry....................................................................................... 81

Horsemanship.............................................................................. 81

Horticulture.................................................................................. 81

Hunting........................................................................................ 81

Husbandry................................................................................... 81

Jewellery/Gemcutting................................................................... 81

Linguistics.................................................................................... 82

Literacy/Cyphering....................................................................... 82

Locksmithing............................................................................... 82

Magistry....................................................................................... 82

Map Reading................................................................................ 82

Master Armory............................................................................. 83

Mechanics.................................................................................... 83

Mining......................................................................................... 83

Mountaineering............................................................................ 83

Navigation.................................................................................... 83

Netting......................................................................................... 83

Perfumery.................................................................................... 83

Piloting......................................................................................... 83

Pottery.......................................................................................... 84

Public Speaking........................................................................... 84

Recognize Value........................................................................... 84

Religious Knowledge................................................................... 84

Rope Use..................................................................................... 84

Running....................................................................................... 85

Sailing.......................................................................................... 85

Scholarship.................................................................................. 85

Seamanship.................................................................................. 85

Service.......................................................................................... 85

Sex Appeal................................................................................... 86

Silent Movement.......................................................................... 86

Sleight of Hand............................................................................ 86

Spell Recognition......................................................................... 86

Spying.......................................................................................... 86

Swimming.................................................................................... 86

Tailoring....................................................................................... 87

Tanning/Leatherworking.............................................................. 87

Teamster....................................................................................... 87

Two Weapons.............................................................................. 87

Ventriloquism............................................................................... 87

Weaponsmith............................................................................... 87

Weather Recognition.................................................................... 88

Chapter 4    Combat......................................................................................... 91

The Segmental System............................................................................. 91

Hand Weapons........................................................................................ 91

Missile Weapons..................................................................................... 91

Surprise.................................................................................................... 92

Dexterity Effects table.............................................................................. 93

Multiple Attacks....................................................................................... 96

Monk's Attack.......................................................................................... 96

Parry........................................................................................................ 96

Disarming................................................................................................ 97

Entangling................................................................................................ 97

Critical Hits and Fumbles......................................................................... 97

Class Allowance....................................................................................... 98

New Weapons.......................................................................................... 98

Exceptions................................................................................................ 99

Multiple Proficiencies.............................................................................. 99

Weapons.................................................................................................. 101

Weapons Capabilities table.......................................................... 101

Movement................................................................................................ 103

Calculating Movement.................................................................. 103

Chapter 5    Spell Casting................................................................................. 107

Memorizing Spells................................................................................... 107

Hit Points................................................................................................. 108

Intelligence & Wisdom Immunities......................................................... 108

Illusions causing damage......................................................................... 113

Chapter 6    Darkhold — the World................................................................. 114

Geography............................................................................................... 114

Religions.................................................................................................. 114

History..................................................................................................... 114

Astronomy............................................................................................... 114

Chapter 7    Darkhold — the Legends.............................................................. 117

Black Razor.............................................................................................. 117

the Darkhold............................................................................................ 117

Island of the Prince with No Arms........................................................... 117

Isle of the WitchBlade.............................................................................. 118

the Book of Took..................................................................................... 118

the Esper Citadel...................................................................................... 118

the Road of the Dead................................................................................ 118

the Shrinking Disease.............................................................................. 119

the SoulForge........................................................................................... 119

the WitchBlade......................................................................................... 119

Chapter 8    Darkhold — the People................................................................ 121

countries................................................................................................... 121

Countries & Other Political Entities......................................................... 121

Military Forces......................................................................................... 122

Aeserd, the Grand Jarldom of................................................................... 123

Augustinian Empire, the........................................................................... 124

Blackmoor, the Kingdom of..................................................................... 126

Caprice, the Princedom of........................................................................ 127

Deerhart, the Kingdom of......................................................................... 129

Duland..................................................................................................... 130

Eagle's Nest, the Free City of................................................................... 131

Elfheim, the Kingdom of.......................................................................... 132

En, the Duchy of...................................................................................... 133

Gnollwood, the......................................................................................... 135

Gods' Cup................................................................................................ 136

Greyhawk, the Republic of....................................................................... 137

Iron Hills, the Kingdom of the................................................................. 138

Joe's Place................................................................................................ 139

Katana...................................................................................................... 140

Keeli, the Protectorate of.......................................................................... 141

Kosala...................................................................................................... 142

Leensport, the County of.......................................................................... 143

Mark's Town, the County and City of...................................................... 144

Martine, the Duchy of.............................................................................. 145

Midgard, the Jarldom of........................................................................... 146

Nestle, the Kingdom of............................................................................ 147

Ra, the Theocracy of................................................................................. 148

Saladin, the............................................................................................... 150

Seahawk, the CityState of......................................................................... 151

Stormgate, Citadel of................................................................................ 152

Vanir, the Shining Kingdom of................................................................ 153

White Dragon, the True Province of......................................................... 154

Index.................................................................................................................... 159

 


INTRODUCTION

 

 

WHY THE DARKHOLD GRIMOIRE?

 

I started playing D&D as a freshman at Northwestern University.  It was very relaxing to bash monsters on the weekends as a way to relieve the accumulated tension of having professors bash on me all week.  (For those who think Role Playing Games are bad, I could have been doing a lot worse things than saving Fair Maidens from the Evil Hordes.)  As I and my fellow gamers got more experience with the game, we tinkered with some rules that didn't seem to make much sense.  My sophomore year the AD&D system came out and we tinkered with those rules too.  By the time I was ready to graduate, we had a whole system of variant rules for the AD&D game that we spread by word of mouth.  It wasn't that the AD&D rules were bad (they must have done some­thing right for me and millions of others to squander our laundry money in favor of buying some very thin books), it's just that we came up with some rules that filled in some gaps, streamlined play in some areas, and expanded on some certain fields.

 

Now it's over a decade since I learned to play and I (and several others) decided it was time to write down some of our accumulated "wisdom".  The DARKHOLD GRIMOIRE reflects the cumulative creativity of quite a few people.  The idea of the DG is the same as the idea behind the AD&D system - to play fair and have fun.  If you find that the DG helps, that's great.  But I won't be too offended if you pick and choose, and modify these rules.

 

 

                                                                                                    Bobby Mitchell

                                                                                                    Author

                                                                                                    January 1991

 

 

 

 

 

 

 

 

 

<future rebuttal goes here>

 

                                                                                                    David P. Murphy

                                                                                                    Editor

                                                                                                    January 1991

 


miscellaneous notes

 

 

 

1.  When used in measurements, the character " will always mean doublemark, never inches.  If inches are to be specified, the word "inches" will be used.

 

2.  The notation L indicates level of experience.

 

3.  Items are sometimes grouped into three lists:  one for things to ignore completely from TSR books, another for changes to items in TSR books, and a third for brand new addi­tions (mostly darkhold-oriented).

 

 

 

 

 

 

cast of characters used in examples

 

 

                                                                  strength    con     dexterity  intelligence wisdom charisma

Frito the Human Fighter                              18 /00      18          17                5                4            10

Guido the Human Cleric                             13           17          15              12              18            12

Rocky the HalfElf Ranger                           18 /00      18          17              18              18            18

Gimme the Dwarven Assassin                     13           18          18 /52         12                7              9

Bimbo the Halfling Thief                            10           17          18 /95         12              12            13

GunSight the Grey Elven Magic-User          7           16          15              18              15            12

Flash Bazbo the Psychedelic Dragon          22           18          16              12                9            10

 


 


 

 

 

1

 

 

 

 

 

 

creating a character

 

 

 

 

 

 

 

 

 

 

Guidelines

 

check the various combinations that race/age/sandbagging could bring.  While the "Racial Benefits/Disadvantages" & "Ability Effects by Race" tables are rather necessary for deciding the race, the age is considerably easier:  choose "Mature", unless you have chosen a spellcasting class, in which case you might want to choose "MiddleAge" - see the "Accumulated Age Ability Effects" table.  Note that the original charisma and comeliness are saved for encounters with other charac­ters of the same race.

 

 

WHAT SHOULD A CHARACTER BE LIKE?

 

As is noted in the various game books, the typical adventurer should be several cuts above the typical peasant.  After all, the character is destined to be the subject of folk songs and tall tales.  However, a character with all 18's probably would have died in childhood as a result of jealousy.  The system detailed below will typically yield at least one 18 and one or two other scores in the 15 and over range without making everyone a SuperDuperMan.

 

 

rolling up ability scores

 

1.  Roll 4d6 eight times.

 

2.  Drop the lowest score from each set.

 

3.  Drop the worst set.

 

4.  Roll 1d6 seven times, indicating each time which particular die score you are trying to replace.

 

5.  Assign the seven values to the desired attributes.  You will want to consider very strongly at this point the race and class (or classes) you would like to play.

 

6.  Roll percentile for strength and dexterity that are 18.

 

7.  Now check the various combinations that race/age/sandbagging could bring.  While the "Racial Benefits/Disadvantages" & "Ability Effects by Race" tables are rather necessary for deciding the race, the age is considerably easier:  choose "Mature", unless you have chosen a spellcasting class, in which case you might want to choose "MiddleAge" - see the "Accumulated Age Ability Effects" table.  Note that the original charisma and come­liness are saved for encounters with other characters of the same race.

 

8.  Adjust for race - add the values from the chosen category from the "Ability Effects by Race" table.  When rising above 18, the rate is 1 line on the strength/dexterity table per point added.

 

9.  Adjust for age - add the values from the chosen category from the "Accumulated Age Ability Effects" table.  When rising above 18, the rate is as described for race adjust­ments.

 

10.  "Sandbag" at the rate of two points for one.  No more than four points may be taken off any one characteristic (or else every Fighter would be ugly and graceless).  When rising above 18, the rate is .10 per point bought - e.g., if you have an 18/18 strength and trade 4 charisma points for 2 strength, your strength jumps to 18/38 - which means you do not move at all on the strength table and you are uglier to boot.  If you sandbag charisma or comeliness, the saved values drop correspondingly.  Also, sandbagging can not push a score past 18/51.

 

11.  Calculate whether the character has a special ability:  the chance is equal to 1%, plus (the number of points above 16 in all attributes) / 2 percent.  Round all fractions up.  If the roll is made, assign a small, non-balance threatening, special ability.  Examples would be infra- or ultra- vision in a character that would not normally have them, a free weapons proficiency, or something else that is nice to have but definitely minor-league.

 

 

an example

 

(STEP 1)

 

"Roll 4d6 eight times."  Mike started out ok but plummeted quickly.

 

6 6 2 2

5 5 3 1

5 1 1 1

4 3 3 3

5 3 3 2

6 3 2 1

3 3 2 1

3 3 2 1

(STEP 2)

 

"Drop the lowest score from each set."

 

6 6 2 = 14

5 5 3 = 13

5 1 1 =  7

4 3 3 = 10

5 3 3 = 11

6 3 2 = 11

3 3 2 =  7

3 3 2 =  7

(STEP 3)

 

"Drop the worst set."  Note that Mike cleverly dropped set #8 as opposed to set #3, for although they are apparently similar (both add up to seven), having two "1"s in a single set offset by a high value for the third member (the "5") offers much more room for improvement in the next step.

 

6 6 2 = 14

5 5 3 = 13

5 1 1 =  7

4 3 3 = 10

5 3 3 = 11

6 3 2 = 11

3 3 2 =  7

(STEP 4)

 

"Roll 1d6 seven times."  Mike got very good rolls here, changing the "2" in set #1 to a "5", the "3" in set #6 to a "4", the "2" in set #6 to a "6", the "2" in set #7 to a 3, and all three scores in set #3 to sixes, the lucky guy.

 

6 6 5 = 17

5 5 3 = 13

6 6 6 = 18

4 3 3 = 10

5 3 3 = 11

6 4 6 = 16

3 3 3 =  9

(STEP 5)

 

"Assign the values to the desired attributes."  You will want to consider very strongly at this point the race and class you would like to play.  Mike had a fighter (no particular race) in mind, so he chose:

 

                            strength   18

                           dexterity   17

                      constitution   16

                            wisdom   13

                       intelligence   11

                           charisma   10

                       comeliness     9

 

(STEP 6)

 

"Roll percentile for strength and dexterity that are 18."  Mike made 23 for his strength roll.

