ChaDter 6
successful healing proficiency check. Even if the healing take about 2-12 daylight hours to reach this position,
check fails, the herbs still restore the 1 hit point. With no though an abundance or scarcity of game can decrease or
healing proficiency, the herbs can still be used, but the increase this time at the DM's option. Night hunting might
herbalist needs to roll a successful check to restore the 1 be possiblefor characters with infravision.
hit point.
The hunter also possesses a basic skill at removing skin
The herbs also can be used to create a poison, either from an animal, and butchering the carcass into usable
ingested or injected. A single use of poison requires two meat These tasks require no checks.
doses of herbs. The lethality or other effects of the poison
(paralysis, unconsciousness, delusions, etc.) must be Juggling:A character with this proficiencycan juggle up
worked out with the DM. to three small objects without a proficiency check. Addi-
tional objects can be added, but a check is required; use a
Hunting:The hunting proficiency allows a character to -1 modifier for each item beyond the fourth. Checks are
find game and get reasonably close to it. The actual kill is also required for spectacularfeats, such as juggling lighted
handled using rolls to hit and for damage. Hunting is a pro- torches or whirling scimitars, with failure meaningthat 1d4
ficiency that always requires a successful proficiency check items are dropped. The potential for damage or disaster is
when it is used. left to the DM.
+If the check is successful, the hunter will reach a position This skill is primarily useful for entertainment or diver-
sions, though characters with the juggling proficiencyhavea
within Idloo 100 yards of the quarry. Generally it will
chance to catch small objects-such as
darts or daggers-that are thrown at
them. They must be facing the source
of the attack to make such an attempt,
and they must make a proficiency
check with a -2 modifier. Failure means
they are automatically hit by the thrown
objects.
*..- ;: This skill means that a
character has unusual abilities to jump
across distances, leap incredible
heights, and vault with a pole.
A human or elven character with the
jumping proficiency can perform a run-
ning broad jump of 20 feet without a
proficiencycheck; a jump of more than
20 feet requires a check, with a -1
modifier for each foot above 20.The
jumper can do a standing broad jump
of 8 feet without a check; longer jumps
require proficiency checks with the
same penalties.
The character can high jump 4 feet
without a check, higher obstacles
require a check, with a -1 modifier for
every 6" of additional height If jumping
from a standing start, the beginning
height is 3 feet, not 4 feet.
Dwarves, gnomes, and halflings are
more limited in their jumping ability. For
these characters, the basic distances in
each category are reduced to 75% of
the listed amount-e.g. 15 feet instead
of 20 for the broadjump.
A vaulting pole must be at least as
tall as the character using it, but no
Nonweapon Proficiencies
more than twice as tall. The character can vault over obsta- -failure by a roll of 20 means that the mountaineer is pulled
cles up to the height of the pole. If the obstacles are within
2 feet of the pole's length, however, the character must down, too.
make a proficiencycheck The vaulter can also jump across Characters with the mountaineering proficiency can add
a space no more than 1!4 the width of the pole's length. If
the gap is greater than the length of the pole, a proficiency their proficiency ratingto their percentagechance of climb
check is required. ing any surface; this includes thieves usingthe climb walls
special ability.
Leather working: The character with this skill can skin
animals, tan leather, and work that leather into clothing, Musical instrument: The character can play a specific
armor, backpacks and saddlebags, harnesses, etc. These type of musical instrument, adding an extra instrumentfor
tasks are automatic successes, but the leather worker will every character point expended on this proficiencyafter its
have to make a proficiencycheck when attemptingunusual initial purchase. The skill enables the character to play the
jobs-making a leather patch for a boat hull, for example, or instrument very well, though a proficiency check might be
makinga usabletent of scraps of hide. requiredwhen attemptinga very difficult piece.
local History: The character knows all about the back- A character with the music/instrumentaltrait knows how
ground of a specific area in the campaign world and can to play two instrumentsimmediately(when this proficiency
use this knowledgeto entertain and enlighten others, gain- is selected). For each character point spent, two (not one)
ing a +2 bonusto the reaction rolls of N K s from that area. additional instrumentscan be learned.
If a specific question comes up-the identity of a knight's
banner seen in the distance, for example-the character can Navigation: Characterswith the navigation proficiency
know how to fix their locations on the seas and Oceans of
make a proficiency check, with success indicatingthe cor- the campaignworld by observing celestial clues. Characters
with a sextant (not necessarily available in all campaigns)
rect tidbit of information. A character with the obscure and a compass, and who can see the stars or observe a
knowledgetrait gains a +3 bonusto the proficiencyrating. sunrise or sunset, will know where they are-no proficiency
check is necessary. Such a skilled character can navigate
Mining: A character with the mining proficiency can across entire oceans without becoming lost, though bad
select the site of a mine and supervise its excavation and weather can obscure the celestial clues and blow a vessel
operation. Mining proficiency checks are best made for a far off course.
player by the DM, sincethe character will not learn for some
time whether his suppositions about a potential mine were tf a character does not havethe propertools, or is forced
accurate. to work with only a general idea of direction (fog obscures
the sunset, for example), the DM should secretly make the
The Player's Handbook contains a more detailed proficiencycheck Success means the character is reason-
description of how to role-play a miner's proficiencyuse. ably accurate in plottingthe daqs course. Failure means an
off-courseerror that varies by the extent of the failure-a roll
Modem Languages: The character has learned one or of 20 has the character going practicallythe exact opposite
more languages, other than his native tongue, that are con- direction!
temporaryto the campaign world. For each additional char-
acter point spent on modern Languages, the character can Orienteering: This is the ability to keep one's bearings
speak one additional language. on roadless, trackless land. Proficient characters will not get
lost as long as they can e'her see the sky or have the use
Mountaineering: A character with this proficiency is of a compass. This means that they can maintain track of a
skilled in the use of hammer and pitons (spikes) to secure given direction, keepingthemselves and their companions
a route up a mountainside. He also knows how to use the traveling in a straight line.
rope and brackets that can link a party of climbers. A profi-
cient character can make a route across a steep section of Characters who possess a map and can track their direc-
rocks, and by the use of ropes allow other, non-proficient tion of travel can arrive at specific points-towns, ferry cros5-
characters to follow. ings, bridges, monuments, wells, springs, etc-without profi-
ciency checks.
No proficiencycheck is required unlessthe DM declares
that a route is very perilous-steeplypitched, with few hand- If the map is slightly erroneous, or lacking in crucial
and foot-holds, and those that exist are tiny or loose. If a details, the characters will have to make successful profi-
character connected to the mountaineer by rope falls, the ciency checks to accurately arrive at a specific point. This
mountaineering character can make a proficiency check; check can be modified for increased difficulty based on
success means that the other's fall has been arrested. Fail- poor weather or major problemswith the map.
ure means that the other character continues to fall, and
Painting: A character with this proficiency is skilled at
rendering images with oil, brush, and canvas. The artist can
I
l.
create reasonable portrayals of people, landscapes, and trait of animal empathy, and +1 if they have the additional
monsters, and he possesses a knowledge of perspective, proficiency in animal training. These modifiersare cumulative.
shading, and composition. If this proficiency is coupled with
the artistic talent trait, the character receives +2 to his base Rope Use: A character with this proficiency can tie knots
painting score and can create stunningly realistic works, of all kinds without a proficiency check The character adds
capable of stirring profound reactions in observers-and +2 to all mountaineeringproficiency checks that involve
perhaps worth gold to wealthy NPCs. rope and also gains +lo% to climbing chances-if the climb
involves a rope.
Pottery: The character can create ceramic vessels-jars,
bottles, plates, bowls, etc.-of whatever type are in use in If the character is tied up with ropes, or seeks to untie a
the campaign world. A serviceable piece of crockery can be permanent knot, a proficiencycheck is required. Success
made without a proficiency check If the character attempts means that the bonds or knots come undone in 2d6 min-
to make a fine-quality piece, it will take about three days for utes.
an average-sized object-and a successful proficiency
check. Failure means the object is useless; success indi- Running: Characters can add % their normal top speed
cates the degree of excellence, with a roll of 1 indicating to their movement rates for up to 1 turn. After this, they
that the character has created a work of unique value. must spend a turn resting, or 6 turns engaged in normal
activity before they can sprint again.
A character with the artistic talent trait gains a +2 to the
pottery proficiency rating. Masterpieces of pottery are Also, characters can jog steadily, moving at twice their
sculpted by these talented characters. normal movement rates over the course of a day. Eight
hours of rest is mandatory after such a stint Followingrest,
Readinwting: The character is literate in a language the characters can make proficiency checks. Success means
that is contemporary to the campaign world, provided that they can run normally duringthe upcomingday; failure indi-
the character can speak it (see the modern languagesprofi- cates they cannot use the running ability that day.
ciency), For each additional character point spent on read-
ing/writing, the character is literate in one additional lan- Sculpting: The character with this proficiency can render
guage. realistic objects out of stone and clay. A high level of sculpt-
ing proficiency, coupled with the artistic talent trait, means
Reading Lips: Characters possessing this proficiency the charactercan create statues, statuettes, busts, and other
have a chance to understandthe speech of those they can objects of rare and valuable beauty.
see but not hear. The speaker must be clearly visible, less
than 30 feet away, and well-illuminated-characters cannot Seamanship: These charactersare trained to help oper-
lip-read with infravision. If the speaker is addressing the lip ate galleys and sailing ships. They can row, hang rigging,
reader and intends to be understood, no proficiency check steer a helm, patch canvas, and repair hulls (with tar or
is necessary. If lip readers attempt to "overhear" speech not pitch). This proficiencydoes not allow characters to navi-
directed to them, proficiency checks are required. Success gate.
means the gist of the words come through. The trait of The captain of a vessel, who pprroefsicuimenacbylychpeocskssestoseasvthoiisd
empathy adds +2 to checks usingthis skill. skill at a high level, must make
certain hazards of the sea. Such a seaman might take the
Religion: A characterwith this proficiency is familiar with ship into a reef-lined bay with no difficulty if a local pilot is
the basic tenets of the major and minor faiths practiced in there to act as a guide. But if the captain has to pick a path
the campaign world. Observing an act of religious signifi- through coastal breakers, a failed check might mean a bump
cance-a blessing of warriors before battle, for example- on the bottom of the hull, or that the ship has run aground.
means the character understands the importance of the rit- Bad weather and treacherous currents can penalize these
ual without a proficiency check. Checks are required to proficiency checks, while fair breezes and superb visibility
understand the activities of unique or foreign religions. should convey positive modifiers.
Additional character points spent on this proficiency can
expand a character's knowledge to include other religions, Set Snares: A character with this skill can place small
or can increase the level of detailed knowledge about the traps and snares along a game trail-a useful aid to gaining
faiths already studied. food in a non-civilized setting. Given proper materials-
supple branches, bowstring or heavy thread-the character
Riding,Airborne and Riding, Land: The riding proficien- can make two snares in an hour without a proficiency check
cies are welldetailed in the Player's Handbook.Characters The character can check the snares after eight hours, rolling
using the Skills and hwers rules can add +2 to their profi- a proficiency check for each. These checks can be modified
ciency score in either category of riding if they possessthe by +2 if the character has the animal lore proficiency, and an
additional +2 for the animal empathy trait Success means
Nonweapon Proficiencies
that a small animal, such as a rabbit or partridge, has been SunriVrl: A character with this proficiency has a basic
snared.The checks can be modified up or down by the DM, knowledge of the dangers and challenges in certain wilder-
to reflect the population of animals in the area. ness terrain: arctic, woodland, desert, plains, or tropical.
Mountains are not usually a separate terrain type-a moun-
The character can create a larger snare, such as a pit trap, tain range may be tropical, wooded, snowvered, etc.
by makinga proficiency check. An 8' deep, 6' square pit re-
quires at least eight hours to make if the ground is soft and Survival skill means the character has a good chance of
a decent shovel is available. Rocky ground, larger pits, and findingfood or water in that environment-if there is any to
makeshift equipment can increase this time dramatically. be found. The character can roll a proficiency check once a
Whether anything falls into the large pit is a matter of the day for each category. Success means food, water, or shel-
DM's interpretation and generosity. ter is found. Typically it will take l d6 hours to find water,
and 2d6 turns to forage enough food for one person.
Singing: The character knows and can perform the
many types of songs, including some that involve complex A character with this skill also understandsthe perils
or difficult notes. All songs common to the character's soci- inherent in sudden storms and dangeroustopical features-
ety will be familiar. Rare, archaic, or unusual songs will be avalanches, quicksand, sandstorms, and landslides, for
known with a proficiency check Also, characters who have example. The DM might allow a player to roll a proficiency
had a chanceto hear an unknown song can perform it (-2 check when one of these dangers appears on the horizon-
modifier, +1 for each time after the first that it is heard). success means the character has noticedthe menace.
The character can compose his own songs, including Swimming: This useful proficiency allows charactersto
choral works, with a successful proficiency check. If the swim accordingto the AD&D game rules for water move-
character also has the Music/Singing Talent, the character ment (see the Player's Handbook for more information).
can add +2 to his base score. Characterswithoutthis proficiency are considered untrained
swimmers, and they can do little more than hold their
Spellcrcrft:A character with this proficiency gains no breath and float. Proficient characters can perform most
actual spell use abilities, but does possess significant knowl- swimming tasks without any checks.
edge about spellcasting. Observing or overhearing a spell
being cast, or a getting a good look at the spell compo- For each character point added to this proficiency after
nents, lets the character make a proficiency check Success its initial purchase, swimmers can add 1 to their movement
' meansthe enchantment is recognized. Modify the check by rates in water.
12 if the character can both see and hear, and add another
c2 if the spell components are spotted. Tailoring: A Character wifn rnis proriciency can sew gar-
ments out of all types of cloth-wool, cotton, silk and well-
mzards using this proficiency gain +2 to checks made if tanned leather beingthe most common in the typical cam-
.he spell being studied is one from their own specialty or paign world. The character can use needle and thread. The
school. Characters with this proficiency can also make amount of time required for a job naturally varies by its
checks to determine if an item is enchanted. complexity, but proficiency checks are only required if the
tailor is attempting to make somethingtruly unique and
Stonemasonry:A character with this skill knows how to spectacular-a coronation gown for the queen, perhaps.
excavate stone from quarries, cut that stone into blocks,
make bricks, mix mortar, lay stone or brick, and carve simple The tailor can also makefield repairs on clothingthat has
designs and symbols into stone. The mason can lay cobble been damaged by the vagaries of adventuring. These
stones or bricks for roads and courtyards, and the work can repairs typically require proficiency checks, with failure indi-
include small arches and cantilevered platforms. None of cating that the patch will hold for only a very short time. A
haMingcharacter gains a +1 to this proficiency rating.
these tasks require proficiency checks. The character's tools
Throwing: Characters with this proficiency add 10'to
include hammers, chisels, trowels, block and tackle, plumb each range category of thrown weapons, and increases the
lines, shovels, and wedges. If fully equipped, a typical damage or the attack roll by +1 each time they throw a
mason can builda wall, 10'long, 5'high and 1'thick, in one tweapon. The player can elect to improveeither the damage
day-if the stone is already cut. The character can erect
walls, buildings, pillars, stone abutments for bridges, etc or attack roll, but the choice must be announced beforethe
a ckismade.
The character can step up the work by making a profi-
ciency check Also, if the stonemasondoesn't have the ben- For each character point spent on this Proficiency (after
efit of the engineering proficiency, checks must be madefor its initial purchase) a character adds another 5'to thrown
wall sections higher than lo', and for structures involving w apon ranges. For every 4 additional character points
arches or elaborate corners. spent, another +1 on the damage or attack rolls is gained-
t+hi1stcoaanttbaeckuasnedd+as1 a +2 on one or the other, or split as a
A dwarven character receives a +2 bonus when taking to damage.
this proficiency.
103
Tightrope Walking: The character with this proficiency by some of these factors: the intelligenceof the listeners
can balance on ropes, wires, slender beams, and other nar- (+/-3); the distance from the ventriloquist to the apparent
row, perilous surfaces. A typical movement rate is 60 feet a source of the sound (not more than 20 feet); the believ-
round, though an upward angle will slow this. Ascents and ability of the ventriloquist's words and sounds; whether the
descents of 45 degrees or more are not possible. audience can observe the proficient character; and the
l e n h nf the ventriloquism display.
The character does not require a proficiency check if the
surface is at least 4" wide. Narrower surfaces require nsmithing: This proficiency allows a character to
checks, with failure indicating a fall. If walking on a flat sur- create metal weapons. The Player'sHandbook givesthe
face more than an inch wide, the character receives a +3 time and material cost requirementsfor various types of
modifier to the check. A balance pole adds another +2 weapons.
modifier, though high winds or a moving surface can con-
tribute significant negatives. A character who seeks to create a truly exceptional
weapon, can make a proficiency check after the item is
If the character makes an attack or suffers damage while completed. If the check fails, the weapon is useless, melted
balanced on a rope, a proficiency check is required. Failure down for its bare metal; if the check succeeds, the character
signals a fall. Subtract the number of points of damage the has created a weapon that is worth 50% morethan the typ-
character suffered from the proficiency rating when this ical example. These are the kinds of weapons selected by
check is made. Attacks made while on the rope suffer -5
penalties on attack rolls. Also, a character walking on a + -wizards for enchantment.
tightrope has limited maneuverability and therefore does Dwarves net a 1 bonus to their ratinnwith this Drofi-
not gain an AC bonus for Dexterity. ciency.
The detailed tracking procedure described in !:A character with this proficiency
the r m p r 5 Handbook is modified as follows for the Skills has d knowlaoge UI WIlIds, humidity, clouds, and seasons
and powers rules: and can accurately predict the immediate weather simply
by looking at the sky. W h a proficiency check the character
No characters suffer the integral -6 penalty to their abil- can guess what's likely to happen during the next 12 hours.
ty scores; this difference is reflected in the proficiency rating Modih/ the check up to +/-6,with a 0 modifier to predic-
tself. tions for the weather six hours ahead.
