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thread topic: AD&D玩家手册-完整电子版(当然,是全英文版) <<  1   2   3   4   5   6   7  >>  Pages: ( 3/16 total )
  
 
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Gnomes

Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years.

    Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.

    Gnomes prefer to live in areas of rolling, rocky hills, well wooded and uninhabited by humans. Their diminutive stature has made them suspicious of the larger races--humans and elves--although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins' aversion to surface dwellers foolish.

    A gnome character can elect to be a fighter, a thief, a cleric, or an illusionist. A gnome can have two classes, but not three: fighter/thief, illusionist/thief, etc.

    Due to his upbringing, a beginning gnome character can choose to know the following languages, in addition to any others allowed by the DM: common, dwarf, gnome, halfling, goblin, kobold, and the simple common speech of burrowing mammals (moles, badgers, weasels, shrews, ground squirrels, etc.). The actual number of languages a character begins with depends upon his Intelligence score (see Table 4) or the proficiency slots he allots to languages (if that optional system is used).

    Like their cousins the dwarves, gnomes are highly magic resistant. A gnome player character gains a bonus of +1 for every 3_ points of Constitution score, just as dwarves do (see Table 9). This bonus applies to saving throws against magical wands, staves, rods, and spells.

    Gnomes also suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities. This check is made each time the gnome attempts to use the device, or, in the case of continuous-use devices, each time the device is activated. Like dwarves, gnomes can sense a cursed item if the device fails to function.

    In melee, gnome characters add 1 to their attack rolls to hit kobolds or goblins. When gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans attack gnomes, these monsters must subtract 4 from their attack rolls because of the gnomes' small size and their combat skills against these much larger creatures.

    Gnomish infravision enables them to see up to 60 feet in the dark.

    Being tunnelers of exceptional merit, gnomes are able to detect the following within 10 feet (exception: They can determine their approximate depth or direction underground at any time.). They must stop and concentrate for one round to use any of these abilities.

 

Detect grade or slope in passage                                   1-5 on 1d6

Detect unsafe walls, ceiling, and floors                           1-7 on 1d10

Determine approximate depth underground                   1-4 on 1d6

Determine approximate direction underground               1-3 on 1d6

 

    Gnome characters gain a +1 bonus to their Intelligence scores, to reflect their highly inquisitive natures. They suffer a -1 penalty to Wisdom because their curiosity often leads them unknowingly into danger.


  
 
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Half-Elves

Half-elves are the most common mixed-race beings. The relationship between elf, human, and half-elf is defined as follows: 1) Anyone with both elven and human ancestors is either a human or a half-elf (elves have only elven ancestors). 2) If there are more human ancestors than elven, the person is human; if there are equal numbers or more elves, the person is half-elven.

    Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of each of their races. They mingle freely with either race, being only slightly taller than the average elf (5 feet 6 inches on average) and weighing about 150 pounds. They typically live about 160 years. They do not have all the abilities of the elf, nor do they have the flexibility of unlimited level advancement of the human. Finally, in some of the less-civilized nations, half-elves are viewed with suspicion and superstition.

    In general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors and the refined senses, love of nature, and artistic tastes of his elven ancestors.

    Half-elves do not form communities among themselves; rather, they can be found living in both elven and human communities. The reactions of humans and elves to half-elves ranges from intrigued fascination to outright bigotry.

    Of all the demihuman races, half-elves have the greatest range of choices in character class. They tend to make good druids and rangers. A half-elf can choose to be a cleric, druid, fighter, ranger, mage, specialist wizard, thief, or bard. In addition, a half-elf can choose from the following multi-class combinations: cleric (or druid)/fighter, cleric (or druid)/fighter/mage, cleric (or druid)/ranger, cleric (or druid)/mage, fighter/mage, fighter/thief, fighter/mage/thief, and mage/thief. The half-elf must abide by the rules for multi-class characters.