 

                            strength   18 /23                  

                           dexterity   17

                      constitution   16

                            wisdom   13

                       intelligence   11

                           charisma   10

                       comeliness     9

 

 

(STEP 7 AND 8)

 

"Check the race/age/sandbagging combinations." "Adjust for race." After careful deliberation (a 50 cent piece), Mike chose dwarf as his character's race.  Racial adjustments for dwarves are +1 constitution and -1 charisma and comeliness.  Note that the original charisma and comeliness are saved for encounters with other dwarves.

 

                            strength   18 /23                  

                           dexterity   17

                      constitution   17

                            wisdom   13

                       intelligence   11

                           charisma     9        (10)

                       comeliness     8          (9)

 

(STEP 9)

 

"Adjust for age."  Mike decided that his character, now named Flint, would be 123 years old, which is "mature" for a dwarf, resulting in age adjustments of

 

YOUNG ADULT:        +1 constitution                            -1 wisdom

MATURE:                                                +1 strength    +1 wisdom

 

for an actual total of

 

flint:                         +1 constitution    +1 strength

 

Note that the +1 for strength bumped him to the very bottom of the next line on the Strength table (not just 10%).

 

                            strength   18 /51                  

                           dexterity   17

                      constitution   18

                            wisdom   13

                       intelligence   11

                           charisma     9        (10)

                       comeliness     8          (9)

 

(STEP 10)

 

"Sandbag as desired within the four points per characteristic limit."  For the next-to-last step, Mike decided to sandbag one point each from Flint's charisma and intelligence to obtain another point for dexterity.  Mike made a 13 on his d20 roll to get the 18/51 dexterity, so he rolled percentile to determine the actual score and got 39.  Note that the saved charisma is dropped as well.  Note that Mike wisely decided not to drop his comeliness to sandbag another score - you never know when having a pretty face will save you.

 

 

 

                            strength   18 /51                  

                           dexterity   18 /39                  

                      constitution   18

                            wisdom   13

                       intelligence   10

                           charisma     9        (10)

                       comeliness     8          (9)

 

(STEP 11)

 

Mike then calculated Flint's chance of having a special ability.  In his case it was equal to 1%  + (2% + 2% + 2%) /2 = 4%.  Mike rolled a 50 on percentile dice and so did not get a special ability.  Had Mike made the roll, the DM might have decided that an appropriate ability for Flint would have been double range infravision (120' instead of 60').

 

Mike had now finished creating Flint's ability scores, and he needs to flesh out the character.

 

 

 

 

Filling out the character

 

STRENGTH

            ToHit bonus

            Damage bonus

            Weight Allowance

            Open Doors

            Bend Bars/Lift Gates

DEXTERITY

            AC adjustment

            ToHit bonus

            Saving Throw bonus

CONSTITUTION

            Hit Points

            Resistance to Various Things

            System Shock Survival

            Resurrection Survival

WISDOM

            Wisdom Bonus against mind affecting spells

            Number of Extra Spells (clerical)

INTELLIGENCE

            Language Bonus

            Percentile Chance of Knowing Spells (magic-user)

            Easier to learn Skills

CHARISMA

            Reaction Adjustment

            Loyalty Adjustment

            Adjustment to Comeliness score

COMELINESS

            Initial Reaction Adjustment

            Influence

psionics

travelling name

true name

age

languages known

            Common

            Alignment

            possible Class (Thieves Cant or Druidic)

            national (Greek, Norse, Egyptian, etc.)

            racial (Elvish, Dwarvish, etc.)


attribute modifications

 

attribute modifications due to age

 


      ABILITY             Young Adult     Mature     Middle Aged     Old    Venerable


(straight)


      Strength                                           +1                 -1               -2            -1
      Dexterity                                                                                 -2            -1
      Constitution                +1                                      -1               -1            -1
      Wisdom                      -1                 +1                +1             +1          +1
      Intelligence                                                           +1                            +1
      Charisma                                                                                                     
      Comeliness


(accumulated)


      Strength                       0                  +1                  0               -2            -3
      Dexterity                      0                   0                   0               -2            -3
      Constitution                +1                +1                  0               -1            -2
      Wisdom                      -1                  0                  +1             +2          +3
      Intelligence                   0                   0                  +1             +1          +2
      Charisma                      0                   0                   0                0             0
      Comeliness                  0                   0                   0                0             0

 

RACE

 


age categories by race

 


      race              Young Adult        Mature        Middle Aged          Old               Venerable


     Dwarf
         Grey                    35  -    50        51  - 150        151  -  250      251  - 350         351  -    450
         Hill                      35  -    50        51  - 150        151  -  250      251  - 350         351  -    450
         Mountain            40  -    60        61  - 175        176  -  275      276  - 400         401  -    525


     Elf
         Grey                  150  -  250      251  - 650        651  - 1000    1001  - 1500      1501  -  2001
         High                  100  -  175      176  - 550        551  -  875      876  - 1200      1201  -  1600
         Valley                100  -  175      176  - 550        551  -  875      876  - 1200      1201  -  1600
         Wild                  100  -  175      176  - 550        551  -  875      876  - 1200      1201  -  1600
         Wood                  75  -  150      151  - 500        501  -  800      801  - 1100      1101  -  1350
         Drow
               Male              50  -  100      101  - 400        401  -  600      601  - 800         801  -  1000
               Female          50  -  100      101  - 400        401  -  600      601  - 800         801  -  1000


     Gnome                    50  -    90        91  - 300        301  -  450      451  - 600         601  -    750


     HalfElf                    24  -    40        41  - 100        101  -  175      176  - 250         251  -    325


     Halfling                   22  -    33        34  -   68          69  -  101      102  - 144         145  -    199


     HalfOgre                 13  -    16        17  -   35          36  -    50        51  -   70           71  -      90


     HalfOrc                   12  -    15        16  -   30          31  -    45        46  -   60           61  -      80


     Human                    14  -    20        21  -   40          41  -    60        61  -   90           91  -    120

 


attribute modifications due to race

 


    race                  Strength     Dex     Con     Wisdom    Intelligence    Charisma Comeliness


     Dwarf
         Grey                                               +1                                                    -1                  -1
         Hill                                                 +1                                                    -1                  -1
         Mountain                                       +1                                                    -1                  -1


     Elf
         Grey                                   +1        -1                               +1                                     +2
         High                                   +1        -1                               +1                                     +2
         Valley                                 +1        -1                                                                         +1
         Wild                                   +1        -1                                                                         +1
         Wood                                 +1        -1                                                                         +1
         Drow
               Male                             +1        -1                                                                         +1
               Female                         +1        -1                                                                         +1


     Gnome                     -1                       +1          +1                                     -1                  -1


     HalfElf                                                                                                                            +1    


     Halfling                    -1           +1


     HalfOgre                 +2                      +2                               -1                  -3                  -3    


     HalfOrc                   +1                      +1                                                    -2                  -3    


     Human                                                                                                                                  

 


miscellaneous benefits due to race

 


                                             ConBonus                       Resist      +1 ToHit    secret dr     mining
                                 Infra-    vs. Magic     Inherent     Charm     with bow      detect/     detect
   race                    vision   and Poison  Languages & Sleep   and sword   Surprise     abilities


     Dwarf
         Grey                  60'           yes           dgkmo        no              no          normal       yes
         Hill                    60'           yes           dgkmo        no              no          normal       yes
         Mountain           60'           yes           dgkmo        no              no          normal       yes


     Elf
         Grey                  60'            no         beghmno     90%            yes           33/66         no
         High                  60'            no         beghmno     90%            yes           33/66         no
         Valley                60'            no         beghmno     90%            yes           33/66         no
         Wild                  60'            no         beghmno     90%            yes           33/66         no
         Wood                60'            no         beghmno     90%            yes           33/66         no
         Drow
               Male            60'            no         beghmno     90%            yes           33/66         no
               Female         60'            no         beghmno     90%            yes           33/66         no


     Gnome                   60'           yes           dghkm        +1              no          normal       yes


     HalfElf                   60'            no              none         30%            no         33/norm      no   


     Halfling               30',60'         yes          deghmo       no              no         norm/66      yes  


     HalfOgre                60'            no               or            no              no          normal        no   


     HalfOrc                  60'            no               or            no              no          normal        no   


     Human                                                                                                                    

 

Inherent Language Codes:

 

            (B)    HobGoblin

            (D)   Dwarvish

            (E)    Elvish

            (G)   Goblin

            (H)   Halfling

            (K)   Kobold

            (M)   Gnome

            (N)   Gnoll

            (O)   Orcish

            (R)    Ogre

 

Dwarf

            60' infravision

            +X on saving throw vs. rws/spell/poison due to constitution

            detection:

                        grade/slope in passage (up or down)  = 75%

                        new construction of passage/tunnel   = 75%

                        sliding/shifting walls/rooms         = 66.6%

                        traps (involving stonework)          = 50%

                        approximate depth while underground  = 50%

            languages:

                        Dwarvish Gnome Goblin Kobold Orcish

            +1 ToHit vs. Goblin HobGoblin Orc HalfOrc

            -4 ToHit by  Giant Ogre OgreMagi Titan Troll

Elf

            60' infravision

            90% resistance to sleep/charm

            +1 ToHit with shortbow/longbow/shortsword/longsword

            languages:

                        Elvish Gnoll Gnome Goblin Halfling HobGoblin Orcish

Gnome

            60' infravision

            +X  on saving throw vs. rws/spell/poison due to constitution

            detection:

                        grade/slope in passage (up or down)   = 80%

                        unsafe walls/ceilings/floors          = 70%

                        direction of travel while underground = 60%

                        approximate depth while underground   = 50%

            languages:

                        Dwarvish Gnome Halfling Goblin Kobold (burrow animals)

            +1 ToHit vs. Goblin Kobold

            -4 ToHit by  Bugbear Giant Gnoll Ogre OgreMagi Titan Troll

HalfElf

            60' infravision

            30% resistance to sleep/charm

HalfOrc

            60' infravision

            languages:

                        Orcish, Ogre

HalfOgre

            60' infravision

            languages:

                        Orcish, Ogre

Halfling

            30' or 60' infravision

            +X on saving throw vs. rws/spell/poison due to constitution

            languages:

                        Dwarvish Elvish Gnome Goblin Halfling Orcish

Human

            norm

height

weight

eyes

hair

ambidextrous

social standing

            percentile roll

alignment

level

class

 


allowed alignments by class

 

(the 95% rule applies)

 


                                          Lawful                            Neutral                           Chaotic
   CLASS               Good   Neutral  Evil       Good   Neutral   Evil      Good   Neutral   Evil

   Acrobat                                                                                                                   

   Assassin                                                                                                                  

   Barbarian                                                                                                                

   Bard                                                                                                                             

   Bounty Hunter                                                                                                             

   Cavalier                                                                                                              

   Cleric                                                                                                                  

   Druid                                                                                                                         

   Fighter                                                                                                                

   Houri                                                                                                                      

   Illusionist                                                                                                           

   Magic-User                                                                                                        

   Monk                                                                                                                        

   Paladin                                                                                                               

   Ranger                                                                                                                

   Thief                                                                                                                       

   Witch                                                                                                                 

 


maximum level through normal ep rate by race by class

 

(assumes an 18 in the primary attribute)

 


   race                 Ac   As    B    Bd  BH   Cv    C     D     F     H     I    MU Mk    P     R     T    W


  Dwarf
      Grey                      9      9     6             6    11     8      9     1      1     1      5     6      6         1
      Hill                                9     9      6             6   11      8     9      1     1      1     5      6     6          1
      Mountain              9      9     6             6    11     8      9     1      1     1      5     6      6         1


  Elf
      Grey                    10      8   11             8    10         6           11   11      1     8      7         9
      High                    10      8   11             8    10         6             8   10      1     8      7         9
      Valley                  10      8   11             8    10         6           11   11      1     8      7         9
      Wild                    10    11   11             8    10         8             8     5      1     8      7         9
      Wood                  10      8   11             8    10         7             8     9      1     8      7         9
      Drow
            Male              10      8   11             8      7     8    10           12   12      1     8      7         9
            Female          10      8   11             8         8    12             6     5      1     8      7         9


  Gnome                      8    11     8             8    10     8      6           11     5      5     8      8         5


  HalfElf                    11      8     9           11      8         7             8     8      8     8      8         8


