![powers of the undead](https://pathfinder2e.org/rpg/wp-content/uploads/2024/06/d785082337d58f01720c53d893171694.jpg)
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.
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 / Level / Prime Requisite
XP 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.
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
![table 14 warrior experience](https://pathfinder2e.org/rpg/wp-content/uploads/2024/08/table-14-Warrior-Experience.jpg)
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
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.
Paladin
Ability Requirements: Strength 12
Constitution 9
Wisdom 13
Charisma 17
Prime Requisites: Strength, Charisma
Races Allowed: Human
The paladin is a noble and heroic warrior, the symbol of all that is right and true in the world. As such, he has high ideals that he must maintain at all times. Throughout legend and history there are many heroes who could be called paladins: Roland and the 12 Peers of Charlemagne, Sir Lancelot, Sir Gawain, and Sir Galahad are all examples of the class. However, many brave and heroic soldiers have tried and failed to live up to the ideals of the paladin. It is not an easy task!
Only a human may become a paladin. He must have minimum ability scores of Strength 12, Constitution 9, Wisdom 13, and Charisma 17. Strength and Charisma are the prime requisites of the paladin. A paladin must be lawful good in alignment and must always remain lawful good. A paladin who changes alignment, either deliberately or inadvertently, loses all his special powers — sometimes only temporarily and sometimes forever. He can use any weapon and wear any type of armor.
A paladin who has Strength and Charisma scores of 16 or more gains a 10% bonus to the experience points he earns.
Lawfulness and good deeds are the meat and drink of a paladin. If a paladin ever knowingly performs a chaotic act, he must seek a high-level (7th or more) cleric of lawful good alignment, confess his sin, and do penance as prescribed by the cleric. If a paladin should ever knowingly and willingly perform an evil act, he loses the status of paladinhood immediately and irrevocably. All benefits are then lost and no deed or magic can restore the character to paladinhood: He is ever after a fighter. The character’s level remains unchanged when this occurs and experience points are adjusted accordingly. Thereafter the character is bound by the rules for fighters. He does not gain the benefits of weapon specialization (if this is used) since he did not select this for his character at the start.
If the paladin commits an evil act while enchanted or controlled by magic, he loses his paladin status until he can atone for the deed. This loss of status means the character loses all his special abilities and essentially functions as a fighter (without weapon specialization) of the same level. Regaining his status undoubtedly requires completion of some dangerous quest or important mission to once again prove his worth and assuage his own guilt. He gains no experience prior to or during the course of this mission, and regains his standing as a paladin only upon completing the quest.
A paladin has the following special benefits:
A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.
A paladin receives a +2 bonus to all saving throws.
A paladin is immune to all forms of disease. (Note that certain magical afflictions –lycanthropy and mummy rot –are curses and not diseases.)
A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.
A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).
A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.
A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin’s experience level. (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.)
A paladin gains the power to turn undead and fiends when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower–for example, at 3rd level he has the turning power of a 1st-level cleric. See the section on priests for more details on this ability.
A paladin may call for his war horse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character (as decided by the DM). A paladin’s war horse is a very special animal, bonded by fate to the warrior. The paladin does not really “call” the animal, nor does the horse instantly appear in front of him. Rather, the character must find his war horse in some memorable way, most frequently by a specific quest.
A paladin can cast priest spells once he reaches 9th level. He can cast only spells of the combat, divination, healing, and protective spheres. (Spheres are explained in the Priest section.) The acquisition and casting of these spells abide by the rules given for priests.
The spell progression and casting level are listed in Table 17. Unlike a priest, the paladin does not gain extra spells for a high Wisdom score. The paladin cannot cast spells from clerical or druidical scrolls nor can he use priest items unless they are allowed to the warrior group.
Table 17:
Paladin Spell Progression
Paladin Casting Priest Spell Level
Level Level 1 2 3 4
9 1 1 — — —
10 2 2 — — —
11 3 2 1 — —
12 4 2 2 — —
13 5 2 2 1 —
14 6 3 2 1 —
15 7 3 2 1 1
16 8 3 3 2 1
17 9* 3 3 3 1
18 9* 3 3 3 1
19 9* 3 3 3 2
20* 9* 3 3 3 3
* Maximum spell ability
A paladin may not possess more than 10 magical items. Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other magical items.
A paladin never retains wealth. He may keep only enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This money can never be given to another player character or NPC controlled by a player.
A paladin must tithe to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10% of the paladin’s income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.
A paladin does not attract a body of followers upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists, although these men must be lawful good in comportment.
A paladin may employ only lawful good henchmen (or those who act in such a manner when alignment is unknown). A paladin will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The paladin realizes that most people simply cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.
Ranger
Ability Requirements: Strength 13
Dexterity 13
Constitution 14
Wisdom 14
Prime Requisites: Strength, Dexterity, Wisdom
Races Allowed: Human, Elf, Half-elf
The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. Robin Hood, Orion, Jack the giant killer, and the huntresses of Diana are examples of rangers from history and legend. The abilities of the ranger make him particularly good at tracking, woodcraft, and spying.
Table 18:
Ranger Abilities
Ranger Hide in Move Casting Priest Spell Levels
Level Shadows Silently Level 1 2 3
1 10% 15% — — — —
2 15% 21% — — — —
3 20% 27% — — — —
4 25% 33% — — — —
5 31% 40% — — — —
6 37% 47% — — — —
7 43% 55% — — — —
8 49% 62% 1 1 — —
9 56% 70% 2 2 — —
10 63% 78% 3 2 1 —
11 70% 86% 4 2 2 —
12 77% 94% 5 2 2 1
13 85% 99%* 6 3 2 1
14 93% 99% 7 3 2 2
15 99%* 99% 8 3 3 2
16 99% 99% 9 3 3** 3
* Maximum percentile score
** Maximum spell ability
The ranger must have scores not less than 13 in Strength, 14 in Constitution, 13 in Dexterity, and 14 in Wisdom. The prime requisites of the ranger are Strength, Dexterity, and Wisdom. Rangers are always good, but they can be lawful, neutral, or chaotic. It is in the ranger’s heart to do good, but not always by the rules.
A ranger who has Strength, Dexterity, and Wisdom scores of 16 or more gains a 10% bonus to the experience points he earns.
Although the ranger can use any weapon and wear any armor, several of his special abilities are usable only when he is wearing studded leather or lighter armor.
Although he has the basic skills of a warrior, the ranger also has several advantages. When wearing studded leather or lighter armor, a ranger can fight two-handed with no penalty to his attack rolls (see “Attacking with Two Weapons” in Chapter 9: Combat). Obviously, the ranger cannot use a shield when fighting this way. A ranger can still fight with two weapons while wearing heavier armor than studded leather, but he suffers the standard attack roll penalties.
The ranger is skilled woodsman. Even if the optional proficiency rules are not used, the ranger has tracking proficiency. If the proficiency rules are used in your campaign, the ranger knows tracking without expending any points. Furthermore, this skill improves by +1 for every three levels the ranger has earned (3rd to 5th level, +1; 6th to 8th level, +2, etc.). While wearing studded leather or lighter armor, the ranger can try to move silently and hide in shadows. His chance to succeed in natural surroundings is given on Table 18 (modified by the ranger’s race and Dexterity, as given on Tables 27 and 28). When attempting these actions in non-natural surroundings (a musty crypt or city streets) the chance of success is halved. Hiding in shadows and moving silently are not possible in any armor heavier than studded leather–the armor is inflexible and makes too much noise.
In their roles as protector of good, rangers tend to focus their efforts against some particular creature, usually one that marauds their homeland. Before advancing to 2nd level, every ranger must select a species enemy. Typical enemies include giants, orcs, lizard men, trolls, or ghouls; your DM has final approval on the choice. Thereafter, whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. This enmity can be concealed only with great difficulty, so the ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type. Furthermore, the ranger will actively seek out this enemy in combat in preference to all other foes unless someone else presents a much greater danger.
Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal’s reactions. (A natural animal is one that can be found in the real world — a bear, snake, zebra, etc.)
When dealing with domestic or non-hostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise).
When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods to resist the ranger’s overtures. (This table is used even though the ranger’s power is non-magical.) The ranger imposes a -1 penalty on the die roll for every three experience levels he has earned (-1 at 1st to 3rd, -2 at 4th to 6th, etc.). If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses. Of course, the ranger must be at the front of the party and must approach the creature fearlessly.
For example, Beornhelm, a 7th-level ranger, is leading his friends through the woods. On entering a clearing, he spots a hungry black bear blocking the path on the other side. Signaling his friends to wait, Beornhelm approaches the beast, whispering soothing words. The DM rolls a saving throw vs. rods for the bear, modified by -3 for Beornhelm’s level. The bear’s normal reaction is unfriendly, but Beornhelm’s presence reduces this to neutral. The party waits patiently until the bear wanders off to seek its dinner elsewhere.
Later, Beornhelm goes to the horse market to get a new mount. The dealer shows him a spirited horse, notorious for being vicious and stubborn. Beornhelm approaches it carefully, again speaking soothingly, and mounts the stallion with no difficulty. Ridden by Beornhelm, the horse is spirited but well-behaved. Approached by anyone else, the horse reverts to its old ways.
A ranger can learn priest spells, but only those of the plant or animal spheres (see “Priest” later in this chapter), when he reaches 8th level (see Table 18). He gains and uses his spells according to the rules given for priests. He does not gain bonus spells for a high Wisdom score, nor is he ever able to use priest scrolls or magical items unless specially noted otherwise.
Rangers can build castles, forts, or strongholds, but do not gain any special followers by doing so.
At 10th level, a ranger attracts 2d6 followers. These followers might be normal humans, but they are often animals or even stranger denizens of the land. Table 19 can be used to determine these, or your DM may assign specific followers.
Table 19:
Ranger’s Followers
Die
Roll Follower
01-10 Bear, black
11-20 Bear, brown
21 Brownie*
22-26 Cleric (human)
27-38 Dog/wolf
39-40 Druid
41-50 Falcon
51-53 Fighter (elf)
54-55 Fighter (gnome)
56-57 Fighter (halfling)
58-65 Fighter (human)
66 Fighter/mage (elf)*
67-72 Great cat (tiger, lion, etc.)*
73 Hippogriff
74 Pegasus*
75 Pixie*
76-80 Ranger (half-elf)
81-90 Ranger (human)
91-94 Raven
95 Satyr*
96 Thief (halfling)
97 Thief (human)
98 Treant*
99 Werebear/weretiger*
00 Other wilderness creature (chosen by the DM)
*If the ranger already has a follower of this type, ignore this result and roll again.