    Half-elves do not have a language of their own. Their extensive contact with other races enables them to choose any of the following languages (plus any other allowed by the DM): common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll. The actual number of languages the character knows is limited by his Intelligence (see Table 4) or by the number of proficiency slots he allots to languages (if that optional system is used).

    Half-elven characters have a 30% resistance to sleep and all charm-related spells.

    Half-elven infravision enables them to see up to 60 feet in darkness.

    Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting  a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.


  
 
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Halflings

Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years.

    Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. In fact, they can be a trifle boring at times. Halflings are not forward, but they are observant and conversational if in friendly company. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need.

    Halfling homes are well-furnished burrows, although most of their work is done on the surface. Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with other races far better.

    There are three types of halflings: Hairfeets, Tallfellows, and Stouts. Hairfeets are the most common type, but for player characters, any of the three is acceptable.

    A halfling character can choose to be a cleric, fighter, thief, or a multi-class fighter/thief. The halfling must use the rules provided for multi-class characters.

    Through their contact with other races, halfling characters are allowed to choose initial languages from common, halfling, dwarf, elf, gnome, goblin, and orc, in addition to any other languages the DM allows. The actual number of languages the character knows is limited by his Intelligence (see Table 4) or by the number of proficiency slots he allots to languages (if that optional system is used).

    All halfling characters have a high resistance to magical spells, so for every 3-_ points of Constitution score, the character gains a +1 bonus on saving throws vs. wands, staves, rods, and spells. These bonuses are summarized on Table 9.

    Halflings have a similar resistance to poisons of all sorts, so they gain a Constitution bonus identical to that for saving throws vs. magical attacks when they make saving throws vs. poison (i.e., +1 to +5, depending on Constitution score).

    Halflings have a natural talent with slings and thrown weapons. Rock pitching is a favorite sport of many a halfling child. All halflings gain a +1 bonus to their attack rolls when using thrown weapons and slings.

    A halfling can gain a bonus to surprise opponents, but only if the halfling is not in metal armor. Even then, the halfling must either be alone, or with a party comprised only of halflings or elves, or 90 feet or more away from his party to gain this bonus. If he fulfills any of these conditions, he causes a -4 penalty to opponents' surprise rolls. If a door or other screen must be opened, this penalty is reduced to -2.

    Depending on their lineage, certain halfling characters have infravision. Any halfling character has a 15% chance to have normal infravision (this means he is pure Stout), out to 60 feet; failing that chance, there is a 25% chance that he has limited infravision (mixed Stout/Tallfellow or Stout/Hairfeets lineage), effective out to 30 feet.

    Similarly, halflings with any Stoutish blood can note if a passage is an up or down grade with 75% accuracy (roll a 1, 2, or 3 on 1d4). They can determine direction half the time (roll a 1, 2, or 3 on 1d6). These abilities function only when the character is concentrating on the desired information to the exclusion of all else, and only if the character is pure or partially Stout.

    Halfling characters have a penalty of -1 to their initially generated Strength scores, and they gain a bonus of +1 to Dexterity.


  
 
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Humans

Although humans are treated as a single race in the AD&D game, they come in all the varieties we know on Earth. A human PC can have whatever racial characteristics the DM allows.

    Humans have only one special ability: They can be of any character class and rise to any level in any class. Other PC races have limited choices in these areas.

    Humans are also more social and tolerant than most other races, accepting the company of elves, dwarves, and the like with noticeably less complaint.

    Because of these abilities and tendencies, humans have become significant powers within the world and often rule empires that other races (because of their racial tendencies) would find difficult to manage.


  
 
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Other Characteristics

After you have selected a race, you may want to fill in the details of your character. You are not required to do so, but there are many situations in which this information is vital or useful to role-playing.

    The sex and name of your character are up to you. Your character can be of the same sex as yourself or of the opposite sex.

