[ +- ] Swords & Wizardry
Create character
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[b]Hit Points:[/b] [_=] / [_=]
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[b]Attack Bonus:[/b] [_=]
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[b]Alignment:[/b] [_=]
[b]Race:[/b] [_rac=]
[b]Character Level: [/b] [_lvl=1]
[b]Character Class: [/b][_clas=]
[b]Experience Points:[/b] [_=] / [_=]
Ability | Score
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Intelligence |
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Wisdom |
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Dexterity |
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Constitution |
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Charisma | |
Bonuses | Score
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Bonus to Hit |
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Open Doors |
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Damage Bonus |
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Carry Modifier |
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Armor Bonus |
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Bonus to Missiles |
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HP Point Bonus |
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Raise Dead Survival |
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Additional Languages |
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Max Spell Level |
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Max No. of Henchmen | |
Gold:
Silver:
Copper:
Melee Weapon | Hands | Damage
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Ranged Weapon | Damage | Rate of Fire | Range
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Item Name | Gold Value | Weight
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Total Weight | | |
Click the ink bottle above to edit
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
Encumbrance | Base Movement | Combat Speed
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0- | 12 | 40ft
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- | 9 | 30ft
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- | 6 | 20ft
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- | 3 | 10ft
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+ | 0 | 0ft |
[b]Gold:[/b] [_=]
[b]Silver:[/b] [_=]
[b]Copper:[/b] [_=]
[table="ht"]
[b]Melee Weapon[/b] | [b]Hands[/b] | [b]Damage[/b]
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[/table]
[table="ht"]
[b]Ranged Weapon[/b] | [b]Damage[/b] | [b]Rate of Fire[/b] | [b]Range[/b]
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[/table]
[table="ht"]
[b]Item Name[/b] | [b]Gold Value[/b] | [b]Weight[/b]
[b]Total Weight || [_=][/b]
[/table]
Click the ink bottle above to edit
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
[table="ht"]
Encumbrance|Base Movement|Combat Speed
0-[_$=75+cm]|12|40ft
[_$=76+cm]-[_$=100+cm]|9|30ft
[_$=101+cm]-[_$=150+cm]|6|20ft
[_$=151+cm]-[_$=300+cm]|3|10ft
[_$=300+cm]+|0|0ft
[/table]
[ +- ] Human
Human: Humans are the default race for Swords & Wizardry, and thus they receive no specific bonuses or penalties as do the other races.
[ +- ] Elf
Darkvision: Elves can see in the dark to a range of 60 feet.
Find Secret Doors: Elves have a 1-in-6 chance to notice a secret door automatically and have a 4-in-6 chance to find secret doors when actively searching, unlike the other races, which have only a 2-in-6 chance.
Defenses: Elves cannot be paralyzed by ghouls.
[ +- ] Half-Elf
Darkvision: Half-elves can see in the dark to a range of 60 feet.
Find Secret Doors: Half-elves have a 4-in-6 chance to find secret doors when actively searching.
[ +- ] Dwarf
Defenses: The player-character Dwarf has a +4 on saving throws against any magic.
Stone Sense: Dwarfs easily takes note of certain features of stonework: sloping corridors, moving walls, and traps made of stone – in particular: falling blocks, rigged ceilings, and tiny arrow slits designed to release poison gas or darts. They can also identify whether stonework is recent or not. There is no established die roll or rule for using these abilities; exactly what a Dwarf does or does not perceive is up to the Referee.
Darkvision: Dwarfs can see in the dark to a limit of 60 feet.
[ +- ] Halfling
Defenses: Halflings gain a +4 on saving throws against magic
Attack Bonuses: Halflings have a +1 bonus when using missile weapons.
[spoiler="Human"]
[b]Human:[/b] Humans are the default race for Swords & Wizardry, and thus they receive no specific bonuses or penalties as do the other races.
[/spoiler]
[spoiler="Elf"]
[b]Darkvision:[/b] Elves can see in the dark to a range of 60 feet.
[b]Find Secret Doors:[/b] Elves have a 1-in-6 chance to notice a secret door automatically and have a 4-in-6 chance to find secret doors when actively searching, unlike the other races, which have only a 2-in-6 chance.
[b]Defenses:[/b] Elves cannot be paralyzed by ghouls.
[/spoiler]
[spoiler="Half-Elf"]
[b]Darkvision:[/b] Half-elves can see in the dark to a range of 60 feet.
[b]Find Secret Doors:[/b] Half-elves have a 4-in-6 chance to find secret doors when actively searching.
[/spoiler]
[spoiler="Dwarf"]
[b]Defenses:[/b] The player-character Dwarf has a +4 on saving throws against any magic.
[b]Stone Sense:[/b] Dwarfs easily takes note of certain features of stonework: sloping corridors, moving walls, and traps made of stone – in particular: falling blocks, rigged ceilings, and tiny arrow slits designed to release poison gas or darts. They can also identify whether stonework is recent or not. There is no established die roll or rule for using these abilities; exactly what a Dwarf does or does not perceive is up to the Referee.
[b]Darkvision:[/b] Dwarfs can see in the dark to a limit of 60 feet.
[/spoiler]
[spoiler="Halfling"]
[b]Defenses:[/b] Halflings gain a +4 on saving throws against magic
[b]Attack Bonuses:[/b] Halflings have a +1 bonus when using missile weapons.
[/spoiler]
[ +- ] Fighter
Multiple Attacks: A Fighter may make one attack per Fighter level he possesses each round against creatures with 1 HD or less.
Parry: Fighters with a Dexterity score of 14 or better can fight on the defensive, parrying enemy blows and dodging attacks.
Penalty to Enemy Attacks:
Strength Bonuses: Unlike most other classes, Fighters with a high Strength score can have bonuses to hit and on damage.