Of course, your DM can assign particular creatures, either choosing from the list above or from any other source. He can also rule that certain creatures are not found in the region — it is highly unlikely that a tiger would come wandering through a territory similar to western Europe!
These followers arrive over the course of several months. often they are encountered during the ranger’s adventures (allowing you and your DM a chance to role-play the initial meeting). While the followers are automatically loyal and friendly toward the ranger, their future behavior depends on the ranger’s treatment of them. In all cases, the ranger does not gain any special method of communicating with his followers. He must either have some way of speaking to them or they simply mutely accompany him on his journeys. (“Yeah, this bear’s been with me for years. Don’t know why–he just seems to follow me around. I don’t own him and can’t tell him to do anything he don’t want to do,” said the grizzled old woodsman sitting outside the tavern.)
Of course, the ranger is not obligated to take on followers. If he prefers to remain independent, he can release his followers at any time. They reluctantly depart, but stand ready to answer any call for aid he might put out at a later time.
Like the paladin, the ranger has a code of behavior.
A ranger must always retain his good alignment. If the ranger intentionally commits an evil act, he automatically loses his ranger status. Thereafter he is considered a fighter of the same level (if he has more experience points than a fighter of his level, he loses all the excess experience points). His ranger status can never be regained. If the ranger involuntarily commits an evil act (perhaps in a situation of no choice), he cannot earn any more experience points until he has cleansed himself of that evil. This can be accomplished by correcting the wrongs he committed, revenging himself on the person who forced him to commit the act, or releasing those oppressed by evil. The ranger instinctively knows what things he must do to regain his status (i.e., the DM creates a special adventure for the character).
Furthermore, rangers tend to be loners, men constantly on the move. They cannot have henchmen, hirelings, mercenaries, or even servants until they reach 8th level. While they can have any monetary amount of treasure, they cannot have more treasure than they can carry. Excess treasure must either be converted to a portable form or donated to a worthy institution (an NPC group, not a player character).
Wizard
The wizard group encompasses all spellcasters working in the various fields of magic–both those who specialize in specific schools of magic and those who study a broad range of magical theories. Spending their lives in pursuit of arcane wisdom, wizards have little time for physical endeavors. They tend to be poor fighters with little knowledge of weaponry. However, they command powerful and dangerous energies with a few simple gestures, rare components, and mystical words.
Spells are the tools, weapons, and armor of the wizard. He is weak in a toe-to-toe fight, but when prepared he can strike down his foes at a distance, vanish in an instant, become a wholly different creature, or even invade the mind of an enemy and take control of his thoughts and actions. No secrets are safe from a wizard and no fortress is secure. His quest for knowledge and power often leads him into realms where mortals were never meant to go.
Wizards cannot wear any armor, for several reasons. Firstly, most spells require complicated gestures and odd posturings by the caster and armor restricts the wearer’s ability to do these properly. Secondly, the wizard spent his youth (and will spend most of his life) learning arcane languages, poring through old books, and practicing his spells. This leaves no time for learning other things (like how to wear armor properly and use it effectively). If the wizard had spent his time learning about armor, he would not have even the meager skills and powers he begins with. There are even unfounded theories that claim the materials in most armors disrupt the delicate fabric of a spell as it gathers energy; the two cannot exist side by side in harmony. While this idea is popular with the common people, true wizards know this is simply not true. If it were, how would they ever be able to cast spells requiring iron braziers or metal bowls?
For similar reasons, wizards are severely restricted in the weapons they can use. They are limited to those that are easy to learn or are sometimes useful in their own research. Hence, a wizard can use a dagger or a staff, items that are traditionally useful in magical studies. Other weapons allowed are darts, knives, and slings (weapons that require little skill, little strength, or both).
Wizards can use more magical items than any other characters. These include potions, rings, wands, rods, scrolls, and most miscellaneous magical items. A wizard can use a magical version of any weapon allowed to his class but cannot use magical armor, because no armor is allowed. Between their spells and magical items, however, wizards wield great power.
Finally, all wizards (whether mages or specialists) can create new magical items, ranging from simple scrolls and potions to powerful staves and magical swords. Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them). Your DM should consult the Spell Research and Magical Items sections of the DMG for more information.
No matter what school of magic the wizard is involved in, Intelligence is his prime requisite (or one of several prime requisites). Characters must have an Intelligence score of at least 9 to qualify to be a wizard.
All wizards use Table 20 to determine their advancement in level as they earn experience points. They also use Table 21 to determine the levels and numbers of spells they can cast at each experience level.
All wizards gain one four-sided Hit Die (1d4) per level from 1st through 10th levels. After 10th level, wizards earn 1 hit point per level and they no longer gain additional hit point bonuses for high Constitution scores.
Table 20:
Wizard Experience Levels
Level Mage/Specialist Hit Dice (d4)
1 0 1
2 2,500 2
3 5,000 3
4 10,000 4
5 20,000 5
6 40,000 6
7 60,000 7
8 90,000 8
9 135,000 9
10 250,000 10
11 375,000 10+1
12 750,000 10+2
13 1,125,000 10+3
14 1,500,000 10+4
15 1,875,000 10+5
16 2,250,000 10+6
17 2,625,000 10+7
18 3,000,000 10+8
19 3,375,000 10+9
20 3,750,000 10+10
Table 21:
Wizard Spell Progression
Wizard Spell Level
Level 1 2 3 4 5 6 7 8 9
1 1 — — — — — — — —
2 2 — — — — — — — —
3 2 1 — — — — — — —
4 3 2 — — — — — — —
5 4 2 1 — — — — — —
6 4 2 2 — — — — — —
7 4 3 2 1 — — — — —
8 4 3 3 2 — — — — —
9 4 3 3 2 1 — — — —
10 4 4 3 2 2 — — — —
11 4 4 4 3 3 — — — —
12 4 4 4 4 4 1 — — —
13 5 5 5 4 4 2 — — —
14 5 5 5 4 4 2 1 — —
15 5 5 5 5 5 2 1 — —
16 5 5 5 5 5 3 2 1 —
17 5 5 5 5 5 3 3 2 —
18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2
Learning and casting spells require long study, patience, and research. Once his adventuring life begins, a wizard is largely responsible for his own education; he no longer has a teacher looking over his shoulder and telling him which spell to learn next. This freedom is not without its price, however. It means that the wizard must find his own source for magical knowledge: libraries, guilds, or captured books and scrolls.
Whenever a wizard discovers instructions for a spell he doesn’t know, he can try to read and understand the instructions. The player must roll percentile dice. If the result is equal to or less than the percentage chance to learn a new spell (listed on Table 4), the character understands the spell and how to cast it. He can enter the spell in his spell book (unless he has already learned the maximum number of spells allowed for that level). If this die roll is higher than the character’s chance to learn the spell, he doesn’t understand the spell. Once a spell is learned, it cannot be unlearned. It remains part of that character’s repertoire forever. Thus, a character cannot choose to “forget” a spell so as to replace it with another.
A wizard’s spell book can be a single book, a set of books, a bundle of scrolls, or anything else your DM allows. The spell book is the wizard’s diary, laboratory journal, and encyclopedia, containing a record of everything he knows. Naturally, it is his most treasured possession; without it he is almost helpless.
A spell book contains the complicated instructions for casting the spell — the spell’s recipe, so to speak. Merely reading these instructions aloud or trying to mimic the instructions does not enable one to cast the spell. Spells gather and shape mystical energies; the procedures involved are very demanding, bizarre, and intricate. Before a wizard can actually cast a spell, he must memorize its arcane formula. This locks an energy pattern for that particular spell into his mind. Once he has the spell memorized, it remains in his memory until he uses the exact combination of gestures, words, and materials that triggers the release of this energy pattern. Upon casting, the energy of the spell is spent, wiped clean from the wizard’s mind. The wizard cannot cast that spell again until he returns to his spell book and memorizes it again.
Initially the wizard is able to retain only a few of these magical energies in his mind at one time. Furthermore, some spells are more demanding and complex than others; these are impossible for the inexperienced wizard to memorize. With experience, the wizard’s talent expands. He can memorize more spells and more complex spells. Still, he never escapes his need to study; the wizard must always return to his spell books to refresh his powers.
Another important power of the wizard is his ability to research new spells and construct magical items. Both endeavors are difficult, time-consuming, costly, occasionally even perilous. Through research, a wizard can create an entirely new spell, subject to the DM’s approval. Likewise, by consulting with your DM, your character can build magical items, either similar to those already given in the rules or of your own design. Your DM has information concerning spell research and magical item creation.
Unlike many other characters, wizards gain no special benefits from building a fortress or stronghold. They can own property and receive the normal benefits, such as monthly income and mercenaries for protection. However, the reputations of wizards tend to discourage people from flocking to their doors. At best, a wizard may acquire a few henchmen and apprentices to help in his work.
Mage
Ability Requirements: Intelligence 9
Prime Requisite: Intelligence
Races Allowed: Human, Elf, Half-elf
Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage’s selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage’s ability to learn specialized spells is limited compared to the specialist’s.
Mages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These legendary figures worked toward secret ends, seldom confiding in the normal folk around them.
A mage who has an Intelligence score of 16 or higher gains a 10% bonus to the experience points he earns.
The Schools of Magic
Spells are divided into nine different categories, or schools, according to the types of magical energy they utilize. Each school has its own special methods and practices.
Although they are called schools, schools of magic are not organized places where a person goes to study. The word “school” identifies a magical discipline. A school is an approach to magic and spellcasting that emphasizes a particular sort of spell. Practitioners of a school of magic may set up a magical university to teach their methods to beginners, but this is not necessary. Many powerful wizards learned their craft studying under reclusive masters in distant lands.
The nine schools of magic are Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion, Invocation/Evocation, Necromancy, and Lesser Divination.
Table 22:
Wizard Specialist Requirements
Minimum
Ability
Specialist School Race Score Opposition School(s)
Abjurer Abjuration H 15 Wis Alteration & Illusion
Conjurer Conj./Summ. H, ½ E 15 Con Gr. Divin. & Invocation
Diviner Gr. Divin. H, ½ E, E 16 Wis Conj./Summ.
Enchanter Ench./Charm H, ½ E, E 16 Cha Invoc./Evoc. & Necromancy
Illusionist Illusion H, G 16 Dex Necro., Invoc./Evoc., Abjur.
Invoker Invoc./Evoc. H 16 Con Ench./Charm Conj./Summ.