  Halfling                     8      6   11             5      7   11      6             5     5      5     5      5         8


  HalfOgre              11   11      9     1             1      5     1    11     1      1     1      1     1      1   11      1


  HalfOrc                  9         9     5             7      7     5    11     3      1     1      5     1      1   11      1


  Human                                                                        

 


experience Point Factor by race by class

 


   race                 Ac   As    B    Bd  BH   Cv    C     D     F     H     I    MU Mk    P     R     T    W


  Dwarf
      Grey                1.0   2.0  1.5   2.5          2.5  2.5   3.0  1.5          4.0   4.0  3.5   2.5  2.5   1.0  4.0
      Hill                  1.0   2.0  1.5   2.5          2.5  2.5   3.0  1.5          4.0   4.0  3.5   2.5  2.5   1.0  4.0
      Mountain         1.0   2.0  1.5   2.5          2.5  2.5   3.0  1.5          4.0   4.0  3.5   2.5  2.5   1.0  4.0


  Elf
      Grey                1.0   2.0  3.0   2.0          3.0  2.5   1.0  3.0          3.5   3.0  4.0   3.5  3.5   1.0  2.5
      High                1.0   2.0  3.0   2.0          3.0  2.5   1.0  3.0          3.5   3.0  4.0   3.5  3.5   1.0  2.5
      Valley              1.0   2.0  3.0   2.0          3.0  2.5   1.0  3.0          3.5   3.0  4.0   3.5  3.5   1.0  2.5
      Wild                1.0   2.0  2.0   2.0          3.0  2.5   1.0  3.0          3.5   3.0  4.0   3.5  3.5   1.0  2.5
      Wood              1.0   2.0  3.0   2.0          3.0  2.5   1.0  3.0          3.5   3.0  4.0   3.5  3.5   1.0  2.5
      Drow
            Male          1.0   2.0  3.0   2.0          3.0  3.0   3.0  2.5          3.0   2.5  4.0   3.5  3.5   1.0  2.5
            Female       1.0   2.0  3.0   2.0          3.0  1.0   3.0  2.5          4.0   3.5  4.0   3.5  3.5   1.0  2.5


  Gnome                1.0   2.0  2.0   3.0          3.0  2.5   3.0  2.0          2.0   3.5  3.5   3.0  3.0   1.0  3.5


  HalfElf                1.0   2.0  3.0   1.5          2.0  2.5   1.0  2.0          3.0   3.0  3.0   3.0  3.0   1.0  2.5


  Halfling               1.0   3.0  2.5   2.0          3.5  3.0   2.0  2.5          3.5   3.5  3.5   3.5  3.5   1.0  3.0


  HalfOgre             2.0   2.0  1.5   4.0          4.0  3.5   4.0  1.5          4.5   4.5  4.5   4.0  4.5   2.0  4.5


  HalfOrc               1.5   1.0  1.5   3.5          3.0  3.0   3.5  1.5          4.0   4.0  3.5   4.0  4.0   1.5  4.0


  Human                1.0   1.0  1.0   1.0  1.0   1.0  1.0   1.0  1.0   1.0  1.0   1.0  1.0   1.0  1.0   1.0  1.0

 

For example, Gunsight (a Grey Elf Magic-User with an 18 Intelligence) can advance to 11th level at the normal rate.  However, to reach twelfth level he would need to earn three times the number of experience points as called for:  1,125,000 ep (3 x 375,000).

 

Other cases can be even worse, not only due to higher multipliers but to the fact that they are applied earlier in the career.  Grumpy, the Dwarven Magic-User with an 18 Intelligence, never even sees the normal rate table for M-Us - it will take him 20,000 ep (4 x 5,000) just to get to second level!  Hence these characters are a rarity, and those of such type that are high-level are, besides being probably pretty old, highly respected and feared for their heroic masochism.

 

There has never been, in the history of the multiverse, a high level HalfOgre Monk.  HalfOgre Houris above first level exist only in drug-assisted nightmares.

 

Characteristics the player should calculate for his character:

 

Acrobat

            Open Locks

            Find/Remove Traps

            Move Silently

            Hide in Shadows

            Hear Noise

            Climb Walls

            Tightrope Walking

            Pole Vaulting

            High Jumping

            Broad Jumping (standing)

            Broad Jumping (running)

            Falling/Evasion

Assassin

            Assassination percentage as a function of level

            Open Locks

            Find/Remove Traps

            Move Silently

            Hide in Shadows

            Hear Noise

            Climb Walls

Barbarian

Bard

            Open Locks

            Find/Remove Traps

            Move Silently

            Hide in Shadows

            Hear Noise

            Climb Walls

Bounty Hunter

Cavalier

Cleric

            additional spells

Druid

            additional spells

            Number and Type of Animal, Plant, and Sylvan Languages

Fighter

Houri

Illusionist

            familiar

Magic-user

            familiar

Monk

            Open Locks

            Find/Remove Traps

            Move Silently

            Hide in Shadows

            Hear Noise

            Climb Walls

            Surprise Percentage

Paladin

Ranger

            Tracking Percentage (Indoors and Outdoors)

            Bonus Versus Giant Class Creatures

            Number and Type of Animal and Plant Languages

Thief

            Open Locks

            Find/Remove Traps

            Move Silently

            Hide in Shadows

            Hear Noise

            Climb Walls

Witch

            additional spells

            familiar

 

PANTHEON and DIETY:

How devout is the character?  What is his position within his <church's> ranks?  What are his powers and/or responsibilities?

 

HOMELAND

 

DATE OF BIRTH

 

PROFICIENCIES

 

MOVEMENT

    with armor

    without armor

 

HIT POINTS

    first level hit points are always maximum.  Rangers and Monks, who get two hit dice at first level, get maximum points on both dice automatically.

 

hit dice by class

 


                                                                                    DIE


   CLASS                       4                      6                      8                     10                    12

  Acrobat                                                0

  Assassin                                              1

  Barbarian                                                                                                                     1

  Bard                                                    1

  Bounty Hunter                                                                                    1

  Cavalier                                                                                               1

  Cleric                                                                           1

  Druid                                                                           1

  Fighter                                                                                                 1

  Houri                           1

  Illusionist                    1

  Magic-User                 1

  Monk                                                  2

  Paladin                                                                                                1

  Ranger                                                                         2

  Thief                                                    1

  Witch                          1

 

 

experience points

 

armor class

 

beginning gold

 

magic items

 

(assumes a start at 5th level; if starting at a different level, add one minor magic item for every two levels.  NOTE: starting magic items should be "minor" such as a +1 sword with no special abilities, a potion of extra-healing, etc.  Under no circumstances should Holy Avengers, artifacts, or other such magic be given out to players.)  For example:

 

                                     Fighter Types                    Spell-Casting Type  

one Offensive               +1/+1 longsword              +1/+1 dagger

one Defensive               +1 Plate Armor                 +1/+1 Ring of Protection

one Miscellaneous        potion of flying                 potion of extra healing

 

HORSE or WAR-HORSE

    Type:  light, medium, or heavy

    Damage

    Movement

    Hit Points

    Armor Class

    Hit dice

 

SKILLS

 

the Inherent Skills by Race table

 

RACE               INHERENT SKILLS                                                                       

Dwarf:              

     Grey             Mining

     Hill               Mining

     Mountain      Mining, Mountaineering

Elf:  

     Grey             Fletching/Boyery, Silent Movement

     High             Fletching/Boyery, Silent Movement

     Valley           Fletching/Boyery, Silent Movement

     Wild             Fletching/Boyery, Silent Movement

     Wood           Fletching/Boyery, Silent Movement, Carpentry/Woodcraft

     Dark:           

         Male         Fletching/Boyery, Silent Movement

         Female     Fletching/Boyery, Silent Movement

Gnome             

HalfElf             

HalfOrc            

HalfOgre          

Halfling            

Human              keep rolling percentile using the Secondary Skills table on page 12 of DMG
                          until an acceptable skill appears

 


 


 

 

 

2

 

 

 

 

 

 

character Classes

 

 

 

 

 

 

 

 

 

general information

 

         1.  Characters get a hit die for every  level they advance.

 

         2.  Certain classes may now benefit from a high constitution by adding up to +3 per hit die, instead of only +2 as stated at the bottom left corner of page 12 of PH.  These classes are Cleric, Druid, and Monk.

 

         3.  All characters will belong to one or more of the 17 classes, which fall into four different categories:

 

                   I.   mind
Cleric
Druid
Monk (religious) (has some Thief characteristics)
Witch (has some Magic-User characteristics)

 

                 II.   missile
Acrobat
Assassin
Thief

 

                III.   magic
Bard (has some Druid, Thief and Fighter characteristics)
Houri
Illusionist
Magic-user

 

                IV.   melee
Barbarian
Bounty Hunter
Cavalier
Fighter
Paladin (has some Clerical characteristics)
Ranger (has some Druid and Magic-User characteristics)

 

 

 

"dual class" characters

 

         1.  Characters get a hit die for every  level they advance.

 

         2.  Certain classes may now benefit from a high constitution by adding up to +3 per hit die, instead of only +2 as stated at the bottom left corner of page 12 of PH.  These classes are Cleric, Druid, and Monk.

 

         3.  Players who wish to take a "second class" will suffer an additional .5 added to their ep factor.  Thus, when Ironfist (a human Monk) becomes a Witch, he will require 1.5 times the normal ep to advance instead of the normal 1.0 — this penalty reflects the amount of day-to-day time the character must spend to retain the skills of this original class, and indeed needs to be included to maintain game balance.  Since only humans can take second classes, and the ep factor for a human for any class is always 1.0, the factor will always be 1.5.

The amount is additive, i.e., if Ironfist switched again to became a Ranger, he would ad­vance at an ep factor of (1.0 + 0.5 + 0.5) = 2.0, where the 1.0 is time necessary to learn Ranger craft, the first 0.5 is spent retaining monkish skills, and the second 0.5 is time used practising witchcraft and remembering spells.  If Ironfist switched again (this is getting ridiculous), the factor would be 2.5.

At his discretion, the DM may adjust the factor due to intangibles, but is strongly advised to enforce a minimum ep factor of
at least  1.5 otherwise everybody and his brother would play human characters and switch classes every six levels.  Do you want to wander around the world, tripping over Druid/Thief/Illusionist/Paladins and Cleric/Ranger/Assassin/Magic-Users? 
How about Druid/Thief/Illusionist/Paladin/Monk/Cleric/Ranger/Magic-Users?

If the character waives all future claims to his original class, this penalty does not take effect, since he will have no reason to practice skills or remember spells from that class.

 

 

 


the acrobat

 

1.  The Evasion ability as per UA (pg 24) is not allowed per se.  However, if the Acrobat wishes to disengage from a melee situation, there is a chance he can tumble/dodge free so that he will not be liable for "fleeing" back attacks.  This chance of evading parting melee attacks is equal to 3% times the level of the character plus 1% for each point of dexterity past 14.

 

                                                      Level            Evasion

                                                          6                 18%

                                                          7                 21%

                                                          8                 24%

                                                          9                 27%

                                                        10                 30%

                                                       etc.

 

2.  Thieving abilities continue to improve at the rate of 1%/L except for "Read Languages" which improves as per the table on page 28 PH.

 

3.  "Read Magic", as per the current  Thief ability, is gained at tenth level.

 

4.  Instead of UA's "Falling" system, damage taken by the acrobat is calculated as follows:

 

Damage = (amount rolled) - (2 * L)

 

If the Damage amount is less than zero, the result is zero.  (If you think that you're going to gain back hit points by falling down .  .  .)

 

5.  Acrobats have the ability to juggle, using the Thief's chance of climbing walls (including dexterity bonus).  As a base, assume three small (orange sized) objects are juggled.  This chance is adjusted by the following modifiers:

 

                  One object                                                   +20%

                  Two objects                                                 +10%

                  Three objects                                                 +0%

                  Four objects                                                    -5%

                  Each object over four                                    -10%   (each)

                  Each medium size object (e.g., typewriter )   -10%   (each)

                  Each large size object (e.g., chair)                 -10%   (each)

 

The D.M. should make adjustments according to the situation (unbalanced objects, live ob­jects, sharp objects, etc.)

 


the assassin

 

There are currently no modifications for the Assassin class.


the barbarian

 

There are currently no modifications for the Barbarian class.


the bard

 

The following table lists the Bard's capabilities.