Rangersgain a +5 bonus to their tracking rating. Weaving: A character with this skill can weave yarn into
Characterswith the animal empathy trait gain +2 to their doth, and he can create taped=, cloaks, and other large
proficiency score when tracking non-domesticated animals. swaths from thread. The character can spin wool into yam
Characters with the animal lore proficiencygain +2 to with a spinning wheel, and he needs a loom to artfully
their proficiency ratingwhen tracking animals-eitherwild or weave that yam. A character with the artistic talent trait can
domesticated. use this skill to create exceptionally beautifuldoth. HaMings
Tumbling: Characterswith this proficiency can roll, som- get a +1 bonus to their rating with this proficiency.
wsault, stand on their hands, flip forward and backward,
snd otherwise perform feats of acrobatics. They can only Allure: This trait allows a character
perform tumbling feats if unencumbered or lightly encum-
bered. t to attract romantic attention from
Tumbling characters can improve their AC by 4 on a
given round if: they avoiding attacks directed against them, b f i p t i o n a NPCs, at the player's option. The
win initiative, and elect not to attack that round. A tumbling character can conceal the trait any
character can move up to 20 feet, or remain in one place, time, but when it is in effect it can m o d i the reaction rolls
during the course of this evasion. In unarmed combat a of NPG who might be affected-perhaps by as much as
:haracter with tumbling ability improves attack rolls by +2. +3. The trait is only effective if there is a reasonablechance
The character can attempt to dodge through obstacles or of the PC drawing romantic attention from the NPC-at the
sscape through narrow apertures, but successful proficiency very least the NPC must be of the opposite sex and of at
checks are required. If the character topples from a height least young adult age.
of 60 feet or less, a successful proficiency check results in
suffering only half damage from the fall. A character with the allure trait can receive one hench-
Ventriloquism: Characters using this skill can make man above the normal maximum-if at least one of the
others believe that sounds and voices are coming from henchmen has a romantic interest, however unrequited
somewhere else. Such a character must pass a proficiency and hopeless, with the player character. Elves can purchase
check to deceive an audience. This roll might be modified this trait for 1 less character pointthan the listed amount.
These charactersare blessedwith a combina-
tion of peripheral vision, good hearing. and mental stamina
- Empathy:The character with this trait has an innate abil-
that makes them very resistant to surprise. Such characters ity to sense the motivations, emotions, and possibly the
receive a +1 bonus when the DM determines if the alert intentions, of others. If the character can observe a group of
characters and their party must roll for surprise. NPCs for 1d6 rounds, the DM can allow a Wisdom/lntuition
Check. Success means that the character has understood
AmMdaxtarlty:This character is equally skilled with the something significant aboutthe discussionor plans of those
NPCs. The empathetic character does not have to speak the
use of either hand. This trait carries over into training, so that languageof the NPCs (though the DM can allow a +2 mod-
the PC can use weapons, bear a shield, and perform acts of ifier if the tongue is known).
strength equally well with the right or left hand. The character
is good at the two weapon fightingstyle, suffering no penalty If the NPCs are of a very different race (such as mon-
for the first hand, and only a -2 penalty for off-hand use.
sters), the check can be modified to X the charac$er's Wis-
'he character possesses an inherent
ability to relate to animals. The character will generally dom/lntuition score. However, the DM can also add posi-
receive a positive reaction from domesticated animals, and tive or negative modifiers if the character has an extra long
can soothe the fears of captive wild animals with remark- or short time to observe, or watches from an especially
able consistency. For example, with a successful Wis- advantageous or disadvantageous position.
dom/Willpower check, the character can encourage a
domesticated animal to approach, or silence a barking :This highly useful trait allows a character to
watchdog. The character, as a rule, cannot persuade wild recover I nit point of damage within 2-12 turns of receiv-
animals to lose their fear of humans. Also, the trait is use- ing a wound. Also, the character naturally heals at a rate of
less if the character attempts to deceive an animal into 2 hit points, not 1, per day.
approaching for the cause of harming it-Le. the cow won't
be persuaded to walk over to the fence so that the charac- G l i W The character has the knack of dissuadingthe
ter can bt 'r it.
suspicions of N P G . The PC must speak the same language
The character has talent with the use of as those he is trying to impress, and players are encouraged
brushes and paint, charcoal sketching, and the sculptor's to role-playthe glibness attempt.
knife. Even without any related proficiencythe character can
render realistic maps and mold simple objects from clay. Situations where this might arise include characters try-
When this trait is coupled with training, the character can ing to talk their way past the guards at a city gate, turning
create works of real artistic merit. Whether these haveworth aside the hostility of a bullying thug. or disarming the suspi-
in monetary terms or as relatingto the character's status in cions of a merchantwho suspects the PCs of thievery. Char-
the campaign world are circumstancesthat must be adjudi- acters can make Wisdom/lntuition checks to see if their
cated by the DM. As a general rule, the character's work as glibness is successful.
a potter, tailor, weaver, painter, blacksmith, leather worker, or
sculptor will fetch 1-500/0 more than the typical cost for Of course, if the guards are lookingfor a smuggler that
such products. fits one of the characters' descriptions, or the bully really
Climate k :This trait providesa character with an wants to beat up, say,a blond elven rogue, or the merchant
sow the fellow steal a bracelet, no glibness attempt is pos-
innate sense of impendingchanges in the weather. The DM
might require a successful roll or a Wisdom/lntuition check sible.
beforethe character can makethe determination. Other cir- Halflings can purchasethis trait for 1 less character point
cumstances may be obvious enough that the character will
know with certainty that the temperature will fall drastically, than the listed amount.
or that a tremendous rainstorm is about to begin.
Impersonlon: This trait represents the acting talent in
Double-jointed: The character has a unique ability to
wriggle out of ropes, manacles, brackets, chains, and other the modem world-the character has a natural ability to fall
bonds. The bound character can make a Dexterity/Agility into a role, and to project that role believably to others. A
check when attemptingto twist free of the bonds. Such an character with the impersonation trait gains a +2 bonus to
escape requires 1d6 rounds for each limb that is bound. if all rolls made using the disguise proficiency.
the character is secured by metal brackets or chains, the
check is made at X (rounded up) of the Agility score. Half- Additionally, the character can assume a disguise imme-
lings add a +1 bonus,totheir modified Agility score when diately-Le., without benefitof costume or makeup. Such an
usingthis proficiency. impromptu disguise cannot alter the character to assume a
specific identity, nor can it alter the appearance of his race
or, except under unusual circumstances, sex.
, - - - This trait enhances the
character's natural rLaVadncteo poisons-inhaled, ingested,
and injected. The character receives a +1 bonus to all sav-
ing throws versus any kind of toxin. Additionally, the dam-
age done by virulent poisons is reduced by -1 point per die
Nonweapon Proficiencies
(to a minimum of I), and the duration of paralytic and eved character might be able to tell the whether the party
other temporary poisons is reduced by 1 round (or turn) c & A sof human; or goblins. When the others can discern
per die rolled. the race of the distant party, this character can tell how
Dwarves can purchase this trait for 1 less character point they're armed and how they're dressed.
than the listedamount. A character with the keen eyesight trait receives a T I
inherent Immunity/Disease: The character with this bonus on all rolls to hit with a missileweapon at long range.
trait has a strong resistanceto diseases of all types. When a Elves can purchase this trait for 1 less character point
saving throw is allowed against a possible infection, the
character gains a +3 bonus. If there is an infection, the than the listedamount.
duration of the disease is reduced-by one day, week, etc.,-
for each die rolled to determine this time period. This Keen Hearing: This trait means that the character pos-
immunity does not apply to magical enchantments and sesses excellent aural acuity-able to hearthe proverbial pin
curses, such as lycanthropy.
+drop. In cases where hearing can be a factor in avoidingsur-
Inherent immunity/Cold: This character is able to
remain comfortablein temperatures that most find chilling, prise, this character receives a 1 bonus. This applies
and he can sometimes avoid the worst effects of cold- whenever the pC approaches an ambush, unless back-
based attacks such as white dragon breath. In game terms, ground noise (a waterfall, bustlingmarketplace, windstorm,
the character gains a +2 bonus to saving throws against etc.) could be expected to drown out the inadvertent
cold attacks (but only physical cold; not, for example, sounds of the ambushers.
against the chillingtouch of a wight).
If the character is a thief, this trait adds +lo% to every
Additionally, the character can reduce his levelof encum- attempt to detect noise. Halflings can purchase this trait for
brance caused by winter garments. In those cases where 1 less character point than the listedamount
the DM might require some penajtyfor a party that must
bundle up in furs, parkas, mittens, and boots, the character Keen Olfactory Sense: This valuable trait elevates the
with this trait can dress one level of encumbrancelighter character's sense of smell to an uncanny level. In any case
2nd still avoid the effects of the weather. where the character might detect an approaching
encounter by smelling the other party, this character gets a
inherent Immunity/Heat: Like the immunity to cold, -1 bonus on chances of being surprised. In addition, this
this trait confers an advantage on the character in certain trait gives the character a +2 bonus when usingthe hunting
types of climates, and improves saving throw chances proficiency. At the DMs discretion, the character can make
a Wisdom/lntuition check to determine whether food or
+against fire- and heat-based attack forms. The savingthrow drink has been poisoned or otherwise tainted.
bonus is a 1, and applies to saving throws against such Keen Taste Sense: This trait allows characters to detect
magical infernos as red dragon breath and against the foreign substances and unnatural alterations in anything
effects of lava or normal fire. they taste. Characters can make Wisdom/lntuition checks
with a +3 modifier. Success means they realize some sort
The DM can determine the benefits conferred by this of alteration has been done to the food or drink HaHngs
trait against environmental heat, such as deserts and tropi- can purchase this trait for 1 less character point than the
cal weather. In general, under these types of conditions, a listed amount
character with this type of immunity can travel twice as far
as his companions without suffering fatigue. Keen Touch Seme: A characterwith this trait has unusu-
ally sensitive tactile senses, able to feel the difference
internal Compass: Characters with this trait have a gen- between a silver and gold piece, for example. If the charac-
eral idea of where they are, and in which direction they are ter with this trait is a thief, this inherent advantage gives a
facing when out of doors. In the wilderness, this meansthat +5% bonus to pick pockets and open locks attempts.
their chance of becoming lost is reduced by 5%. When Gnomes can purchase this trait for 1 less character point
usingthe navigation proficiency, characters with this trait than the listed amount.
receive a +1 bonus to their proficiency score.
light Sleeper: This character will awaken at the slightest
Keen Eyesight: These characters have "eagle eyes." That disturbance-a significant advantage to a small party on the
is, they can perceive details at about twice the range of trail where companions would quickly fatigue from alternat-
characters with normal vision. Keen eyesight does not ingwatch duty through the night The character will awaken
improve a character's ability to see in the dark, nor does it if he hears any unusual noise, such as the unmuffled foot-
convey unique peripheral vision. However, if a group of steps of someone approachingthe camp. This includes the
companions make out a party in the distance, the keen-
approach of any( __..vveearsriinngg.metal armor, or creatures car-
ryingweapons 01
Chawter 6
If the sleeping character is approached by someone who If the party is searchingfor a way to cross a deep, placid
is working very hard at beingstealthy, the DM can allow the river-and the lucky character can make an Intuition check,
light sleepers to make Wisdom/lntuition checks; success the party will stumble upon a boat hidden in the reeds by
means they become aware of the intruder, while failure the shore.
means they continue to sleep. This latter category includes
NPCs in leather armor, and monsters with natural stealth Music/Singing: This trait provides the character with a
and which are not encumbered by weapons and armor. finely-pitched, well-modulatedvoice-the kind of singing
voice that everyone likes to hear. If this talent is combined
If a light sleeper is approached by a thief who is success- with the singing proficiency, the character can impress
ful at a movesilently attempt, then the sleeping character is nobles and commoners alike with musical performances,
not allowed the Intuition check, since there is no sound to perhaps becominga bard or minstrel of some repute. This
alert the sleeper. talent also adds +2 bonus to the character's singing profi-
ciency score.
- The luck that seems to bless this character is not a
Music/lnstrurnent: The character with this trait has the
matter of improvingthe odds of various die rolls, nor of gain- manual dexterity and musical sensibility to skillfully operate
ing increased benefits to other game situations. Rather, it is an instrument such as a harp, flute, lyre, drum, etc While
that this characterseemsto have a knackfor beingin the right the trait does not conveythe knowledgeof how to play any
place at the right time. The DM may require a Wisdom/lntu-
ition checkto determine if the character will be lucky. instrument-that must come from a
proficiency-this inherenttalent assures
that the character may quite possibly
rise to a significant level of fame for his
musical performances.The character
can more readily learn to play musical
instruments as note in the musical
instrumentproficiency description.
Obscure Knowledge: The character
with this trait is the fantasy version of
the trivia buff. The character has a mind
that grasps, permanently, little bits of
informationfrom here and thereitems
that, at first blush, might not have any
useful application. The typical proce-
dure for the character using this trait
would require an Intelligence/Leaming
check. If the check is successful, the
character has stored away some trivia'
bit of informationabout a topic at hand
The use of this trait is up to the DM
though the player can make request!
when an opportunity arises. For ex-
ample, as the character approaches
Castle Dunleven, the player might ask
the DM if his character rememben any-
thing about the castle or its occupants.
Ifthe Intelligence/Learningcheck issuc-
cessful, the DM can inform the charac-
ter that Lord Dunleven is an elderly wid-
ower, who has a beautiful daughter
whom he jealously guards against any
potential suitors. Or, just as likely, the
character might remember that Dun-
leven is known for its fine wines or
cheeses, and that the vintage of five
years back is particularly prized. Gnomes can purchase this entrance to a city or castle. Dwarves receive 1 extra charac-
Trait for 1 character point less than the listed amount. ter point when they choose this disadvantage.
ise Memory:This trait indicates a character who has Bruise Easily: This disadvantage can be a real drawback
a -pnorographic memory: For example, once seeinga piece for a character who spends a lot of time in harm's way.
of heraldry, the character will remember what house or Every time the character suffers damage from a blunt
noble that symbol represents. If this character looks at a weapon, or a mishap such as a fall, he suffers 1 extra point
map, and has the time to study it in detail, he can be of damage for each die of damage rolled. This damage is
expected to remember that map with a great deal of accu- not as long-lasting as normal damage, recoveringat a rate
racy. In most circumstancesthis memory is fairly automatic. of 1 hit point per turn after the fight However, if a charac-
But in cases of intricate detail, or if a long time lapses since ter's hit points are reduced to zero, and some of the points
the character first observed something, the DM can require of damage are bruise damage, he is rendered unconscious
an Intelligence/Learning check before providingthe player but not dead-much like the damage inflicted by punching.
with the information.
Clumsy: The character with this disadvantage has the
This trait refers primarily to the recollection of things that unfortunate habit of dropping things, tripping, or knocking
the character has seen written down or rendered in artwork. things over at inopportune times. The DM will occasionally
If the character has the reading/writing proficiency, it applies require the character to make a Dexterity check. Failure
also to things that he has read. means the character loses his grip, stumbles, or trips. The
check can be required as often as the DM desires, though
Allergies: This disadvantage is as a general rule two or three times a gaming session prob
ably will be adequate.
Disadvantage typically a hay fever problem,
Dmfiptions where the character is subject to Colorblind: This relatively innocuous disadvantage
means that the character cannot distinguish colors. For
sneezing outdoors. The actual game purposes, he sees things in black, white, and shades
campaign environment makes a great deal of difference-in of gray.
winter settings, this isn't much of a problem, for example.
The DM should be careful to create some settings where Compulsive Honesty:The character with this disadvan-
the character's allergies are in fact a disadvantage. tage cannot tell a lie and cannot behave in a deceitful fash-
ion. He tends to be blunt rather than tactful, even if this
The game effects of allergies can come up in several means insulting someone who he and his companions are
ways. A Wisdom/Willpower check can be called upon to trying to impress.
stifle a sneeze when the character's party is setting up an
ambush along a forest trail. If the character suffers from The character could participate in a deception-but only
severe allergies, his Strength/Stamina score and Constitu- if it is a matter of life and death. Even then, the character
tion/Health scores must be reduced by 1-6 points when must make a Wisdom/Willpower check every time he is
the pollen count is high. called upon to speak a falsehood or to act out a role in front
of witnesses. Failure of the role means that the character
Other allergies can be created. A character who is allergic
to mold, for example, might suffer these same effects when shrugs and comes clean-"You're right, my lord. I'm not
in a damp, underground location. As well, he might suffer
double damage from mold-based attacks. An allergy to bee here in the marketplace to shop for rugs, but to steal the
stings or to certain types of food or animals are less likely to plans for the castle's defenses.."
affect the game, but the DM could offer to negotiate a lower
character point bonus for the character who has a lesser Cowardice:This is a hefty disadvantagefor an adventur-
allergy as a disadvantage. ing character. The character might want to be brave and to
fight heroically, but an inner voice of caution constantly sug-
Bad Tempered: This character has difficulties with the gests the merits of flight or concealment. Halflings receive 1
niceties of social interaction, and is quick to take insult at extra character point when they choose this disadvantage.
any number of slights-real or imagined. The DM should
requirethe playerto make Wisdom/Willpower checks when When a violent encounter begins, the character must
the character is given some cause to be insulted. If the pass a Wisdom/Willpower check to overcome his cow-
check fails, the character is likely to shoot off his mouth in a
rude fashion. (Usually, the bad temper will not cause the ardice. The roll is H the character'sWisdom/Willpower if this
character to attack others, and certainly not with weapons).
However, it is not inconceivablethat the character's remarks is a severe disadvantage. If the check is successful, the char-
will insult the NPCto the point where combat results. More acter can behave in any fashion for the duration of the
often, however, the character's bad temper will cause a encounter. If the check fails, however the character will
Ch .- -- -
seek to leave, to hide behind friends, or to otherwise ing elements of the character's persona, and if encounters
cravenly attemptto avoid the fight. are role-played the disadvantage will take care of itself.
The character is allowed to make another Wisdom/Will- Lazy: A lazy character will never do any more work than is
power check each subsequent round during the encounter. absolutely necessary. He will rely on his companions to do
He flees or hides as long as he fails, but as soon as he things such as build campfires, cook, and keep watch
passes the check he can perform normally-and is exempt through the night The characterwill generally neglectdetails
fbreohmindanhyisfufrirethnedsr,cahseecckosn. d(Ovfiocleonutrseen,coifuhnetetrrimedightot ohcicduer of preparedness in favor of catchinga few minutes more
immediatelyafter the first is resolved!) sleep. However, if he reallywants to do somethingthat does
not have a clear and urgent need (digging a trench around a
Deep Sleeper: The character with this disadvantage will camp in case an attack is made against them, for example)
only awaken when disturbed by a very loud noise, or by the character can rolla Wisdom/\Nillpower check, A -4 mod-
physical prodding, shaking, etc. When the character does ifier applies to the character's Willpower score, however, and
wake up, it will take 1-6 rounds beforehe is capable of any failure of the check means that the character decides the
action other than groggily sitting up and tlying to figure out time could be better used by catchinga littleshut-eye-or at
what's going on. least by lying in the shade somewhere.