Necromancer Necromancy H 16 Wis Illusion & Ench./Charm
Transmuter Alteration H, ½ E 15 Dex Abjuration & Necromancy
This diagram illustrates the schools that oppose each other. See Table 22 and its entry descriptions for more information.
Of these schools, eight are greater schools while the ninth, lesser divination, is a minor school. The minor school of lesser divination includes all divination spells of the 4th spell level or less (available to all wizards). Greater divinations are those divination spells of the 5th spell or higher.
Specialist Wizards
A wizard who concentrates his effort in a single school of magic is called a specialist. There are specialists in each type of magic, although some are extremely rare. Not all specialists are well-suited to adventuring–the diviner’s spells are limited and not generally useful in dangerous situations. On the other hand, player characters might want to consult an NPC diviner before starting an adventure.
Specialist wizards have advantages and disadvantages when compared to mages. Their chance to know spells of their school of magic is greatly increased, but the intensive study results in a smaller chance to know spells outside their school. The number of spells they can cast increases, but they lose the ability to cast spells of the school in opposition to their specialty (opposite it in the diagram). Their ability to research and create new spells within their specialty is increased, but the initial selection of spells in their school may be quite limited. All in all, players must consider the advantages and disadvantages carefully.
Not all wizards can become specialists. The player character must meet certain requirements to become a specialist. Most specialist wizards must be single-classed; multi-classed characters cannot become specialists, except for gnomes, who seem to have more of a natural bent for the school of illusion than characters of any other race. Dual-class humans can choose to become specialists. The dedication to the particular school of magic requires all the attention and concentration of the character. He does not have time for other class-related pursuits.
In addition, each school has different restrictions on race, ability scores, and schools of magic allowed. These restrictions are given on Table 22. Note that lesser divination is not available as a specialty. The spells of this group, vital to the functioning of a wizard, are available to all wizards.
Race lists those races that, either through a natural tendency or a quirk of fate, are allowed to specialize in that art. Note that the gnome, though unable to be a regular mage, can specialize in illusions.
Minimum Ability Score lists the ability minimums needed to study intensively in that school. All schools require at least the minimum Intelligence demanded of a mage and an additional prime requisite, as listed.
Opposition School(s) always includes the school directly opposite the character’s school of study in the diagram. In addition, the schools to either side of this one may also be disallowed due to the nature of the character’s school. For example, an invoker/evoker cannot learn enchantment/charm or conjuration/summoning spells and cannot use magical items that duplicate spells from these schools.
Being a specialist does have significant advantages to balance the trade-offs the character must make. These are listed here:
A specialist gains one additional spell per spell level, provided the additional spell is taken in the specialist’s school. Thus, a 1st-level illusionist could have two spells–one being any spell he knows and the other limited to spells of the illusion school.
Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school. Both of these modifiers can be in effect at the same time–for example, when an enchanter casts an enchantment spell at another enchanter, the modifiers cancel each other out.
Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell (see Table 4).
Whenever a specialist reaches a new spell level, he automatically gains one spell of his school to add to his spell books. This spell can be selected by the DM or he can allow the player to pick. No roll for learning the spell need be made. It is assumed that the character has discovered this new spell during the course of his research and study.
When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist. An enchanter attempting to create a new enchantment spell would have an easier time of it than an illusionist attempting to do the same.
Illusionist
Ability Requirements: Dexterity 16
Prime Requisite: Intelligence
Races Allowed: Human, Gnome
The illusionist is an example of a specialist. The description of the illusionist given here can be used as a guide for creating wizards specializing in other magical schools.
First, the school of illusion is a very demanding field of study. To specialize as an illusionist, a wizard needs a Dexterity score of at least 16.
An illusionist who has an Intelligence of 16 or more gains a 10% bonus to the experience points he earns.
Because the illusionist knows far more about illusions than the standard wizard, he is allowed a +1 bonus when rolling saving throws against illusions; other characters suffer a -1 penalty when rolling saving throws against his illusions. (These modifiers apply only if the spell allows a saving throw.)
Through the course of his studies, the illusionist has become adept at memorizing illusion spells (though it is still an arduous process). He can memorize an extra illusion spell at each spell level. Thus, as a 1st-level caster he can memorize two spells, although at least one of these must be an illusion spell.
Later, when he begins to research new spells for his collection, he finds it easier to devise new illusion spells to fill specialized needs. Research in other schools is harder and more time consuming for him.
Finally, the intense study of illusion magic prevents the character from mastering the other classes of spells that are totally alien to the illusion school (those diametrically opposite illusion on the diagram). Thus, the illusionist cannot learn spells from the schools of necromancy, invocation/evocation, or abjuration.
As an example, consider Joinville the illusionist. He has an Intelligence score of 15. In the course of his travels he captures an enemy wizard’s spell book that contains an improved invisibility spell, a continual light spell, and a fireball spell, none of which are in Joinville’s spell book. He has an 80% chance to learn the improved invisibility spell. Continual light is an alteration spell, however, so his chance to learn it is only 50% (consult Table 4 to see where these figures come from). He cannot learn the fireball spell, or even transcribe it into his spell book, because it is an evocation spell.
Priest
The priest is a believer and advocate of a god from a particular mythos. More than just a follower, he intercedes and acts on behalf of others, seeking to use his powers to advance the beliefs of his mythos.
All priests have certain powers: The ability to cast spells, the strength of arm to defend their beliefs, and special, deity-granted powers to aid them in their calling. While priests are not as fierce in combat as warriors, they are trained to use weaponry in the fight for their cause. They can cast spells, primarily to further their god’s aims and protect its adherents. They have few offensive spells, but these are very powerful.
All priests use eight-sided Hit Dice (d8s). Only priests gain additional spells for having high Wisdom scores. All priests have a limited selection of weapons and armor, but the restrictions vary according to the mythos.
All priests use Table 23 to determine their advancement in level as they gain experience points. They also all use Table 24 to determine how many spells they receive at each level of experience.
All priests spells are divided into 16 categories called spheres of influence. Different types of priests have access to different spheres; no priest can cast spells from every sphere of influence. The 16 spheres of influence are as follows: All, Animal, Astral, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Plant, Protection, Summoning, Sun, and Weather.
In addition, a priest has either major or minor access to a sphere. A priest with major access to a sphere can (eventually) cast all spells in the sphere. A priest with minor access to a sphere can cast only 1st-, 2nd-, and 3rd-level spells from that sphere.
All priests gain one eight-sided Hit Die (1d8) Per level from 1st through 9th. After 9th level, priests earn 2 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.
Table 23:
Priest Experience Levels
Hit Dice
Level Cleric Druid (d8)
1 0 0 1
2 1,500 2,000 2
3 3,000 4,000 3
4 6,000 7,500 4
5 13,000 12,500 5
6 27,500 20,000 6
7 55,000 35,000 7
8 110,000 60,000 8
9 225,000 90,000 9
10 450,000 125,000 9+2
11 675,000 200,000 9+4
12 900,000 300,000 9+6
13 1,125,000 750,000 9+8
14 1,350,000 1,500,000 9+10
15 1,575,000 3,000,000 9+12
16 1,800,000 3,500,000 9+14
17 2,025,000 500,000* 9+16
18 2,250,000 1,000,000 9+18
19 2,475,000 1,500,000 9+20
20 2,700,000 2,000,000 9+22
* See section on hierophant druids under “Druids” in this chapter.
Table 24:
Priest Spell Progression
Priest Spell Level
Level 1 2 3 4 5 6* 7**
1 1 — — — — — —
2 2 — — — — — —
3 2 1 — — — — —
4 3 2 — — — — —
5 3 3 1 — — — —
6 3 3 2 — — — —
7 3 3 2 1 — — —
8 3 3 3 2 — — —
9 4 4 3 2 1 — —
10 4 4 3 3 2 — —
11 5 4 4 3 2 1 —
12 6 5 5 3 2 2 —
13 6 6 6 4 2 2 —
14 6 6 6 5 3 2 1
15 6 6 6 6 4 2 1
16 7 7 7 6 4 3 1
17 7 7 7 7 5 3 2
18 8 8 8 8 6 4 2
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2
* Usable only by priests with 17 or greater Wisdom.
** Usable only by priests with 18 or greater Wisdom.
Cleric
Ability Requirement: Wisdom 9
Prime Requisite: Wisdom
Races Allowed: All
The most common type of priest is the cleric. The cleric may be an adherent of any religion (though if the DM designs a specific mythos, the cleric’s abilities and spells may be changed–see following). Clerics are generally good, but are not restricted to good; they can have any alignment acceptable to their order. A cleric must have a Wisdom score of 9 or more. High constitution and Charisma are also particularly useful.
A cleric who has a Wisdom of 16 or more gains a 10% bonus to the experience points he earns.
The cleric class is similar to certain religious orders of knighthood of the Middle Ages: the Teutonic Knights, the Knights Templars, and Hospitalers. These orders combined military and religious training with a code of protection and service. Memberswere trained as knights and devoted themselves to the service of the church. These orders were frequently found on the outer edges of the Christian world, either on the fringe of the wilderness or in war-torn lands. Archbishop Turpin (of The Song of Roland) is an example of such a cleric. Similar orders can also be found in other lands, such as the sohei of Japan.
Clerics are sturdy soldiers, although their selection of weapons is limited. They can wear any type of armor and use any shield. Standard clerics, being reluctant to shed blood or spread violence, are allowed to use only blunt, bludgeoning weapons. They can use a fair number of magical items including priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order.
Spells are the main tools of the cleric, however, helping him to serve, fortify, protect, and revitalize those under his care. He has a wide variety of spells to choose from, suitable to many different purposes and needs. (A priest of a specific mythos probably has a more restricted range of spells.) A cleric has major access to every sphere of influence except the plant, animal, weather, and elemental spheres (he has minor access to the elemental sphere and cannot cast spells of the other three spheres).
The cleric receives his spells as insight directly from his deity (the deity does not need to make a personal appearance to grant the spells the cleric prays for), as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment.
The cleric is also granted power over undead — evil creatures that exist in a form of non-life, neither dead nor alive. The cleric is charged with defeating these mockeries of life. His ability to turn undead (see “Turning Undead” in Chapter 9: Combat) enables him to drive away these creatures or destroy them utterly (though a cleric of evil alignment can bind the creatures to his will). Some of the more common undead creatures are ghosts, zombies, skeletons, ghouls, and mummies. Vampires and liches (undead sorcerers) are two of the most powerful undead.
As a cleric advances in level, he gains additional spells, better combat skills, and a stronger turning ability. Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size. The cleric can build this place of worship at any time during his career, but he does not attract believers until he reaches 8th level. These followers are normal warriors, 0-level soldiers, ready to fight for the cleric’s cause. The cleric attracts 20 to 200 of these followers; they arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as his followers.