 

murphy, here is a note: I want bards to advance on the MU table from the PH.

 

                                                Druid             Illusionist      Percentages

Level    Experience Points       1 2 3 4 5 6 7   0 1 2 3 4   charm lore    read

    1                    0 -         2,000                           1                   10       0       0

    2             2,001 -         4,000    1                     2                   15       1       5

    3             4,001 -         8,000    2                     3                   20       2     15

    4             8,001 -       16,000    3                     3 1                24       5     20

    5           16,001 -       33,000    3 1                  3 2                28       8     25

    6           33,001 -       67,000    3 1                  3 2 1             32     11     30

    7           67,001 -     135,000    3 2                  3 3 1             36     14     35

    8         135,001 -     27,0000    3 2 1               3 3 1             40     18     40

    9         270,001 -     5,00000    3 3 1               3 3 2             44     22     45

  10         500,001 -     75,0000    3 3 2               3 3 2             48     26     50

  11         750,001 -   1,000,000    3 3 2               3 3 2 1          52     31     55

  12      1,000,001 -   1,300,000    3 3 2 1            3 3 3 1          56     36     60

  13      1,300,001 -   1,600,000    3 3 3 1            3 3 3 2          60     41     65

  14      1,600,001 -   1,900,000    3 3 3 2            3 3 3 2 1       64     46     70

  15      1,900,001 -   2,250,000    3 3 3 2 1         3 3 3 2 1       68     51     75

  16      2,250,001 -   2,600,000    3 3 3 2 1         3 3 3 3 1       72     57     80

  17      2,600,001 -      and up:    3 3 3 3 1         3 3 3 3 1       76     63     85

  18                                              3 3 3 3 1         3 3 3 3 2       80     69     90

  19          (310,000   e.p./level)    3 3 3 3 2         3 3 3 3 2       84     75     92

  20                                              3 3 3 3 2 1      3 4 3 3 2       87     81     94

  21                                              4 3 3 3 2 1      3 4 4 3 2       90     87     96

  22                                              4 4 3 3 2 2      3 4 4 3 2       93     93     98

  23                                              4 4 3 3 2 2 1   3 5 4 3 2       98     99   100

 

 

     Notes for the Bard's Capabilities table:

 

      (A)   Bards can employ all Illusionist cantrips, including the standard "four cantrips for one first-level spell" substitution.

      (B)   Bards use the Fighters attack table.

      (C)   Bards use the Cleric saving throw tables except for Paralyzation, Poison, & Death Magic, for which they save as Magic-Users.

      (D)   Bards do not gain a Wisdom bonus for the number of Druidic spells known.  They must still observe the Wisdom minimums for the level of spells that are able to be thrown.

      (E)    Bards can not employ the following Druidic spells:

               Level 1:

                  a-  Ceremony

                  b-  Contraception/Fertility

               Level 2:

                  a-  Barkskin

                  b-  Combine

                  c-  Fire Trap

               Level 3:

                  a-  Dust Devil

                  b-  Leafskin

                  c-  Meld Into Stone

                  d-  Spike Growth

                  e-  Stone Shape

               Level 4:

                  a-  Bridge

                  b-  Control Temperature

                  c-  Plant Door

                  d-  Produce Fire

                  e-  Wailing Wheel of Fire

                  f-  Web of Fire

               Level 5:

                  a-  Conjure Water Elemental

                  b-  Insect Plague

                  c-  Marlyn's Mystic Mouse Spell

                  d-  Pass Plant

                  e-  Spike Stones

                  f-  Sticks to Snakes

                  g-  Weeping Stone

               Level 6:

                  a-  Conjure Air Elemental

                  b-  Conjure Fire Elemental

                  c-  Huorn

                  d-  Liveoak

                  e-  Roaring Web

                  f-  Transport via Plants

                  g-  Wall of Thorns

                  h-  Wonderful Wind Horse

               Level 7:

                  a-  Changestaff

                  b-  Chariot of Sustarre

                  c-  Conjure Earth Elemental

                  d-  Creeping Doom

                  e-  Finger of Death

                  f-  Fire Storm

                  g-  Sunray

      (F)    Bards can not employ the following Illusionist spells:

               Level 1:

                  a-  Chromatic Orb

                  b-  Darkness

                  c-  Hypnotism

                  d-  Olfactory Deprivation

                  e-  Phantom Armor

               Level 2:

                  a-  Blindness

                  b-  Hypnotic Pattern

                  c-  Misdirection

                  d-  Spark Shower

                  e-  Tactile Deprivation

               Level 3:

                  a-  Continual Darkness

                  b-  Delude

                  c-  Rope Trick

                  d-  Wraithform

               Level 4:

                  a-  Gaseous Form

                  b-  Minor Creation

                  c-  Rainbow Pattern

                  d-  Sensory Deprivation

                  e-  Shadow Monsters

 

 

 


the bounty hunter

 

     There are currently no modifications for the Bounty Hunter class.


the cavalier

 

Ignore the following from Unearthed Arcana regarding Cavaliers:

 

1.  They are not a separate class, nor are Paladins under them!  They are a subclass of Fighter.

 

2.  They do not get the whole list of weapons benefits.

 

3.  They do not automatically get all the mount benefits.  They do get the Horsemanship skill.

 

 

Make the following changes from Unearthed Arcana:

 

1.  Cavaliers may circumvent the nobility restrictions from Unearthed Arcana by serving their religion (possibly becoming a Paladin rather than a Cavalier) or a noble.  In any case, they must serve a cause.  They must still take and keep Solemn Vows.

 

2.  Cavaliers may be of any alignment from the very start.

 

3.  Cavaliers receive 10 (that's TEN) sided hit dice.  This is an official correction from TSR, overriding the 12 sider specified in Unearthed Arcana, first edition.

 

4.  One of the three proficiencies that Cavaliers begin with must be Lance, which receives an automatic +1 ToHit (treat as a double proficiency).  No missile weapons may be taken as proficiencies at the beginning.

 

5.  At sixth level, the Cavalier receives an extra proficiency to be used on a   currently profi­cient weapon.  This occurs every six levels (12th, 18th, etc.).  This may not be used on missile weapons.

 

6.  Cavaliers have a personal immunity to Fear - they receive the saving throw benefits from the book versus mind affecting and illusionary magics in addition to any other benefits that apply, such as wisdom bonuses.

 

7.  Advancement chart beyond seventh level:

 

                               8th   =        140,001 -       280,000

                               9th   =        280,001 -       600,000

                             10th   =        600,001 -       920,000

                             11th   =        920,001 -    1,220,000

                             12th   =     1,220,001 -    1,540,000   (320,000 ep per level after 11th)

                             13th   =     1,540,001 -    1,860,000

                             14th   =     1,860,001 -    2,180,000

                             15th   =     2,180,001 -    2,500,000

                             16th   =     2,500,001 -    3,140,000

                             17th   =     3,140,001 -    3,460,000

                             18th   =     3,460,001 -    3,780,000

                             19th   =     3,780,001 -    4,100,000

                             20th   =     4,100,001 -    4,420,000

                             21st   =     4,420,001 -    4,840,000

 

Add the following items:

 

1.  Once a week, a Cavalier may Cure Wounds (1d6 recovered).  This is based on a Sunday to Saturday week, not every seven days:  he could cure twice within one round if it was midnight between Saturday and Sunday, but he must not have done it for the last seven days, and it would then be a full seven days before he could do it again.  This is not a spell.  This is due to the Cavalier's devotion to his duty.   It cannot be reversed to Cause Wounds.  It takes one segment to effect.

 

2.  Any spells which have special effects on Fighters (such as Chaos) have the same special effects on Cavaliers.

 


the cleric

 

1.  Clerics can use those edged weapons associated with their deity.  As an adjunct to this, all clerics may choose dagger to be one of their weapons of proficiency.

 

2.  Clerics are now encouraged to use the weapon of their deity or patron.  For example, it is expected that clerics of Sif will learn longsword as their first proficiency.  Likewise, clerics of Zeus will be expected to use the javelin.

 

3.  As Clerics progress in level, certain of their spells become easier (read faster) to throw.  This effect is called "Divine Inspiration".  Spells of a level two levels lower than the highest level spell that the cleric can throw can be cast in half the time (round up).  Spells of a level four levels lower can be cast in one quarter of the time (round up).  For example, Guido is a ninth level cleric.  This means that his fourth and fifth level spells go at the printed times.  However, his second and third level spells can be cast in one half the normal time and his first level spells can be cast in one quarter the normal time (round up, minimum of one segment).

 

4.  Players are encouraged to develop "specialty" spells for their Cleric characters.  For ex­ample, a Cleric of Zeus would be able to cast Call Lightning.  For some other exam­ples, see the Norse clerical spells in the Darkhold Spell Addendum.

 

5.  Clerical cures now rise in effectiveness as the Cleric gains levels - the amount of hit points regained will be rolled as normal, except that the minimum possible, "X", for each die will be equal to the level of spells that the Cleric can cast.  For example, if Guido (a ninth level cleric) throws a Cure Light Wounds (a 1d8 effect) it will restore at least 5 hit points, since he can employ fifth level spells.  If he throws a Cure Serious Wounds (a 2d8+1 effect) it will restore at least 11 (10+1) hit points.  This rule also holds true for the reverse of the curative spells.

 

6.  Clerics may cast cures on animals with the die roll being adjusted by a -1 penalty per die.  Clerics may also cast cures on plants with a -2 modifier per die.  It is possible to do zero points of curing on a creature but treat all results of less than zero as being zero.

 

7.  Clerical spells can be reversed at will; that is, the reverse form does not have to be sepa­rately memorized.  Also note that while the casting time of the reversed version of the spell is by default the same as the normal version, it is sometimes specified to take longer.  For example, Raise Dead takes one round to cast.  Its reverse, Finger of Death, takes but one segment (in fact it takes as long to cast as to point at the victim and say the word "DIE!").  The moral of this is that it is easier to destroy than to create.

 

8.  Starting at ninth level, the deity may express his satisfaction with the Cleric's worthiness by endowing him with a familiar, if such is within the nature of the deity.  The familiar will always be of a type associated with the deity … this can obviously lead to rather peculiar familiars!  The base probability for this happening is (L-8) * 10%, modified by the Cleric's behavior.  (Clerics in good standing who always contribute a large share of treasure might receive bonuses to the roll.  Clerics who are marginal in their behavior may have no chance at all of getting a familiar no matter if they are very high level.)  The Cleric is permitted to refuse the offer of a familiar without any loss of honor or standing.

 

9.  At eleventh level, a Cleric may make his weapon flame or frost  (or some other action, if ap­propriate) once per day as per the particular sword in the DM Guide.  This effect will last up to L rounds.  This is a sign of "Divine Favor" and can be taken away for less than proper actions on the part of the Cleric.

 

 


The druid

 

1.  Druids can use those edged weapons associated with their deity.  As an adjunct to this, all druids may choose dagger to be one of their weapons of proficiency.

 

2.  Druids are now encouraged to use the weapon of their deity or patron.  For example, it is expected that druids of Skerrit will learn bow or spear as their first proficiency.

 

3.  Players are encouraged to develop "specialty" spells for their Druid characters.  For ex­ample, a Druid of Lugh would be able to cast Immunity to Petrification (see Deities and Demigods).  For some other exam­ples, see the Norse clerical spells in the Darkhold Spell Addendum.

 

4.  Druidical cures now rise in effectiveness as the Druid gains levels - the amount of hit points regained will be rolled as normal, except that the minimum possible, "X", for each die will be equal to the level of spells that the Druid can cast.  For example, if Guido's brother, Guano, (a ninth level druid) throws a Cure Light Wounds (a 1d8 effect) it will restore at least 5 hit points, since he can employ fifth level spells.  If he throws a Cure Serious Wounds (a 2d8+1 effect) it will restore at least 11 (10+1) hit points.  This rule also holds true for the reverse of the curative spells.

 

5.  Druidical spells can be reversed at will; that is, the reverse form does not have to be sepa­rately memorized.  Also note that while the casting time of the reversed version of the spell is by default the same as the normal version, it is sometimes specified to take longer or shorter (DM's discretion). 