Establish Stronghold (9th): At 9th level, a Fighter may establish a stronghold and attract a body of men-at-arms who will swear their loyalty to the character as their liege Lord (or Lady). Most likely, the castle will attract peasants seeking safe places to establish homes, and the Fighter will become more powerful and influential as the number of such followers increases. The stronghold will likely be a small territory carved from the wilderness, held as a freehold by the self-ennobled character.
[ +- ] Cleric
Spell Casting: Clerics cast "divine" spells from a specific list, with numbers as per Table: Cleric Advancement. Clerics of specific deities might have different lists of available spells, designed by the Referee. Each day, the Cleric selects and prays for a particular set of spells, choosing any spells from the standard list. Once a spell is cast it cannot be cast again until the next day, unless the Cleric has prepared (prayed for) the spell more than once.
Saving Throw Bonuses: Clerics gain a +2 bonus on saving throws against being paralyzed or poisoned.
Establish Religious Stronghold: At 9th level, a Cleric may establish a stronghold and attract a body of men at arms who will swear fealty to the character as loyal (or perhaps even fanatical) soldiers and retainers.
Turn Undead: Clerics have the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, roll a d20 and consult Table: Turning Undead for the result. If the number rolled is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds, or will cower helplessly if they cannot flee. If the table indicates "T", all undead creatures of the targeted type are automatically turned and will flee for 3d6 rounds, or cower helplessly if they cannot flee. For Lawful or Good Clerics, if the table indicates "D", the undead creature is automatically destroyed and will crumble to dust. For Chaotic or Evil Clerics, a result of "D" indicates that the undead are forced into the Cleric’s command for a period of 24 hours.
Turning Undead Table
Challenge Level | Type of Undead | Score
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1 | Skeleton |
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2 | Zombie |
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3 | Ghoul |
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4 | Shadow |
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5 | Wight |
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6 | Wraith |
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7 | Mummy |
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8 | |
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9 | Spectre |
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10 | Vampire* |
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11 | Vampire* |
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12 | |
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13 | Demon | |
*Vampires appear more than once on the table because they can be of varying power.
Turning the Undead: Lawful Clerics have the ability to "turn" the undead, causing the foul creatures to flee or even destroying them outright. When a Lawful Cleric attempts a turning, the player should roll 2d10 and consult the Turning Undead table for the result.
If the number on the dice is equal to or greater than the number shown on the table, 2d6 creatures of the targeted type are turned and will depart, not returning for 3d6 rounds. If the table indicates "T," 2d6 undead creatures of the targeted type are automatically turned and will depart for 3d6 rounds. If the table indicates "D," 2d6 of the undead creatures are automatically destroyed and will crumble to dust.
Flee Before the Power of LAW, Foul Undead Things of Chaos!: Chaotic clerics cannot turn the undead, for turning back the undead is a power of Law. As an optional rule, Chaotic Clerics might have some Chaos-based power corresponding to the Lawful power to turn the undead. Non-player Clerics of Chaos may have whatever additional powers the Referee assigns, of course, without reference to the rules for player characters.
[ +- ] Thief
Backstab: When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts
damage.
Saving Throw Bonuses: Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
Read Normal Languages: Thieves of 3rd level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.
Read Magical Writings: At 9th level, a Thief has gained enough knowledge to decipher magical writings (although not the "divine" writings of Clerics), but their understanding is not perfect when the magic is complicated (that is, for spells higher than sixth level). Thieves can cast Magic-User spells from scrolls, but for the high level spells they have a 10% chance to get a dangerously unpredictable result, usually the reverse of the intended effect.
Thieving Skills: Thieves possess a wide range of special skills which make them very useful in dungeons and other areas. Some races are better at some skills.
Thief Skills TableSkill | Score
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Climb Walls |
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Delicate Tasks |
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Hear Sounds |
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Hide in Shadows |
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Move Silently |
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Open Locks | |
Dwarf Thief Skills TableSkill | Score
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Climb Walls |
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Delicate Tasks |
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Hear Sounds |
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Hide in Shadows |
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Move Silently |
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Open Locks | |
Elf Thief Skills TableSkill | Score
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Climb Walls |
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Delicate Tasks |
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Hear Sounds |
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Hide in Shadows |
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Move Silently |
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Open Locks | |
Halfling Thief Skills TableSkill | Score
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Climb Walls |
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Delicate Tasks |
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Hear Sounds |
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Hide in Shadows |
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Move Silently |
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Open Locks | |
[ +- ] Magic-User
Spell Casting: Unlike the Cleric, a Magic-User owns a book of spells, which does not necessarily include all of the spells on the standard lists. Reading from this book, Magic-Users force selected spell formulae into their minds, "preparing" as many spells as the Magic-User can mentally sustain. (It is possible to prepare a spell multiple times using the available "slots" in the Magic-User’s memory and mental capability.) Once a prepared spell is cast, it disappears from the Magic-User’s ability to cast, until it is prepared again. If a Magic-User finds scrolls of spells while adventuring, these spells can be added to the Magic-User’s spellbook.
Spells Known: A beginning Magic-User’s spellbook contains as many of the eight basic first level spells as the neophyte character can know. Check each spell to see if the Magic-User can learn and know it, using the "Learn Spells" column on the table in the description of the Intelligence attribute. Each time the magician gains a level (if the Referee permits) he or she may re-check the spells not understood before, to see if increased experience has granted new understanding – although the Maximum Number of Basic Spells Understandable (from the Intelligence Table) is still the upper limit. A Magic-User would also still need to find and copy these new spells into his or her spellbook. The same procedure applies to each higher spell level; a wizard must find the higher-level spells in dungeons or musty libraries and copy them into a spellbook, or trade copies with other Magic-Users. New and unusual spells outside the basic lists are not part of the "maximum number" of knowable spells, although they still require a roll to see if a Magic-User can understand one. (Such spells are rare and seldom traded.) New spells that a wizard researches and creates personally are also not subject to the maximum allowable number of regular spells.