At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the cleric’s cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The cleric can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.
Priests of Specific Mythoi
In the simplest version of the AD&D game, clerics serve religions that can be generally described as “good” or “evil.” Nothing more needs to be said about it; the game will play perfectly well at this level. However, a DM who has taken the time to create a detailed campaign world has often spent some of that time devising elaborate pantheons, either unique creations or adaptations from history or literature. If the option is open (and only your DM can decide), you may want your character to adhere to a particular mythos, taking advantage of the detail and color your DM has provided. If your character follows a particular mythos, expect him to have abilities, spells, and restrictions different from the generic cleric.
Priesthood in any mythos must be defined in five categories: requirements, weapons allowed, spells allowed, granted powers, and ethos.
Requirements
Before a character can become a priest of a particular mythos, certain requirements must be met. These usually involve minimum ability scores and mandatory alignments. All priests, regardless of mythos, must have Wisdom scores of at least 9. Beyond this, your DM can set other requirements as needed. A god of battle, for example, should require strong, healthy priests (13 Str, 12 Con). One whose sphere is art and beauty should demand high Wisdom and Charisma (16 or better). Most deities demand a specific type of behavior from their followers, and this will dictate alignment choices.
Weapons Allowed
Not all mythoi are opposed to the shedding of blood. Indeed, some require their priests to use swords, spears, or other specific weapons. A war deity might allow his priests to fight with spears or swords. An agricultural deity might emphasize weapons derived from farm implements — sickles and bills, for example. A deity of peace and harmony might grant only the simplest and least harmful weapons — perhaps only lassoes and nets. Given below are some suggested weapons, but many more are possible (the DM always has the final word in this matter).
Deity Weapon
Agriculture Bill, flail, sickle
Blacksmith War hammer
Death Sickle
Disease Scourge, whip
Earth Pick
Healing Man-catcher, quarterstaff
Hunt Bow and arrows, javelin, light lance, sling, spear
Lightning Dart, javelin, spear
Love Bow and arrows, man-catcher
Nature Club, scimitar, sickle
Oceans Harpoon, spear, trident
Peace Quarterstaff
Strength Hammer
Thunder Club, mace, war hammer
War Battle axe, mace, morning star, spear, sword
Wind Blowgun, dart
Of course there are many other reasons a deity might be associated with a particular weapon or group of weapons. These are often cultural, reflecting the weapons used by the people of the area. There may be a particular legend associated with the deity, tying it to some powerful artifact weapon (Thor’s hammer, for example). The DM has the final choice in all situations.
Spells Allowed
A priest of a particular mythos is allowed to cast the spells from only a few, related spheres. The priest’s deity will have major and minor accesses to certain spheres, and this determines the spells available to the priest. (Each deity’s access to spheres is determined by the DM as he creates the pantheon of his world.) The 16 spheres of influence are defined in the following paragraphs.
A priest whose deity grants major access to a sphere can choose from any spell within that sphere (provided he is high enough in level to cast it), while one allowed only minor access to the sphere is limited to spells of 3rd level or below in that sphere. The combination of major and minor accesses to spheres results in a wide variation in the spells available to priests who worship different deities.
All refers to spells usable by any priest, regardless of mythos. There are no Powers (deities) of the Sphere of All. This group includes spells the priest needs to perform basic functions.
Animal spells are those that affect or alter creatures. It does not include spells that affect people. Deities of nature and husbandry typically operate in this sphere.
Astral is a small sphere of spells that enable movement or communication between the different planes of existence. The masters of a plane or particularly meddlesome powers often grant spells from this sphere.
Charm spells are those that affect the attitudes and actions of people. Deities of love, beauty, trickery, and art often allow access to this sphere.
Combat spells are those that can be used to directly attack or harm the enemies of the priest or his mythos. These are often granted by deities of war or death.
Creation spells enable the priest to produce something from nothing, often to benefit his followers. This sphere can fill many different roles, from a provider to a trickster.
Divination enables the priest to learn the safest course of action in a particular situation, find a hidden item, or recover long-forgotten information. Deities of wisdom and knowledge typically have access to this sphere.
Elemental spells are all those that affect the four basic elements of creation–earth, air, fire, and water. Nature deities, elemental deities, those representing or protecting various crafts, and the deities of sailors would all draw spells from this sphere.
Guardian spells place magical sentries over an item or person. These spells are more active than protection spells because they create an actual guardian creature of some type. Protective, healing, and trickster deities may all grant spells of this sphere.
Healing spells are those that cure diseases, remove afflictions, or heal wounds. These spells cannot restore life or regrow lost limbs. Healing spells can be reversed to cause injury, but such use is restricted to evil priests. Protective and merciful deities are most likely to grant these spells, while nature deities may have lesser access to them.
Necromantic spells restore to a creature some element of its life-force that has been totally destroyed. It might be life, a limb, or an experience level. These spells in reverse are powerfully destructive, and are used only by extremely evil priests. Deities of life or death are most likely to act in this sphere.
Plant spells affect plants, ranging from simple agriculture (improving crops and the like) to communicating with plant-like creatures. Agricultural and nature Powers grant spells in this sphere.
Protection spells create mystical shields to defend the priest or his charges from evil attacks. War and protective deities are most likely to use these, although one devoted to mercy and kindness might also bestow these spells.
Summoning spells serve to call creatures from other places, or even other dimensions, to the service of the priest. Such service is often against the will of the creature, so casting these spells often involves great risk. Since creatures summoned often cause great harm and destruction, these spells are sometimes bestowed by war or death powers.
Sun spells are those dealing in the basic powers of the solar universe–the purity of light and its counterpart darkness. Sun spells are very common with nature, agricultural, or life-giving powers.
Weather spells enable the priest to manipulate the forces of weather. Such manipulation can be as simple as providing rain to parched fields, or as complex as unbridling the power of a raging tempest. Not surprisingly, these tend to be the province of nature and agricultural powers and appear in the repertoire of sea and ocean powers.
Additional spheres can be created by your DM. The listed spheres are typical of the areas in which deities concentrate their interest and power. Spells outside the deity’s major and minor spheres of influence are not available to its priests.
Furthermore, the priest can obtain his spells at a faster or slower pace than the normal cleric. Should the character’s ethos place emphasis on self-reliance, the spell progression is slower. Those deities associated with many amazing and wondrous events might grant more spells per level. Of course, your DM has final say on this, and he must balance the gain or loss of spells against the other powers, abilities, and restrictions of the character.
Granted Powers
Another aspect of a specific mythos is the special powers available to its priests. The cleric’s granted power is the ability to turn undead. This ability, however, is not common to all priests. Other deities grant powers in accordance with their spheres. If your DM is using a specific mythos, he must decide what power is granted to your priest. Some possible suggestions are given below.
*Incite Berserker Rage, adding a +2 bonus to attack and damage rolls (War).
*Soothing Word, able to remove fear and influence hostile reactions (Peace, Mercy, Healing).
*Charm or Fascination, which could act as a suggestion spell (Love, Beauty, Art).
*Inspire Fear, radiating an aura of fear similar to the fear spell (Death).
These are only a few of the granted powers that might be available to a character. As with allowed weapons, much depends on the culture of the region and the tales and legends surrounding the Power and its priests.
Ethos
All priests must live by certain tenets and beliefs. These guide the priests’ behavior. Clerics generally try to avoid shedding blood and try to aid their community. A war deity may order its priests to be at the forefront of battles and to actively crusade against all enemies. A harvest deity may want its priests to be active in the fields. The ethos may also dictate what alignment the priest must be. The nature of the mythos helps define the strictures the priest must follow.
Priest Titles
Priests of differing mythoi often go by titles and names other than priest. A priest of nature, for example (especially one based on Western European tradition) could be called a druid (see below). Shamans and witch doctors are also possibilities. A little library research will turn up many more unique and colorful titles, a few of which are listed here:
Abbess, Abbot, Ayatollah, Bonze, Brother, Dom, Eye of the Law, Friar, Guru, Hajji, Imam, Mendicant, Metropolitan, Mullah, Pardoner, Patriarch, Prelate, Prior, Qadi, Rector, Vicar, and Yogi
Balancing It All
When creating a priest of a specific mythos, careful attention must be given to the balance of the character’s different abilities. A priest strong in one area or having a wide range of choice must be appropriately weakened in another area so that he does not become too powerful compared to the other priests in the game. If a war deity allows a priest the use of all weapons and armor, the character should be limited in the spells allowed or powers granted. At the other extreme, a character who follows a deity of peace should have significant spells and granted powers to make up for his extremely limited or non-existent choice of weapons. A druid, for example, has more granted powers than a normal cleric to compensate for his limited armor and spell selection.
Druid
Ability Requirements: Wisdom 12
Charisma 15
Prime Requisites: Wisdom, Charisma
Races Allowed: Human, Half-elf
Historically, druids lived among the Germanic tribes of Western Europe and Britain during the days of the Roman Empire. They acted as advisors to chieftains and held great influence over the tribesmen. Central to their thinking was the belief that the earth was the mother and source of all life. They revered many natural things — the sun, moon, and certain trees — as deities. Druids in the AD&D game, however, are only loosely patterned after these historical figures. They are not required to behave like or follow the beliefs of historical druids.
The druid is an example of a priest designed for a specific mythos. His powers and beliefs are different from those of the cleric. The druid is a priest of nature and guardian of the wilderness, be it forest, plains, or jungle.
Requirements
A druid must be human or half-elven. He must have a Wisdom score of at least 12 and a Charisma score of 15 or more. Both of these abilities are prime requisites.
Weapons Allowed
Unlike the cleric, the druid is allowed to use only “natural” armors — padded, hide, or leather armor and wooden shields, including those with magical enhancements. All other armors are forbidden to him. His weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling, and staff.
Spells Allowed
Druids do not have the same range of spells as clerics. They have major access to the following spheres: all, animal, elemental, healing, plant, and weather. They have minor access to the divination sphere. Druids can use all magical items normally allowed priests, except for those that are written (books and scrolls) and armor and weapons not normally allowed for druids.
Granted Powers
A druid makes most saving throws as a priest, but he gains a bonus of +2 to all saving throws vs. fire or electrical attacks.
All druids can speak a secret language in addition to any other tongues they know. (If the optional proficiency rules are used, this language does not use a proficiency slot.) The vocabulary of this druidic language is limited to dealing with nature and natural events. Druids jealously guard this language; it is the one infallible method they have of recognizing each other.