    Some people feel it is important to know whether their character is right- or left-handed. Actually, this has no bearing on the play of the game, since all characters are assumed to be reasonably competent with either hand (that doesn't mean everyone is trained to fight with two weapons). It is easiest to say that your character has the same handedness as you. This will result in the normal ratio of right- to left-handed people.

    On occasion it may be useful to know your character's height and weight. The best way to determine height and weight is to choose the appropriate numbers, subject to your DM's approval. If you want a short, pudgy human fighter, you can select an appropriate height and weight. Otherwise, heights and weights can be generated randomly using Table 10. Take the appropriate base score and add the dire roll modifier. As with all tables, this can create some ridiculous results (one of the problems with randomness) and, at the same time, cannot account for the full variety of mankind (or demihumankind). The table only reproduces a fairly average range for each race. Heights and weights for demihuman races not listed on the table must be decided by your DM.

 

The tallest man on record stood 8 feet 11.1 inches, while the tallest woman was 8 feet 1.25 inches. The shortest man was only 26.5 inches tall and the shortest woman bettered this at only 24 inches in height. While the lightest humans are also among the shortest, the heaviest man weighed an estimated 1,400 pounds and stood only 6 feet 1 inch. The heaviest woman is thought to have weighed 880 pounds. Obviously, these figures indicate that there is a great deal of variety possible for player characters.

 

    Players may also want to know their characters' starting ages. Human characters can start at any age that is agreeable to both the player and the DM. However, all beginning adventurers are assumed to be at least 16 years old, since they must grow physically, emotionally, and in practical experience before they are ready to undertake the rigors of an adventuring life. Table 11 can be used to give a starting age (add the variable die roll to the base starting age to get the character's starting age) and the possible life span of a character, assuming a quiet and peaceful life. Humans are also included on this list in case you want to determine their ages randomly. The maximum age for a character should be secretly determined and recorded by the DM. Player characters may have an idea of how long they expect to live, but do not know their true allotted life span.

    As a character ages, his ability scores are affected. Upon reaching one-half of his base maximum age (45 for a human), the character loses 1 point of Strength (or half of his exceptional Strength rating) and 1 point of Constitution, but gains 1 point each of Intelligence and Wisdom. At two-thirds of his base maximum age (60 for a human), the character loses 2 more points of Strength (or all his exceptional Strength and 1 point more), 2 points of Dexterity, and 1 more point of Constitution, but he gains 1 point of Wisdom. Upon reaching the base maximum age, the character loses 1 more point from each of Strength, Dexterity, and Constitution, while gaining 1 more point in both Intelligence and Wisdom. All aging adjustments are cumulative. See Table 12 for a summary of these effects.

 

Although many people have claimed to live to great ages, the oldest human of verifiable age was 113 years old in 1988 and is still alive!

 

    There may be times when a magical device or spell adds years to or subtracts years from a player character's life. This magical aging can have two different effects. Some magical aging physically affects the character. For example, a haste spell ages those it affects by one year. This aging is added directly to the player character's current age. He physically acquires the appearance of himself one year older (a few more wrinkles, etc.). Characters who increase in age from magical effects do not gain the benefits of increased Wisdom and Intelligence--these are a function of the passage of game time--but the character does suffer the physical losses to Strength, Dexterity, and Constitution associated with aging. These are breakdowns of the body's systems. Physical age can also be removed in the same manner. Some potions give years back to the character. In this case, the physical appearance of the character is restored. The character can regain lost vigor (Str, Dex, and Con) as his body is renewed but he does not lose any of the benefits of aging (Wis and Int).

    Magical aging can also work to increase or decrease the life span of the character. In such a case, the actual age of hte character is unaffected. All adjustments are made by the DM to the character's maximum age (which only the DM knows). For example, a human finds a magical fountain that bestows great longevity (10 to 60 years more). The DM has already determined the human will naturally live to 103 years (base 90 + 2d20, in this case 13). The water of the fountain bestows 40 more years so that, unless the character meets a violent end, he will live to 143 years. He still suffers the effects of aging at the usual ages (45, 60, and 90 years, respectively), but the period in which he would be considered a venerable elder of his people is extended for 40 years.