Saving Throw Bonuses: Magic-Users gain a bonus of +2 on all saving throw rolls against spells, including spells from magic wands and staffs.
Establish Wizard’s Tower: At 11th level, a Magic-User gains the title of "wizard," and can build a stronghold to contain the necessary libraries and laboratories of a high level mage. Such a powerful sorcerer will attract a mixed bag of mercenaries, strange servants (some with odd abilities and deformities), and perhaps even a few monsters. This colorful crew will swear fealty and serve the wizard with considerable (but not unlimited) loyalty. In general, such a freehold will encompass a small territory around the tower as well – whatever quantity of wilderness the Magic-User chooses to tame and protect
[ +- ] Assassin
Disguise Self: Assassins can disguise themselves with great skill, allowing them to blend into other groups without causing suspicion. A person of average intelligence and wisdom (both scores averaging about 10) has only a 5% chance to see through such a disguise, unless it involves considerable fakery such as posing as a member of the opposite sex. In these cases the base chance to detect the disguise is 10%. These chances will be modified by the Referee to take the observer’s intelligence into account. As a rough guideline, if the observer had the brutish intelligence of an orc or a particularly foolish human, the chance to detect the disguise might drop by 1% or 2%. If the observer were a captain of guards, a Cleric, a Magic-User, or were otherwise of greater than average mental capacity, the chance to detect such a disguise would increase by 1% to 3%. The Assassin’s disguise is more than just a matter of costume; it encompasses mimicry of speech and behavior as well. However, if the character is impersonating a specific individual, the disguise can only make the Assassin look vaguely similar – anyone at all familiar with the original would spot the imposture immediately. Disguises are more about blending in, mimicking a different social class, and – especially – not being recognized afterwards.
Can Use Thief Magic Items: Assassins can use any magic items usable by Thieves, plus any magic weapons, armor (leather only), and shields.
Poison Use: Assassins are able to use poison on their weapons without the risk of making basic errors. Fighters who coat their swords with poison might – just might – make the mistake of absentmindedly rubbing their eyes before remembering to wash the deadly toxin from their hands; Assassins are trained not to fall prey to such basic errors when using poison. Assassins are not, however, trained at concocting poisons; most guilds employ an alchemist for such purposes.
Thieving Skills: Assassins have skills similar to those of Thieves, but comparable to a Thief two levels lower than the Assassin character.
Thief Skills TableSkill | Score
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Climb Walls |
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Delicate Tasks |
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Hear Sounds |
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Hide in Shadows |
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Move Silently |
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Open Locks | |
Backstab: Assassins may attack from behind with a to-hit bonus of +4, and inflicts
damage.
Establish Assassins Guild (14th): At 14th level, the Assassin may establish (or take over) a guild of Assassins. The guild need not be located in a large city, and can even be established as a barony in the wilderness. However, if the new guild is within the territory of an existing guild, there will unquestionably be a battle to the death between them. Assassins’ Guilds do not – ever – share their territory. An existing guild of Assassins will generally not accept the leadership of a new Guildmaster who does not claim that rank by killing the former Guildmaster.
[ +- ] Druid
Spell Casting: Druids cast spells from a specific list, with numbers as per Table: Druid Advancement. Each day, the Druid selects and prays for a particular set of spells, choosing any spells from the standard Druid spell list. Once a spell is cast, it cannot be cast again until the next day, unless the Druid has prepared (prayed for) the spell more than once.
Saving Throw Bonus vs. Fire: Druids gain a +2 bonus on saving throws against fire.
Mysteries: At 2nd level a Druid learns the "First Mysteries." These grant a variety of abilities to the character. The second level Druid can determine whether water is pure; identify any type of normal plant by sight, smell, or taste; and move easily through non-magical undergrowth, including thorns or heavy vines.
Shape Change (5th): At fifth level, a Druid can change shape into the form of an animal. The animal’s size can range from that of a crow to that of a black bear (but not a huge bear such as a grizzly or polar bear). The druid can change into as many as three different animal forms per day – one from each category of reptile, mammal, and bird – but only once for each form within a single day. When the Druid shapeshifts, 1d6 x10% of any lost hit points are cured in the transformation.
Immune to Fey Charms (5th): At 5th level, a Druid becomes completely immune to the charms of dryads, naiads, satyrs, and other such fey creatures of the wild woods and rivers.
May Use Cleric Magic Items: Druids are able to use any magical item Clerics can, with the exception of Clerical-spell scrolls.
Secret Language: The druidic hierarchy speaks a secret language known to all true (neutral) Druids.
Establish Druidic Stronghold (11th): Upon reaching 11th level, a Druid may build a stronghold in the wilderness, usually comprised of a stone circle and/or other megaliths, one or more groves, and a fortress redoubt of some kind to protect the area. Such isolated strongholds often serve as informal academies for aspirant Druids in training, or as fortresses sited to defend wilderness areas threatened by Law or Chaos. A Druid who establishes such a stronghold will gather supporters and followers, although many of these will not be human.
[ +- ] Monk
Thieving Skills: Monks are proficient in some skills similar to a thief.
Thief Skills TableSkill | Score
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Climb Walls |
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Delicate Tasks |
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Hear Sounds |
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Hide in Shadows |
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Move Silently |
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Open Locks | |
Weapon Damage Bonus: Monks inflict an additional
points of damage when using weapons.
Deadly Strike: When the Monk’s attack roll is 5 higher than the required to hit number, the target has a 75% chance to be stunned by the blow for 2d6 rounds. Moreover, the mystic perfection of the blow also has a 25% chance to kill the opponent, provided the opponent’s hit dice are no more than 1 higher than the Monk’s.
Multiple Attacks: When fighting without weapons, the Monk gains additional attacks during a single melee round. At
, a monk may make up to
weaponless attacks each round.
Alertness: Monks are not easily attacked by surprise. A party containing a Monk is unlikely to be surprised, with only a 1 in 6 chance.