 

6.  Starting at ninth level, the deity may express his satisfaction with the Druid's worthiness by endowing him with a familiar, if such is within the nature of the deity.  The familiar will always be of a type associated with the deity … this can obviously lead to rather peculiar familiars!  The base probability for this happening is (L-8) * 10%, modified by the Druid's behavior.  (Druids in good standing who always contribute a large share of treasure might receive bonuses to the roll.  Druids who are marginal in their behavior may have no chance at all of getting a familiar no matter if they are very high level.)  The Druid is permitted to refuse the offer of a familiar without any loss of honor or standing.

 

7.  Druids may cast any of their curative spells for full effect on plants and animals, unlike Clerics.

 

8.  The majority of Druids are True Neutral in alignment.  However, there are known to be exceptions to this rule who are either Neutral Good or Neutral Evil.  Player characters may play these alignments at the DM's dis­cretion.

 

9.  Druids now get plant and animal languages as a matter of course.  The rate at which these are gained are listed in the following table as well as the number of Sylvan languages (see below) gained per level.  These are not spells; they are abilities special to Druids and therefore will not prevent creatures or plants from attacking.

 

 

                                                # of               # of               # of

                                             Animal           Plant            Sylvan

                             Level     Languages    Languages    Languages

                                 1                2                   1                    0

                                 2                4                   2                    0

                                 3                6                   3                    1

                                 4                8                   4                    2

                                 5              all                   5                    3

                                 6                                     6                    4

                                 7                                     7                    5

                                 8                                     8                    6

                                 9                                     9                    7

                               10                                   all                    8

                               11                                                           9

                               12                                                         10

                               13                                                       1 / level

 

 

Sylvan Languages:  Atomie, Brownie, Buckawn, Centaur, Dryad, Elvish (various dialects), Faerie Dragon, Faun, Gnome, Grippli, Harpy, Hybsil, Korred, Leprechaun, Man­ticore, Merman, Minotaur, Moon Dog, Nereid, Nixie, Nymph, Ogre, Peryton, Pseudo-Dragon, Pixie, Quickling, Sirines, Spriggan, Sprite, Satyr, Sylph, Treant­ish, Troll, Unicorn, Wemic.

 

10.       Druids now advance on the same table as Clerics.

 


THE FIGHTER

 

1.  Fighters get a specialization point (similar to the Cavalier modification) every five levels (fifth, tenth, fifteenth, etc.).

 

2.  Fighters now progress in level on the Cleric Advancement table.

 


the houri

 

            There are currently no modifications for the Houri class.


the illusionist

 

            Illusionists now advance on the MU table from the Player's Handbook.


the magic-user

 

            1.  Never play an M-U in Bobby's game.

 

            2.  Bobby apologizes.  Some of his best friends are M-U's.

 


the monk

 

1.  Monks gain an additional (L+2)" to the movement rate obtained by using the algorithm used in the MOVEMENT section (q.v.).

 

2.  Save vs. PetPoly to dodge - a save results in no damage taken, a miss means double damage.  This must be decided before the ToHit is rolled.

 

3.  Monks now progress in level as a Warrior, save as a Priest, and Attack as a Rogue.

 

 

The following table lists the Monk's capabilities:

 

                                                                          Surprise/             special abilities

Level   AC   Open Hand Attack Seq Damage  Mind Mask     Automatic        Chosen

     1     10    1 5 9 3 7                          1d4             33                   A

     2      9     1 4 8 2 6                          1d4             32                   B

     3      8     1 4 8                                1d4             30                   C

     4      7     1 4 8                                1d5             28                   D

     5      7     1 4 6 8 1 4 8                    1d5             26                  E,F

     6      6     1 4 6 8                             1d5             24                 G,H

     7      5     1 4 6 8                             1d6             22                    I                (one II)

     8      4     1 3 5 7 9 1 4 6 8              1d6             20                                    (one III)

     9      3     1 3 5 7 9                          1d6             18                                    (one III)

    10     3     1 2 3 5 7 9                       1d7             16                                    (one III)

    11     2     1 2 3 5 7 8 9                    1d7             14                                    (one III)

    12     1     1 2 3 5 7 8 9 10               1d7             12                                    (one IV)

    13     0     1 2 3 5 7 8 9 10               1d8             10                                    (one IV)

    14    -1    1 2 3 4 5 7 8 9 10            1d8              8                                     (one IV)

    15    -1    1 2 3 4 5 7 8 9 10            1d9              6                                     (one IV)

    16    -2    1 2 3 4 5 6 7 8 9 10        1d10             4                     J               (one IV)

    17    -2    1 2 3 4 5 6 7 8 9 10         2d6              2                                      (one V)

    18    -3    1 2 3 4 5 6 7 8 9 10         2d6              1                                      (one V)

    19    -3    1 2 3 4 5 6 7 8 9 10         2d8              1                                      (one V)

    20    -4    1 2 3 4 5 6 7 8 9 10         2d8              1                                      (one V)

    21    -5    1 2 3 4 5 6 7 8 9 10        2d10             0                   all special abilities

 

 

A special ability of a lower group may be substituted if desired.  Once an ability is chosen, it may not be changed unless a Limited Wish, Wish, or Quest is cast/performed.

 


 Notes for the Monk's Capabilities table:

 

 

Group I:

      (A)   Feign Death.

      (B)   Immune to Slow spells.

      (C)   Immune to Haste spells.

      (D)   Immune to Diseases.

      (E)    Self Healing, 1d4+L-4 hit points, once per day.

      (F)    Body Equilibrium, lasts 1 round/L, once per day.

      (G)   Mind Over Body, lasts 1 day/L, must recover for an equivalent time to use again.

      (H)   Open Hand Attack is considered +1 for purposes of CanHit.

       (I)    Resistant to Energy Drain attacks if blocked with hand or leg:  if a hit is scored, the monk is allowed a save versus PetPoly to determine if the hit was on the extremities or against the body; success indicates that the hit was blocked with an arm or leg result­ing in no loss of life level but does cause the normal amount damage plus 1d6.

       (J)    Quivering Palm (as per Player's Handbook page 32).

 

 

Group II:

       (1)    Add two new languages of choice.  This ability may be taken more than once.

       (2)    Open Hand Attack is considered +2 for purposes of CanHit.

       (3)    MonkSense:  cannot be surprised, Direction Sense, Time Sense.  unlike MonkSight, all facets of this ability are in continuous operation at the same time.  lasts L turns, once/day.

       (4)    Resist Poison:  save at +2 for normal poisons, +1 for magic poisons such as green dragon breath.

 

 

Group III:

       1.     Charm Immunity:  the monk has an innate MR against spells marked "M" in the Wisdom Immunities table (page 61) — the probability of avoiding these spells is 50% when the character gains the ability, and increases by 5% for every level gained afterwards.

       2.     Intellect Fortress, lasts 1 round/L, once per day.  This ability may be taken more than once.

       3.     Invisibility:  as per the psionic ability.  lasts L turns, once/day.

       4.     MonkSight:  infravision, ultravision, x-ray vision, eagle vision, minute seeing, and side­vision (300 degree span), can switch but not combine, lasts L turns, once/day.

       5.     Abide Environment:  comfortable from -50 degrees to +150.  +1 on all saving throws against magical cold/fire.  Is permanently in effect, even when asleep or unconscious.

       6.     Retarded Aging/Resistant to aging-withering attacks:  +3 on saving throws, if no save is normally allowed, a save at parity is allowed.

       7.     Can catch and return missiles if Save versus PetPoly is made.  A normal ToHit must be made to return the missile.  Certain restrictions may apply.

 

 

Group IV:

       1.     The equivalent of a 36 combined intelligence/wisdom when under a Psionic Blast attack.

       2.     Object Reading, once per day.  This ability may be taken more than once.

       3.     Immune to Geas.

       4.     Immune to Quests (Secular Monks only).

       5.     Resistant to all poisons:  +3 on poison saving throws, save means quarter damage, miss means half damage.  Missing a save against a death dealing poison loses half of the character's current hit points.

       6.     Tower of Iron Will, lasts 1 round/L, once per day.  This ability may be taken more than once.

       7.     Detect Lie on one question per day.  This ability may be taken more than once.

 

 

Group V:

       1.     Astral Projection, once per week.

       2.     Dimension Walk, once per day.

       3.     Immune to Energy Drain attacks without exceptions.  Physical damage plus 1d6 is still scored.

       4.     Mind Bar, 100% success, lasts L hours, once per week.

       5.     Plane Shift, twice per day.

       6.     Premonition of serious harm, 1d4 turns before actual  event, 90% success.

       7.     Walk Through Walls, once per day.

 

 

 

MARTIAL ARTS ABILITIES

 

proficiency        ToHit       Damage       Stun %      Kill %   SF      AC

Cestus               +1            +1

Leap / Kick                        x2                +10           +5         5

IronFist (a)                        +L               +10           +5         7

IronFist (b)                        max+L        +10           +5         10

Concentration    +x            +x               +2x           2+x                 -(1+x)

 

"Concentration" works in the following manner:

         a)  each plus requires an additional segment beyond the minimum of 2 shown

         b)  AC is lowered by one for each plus in addition to the minimum of 1 shown

                        (i.e. it is hurt by at least 1)

         c)  the exact maneuver must be declared in full in the beginning segment

         d)  the "kill" percentage rises by 2 for each plus

 

"Concentration" has the following restrictions:

         a)  the "stun" percentage never rises

         b)  the "surprise" chance doubles for the duration of the maneuver (minimum of 1% in any case)

         c)  cannot push ToHit over 19

         d)  the sum of the ToHit bonus and the Damage bonus cannot exceed (L/2) + 1

 

 


The following table lists the Monk's titles.

 

                                                  Level     Title

                                                     1        Novice

                                                     2        Initiate of the Rudiments

                                                     3        Initiate of the Principles

                                                     4        Brother

                                                     5        Disciple

                                                     6        Disciple of Secrets

                                                     7        Disciple of Mysteries

                                                     8        Illuminated

                                                     9        Master

 

 

     At this point the titles break off and branch into three different categories, one for each morality.  Most titles begin with "Master of (the) ", resulting in, for example, a 18th level Lawful Neutral monk being known as "Master of Summer".

 

Master of

 

           Level           Lawful Good                     Lawful Neutral         Lawful Evil        

             10             Light                                  the Dark                   Punishment

             11             Patience                             the Light                   Destruction

             12                                                       Water                       First  Circle

             13                                                       Air                            Second Circle

             14                                                       Earth                         Third Circle

             15                                                       Fire                           Fourth Circle

             16                                                       Winter                      Fifth Circle

             17             Truth                                 Autumn                    Sixth Circle

             18             High Truth                        Summer                    Seventh Circle

             19             Master Supreme                Spring                      Eighth Circle

             20             High Master Supreme       Ages                         Ninth Circle

             21             Master of Heaven              Master of Law          Master of the Pit

 

 

 


the paladin

 

 

            The idea behind the Paladin character class is for the character to be a Holy (or Unholy, or Completely-LukeWarm-About-the-Whole-Morals-Question) Warrior.  Since most religions will have feverent adherents, it makes sense for most religions, regardless of Morals or Ethics, to have their own warrior cadres.  Therefore, all alignments can have Paladins.  (If you don't like the word Paladin associated with a Chaotic Evil character, call it a Sentinel or whatever else you want.)

 

            The following rules affect all Paladins:

 

1.  Paladins are immune to the effects of Witch (see Dragon #43) specialty spells as long as they retain favor with their patron diety.  Paladins who lose their Paladinhood lose this benefit as well.

 

2.  Paladins may use their daily cures piecemeal, i.e. they may split their cures across time and among different recipients.  Evil and Neutral Paladins may use their cures as "cause wounds" in the same manner as above; however, they may only cause wounds in a given day, or cure wounds in a given day (not both).  Good Paladins cannot "cause wounds".

 

3.  Paladins receive a personal Immunity to Fear.

 

4.  The Paladin's Protection from Evil is personal, as opposed to item #6 on page 22 of the Player's Handbook, which states that it is an area effect.  Also note that the paladin's exact protection is going to differ, depending on his alignment:

 

alignment of paladin              is Protected from

                     Lawful Good                              Evil

                    Neutral Good                              Evil

                    Chaotic Good                              Evil

                  Lawful Neutral                           Chaos[1]

                      True Neutral                    Non-Neutrality[2]

                 Chaotic Neutral                             Law[3]

                        Lawful Evil                            Good

                       Neutral Evil                            Good

                       Chaotic Evil                            Good

 

 


the ranger

 

 

            The following table lists the Ranger's capabilities.