Additional powers are granted as the druid reaches higher levels:
He can identify plants, animals, and pure water with perfect accuracy after he reaches 3rd level.
He can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate after he reaches 3rd level.
He can learn the languages of woodland creatures. These include centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants. The druid can add one language at 3rd level and one more every time he advances a level above 3rd. (If the optional proficiency rules are used, it is the druid’s choice whether or not to spend a proficiency slot on one or more of these languages.)
He is immune to charm spells cast by woodland creatures (dryads, nixies, etc.) after he reaches 7th level.
He gains the ability to shapechange into a reptile, bird, or mammal up to three times per day after he reaches 7th level. Each animal form (reptile, bird, or mammal) can be used only once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Upon assuming a new form, the druid heals 10-60% (1d6 × 10%) of all damage he has suffered (round fractions down). The druid can only assume the form of a normal (real world) animal in its normal proportions, but by doing so he takes on all of that creature’s characteristics — its movement rate and abilities, its Armor Class, number of attacks, and damage per attack.
Thus, a druid could change into a wren to fly across a river, transform into a black bear on the opposite side and attack the orcs gathered there, and finally change into a snake to escape into the bushes before more orcs arrive.
The druid’s clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.
A druid cannot turn undead.
Ethos
As protectors of nature, druids are aloof from the complications of the temporal world. Their greatest concern is for the continuation of the orderly and proper cycles of nature–birth, growth, death, and rebirth. Druids tend to view all things as cyclic and thus, the battles of good and evil are only the rising and falling tides of time. Only when the cycle and balance are disrupted does the druid become concerned. Given this view of things, the druid must be neutral in alignment.
Druids are charged with protecting wilderness–in particular trees, wild plants, wild animals, and crops. By association, they are also responsible for their followers and their animals. Druids recognize that all creatures (including humans) need food, shelter, and protection from harm. Hunting, farming, and cutting lumber for homes are logical and necessary parts of the natural cycle. However, druids do not tolerate unnecessary destruction or exploitation of nature for profit. Druids often prefer subtle and devious methods of revenge against those who defile nature. It is well known that druids are both very unforgiving and very patient.
Mistletoe is an important holy symbol to druids and it is a necessary part of some spells (those requiring a holy symbol). To be fully effective, the mistletoe must be gathered by the light of the full moon using a golden or silver sickle specially made for the purpose. Mistletoe gathered by other means halves the effectiveness of a given spell, if it causes damage or has an area of effect, and grants the target a +2 bonus to his saving throw if a saving throw is applicable.
Druids as a class do not dwell permanently in castles, cities, or towns. All druids prefer to live in sacred groves, where they build small sod, log, or stone cottages.
Druid Organization
Druids have a worldwide structure. At their upper levels (12th and above), only a few druids can hold each level.
Druids, Archdruids, and the Great Druid
At 12th level, the druid character acquires the official title of “druid” (all druid characters below 12th level are officially known as “initiates”). There can be only nine 12th-level druids in any geographic region (as defined by oceans, seas, and mountain ranges; a continent may consist of three or four such regions). A character cannot reach 12th level unless he takes his place as one of the nine druids. This is possible only if there are currently fewer than nine druids in the region, or if the character defeats one of the nine druids in magical or hand-to-hand combat, thereby assuming the defeated druid’s position. If such combat is not mortal, the loser drops experience points so that he has exactly 200,000 remaining–just enough to be 11th level.
The precise details of each combat are worked out between the two combatants in advance. The combat can be magical, non-magical, or a mixture of both. It can be fought to the death, until only one character is unconscious, until a predetermined number of hit points is lost, or even until the first blow is landed, although in this case both players would have to be supremely confident of their abilities. Whatever can be agreed upon between the characters is legitimate, so long as there is some element of skill and risk.
When a character becomes a 12th-level druid, he gains three underlings. Their level depends on the character’s position among the nine druids. The druid with the most experience points is served by three initiates of 9th level; the second-most experienced druid is served by three initiates of 8th level; and so on, until the least experienced druid is served by three 1st-level initiates.
Only three archdruids (13th level) can operate in a geographical region. To become an archdruid, a 12th-level druid must defeat one of the reigning archdruids or advance into a vacant position. Each of the three archdruids is served by three initiates of 10th level. From among the archdruids of the entire world, three are chosen to serve the Grand Druid (see “The Grand Druid and Hierophant Druids” section). These three retain their attendees but are themselves servants of the Grand Druid.
The Great Druid (14th level) is unique in his region. He, too, won his position from the previous great druid. He is served by three initiates of 11th level.
The ascendance of a new Great Druid usually sets off shock waves of turmoil and chaos through the druidical hierarchy. The advancement of an archdruid creates an opening that is fiercely contested by the druids, and the advancement of a druid creates an opening in their ranks.
The Grand Druid and Hierophant Druids
The highest ranking druid in the world is the Grand Druid (15th level). Unlike great druids (several of whom can operate simultaneously in different lands), only one person in a world can ever hold this title at one time. Consequently, only one druid can be 15th level at any time.
The Grand Druid knows six spells of each level (instead of the normal spell progression) and also can cast up to six additional spell levels, either as a single spell or as several spells whose levels total to six (for example, one 6th-level spell, six 1st-level spells, three 2nd-level spells, etc.).
The Grand Druid is attended by nine other druids who are subject only to him and have nothing to do with the hierarchy of any specific land or area. Any druid character of any level can seek the Grand Druid and ask to serve him. Three of these nine are archdruids who roam the world, acting as his messengers and agents. Each of them receives four additional spell levels. The remainder are normally druids of 7th to 11th level, although the Grand Druid can request a druid of any level to serve him and often considers applications from humble aspirants.
The position of Grand Druid is not won through combat. Instead, the Grand Druid selects his successor from the acting great druids. The position is demanding, thankless, and generally unexciting for anyone except a politician. After a few hundred thousand experience points of such stuff, any adventurer worthy of the name probably is ready to move on to something else.
For this reason, the Grand Druid reaches 16th level after earning only 500,000 more experience points. After reaching 16th level, the Grand Druid can step down from his position at any time, provided he can find a suitable successor (another druid with 3,000,000 experience points).
Upon stepping down, the former Grand Druid must relinquish the six bonus spell levels and all of his experience points but 1 (he keeps the rest of his abilities). He is now a 16th-level hierophant druid, and begins advancing anew (using the progression given in Table 23). The character may rise as high as 20th level as a hierophant druid (almost always through self training).
Beyond 15th level, a druid never gains any new spells (ignore the Priest Spell Progression table from this point on). Casting level continues to rise with experience. Rather than spells, spell-like powers are acquired.
16th level: At 16th level, the hierophant druid gains four powers:
Immunity to all natural poisons. Natural poisons are ingested or insinuated animal or vegetable poisons, including monster poisons, but not mineral poisons or poison gas.
Vigorous health for a person of his age. The hierophant is no longer subject to the ability score adjustments for aging.
The ability to alter his appearance at will. Appearance alteration is accomplished in one round. A height and weight increase or decrease of 50% is possible, with an apparent age from childhood to extreme old age. Body and facial features can resemble any human or humanoid creature. This alteration is not magical, so it cannot be detected by any means short of true seeing.
17th Level: The character gains the biological ability to hibernate. His body functions slow to the point where the character may appear dead to a casual observer; aging ceases. The character is completely unconscious during hibernation. He awakens either at a preordained time (“I will hibernate for 20 days”) or when there is a significant change in his environment (the weather turns cold, someone hits him with a stick, etc.).
A 17th-level hierophant druid can also enter the Elemental Plane of Earth at will. The transference takes one round to complete. This ability also provides the means to survive on that plane, move around, and return to the Prime Material Plane at will. It does not confer similar abilities or immunities on the Prime Material Plane.
18th level: The character gains the ability to enter and survive in the Elemental Plane of Fire.
19th level: The character gains the ability to enter and survive in the Elemental Plane of Water.
20th level: The character gains the ability to enter and survive in the Elemental Plane of Air.
Rogue
Rogues are people who feel that the world (and everyone it) somehow owes them a living. They get by day by day, living in the highest style they can afford and doing as little work as possible. The less they have to toil and struggle like everyone else (while maintaining a comfortable standard of living), the better off they think they are. While this attitude is neither evil nor cruel, it does not foster a good reputation. Many a rogue has a questionable past or a shady background he’d prefer was left uninvestigated.
Rogues combine a few of the qualities of the other character classes. They are allowed to use a wide variety of magical items, weapons, and armor.
Rogues have some special abilities that are unique to their group. All rogues tend to be adept at languages and thus, have a percentage chance to read strange writings they come across. All are skilled in climbing and clinging to small cracks and outcroppings–even more skilled than the hardy men of the mountains. They are alert and attentive, hearing things that others would miss. Finally, they are dexterous (and just a little bit light-fingered), able to perform tricks and filch small items with varying degrees of success.
Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.
All rogues use Table 25 to determine their advancement in levels as they gain experience points.
All rogues gain one six-sided Hit Die (1d6) per level from 1st through 10th. After 10th level, rogues earn 2 hit points per level and no longer receive additional hit point bonuses for high Constitution scores.
Table 25:
Rogue Experience Levels
Level Thief/Bard Hit Dice (d6)
1 0 1
2 1,250 2
3 2,500 3
4 5,000 4
5 10,000 5
6 20,000 6
7 40,000 7
8 70,000 8
9 110,000 9
10 160,000 10
11 220,000 10+2
12 440,000 10+4
13 660,000 10+6
14 880,000 10+8
15 1,100,000 10+10
16 1,320,000 10+12
17 1,540,000 10+14
18 1,760,000 10+16
19 1,980,000 10+18
20 2,200,000 10+20
Thief
Ability Requirement: Dexterity 9
Prime Requisite: Dexterity
Races Allowed: All
Thieves come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible. In some ways they are the epitome of roguishness.
The profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little larcenous — Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation.
The thief’s prime requisite is Dexterity; a character must have a minimum score of 9 to qualify for the class. While high numbers in other scores (particularly Intelligence) are desirable, they are not necessary. The thief can have any alignment except lawful good. Many are at least partially neutral.
A thief with a Dexterity score of 16 or more gains a 10% bonus to the experience points he earns.
Thieves have a limited selection of weapons. Most of their time is spent practicing thieving skills. The allowed weapons are club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, and staff. A thief can wear leather, studded leather, padded leather, or elven chain armor. When wearing any allowed armor other than leather, the thief’s abilities are penalized (see Table 29).