Deflect Missiles: The Monk can deflect arrows and magic missile spells with a successful saving throw.
Slow Falling: Starting at fifth level, Monks can fall up to
with no damage if they can touch a wall. This distance increases to 40 feet at eighth level and any distance at eleventh level.
Saving Throw Bonus vs. Paralysis and Poison: Monks gain a +2 bonus against paralysis and poisons.
Speak with Animals: At 4th level a Monk can speak with normal animals, in a manner similar to the spell of the same name.
Mastery of Silence: At 5th level a Monk can enter a state of perfect catatonia, stopping his or her own heart to simulate death. The character can maintain this state for 1d6 x
minutes.
Mastery of Mind: At 6th level a Monk's thoughts become so serene and placid that any attempt at mind reading has a 90% chance of failure. The failure chance increases by 1% per monk’s level above sixth, rising to 100% at level 16, when the Monk’s mind is completely at one with the surrounding environment.
Mastery of Body: At 7th level a Monk can heal himself by 1d6+
hit points once per day.
Mastery of Self: At 8th level a Monk is not subject to mental control of any kind, including charm spells and hypnosis. The only exceptions are the geas and quest spells.
Oneness with Self: At 10th level a Monk is not subject to geas or quest spells.
Establish Monastery: At 11th level, a Monk may establish an isolated monastery for the purposes of peaceful contemplation, and for teaching disciples and students.
Harmonic Touch: At 13th level a Monk can touch any creature of equal or lesser hit dice, and create an attunement by which the creature will die instantly when the Monk gives a mental command for its heart to stop. (The creature must have a heart or other organ that can be stopped.) The creature’s bodily vibrations remain attuned to the Monk for a period of one day per level of the Monk, and if the Monk does not mentally command the creature to die within this period of time, the death will not occur.
[ +- ] Paladin
Divine Favor: Although Paladins do not receive a class-based saving throw bonus, they have better saving throw chances than any other character class due to the divine influence of Law. If the Referee is using an alternate saving throw system, it is important to take this into account: Paladins should generally have base saving throw "target numbers" 2 points better than those of a regular Fighter.
Lay on Hands: A Paladin can "lay on hands" once per day to cure others of 2 hit points of damage per level of the Paladin, or to cure disease. If the other person is afflicted by more than one disease, only one of these will be affected per five levels the Paladin has attained.
Immune to Disease: Paladins are immune to all diseases.
Warhorse: At any level, the character may summon a warhorse that will arrive from the wilderness to serve as the Paladin’s steed. This warhorse will be unusually intelligent and extremely strong (5 HD). However, if the horse is killed, the Paladin may not summon another within a period of ten game-years.
Dispel Evil: Starting at 8th level, the Paladin can dispel evil, as per the Clerical spell.
Detect Evil: Starting at 8th level, the Paladin can detect evil as per the Clerical spell, at a range of 60 feet.
Establish Stronghold: At 9th level, the Paladin may build a stronghold, a small castle from which to attack the forces of Chaos and support the often-embattled defenders of Law. A Paladin’s castle may not be built as a sprawling fortress; it must be no greater than is necessary to house the paladin’s retainers and one or two hundred soldiers at the maximum,
[ +- ] Ranger
Track: Rangers are able to track down other creatures in the wild, in cities, and even through underground passages.
Outdoor Tracking
Outdoors, the basic chance for successful tracking (on a day-to-day basis) is 90%, modified by a –10% for each day old the tracks are, and modified by –10% (for the entire effort thereafter) for each day of rain (or snow) that has fallen on the trail.
Underground and City Tracking
Tracking in the city (any urban or populated area) or underground ,makes it considerably harder to find and follow a trail. First, the beginning of the trail must be no more than an hour old. The base chance to track is still 90%, but each time the trail changes (as described below), there is a chance for the Ranger to lose the trail and be unable to track it further; that is, the Ranger cannot pick up the trail even by circling the area where the trail was lost.
The circumstances under which the prey can "lose" the Ranger are as follows:
Turns down a side passage: 25% chance to lose trail.
Goes through a door: 35% chance to lose trail.
Goes up or down through a trap door or ladder: 40% chance to lose trail.
Climbs a wall up or down (including pits and shafts): 50% chance to lose trail.
Alertness: A party containing a Ranger is unlikely to be surprised, with only a 1 in 6 chance.
May Use Fighter Magic Items: Rangers can use any magic items that can normally be used by Fighters.
Bonus Damage vs. Giants and Goblin-Types: Rangers are well trained to deal with giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these sorts of monsters, Rangers gain + damage with a successful to-hit roll.
Scholar of Healing Magic: At 8th level, a Ranger’s scholarship allows the character to use certain magic items not normally usable by fighter-types. Rangers of this level can employ Clerical healing scrolls and any other magic items which heal damage or disease. Note that if the item has other abilities in addition to healing, the Ranger cannot employ these other powers unless the item is normally usable by Fighters.
Scholar of Scrying Magic: At 9th level, a Ranger can use any and all magic items, including spells from scrolls, that involve scrying magic. Examples would be the clairvoyance spell, or crystal balls.
Scholar of Travel Magic: Also at 9th level, a Ranger may employ any and all magic items, including spells from scrolls, that use magic involving teleportation, dimensional travel, or passing through objects. Examples would be a passwall or a passplant scroll).
Establish Fortress: At 9th level, the Ranger may build a fortress in the wilderness in order to house the character’s growing number of loyal retainers. When the fortress (which may be small or quite large, depending on the Ranger’s purposes) is completed, the Ranger’s reputation will draw a number of new followers, as well as peasants seeking a safe place to settle. Roll 2d12 to determine the number of followers. Determine the class of each in this order: Half of the total will be Fighters, a quarter of them will be Clerics, one-fifth of them will be Magic-Users, and if there are over 20 followers, one of them will be a Neutral-aligned Thief. The followers will be at least second level; for each there is a 25% chance to add 1d4 to the base second level. Also, for each of these followers, there is a 2% chance that the follower is actually a highly unusual type instead of whatever the dice originally indicated. Roll 1d6 as follows: 1 or 2 - another Ranger (level 1d6+1); 3 or 4 - a lycanthrope (werebear or wereboar); 5 - a mated pair of unicorns; 6 - a pegasus.