Fanatiasm: This can be a substantial disadvantage for a Phobias: A character who is consistentlyafraid of one partic-
character, though it requires a significant role-playing com- ular thing (or category of things) can have a real problem
mitment on the part of the player. The fanaticism can be while adventuring. The phobia disadvantagesare worth vary-
dedication to a particular cult, religion, or god, or it can be ing degrees of character points, based on the frequency of
more worldly-based, in the sense of overwhelmingloyalty encounteringthat which the characterfears, and whether the
to a state, to a militalypresence, or to a particular leader. player chooses a disadvantagethat is moderate or severe.
Whatever their sources, the differenttypes of fanaticism The effects are generally the same. If the character is
have several things in common. If a certain code of behav- threatened by a violent encounter with the object of the
ior is called for by the belief, then the character must con- phobia, he must roll a Wisdom/Willpower check ('A WE-
form to that behavior-even if it conflicts with the immedi- dom/Willpower, if the phobia is severe). If successful, the
ate goals of the PC and his companions. While fanaticism is character can function normally, but if the check fails he
not necessarily evil, it may certainly become tiresome to must flee or otherwise seek to avoid the encounter for 1-6
those who do not share the fanatic's beliefs. rounds. After this time, check again, and continue to do so
each 1-6 rounds until a check succeeds.
Greed: A character with this disadvantage is compelled
to seek riches by whatever means possible. His greed will The DM can modify the Willpower checks for phobic
interfere with the sharing of expedition spoils, and may characters. Someone who hates enclosed places but is
cause the character to alienate powerful NPCs who would being pursued by a dragon, for example, might overcome
otherwise be inclined to help. the phobia in favor of saving his life-perhaps gaining a +5
modifierto the phobia check.
Alternately, a character with this disadvantage can be
described as greedy for power. In this case, he will seek to -Crowds: The character becomes panicked
control others by persuasion, threats, and even force. He when surrounded by people, demihumans, humanoids, etc
will seek to amass as many henchmen as possible, and he
will not hesitate to employ these agents to add to his base Shoppingin marketplaces,diningat massive feasts, and cel-
of power. Dwawes receive 1 extra character point when ebrating at festivals are all problems. The character must
they choose this disadvantage. make a successfulWisdom/Willpowercheck to enter such a
setting. If a crowd gathers, the character must check as soon
Irritating P e r s ~ ~ l Ti hi i:s disadvantage can make it dif- as the DM judges that the PC is in the midst of a throng. If
ficult for the character to obtain cooperationand aid from the character fails the Willpower check, he will seek a private
others. During encounters with NPCs, the DM should nook or cranny to get out of sight, or try to leave the
requirethe character to make a Wisdom/Willpowercheck premisesaltogether. Even if he passes, the success only lasts
to resist the effects of the disadvantage. A failed check 2-12 turns-then the character must make another check
means the irritating aspects of the PC's personality rise to
the surface. Phobia-Darkness: A real drawback for a dungeon
crawler, this disadvantage compels a character find or cre-
It is best to role-play the specifics of the character's ate, some source of light when surrounded by utter dark-
behavior-is a fighter exceptionally critical, does a wizard ness. The character will be reluctant to enter darkened set-
laugh at inappropriate times, or does a thief behave in a tings, only doing so after a successful Wisdom/Willpower
very uncouth fashion?The player is free to devise the irritat- check. He can repeat the check every 1-6 turns, if neces-
sary, perhaps modified by persuasion or cajolery by com- character must make a Wisdom/VVillpower check witha -4
rades. The check is not necessary if some light is present, modifier if ensnared in a web spell. Failure means the char-
though the character still will be nelvous and uncomfortable acter panics to such an extent that he enwraps himself in
in a role-playingsense. the web for the maximum duration of the spell's effect
If the character passes the check he can force himself to Phobia-Undead: As with the other specific creature
enter the darkness. He also must check if suddenly phobias, this fear requiresa Wisdorn/Willpower check at the
immersed in darkness-for example, if the party's torches are beginning of an encounter. Further, the character must pass
suddenly doused within the dungeon. Failure of this check a check before he can enter a location where he reasonably
can result in the character fleeing headlong down a corridor expects undead to be. This latter check can be repeated at
or freezing, terrified, in place (clinging to a subterranean cliff, 2-12 turn intervals, if necessary.
perhaps). If circumstances do not dictate one or the other,
flip a coin to determine which reactionthe character suffers. Phobia-Water: This character cannot have a swimming
proficiency. He fears boats and narrow footbridges, and he
Phobia-Enclosed Spaces: This has effects similar to will not be compelled to enter water that is much deeper
the darkness phobia, though of course the presenceof light than his waist.
is immaterial-this phobia can strike in a lighted room or in
a narrow, winding tunnel. In general, when the ceiling is no powerful Enemy: A powerful enemy is a disadvantage
more than two feet overhead, and the walls are within two
feet of the character's outstretched hands, he'll have that must be incorporatedintothe backgroundand story of a
trouble. As with the fear of darkness, the character must campaign-obviously, with a lot of input from the DM. A char-
checkWisdom/Willpower before entering an enclosed area. acter with a powerful enemy acquired that bitter foe before
the start of the campaign. The enemy can be a monster, or
PhObibHeightr:This characterhas difficulty climbing lad- perhaps a high level wizard or cleric, or it can be a nobleman,
ders and ropes, perchingon walls, and negotiatingsteep, cli- demihuman ruler, or perhaps a bandit chieftain. The reason
side trails. He will be eager to look for another way around if for this vendetta should be defined by the DM, and can go
such a climb is called for, but if he makes a successful Wis- back even to before the character's birth-a family feud, for
dom/Willpower check he can overcome his fear. If the check example, or a needto remove the last heir to a line.
fails, however, the character will do everything possible to
avoidthe climb. Another check is allowed 2-12 tums later. Whatever the enemy's nature, it must be powerful and
pervasive enough to affect the character wherever he goes in
Phobia-Magic: The character with this fear is nervous the campaign. While this does not mean that the PC's life is
about all things magical-spells, creatures, and items. one long chase scene, he will need to keep a wary eye over
Although he may wear and use magical items that do not his shoulder. The enemy will routinely send agents after the
have visible effects (including magical weapons and armor, character. Also, the enemy should have good conduits of
rings of protection, and the like), he will not ingest potions, information, beingable to keep general tabs on the PC in city,
wear a ring of invisibiky, or learn or cast spells. town, and perhapseven wilderness environments.
If attacked by a magic-wielder using a spell with visible Tongue-Tied: This disadvantage crops up when the
effects, the character must make a Wisdom/Willpower character tries to discuss importanttopics with companions
check or flee as described in the introductionto the phobia and NPCs. The character has the tendency to incorrectly
section. The appearance of a magical creature, such as a state facts, forget names, and just generally say the wrong
genie, lycanthrope, or undead, will also force this check. thing. The main effect of the disadvantage is to enhance
role-playing, though the DM should modify NPC reaction
Phobia-Monstec The player and DM must agree upon rolls, typically by -2.
a specific monster the characterfears. It must be a not-infre-
quently encountered creature in the campaign world-per- Unlucky: The character with this disadvantage does not
haps goblins, ora, ogres, trolls, giants, etc. When the char- suffer penalties on his die rolls. However, he has the knack
acter encounters the feared monster, a check as described for beingin the wrong place at the right time. He can be in
above is required. a city of 10,000 people-and if there's one person he does-
n't want to see, chances are good that individual is
Phobia-S~kes:This is similar to the monster phobia, ex- approaching around the next corner. If this character makes
a pass at a young woman, she turns out to be the Captain
cept that it relatesto all sorts of snakes and worms. It includes of the Guard's daughter. And if only one member of the
creatures, such as medusae, which have snakelike parts. party loses his bedroll in a downpour, the unlucky PC is nat-
PhobtiSpiders: Like the monster phobia, this charac- n the cdld miiddv ground
ter has a problem with arachnids of all shapes and sizes,
aste r/
Weapon Proficiencies and
the Character Point &stem
Character points tailor variou: ILycI_I “f advancement, making IIviuvcu cull
bat abilities available to all characters. While it is relatively easy for fighters t8
become accomplished in weapons use, it is more difficult for-and require
more dedication from-characters of different classes who wish to becometrul
accomplishedwith a weapon.
ayer characters receive a final allotment of charact acter points (for a total of 6),since this weapon is normally
lints to purchasetheir initial weapon proficiencies. AI limited ta wanion.
ftover points from the previous chapters can be us(
Ire, or saved for use during play or to acquire abiliti UsingWeapon Proficiency 8lob
ter in the character*scareer. The number of CI
varded to each type of character in this step appei dtoieAarceCqnuhtiermrexeaitaebrnilsict.iaeWnselieanapurdnnntaporrmoufseiecdiaecnowcryne&sakprtosnsdktshilorlowcuiatghnhbhseebtvlsedsmesdl,
31ow.
and advancedlevels of proficiencysuch as weapon mastery
'arriors: 8 f pr weapon expertise.
'Izards: 3
.iests: 8 There are varying levels of ability i n weapons use
described in the Skills andP o r n rules. The lowest is non-
r
proficiency, then weapon familiarity, weapon proficiency,
Wecting Weapon Proficiencb1
and weapon expertise. Characters can advance additionafty
Weapon proficiencies can be acquired whht a character through the levels of weapon specializatiorr, weapon mas-
-is firstwted, and additionallpduringthe,sourse of that tery, and, ultimately, weapon grarjd mastery. Primarilythis
progression is used by fighters, but characters of other
CharaQSrsadventuringcareer. $6 classes can advance to high levels of accomplishment by
A &r (including multi-clbsad warriors) must pay 2 the expenditure of additionalcharacter points.
character pointsfor each weaporrpbficiencyslot. A charac- Many weapons are categorized into
WGreoauppo8n 6rroouuppss.,Oeftitehnear tght groups, or broad
ter who is not a warrior must spend 3 character points for weapon wit4 be pan ofa
tight group, and that tq#t gmupwill inturn
ea& weapon proficiency slot wbeeappaornt oofragrboruopadwgillroouftpe.nAccohraweraycwteer'asppornoffiacmieinliacry@Hlwjthitha
Table 48: Weapon RoficsencyCP Costs other related weapons.
cost
ClaSS Table 49 illustrates weapons in their wriw t&tt and
Warrior 2 cbaroteagdogrierosu-aps.bNrooatedtshwaot rthdeisreliisstesidgninificthaentmovceirmlapt,imn many,
3
Rosue 3 and medium tight groupsbecause it a
Priest
Wizard 3
ety of cultures and styles.
Non-warrior characters are If a character knws several different fighting styles
Chaf'ach'Cia@ normally restricted by the (explained later in thii chapter) he can use a weapon in any
);restfictions rules dictating the types of of the styles he knows. If he has only learned one style,
weapons they can accluire however, his proficiency only applies when he uses that
proficiencies for. However, by spending e;ctra character weapon with the appropriate style
cphoainstesafoprroafiwcieenacpyonthaptrohfeiciwenocuyldsolotth, eawcihsaerancottebrecaanblpeutro-
Table 4 9 Weapon Groups
possess.
A rogue or a priest can acquire a proficiency for a As noted in bprroeuvidougsrochuapps.teArsll, weaponscan be dassiid
weapon that is normally restricted to a warriots use. One weapons in a tight group
into tight and
additional character point must be spent when the slot is are considered to be related to one another; a character
purchased-the slot will cost 4 points, instead of the 3 proficient in one automaticallyhas familiarity with the re&
rogues and priests usually pay. Note that a weapon proficiency includes stone OFbone ver-
A wizard can spend 2 additional character points to sions of thesame weapon.
become pofident in a weapon normally allowedto a priest In the listingbelow, broad groups are noted in boldtype,
or a rogue. If h e wiqrd wishes to become proficientwith a and tight groups are in italics.
weapon that is normally limited to fighters, however, he
must spend 3 extra character points. Axes, Picks,and Hammen
For example, if a wizard wishes to purchasea proficiency
in the short bow, he mua pay 5 character points (since the Axes: battle axe, handfirowing axe, hatchet, two-handed
short bow can be used by a rogue, he adds 2 points to his axe, sword-axe, mace-axe
base cost of 3 character pointsper slot). ff he wants to learn
to use the longbow, hovever, he'll haveto pay 3 extra char- picks: horseman's pick, footman's pick, pick
Hammen: war hammer, maul, sledge
Unre/&d: adze
1U
Chwter 7
\
Firearms
Hondmatd, weapons: arquebus, hand gunne
Short bow, composite short bow, long bow, composite long M a t c h M : arquebus, calker, musket
bow SWnteaepll/0occkk.sa: nadrqfulienbtulosc, kb:elmt puissktoelt,, horse pistol
belt piiol, horse pistol
Clubs, Maces, and Flails
Vaces:footman's mace, horseman's mace, maceaxe If a weapon does not appear in the preceding listings, it
Clubs: club, great club, war dub, ankus, morningstar belongs to no weapon group. For example, weapons such
Vails: horseman's flail, footman's flail as the bolas, the boomerang, or the mancatcher are so
unique in their employment that nothingeven comes dose
Crossbows to being similar.
Hand crossbow, light crossbow, heavy crossbow, pellet bow,
cho-ku-nc _ _ A character who is not profi-
Daggem & Knives ln~roficienc~~ cient in a t w e of weaDon
Dagger, stiletto, jambiya, main-gauche, parrying dagger, and Weapon- suffers penhies on akack
knife, katar rolls when using that weap-
hmh'ity on. The penalties vary by
t, medium, heavy, jousting
character class-for example,
Polearms fighters are much more likely to understand an unfamiliar
Spear-likepolearms: awl pike, partisan, ranseur, spetum weapon than wizards. The penaltiesare shown on Table 50:
poleaxes: bardiche, halberd, voulge
Bills: bill, bill-guisarme, glaive-guisarme, guisarme-voulge, NonproficiencyAttack Penalties.
However, in some cases a character can be familiar
hook fauchard enough with a weapon that he does not suffer all nonprafi-
Gbiws: glaive, fauchard, naginata, nagimaki, fauchard-fork ciency penalties. This is called weapon familiarity. And while
Beaked: bec de corbin, lucem hammer the character cannot fight as effectively as someone with a
Unrelated: militaryfork, tetsubo, lajatang weapon proficiency, ne'her is he as inept as a nonprofiaent
character.
Spears &Javelins A character is assumed to be familiar with weapons that
Spears: spear, long spear, awl pike are related to ones with which he is proficient Weapom in
Javelins: javelin, pilum, dart the same tight group as a character's weapon of prokkncy
Unrelated harpoon, trident, brandistock are familiar to that character. If a character has proficiencyin
an entire tight group of weapons, he is familiar with all
Swords weapons in a related broad group.
4ncient: broadsword, sapara, khopesh, sword-axe, short
Table 50: NonproficiencyAttack Penalties
sword Class Nonproficiency Familiarity
Roman: broadsword, drusus, gladius, spatha Warrior -2 -1
Middle Eastern: short sword, scimitar, great scimitar, tuhar Wizard
Oriental: cutlass, katana, wakizashi, no-dachi, ninja-to -5 -3
Short: short sword, gladius, drusus, sapara, dagger, tulwar Priest
Medium: broadsword, long word, cutlass, sabre, falchion, Rogue -3 -2
estoc -3 -2
!urge: bastard sword, claymore, two-handed sword, great Psionicist -4 -2
Nonclassed NPC
scimitar, no-dachi -4 -2
Cencing weapons: rapier, sabre, main-gauche, parrying dag-
A character using a weapon with which he is not profi-
ger cient cannot perform any special combat maneuvers, such
Chain & Rope Wwpons as disarms or parries, with that weapon. He is limited to
Chain, kau sin ke, kusari-gama, kawanaga, rrlyniri
basic attacks, with the die roll penalties shown above. If he
MartialArts Weap
Sai, jitte, nunchaku, I kauw, threepiece rod, bo stick hits, however, he makes a n m a l roll for damage.
Weapon Proficienciea
A single weapon proficiency slot can be used to acquire
proficieicy in a specific type of weapon. such proficiency
means that the character can wield that weapon normally,
without penaltieson his rolls to hit ordamage.
WeaDI on ProficiencJy 6MasterJy
Weapon Group By spending 2 proficiency those attacks. The player should designatewhich enemy he A
slots (4 character points), a
P&ficiencia warrio; can gain a proficiency will guard againstM o r e attack rolk are made.
in all the weamns ina medic
tight group. If that tight group is part of a broad group, then Table 51: Shield ProficiennqEffects
the character also possesses weapon familiarity with all UlieMType AcBonus #&%tackers
weapons in the broad group. Buckler One
Smdt +1 four
By spending 3 slots (6 character points), a warrior can Meoeddyium +2
learn a broad group weapon profciency. He is assumed to +3
be fully proficient in every weapon in that broad group. +3/+4 vs. missiles
This group proficiencyoption is only availableto warriors. Armor
Broficieaey
All other characters must spend a single proficiency dot to
become profiaent with a specific type of weapon.
apecia1Weapon Proficiencies tive shell. Untike the shield profKiency, the
dencv doesn a t i m m annordass.lllsted. it redwssthe
IWeapon proficiency slots can be spent to gain several encumbrance perdr$es for
Itypes of bonuses that are not, technically, "weapon profi- of armor. Thus, a character
ciencies." These are all relevantto com-
bat situations, however, and improve
the character's chances to defend or to
attack effectively-both with and with-
nirt a weapon.
WAd A weapon profi-
ciency slot can
ciency. Warriors can gain this proficiency
by spending 1 slot; other characters
must spend 2 weapon proficiency slots
to become proficient in shield use.
Obviously, a character must be able to
use a shield to acquirethis proficiency.
Shield proficiency improves a char-
acter's AC against one or more attacks
per round from in front or from the side
faced by the shield. This proficiency
does not help against rear attacks or
attacks coming from the flank opposite
the shield.
Like other weapon proficiencies,the
shield proficiency must be taken for a
specific type of equipment-listed on
Table 51:Shield ProficiencyEffects. The
bonuses conferred vary by the type of
shield the character chooses, and are
addedto the normal AC benefitsof car-
ryinga shield. The Number of Attackers
category indicates how many attacks,
per round, the shield proficiency can
help against If a characterwith a buck-
ler, for example, is attacked by three
enemies at once, his shield proficiency
will only benefit his AC against one of
There is a difference between know-
ing a style and specializingin that w e .