 

                                                                                   

                                 # of Animal    # of Plant    Damage bonus               Tracking %

                    Level     Languages    Languages     vs. Giantkind     Underground   Outdoors

                       1                1                   0                     +1                      20                 30

                       2                1                   0                     +1                      23                 33

                       3                2                   1                     +2                      26                 36

                       4                2                   1                     +2                      30                 40

                       5                3                   2                     +3                      34                 44

                       6                4                   2                     +3                      38                 48

                       7                5                   3                     +4                      42                 52

                       8                6                   3                     +4                      47                 57

                       9               all                  4                     +5                      52                 62

                      10                                    5                     +5                      58                 68

                      11                                    6                     +5                      65                 75

                      12                                   all                    +6                      73                 83

                      13                                                           +6                      82                 92

                      14                                                           +6                      90               100

                      15                                                           +6                      99               105

                      16                                                     +7 (max)               108             +5/L

                      17                                                                                  +5/L

 

Notes for the Ranger's Capabilities table:

 

         (A)  Rangers get full "Speak with Animals" ability at Ninth level.  This does not grant immu­nity to attack by the subjects of the ability.

         (B)  Rangers get full "Speak with Plants" ability at Twelfth level.  This does not grant immu­nity to attack by the subjects of the ability.

         (C)  Modify "Tracking Underground" as follows:

                  1.  -05% for each door that the target moves through

                  2.  -05% for each set of stairs that the target moves through

                  3.  -10% for each trap door

                  4.  -15% for each concealed door or chimney

                  5.  -20% for each secret door

                  6.  +01% for each point of wisdom above 14

                  7.  +01% for each point of intelligence above 14

         (D)  Modify "Tracking Outdoors" as follows:

                  1.  -10% for each 24 hour period between the making of the track and the tracking

                  2.  -15% for each body of water moved through

                  3.  -25% for each hour of precipitation

                  4.  +01% for each point of wisdom above 14

                  5.  +01% for each point of intelligence above 14

 

                                    Rangers with spell ability (Druidical and/or Magic User) throw their spells at an effective level equal to the Ranger level minus four.  Thus a 10th level Ranger throws 3 Magic Missiles per MM spell and will do a minimum of four points per Cure Light Wounds spell (as per the modification to Druid spells on page xxx).

 

 


the thief

 

 

         (A)  Traps may be set with the same chance of success as removing them, minus 5% - there are modifications for complexity.  A bad miss on this roll (25% or more over what is needed) will result in the trap firing on the Thief.

         (B)  At sixth level, the thief gains all acrobatic abilities as per a sixth level Acrobat (c.f.).  These abilities improve at the rate of 1% per level, beginning with the seventh.

 


the witch

 

 

The prime requisite for Witches is Wisdom, although they fight, save, and advance as per a Magic-User.  High Secret Order spells can only be gained if the character has a Wisdom of 16 or greater and an Intelli­gence of 15 or greater.  They gain bonus spells based on Wisdom as follows:

 

                                                                                       cumulative bonus

                                  wisdom        specific bonus               1    2    3    4

                              12 or lower      none                              0    0    0    0

                                     13             1 first-level  spell           1    0    0    0

                                     14             1 first-level  spell           2    0    0    0

                                     15             1 first-level  spell           3    0    0    0

                                     16             1 second-level spell       3    1    0    0

                                     17             1 third-level  spell          3    1    1    0

                                     18             1 fourth-level spell        3    1    1    1

 

 

To account for expansions in AD&D, both official and unofficial, the list of creatures immune to witch specialty spells is expanded.  Clerics and Paladins are immune to the insidious witch-majiks, as are all Djinnikind — including Efreeti, Daos, Djinns, Genies, Marids, and other closely related creatures.

 

 

The following table lists the Witch's capabilities.

 

                                                                   Available Spells

             Level   Experience Points             1 2 3 4 5 6 7 8   H         Title                               Special  

                1                  0 -         2,500       1                                    Medium

                2            2,501 -         5,000       2                                    Soothsayer

                3            5,001 -       10,000       2 1                                 Sibyl                             A

                4          10,001 -       20,000       3 2                                 Mystic

                5          20,001 -       35,000       4 2 1                              Oracle                           B

                6          35,001 -       50,000       4 3 2                              Siren                             C

                7          50,001 -       90,000       5 3 2 1                           Enchantress                  D

                8          90,001 -     135,000       5 4 3 2                           Sorceress     E,F,G,H

                9        135,001 -     250,000       5 5 3 2 1                        Witch                            I

              10        250,001 -     375,000       5 5 4 3 1             1         Crystal Witch               J

              11        375,001 -     750,000       6 5 4 3 2             2         Amethyst Witch            K

              12        750,001 -   1,125,000       6 6 5 3 2 1          3         Topaz Witch

              13          375000  ep/L                  6 6 6 4 3 1          4         Sapphire Witch

              14                                                6 6 6 5 3 2 1       5         Ruby Witch                  L

              15                                                6 6 6 6 4 3 1       6         Emerald Witch

              16                                                6 6 6 6 5 3 2 1    7         Diamond Witch

              17                                                6 6 6 6 5 4 3 2    8         Witch Mother              M

              18                                                6 6 6 6 6 4 3 3    9         Priestess

              19                                                6 6 6 6 6 5 4 4  10         High Priestess

              20                                                7 6 6 6 6 6 6 5  11         Eternal Priestess

              21                                                7 7 7 7 6 6 6 6  12         Princess of Witches      N

              22                                                7 7 7 7 7 7 7 7  13         Queen of Witches         O

 

           (A)   Brew narcotics

           (B)   Brew truth drug

           (C)   Brew love potion

           (D)   Brew poison

           (E)    Read any Druid scroll, with no chance of failure.

           (F)    Read any Magic-User scroll, with a 10% chance of failure.

           (G)   Read any Illusionist scroll, with a 10% chance of failure.

           (H)   Read Clerical scrolls with no chance of failure.  This ability is limited to spells that the Witch can normally employ, i.e., she cannot read a "Raise Dead" scroll at all.

            (I)    Candle Magic

           (J)    Acquire Familiar

           (K)   Brew Flying Ointment

           (L)    Manufacture Control Doll

          (M)   Fascinate

           (N)   Limited Wish  (once per month)

           (O)   Shape Change (once per month)

 

 

Modifications:

 

         1.  Witches now advance on the MU table.

 

2.  Cures rise in effectiveness as the Witch rises in levels.  The Witch will restore/destroy at least as many hit points per die as the level of the highest spell she can throw up to a maximum of six points per die.

 

3.  Witch cures work to full effect on plants and animals.

 

4.  Restrictions in the Good vs.  Evil use of spells such as Cure Wounds, Fireball, Darkness, etc., are removed.

 

5.  At Fifth level, the Witch may identify pure water and edible plants as part of her training in the ways of nature.

 

6.  Allowable Witch weapons include bo stick, jo stick, caltrop, dagger, dart, knife, sling, staff, club, garrot, lasso, sap, staff sling, whip, scythe, and boomerang.

 


 


 

 

 

 

3

 

 

 

 

 

 

Skills

 

 

 

 

 

 

 

 

 

 

General Discussion

 

A Skill is an inate ability that can be used as often as desired.  It does seem somewhat unrea­sonable that a person with some intelligence, cunning, and/or percerverence could not learn new skills such as swimming, blacksmithery, or the like.  Skills have to be learned, of course - the length of time required varies with each skill.  Generally, the length of time required is the skill cost points * 4 weeks.  For each point of intelligence over that required for the Skill, deduct one day.  For each point of intelligence under that required for the Skill, add one to the skill cost points, and then calculate the time required to learn.

 

The initial aquisition of a skill does not imply mastery or even expert level knowledge of a subject but a usable skill in this area, i.e., you're not great at it, but you are much better than a novice.  Many skills can be taken more than one time.  As more points are put into a skill, the mastery becomes greater.  Some Skills have prerequisites such as a related Skill or an specified at­tribute (e.g., dexterity) of a certain level - these prerequisites must be enforced!

 

A character is allowed to trade weapon proficiencies for skill points at a 1 to 2 ratio (i.e. one proficiency may be traded in for two skill points) - skill points cannot be traded for proficiencies!

 

If the character is multi-class, he receives the skill points of only the most favorable class.  If the character is dual-class, he receives skill points in the normal manner.

 

EXPERIMENTAL RULE:  If the person playing the character has a real, recognizable proficiency at one of the skills listed, the DM (at his option) may award a "free" skill point in that particular skill.  We are not talking about letting empty boasts earn a free skill; there must be some real talent in the particular area.  Completion of high school should be sufficient for the Literacy/Cyphering skill; a college degree in Mechanical Engineering would be sufficient for the Mechanics skill; having a First Aid merit badge would fulfill the requirements for that particular skill.  If this optional rule is used, standards must be maintained or else everyone will have every skill (thus rendering the whole idea useless).  The DM may wish to put a limit on the number of skills that can be carried over from "Real Life" - say one or two skills - even if the person is a World Expert On Every Subject Known To Man.  (The idea behind this use of the skill is to allow people to put a little bit of themselves into their characters.)


 

 

skills by class

 


                                              Initial          Points
     CLASS                            Points          Gained            Inherent Skills (prerequisites apply)
                                                                          

     Acrobat                              n/a                  1                 Acrobatics                               Acute Hearing                   Climbing
                                                                                             Silent Movement

     Assassin                             2                    1                 Disguise                                   Spying

     Barbarian                            2                    1                 Fishing                                     Naturalist                           Hunting
                                                                                             Running

     Bard                                      1                    1                 Art (Music)                              Literacy/Cyphering

     Bounty Hunter                   1                    1                 Acute Hearing                         Alertness                           Silent Movement

     Cavalier                              2                    1                 Courtly Graces                        Heraldry     Horsemanship

     Cleric                                   *                    1                 First Aid                                   Literacy/Cyphering        Religious Knowledge

     Druid                                    *                    1                 First Aid                                   Naturalist                           Religious Knowledge
                                                                                             Weather Recognition

     Fighter                                4                    2                 <none>

     Houri                                    1                    1                 Courtly Graces                        Sex Appeal

     Illusionist                          0                    1                 Literacy/Cyphering

     Magic-User                        0                    1                 Literacy/Cyphering

     Monk                                   *                    1                 Acrobatics                               Acute Hearing                   Alertness
                                                                                             Running                                   Silent Movement

     Paladin                                *                    1                 Courtly Graces                        Literacy/Cyphering        Religious Knowledge

     Ranger                                 1                    1                 Alertness                                  Naturalist

     Thief                                    1                    1                 Acrobatics                               Acute HearingClimbing
                                                                                             Silent Movement

     Witch                                   *                    1                 Literacy/Cyphering

 

* 1 or 2 points, to be used for a skill related to their deity - the DM must approve.  In these cases, the intelligence requirement may be waived at the DM's discretion.