[spoiler="Fighter"]
[b]Multiple Attacks:[/b] A Fighter may make one attack per Fighter level he possesses each round against creatures with 1 HD or less.
[b]Parry:[/b] Fighters with a Dexterity score of 14 or better can fight on the defensive, parrying enemy blows and dodging attacks.
[b]Penalty to Enemy Attacks:[/b] [_$=lookupBonus(dex,3,13,0, 14,14,-1, 15,15,-2, 16,16,-3, 17,17,-4, 18,18,-5)]
[b]Strength Bonuses:[/b] Unlike most other classes, Fighters with a high Strength score can have bonuses to hit and on damage.
[b]Establish Stronghold (9th):[/b] At 9th level, a Fighter may establish a stronghold and attract a body of men-at-arms who will swear their loyalty to the character as their liege Lord (or Lady). Most likely, the castle will attract peasants seeking safe places to establish homes, and the Fighter will become more powerful and influential as the number of such followers increases. The stronghold will likely be a small territory carved from the wilderness, held as a freehold by the self-ennobled character.
[/spoiler]
[spoiler="Cleric"]
[b]Spell Casting:[/b] Clerics cast "divine" spells from a specific list, with numbers as per Table: Cleric Advancement. Clerics of specific deities might have different lists of available spells, designed by the Referee. Each day, the Cleric selects and prays for a particular set of spells, choosing any spells from the standard list. Once a spell is cast it cannot be cast again until the next day, unless the Cleric has prepared (prayed for) the spell more than once.
[b]Saving Throw Bonuses:[/b] Clerics gain a +2 bonus on saving throws against being paralyzed or poisoned.
[b]Establish Religious Stronghold:[/b] At 9th level, a Cleric may establish a stronghold and attract a body of men at arms who will swear fealty to the character as loyal (or perhaps even fanatical) soldiers and retainers.
[b]Turn Undead:[/b] Clerics have the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, roll a d20 and consult Table: Turning Undead for the result. If the number rolled is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds, or will cower helplessly if they cannot flee. If the table indicates "T", all undead creatures of the targeted type are automatically turned and will flee for 3d6 rounds, or cower helplessly if they cannot flee. For Lawful or Good Clerics, if the table indicates "D", the undead creature is automatically destroyed and will crumble to dust. For Chaotic or Evil Clerics, a result of "D" indicates that the undead are forced into the Cleric’s command for a period of 24 hours.
[b]Turning Undead Table[/b]
[table="ht"]
Challenge Level | Type of Undead | Score
1 | Skeleton | [_$=lookupBonus(lvl,1,1,10, 2,2,7, 3,3,4, 4,5,'T', 6,20,'D')]
2 | Zombie | [_$=lookupBonus(lvl,1,1,13, 2,2,10, 3,3,7, 4,5,'T', 6,20,'D')]
3 | Ghoul | [_$=lookupBonus(lvl,1,1,16, 2,2,13, 3,3,10, 4,4,4, 5,6,'T', 7,20,'D')]
4 | Shadow | [_$=lookupBonus(lvl,1,1,19, 2,2,16, 3,3,13, 4,4,7, 5,5,4, 6,7,'T', 8,20,'D')]
5 | Wight | [_$=lookupBonus(lvl,1,1,20, 2,2,19, 3,3,16, 4,4,10, 5,5,7, 6,6,4, 7,8,'T', 9,20,'D')]
6 | Wraith | [_$=lookupBonus(lvl,1,1,'-', 2,2,20, 3,3,19, 4,4,13, 5,5,10, 6,6,7, 7,7,4, 8,13,'T', 14,20,'D')]
7 | Mummy | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,20, 4,4,16, 5,5,13, 6,6,10, 7,7,7, 8,8,4, 9,13,'T', 14,20,'D')]
8 | | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,19, 5,5,16, 6,6,13, 7,7,10, 8,8,7, 9,13,4, 14,18,'T', 19,20,'D')]
9 | Spectre | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,20, 5,5,19, 6,6,16, 7,7,13, 8,8,10, 9,13,7, 14,18,'T', 19,20,'D')]
10 | Vampire* | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,'-', 5,5,20, 6,6,19, 7,7,16, 8,8,13, 9,13,10, 14,20,4)]
11 | Vampire* | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,'-', 5,5,'-', 6,6,20, 7,7,19, 8,8,16, 9,13,13, 14,8,7, 19,20,4)]
12 | | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,'-', 5,5,'-', 6,6,'-', 7,7,20, 8,8,19, 9,13,16, 14,8,10, 19,20,7)]
13 | Demon | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,'-', 5,5,'-', 6,6,'-', 7,7,'-', 8,8,20, 9,13,19, 14,8,13, 19,20,10)]
[/table][f=small italic]*Vampires appear more than once on the table because they can be of varying power.[/f]
[b]Turning the Undead:[/b] Lawful Clerics have the ability to "turn" the undead, causing the foul creatures to flee or even destroying them outright. When a Lawful Cleric attempts a turning, the player should roll 2d10 and consult the Turning Undead table for the result.
If the number on the dice is equal to or greater than the number shown on the table, 2d6 creatures of the targeted type are turned and will depart, not returning for 3d6 rounds. If the table indicates "T," 2d6 undead creatures of the targeted type are automatically turned and will depart for 3d6 rounds. If the table indicates "D," 2d6 of the undead creatures are automatically destroyed and will crumble to dust.