    There are a number of other personal characteristics your character has--hair and eye color, body shape, voice, noticeable features, and general personality. There are no tables for these things, nor should there be. Your job, as a player, is to add these details, thereby creating the type of character you want. You probably know some from the start (do you want to play a towering, robust warrior, or a slim, unassuming swordsman?); others, especially your character's personality, will grow and take form as you play. Remember, you are an actor and your character is your role!


  
 
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Table 10:

Average Height and Weight

 

                          Height in Inches               Weight in Pounds

Race            Base*           Modifier      Base*           Modifier

Dwarf               43/41               1d10                130/105           4d10

Elf                    55/50               1d10                90/70               3d10

Gnome             38/36               1d6                  72/68               5d4

Half-elf             60/58               2d6                  110/85             3d12

Halfling             32/30               2d8                  52/48               5d4

Human             60/59               2d10                140/100           6d10

 

    * Females tend to be lighter and shorter than males. Thus, the base numbers for height and weight are divided into male/female values. Note that the modifier still allows for a broad range in each category.

 

 

Table 11:

Age

 

                           Starting Age             Maximum Age Range

Race            Base Age     Variable              (Base+Variable)

Dwarf                 40             5d6                    250+2d100

Elf                     100            5d6                    350+4d100*

Gnome               60            3d12                    200+3d100

Half-elf               15            1d6                     125+3d20

Halfling               20            3d4                     100+1d100

Human                15            1d4                     90+2d20

 

* Upon attaining this age, an elf does not die. Rather he feels compelled to migrate to some mysterious, other land, departing the world of men.

 

 

Table 12:

Aging Effects

 

                               Middle Age*           Old Age**         Venerable***

Race                   (_ Base Max.)    (2/3 Base Max.) (Base Max.)

Dwarf                               125 years                 167 years                250 years

Elf                                    175 years                 233 years                350 years

Gnome                             100 years                 133 years                200 years

Half-elf                               62 years                 83 years              125 years

Halfling                               50 years                 67 years              100 years

Human                                45 years               60 years                90 years

 

    * -1 Str/Con; +1 Int/Wis

    ** -2 Str/Dex, -1 Con; +1 Wis

    *** -1 Str/Dex/Con; +1 Int/Wis


  
 
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Chapter 3:

Player Character Classes

 

After choosing your character's race, you select his character class. A character class is like a profession or career. It is what your character has worked and trained at during his younger years. If you wanted to become a doctor, you could not walk out the door and begin work immediately. First you would have to get some training. The same is true of character classes in the AD&D game. Your character is assumed to have some previous training and guidance before beginning his adventuring career. Now, armed with a little knowledge, your character is ready to make his name and fortune.

 

    The character classes are divided into four groups according to general occupations: warrior, wizard, priest, and rogue. Within each group are several similar character classes. All classes within a group share the same Hit Dice, as well as combat and saving throw progressions. Each character class within a group has different special powers and abilities that are available only to that class. Each player must select a group for his character, then a specific class within that group.

 

Warrior           Wizard            Priest              Rogue

Fighter              Mage               Cleric               Thief

Ranger             Illusionist         Druid               Bard

Paladin            Other               Other

 

    Fighter, mage, cleric, and thief are the standard classes. They are historical and legendary archetypes that are common to many different cultures. Thus, they are appropriate to any sort of AD&D game campaign. All of the other classes are optional. Your DM may decide that one or more of the optional classes are not appropriate to his campaign setting. Check with your DM before selecting an optional character class.

    To help you choose your character's class, each group and its subordinate classes are described briefly. The groups and classes are described in detail later in this chapter.

    Warrior: There are three different classes within the warrior group: fighter, paladin, and ranger. All are well-trained in the use of weapons and skilled in the martial arts.