                                                                        required           skill        multiple
     Skill                                                      Intelligence     points       points?         Prerequisites and Comments

     Basketry                                                        6                    1                                  

     Diving                                                            6                    1                                   Swimming

     Fire Building                                                6                    1               once           

     Fishing                                                          6                    1                                  

     Portering                                                       6                    1                                  

     Riding                                                            6                    1                                  

     Running                                                         6                    1                                  

     Swimming                                                     6                    1                                  

 

     Acute Hearing                                               7                    1                                   intact ears

     Animal Noise                                               7                    1                                  

     Climbing                                                       7                    1                                  

     Expert Horsemanship                                7                    1                                   Riding, Horsemanship

     Horsemanship                                              7                    1                                   Riding

     Horticulture                                                   7                    1               once           

     Husbandry                                                     7                    1                                  

     Netting                                                           7                    1                                  

     Pottery                                                           7                    1                                  

     Rope Use                                                       7                    1                                  

     Seamanship                                                  7                    1                                  

     Sex Appeal                                                    7                    1                                   Charisma > 8, Comeliness > 8

     Teamster                                                        7                    1                                  

 

     Alertness                                                       8                    2                                  

     Barbery                                                          8                    1                                  

     Blacksmithery                                             8                    2                                  

     Brewery                                                          8                    1                                  

     Carpentry/Woodcrafting                           8                    2                                  

     Cooking                                                        8                    1                                  

     Coopery                                                         8                    1                                  

     Dyeing                                                           8                    1                                  

     Fletching/Boyery                                       8                    1                                  

     Hunting                                                          8                    1                                  

     Literacy/Cyphering                                    8                    1                                   takes six months per language to learn

     Recognize Value                                          8                    2                                  

     Service                                                           8                    1                                  

     Tailoring                                                       8                    1                                  

     Weaving                                                        8                    1                                  

 

     Acrobatics                                                     9                    2                                   Dexterity > 12

     Armory                                                           9                    2               once           

     Art                                                                   9                    1                                  

     Boating                                                          9                    1                                  

     Calligraphy                                                  9                    1                                   Literacy/Cyphering, Dexterity > 6

     Farming                                                         9                    2                                  

     First Aid                                                         9                    1                                  

     Flying                                                            9                    1                                  

     Glassblowing                                               9                    1                                  

     Leatherworking                                           9                    1                                  

     Map Reading                                                9                    1                                  

     Mining                                                           9                    2                                  

     Mountaineering                                           9                    1                                  

     Naturalist                                                       9                    1                                  

     Perfumery                                                      9                    1                                  

     Silent Movement                                        9                    1                                   Alertness

     Tanning                                                         9                    1                                  

     Torture                                                            9                    1                                  

 

     Boatwright                                                   10                   2                                   Boating Skill

     Business Sense                                           10                   2                                   Recognize Value

     Courtly Graces                                            10                   1                                   Charisma > 6

     Falconry                                                       10                   1                                  

     Gaming/Gambling                                     10                   1                                  

     Public Speaking                                         10                   1                                   Charisma  > 7

     Sleight of Hand                                           10                   1                                   Dexterity > 11

     Tracking                                                       10                   1                                  

     Two Weapons                                              10                   3               once            Dexterity > 9

     Weather Recognition                                10                   1                                  

 

     Bookkeeping                                              11                   1                                   Literacy/Cyphering

     Gold/Silversmithing                                 11                   2                                   Blacksmithery or Jewellery/Gemcutting —
                                                                                                                                              the cost is 1 if both skills are known

     Heraldry                                                        11                   1                                  

     Jewellery/Gemcutting                               11                   2                                  

     Locksmithing                                             11                   3                                  

     Navigation                                                   11                   1                                  

     Taxidermy                                                    11                   1                                  

 

     Disguise                                                        12                   2                                  

     Foreign Language                                      12                   1                                  

     Forgery                                                         12                   2                                   Literacy/Cyphering

     Magistry                                                       12                   2                                  

     Master Armory                                            12                   3               once            Armory

     Religious Knowledge                                12                   1                                  

     Ventriloquism                                             12                   2                                  

     Weaponsmith                                              12                   2                                  

 

     Piloting                                                        13                   1                                   Navigation

     Cartography                                                13                   2                                   Calligraphy, Map Reading, Navigation

     Engineering                                                 13                   3                                   Literacy/Cyphering; takes 8 months to learn -
                                                                                                                                                the cost is only 2 if Mechanics is known

     Linguistics                                                   13                   2                                   Literacy/Cyphering

     Mechanics                                                    13                   3                                   Literacy/Cyphering, -
                                                                                                                                                the cost is only 2 if Engineering is known

     Spell Recognition                                     13                   1                                  

     Spying                                                          13                   1               once            Silent Movement, Alertness, Forgery, Disguise

 

 


once again, but alphabetically:

 

 


                                                                        required           skill        multiple
     Skill                                                      Intelligence     points       points?         Prerequisites and Comments

     Acrobatics                                                     9                    2                                   Dexterity > 12

     Acute Hearing                                               7                    1                                   intact ears

     Alertness                                                       8                    2                                  

     Animal Noise                                               7                    1                                  

     Armory                                                           9                    2               once           

     Art                                                                   9                    1                                  

     Barbery                                                          8                    1                                  

     Basketry                                                        6                    1                                  

     Blacksmithery                                             8                    2                                  

     Boating                                                          9                    1                                  

     Boatwright                                                   10                   2                                   Boating Skill

     Bookkeeping                                              11                   1                                   Literacy/Cyphering

     Brewery                                                          8                    1                                  

     Business Sense                                           10                   2                                   Recognize Value

     Calligraphy                                                  9                    1                                   Literacy/Cyphering, Dexterity > 6

     Carpentry/Woodcrafting                           8                    2                                  

     Cartography                                                13                   2                                   Calligraphy, Map Reading, Navigation

     Climbing                                                       7                    1                                  

     Cooking                                                        8                    1                                  

     Coopery                                                         8                    1                                  

     Courtly Graces                                            10                   1                                   Charisma > 6

     Disguise                                                        12                   2                                  

     Diving                                                            6                    1                                   Swimming

     Dyeing                                                           8                    1                                  

     Engineering                                                 13                   3                                   Literacy/Cyphering; takes 8 months to learn -
                                                                                                                                                the cost is only 2 if Mechanics is known

     Expert Horsemanship                                7                    1                                   Riding, Horsemanship

     Falconry                                                       10                   1                                  

     Farming                                                         9                    2                                  

     Fire Building                                                6                    1               once           

     First Aid                                                         9                    1                                  

     Fishing                                                          6                    1                                  

     Fletching/Boyery                                       8                    1                                  

     Flying                                                            9                    1                                  

     Foreign Language                                      12                   1                                  

     Forgery                                                         12                   2                                   Literacy/Cyphering

     Gaming/Gambling                                     10                   1                                  

     Glassblowing                                               9                    1                                  

     Gold/Silversmithing                                 11                   2                                   Blacksmithery or Jewellery/Gemcutting —
                                                                                                                                              the cost is 1 if both skills are known

     Heraldry                                                        11                   1                                  

     Horsemanship                                              7                    1                                   Riding

     Horticulture                                                   7                    1               once           

     Hunting                                                          8                    1                                  

     Husbandry                                                     7                    1                                  

     Jewellery/Gemcutting                               11                   2                                  

     Leatherworking                                           9                    1                                  

     Linguistics                                                   13                   2                                   Literacy/Cyphering

     Literacy/Cyphering                                    8                    1                                   takes six months per language to learn

     Locksmithing                                             11                   3                                  

     Magistry                                                       12                   2                                  

     Map Reading                                                9                    1                                  

     Master Armory                                            12                   3               once            Armory

     Mechanics                                                    13                   3                                   Literacy/Cyphering -
                                                                                                                                                the cost is only 2 if Engineering is known

     Mining                                                           9                    2                                  

     Mountaineering                                           9                    1                                  

     Naturalist                                                       9                    1                                  

     Navigation                                                   11                   1                                  

     Netting                                                           7                    1                                  

     Perfumery                                                      9                    1                                  

     Piloting                                                        13                   1                                   Navigation

     Portering                                                       6                    1                                  

     Pottery                                                           7                    1                                  

     Public Speaking                                         10                   1                                   Charisma  > 7

     Recognize Value                                          8                    2                                  

     Religious Knowledge                                12                   1                                  

     Riding                                                            6                    1                                  

     Rope Use                                                       7                    1                                  

     Running                                                         6                    1                                  

     Seamanship                                                  7                    1                                  

     Service                                                           8                    1                                  

     Sex Appeal                                                    7                    1                                   Charisma > 8, Comeliness > 8

     Silent Movement                                        9                    1                                   Alertness

     Sleight of Hand                                           10                   1                                   Dexterity > 11

     Spell Recognition                                     13                   1                                  

     Spying                                                          13                   1               once            Silent Movement, Alertness, Forgery, Disguise

     Swimming                                                     6                    1                                  

     Tailoring                                                       8                    1                                  

     Tanning                                                         9                    1                                  

     Taxidermy                                                    11                   1                                  

     Teamster                                                        7                    1                                  

     Torture                                                            9                    1                                  

     Tracking                                                       10                   1                                  

     Two Weapons                                              10                   3               once            Dexterity > 9

     Ventriloquism                                             12                   2                                  

     Weaponsmith                                              12                   2                                  

     Weather Recognition                                10                   1                                  

     Weaving                                                        8                    1                                  

 

 

 

 

 


skill descriptions

 

 

 

 

 

acrobatics                                      (intelligence 9 required — 2 points/skill)

 

This skill allows some abilities (explained below), including controlling a fall so as to avoid damage, pole vaulting, and tightrope walking.

 

FALLING

 

Reduce the amount of damage taken (in terms of hit points) by double the number of points taken in this skill; results of less than zero are treated as zero.  Example: Frito the Fighter decides to take the Acrobatics skill.  Good thing too, since immediately after the graduation ceremony he trips and falls off the 20' stage.  The damage rolled is four points; therefore he takes zero points of damage ((4) - (2 x 2) = 0).  If the damage roll had been two points, the damage taken would have been zero; if the damage roll had been five points, Frito would have sustained only one point of damage.

 

VAULTING

 

A novice may attempt to vault a barrier of 8' or less by using a springboard, pole, etc., by making their Pet/Poly save with a -6 modifier.  A person with the Acrobatics skill may vault a barrier of 9' or less by making their Pet/Poly save.  For every 1/2' below the height rating, add 1 to the saving throw; for every 1/2' above the height rating, subtract 2 from the saving throw.  Each additional point put into the skill past the two required to buy it will add 1/2' to the base height that can be vaulted.

 

 


                                           base height
   # of skill points              that can be vaulted                        saving throw             


             1                                  8 feet                        save vs. PetPoly at -6
             2                                  9 feet                        save vs. PetPoly at -4
             3                               9.5 feet                        save vs. PetPoly at -2
             4                                10 feet                        save vs. PetPoly at parity

 

Each point of dexterity over 14 adds one to the saving throw.  Each point of dexterity below 9 subtracts one from the saving throw.

 

TIGHTROPE WALKING

 

This assumes a tightrope 60' long and at no more than 45 degrees slant (a little more slant is allowed if you are going down).  For each additional 60' segment a new saving throw must be made.  Success depends on making the Pet/Poly save.  Failure means falling.  Novices save at -6; people with the skill save at parity.  Each point over the two required to buy the skill will add one to the saving throw.  Each point of dexterity over 14 adds one to the save; each point below 9 subtracts one from the saving throw.  Other bonuses (such as use of a re­ally good balancing pole) or penalties (such as trying to do the walk in a hurricane) may be added on at the DM's discretion.

 

 

acute hearing                                  (intelligence 7 required — 1 point/skill)

 

This is somewhat related to the Alertness skill.  However, instead of quick reactions,  the heightened sensory ability manifests itself as the person being better able to hear things.  For ex­ample, a normal human has a 5% chance of hearing noises behind closed doors.  Beings with this skill have roughly twice the chance of hearing noise -- a 10% chance of hearing noise behind a closed door.  (Racial Modifiers are applicable.)  This ability to hear faint noises can be applicable to other situations.  For example, this skill allows the character to add 1 to his rolls to see if he wakes up due to noise.  Additional points may be put into this skill.  Each additional point aids the "hearing noise" percentage by 2 percent and adds +1 to "wake up" rolls.

 

 

alertness                                        (intelligence 8 required — 2 points/skill)

 

A person with the Alertness skill gives himself, and possibly his party, an "edge". The char­acter will be surprised only 25% of the time (instead of the normal 33%).  This skill also aids in the detection of invisible people.  Characters with this skill suffer a -3 ToHit penalty when attacking invisible beings, instead of the normal  -4. The character is also allowed to add 5% to his resistance against all pickpocket attempts directed at him, and to add 1 to his rolls to see if he wakes up due to noise.  Each additional point will lower the surprise percentage by 3% (to a minimum of 1%), add 3% to pickpocket re­sistance, and add one to his rolls to wake up.  Every two additional points helps the ToHit against invisible beings by one, to a maximum of parity at eight points put into this skill –  the benefits are cumulative.