[b]Flee Before the Power of LAW, Foul Undead Things of Chaos!:[/b] Chaotic clerics cannot turn the undead, for turning back the undead is a power of Law. As an optional rule, Chaotic Clerics might have some Chaos-based power corresponding to the Lawful power to turn the undead. Non-player Clerics of Chaos may have whatever additional powers the Referee assigns, of course, without reference to the rules for player characters.
[/spoiler]
[spoiler="Thief"]
[b]Backstab:[/b] When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts [_$=lookupBonus(lvl,1,4,'x2', 5,8,'x3', 9,20,'x4')] damage.
[b]Saving Throw Bonuses:[/b] Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
[b]Read Normal Languages:[/b] Thieves of 3rd level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.
[b]Read Magical Writings:[/b] At 9th level, a Thief has gained enough knowledge to decipher magical writings (although not the "divine" writings of Clerics), but their understanding is not perfect when the magic is complicated (that is, for spells higher than sixth level). Thieves can cast Magic-User spells from scrolls, but for the high level spells they have a 10% chance to get a dangerously unpredictable result, usually the reverse of the intended effect.
[b]Thieving Skills:[/b] Thieves possess a wide range of special skills which make them very useful in dungeons and other areas. Some races are better at some skills.
[b]Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'50%', 9,9,'60%', 10,10,'70%', 11,11,'80%', 12,12,'90%', 13,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[/table]
[b]Dwarf Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'25%', 2,2,'30%', 3,3,'35%', 4,4,'40%', 5,5,'45%', 6,6,'50%', 7,7,'55%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'25%', 2,2,'30%', 3,3,'35%', 4,4,'40%', 5,5,'45%', 6,6,'50%', 7,7,'55%', 8,8,'65%', 9,9,'75%', 10,10,'85%', 11,11,'95%', 12,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[/table]
[b]Elf Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'50%', 9,9,'60%', 10,10,'70%', 11,11,'80%', 12,12,'90%', 13,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'25%', 2,2,'30%', 3,3,'35%', 4,4,'40%', 5,5,'45%', 6,6,'50%', 7,7,'55%', 8,8,'70%', 9,9,'80%', 10,10,'90%', 11,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'30%', 2,2,'35%', 3,3,'40%', 4,4,'45%', 5,5,'50%', 6,6,'55%', 7,7,'60%', 8,8,'70%', 9,9,'80%', 10,10,'90%', 11,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[/table]
[b]Halfling Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'65%', 9,9,'75%', 10,10,'85%', 11,11,'95%', 12,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'30%', 2,2,'35%', 3,3,'40%', 4,4,'45%', 5,5,'50%', 6,6,'55%', 7,7,'60%', 8,8,'70%', 9,9,'80%', 10,10,'90%', 11,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'65%', 9,9,'75%', 10,10,'85%', 11,11,'95%', 12,20,'100%')]
[/table]
[/spoiler]
[spoiler="Magic-User"]
[b]Spell Casting:[/b] Unlike the Cleric, a Magic-User owns a book of spells, which does not necessarily include all of the spells on the standard lists. Reading from this book, Magic-Users force selected spell formulae into their minds, "preparing" as many spells as the Magic-User can mentally sustain. (It is possible to prepare a spell multiple times using the available "slots" in the Magic-User’s memory and mental capability.) Once a prepared spell is cast, it disappears from the Magic-User’s ability to cast, until it is prepared again. If a Magic-User finds scrolls of spells while adventuring, these spells can be added to the Magic-User’s spellbook.
[b]Spells Known:[/b] A beginning Magic-User’s spellbook contains as many of the eight basic first level spells as the neophyte character can know. Check each spell to see if the Magic-User can learn and know it, using the "Learn Spells" column on the table in the description of the Intelligence attribute. Each time the magician gains a level (if the Referee permits) he or she may re-check the spells not understood before, to see if increased experience has granted new understanding – although the Maximum Number of Basic Spells Understandable (from the Intelligence Table) is still the upper limit. A Magic-User would also still need to find and copy these new spells into his or her spellbook. The same procedure applies to each higher spell level; a wizard must find the higher-level spells in dungeons or musty libraries and copy them into a spellbook, or trade copies with other Magic-Users. New and unusual spells outside the basic lists are not part of the "maximum number" of knowable spells, although they still require a roll to see if a Magic-User can understand one. (Such spells are rare and seldom traded.) New spells that a wizard researches and creates personally are also not subject to the maximum allowable number of regular spells.
[b]Saving Throw Bonuses:[/b] Magic-Users gain a bonus of +2 on all saving throw rolls against spells, including spells from magic wands and staffs.
[b]Establish Wizard’s Tower:[/b] At 11th level, a Magic-User gains the title of "wizard," and can build a stronghold to contain the necessary libraries and laboratories of a high level mage. Such a powerful sorcerer will attract a mixed bag of mercenaries, strange servants (some with odd abilities and deformities), and perhaps even a few monsters. This colorful crew will swear fealty and serve the wizard with considerable (but not unlimited) loyalty. In general, such a freehold will encompass a small territory around the tower as well – whatever quantity of wilderness the Magic-User chooses to tame and protect
[/spoiler]
[spoiler="Assassin"]
[b]Disguise Self:[/b] Assassins can disguise themselves with great skill, allowing them to blend into other groups without causing suspicion. A person of average intelligence and wisdom (both scores averaging about 10) has only a 5% chance to see through such a disguise, unless it involves considerable fakery such as posing as a member of the opposite sex. In these cases the base chance to detect the disguise is 10%. These chances will be modified by the Referee to take the observer’s intelligence into account. As a rough guideline, if the observer had the brutish intelligence of an orc or a particularly foolish human, the chance to detect the disguise might drop by 1% or 2%. If the observer were a captain of guards, a Cleric, a Magic-User, or were otherwise of greater than average mental capacity, the chance to detect such a disguise would increase by 1% to 3%. The Assassin’s disguise is more than just a matter of costume; it encompasses mimicry of speech and behavior as well. However, if the character is impersonating a specific individual, the disguise can only make the Assassin look vaguely similar – anyone at all familiar with the original would spot the imposture immediately. Disguises are more about blending in, mimicking a different social class, and – especially – not being recognized afterwards.