Every character with a weapon profi-
A ciency knows at least one fightingstyle-
tishenostcyolestutsoeadcwquitihreththaet weapon. There
H fighting style; it
comes with the proficiency. Indeed, if a
weapon can be used with two or more
differentstyles, thecharacter is assumed
to know all of those d y k . A longd,
for example, can be used with the one
handed weapon fighting style, the
weapon and shield fighting style, or the
two-handed weapon fightingStye. Thus,
a character with proficiency in the long
sword knows all three of these fighting
styles
Character classes put some limita-
tions on teaming fighting styles. Table
52 shows the classes that can nor-
mally learn a specific style. While a
rogue, for example, can use a long
sword, he does not automatically learn
the two-handed weapon style with this
r- A character can spend an additional
character point when he purchases a
use of his plate mail, for example, can move around a lot weapon proficiency to learn a style that
more easily and quickly than can a character who does not is not normally providedto his character
have this proficiency. class. The rogue, for example, spends 3
character points for his long sword pro-
A character with the armor proficiency suffen only half
the normal encumbranceload of his armor. For example, full fuiency slot, but only learns it as a one-
plate armor weighs 70 pounds. However, if a character is
handed weapon. If he spends a 4th
proficientwith that type of armor, the armor has the encum-
character point, he can leam the two-
brance effect of only 35 pounds. Naturally, the armor retains handed style or the weapon and shield
its full weight for all other purpwes-suchas swimming! N e as well; or he can spend a total of
5 character points and learn the long
aFpigechitainBizationsty1e Fightingstyles represent broad sword and aQthree of its styles.
categories of battle tactics that
can be employed by characters. a b l e 52: Fighting Styles by Character Class
They are described in detail in FightingStyle
the Combat and Tactics book. Even without that volume, One-handedWeapon
however, players of the Ski//s and Powers rules can spend
weapon proficiencies on fighting styles, gaining some Weapon and Shield Warriors, Priests
bonuses in battle.
Two-handed Weapon Warriors, Priests, Mages
Two Weapon
Missile Warriors, Rogues
Warriors, Rogues
Horse Archer Warriors, Rogues
Thrown Weapon
SpeciaP Varies
%is category includes styles specific to certain weapons
and/or cultural backgrounds. Examples include the net
and trident style used by some Roman gladiators, or the
twin sais of a skilled ninja.
116
W e a p o n Proficiency @fMastery &-IA character can spend a weapon proficiencyslot to spe acter hasthetrait of ambidexterity coupledwith this special-
cialize in the use of one of these fighting styles, as long as ization, he suffers no penalty for either hand.
he already knows that style. Warriors can specialize in as The secondary weapon must be one size smaller than
many styles as they wish to purchase. Priests and rogues
can only specialize in one style. Wizards can specialize in a the primary weapon-unless the primaryweapon is size S. If
single fighting style, but only by paying an extra character a character spends 2 additional character points on this spe-
cialization, however, he can learn to use two weapons of
point to acquire the weapon proficiency slot. equal size, so long as each of the weapons can be wielded
Each of the styles has specific benefitswhen acquired as in one hand.
a specialization.These are described below:
One-handed Weapon Missile
The character can use his empty hand as a secondary A character who specializes in the missilefighting style
weapon, using it to punch, grab, throw, etc. while he is gains a significant bonus. He can move up to half his nor-
wielding his one-handed weapon. Normal penalties for mal movementrate and still make all of his allowed missile
usingtwo weapons apply. attacks during a turn. Or he can move his full movement
rate and make half as many attacks.
A character who specializes in the onehanded weapon
style of battlegains an AC bonus of +1 when he fights with Additionally, a character who has specialized in this fight-
a weapon in one hand, and no shield or weapon in his ing style gains a +1 bonus to his AC when attacked by mis-
other hand. By spending 2 additional character points, the sile fire, but only if the specialist character is also using a
character can improve this AC bonus to a maximum of +2. missileweapon and attackingon that round.
If the character is also familiar with the two-handed Horse Archery
weapon style, and is wielding a weapon that can be used
either way, he can switch back and forth at the start of every A character who specializes in the horse archery fighting
style can shoot with accuracyeven while mounted.The nor-
round of combat.
mal penalties for shooting from the saddle are reduced by
Weapon and Qhield 2. Thus, archers suffer no penalty if the horse is movingat
up to half its normal speed, and they suffer only a -2 pen-
A character who specializes in this style can gain a +1 alty if the horse is movingfaster.
bendt to his AC (in addition to his regular shield effects) or
a +1 on his attack roll during any melee round when he
holds a shield and wields a weapon. Alternately, this benefit Thrown Weapon
can be superseded by the more detailed shield rules in the A character who specializes in this fightingstyle gains the
Combat and Tactics book same bonuses as a character who specializes in the missile
fighting style.
Two-handed Weapon Qpecial
A character who specializes in the two-handed weapon
style improves (lowers) the speed factor of a weapon by
3-if that weapon is wielded with two hands. In addition, if There are numerous types of fighting styles that origi-
the character is using a one-handed weapon with two nated and were perfected in different historical and gec-
hands, the weapon gains a +1 bonus to all damage rolls. graphical areas. A character can spend a proficiency slot to
specialize in one of these types, though the DM is the final
arbiter of what types of fighting styles might be allowed.
Players are encouragedto do a little research before they try
Two Weapon to build a case for a specific fightingstyle.
The proficiency slot spent to specialize in this difficult Some suggested benefits for the use of one of these
style requires 1 additional character point when it is first styles include:
acquired-exceptfor rangers, who can buy it for the same
cost as any other fightingstyle specialization. +-1 bonus to Armor Class.
A character who specializes in the two weapon style
counters some of the penalties inherentin usingtwo weap- 1 bonus to ht or damage rolls.
ons. Normally, a character suffers a -2 to attacks with the The character can ignore penalties for fighting with two
primary hand, and -4 to attacks with the secondary hand; weapons.
this specialization reduces the penalty to 0 for the primary
hand, and -2 for the secondary hand. Additionally, if a char- The character gets a free kick or punch as well as his
weapon attack.
1\
Weapon Gaining a weapon proficiency already the character's weapon of choice). Rogues and 1
indicates that a character is priests must spend 4 character points (or 3, if the weapon
6pecialization trained in the use of that partic- is already the weapon of choice). Wizards can purchase
ular weapon, but he is not a t weapon expertise for a cost of 5 character points, though if
and Mastem the DinnacIe of accomdish- the weapon is already the charactehweapon of choicethe
/ ment. Fighters, and possibly cost is only 4 additional points.
other characters, can devote a great deal of effort and
energy (reflected in character points) to improvetheir skills As with weapon of choice, a player can declare a
with a weapon beyond the standard of basic proficiency. weapon of expertisewhen he first creates a character, or at
any point thereafter-as longas he has the character points.
In the Skills and Powers rules, characters of all classes If the selection is made by an active character, he should
can improvetheir skills with weapons. The cost in character receive extensivetraining from a warrior who is proficient in
points is higher for non-fighterclasses, but if a player wants the same weapon and has a higher experience level than
his wizard character to emulate the wizard Gandalf and the trainee.
wield a mighty blade such as Orcrist, it is possible. Weapon expertise allows a characterto gain extra attacks
as if a weapon specialist.At first level, an expert with a long
Ranks ofWeapon Mastery sword can attack three times every two rounds. Weapon
expertise does not confer extra attack or damage bonuses,
The rules of this section begin with the assumption that though the character may receive an attack beneft if he has
a character has already acquired a weapon proficiency. weapon expertise in the use of his weapon of choice, as
explained above.
Two additional levels of mastery (high mastery and
grand mastery) might be availableto single-classedfighters. Weapon 8pecialization
These are described in the Combat and Tactics book A character receives extra bonuses for using a specific
weapon by spending characterpoints on specialization. Sin-
Weapon of Choice gle-classed fighters can become weapon specialists at any
point in their careers simply by spending a secondweapon
A character can designate a specific weapon as his proficiency slot on a weapon with which they are already
favorite. He must be proficient with that weapon already, proficient
and even if the proficiency he possesses applies to an
entire tight or broad group, the weapon of choice must be Characters of a fighter subclass, or multi-classedfighters,
designated. can specialize in weapon use, though at an increased cost
in character points. In addition, other characters must
Characters of all classes can designate a weapon of achieve certain minimum levels of experience before they
choice. Rogues, priests, and warriors can do so for a cost of can attain a weapon specialization. These costs, and the
2 character points. Wizards must spend 4 character points minimum experience level, are shown on Table 53: Gaining
to gain a weapon of choice. Weapon Specialization.
A player can declare a weapon of choice when he first TaMe 53: GainingW e q m Specialization
creates a character, or at any point thereafter-as longas he Character Minimum
has the characterpoints. They should receive some training Character Class Point Cost Level
or extensive practicefrom a warrior who is proficient in the Fighter
same weapon and has a higher experience level than the 21
trainee. Alternately, any character can train someone if he Multi-classFighter
possesses a higher level of weapon mastery (weapon 4 1
expertise or better) with that weapon.
Ranger/Paladin 4 3
A character receives a +1 bonus on all attack rolls when Priest
using his weapon of choice. 65
Rogues a6
wizards
Weapon Expcrtiae 10 7
Weapon expertise is a more limited version of weapon A characterwho receives a weapon specialization during
specialization. Unlike specialization, however, it is available
to non-warriors. Before gainingweapon expertise, the char- a campaign must be trained by a character with a special-
acter must be proficient in the use of the selected weapon.
It may or may not already be the character's weapon of ization (or higher) level of skill in that same weapon. The
choice (see above). trainingrequiresa number of months equalto the character
point cost to purchasethe specialization, and this trainingis
Weapon expertise costs a ranger, paladin, or multi- a full-time occupation.
classed warrior 3 character points (or 2 if the weapon is
The effects of weapon specialization vary by the type of
weapon, as follows. If a specialist weapon (such as a spear)
Weapon Proficiency @fMastery
can be used as a melee or a missile weapon, the character he must create (with DM input) a rationale for a strong c,.
gets the appropriate benefii for each type of use. tural or campaign historical background. An archetype such
as William Tell, for example, can be used to justify a mastery
Melee Weapons: The character gets a +1 bonus to in the crossbow in a medieval-typecampaign. Ifthe DMwill
attack rolls and +2 to damage rolls when usingthe weapon. not allow a weapon to be mastered, the player should be
Also, the character gets one extra attack every two rounds. informed before the character specializes in that weapon.
At first level, for example, a specialist with the long sword
would be able to make three attacks every two rounds. A fighter character must have reacheda minimum of 5th
Missile Weapons: This category includes slings and level before he can become a weapon master; other char-
thrown weapons. The character gains a +1 attack bonus at
all range categories. In addition, specialists enjoy an acters must progress even farther. The minimum level for
increased number of missile attacks. This is detailed in the
player's Handbook.At the DMs option, players can elect to weapon mastery in every character class is 4 higher than
use the more detailed specialist attack rules in the Combat the minimum for specialization, shown on Table 54. A char-
and Tactics book
acter must possess weapon specialization in the weapon
Also, a character who specializes in any type of bow or he will attempt to master. When these criteria are mef char-
crossbow gains a benefit for a new range category: point
blank Point blank shots i n f l i +2 points of damage. Point acter points must be spent based on the characteh class
blank ranges are 30' for bows, and 60' for crossbows. In
addition, if the character has a missile loaded and aimed, he (see Table 54 below) to gain a mastery.
can shoot at the beginningof a melee round-evenbefore In addition, the character must find an existing master
initiative is determined.
and be trained in weapon mastery. The master will often
Unarmed Combat-8pecialization demand a significant payment for this training, or else
requirethat the apprentice perform a quest or some other
A character can choose to specialize in a type or unarmed
combat-either punching (pummeling in the Combat and twaeskapboenfomreashteerywriellqbueireascctweipcteedasams aansytumdoenntth.sTraasintrianignfinogr
Tactics book), wrestling, or martial arts. Fighters, multi-
classed fighters, and fighter subclasses can elect to specialize for weapon specialization (i.e. twice the character point
in unarmed combat Likeany other specialization,the typeof costs to gain the mastery, shown on Table 54).
unarmed combat chosen is the charactets only area of spe-
cialization-he cannot also specialize in a weapon. Effects of Mastery: A master's attack and damage
bonuses with a melee weapon are both +3. Wtth a missile
Specialists in unarmed combat receive a +1 bonus on weapon, the attack bonus becomes a +2 at all ranges
attack rolls and a +2 on damage rolls. In addition, they
receive the same number of extra attacks any other special- beyond point blank. At point blank range the attack and
ist receives-typically one extra attack every two rounds. damage bonuses are each +3.
Unarmed combat procedures, levels of skill, and special- Table w: GainingWeapon Mastery Minimum
Character Level
iTzoa&tio'an a.rTehcaotvbeoreodktoalsaominutcrohdgurecaetsera efaxtset,ntdientaCiloemd bsaytsatenmd Point Cost 5
Character Class 6
for martial arts combat.
Fighter 4 7
Weapon Mastery
Muki-classFighter 8
Weapon mastery designates those characters who strive
toward the ultimate level of skill with their weapon of spe- Ranger/Paladin 8
cialization. Weapon masters are generally individuals of con-
siderable reputation and note in their campaign worlds, Mon8ter8 and No player would be so
often sought by younger characters for their knowledge. unfair as to feel that his
Many of these masters take apprentices, acting as mentors
for the trainingand developmept of aspiring masters. Other Weapon Mastery character should benefit
weapon masters live solitary, even hermit-like lives, obsess- from weawn mastew rules.
ing on some important task that will allow no interference while the monsters retain their previous ievel of mdiocre
from the rest of the world. skill. (Well, okay-no DMwould want to allow thiil) Ina cam-
paign where characters can achieve levels of specialization
The most common weapons employed by masters are
swords, though bows.axes, and spears are also allowed. tf a and mastery, so, too, can the monsters. As with PCs, the
player wishes his character to master in a different weapon,
developmentof s p e c i a l i n and masteryskilk for monsters
should reflect an unusual level of dedicationand training.
Determining Monster Weapon Mastery
Naturally, not all monsters have even the basic require
ments for one of their number to become a weapon
master.
While the final adjudicationof monster weapon mastery
is up to the DM, some basic elements should be taken into
account:
Chapter 7
- Weapons unlikely to generate weapon masters from among their
numbers. Monstersof low intelligence(or less) will be i n s
The monster in question must use an actual weapon- pable of any level of weapon mastery.
mastery cannot be obtained in the use of fangs, claws,
breath weapons, etc. Neither can simple weapons such as Effectsof Monster Weapon Mastery
clubs or thrown boulders be effectively mastered.
Monster weapon masters should be more than just
Additionally, the weapon must be fairly common in that beasts with increased attack and damage chances-though,
monster's culture. Such weapons are usually listed in the naturalty, they should receive all the benefits commensu-
monster description as part of the monster type's combat
repertoire. Some examples: a goblin might become a rate with their level of weapon skill. Ac(ditionally, the DM
master in the spear or short sword; a wemic, the javelin or
short sword; troglodytes have been known to specialize in might create some special combat benefits for a monster
their unique javelin; tritons, the trident; kuo-toa, the pincer weapon master, reflectingthe general tactics of that mon-
staff or harpoon; and gnolls, the pole arm or battle axe. ster in play. A troglodytewho masters the use of his javelin,
for example, might modify it by barbing the head ahd
Intelligence attaching some kind of light rope. If the weapon hits a tar-
get, the monster can reel in the victim-unless that victim
As a general rule, a monster must have a minimum Intel- can work free with a successful Strength check However,
the victim still suffers extra damage from the weapon.
ligencescore of 8 to master a weapon. The higherthe intel-
ligence, the greater the likelihood of encountering a Beyond these battle considerations, however, monster
weapon master among a group of the creatures. weapon masters should add important story and roleplay-
ing elements to the campaign. Because of their increased
If the creatures are known to be very intelligent, one of power and fearsome reputations, these creatures will be
them might reach the level of mastery. Only monsters of generally feared and obeyed by the lesser monstersof their
high intelligenceor greater can aspire to grand mastery. clan. They will command these lackeys, sending them on
raids or postingthem to guard the lair.
Additionally, intelligenceshould be the primary indicator
of how many specialists and masters might be encountered Through encounters with these lackeys, the ptayer char-
in the monsters' population. The relatively stupid goblins acters should learn details about the weapon master.
will have very few individuals even of specialist level, while Beyond his mere existence, the monster should become a
the exceptionally intelligent githyanki will likely include a fearsome figure to the P a . Perhaps its extermination can
number of masters and probably a grand master in each be used as the impetus behind an ongoing campaign
sizable tribe. adventure.
Population EquipmentEvery adventurer wants to ootfit him-
self with the best equipment-and
As with characters, the greater the number of monsters plenty of it The delicate balance of equipment versus en-
in a campaignworld, the greater the odds that one or more cumbranceis a routine problemfor any character. So,too, is
of them will reach the highest levels of weapon mastery the matter of finding those items the character desires, and
available. Though this does not rule out the case of the soli-
tary fiibolg giant being a grand master in the use of the hal- coming up with the money (or other barter) needed to
berd, it is more likely that such a skilled individualwill be the acquire them.
chieftain of a tribe-or at least the important bodyguard
standingalertly at the high chief's side. This chapter presents new ways that characters can eam
money, and some simple, accurate options for recording
For those monsters ranked with improved hit dice for the amount of equipment carried-both as bulk and weight
their subchiefs, battle leaders, captains, etc, the specialists Equipment is discussed in terms of campaign environ-
ments, with different tables ranging from the primitive to
and masters will invariably fall among the improved HD periods of the late Renaissance.
members of the band. If there is more than one type of
elite monster, the lowest of these will be no more than spe- Character points can have a
cialists, with the masters and grand masters found among Money, number of effects on the
the second and third tiers. Equipmeit, and ways that characters earn,
maintain, and spend their
Restrictions Character Points treasure.
A player can exchange
Undead cannot become weapon masters. Likewise his charactefs money for character points when that char-
lycanthropes, highly chaotic creatures, and those of good acter is first created (after initial funds are determined, of
alignment and a generally pacifistic nature will be very course), and then a maximum of once per level, including
120
--Weapon Proficiency 6Maatery
first level, throughout that character's career. This opportu- equals t t e character's wealth for purposes of the money-
nity is not cumulative-if a player makes no money/point
exchange before his character reaches second level, he can for-points trade explained above. When makingthis total,
still only make one such exchange before the character
becomes third level. Within the bounds of this restriction, however! the character is allowed to hold one weapon and
one other possession (armor, magical item, horse, 'etc.) out
however, a player can make such an exchange whenever of the equation.
he wants-he doesn't need to wait until the moment of
The DM should insure that players are straightfoward
level advancement. about their wealth when making such an exchange. There
The procedure for makingthis exchange is always the are several forms of wealth discussed below which are not
same: The player determines how much total wealth the relevant for purposes of the money/character point trade.
character has, as defined in Character Wealth, Treasure, and However, a player who converts most of his assets into
Money, below. He can only make the exchange if the total is
another form (purchasing an estate for 10,000 gp, for ex-
at least 30 gp,except that a character can always make the ample, in the process spending evetything but his last 60
gp) should not be allowed to immediately trade 20 gp
exchange with his initial funds.