 

 

animal noise                                   (intelligence 7 required — 1 points/skill)

 

This skill allows the imitation and identification of certain animal noises and calls.  The success roll is made by adding the better of the character's Intelligence or Wisdom score together with the number of points put into this skill.  This number or lower must be rolled on a d20.  If the roll is missed, the character has just made some nonsensical (and possibly embarrasing) noise.  If this roll is made, the animal still gets a save (on a d20) versus its Wisdom (if the Wisdom score is unknown, assume it is the same as the creature's Intelligence).  If the animal's save is missed, it will believe the character's noises to be legitimate and may act accordingly.  If the animal makes its save, it will either ignore the noises entirely or may act in an entirely different manner than what was intended (it could be bad news to have accidentally made a rhino's mating call while in the sa­vanna).  Identification of a naturally made learned call/noise is automatic.  Faked noises can be identified as such if the character makes his save versus his Wisdom (just as if he were the animal trying to be faked out).  Each point put into this skill allows the imitation and identification of ten animal calls and/or noises.  (Keep track of which calls/noises are learned with the expenditure of each point.)  Additional points in this skill also add to the chances of success with calls learned previously (+1 to the calls/noises in a particular block, this is cumulative).  Anyone who does not have this skill (or who has it, but doesn't have the particular creature call) may make an attempt to fake a call by subtracting two from the first roll and adding eight to the creature's saving throw.

 

 

armory                                            (intelligence 9 required — 2 point/skill)

 

This skill allows field repairs and the fashioning of most types of armour.  The types of armour that can be fashioned are from padded up to banded mail; the manufacture of plate or better requires the Master Armory skill.  Ten working days per AC class are required to build armour.  Armour up to (and including) plate mail can be repaired by use of the skill.  This generally takes a day for minor repairs, three days for resizing armour or making a moderate repair, and seven or more days to make major repairs to armour.

 

 

 

art                                                   (intelligence 9 required — 1 point/skill)

 

The Arts include a wide variety of pursuits such as Acting, Architecture, Dancing, Limning, Music, Painting, Sculpting, etc.  A point is spent to buy a skill in one particular Art.  Such skill provides enough ability to make a (very) small living doing whatever Art one has trained for.  Multiple points can be put into a particular Art to improve one's skill or can be used to buy an abil­ity in another Art.  If you are interested in becoming the "equivalent" of Duncan in Dancing, Picasso in Painting or Mozart in Music, consider spending at least two dozen points in your partic­ular field.  Becoming an Art Critic requires no points.

 

 

barbery                                            (intelligence 8 required — 1 point/skill)

 

This skill allows the character to cut hair, trim beards, perform pedicures and manicures and other such things.  In addition, the barber can concoct special creams and potions to do such things as dye hair (95% chance of success), remove hair and make it stop growing for a month at a time (85% chance of success), restore hair growth where it is absent (25% chance of success).  Barbers also know the proper way to apply leeches so as to remove the visible signs of bruises (50% chance of success) and to possibly remove insinuative poisons (5% chance of success, must be at­tempted within one turn of poisoning; if it is successful half the hit points lost due to the poison are regained - note that if a person died from the poison, they stay dead).  Each extra point spent on this skill adds five percentage points to all success rolls.

 

 

 

basketry                                           (intelligence 6 required — 1 point/skill)

 

The Basketry skill allows characters to fashion serviceable baskets, mats, etc. from materials at hand (if any).  These baskets can hold ~10GP of weight for every 10 minutes(/# of skill points in this area) spent making the basket.  Multiple points in this area will make the resultant baskets more esthetic and easier to build

 

 

blacksmithery                                 (intelligence 8 required — 2 points/skill)

 

This skill allows the fashioning of metal implements such as horseshoes, shovels, hoes, etc., out of easy to work hard metals such as bronze, brass, iron, etc.  Extra points will allow more in­tricate items to be made such as pump heads, etc.  Also allowed for more points will be the ability to work harder metals such as mithril and adamantium.  Note that this skill is not a substitute for the Weaponsmith skill.

 

 

boating                                            (intelligence 9 required — 1 point/skill)

 

This gives the character the ability to "captain" small boats such as rowboats, canoes, rafts, and small sailboats - craft that require only three or fewer people (not counting passengers) to properly sail (contrast this with the Piloting skill). These may only be used on inland waters and very near the shore of seas or oceans.  A prime boat type (a "major") must be chosen which will have a skill rating of one, but some abil­ity in all small craft is gained (equivalent to a skill rating of 0). With such a person at the helm, the craft will move at a rate of 10% faster than the normal (printed) speed and will be 2% less likely to capsize if it is a boat in which the character has a major.  If the person has the Boating skill and is piloting a craft that is not one of his majors, the speed and chance to capsize are normal.  If a party is trying to use a boat without anyone having the Boating skill, the speed of the craft will be re­duced by 10% and the chance to capsize will increase by 2%.  Multiple points spent in this area can be used to add more majors or to increase the ability with respect to a previously known major; each additional point in a major will increase the boat speed by another 10% and lessen the chance to capsize by 2%.  For example: Guido the Cleric likes small sailboats so much that he decides to spend two skill points on learning how to pilot them.  When he is at the helm of such a boat, it will move 20% faster than normal and will be 4% less likely to capsize.  He can also use other small craft such as canoes at the normal speed and chance to capsize.

 

 

boatwright                                   (intelligence 10 required — 2 points/skill)

 

One point in this skill gives the ability to build canoes, kayaks, and other small boats of av­erage quality.  Additional points buy the skill to make other types of bigger and/or more elabo­rate boats and to make higher quality smaller boats.  The prerequisite is knowledge (i.e. the partic­ular skill) of how to use the particular boat/ship to be built.

 


                               Boat Type I        Boat Type II          Boat Type III            Boat Type IV

                                  Canoe,           River Barge,            Corvette,                       
                                  Kayak,          Small Sloop,        Sloop, Frigate,           Man 'O War,
  # of skill points     Small Sailboat    Large Sailboat    Small Merchantman Large Merchantman


            1                     cannot               cannot                  cannot                     cannot
            2                        5                   cannot                  cannot                     cannot
            3                        6                   cannot                  cannot                     cannot
            4                        7                      5                      cannot                     cannot
            5                        8                      6                      cannot                     cannot
            6                        9                      7                         5                         cannot
            7                       10                     8                         6                         cannot
            8                       11                     9                         7                            5
            9                       12                     10                        8                            6

 

 

The success roll is made by subtracting the Quality Number from 12.  Rolling this baseline number or more on 2d6 means you have successfully fashioned an average boat (a 5 on a 1 to 10 scale).  For every three points over the baseline number (round down), the quality of the boat is raised by one point.  For every two points rolled below the baseline number (round down), the boat quality drops by one.  A boat of Quality two is barely seaworthy and may sink.  A boat of Quality one will sink within 2d6 days of first being launched.

 

Example:  Guido the Cleric likes boats, knows how to sail all types of boats and ships, and decides to learn to build them.  He enthusiasticly puts four skill points into the effort.  He builds a Kayak and needs only a 4 (Quality rating of 8 on Type 1 boats - 12-8=4) or better on 2d6 to build at least an average kayak.  He rolls a 12!  Thus the quality of this Kayak is 2 points better than normal (12 - 4 = 8; there are 2 threes in 8; therefore Quality = 7).  This kayak will move faster, more easily, and take more damage before sinking than an average quality one.  If Guido had rolled a two, he would have wound up with a Quality 4 kayak - a slower, lumbering, hulk of a kayak.  Guido would have had a chance of turning out a TYPE 2 boat (such as a river barge) provided he knew how to sail the type of boat he was trying to build.  He would have had to expend more skill points to be able to try to build a Frigate or a Man 'o War.

 

 

bookkeeping                                    (intelligence 11 required — 1 point/skill)

 

This skill gives advanced knowledge, accuracy, and speed in arithmetic.  It also gives a basic knowledge of laws and procedures for taxation and tariffs for various areas.  A character with this skill who is running a business should be able to make 1d6 * # of skill points more money per year (due to more efficient record keeping, better knowledge of tax loopholes, etc.).  Finally, this skill is essential to have a good chance of successfully manipulating the books "creatively".

 

 

brewery                                            (intelligence 8 required — 1 point/skill)

 

By means of this skill, a character may brew simple, potable alcoholic beverages such as beer, ale, and wine.  A single point will give the ability to make mediocre beverages as well as the ability to put together simple brewing equipment.  Additional points will buy the ability to make finer beers, ales, and wine; these tasting better and being worth more money.  Other beverages such as whiskey, brandy, schnapps, etc. will be gained as more points are invested in this skill.  One skill point gives an 85% chance (success on a 4 or higher on a d20) of making potable beer, ale, or wine.  Each additional point adds 5% to the base chance of success as well as adding an additional category of drink that can be brewed, with a base chance of success of 85%.  Some categories are whiskey, brandy, schnapps, vodka, malt liquor, scotch, etc.  Keep track of the chance of success for each category.  A roll of one on a success roll indicates failure (possibly catastrophic in nature) no matter what adjustments may be applicable.  An adjusted roll of over 20 indicates a truly fine batch of liquor.  For example, a person with five skill points in this ability might have:

 

Beverage Type                Chance of Success     Chance of Fine Vintage

Beer, Ale, or Wine                    105%                              5%

Whiskey                                   100%                         no chance

Vodka                                         95%                         no chance

Brandy                                        90%                         no chance

Absinthe                                     85%                         no chance

 

In all categories, a roll of one will indicate utter failure no matter what the adjustments.

 

 

business sense                                (intelligence 10 required — 2 points/skill)

 

This gives the person a better chance at driving bargains and making shrewd financial decisions.  This is accomplished by gaining skill in bargaining techniques and practices (everything from knowing how to give out free samples of roast yak to giving out free samples of gold).  It provides skill in elementary business law and bookkeeping.  (However, it is not a substitute for either the Magistry or Bookkeeping skills).  As a general rule, a character with the Business Sense skill will be able to get a five to ten percent better price for most items (buying or selling).  Additional points will provide better knowledge of local trade laws and customs, more discounts, etc.

 

 

calligraphy                                      (intelligence 9 required — 1 point/skill)

 

This skill allows the production of fine manuscripts, posters, notices, etc. with the  number of different scripts available being equal to the Calligrapher's intelligence score.  This skill also low­ers the chance of failure of penning a scroll by 3% (to a minimum of a 1% chance of failure).  Each additional point added to this skill will improve the overall performance somewhat (add 5% if you use a die roll to judge the artfulness of the manuscript) and lower the chance of failure of penning a scroll by 1% (once again subject to a minimum of 1% chance of failure).  Additional points also add additional scripts -- an additional script per point.

The skill also allows the calligrapher to make usable ink out of a variety of normal materials - black ink from lampblack and lindseed oil, for example.

 

 

carpentry/woodcrafting               (intelligence 8 required — 2 points/skill)

 

This allows the making of wooden items from cabinets to houses (the building thereof, not the design).  The initial investment in the skill will allow the character to build plain but serviceable furniture, cabinets, and structures of wood.  The volume that may be worked is 75 cubic feet per day.  The character may provide directions to up to four other people, each of whom will produce (on the average) 75 cubic feet per day.  (This means that up to 375 cubic feet of "structure" may be constructed by such a carpenter and his crew.)  Each additional point in this skill will increase the complexity of tasks that may be attempted, increase the craftsman's volume by 10 cubic feet per day, add one to the number of helpers that may be directed, and increase the helpers' output by 5 cubic feet per helper per day.

 

 

cartography                                  (intelligence 13 required — 2 points/skill)

 

This allows the making of highly accurate maps from various sources of information.  It provides a limited knowledge of art and calligraphy skills that would be essential for the drawing of maps.  Perhaps more importantly, a character with the Cartography skill can draw dungeon maps much more quickly and accurately in game terms.  (The DM may allow the skilled character to occasionally get an accuraccy check of a particular map - this does not mean that the DM allows the character to take his map.)  This would be complimentary with the Navigation skill.

 

 

climbing                                           (intelligence 7 required — 1 point/skill)

 

As opposed to the skill of Mountaineering, Climbing is the skill of scaling man-made and less ambitious natural objects.  The base chance of success for this skill is 75% plus whatever modi­fiers are applicable (such as race, dexterity, armour, etc).  This chance must be rolled every 1" of the climb (minimum of at least one roll); if the roll is failed, the character falls and takes appropriate damage.

 


   base percentage                            racial adjustment
        
1st Level Thief           85%                Gnome                   -  15%
         Novice                      40%                Halfling                  -  15%
         Climbing Skill           75%                Dwarf                     -  10%
                                                               Elf                             0%
                                                               Human                        0%
                                                               Half Elf                       0%
                                                               Half-Orc                 +   5%