[b]Can Use Thief Magic Items:[/b] Assassins can use any magic items usable by Thieves, plus any magic weapons, armor (leather only), and shields.
[b]Poison Use:[/b] Assassins are able to use poison on their weapons without the risk of making basic errors. Fighters who coat their swords with poison might – just might – make the mistake of absentmindedly rubbing their eyes before remembering to wash the deadly toxin from their hands; Assassins are trained not to fall prey to such basic errors when using poison. Assassins are not, however, trained at concocting poisons; most guilds employ an alchemist for such purposes.
[b]Thieving Skills:[/b] Assassins have skills similar to those of Thieves, but comparable to a Thief two levels lower than the Assassin character.
[b]Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'85%', 4,4,'86%', 5,5,'87%', 6,6,'88%', 7,7,'89%', 8,8,'90%', 9,9,'91%', 10,10,'92%', 11,11,'93%', 12,12,'94%', 13,20,'95%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'15%', 4,4,'20%', 5,5,'25%', 6,6,'30%', 7,7,'35%', 8,8,'40%', 9,9,'45%', 10,10,'50%', 11,11,'60%', 12,12,'70%', 13,20,'80%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'1 in 6', 3,4,'3 in 6', 5,8,'4 in 6', 9,12,'5 in 6', 13,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'10%', 4,4,'15%', 5,5,'20%', 6,6,'25%', 7,7,'30%', 8,8,'35%', 9,9,'40%', 10,10,'55%', 11,11,'65%', 12,12,'75%', 13,20,'85%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'45%', 9,9,'50%', 10,10,'60%', 11,11,'70%', 12,12,'80%', 13,20,'90%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'10%', 4,4,'15%', 5,5,'20%', 6,6,'25%', 7,7,'30%', 8,8,'35%', 9,9,'40%', 10,10,'55%', 11,11,'65%', 12,12,'75%', 13,20,'85%')]
[/table]
[b]Backstab:[/b] Assassins may attack from behind with a to-hit bonus of +4, and inflicts [_$=lookupBonus(lvl,1,4,'x2', 5,8,'x3', 9,20,'x4')] damage.
[b]Establish Assassins Guild (14th):[/b] At 14th level, the Assassin may establish (or take over) a guild of Assassins. The guild need not be located in a large city, and can even be established as a barony in the wilderness. However, if the new guild is within the territory of an existing guild, there will unquestionably be a battle to the death between them. Assassins’ Guilds do not – ever – share their territory. An existing guild of Assassins will generally not accept the leadership of a new Guildmaster who does not claim that rank by killing the former Guildmaster.
[/spoiler]
[spoiler="Druid"]
[b]Spell Casting:[/b] Druids cast spells from a specific list, with numbers as per Table: Druid Advancement. Each day, the Druid selects and prays for a particular set of spells, choosing any spells from the standard Druid spell list. Once a spell is cast, it cannot be cast again until the next day, unless the Druid has prepared (prayed for) the spell more than once.
[b]Saving Throw Bonus vs. Fire:[/b] Druids gain a +2 bonus on saving throws against fire.
[b]Mysteries:[/b] At 2nd level a Druid learns the "First Mysteries." These grant a variety of abilities to the character. The second level Druid can determine whether water is pure; identify any type of normal plant by sight, smell, or taste; and move easily through non-magical undergrowth, including thorns or heavy vines.
[b]Shape Change (5th):[/b] At fifth level, a Druid can change shape into the form of an animal. The animal’s size can range from that of a crow to that of a black bear (but not a huge bear such as a grizzly or polar bear). The druid can change into as many as three different animal forms per day – one from each category of reptile, mammal, and bird – but only once for each form within a single day. When the Druid shapeshifts, 1d6 x10% of any lost hit points are cured in the transformation.
[b]Immune to Fey Charms (5th):[/b] At 5th level, a Druid becomes completely immune to the charms of dryads, naiads, satyrs, and other such fey creatures of the wild woods and rivers.
[b]May Use Cleric Magic Items:[/b] Druids are able to use any magical item Clerics can, with the exception of Clerical-spell scrolls.
[b]Secret Language:[/b] The druidic hierarchy speaks a secret language known to all true (neutral) Druids.
[b]Establish Druidic Stronghold (11th):[/b] Upon reaching 11th level, a Druid may build a stronghold in the wilderness, usually comprised of a stone circle and/or other megaliths, one or more groves, and a fortress redoubt of some kind to protect the area. Such isolated strongholds often serve as informal academies for aspirant Druids in training, or as fortresses sited to defend wilderness areas threatened by Law or Chaos. A Druid who establishes such a stronghold will gather supporters and followers, although many of these will not be human.
[/spoiler]
[spoiler="Monk"]
[b]Thieving Skills:[/b] Monks are proficient in some skills similar to a thief.
[b]Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'50%', 9,9,'60%', 10,10,'70%', 11,11,'80%', 12,12,'90%', 13,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[/table]
[b]Weapon Damage Bonus:[/b] Monks inflict an additional [_$=lookupBonus(lvl,1,1,'+0', 2,3,'+1', 4,5,'+2', 6,7,'+3', 8,9,'+4', 10,20,'+5')] points of damage when using weapons.
[b]Deadly Strike:[/b] When the Monk’s attack roll is 5 higher than the required to hit number, the target has a 75% chance to be stunned by the blow for 2d6 rounds. Moreover, the mystic perfection of the blow also has a 25% chance to kill the opponent, provided the opponent’s hit dice are no more than 1 higher than the Monk’s.
[b]Multiple Attacks:[/b] When fighting without weapons, the Monk gains additional attacks during a single melee round. At [_$=lvl], a monk may make up to [_$=lookupBonus(lvl,1,5,1, 6,11,2, 12,15,3, 16,19,4, 20,20,5)] weaponless attacks each round.