This total wealth is divided by three. One character point increments for character points. In this case, the land and
holdings should count toward the total, and immediately
costs one third of the character's wealth, and he can buy a suffer a 1/3 devaluation of their worth. Flooding, earth-
maximum of three points by spending all of the character's
money. The deductions occur immediately, though the quakes, tomadoes, or locusts are a few suggested DM tools
charaaer does not get to spend or give for accomplishingthis price decrease.
away his lost wealth. The DM will de-
cidethe exact campaign situation. Coins
and gems are stolen, for example, while
livestock falls to disease, trade goods
rot, ships sink, etc.
Character points, as a general rule,
cannot be expendedfor money or items
of equipment. However, the DM can
make an exception during character
creation. If a player wishes to start out
with an unusual amount of wealth, he
can cash in a single character point for
an extra roll on the Initial Character
FundsTable in the Player's Handbook.
A character's financial worth can be
counted in many ways-only two of
which are relevant in making a trade for
character points as described above.
The most obvious, of course,
remains the metal coins, precious
baubles, and ornamented jewelry that
have been standards of wealth for mil-
lennia. In game terms, this treasure is
represented by a value measured in
gold pieces.
Secondly, wealth can be measured
in personal possessions (including
weapons, armor, and magical items), all
manner of trade goods, livestock and
beasts of burden, wagons, tack and har-
ness, boats and ships.
The total of these two categories
ChaDter 7
Different Forms There are several other kinds The business itself is often an intangible, but neverthe-
of character wealth not less very real, aspect of a character's wealth. If "Blutar's
ofWealth totaled into the assets when
trading for character points. Place" establishes a reputation in a city as a friendly inn for
But they can still represent important aspects of a charac-
mercenaries, even if the building bums down and is rebuilt
ter's financial status. in a new location, chances are good that the mercenaries
hnd and Holdings will find it and keep coming back. (Of course, if they're the
In many medieval societies, land is the clearest measure ones who burned it down in the first place, the owners
If a character's wealth. Large holdingswill often include o b might want to try and upgrade their clientele!)
ligationsfor taxes from those who live on the land. At the
same time, a character such as a knight who owns an estate This type of asset is mast likely to occur in a Middle Ages
of his own will likely owe some type of fealty to a higher
lord, who will in turn owe loyalty to a king. or later campaign setting.
Although the taxes levied (and owed) by such a charac- Debta
ter will probably be measured in gold pieces, the land and
buildings themselves exist as they are. Any attempt to ren- Debts can be owed in exchange for value or services
der their worth into coinage will be only vaguely accurate, at provided by one character to another. Indeed, for a transient
best. adventurer, being owed money and/or services by others is
not a bad way to maintainwealth.
In addition, any kind of estate or holding will require For example, Blutarthe fighter drives a pack of bulliesout
maintenanceof its buildings and lands, as well as the hiring of a comfortable inn. The innkeeper, in gratitude, awards
and feeding of a potentially very large staff of servants to Blutar the best room in the place-and free food and drink-
perform a variety of tasks. whenever he is in town. Because of this debt Blutar, even
when he's broke, can live pretty high on the hog.
The specifics of these costs are beyond the scope of this Of course, characters need to take some care about their
book (See The Castle Guide for more information). Players debtors. Someone who gets a lot of cash as a loan might
should be aware that owning lands is not simply a matter of suddeniy decide to relocate, and then the debt is no good.
gaininga piece of propertyfor their characters and then sit- Or, our aforementionedtavern owner might get
ting back and watchingthe money roll in. sick of Blu-
tar's apparently insatiable appetite and find an even better
fighter to drive Blutar out of the inn-so much for the debt
Still, if a character goes through the campaign world fre
quently helping others with service and treasure, he stands
a much greater chance of finding others willingto help him
Titlea in times of need.
Titles of nobility can signify wealth in several different a-wnday8 MoneyQatove The economies of campaign
ways. Occasionally, a title will include a straightfornard worlds vary widely. At the
annual salary in gold pieces. More often it will entitle the
owner to a certain amount of tax revenue, based on those .most primiiive levei, money
who labor under the titled character's protection. It is even IS an unknown concept-
possible that the gaining of a title may cost a character
money, depending on the deeds and needs of the titled "economics" is a matter of finding someone with the profi-
character and his liege. ciency to do a certain task, and then bartering, persuading,
or cajolinghim to do it.
Sometimes a title will indude the right to own an estate
(see Land and Holdings above). Even if an estate is not In a more typical game environment, however, charac-
included, a newly titled character may be forced to pur- ters will have means of countingtheir money, and an inter-
chase an appropriate piece of property to do justice to his est in acquiringas much of it as they can get their handson.
exalted rank But what to do when that treasure sack gets too heavy to
carry around?Of course, a character can always convert sil-
ver to gold, and then gold to gems, as a means of keeping
his money portable. For those players who want to take a
Partnerships
little more practical approach to the problem, here are
A character who owns a shop or other business-m who some suggesbons:
has contributed money to the Owner of such an establish-
ment-has a form of wealth represented by the business. Moneylending
This includesthe buildingwhere the shop is located, as well
As explained under Debts, above, a character's wealth
as the material goods within. Some examples include the includes those funds owed him by other characters
Whether he wants to charge interest, a character can keep a
clay, potter's wheel, and finished crodcery in a potter's shop,
and barrels of ale and foodstuffs for an inn.
122
Weapon Proficiency &fMEistery
-
large sum of money in his own name by allowingsomeone
else to use it for awhile. &cutage
There are, of course, risks. Eventhe most trustingcharac- This medievalform of debtmhip represents a payment
ter will want to get something in writing (which may entail
finding a scribe or some formal witness). Then there is the made by a knight or other character who owes fealty to a
matter of the debtor's honesty, not to mention the misfor- higher lord. In lieu of joining the ruler's current military cam
tunes that might befall the fortune. Still, by lending his
money and taking an I.0.U in exchange, a character relieves paign, the character can pay a scutage fee. Often the king
himself of the need to cart all that treasure around.
will welcome a payment of gold or gemstones even more
Entrepreneuflsm
than he would the sewices of one more blade. Alternately,
The entrepreneurialspirit exists in virtually every environ- if the PC is the ranking character, he can find his coffers
ment where money is a quantifiable entity. In a campaign, swelled by the ranks of his followerswho have more impor-
the entrepreneur is anybody who spends his money on a
risky venture that stands a chance of making him a greater tant things to do than help him slay the pesky dragon, or
retum than his initial investment.
drive off the marahdingora.
There are several means of doingthis-a player needs to The exact terms of scutage must be negotiated. Relevant
decide if he wants his character involved in the daily work of
the venture, or if he wishes to give his money to a trusted factors will include the dangers of the contemplated cam-
NPC and see what happens.
paign, the wealth of the underlingandthe need of theruler
A character can offer to sponsor a talented NPC (or PC, for
that matter). If an apprentice displays a great deal of pottery to have help. Also, scutage may be demanded after the
skill, the sponsor might buy him a wheel, clay, dyes, and a fact-if the knight didn't show up when he was expected,
small shop in which to work In return, the potter would pay a the kingwill probably come to see him after the campaign.
portion of his earnings to his sponsor-either on an ongoing In this case the scutage fee will be significantly higher than
basis, or untilthe debt and interest have been paid off. the previouslynegotiated settlement
Other subjects of sponsorshipcan include entertainers- Tmding
jugglers, minstrels, acting companies, and the like-mer-
chants (see Trading, below), and any character who would One of the mosttimehonoredmeans of makingmoney
like to open a small shop or tavem of his own. involvestakingsomethinga character has in plenty, and car-
rying it where that plentiful item is in great demand. Ideally,
Business opportunities also can be found in many cam-
paign worlds.Whether a player wants to open his own busi- the character then gathers some cargo that will draw high
ness, or pay for another character to take his chances,
money can be spent to set up shops, inns, ferry and other prices when he returns home. Trading missions can occur
transport services, and so on. Virtually any kind of sewice or over land or water.
goods in the campaign world will require some initial invest-
ment before a PC or NPC can get started. A character may contribute money to a sea captain
Charity who's planningto carry a load of local wool, wine, and dye
Charity is not an investment in any calculated financial across a small sea. On the far shore, the seaman will barter
sense, but it can pay big dividends to a generous player for spices, silk, and steel. When he returns and sells those
character. Anyone who makes a practice of sharing his goods locally, all the investors will ideally receive their share
wealth with those less fortunatewill earn a deep and lasting of the profits.
sense of gratitude from those he helps. The archetype of
this role, of course, is the legendary figure of Robin Hood. The trials and tribulations faced by such traveling rner-
chants are too numerous to count. Ships sink, sandstorms
This gratitude can be manifest in many ways. If fortunes scatter desert caravans, and bandits prey on weakly-
reverse, a formerly-wealthy character can find that those he defended parties.
once aided are now willing to aid him in return. Too, those
who benefit from a PC's charity will tend to regard their Trading expeditionscan make splendidadventures, if the
benefactor quite protectively.They will pass along informa- players are interested in sending their characters on such a
tion about the plans and intentions of the PC's enemies,
and even seek to thwart those plans by diversion, pre- trek Alternately, a wealthy FC can put his funds at the dis-
tended ignorance, and so forth.
posal of a reputablesea captain or merchantand see what
kind of profits or losses result The DM will need to adjudi-
cate these attempts, factoring in distance traveled, risks of
weather, terrain and banditry, and the relative worth of the
goods in their points of departure and arrival.
For example, a character gathers the funds to purchase
100 mules, 100 pack saddles, and 400 bolts of fine wool.
His journey will take him over a mountain range and
through a forest known to contain goblins. If the PCs
accompany the caravan, the DM could present attacks by
griffons in the heights, several harassing attacks by goblins,
one major ambush, and a challengingriver crossing. Each of
these might cost the caravan one or more mules, and sew
I ";
era1 loads minht be lost in the river even if the mules make aEnndcumbrance The AD&D Master's Options:
it across. Wten the caravan reaches its destination, the
characters can also role-play the barteringof the wool for Movement Skills and Powers rules retain
the encumbrance categories
other goods or treasure. Inthe end, the profp or loss of the (None. Light. Moderate, Heaw,
mission will be a matter of gaming adventure.
severe) familiar to players. i s alwaysythe level of detail for
Alternately, the character mightfund a group of NPO to encumbrance rules is a matter for DMs and players alike to
perform this mission. The DM will then judge the risks and
losses of the mission, as well as the honesty of the NPCs. choose.
After a suitable period of game time has passed, those The rules of this section are intendedto offer streadin-
NPCs will (hopefully) show up at the PC's home base to
ing options-ways that playen can retain the necessary
Cronyard, a mighty warrior, returns from an extended details of encumbrance without quite so much mathemati-
jdventure during which he rescuesthe daughter of the king cal precision. And, as always, they're designedto add a few
from an evil dragon, slays the dragon, and acquires some new elements of fun.
12,000 gold pieces worth of treasure-gems, coins, and a
precious artifact, a comb of gold, studded with diamonds. Even the fastest sprinter won't move so quickly when
he's carrying 140 pounds of armor, weapons, and adventur-
Upon his return to civilization, Cronyard is made a baron ing gear. A character's encumbrancefalls into five cate-
by the king, who is tremendously grateful that his daughter gories: None, Light, Moderate, Heavy, and Severe. Encum
was spared. The title inchdes a large house that is in need brance is described in the Player's Handbook in Chapter
of some repair, but does not include ownership of any s i g Six: Money and Equipment
nificant lands.
To determinethe character'sencumbrance category, find
Up to this point, Gronyard can cash in some of his trea-
sure for character points-4,000 gp for each point. How- his Strength and read across the table. The numbers on the
ever, he decides not to do this. Instead, he invests 2,000 to table are the breakpointsfor each category. A characterwith
ufc up the house, and another 5,000to buy a large swath of
prime farmland. He decides to keep the golden comb a Strength of 14 is not encumbered until he has 56 pounds
(worth about 3,000) as his portable treasure, which leaves of gear, Lightly encumbered until he has 86 pounds of gear,
him another 2,000 gp as spendable assets. Moderately encumbered until he carries 116 pounds of
gear, and Heavily encumbered up to a loadof 146 pounds.
With that money he invests in a caravan of goods which
can travel through the newly opened mountain pass (now To calculate a monster's strength for this purpose, add
that Gronyard has slain the dragon that used to block the 3- points per size category (rounded down) to the mon-
WaYJ stet's base Hit Dice (ignoring pluses).
If Gronyard now decides to buy a character point, the QimplifiedEncumbrance
cost will still be 4,000gp because he can't divest himself of If the standard encumbrance rules aren't worth the
liquid assets just before makingthis trade. trouble, here's an easier way to do it Most of the weight a
Cronyard also has some intangiblewealth, in that the
character carries is in armor and weapons. To streamline
king is still going to be grateful for his daughter's life. If things, only use the charactet's armor, shield, and largest
Cronyard needs a hand, chances are that the king will weapon when figuring the total weight carried. This slightly
remember this debt. On the other hand, the king will also favors PCs, but it's much faster than tracking every addition
remember Cronyard as a mighty warrior-if the moparch of weight
needs a stalwart battle captain, he may demand Cronyard's
services. If our hero is unwilling (or perhaps unable, for Expanded Base Movement
example if he accompanied his goods caravan), than he
might have to pay a significant scutage fee-perhaps even Characters who have a high score in either Dexterity/
handing over his treasure golden comb! A g i l i or Strength/Stamina, or both, can increasetheir base
movement allowance above the 6 or 12 for characters of
As the year passes, Cronyard's wealth will change. His their race.
house and landswill require upkeep, and servants will have
to be paid. Still, his tenants might provide him with tax For characters with high Strength/Stamina scores, add
income, or his trading caravan might return with goods the character's Attack adjustment (bonus added on rolls to
hit) to the character's base movementallowance.
worth twoor three times his initial investment!
If a character has a high Dexterity/Agility score, add the
charactet's Reaction/Attack adjustmentto the base move-
ment allowance.
A character with multiple high scores can add the bo-
nuses from both of these categories.
Weapon Proficiency 65Mastery
Table 54: Strength and Encumbrance lecording Bulk (OptionalRule)
Character Encumbrance Category
II In addition to weight, the items of equipment ai
Jen a bulk rating-an expansion of the earlie
II 8-9 36 51 66 tries S, M, and L. The bulk ratings are separate fro1
.ight, and represent how much space each obje
~ 10-11 41 59 77 97
= 0, 1, 2 bulk points
101
Medium Size (M)= 3, 4, 5 bulk points
177
Large Size (L) = 6* or more bulk p
m e large objects, pamcularlyweapons, will actual1 have low
ulk oints than 6. Since the weapon size is prirnarry a factor
n&, these items can be transportedwth relative ease.
1 18/01 136 175 214 253 11
A creature's final movementis figured by compar-
ing current encumbrance with natural base move-
ment
Table 55: Movementand Encumbrance
Base EncumbranceCategoly
I1 - I'L I ; camel=l00; elephai
54 3 1 1
16 16 12 8 41
17 17 13 41
18 18 14 9 51
9
In addition to affecting how far a character can
move in a combat round, encumbrance also affects
how well a character can fight. Moderately encurn-
bered characters suffer a -1 penaltyto attack rolls.
Heavily encumbered characters suffer a -2 attack
penalty, and their Armor Class suffers a +1 penalty. If
the character is severely encumbered, he suffers a
-4 penalty to all attacks and a +3 penalty to his
Armor Class.
Chapter 7
Recording Encumbrmce (Simplified) long; Staff sling-sfinkpot, stone; Sword (Broad sword,
Khopesh, Sapara, Short, Sword-axe; Trident; Two-handed
Characters can simplify the recording of encumbrance axe; Warhammer; War dub
for purposes of the Skills and Powers rules. For most Armor:
encounters, determine the character's encumbrance by Bronze plate; Cord armor; Hide armor; Leather; Light scale;
considering only his armor, shield and largest weapon. Padded; Ring mail; Scale; Studded leather; W d / B o n e
These are generally the most significant parts of his load, Transportation/Livestock
and thus will provide a reasonably accurate rating. Animals: Cattle; Dog-war, hunting; Donkey; Goat; HOW+
If the character is carrying camping or exploring equip- draft, riding, light war; Sheep
ment, or trade goods, extra supplies, etc., the additional Wheeled: Chariot; Cart
encumbrance also can be simplified. If the character is Watercraft Canoe; Curragh; Drumond; Raft
carrying a backpack, figure 10 pounds if he has miscella-
neous exploring equipment (rope, lantern, oil, spikes, Table 58: Cultures of the Roman Age
etc.), 20 pounds for campingequipment (bedroll, cloak or (Italicized weapons are associated with barbarians or
spare clothes, tinderbox and food). Add only five-pound empire-frontier areas.)
incrementsfor extra items-trade goods, treasure, extra oil Weapons:
flasks, etc. Battle axe; Bow (long bow, short bow, composite short
bow)-Arrow, flight; Cestus; Dagger; Dart; Hand/Throwing
Weight axe; Javelin; Lance (light medium); Mace, footman; Mace,
horseman's; Net; Pilum; Quarterstaff; Spear; Spear, long;
The equipment tables at the end of this chapter contain Staff sling-stinkpot, stone; Sword (Broad sword, Drusus,
a weight for every listed item. Players and DMs can use Gladius, Spatha) Trident; Warhammer
these weights to calculate exact character loads. Armor:
Banded Mail; Bronze plate; Leather; Light scale; Padded;
Equipment Tables Ring mail; Scale; Studded leather
Transportation/Liwstodt:
Table M:Stone Age/Savap Settings Animals: Cattle; Dog-war, hunting, guard; Donkey; Ele-
(Italicized entries are only present in metal-usingcultures.)