To determine the initial value of each skill, start with the base scores listed on Table 26. To these base scores, add (or subtract) any appropriate modifiers for race, Dexterity, and armor worn (given on Tables 27, 28 and 29, respectively).
The scores arrived at in the preceding paragraph do not reflect the effort a thief has spent honing his skills. To simulate this extra training, all thieves at 1st level receive 60 discretionary percentage points that they can add to their base scores. No more than 30 points can be assigned to any single skill. Other than this restriction, the player can distribute the points however he wants.
Each time the thief rises a level in experience, the player receives another 30 points to distribute. No more than 15 points per level can be assigned to a single skill, and no skill can be raised above 95 percent, including all adjustments for Dexterity, race, and armor. As an option, the DM can rule that some portion of the points earned must be applied to skills used during the course of the adventure.
Table 26:
Thieving Skill Base Scores
Skill Base Score
Pick Pockets 15%
Open Locks 10%
Find/Remove Traps 5%
Move Silently 10%
Hide in Shadows 5%
Detect Noise 15%
Climb Walls 60%
Read Languages 0%
In addition to the base percentages listed above, demihuman characters and characters with high or low Dexterity scores have adjustments to their base numbers. Some characters may find that, after adjustments, they have negative scores. In this case, the character must spend points raising his skill percentage to at least 1% before he can use the skill. (Some races just aren’t very good at certain things!)
A thief character uses the “No Armor” column if wearing bracers of defense or a cloak without large or heavy protective clothing.
Table 27:
Thieving Skill Racial Adjustments
Skill Dwarf Elf Gnome Half-elf Halfling
Pick Pockets — +5% — +10% +5%
Open Locks +10% -5% +5% — +5%
Find/Remove Traps +15% — +10% — +5%
Move Silently — +5% +5% — +10%
Hide in Shadows — +10% +5% +5% +15%
Detect Noise — +5% +10% — +5%
Climb Walls -10% — -15% — -15%
Read Languages -5% — — — -5%
Table 28:
Thieving Skill Dexterity Adjustments
Pick Open Find/ Move Hide in
Dexterity Pockets Locks Remove Traps Silently Shadows
9 -15% -10% -10% -20% -10%
10 -10% -5% -10% -15% -5%
11 -5% — -5% -10% —
12 — — — -5% —
13-15 — — — — —
16 — +5% — — —
17 +5% +10% — +5% +5%
18 +10% +15% +5% +10% +10%
19 +15% +20% +10% +15% +15%
Table 29:
Thieving Skill Armor Adjustments
Padded, Hide or Chain mail*
Skill No Armor Elven Chain Studded Leather or Ring Mail*
Pick Pockets +5% -20% -30% -25%
Open Locks — -5% -10% -10%
Find/Remove Traps — -5% -10% -10%
Move Silently +10% -10% -20% -15%
Hide in Shadows +5% -10% -20% -15%
Detect Noise — -5% -10% -5%
Climb Walls +10% -20% -30% -25%
Read Languages — — — —
* Only Bards can wear ring mail or non-elven mail while using thief skills..
Skill Explanations
Pick Pockets: The thief uses this skill when filching small items from other peoples’ pockets, sleeves, girdles, packs, etc., when palming items (such as keys), and when performing simple sleight of hand.
A failed attempt means the thief did not get an item, but it does not mean that his attempt was detected. To determine whether the victim noticed the thief’s indiscretion, subtract three times the victim’s level from 100. If the thief’s pick pockets roll was equal to or greater than this number, the attempt is detected. A 0th-level victim, for example, notices the attempt only if the roll was 00 (100), while a 13th-level character notices the attempt on a dice roll of 61 or more. In some cases, the attempt may succeed and be noticed at the same time.
If the DM wishes, he can rule that a thief of higher level than his victim is less likely to be caught pilfering. The chance that the victim notices the attempt can be modified by subtracting the victim’s level from the thief’s level, and then adding this number to the percentage chance the thief is detected. For example, Ragnar, a 15th-level thief, tries to pick the pocket of Horace, a 9th-level fighter. Normally, Ragnar would be detected if his pick pockets roll was 73 or more (100-[3×9]=73). Using this optional system, since Ragnar is six levels higher than Horace, this number is increased by six to 79 (73+6=79). This option only applies if the thief is higher level than his victim.
A thief can try to pick someone’s pocket as many times as he wants. Neither failure nor success prevents additional attempts, but getting caught might!
Open Locks: A thief can try to pick padlocks, finesse combination locks (if they exist), and solve puzzle locks (locks with sliding panels, hidden releases, and concealed keyholes). Picking a padlock requires tools. Using typical thief’s tools grants normal chances for success. Using improvised tools (a bit of wire, a thin dirk, a stick, etc.) imposes a penalty on the character’s chance for success. The DM sets the penalty based on the situation; penalties can range from -5 for an improvised but suitable tool, to -60 for an awkward and unsuitable item (like a stick). The amount of time required to pick a lock is 1d10 rounds. A thief can try to pick a particular lock only once per experience level. If the attempt fails, the lock is simply too difficult for the character until he learns more about picking locks (goes up a level).
Find/Remove Traps: The thief is trained to find small traps and alarms. These include poisoned needles, spring blades, deadly gases, and warning bells. This skill is not effective for finding deadfall ceilings, crushing walls, or other large, mechanical traps.
To find the trap, the thief must be able to touch and inspect the trapped object. Normally, the DM rolls the dice to determine whether the thief finds a trap. If the DM says, “You didn’t find any traps,” it’s up to the player to decide whether that means there are no traps or there are traps but the thief didn’t see them. If the thief finds a trap, he knows its general principle but not its exact nature. A thief can check an item for traps once per experience level. Searching for a trap takes 1d10 rounds.
Once a trap is found, the thief can try to remove it or disarm it. This also requires 1d10 rounds. If the dice roll indicates success, the trap is disarmed. If the dice roll indicates failure, the trap is beyond the thief’s current skill. He can try disarming the trap again when he advances to the next experience level. If the dice roll is 96-100, the thief accidentally triggers the trap and suffers the consequences. Sometimes (usually because his percentages are low) a thief will deliberately spring a trap rather than have unpleasant side effects if the trap doesn’t work quite the way the thief thought, and he triggers it while standing in the wrong place.
This skill is far less useful when dealing with magical or invisible traps. Thieves can attempt to remove these traps, but their chances of success are half their normal percentages.
Move Silently: A thief can try to move silently at any time simply by announcing that he intends to do so. While moving silently, the thief’s movement rate is reduced to 1/3 normal. The DM rolls percentile dice to determine whether the thief is moving silently; the thief always thinks he is being quiet. Successful silent movement improves the thief’s chance to surprise a victim, avoid discovery, or move into position to stab an enemy in the back. Obviously, a thief moving silently but in plain view of his enemies is wasting his time.
Hide in Shadows: A thief can try to disappear into shadows or any other type of concealment — bushes, curtains, crannies, etc. A thief can hide this way only when no one is looking at him; he remains hidden only as long as he remains virtually motionless. (The thief can make small, slow, careful movements: draw a weapon, uncork a potion, etc.) A thief can never become hidden while a guard is watching him, no matter what his dice roll is–his position is obvious to the guard. However, trying to hide from a creature that is locked in battle with another is possible, as the enemy’s attention is fixed elsewhere. The DM rolls the dice and keeps the result secret, but the thief always thinks he is hidden.
Hiding in shadows cannot be done in total darkness, since the talent lies in fooling the eye as much as in finding real concealment (camouflage, as it were). However, hidden characters are equally concealed to those with or without infravision. Spells, magical items, and special abilities that reveal invisible objects can reveal the location of a hidden thief.
Detect Noise: A good thief pays attention to every detail, no matter how small, including faint sounds that most others miss. His ability to hear tiny sounds (behind heavy doors, down long hallways, etc.) is much better than the ordinary person’s. Listening is not automatic; the thief must stand still and concentrate on what he’s hearing for one round. He must have silence in his immediate surroundings and must remove his helmet or hat. Sounds filtering through doors or other barriers are unclear at best.
Climb Walls: Although everyone can climb rocky cliffs and steep slopes, the thief is far superior to others in this ability. Not only does he have a better climbing percentage than other characters, he can also climb most surfaces without tools, ropes, or devices. Only the thief can climb smooth and very smooth surfaces without climbing gear. Of course, the thief is very limited in his actions while climbing–he is unable to fight or effectively defend himself.
Read Languages: Out of necessity, thieves tend to learn odd bits of information. Among these is the ability to read various languages, particularly as they apply to treasure maps, deeds, secret notes, and the like. At 4th level, the thief has enough exposure to languages that he has a chance to read most nonmagical writing. This ability naturally improves with more experience. However, your DM can rule that some languages (those the thief has never encountered) are indecipherable to the thief.
The die roll to read a language must be made every time the character tries to read a document (not just once per language). A successful die roll means the thief puzzled out the meaning of the writing. His understanding of the document is roughly equal to his percentage chance for success: a 20% chance means that, if the thief understands it at all, he gets about 20% of the meaning. A different document in the same language requires another die roll (it probably contains different words). It isn’t necessary to keep notes about what languages the thief has read in the past, since each document is handled individually.
Only one die roll can be made for any particular document at a given experience level. If the die roll fails, the thief can try again after gaining a new experience level.
If the character knows how to read a given language because he spent a proficiency slot on it, this die roll is unnecessary for documents in that language.
Thieves have other abilities not listed on Table 26:
Backstab: Thieves are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes.
To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them–the first rule of fighting is to never turn your back on an enemy! However, someone who isn’t expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.
The multiplier given in Table 30 applies to the amount of damage before modifiers for Strength or weapon bonuses are added. The weapon’s standard damage is multiplied by the value given in Table 30. Then Strength and magical weapon bonuses are added.
Backstabbing does have limitations. First, the damage multiplier applies only to the first attack made by the thief, even if multiple attacks are possible. Once a blow is struck, the initial surprise effect is lost. Second, the thief cannot use it on every creature. The victim must be generally humanoid. Part of the skill comes from knowing just where to strike. A thief could backstab an ogre, but he wouldn’t be able to do the same to a beholder. The victim must also have a definable back (which leaves out most slimes, jellies, oozes, and the like). Finally, the thief has to be able to reach a significant target area. To backstab a giant, the thief would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn’t going to be as effective.