    The fighter is a champion, swordsman, soldier, and brawler. He lives or dies by his knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good fighter needs to be strong and healthy if he hopes to survive.

    The paladin is a warrior bold and pure, the exemplar of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions.

    The ranger is a warrior and a woodsman. He is skilled with weapons and is knowledgeable in tracking and woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk. A ranger needs to be strong and wise to the ways of nature to live a full life.

    Wizard: The wizard strives to be a master of magical energies, shaping them and casting them as spells. To do so, he studies strange tongues and obscure facts and devotes much of his time to magical research.

    A wizard must rely on knowledge and wit to survive. Wizards are rarely seen adventuring without a retinue of fighters and men-at-arms.

    Because there are different types (or schools) of magic, there are different types of wizards. The mage studies all types of magic and learns a wide variety of spells. His broad range makes him well suited to the demands of adventuring. The illusionist is an example of how a wizard can specialize in a particular school of magic, illusion in this case.

    Priest: A priest sees to the spiritual needs of a community or location. Two types of priests--clerics and druids--are described in the Player's Handbook. Other types can be created by the DM to suit specific campaigns.

    The cleric is a generic priest (of any mythos) who tends to the needs of a community. He is both protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well-suited to seek it out on its own ground and destroy it.

    The druid class is optional; it is an example of how the priest can be adapted to a certain type of setting. The druid serves the cause of nature and neutrality; the wilderness is his community. He uses his special powers to protect it and to preserve balance in the world.

    Rogue: The rogue can be found throughout the world, wherever people gather and money changes hands. While many rogues are motivated only by a desire to amass fortune in the easiest way possible, some rogues have noble aims; they use their skills to correct injustice, spread good will, or contribute to the success of an adventuring group.

    There are two types of rogues: thieves and bards.

    To accomplish his goals, for good or ill, the thief is a skilled pilferer. Cunning, nimbleness, and stealth are his hallmarks. Whether he turns his talent against innocent passers-by and wealthy merchants or oppressors and monsters is a choice for the thief to make.

    The bard is also a rogue, but he is very different from the thief. His strength is his pleasant and charming personality. With it and his wits he makes his way through the world. A bard is a talented musician and a walking storehouse of gossip, tall tales, and lore. He learns a little bit about everything that crosses his path; he is a jack-of-all-trades but master of none. While many bards are scoundrels, their stories and songs are welcome almost everywhere.


  
 
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Class Ability Score Requirements

    Each of the character classes has minimum scores in various abilities. A character must satisfy these minimums to be of that class. If your character's scores are too low for him to belong to any character class, ask your DM for permission to reroll one or more of your ability scores or to create an entirely new character. If you desperately want your character to belong to a particular class but have scores that are too low, your DM might allow you to increase these scores to the minimum needed. However, you must ask him first. Don't count on the DM allowing you to raise a score above 16 in any case.

 

Table 13:

Class Ability Minimums

 

Character                                                           

Class               Str       Dex     Con     Int       Wis      Cha

Fighter              9          --        --         --         --  --

Paladin*           12        --         9          --         13 17

Ranger*           13        13        14        --         14 --

Mage               --         --         --         9          --  --

Specialist*        Var      Var      Var      Var      Var      Var

Cleric               --         --         --         --         9   --

Druid*              --         --         --         --         12 15

Thief                 --         9          --         --         --  --

Bard*               --         12        --         13        --  15

 

    * Optional character class. Specialist includes illusionist.

 

The complete character class descriptions that follow give the specific, detailed information you need about each class. These are organized according to groups. Information that applies to the entire group is presented at the start of the section. Each character class within the group is then explained.

    The descriptions use game terms that may be unfamiliar to you; many of these are explained in this text (or you may look the terms up in the Glossary).