Weapons: phant; Goat; Horses-draft,riding, light war, mediumwar;
Adze; Axe, stone; Battle axe; Blowgun-barbed dart, needle;
Bola; Boomerang; Bow, short-arrow, stone, arrow, flighf; Hunting cat;Sheep
dub; Dagger, Bone dagger, Stone dagger; Dart; Handaxe;
Harpoon; Bone harpoon; Javeh; Stonejavelin; Knife; Bone Wheeled: Chariot; Cart (2 wheeled)
knife; Stone knife; Lasso; Machete; Quarterstaff; Rock; watercraft: Canoe; Coaster; Curragh; Dromond; Galley; Raft
Sling-Sling stone; Spear; ThrowingKnife; War club
Armor: Table 5 9 DarkAges
Cord armor; Hide armor; Leather; Padded; Studded leather; (Italicized weapons are made in more civilized realms or
Wood/Bone
Tramportation/Livestock are late developments of the period, and may not be avail-
Animals: Cattle; Dog, war; Donkey; Goat; Horse-draft;
able at the DM's discretion.)
Sheep Weapons:
Wheeled: Chariot; Cart Battle axe; Bow (long bow, short bow, composite short
Watercraft Canoe; Currugh; Raft
bow), Arrow (flight, sheaf); Caltrop; Crossbovv (fghtcros.
Table 57: Bronze Age/Andent Sdtlngs
bow, Pellet bow), (fight quarrel, Pellet); Dagger; Dart;
(Italicized weapons have a limited availability based on the Hand/Throwingaxe; Javelin; Lance (light, medium); Mace,
DM's discretion, as they were not as common as the other footman's; Mace, horseman's; Quarterstaff Spear; Spear,
weapons.) 5 long; Staff sling-stinkpot, stone; Sword (Broad sword,
Weapons: Long sword, Sabre, Short sword); Two-handed axe;
Adze; Battle axe; Bow (long bow, short bow, composite Warhammer
short bow)-Arrow, flight; Cestus; Dagger; Dart; Hand/ Armor:
Throwing axe; Javelin; Lance, light; Mace, footman; Mace, Bronze plate; Chain mail; Leather; Light scale; Metal lamel-
horseman's: Mace-axe; Pike; Quarterstaff; Spear; Spear lar; Padded; ding mail; Scale; Studded leather
Transportation/Lck
Animals: Cattle; Dog-war, hunting, guard; Donkey; Goat;
Horses-draft, riding, light war, medium war, heavy war;
Sheep
Wheeled: Chariot; Cart (2 wheeled)
Watercraft: Canoe; Coaster; Curragh; Dromond; Galley
Raft
WeaDon Proficiency &f Mastery
Table 6 0 The Crusades Table 62: Middle Eastern Cultures
Weapons: Weapons:
Battle axe; Bow (Long bow, Short bow, composite long
bow, Composite short bow), Arrow (Flight, Sheaf, Pile); Ankus; Bagh nakh; Battle axe; Blowgun; Bow (Composite
Caltrop; Crossbow (Light crossbow, Heavy crossbow, Pellet long bow, Composite short bow), Arrow, flight; Chain;
bow), (Light quarrel, Heavy quarrel, Pellet); Dagger, Sti-
letto; Flail, footman's; Flail, horseman's; Hand/Throwing Chakram; Crossbow (Hand crossbow, Light crossbow, Pel-
axe; Javelin; Lance (Light, Medium, Heavy, Jousting); Mace, let bow), (Hand quarrel, Light quarrel, Pellet); Dagger,
footman's; Mace, horseman's; Maul; Morningstar; Pick, Jambiya, Katar; Dart; Flail, footman's; Flail, horseman's;
footman's; Pick, horseman's; Polearm (Awl pike, Bardiche, Hand/Throwing axe; Javelin; Lance (Light, Medium);
Bec de corbin, Bill, Bill Guisarme, Fachaurd, Glaive, Glaive- Mace, footman's; Mace, horseman's; Mancatcher; Pole-
guisarme, Guisarme, Halberd, Lucern hammer, Military
fork); Quarterstaff; Spear; Staff sling-stinkpot, stone; arm (Awl pike, Glaive, Halberd, Military fork) Quarterstaff
Sword (Bastard word, Broad sword, Falchion, Long sword, Spear; Spear, long; Sword (Cutlass, Great scimitar, Long
Sabre, Short sword, Two-handed sword); Warhammer
Armor: sword, Sabre, Scimitar, Short sword, Tulwar); Trident
Chain mail; Improved mail; Leather; Metal lamellar; Padded; Armor:
Plate mail; Scale; Studded leather Brigandine; Chain mail; Cord; Hide; Improved mail;
Transportation/Livestock Leather; Light scale; Metal lamellar; Padded; Scale; Stud-
Animals: Cattle; Dog-war, hunting, guard; Donkey; Goat;
ded leather
Horses-draft, riding, light war, medium war, heavy war; Transportation/Livesto&
Sheep Animals: Dog-war, hunting, guard; Camel Donkey; Goat;
Wheeled: Chariot; Cart (2 wheeled); wagon Sheep
Watercraft Canoe; Coaster; Cog; Curragh; Dromond; Gal- Horses-draft, riding, light war, mediumwar;
ley; Knarr; Longship; Rawkeelboat Wheeled: Chariot; Cart (2 wheeled); wagon
Watercraft: Canoe; Coaster; Cog; Dromond; Galley; Great
Table 61:Late MiddleAges/Renaissance
Weapons: galley; Raft/keelboat
Battle axe; Brandistock; Bow (Long bow, Short bow, Com-
posite long bow, Composite short bow), Arrow (Flight, Table 63: Oriental Cultures
Sheaf, Pile); Caltrop; Crossbow (Light crossbow, Heavy Weapons:
crossbow, Pellet bow), (Light quarrel, Heavy quarrel, Pel- Ankus; Battle axe; Blowgun; Bo stick; Bow (Composite
let); Dagger, Main-gauche, Parrying dagger, Stiletto; Flail, long bow, Composite short bow, Short bow), Arrow
footman's; Flail, horseman's; Handnhrowing axe; Lance (Flight, Sheaf); Chain; Chakram; Chijikiri; Crossbow (Cho-
(Light, Medium, Heavy, Jousting); Mace, footman's; Mace,
horseman's; Mancatcher; Maul; Morningstar; Pick, foot- ku-no; Light crossbow, Pellet bow), (Hand quarrel, Light
man's; Pick, horseman's; Polearm (Awl pike, Bill, Bill- quarrel, Pellet); Dagger; Dart; Cunsen; Hand axe; Javelin;
guisarme, Glaive-guisarme, Halberd, Military fork, Partisan, Jitte; Kama; Kau sin ke; Kawanaga; Kusari-gama; Lance
Ranseur, Spetum, Voulge); Quarterstaff; Spear; Staff sling- (Light, Medium); Mace, footman's; Mace, horseman's;
stinkpot, stone; Sword (Bastard sword, Broad sword, Clay-
more, Cutlass, Falchion, Long sword, Rapier, Sabre, Short Mancatcher; Nunchaku; Polearm (Awl pike, Lajatang, Nag-
sword, Two-handed sword); War hammer imaki, Tetsubo); Sai; Sang kauw; Shuriken; Spear; Spear,
Armor: long; Sword (Cutlass, Katana, Ninja-to, No-dachi, Sabre,
Brigandine; Chain mail; Field plate; Full plate; Leather; Short sword, Tulwar, Wakizashi); Trident
Metal lamellar; Padded; Plate mail; Splint mail; Studded Armor:
leather Brigandine; Chain mail; Cord; Hide; Leather; Light scale;
Transportation/Livestock Padded; Ring mail; Splint mail; Studded leather
Animals: Cattle; Dog-war, hunting, guard; Donkey; Goat; Transportation/Livestock
Animals: Dog-war, hunting, guard; Donkey; Elephant;
Horses-draft, riding, light war, medium war, heavy war;
Sheep Goat; Horses-draft,riding, light war, mediumwar; Sheep
wheeled: Chariot; Cart (2 wheeled); wagon Wheeled: Chariot; Cart (2 wheeled); wagon
Watercraft Canoe; Caravel; Coaster; Cog; Curragh; Drakkar; Watercraft Canoe; Coaster; Cog; Dromond; Galley; Raft/
Dromond; Galley; Great galley; Knarr; Longship; Raft/
keelboat keelboat
I ChmI ter 7 c
ITable 64: Weapons Master Equipment Tables I
Wiht
Boomerang’ 5 SP 2 B 4 1d4 1d4
BOW
I ..,-.
Arrow, flight 3 sp/12
Arrow, sheaf 3 sp/6
Arrow, pile 3 sp/6
Arrow, stonel-
Composite
e
Brandistock ld4+1
Cestus
Id4
Crossbow
d6
AC
1d4
1d?
1d4+ 1
1d3
Weapon Proficiency &f Mastery A
Table 64: Weapons (cont.) WeinP
Stone iavelin' 5 CD 2 P 4 1d4 1d4
5 SP 2 s(2j P 2 1d4
Jitte
Macwxe 5 SP 3 M(3) B 3 1d6 1d6
Machete 3P 5 1d6 1d6
Mana
h.I
Morningsta
NeL-
NPiulunrcnhaku
Glaive-Guisarme4 10 8 L(7) S 8 2d4 An1I uv
Guisarme4 5gp 5 7
Halberd P/B 9 2d6
Lajatang 8sp Idlo
Nagima 7 gp 1d8
10 L(7) Id8 iaru
Naginatas 15 I 2& ld6
Lucem hammeP
2uarterstaff -- 4 L(6) B 4 1d6 1d6
Rock 1 S(1) B 2 ld3 1d2
129
m g Kauw'
iurikf-
ing
f d6 1d8
1d6+ 1 2d6
DlUdU 5WUIU L(6j
Claymore4 M15)
Great scimitar
Katana
iaiu
. 1d6
,.
Two-handed sword 5
It Warhammer 2gp 6 B 4 1d8+ 1 1d4
War club 2gP 6 M(4) B/S 7 d4+ 1 ld4+1
I' BDne or stone weapons have a 1 in 6 chance of breaking any time maximum damage is rolled. d6+1
These weapons weigh ltde individually; 10equal 1 pound.
I These weapons inflict double damage when set to receivea charge.
These weapons require twohands to use, regardlessof the wielder's size.
These weapons do double damage when used in a mounted charge.
This weapon dismounts a rider on a successful hit.
Weapon Proficiency 6Mastery
Table 65: Missile Ranges and Rates of Fire I?
Range(x5 yds) issiie iyp,
Pellet crc
igger/Knife/Stiletto
Composite long bow 2/ 1 Handfrhrowing axe 1 II2 4
8 16 34 Hamon 1
-flight arrow 2/ 1 8 16 34 246
10 20 36 1
-sheaf arrow 1
Composite short bow 2/1 -Lass0
Long bow 1
Mace, horseman's
II-flight a r r w 10 20 30
-sheaf arrow 24 6
uriken 234
Short bow
ng bullet
-flight arrow 2/1 ng stone
Spear
Chc-ku-no 2/1 10 20 30 Staff slingstone, 24
Hand crossbow 1 4 8 12 bullet, stinkpot
Heavy crossbow 16 32 48 Trident - 3-6
Light crossbow 1/2 12 24 36
1 23
Table Bb:P--sr
It
Cord armor -tu 5 L
3te mail 600 gp m2 -
inn on I
ri o mail I
Spiirir mail 40 4 4
25 7 2
Studded leather 20 gP 20 6 3
Wood/bone armor
50 gP
Shields cost Weight # foes Bulk Points
Body 10 gP 15 +2/+3** 4
Buckler 1 8P
3 +1 1
Medium
Small this represents a reduction in the bulk 73ggPP that the 10 othewise caw.; +1 missiles 3
character5can **+a1Rainst 2
'For armor, point capacity
3arreCsmall
-larue
__1 Crusades
Crusades
Roman
IL --Poor 3
Musical Instrument
II -Oil (per flask)-Greek fire
IIC
Perfume (per via9
Piton
Ouiver
Initial Avail.
I
I-small
iX&ack I* can carry bulk pointsequal to the character's strength.Wineskin8 SP
1 O(1) Bronze age
Winter blanket represent the 5 SP of the 3 number before 1 is the Bronze age the item is
WI Bruitliknpgoiinntks i(nvipaal)rentheses 0 Roman
carry8ing8Pcapacity 3
the parentheses bulk pointswhen
item; the
ITable 68: Household Provisionsflrade Goods
These items weigh little individually; 10 weigh 1 pound and equal 1 bulk point
Ale (Ig. barrel) '0gP 50
25
' IBamboo (1 00 10' lengths)
16 Dark age
12
Dry rations (1 week) 4 a-nv
10 4 any
EF&igs (p(peerrlb1)00)
nv
Firewood, 1 da )ply
any
Erain (Ig barrel
anv
Herbs (per Ib)
Ivory (per tusk)
Meat .fresh Der Ib.
-uncornrnoi
Wine (Ig barrel)+xcellent
-fair
-cheap
Chapter 7
Special Demik-Tan Equipment Weight
Table 69: Dwarven Eq.ui.pment* 5
-Head spike 10 f
-medium 2,000pp
*For-lfaurrgtheer infomation see The Compkte Sook ofDwortes
5,000 gp
Table 70: Elvc -quipment*
Arrows
-flare
. .-- -.----..-I _..""
rable 71: HalflingEquinment
Cheesemaker (converts !I of milk to IO# cheese)
e 12s 3 1
6gP
-Carving knllt. 2550gg"P 3 m-1 II
-Cooking kettle
10-pg 4 IIO
20 fw
$ 7
6
able 72: Gnornm Equipment 10,000gp 1,001
Jewelspotter gem (causes light to sparkle in 20 gF
authentic gems within ini radii1s 100 RC
Weapon Proficiency &f Mastery
I dJ
Table 73: Common Magic Items Cam.paig-n Occurrence
up to 6"thidolesswood or stone
*Campaign occurrence indicates the likelihood of a character findingthis item in a well-stockedbazaar or marketplace.The catepiries represent
campaign settin of low. medium, and high incidenceof magical items, spells, and equipment The cost listed is generaliy rhe price in a h&
magic setting; $ere the items are more rare, the cost will tend to be higher.
E?
._ .
I
I
naprer in four new ,, c_l , :cialist wizards. the alc
cometer, shad and songwizard. The of magicthat these wiz-
A ;pecialize in are unusual because they are they contain only spells
ifrom other, existing schools. All of the us regardingspecialist wiz-
rds apply to th
unless the description erwise. Usingthese as
guid s can experiment with heir own. uniaue soe-
alist
The Skills ond Powers rules add fla
ing char-'-- clas Use
ir charactc eatec h th
Vrzards ond Charact
When a wizard character is created, and each time he advances in level, i
player can elect to spend 2 or more character points to acquire an additio
spell for his character's spellbook. This is similar to the specialist wizard's abi
to automatically add one spell of his specialty to his repertoire each time
gains a level The player is allowed to pick any spell his character could norml
cast (i.e., he can't pick spells from opposing schools), and no roll for learningi
spell need be made.
The spell purchasedwith character points must be of equal or lower spell le
ian the highest-levelspell currently entered into the character's book. The cos
character pointsfor a 1st-level spell, +1 character point for each levelof the sf
eyond first. For example, a 3rd-levelspell would cost 4 character points; a 7th-
vel spell would cost 8 points.
No more than one additionalspell can be acquiredwith characterpoints wh
New Schools of MBgic
Wizard 8pecialists: carefully review the player's design for concept, playability, W
New 8Chklsof Magic and game balance before allowing the new specialist in
game play.
As magic users in the multitude OT campaign worlds
have progressed in their arts, an ever-greater diversity of Generally, a specialist mage should have spells that he
styles and types of wizardry have been developed. Grow- can cast with superior skill, balancedby a loss of spells from
ing from the rigid schools of opposing magical powers outside his specialty. All specialistsshould gain the standard
outlined in the Phyer's Handbook, more and more disci- extra spell memorization slot at each level, as well as advan-
plines have branched out as young wizards have taken a tages in learningspells from their specialty and penaltiesfor
more liberal interpretation of their masters' teachings. learning generic spells. Last but not least, a specialist may
These developments have resulted in new types of spell- have non-spellcasting benefits or hindrances such as the
casting, each of which focuses on the way in which magic alchemist's ability to creat
is drawn from the environment and bent to the wizard's saving throws.
will.
Effects of Magic Qchml6pecialization
When a wizard character is created (or an existing
AD&D character is converted to Ployer's Option rules), the Choosing a specialty provides a wizard character with a
player can elect for his characterto specialize in one of the number of benefits. For all the schools introduced in this
following new schools of magic These schools are similar chapter, the following advantages apply:
to the elemental wizard or wild mage introduced in the A specialist gains one additional spell per spell level, pro-
Tome of Magic, but the new specialist wizards defined vided the spell is taken in the specialist's school. Thus, a
here-the alchemist, the shadow mage, and the song wiz- 1st-level alchemist can memorize two spells instead of
ard-have developed alternate styles of spellcasting and only one, as long as at least one of them is from the
spell organization. school of alchemy.
Specialists receive a bonus of +15% when learning
The main purposefor specializingin a magic type is as an
aid toward effective roleplaying, though the specialties can spells from their school, and a penalty of -15% when
benefit and hinder characters in various game situations.The
use of these new magic types, like any other subsystem in learningspells from any other school. The bonus or pen-
the AD&D game, is subject to the DM's approval. Several of alty is appliedto the percentile roll the player must make
these new schools require a certain amount of campaign or when the character is attemptingto learn a new spell.
encounter background.The powers of the shadow mage, for Whenever a specialist reaches a new spell level, he auto-
example, vary with the prevalent lighting conditions, and the
DM must be preparedto answer a player'squestions about matically gains one spell of his school to add to his spell
these conditionsany time the player character wishes to cast
a spell. books. This can be selected by the DM or he can allow
the player to pick. No learn spells roll need be made.
Choosing a Magic&hoot Qpccialty When a specialist wizard attempts to create a new spell
usingthe rules given i
To select a specialty, a wizard character generally has to the new spell as one I
meet more demanding ability score criteria than a stan- the school of the specialist An alchemi
dard mage, and he may have certain backgrounds or ori- create a new 2nd-level alchemy spe
gins (in other words, character kits) barred to him. A researchas if it were a 1st-level spell, si
player is free to choose any specialty the requirements of has a superior understandingof his sch
which his character meets. Naturally, a player may wish to
select his character's specialty based on his own ihter- Note that the saving throw modifiers granted to spe-
ests-song wizards provide good role-playingfor players
inclined toward music, while scientifically-minded players cialists in the Player's Handbook and Tome of Magic
might enjoy an alchemist who can constantly fuss with aren't abilities of the specialist wizards described in this
odd ingredients and complicated formulae. '
book They have other abilities that are more specific to
Creating New Schools: The magic types listed in this their particular methods of spellcasting, described later in
chapter are the most common examples of alternate this chapter.
spellcasting techniques. However, other approaches are
certainly possible. If a player comes up with a great con- Specialist wizards also have several significant disad-
cept for defining a new school or discipline of magic, he vantages to balance their bonuses. First and foremost,
can do so with the DM's approval. In turn, the DM should each of the new schools described here have opposition
schools, just like specialists in the Phyer's Handbook. A
specialist cannot learn or cast spells from an opposing
school, or use magical items that duplicate the effects of
spells from that school. Secondly, the character has a
reduced chance to learn spells of other non-opposing
schools, as noted above.