Table 30:
Backstab Damage Multipliers
Thief’s Level Damage Multiplier
1-4 ×2
5-8 ×3
9-12 ×4
13+ ×5
The ogre marches down the hallway, peering into the gloom ahead. He fails to notice the shadowy form of Ragnar the thief hidden in an alcove. Slipping into the hallway, Ragnar creeps up behind the monster. As he sets himself to strike a mortal blow, his foot scrapes across the stone. The hairy ears of the ogre perk up. The beast whirls around, ruining Ragnar’s chance for a backstab and what remains of his day. If Ragnar had made a successful roll to move silently, he could have attacked the ogre with a +4 bonus on his chance to hit and inflicted five times his normal damage (since he is 15th level).
Thieves’ Cant: Thieves’ cant is a special form of communication known by all thieves and their associates. It is not a distinct language; it consists of slang words and implied meanings that can be worked into any language. The vocabulary of thieves’ cant limits its use to discussing things that interest thieves: stolen loot, easy marks, breaking and entering, mugging, confidence games, and the like. It is not a language, however. Two thieves cannot communicate via thieves’ cant unless they know a common language. The cant is useful, however, for identifying fellow cads and bounders by slipping a few tidbits of lingo into a normal conversation.
The concept of thieves’ cant is historical (the cant probably is still used today in one form or another), although in the AD&D game it has an ahistorically broad base. A few hours of research at a large library should turn up actual examples of old thieves’ cant for those who want to learn more about the subject.
Use Scrolls: At 10th level, a thief gains a limited ability to use magical and priest scrolls. A thief’s understanding of magical writings is far from complete, however. The thief has a 25% chance to read the scroll incorrectly and reverse the spell’s effect. This sort of malfunction is almost always detrimental to the thief and his party. It could be as simple as accidentally casting the reverse of the given spell or as complex as a foul-up on a fireball scroll, causing the ball of flame to be centered on the thief instead of its intended target. The exact effect is up to the DM (this is the sort of thing DMs enjoy, so expect the unexpected).
Thieves do not build castles or fortresses in the usual sense. Instead, they favor small, fortified dwellings, especially if the true purpose of the buildings can easily be disguised. A thief might, for example, construct a well-protected den in a large city behind the facade of a seedy tavern or old warehouse. Naturally, the true nature of the place will be a closely guarded secret! Thieves almost always build their strongholds in or near cities, since that is where they ply their trades most lucratively.
This, of course, assumes that the thief is interested in operating a band of thieves out of his stronghold. Not all thieves have larceny in their hearts, however. If a character devoted his life to those aspects of thieving that focus on scouting, stealth, and the intricacies of locks and traps, he could build an entirely different sort of stronghold–one filled with the unusual and intriguing objects he has collected during his adventurous life. Like any thief’s home, it should blend in with its surroundings; after all, a scout never advertises his whereabouts. It might be a formidable maze of rooms, secret passages, sliding panels, and mysterious paraphernalia from across the world.
Once a thief reaches 10th level, his reputation is such that he can attract followers — either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows. They are generally loyal to him, but a wise thief is always suspicious of his comrades. Table 31 can be used to determine the type and level of followers, or the DM can choose followers appropriate to his campaign.
Table 31:
Thief’s Followers
D100 Level
Roll Follower Range
01-03 Dwarf fighter/thief 1-4
04-08 Dwarf thief 1-6
09-13 Elf thief 1-6
14-15 Elf thief/fighter/mage 1-3
16-18 Elf thief/mage 1-4
19-24 Gnome thief 1-6
25-27 Gnome thief/fighter 1-4
28-30 Gnome thief/illusionist 1-4
31-35 Half-elf thief 1-6
36-38 Half-elf thief/fighter 1-4
39-41 Half-elf thief/fighter/mage 1-3
42-46 Halfling thief 1-8
47-50 Halfling thief/fighter 1-6
51-98 Human thief 1-8
99 Human dual-class thief/? 1-8/1-4
00 Other (DM selection) —
Thieves tend to be very jealous of their territory. If more than one thief starts a gang in the same area, the result is usually a war. The feud continues until one side or the other is totally eliminated or forced to move its operation elsewhere.
Bard
Ability Requirements: Dexterity 12
Intelligence 13
Charisma 15
Prime Requisite: Dexterity, Charisma
Races Allowed: Human, Half-elf
The bard is an optional character class that can be used if your DM allows. He makes his way in life by his charm, talent, and wit. A good bard should be glib of tongue, light of heart, and fleet of foot (when all else fails).
In precise historical terms, the title “bard” applies only to certain groups of Celtic poets who sang the history of their tribes in long, recitative poems. These bards, found mainly in Ireland, Wales, and Scotland, filled many important roles in their society. They were storehouses of tribal history, reporters of news, messengers, and even ambassadors to other tribes. However, in the AD&D game, the bard is a more generalized character. Historical and legendary examples of the type include Alan-a-Dale, Will Scarlet, Amergin, and even Homer. Indeed, every culture has its storyteller or poet, whether he is called bard, skald, fili, jongleur, or something else.
To become a bard, a character must have a Dexterity of 12 or more, an Intelligence of 13 or more, and a Charisma of 15 or more. The prime requisites are Dexterity and Charisma. A bard can be lawful, neutral or chaotic, good or evil, but must always be partially neutral. Only by retaining some amount of detachment can he successfully fulfill his role as a bard.
A bard, by his nature, tends to learn many different skills. He is a jack-of-all-trades but master of none. Although he fights as a rogue, he can use any weapon. He can wear any armor up to, and including, chain mail, but he cannot use a shield.
All bards are proficient singers, chanters, or vocalists and can play a musical instrument of the player’s choice (preferably one that is portable). Additional instruments can be learned if the optional proficiency rules are used — the bard can learn two instruments for every proficiency slot spent.
In his travels, a bard also manages to learn a few wizard spells. Like a wizard, a bard’s Intelligence determines the number of spells he can know and the chance to know any given spell. These he keeps in his spell book, abiding by all the restrictions on memorization and spell use that bind a wizard, especially in the prohibition of armor. Hence, a bard will tend to use his spells more to entertain and impress than to fight. Table 32 lists the number of spells a bard can cast at each level.
Since bards are dabblers rather than full-time wizards, their spells tend to be gained by serendipity and happenstance. In no case can a bard choose to specialize in a school of magic. Beginning bards do not have a selection of spells. A 2nd-level bard begins with one to four spells, chosen either randomly or by the DM. (An Intelligence check must still be made to see if the bard can learn a given spell.) The bard is not guaranteed to know read magic, as this is not needed to read the writings in a spell book. The bard can add new spells to his spell book as he finds them, but he does not automatically gain additional spells as he advances in level. All spells beyond those he starts with must be found during the course of adventuring. The bard’s casting level is equal to his current level.
Table 32:
BARD SPELL PROGRESSION
Bard Spell Level
Level 1 2 3 4 5 6
1 — — — — — —
2 1 — — — — —
3 2 — — — — —
4 2 1 — — — —
5 3 1 — — — —
6 3 2 — — — —
7 3 2 1 — — —
8 3 3 1 — — —
9 3 3 2 — — —
10 3 3 2 1 — —
11 3 3 3 1 — —
12 3 3 3 2 — —
13 3 3 3 2 1 —
14 3 3 3 3 1 —
15 3 3 3 3 2 —
16 4 3 3 3 2 1
17 4 4 3 3 3 1
18 4 4 4 3 3 2
19 4 4 4 4 3 2
20 4 4 4 4 4 3
Combat and spells, however, are not the main strength of the bard. His expertise is in dealing and communicating with others. To this end, the bard has a number of special powers. The base percentage for each power is listed on Table 33. This base percentage must be adjusted for the race and Dexterity of the bard as given in the Thief description. After all adjustments are made, the player must distribute (however he chooses) 20 additional percentage points to the various special abilities. Thereafter, each time the character advances a level, he receives an additional 15 points to distribute.
Table 33:
Bard Abilities
Climb Detect Pick Read
Walls Noise Pockets Languages
50% 20% 10% 5%
Bard abilities are subject to modifiers for situation and armor as per the thief.
Climb Walls enables the bard to climb near sheer surfaces without the aid of tools, just like the thief.
Detect Noise improves the bard’s chances of hearing and interpreting sounds. He may be able to overhear parts of a conversation on the other side of a door or pick up the sound of something stalking the party. To use the ability, the bard must stand unhelmeted and concentrate for one round (one minute). During this time, all other party members must remain silent. The DM secretly makes the check and informs the player of the result.
Pick Pockets enables the bard not only to filch small purses, wallets, keys, and the like, but also to perform small feats of sleight-of-hand (useful for entertaining a crowd). Complete details on pickpocketing (and your character’s chances of getting caught) can be found in the Thief description.
Read Languages is an important ability, since words are the meat and drink of bards. They have some ability to read documents written in languages they do not know, relying on words and phrases they have picked up in their studies and travels. The Read Languages column in Table 33 gives the base percentage chance to puzzle out a foreign tongue. It also represents the degree of comprehension the bard has if he is successful. The DM can rule that a language is too rare or unfamiliar, especially if it has never been previously encountered by the bard, effectively foiling his attempts to translate it. At the other extreme, the bard need not make the dice roll for any language he is proficient in. Success is assumed to be automatic in such cases.
The bard can also influence reactions of groups of NPCs. When performing before a group that is not attacking (and not intending to attack in just seconds), the bard can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment — a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the bard (round fractions down). If the saving throw fails, the group’s reaction can be shifted one level (see the Reactions section in the DMG), toward either the friendly or hostile end of the scale, at the player’s option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.
Cwell the Fine has been captured by a group of bandits and hauled into their camp. Although they are not planning to kill him on the spot, any fool can plainly see that his future may be depressingly short. In desperation, Cwell begins spinning a comic tale about Duke Dunderhead and his blundering knights. It has always been a hit with the peasants, and he figures it’s worth a try here. Most of the bandits have 1 Hit Die, but the few higher level leaders raise the average level to 3. Cwell is only 2nd level so he gains no modifier. A saving throw is rolled and the group fails (Cwell succeeds!). The ruffians find his tale amusing. The player shifts their reaction from hostile to neutral. The bandits decide not to kill Cwell but to keep him around, under guard, to entertain them. If the bandits’ saving throw had succeeded, the bandits would have been offended by the story (perhaps some of them served under Duke Dunderhead!), and their reaction would have shifted from hostile to violent. They probably would have roasted Cwell immediately.
This ability cannot affect people in the midst of battle; it is effective only when the audience has time to listen. If Cwell tried telling his tale while the bandits were attacking his group, the bandits would have quickly decided that Cwell was a fool and carried on with their business. Furthermore, the form of entertainment used must be appropriate to the audience. Cwell might be able to calm (or enrage) a bear with music, but he won’t have much luck telling jokes to orcs unless he speaks their language.