    Experience Points measure what a character has learned and how he has improved his skill during the course of his adventures. Characters earn experience points by completing adventures and by doing things specifically related to their class. A fighter, for example, earns more experience for charging and battling a monster than does a thief, because the fighter's training emphasizes battle while the thief's emphasizes stealth and cleverness. Characters accumulate experience points from adventure to adventure. When they accumulate enough, they rise to the next level of experience, gaining additional abilities and powers. The experience level tables for each character group list the total, accumulated experience points needed to reach each level.

 

    Some DMs may require that a character spend a certain amount of time or money training before rising to the next experience level. Your DM will tell you the requirements for advancement when the time comes.

 

    Level is a measure of the character's power. A beginning character starts at 1st level. To advance to the next level, the character must earn a requisite number of experience points. Different character classes improve at different rates. Each increase in level improves the character's survivability and skills.

    Prime Requisite is the ability score or scores that are most important to a particular class. A fighter must be strong and a wizard must be intelligent; their prime requisites, therefore, are Strength and Intelligence, respectively. Some character classes have more than one prime requisite. Any character who has a score of 16 or more in all his prime requisites gains a 10% bonus to his experience point awards.


  
 
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Warrior

The warrior group encompasses the character classes of heroes who make their way in the world primarily by skill at arms: fighters, paladins, and rangers.

    Warriors are allowed to use any weapon. They can wear any type of armor. Warriors get 1 to 10 (1d10) hit points per level and can gain a special Constitution hit point bonus that is available only to warriors.

    The disadvantage warriors have is that they are restricted in their selection of magical items and spells.

    All warriors use Table 14 to determine their advancement in level as they earn experience points.

    All warriors gain one 10-sided hit die per level from 1st through 9th. After 9th level, warriors gain just 3 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.

 

Table 14:

Warrior Experience Levels

 

                                                        Hit

                                             Paladin/  Dice

    Level             Fighter         Ranger   (d10)

      1                                 0              0         1

      2                         2,000            2,250       2

      3                       4,000            4,500       3

      4                         8,000                9,000       4

      5                       16,000            18,000         5

      6                       32,000            36,000         6

      7                       64,000            75,000         7

      8                     125,000     150,000    8

      9                     250,000     300,000    9

    10                       500,000     600,000  9+3

    11                       750,000     900,000  9+6

    12                    1,000,000     1,200,000     9+9

    13                    1,250,000     1,500,000     9+12

    14                    1,500,000     1,800,000     9+15

    15                    1,750,000     2,100,000     9+18

    16                    2,000,000     2,400,000     9+21

    17                    2,250,000     2,700,000     9+24

    18                    2,500,000     3,000,000     9+27

    19                    2,750,000     3,300,000     9+30

    20                    3,000,000     3,600,000     9+33

 

    All warriors gain the ability to make more than one melee attack per round as they rise in level. Table 15 shows how many melee attacks fighters, paladins, and rangers can make per round, as a function of their levels.

 

Table 15:

Warrior Melee Attacks per Round

 

    Warrior Level       Attacks/Round

        1-6             1/round

        7-12               3/2 rounds

    13 & up                2/round


  
 
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Fighter

 

Ability Requirements:                Strength 9

Prime Requisite:                        Strength

Allowed Races:                        All

 

    The principal attribute of a fighter is Strength. To become a fighter, a character must have a minimum Strength score of 9. A good Dexterity rating is highly desirable.

    A fighter who has a Strength score (his prime requisite) of 16 or more gains a 10% bonus to the experience points he earns.

    Also, high Strength gives the fighter a better chance to hit an opponent and enables him to cause more damage.

    The fighter is a warrior, an expert in weapons and, if he is clever, tactics and strategy. There are many famous fighter from legend: Hercules, Perseus, Hiawatha, Beowulf, Siegfried, Cuchulain, Little John, Tristan, and Sinbad. History is crowded with great generals and warriors: El Cid, Hannibal, Alexander the Great, Charlemagne, Spartacus, Richard the Lionheart, and Belisarius. Your fighter could be modeled after any of these, or he could be unique. A visit to your local library can uncover many heroic fighters.