197
Minimum Ability Requirements: mist can ever understandis limited by his Intelligencescore
Intelligence/Knowledge 15; Dexterity/Aim 14 Maximum Number of Spells per Level, except that all
potions are counted together for this purpose. A character
Races Allowed: Human, half-elf, gnome with an htelligence of 12 can never know how to make
ProhibitedKits: Amazon, barbarian, peasant hero, savage more than seven types of potions.
The puttering, scientifically-mindedwizard who enjoys Once an alchemist knows the potion's formula, he can
working with various material components is likely to find produce one dose by investing in 300-1800 gp worth of
the School of Alchemy to be a welcome source of inspira- materialsand spendingone uninterruptedweek in his labo-
tion and magical might.Alchemists are inventorsand exper-
imenters, always striving for a way to create new and ratory. Again, a learn spells roll applies to see if he followed
greater effects through the use of magical powders,
reagents, and potions. the directions carefully, or if he ruined the batch instead. If
The exact nature of the alchemist's materials is not very the DM finds that a player is abusing this ability, he can
important for game play, although it is good role-playingfor
a player to note which substances and minerals are vital to insist on specific adventures to acquire rare and unusual
his character's spells. Unlike most wizards, who define the materials such as a griffon's heart, a beholder's eye, and
world by the four classic elements of earth, air, fire, and other such hard-to-get items.
water, the alchemist believes that each subtle combination
of these elements is a new element of its own. Gold may The School of Alchemy: The school of alchemy is
be nothing more than a rare type of earthwith a small glim- opposed by the Schools of Illusion/Phantasm (things that
mer of fire in it, but the alchemist considers the properties aren't real are of no interest to alchemists) and Necro-
of gold as a unique substance with no other components. mancy (similarly, life forces and spirits are too intangiblefor
In other words, alchemists describe their world in the mod- alchemy.) All the spells in the school of alchemy are con-
ern terms of a Periodic Table of Elements, even though sidered to have no verbal component when employed by
notionssuch as atoms, electrons, or atomic weight have no an alchemist, which means that an alchemist has little to
meaning in their universe. fear from a silence spell or any other magic that prevents
speaking. The School of Alchemy consists of the following
As scientific characters, alchemistswill always maintain a spells; italicizedspells appear in the Tome of Mugic.
large and well-equipped laboratoryto pursue their experi-
ments.The laboratorymust be well-stockedwith all kinds of The Geometer
materials, includingsamples of evety metal or alloy imagin-
able, equipment such as burners, beakers and bottles, and Minimum Ability Requirements:
naturalcuriositieslike magnets, incendiaries, and other such Intelligence/Reason 15; Wlsdom/lntuition 14
things. An alchemist is assumed to begin play with an ap-
propriate laboratoryin his home town or base of operations, Races Allowed: Human, elf, half-elf
but building and outfitting a new laboraton/ costs at least ProhibitedKits: Barbarian, savage
1,000 gp per character level, and existing laboratories re-
quire at least 50 gp of materials a level per month to be Potent magical forces can be locked in designs, symbols,
functional. An alchemist without access to his laboratory
loses the bonus alchemy spell he could normally memorize and diagrams of mystical significance. Geometers are wiz-
a t each spell level, and can't conduct research, make
potions, or add new spells to his spellbook. ards who study the summoning and control of magic
through the creation of intricate geometrical patterns, rang
Alchemists have no modifiers to their saving throws or ing from runes drawn on paper or carved in stone to free-
their victims' saving throws, but insteadthey have the s p e floating constructs composed of brilliant lines of energy. For
cia1ability to create potions, starting at 6th level. The alche- a geometer, the somatic component of a spell-the gestures
mist must first research the potion's formula, as if conduct-
ing normal spell research; consider the potion's level to be
equal to its XP value divided by 100, so a potion of chimu-
diene (XP value 250) is considereda 3rd-level spell, and a
potionof undeudcontrol(XP value 700) is a 7th-levelspell.
The research time is two weeks per effective level, and the
cost is 500 gp per effective level. The alchemist must pass
a learn spells check to successfully research the formula.
Just like spells, the number of potion formulae the alche-
New Schoolsof Magic
reauired to unlock the spell's enerw- I -ir-@I
represent the creation of an ezia-
dimensional doorway through which
magic is drawn and shaped into the
form the wizard desires.
Geometers, quite naturally, excel in
the castingof any spell that involvesthe
use of a mark, rune, or diagram drawn
upon the target of the spell. In fact, a
number of spells that are not normally
cast in this fashion have been adapted
to the geometers' philosophy. For
example, geometers cast a hold portal
spell by placing a minor rune of power
upon the door to be barred, and ani-
mate dead by drawing complicated
designs uponthe face and hands of the
creature to be reanimated. Geometers
can also create effects with less sub-
stantial materials by sketching a design
in the air, as if they were drawing imag-
inary circles and angles; depending on
the power of the spell, this design may
be visible as a glowing web of blue or
green energy created by the motion of
the geometer's hands.
Geometer5 enjoy the normal bene-
fits and penalties of specialist wizards,
but they have no modifier to their sav-
ing throws and do not inflict any penal-
ties to their targefs saving throws. They
do have the special ability to create
scrolls, much like alchemists can pre-
pare potions.At 4th level, the geometer
can commit a spell that he knows and
can cast to a scroll. He may read the
scroll at any time after transcribing the
spell, just like casting a normal spell
from a scroll. However, the character
may not have more than one scroll per
character level prepared at any given
time-the incompletemagical diagrams
become too confusing and complex for
the geometer to keep track of if he tries
to keep too many scrolls ready for cast-
ing.
Transcribing a spell to a scroll
requires one full day per spell level, so
preparinga 5th-level spell for use in this
fashion would take the wizard five days
of uninterrupted work. The materials
(rare inks, fine parchment, etc.) cost
100 gold pieces per spell level, and the
wizard requires a suitable laboratory or
library to work in. The geometer can
knows, or he &n' engage in normal spell resear& to find a The ahadow Mage
digram to convey a spdlthat he knows&the school
of Geometry. (Once he successfulDy researches a new spell h4inimum Ability Requirements:
diagram, it is consideredto be part of the School of Geom-
etry for that wizard.) In any event, the geometer must suc- Idigence/Reason 15;WisdomlWIII 14
ceed in a learn spells check to see if he successfullytran- RacesAllowed: Human
Prohibited Kits: Gladiator, pugilist
scribed the spell. The places where light and darkness meet have long
Geometers may also attempt to create protectionscrolls, symbolizedopposition and balance, the clash of good and
beginningat 7th level. The geometer must first research the evil, even of chaos and law. The School of Shadow
scroll's diagram through normal spell research; scrolls with teaches mages to use these contrasts to reach the secret
an XP value of 1,000are considered to be equal to 4th- source and union of all shadow and harness its power.
level spells; scrolls with an XP value of 1,500 are equal to
Sth-level spells; scrolls with an XP value of 2,000 are equal Shadow mages tend to be grim sentinels who have ex-
to 6th-level spells; and scrolls with an XP value of 2,500 are changed the bright spark of a normal existence for the
equal to 7th-level spells. The researchtime is two weeks power of twilight and darkness. Very few shadow mages
per effective level, and the cort is 1000 g p per effective are of good alignment; a great number are neutral, and
level. The geometer must pass a learn spells check to suc- some have embraced the darkness completely and
cessfully research the formula. Once the geometer knows turned to ways of evil.
the diagram, he can produce one scroll by investing in Shadow mages are closely tied to the Demiplane of
300-1800 gp worth of materials and spending one unin- Shadow. They have discovered that every shadow in the
terrupted week in his laboratory. Again, a learn spells roll real world has a mystic connection or source in Shadow-
apphes to see if he followed the directionscorrectly. land. A wizard with skill and a strong heart can use the
most mundane shadows as a doorway to this realm of
The School of Geometry: As noted above, the School dusk, calling forth its powers for their own purposes. A
of Geometry consists of both diagrams that can be drawn
on the target, as well as geometricaldesigns that can be number of shadow mages eventually become shades, or
created through gestures. Often, spells of this school creatures whose physical forms have been completedy
require unusual writing implements-the material compo- replaced by shadow-stuff, although this doesn't happento
nentsfor the spell-but generally, no verbal components are player character shadow mages except in extraordinarycir-
necessary. The School of Geometry is opposed by the cumstances.
Schools of Enchantment/Charm and Illusion.
The following spells are part of the School of Geometry; In addition to the normal advantages and penalties
spells from the Tome ofMagic are in italics, and spells from associated with specializing in a school of magic, a
The Complete Wuard's Handbook are in boldface. shadow mage's effectivenessis tied to the lighting condi-
tion at the time he casts a spell from this schd. Naturally,
shadow mages are weakest in broad daylight and progres-
sively stronger in weak daylight or dusk, partial darkness,
and finally complete darkness. It's not the strength of a
shadow, but instead the overall absence of light that
strengthensthe connection to the plane of gloom.
Modifierto
Condition Opponent's Saves
Bright daylight or continuallight +2
Weak daylight, dusk, or light
none
Late twilight, strong moonlight lantern light -1
Weak moonlight, torch light -2
Candlelight, starlight -3
Total darkness
-4
Due to their intimate connection with shadow, shadow
mages gain an ability to see normally in darkness. As a
shadow mageadvances in level, he becomes more attuned
to darkness and ignores changes in visibility that would par-
tially or completely blind other characters.
140
Ne.--S-c-hc 31s of Magic
Condition Attack Damage Saving AC The power of music and words has long been adu-towl-
Penalty Bonus Throws Penalty edged as an important source of inspiration and amuse
Moonlight ment. fne School of Song concentrates on spoken spells,
Starlight -1 Normal -1 0 using the wizard's skill at weaving melody, lyrics, and
Total darkness -3 Normal -2 rhythm to create enchantments osof ugrrceeatofpmowaegric. Efolrvaesuanntd-
4 None -3 great bards have tapped into this
-4 -4
At 4th level, the shadow mage sees as well in moonlight less years, but now more wizards are investigatingthe
(or equivalent light) as a normal human would see in intriguing possibilitiesof this school of magic Musicalprofi-
broad daylight, and he can lessen penalties for more com- ciency or knowledge is not a strict requirementfor this
plete darkness by 1 point. In other words, he would only
suffer a -2 penalty for attacking in starlight, or a -3 penalty school, but most song wizards are also virtuox, v o c a i i i
for total darkness. At 7th level, he sees by starlight as well the subtleties of pitch and expression can have tremendous
as a normal human sees by day, and he lessens combat effect in the casting of the spell.
penalties for total darkness by 2 points. At 10th level he Song wizards gain the normal benefes and hindrances
of a specialist wizard, includingthe +1 bonus to saves ver-
can see perfectly in total darkness, negating all penalties. sus spells of their own school, and a -1 penalty for their
targets saving throw when casting song spells. Note that
However, magical blindness or fog can still hinder a magical song or vocal attacks, including a harpy's song, a
shadow mage's sight. banshee's wail, or a sphinx's roar are all consideredto be
magical sound or song attacks for purposes of the mage's
The School of Shadow: Many wizard spells derive their saving throw.
energy from extraplanar connections, but spells of the The School of Song: The School of Song is opposed by
School of Shadow are exclusively tied to the Demiplane of the Schools of Necromancy, Greater Divination, and Invoca-
Shadow. The School of Shadow is opposed by the Schools
of Invocation/Evocation and Abjuration, both of which rely tion/Evocation; magical songs are much better suited to
on more positive energies than the subtle, pervasive power tasks of influence, change, or summoning.AI1 spells appear-
of shadow. The spells of the School of Shadow are listed ing in this list are considered to have neither somatic nor
below; italicized spells can be found in the Tome of Magic, material components for specialist song m a g e ~ o n gwk-
and bold spells can be found in The Complete Wizard's ards can cast these spells with nothing more than a wrbal
Handbook. component While this renders songwizards parb&dy 4-
nerable to silencing, it also means that they can cast spelk
while bound, restrained, or stripped of all their possessis.
Mordenkainwl's faithful hound ( 5 The spells of the School of Song are listed below; spells
from the Tome of Mugic me in italics.
shadow (3rd) Shadm magic (5th)
Blackmantle(6th)
Blwdstone's specbo)need (6th)
DemKhadowmagc (6th)
Lorlotem's shadowy ~ronsfora-
Minimum Ability Requirements:
Intelligence/Kndedge 14; Charisma/Appearance 15
Races Allowed: Human, elf, halfelf
Prohibited Kits:Gladiator, rider
141
*
- Attack and defense modes are no longer powers, but psionic strength points. These are used to activate sciences
bonus proficiencies. The new terms are psionic attacks and devotions, to focus psionic attacks, and to determine
andpsionicdefenses. Psionicistsgain psionic attacks and how much psionic damage a hero's psionic defenses can
defenses automatically by level advancement. Existing stanMde. ntal Attack Rolls: The success of psionic attacks
characters with attack modes must select other tele- against closed minds is determined by the number a char-
acter needs to roll on Id20 to hit a specific mental armor
Tpahtehiccodnetvaoctitopnsowtoerrepislanceowthetmhe. contact bonus profi- class (MAC). The mental attack number (MTHACO) is the
number the character needs to hit a MAC of 0. When used
ciency. The proficiency allows characters to participate in on open minds, the roll is made against a power's MAC.
psionic combat. In addition, psionic combat has been Each power has a base MAC number used to determine
simplified to work like other AD&D combat forms (that is, the difficuity of activating a psionic power against an open
using attack and damage rolls). Characters who had the mind.
contact power must select another telepathic devotion
to replace it. All psionic powers belong to one of five disciplines:
MTaaningteenntsanhcaveecboesetsnfeolrimpionwateerds. have been eliminated. clairsentience, psychokinesis, psychometabolism, psy-
choportation, and telepathy. Within each discipline, the
All powers now have a standard PSP cost per round of powers are divided into two categories: major powers, or
sciences; and minor powers, or devotions. The five disci-
use and can be maintained each round by paying that plines are defined as follows:
cost.
scores and the optional effects of rolls of power Clairsentientpowers allow characters to perceive things
Power beyond the natural range of human and demihuman
scores and 20s have been eliminated. All characters now senses.
have mental armor c/asses (MAC) and mental attack Psychokineticpowers move objects across space using
numbers (MTHACO). MTHACO stands for "mental - only the energy of the mind.
THACO" or "mental attack roll." The acronym refers to the Psychometabolicpowers affect the user's body by alter-
number (or higher) a particular character needs to roll on ing it in some manner.
1d20 to hit an opponent with a mental armor class of 0. fsychoportivepowers allow psionic travel, moving char-
This mechanic has two distinct uses that work in basically acters from one location to another without crossing
tThheeSpaomweemr acnhneecrk. has been eliminated. To determine space.
Telepathic powers involve the direct contact of two or
the successful use of a psionic power, a character makes more minds.
an MTHACO roll. In psionic combat, a character makes
MTHACO rolls to break through a target's mental de- r i l - - - A .andOpenM 3
fenses and open the mind. To use a psionic power on an
open mind, an MTHACO roll is made against the power's m e minds of all characters and creatures exist in one 01
MAC instead of the target's MAC. (All psionic powers two states: either closedor open. A closed mind has either
have base MAC scores.) Some minds are considered natural or enhanced defenses that protect it from unwanted
intrusion.Only those things that enter through the normal
open automatically (like the psionicist's own mind for senses (such as sight, sound, taste, touch, or smell) can
the purposes of using a power on himself). in these impact on a closed mind. Theminds of allcharacters and
cases, no psionic combat is needed, for the mind is creatures are naturally closed. A character can voluntarily
. Talhreeamdyeotappesni.onics discipline has been eliminated; its open his or her mind to psionic contact, or a closed mind
powers have been redistributed among the remaining can be opened by psionic attack.
five disciplines.
An open mind is not a natural state. For a mind to be
Using Psionics Psionic energy can be shaped open, psionic defenses must be voluntarily lowered (in the
and used by psionicists and wild case of a willingsubject) or breachedby psionic attack on an
talents to produce desired effects, cailed psionic powers. unwillingopponent). A psionicist's own mind is considered
All psionic powers are grouped into one of five categories,
or disciplines, based on how the energy is used. The major open when using a psionic power with an area of effectof
powers of a given discipline are called sciences.
Two key concepts need to be presented before the rules "personal" (such as the heightenedsenses devotion).
for usingpsionics in the AD&D game are detailed.These are
psionic strength points (PSps) and mental attack rolls tR1
(MTHACOs). These are described below.
ively psionic character All characters and creatures have mental armor classes
Pa E Stn (MACs). While physical Armor Classes protect a body from
has i....itern,, L.V1- V I ya,v,nrb ....ergy, represented as physical attacks, MACs provide protection from psionic
1
attacks. The MAC rating rangesfrom minimal defense (MAC Each time a character uses (or attempts to use) a psionic
science, devotion, or attack, he must pay the listed cost
10) to maximum defense (MAC -10).; there are no MACs from his current PSP total. Damage caused by psionic
worse than 10or better than -10.
attacks is also subtracted from PSP totals.
As with standard Armor Class, the higher the MAC num-
ber, the more vulnerable the character is to psionic attack. The PSP total for a psionicist depends on four factors:
Likewise, with all attacks, a roll of 20 always hits and a roll of the psionicist's Wisdom, intelligence, and Constitution
scores, and his experience level. Together, these factors
1 always misses, regardless of the target's MAC number. determine the psionicist's PSP pool. A 1st-level psionicist
ndbook and who want to continue using automatically gets 15 PSPs. This number is modified by
itional results" rules (page 28), make the follov bonuses granted by high ability scores. Lastly, the psionicist
inpe. A roll of a Dower's MAC score nives the ~1 rolls 1d6, which is added to generate a PSP total.
The PSP total for a wild talent is determinedwith slight
modifications. A wild talent automatically receives enough
PSPs to use his power (or powers) once. In addition, he
gets 10 PSPs (instead of 15) and any bonuses granted for
high Wisdom, Intelligence, and Constitution scores. He also
rolls 1d4, instead of 1d6.