The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the bard can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting before the battle begins. This affects those within a range of 10 feet per experience level of the bard.
The effect lasts one round per level. Once the effect wears off, it can’t be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be reinspired by the bard’s words. A troop of soldiers, inspired by Cwell, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue. Cwell, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit.
Bards are also able to counter the effects of songs and poetry used as magical attacks. Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song (or recites a poem, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if he is struck or fails a saving throw, his effort is ruined. Success is checked by having the bard make a saving throw vs. spell. Success blocks the attack, failure means the attack has its normal effect (everyone affected rolls saving throws, normal damage is inflicted, etc.). The bard can use this ability once per encounter or battle. This power does not affect verbal spell components or command words; it is effective against spells that involve explanations, commands, or suggestions.
Finally, bards learn a little bit of everything in their studies and travels. Thus, all bards can read and write their native tongue (if a written language exists) and all know local history (without cost if the optional proficiency rules are used). Furthermore, bards have a 5% chance per experience level to identify the general purpose and function of any magical item. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature.
Since Cwell the Fine is 2nd level, he has a 10% chance to know something about a magical sword +1. If he succeeds, he knows whether the sword is cursed and whether it has an alignment (“This sword was used by the evil warrior Lurdas. I wouldn’t touch it if I were you!”). This ability does not enable him to identify the sword’s exact properties, only its history and background. He has no idea of its bonuses or penalties or any special magical powers, except as can be inferred from the histories.
Being something of a warrior, a bard can build a stronghold and attract followers upon reaching 9th level. The bard attracts 10d6 0th-level soldiers into his service. They arrive over a period of time, but they are not automatically replaced if lost in battle. Of course, a bard can build a stronghold any time, but no followers arrive until he reaches 9th level.
Upon reaching 10th level, a bard can attempt to use magical devices of written nature–scrolls, books, etc. However, his understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item he uses is read incorrectly. When this happens, the magical power works the opposite of what is intended, generally to the detriment of the bard or his friends. The DM will tell you what happens to your character, based on the situation and particular magical item. The result may be unpleasant, deadly, or embarrassing. (Deciding these things is part of the DM’s fun!)
Multi-Class and Dual-Class Characters
A multi-class character improves in two or more classes simultaneously. His experience is divided equally between each class. The available class combinations vary according to race. The character can use the abilities of both classes at any time, with only a few restrictions. Only demihumans can be multi-class characters.
A dual-class character is one who starts with a single class, advances to moderate level, and then changes to a second character class and starts over again. The character retains the benefits and abilities of the first class but never again earns experience for using them. There are some limitations on combining the abilities of the two classes but, as long as minimum ability and alignment requirements are met, there are no restrictions on the possible character class combinations. Only humans can be dual-class characters.
Multi-Class Combinations
All of the standard demihuman races are listed here, along with their allowable multi-class combinations. Note that the character class names (not group names) are used below.
Dwarf Halfling
Fighter/Thief Fighter/Thief
Fighter/Cleric
Half-elf
Elf Fighter/Cleric*
Fighter/Mage Fighter/Thief
Fighter/Thief Fighter/Mage
Mage/Thief Cleric/Ranger
Cleric*/Mage
Gnome Thief/Mage
Fighter/Cleric Fighter/Mage/Cleric*
Fighter/Illusionist Fighter/Mage/Thief
Fighter/Thief
Cleric/Illusionist * or Druid
Cleric/Thief
Illusionist/Thief
As stated earlier in their description, specialist wizards cannot be multi-class (gnome illusionists are the single exception to this rule). The required devotion to their single field prevents specialist wizards from applying themselves to other classes. Priests of a specific mythos might be allowed as a multi-class option; this will depend on the nature of the mythos as determined by the DM.
Multi-Class Benefits and Restrictions
A multi-class character always uses the most favorable combat value and the best saving throw from his different classes.
The character’s hit points are the average of all his Hit Dice rolls. When the character is first created, the player rolls hit points for each class separately, totals them up, then divides by the number of dice rolled (round fractions down). Any Constitution bonus is then added to the character’s hit points. If one of the character’s classes is fighter and he has a Constitution of 17 or 18, then he gains the +3 or +4 Constitution bonus available only to warriors (instead of the +2 maximum available to the other character classes).
Later the character is likely to gain levels in different classes at different times. When this happens, roll the appropriate Hit Die and divide the result by the number of classes the character has (round fractions down, but a Hit Die never yields less than 1 hit point). The character’s Constitution bonus is split between his classes; thus, a fighter/mage gets ½ of his Con bonus when he goes up a level as a fighter and the other ½ of the Con bonus when he goes up a level as a mage. A fighter/mage/thief would get 1/3 of his bonus when he goes up as a fighter, 1/3 when he goes up as a mage, and the other 1/3 when he goes up as a thief.
If the optional proficiency system is used, the character starts with the largest number of proficiency slots of the different classes. Thereafter, he gains new proficiency slots at the fastest of the given rates. To determine the character’s initial money, roll according to the most generous of the character’s different classes.
Rupert’s character, Morrison the Multi-Faceted, is a half-elf fighter/mage/thief. At 1st level, Morrison rolls three dice for hit points: 1d10 (fighter), 1d6 (thief), and 1d4 (mage). The results are 6, 5, and 2. Their sum (13) is divided by three and rounded down to equal 4 (13/3=4-1/3=4). Morrison begins the game with 4 hit points. Later, Morrison reaches 2nd level as a thief before he reaches 2nd level as a fighter or a mage. He rolls 1d6 for additional hit points and the result is 4. He divides this by 3 (because he has three classes) and rounds down. Morrison gets 1 more hit point when he becomes a 2nd-level thief. (He will also roll 1d10 and 1d4 [both rolls divided by 3] when he reaches 2nd level as a fighter and as a mage, respectively.)
Multi-class characters can combine abilities from their different classes with the following restrictions:
Warrior: A multi-classed warrior can use all of his abilities without restriction. The warrior abilities form the base for other character classes.
Priest: Regardless of his other classes, a multi-classed priest must abide by the weapon restrictions of his mythos. Thus, a fighter/cleric can use only bludgeoning weapons (but he uses the warrior combat value). He retains all his normal priest abilities.
Wizard: A multi-classed wizard can freely combine the powers of the wizard with any other class allowed, although the wearing of armor is restricted. Elves wearing elven chain can cast spells in armor, as magic is part of the nature of elves. However, elven chain is extremely rare and can never be purchased. It must be given, found, or won.
Thief: A multi-classed thief cannot use any thieving abilities other than open locks or detect noise if he is wearing armor that is normally not allowed to thieves. He must remove his gauntlets to open locks and his helmet to detect noise.
Dual-Class Benefits and Restrictions
Only humans can be dual-classed characters. To be dual-classed, the character must have scores of 15 or more in the prime requisites of his first class and scores of 17 or more in the prime requisites of any classes he switches to. The character selects one class to begin his adventuring life. He can advance in this class as many levels as he desires before switching to another class; there is no cut-off point beyond which a character cannot switch. However, he must attain at least 2nd level in his current class before changing to another class. There is no limit to the number of classes a character can acquire, as long as he has the ability scores and wants to make the change. (Certain character classes have alignment restrictions that the character must meet, however.)
Any time after reaching 2nd level, a human character can enter a new character class, provided he has scores of 17 or better in the prime requisites of the new class. After switching to a new class, the character no longer earns experience points in his previous character class and he can no longer advance in level in that class. Nor can he switch back to his first class at a later date, hoping to resume his advancement where he left off. Once he leaves a class he has finished his studies in it. Instead, he starts over in a new class, at 1st level with 0 experience points, but he does retain his previous Hit Dice and hit points. He gains the abilities, and must abide by all of the restrictions, of the new class. He does not gain or lose any points on his ability scores (for example, an 18 Strength wizard who changes to fighter does not gain the percentile Strength bonus, but likewise a fighter changing to a wizard would not lose it). The character uses the combat and saving throw tables appropriate to his new class and level.
This is not to imply that a dual-class human forgets everything he knew before; he still has, at his fingertips, all the knowledge, abilities, and proficiencies of his old class. But if he uses any of his previous class’s abilities during an encounter, he earns no experience for that encounter and only half experience for the adventure. The only values that can be carried over from the previous class without restriction are the character’s Hit Dice and hit points. The character is penalized for using his old attack or saving throw numbers, weapons or armor that are now prohibited, and any special abilities of the old class that are not also abilities of the new class. (The character is trying to learn new ways to do things; by slipping back to his old methods, he has set back his learning in his new character class.)
In addition, the character earns no additional Hit Dice or hit points while advancing in his new class.
The restrictions in the previous two paragraphs last until the character reaches a higher level in his new class than his maximum level in any of his previous classes. At that point, both restrictions are dropped: the character gains the abilities of his previous classes without jeopardizing his experience points for the adventure, and he earns additional Hit Dice (those of his new class) and hit points for gaining experience levels in his new class.
Once these restrictions are lifted, the character must still abide by the restrictions of whichever class he is using at the moment. A dual-class fighter/mage, for example, cannot cast spells while wearing armor.
Tarus Blood-heart begins his career as a cleric with a Wisdom of 16. He rises to 3rd level and then decides to become a fighter, since his Strength is 17. He keeps his 14 hit points (rolled on 3d8), but in all other ways he is treated as a 1st-level fighter. Upon reaching 4th level, Tarus is allowed to roll 1d10 for additional hit points. He can now cast spells as a 3rd-level cleric and fight as a 4th-level fighter. For the rest of his career, Tarus advances as a fighter but retains his minor clerical powers–a useful advantage when the situation gets ugly!
When a dual-class or multi-class character is struck by a level-draining creature, he first loses levels in the class in which he has advanced the highest. When his different classes are equal in level, the class level requiring the most experience points is lost first.
The player character is allowed to regain levels lost by level draining, but until he regains all of his former levels, he must select which class he will use prior to any particular adventure. Using abilities of the other class then subjects him to the experience penalties given earlier. When he regains all of his former levels, he is then free to use all the abilities of all his classes once again. Of course, he cannot raise his earlier class(es) above the level(s) he was at when he switched class.
Tarus is a 4th-level cleric/3rd-level fighter. He is struck by a wight and loses one level from his cleric class, since it is his highest level. If struck again, he would lose one level from his fighter class. Thereafter he could regain his lost levels, but would have to choose to act as either a fighter or cleric. Once he earned enough experience to regain his previous fighter level, he would not be allowed to advance further in it (restoring himself to his previous level only). But he could still advance as a cleric and use his 3rd-level fighter abilities.