    Fighters can have any alignment: good or evil, lawful or chaotic, or neutral.

    As a master of weapons, the fighter is the only character able to have weapon specialization (explained in Chapter 5). Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in a weapon; the choice is up to the player. No other character class--not even ranger or paladin--is allowed weapon specialization.

   While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

    When a fighter attains 9th level (becomes a "Lord"), he can automatically attract men-at-arms. These soldiers, having heard of the fighter, come for the chance to gain fame, adventure, and cash. They are loyal as long as they are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. To attract the men, the fighter must have a castle or stronghold and sizeable manor lands around it. As he claims and rules this land, soldiers journey to his domain, thereby increasing his power. Furthermore, the fighter can tax and develop these lands, gaining a steady income from them. Your DM has information about gaining and running a barony.

    In addition to regular men-at-arms, the 9th-level fighter also attracts an elite bodyguard (his "household guards"). Although these soldiers are still mercenaries, they have greater loyalty to their Lord than do common soldiers. In return, they expect better treatment and more pay than the common soldier receives. Although the elite unit can be chosen randomly, it is better to ask your DM what unit your fighter attracts. This allows him to choose a troop consistent with the campaign.

 

Table 16: Fighter's Followers

    Roll percentile dice on each of the following subtables of Table 16: once for the leader of the troops, once for troops, and once for a bodyguard (household guards) unit.

 

Die

Roll       Leader (and suggested magical items)

01-40     5th-level fighter, plate mail, shield, battle axe +2

41-75     6th-level fighter, plate mail, shield +1, spear +1, dagger +1

76-95     6th-level fighter, plate mail +1, shield, spear +1, dagger +1, plus 3rd-level

              fighter, splint mail, shield, crossbow of distance

96-99     7th-level fighter, plate mail +1, shield +1, broad sword +2, heavy war horse with

              horseshoes of speed

  00             DM's Option

 

Die

Roll       Troops/Followers (all 0th-level)

01-50     20 cavalry with ring mail, shield, 3 javelins, long sword, hand axe; 100 infantry

              with scale mail, polearm*, club

51-75     20 infantry with splint mail, morning star, hand axe; 60 infantry with leather

              armor, pike, short sword.

76-90     40 infantry with chain mail, heavy crossbow, short sword; 20 infantry with chain

              mail, light crossbow, military fork

91-99     10 cavalry with banded mail, shield, lance, bastard sword, mace; 20 cavalry with

              scale mail, shield, lance, long sword, mace; 30 cavalry with studded leather

              armor, shield, lance, long sword

  00             DM's Option (Barbarians, headhunters, armed peasants, extra-heavy cavalry, etc.)

 

*Player selects type.

 

Die

Roll       Elite Units

01-10     10 mounted knights; 1st-level fighters with field plate, large shield, lance, broad

              sword, morning star, and heavy war horse with full barding

11-20     10 1st-level elven fighter/mages with chain mail, long sword, long bow, dagger

21-30     15 wardens: 1st-level rangers with scale mail, shield, long sword, spear, long bow

31-40     20 berserkers: 2nd-level fighters with leather armor, shield, battle axe, broad

              sword, dagger (berserkers receive +1 bonus to attack and damage rolls)

41-65     20 expert archers: 1st-level fighters with studded leather armor, long bows or

              crossbows (+2 to hit, or bow specialization, if using that optional rule)

66-99     30 infantry: 1st-level fighters with plate mail, body shield, spear, short sword

  00             DM's Option (pegasi cavalry, eagle riders, demihumans, siege train, etc.)

 

    The DM may design other tables that are more appropriate to his campaign. Check with your DM upon reaching 9th level.

    A fighter can hold property, including a castle or stronghold, long before he reaches 9th level. However, it is only when he reaches this level that his name is so widely known that he attracts the loyalty of other warriors.


 
 
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