To determine a base MAC number, find the character's 18,EaxnamInptelell:igTednkcoefstchoereWoef s1t6w, oadnsdhaascoanWstiitsudtiaomn score of
Wisdom score on Table 74 below. Then find the character's score of
Intelligence score and add the indicated MAC modifier. lZAtlstlevel,hegets21 PSPs(15+3+ 1 +2=21)
plus a 1d6 die roll. Garon, a wild tolent with the same abil-
MACs can be improved through proficiencies and other irtoylsl,caonredse,gneotusgh1P6SPRSPtosu(1se0+hi3s+psi1on+ic2po=w1e6r )o,naceld. 4die
means, as detailed later.
RM. 74: 64 and PSP I
Ability Base MAC PSP
MAC Modifier Bonus
Score
15 or less 10 0
0
16 9 -1 +1 Ihe PSPtotal of psionicistsand wild talents increaseswith
17 8 -1 +2 every k e l advancement Prionicists receive 1d6 PSPs with
18 7 -2 +3 each level increase up to 9th level, plus any bonuses for
19 6 -2 +4 high Wisdom, Intelligence, and Constitution scores. Starting
at 9th level, psionicists gain just 3 PSPs, and they receive
20 5 -3 +5 bonuses only for high Wisdom scores. Regardless of their
21 4 -3 +6
22 3 -3 +7 Intelligence or Constitution scores, they no longer receive
23 2 -4 +8 bonuses for these abilities. W d talents, on the other hand,
24 1 -4 +9 receive only 4 PSPsat each level increase, regardlessof their
25 0 -4 +10 level. Further, no die rolls or additional modifiers are applied.
Example: The psionicist Tylk of the Westwoods has a
vkExample: of the Wesmods has a Wisdomscore of CWoisndsotimtutsiocnorsecoofre1o8f, an Intelligence score of 16, and a
1Z When he advances from 1st to
18, which flelds a base MAC of Z He has an Intelligence 2nd /eve4 he receives 1d6+6 PSR: the automatic 1d6 die
score of 16, which gives a modifier of -1. Without other
enhancements, Tylk has a MAC of 6 (7- 1 = 6). roll and a +6 bonus for his high ability scores.
Every psionicistand wild talent character has psionic coverii
strength points, or PSPs. In many ways, PSPs are like mental
hit points, though with a different function. Not only do they haracters recover expended PSPs by restingfor specific
determine a character's current psionic strength, they also lengths of time (minimum of one full hour). The only states
power psionic abilities. This mental strength is used to create of rest that allow for PSP recovery are sleep or meditation.
psionic attacks, activate psionic powers, and keep psionic Any other physical activity or the use of psionic powers
defenses in place. As long as any PSPs remain, psionic (which expend PSPs) negates the recovery process for that
defenseskeepthe mindclosed to psionicintrusionof any sort.
When a psionic character's PSPtotal falls to zero, his defenses hour. A character can never recover more PSPs than his
crumble and his mind is left open to psionic contact
maximumtotal.
During each hour of rest, characters recover oneeighth
of their total PSPs (bearing in mind that they never recover
more than their maximum total). To do this, divide a char-
acteh PSP total by eight and round up. b
This is the number of PSPs the charac-
ter recovers after one full hour of rest. ..
So, if a psionicist is reducedto 0 PSPs, it
takes eight full hours of rest to recover
the expended PSPs-regardless of
whether he has 20 or 100 PSPs.
Example:Neecha Nightmoon ha5 a
total of 48 PSA, and she has lost24 of
them during a recent psionic battle.
After an hour of sleep or meditation,
Neecha can recover 6 of the expended
PSPs (48 + 8 = 6). She is now at 30
PSPS
Psionic Combat
Psionicists automatically receive the
contact bonus proficiency when they
are created. Contact gives them access
to psionic attacks and allows them to
participate in psionic combat. The
psionic attacks come naturally and don't
take up any proficiency slots.
Wlld talents, hawever, must select the
contact proficiency and place it in an
open nonweapon proficiencyslot (Note
that this should occur at the pointwhen a
character becomes a wild talent whether
when he is first created or later in his
career when his psionic ability becomes
known.) Along with the proficiency, wild
talents receive only one psionic attack
form. However, as a wild talent rises in
level and gains nonweapon proficiency
slots, he may select additional attack
forms. These fill open slots, and the wild
talent may choose moreforms (for a total
of three) as he gains slots. W d talents
may never have more than three of the
five psionicattacks.
Psionic combat is used to assault
closed minds so that they can be
opened to further psionic contact. This
is accomplished like other attacks in the
AD&D game system: The attacking
psionicist selects an attack form and
makes an MTHACO roll equal to or
exceedingthe defender's MAC. Regard-
less of that MAC, a roll of 1 always fails
and a roll of 20 always succeeds.
Psionic attacks can be used against
psionic and nonpsionic minds. A non-
psionic mind is defined as any character
Chm1 ter 9
-without a PSP ~001T.he Drocedures are the same, All psionic attacks require line of sight, as do the use of all
psionic powers-with a few exceptions, such as those in the
results are slightly different. clairsentiencediscipline.
When attacking a psionic mind, psionic combat contin-
The five psionic attack forms
ues until one opponent is reduced to 0 PSPs or until the
battle is broken off. That mind is now open and can be sub- The Five are ego whip, id insinuation,
jected to other psionic powers. When attacking a non- Paionic Attacks mind thrust,psionic blast, and
psionic mind, however, only one successful attack is
required to open the mind. psychic crush. Psionicists have
access to all five forms (dependingon their levels), whereas
Psionic powers only can be used on open minds, wild talents can never have more than three of the five. The
whether willingly opened or attacked until that state occurs. psionic attacks are described below.
A psionic power can be used in the same roundthat a mind
is opened by psionic attack. - ,Whip(EW)
Psionic defenses, like armor and shields in physical com- This attack assaults a target's self-esteem and individual-
ity. It strikes like a glowing whip, its crack slicing open the
bat, remain in place until the defender's PSP total is wells of inferiority and worthlessness buried deep behind
reducedto 0 (in the case of a psionic character) or one suc- the target's defenses. For every 4 PSPs put into the attack
cessful psionic attack breaches the defenses (of a non- (declared after a successful attack roll is made), the attacker
psionic character). rolls 1d6 to determine psionic damage against his foe. If hit,
the defender loses that many PSPs or has his mind opened
Psionic attacks require concentration. A psionicist who to further psionic contact if no PSPs remain. A failed attack
uses one during a combat round can move at only half his c6sts 2 PSPs.
walking rate. A character using a psionic attack also can be
disrupted the same way as can a wizard casting a spell. In Ego whip has three ranges: short (40 yards), medium
the round when a character using a psionic attack is dis- (80 yards), and long (120 yards). At medium range, the
rupted, the attack can't be used. A disrupted psionic attack defender receives a +2 bonus to his MAC; at long range,
the bonus is +5.
costs 1 PSP for the attempt.
Psionicists can make a number of psionic attacks in a If used against an open mind, ego whip leaves the target
dazed for 1d4 rounds, costingthe attacker 4 PSPs. Though
round according to their level: 1-6, 1/1 round; 7-12, 3 / 2 no psionic defenses remain, the attacker must roll the
rounds; 13+, 2/1 round. Wild talents can never make more defender's MACto successfully hit (this attack receives a +2
than one psionic attack in a round. bonus). While dazed, all of a character's die rolls (attacks
rolls, saving throws, etc.) receive a -5 penalty, and the char-
Psionicists and wild talents receive MTHACO bonuses acter can't cast spells above 3rd level.
depending on their Intelligence scores, making it easier to Id Insinuation (11)
accomplish psionic attacks.
This attack assaults a target's subconscious, like a mental
Psioaic Combat Qequence batteringram tearingthrough the walls that separate primi-
tive needsfrom social constraints. For every 6 PSPs put into
The DM secretly decides what actions the monsters or the attack (declared after a successful attack roll is made),
NPCs will take-including choosing psionic attacks and the attacker rolls 1d8 to determine psionic damage against
his foe. If hit, the defender loses that many PSPs or has his
- defenses (if they have access to any). The DM doesn't mind opened to further psioniccontact if no PSPs remain.A
announce that decision to the players. failed attack costs 3 PSPs.
The players indicate what their characters will do, includ-
ing choosingpsionic attacks and defensesfrom the ones Id insinuation has three ranges: short (60 yards),
they have access to. medium (1 20 yards), and long (180 yards). At medium
Initiative is determined. Note that psionic attacks and range, the defender receives a +2 bonus to his MAC; at
powers don't have initiative modifiers. long range, the bonus is +5.
Attacks are made in order of initiative.
If used against an open mind, id insinuation leaves its
Table 75: NymACO ModMers MTHACO victim confused and powerlessto act for 1d4 rounds. While
Intelligence no psionic defenses remain, the attacker must roll the
Score Modifier defender's MAC to successfully hit (the attack roll receives a
15 or less 0 +2 bonus). This use of the attack costs 6 PSPs.
16-17
+1
+2
18-19
20-22 +3
23+ +4
146
Ps-ionics
Mind Thrust (MT) I 1d10 to determine psionic damage against his foe. If hit,
the defender loses that many PSPs-or &s his mind opened
This attack stabs the mind of the defender, piercing to further psionic contact if no PSPs remain. A failed attack
thoughts and memories. For every 2 PSPs put into the costs 4 PSPs. Psychic crush has a range of 50 yards.
attack (declared after a successful attack roll is made), the
attacker rolls 1d4 to determine psionic damage against his If used against an open mind, psychic crush causes l d 6
foe. If hit, the defender loses that many PSPs or has his points of physical damage (hit point loss) for every 8 PSPs
mind opened to further psioniccontact if no PSPs remain. A
failed attack costs 1 PSP. put into the attack. Although no psionic defenses remain,
the attacker must roll the defender's MACto successfully hit
Mind thrust has three ranges: short (30 yards), medium (with a +2 bonus to the attack roll).
(60 yards), and long (90 yards). At medium range, the
defender receives a +2 bonus to his MAC; at long range, The PaionicDFeifveenses Both psionicistsand wild tal-
ents develoD Dsionic de-
the bonus is +5.
If used against an open mind, mind thrust causes the tar- fenses naturhl; when they
p. rog- ress in experience, as
get to lose the use of one psionic power (chosen ran- detailed on the Psionic Progression chart. Psionic defenses
are gained without using up any proficiency slots. As with
domly) for 1d6 days. While no psionicdefenses remain, the psionic attacks, wild talents may never have more than
attacker must still roll the defender's MAC to successfully hit
(with a +2 bonus to the attack roll). This use of the attack three of the five psionic defenses.
costs 2 PSPs. Beyond opening a closed
mind, mind thrust has no effect on non- I
psionic minds.
Psionic Blast (PB)
This attack takes the form of a wave
of mental force that jolts a defender's
mind. For every 10 PSPs put into the
attack (declared after a successful attack
roll is made), the attacker rolls 1d l2 to
determine psionic damage against his
foe. If hit, the defender loses that many
PSPs or has his mind opened to further
psionic contact if no PSPs remain. A
failed attack costs 5 PSPs.
Psionic blast has three ranges: short
(20 yards), medium (40 yards), and
long (60 yards). At medium range, the
defender receives a +2 bonus to his
MAC; at long range, the bonus is +5.
If used against an open mind,
psionicblast causes 1d8 points of phys-
ical damage (hit point loss) for every 10
PSPs put into the attack. While no
psionic defenses remain, the attacker
must still roll the defender's MAC to
successfully hit (with a +2 bonus to the
attack roll).
PsychicCrush (PsC)
Like a terrible mental weight, this
attack seeks to crush a defender's
mind. For every 8 PSPs put into the
attack (declared after a successful
attack roll is made), the attacker rolls
A character activates a psionic defense at the beginning Tower of Iron Will (TW)
of a combat round. This defense protects against all psioni;
attacks launched at the character in that round. The PSP This defense builds an unassailable haven for the mind.
cost is only paid once per round, no matter how many Mind thrust has a difficult time penetratingthis defense,
attacks it defends against in that round. while id insinuation can breach its protection.The defense
costs 6 PSPs per round.
Some psionic attacks are more effective against certain
psionic defenses. The reverse is also true. This is repre- Table 76: Psbonic Attacks VI. Psionie Defenses
sented by modifiers that apply to the attacker's MTHACO. Mind Thought Mental Intellect Tower of
See the Psionic Attacks vs. Psionic Defenses, below, for a blank shield barrier fortress iron will
cross-referencedlist of penalties and bonuses. Mind thrust +5 +3 -2 -3
+3 +4 +2 -4 -5
When a psionic attack clashes with a psionic defense,
cross-index the attack with the defense on the table. The Ego whip -3
resulting modifier is applied to the attacker's MTHACO. id insinuation -5 -3 -1 +2 +5
Thus, positive modifiers are bonuses and negative modi- +4 -1
fiers are penalties. Psychic crush +1 -4 -2
Psionic blast -3 +2 -5 +4 +3
Combat cards that list psionic attacks and defenses are
strongly recommended. Use 3x5 cards; onefor each attack or Adding Substanceto PsionicCombat
defensethat a character has. Duringa round of psioniccom-
bat, each player puts an attack and a defense in front of him, All psionic combat takes place in the minds of the com-
face down, to lock in his action. After all declarations have batants. This mindscape has its own rules and reality. Each
been made, cards are turned over and combat commences. combatant reaches into his or her own nexus of power, the
place where the energy of mind, body, and spirit come
There are five psionic defenses. They are intellect together. The trained psionicist can readily draw upon this
fortress, mental barrier, mindblank, thought shield, and nexus of power, as can the wild talent. Nonpsionicistscan't
tower of iron will. These are described below. access this energy, but it springs forth to protect them in the
form of natural Mental Armor Class (MAC).
IntellectFortress (IF)
The attacker and the defender appear as glowingforms,
This defense encases the mind in a powerful keep of mental picturesof themselves in the mindscape. Psionicists
mental energy to protect it from psionic attack. Intellect can shape these psionicforms as elaborately as they see fit,
fortress provides the best protection against ego whip, but Wild talents, however, appear as crude, featureless shapes
it's extremely vulnerableto psionic blast.The cost is 4 PSPs of humanoid light. Nonpsionicists are simply glowing balls
per round to use this defense. surrounded by mentalarmor, usuallyin the shape of a lumi-
nescentwall.
Mental Barrier (MB)
While the only thing that determines the success of
This defense throws up a wall of thought to protect psionic combat is the MTHACO rolls and the choices of
against psionicattack. A mental barrier is extremely effective psionic attacks and defenses, players and DMs are encour-
against a psionic blast, but vulnerable to a psychic crush aged to add flavor by describing how their characters'
attack It costs 5 PSPs to use this defense in a round. psionic forms look and how the powers they use manifest
themselves. Being creative and having fun with the mind-
Mind Blank (MBk) scape as a psionic battle progresses enhances the roleplay-
ing experiencefor all.
This defense hides the mindfrom psionicattack, forming a
vast featureless area that makes it harder to target the closed Example: Tylk of the WesoNoods, a psionicist, decides to
mind. Mind blank protects best against id insinuation,while use the mind thrust attack against Neecha Nightmoon
mind thrust easily slices through the defensivefog. It costs 3 (also a psionicisi). A glowing sword of energy takes shape
PSPs per roundto usethis defense. in his psionic form's hand. The sword slashes out, but
Neecha calls forth a thought shield, and a luminescent
nought Qhield(TS) shield forms suddenly to block Tylk's attack. Then Neecha
shapes her own attack, unleashing a psionic blast Energy
This defense forms a glowingshield to turn away a psionic swells up from her nexus, forming the image of a glowing
attack Thought shield defendsmost effectively against psychic tiger. The claws of the great beastslash through the maze
crush but is vulnerable to ego whip. The cost is 2 PSPs per
roundto usethis defense. of ruins Tgk has formed from his mindblank defense, then
scrape across Tylk's psionicdefenses, reducinghisPSP total
as the psionicblast finds its target.
Psionics
Using Psionic Powers A roll of 1 is always a failure and a roll of 20 is always a
success, no matter what the power's MACor the psionicist's
All psionic powers have a MAC score. To determine if a MTHACO scores are.
psionic power works against an open mind, a player must
make an MTHACO roll against the power's MAC score on Closingan Open Mind
1d20. Any roll equal to or greater than the number means
the power has been activated and its effects are applied for A nonpsionic mind is one that has never had any PSPs.
that round of play. Its natural state is closed unless willingly opened or
opened by psionic means. If such a target's mind has been
All powers have a cost per round of use. The cost opened, but the subsequent psionic attack or power used
listed to the left of the slash is the number of PSPs against it wasn't successful, the target can attempt to re-
needed to use the power for a single round. The cost close its mind in the next round. This requires a saving
listed to the right of the slash is the number of PSPs throw vs. paralyzationat no penalty, If a psionic power was
expended if the MTHACO roll fails (in which case the used successfully against the newly opened nonpsionic
power's effects aren't applied). mind, the target can still attempt to close its mind, but its
savingthrow is at a -4 penalty. The target may attempt to
Powers that have been successfully activated can be close its mind every round thereafter.
maintained from round to round without making additional
MTHACO rolls. The psionicist simply expends PSPs to pay For a newly opened psionic mind (one whose PSPs
for the power's cost. The first round that the characterfails have been reduced to 0), the target can't attempt to re-
to pay the cost (either voluntarily or because his PSPs have close its mind until 1d4+ 1 rounds have passed. After the
beendepleted), the power's effects cease to function. If the required rounds have passed, the target can make a wis-
psionicist wishes to reactivate the power in a later round, dom check at a -3 penalty every round thereafter to
even against the same target, he must make a new attempt to close its mind.
MTHACO roll. If an MTHACO roll to activate a psionic power
fails, and the character has enough PSPs remaining, he can When either a nonpsionic or psionic character succeeds
try to activate the power again in the next round by making at re-closing his mind, the following occurs: any psionic
another MTHACO roll. power currently in use against the character ceases to func-
Table 77: THACOs & MTHACOs -----Psion-icist's ILevel
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6
THACO
MTHACO -----kionicist's Level-----
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
MTHACO ---- Wild Talent's Level -----
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6
Table 78: Psionicist Saving Throws
Paralyzation, Poison, Rod, Staff, Petrification Breath
or Wand or Polymorph* Weapont
Level or Death Magic Spell*
15 12 16 15
1-4 13 13 15 14
11 10
5-8 12 13 12
9 a 12 11
9-12 11 7
5 7 11 9
13-16 10 7
6 9
17-20 9 5
21+
a
+* bcludingpolymorph wand attacks.
t Excludingthose that cause petrificationor polymorph.
Excluding those for which another saving throw type is specified.
I