[b]Alertness:[/b] Monks are not easily attacked by surprise. A party containing a Monk is unlikely to be surprised, with only a 1 in 6 chance.
[b]Deflect Missiles:[/b] The Monk can deflect arrows and magic missile spells with a successful saving throw.
[b]Slow Falling:[/b] Starting at fifth level, Monks can fall up to [_$=lookupBonus(lvl,1,4,'0ft.', 5,7,'20 ft.', 8,10,'40 ft.', 11,20,'any distance')] with no damage if they can touch a wall. This distance increases to 40 feet at eighth level and any distance at eleventh level.
[b]Saving Throw Bonus vs. Paralysis and Poison:[/b] Monks gain a +2 bonus against paralysis and poisons.
[b]Speak with Animals:[/b] At 4th level a Monk can speak with normal animals, in a manner similar to the spell of the same name.
[b]Mastery of Silence:[/b] At 5th level a Monk can enter a state of perfect catatonia, stopping his or her own heart to simulate death. The character can maintain this state for 1d6 x [_$=lvl*10] minutes.
[b]Mastery of Mind:[/b] At 6th level a Monk's thoughts become so serene and placid that any attempt at mind reading has a 90% chance of failure. The failure chance increases by 1% per monk’s level above sixth, rising to 100% at level 16, when the Monk’s mind is completely at one with the surrounding environment.
[b]Mastery of Body:[/b] At 7th level a Monk can heal himself by 1d6+[_$=lvl-6] hit points once per day.
[b]Mastery of Self:[/b] At 8th level a Monk is not subject to mental control of any kind, including charm spells and hypnosis. The only exceptions are the geas and quest spells.
[b]Oneness with Self:[/b] At 10th level a Monk is not subject to geas or quest spells.
[b]Establish Monastery:[/b] At 11th level, a Monk may establish an isolated monastery for the purposes of peaceful contemplation, and for teaching disciples and students.
[b]Harmonic Touch:[/b] At 13th level a Monk can touch any creature of equal or lesser hit dice, and create an attunement by which the creature will die instantly when the Monk gives a mental command for its heart to stop. (The creature must have a heart or other organ that can be stopped.) The creature’s bodily vibrations remain attuned to the Monk for a period of one day per level of the Monk, and if the Monk does not mentally command the creature to die within this period of time, the death will not occur.
[/spoiler]
[spoiler="Paladin"]
[b]Divine Favor:[/b] Although Paladins do not receive a class-based saving throw bonus, they have better saving throw chances than any other character class due to the divine influence of Law. If the Referee is using an alternate saving throw system, it is important to take this into account: Paladins should generally have base saving throw "target numbers" 2 points better than those of a regular Fighter.
[b]Lay on Hands:[/b] A Paladin can "lay on hands" once per day to cure others of 2 hit points of damage per level of the Paladin, or to cure disease. If the other person is afflicted by more than one disease, only one of these will be affected per five levels the Paladin has attained.
[b]Immune to Disease:[/b] Paladins are immune to all diseases.
[b]Warhorse:[/b] At any level, the character may summon a warhorse that will arrive from the wilderness to serve as the Paladin’s steed. This warhorse will be unusually intelligent and extremely strong (5 HD). However, if the horse is killed, the Paladin may not summon another within a period of ten game-years.
[b]Dispel Evil:[/b] Starting at 8th level, the Paladin can dispel evil, as per the Clerical spell.
[b]Detect Evil:[/b] Starting at 8th level, the Paladin can detect evil as per the Clerical spell, at a range of 60 feet.
[b]Establish Stronghold:[/b] At 9th level, the Paladin may build a stronghold, a small castle from which to attack the forces of Chaos and support the often-embattled defenders of Law. A Paladin’s castle may not be built as a sprawling fortress; it must be no greater than is necessary to house the paladin’s retainers and one or two hundred soldiers at the maximum,
[/spoiler]
[spoiler="Ranger"]
[b]Track:[/b] Rangers are able to track down other creatures in the wild, in cities, and even through underground passages.
[i]Outdoor Tracking[/i]
Outdoors, the basic chance for successful tracking (on a day-to-day basis) is 90%, modified by a –10% for each day old the tracks are, and modified by –10% (for the entire effort thereafter) for each day of rain (or snow) that has fallen on the trail.
[i]Underground and City Tracking[/i]
Tracking in the city (any urban or populated area) or underground ,makes it considerably harder to find and follow a trail. First, the beginning of the trail must be no more than an hour old. The base chance to track is still 90%, but each time the trail changes (as described below), there is a chance for the Ranger to lose the trail and be unable to track it further; that is, the Ranger cannot pick up the trail even by circling the area where the trail was lost.
[u]The circumstances under which the prey can "lose" the Ranger are as follows:[/u]
Turns down a side passage: 25% chance to lose trail.
Goes through a door: 35% chance to lose trail.
Goes up or down through a trap door or ladder: 40% chance to lose trail.
Climbs a wall up or down (including pits and shafts): 50% chance to lose trail.
[b]Alertness:[/b] A party containing a Ranger is unlikely to be surprised, with only a 1 in 6 chance.
[b]May Use Fighter Magic Items:[/b] Rangers can use any magic items that can normally be used by Fighters.
[b]Bonus Damage vs. Giants and Goblin-Types:[/b] Rangers are well trained to deal with giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these sorts of monsters, Rangers gain +[_$=lvl] damage with a successful to-hit roll.
[b]Scholar of Healing Magic:[/b] At 8th level, a Ranger’s scholarship allows the character to use certain magic items not normally usable by fighter-types. Rangers of this level can employ Clerical healing scrolls and any other magic items which heal damage or disease. Note that if the item has other abilities in addition to healing, the Ranger cannot employ these other powers unless the item is normally usable by Fighters.
[b]Scholar of Scrying Magic:[/b] At 9th level, a Ranger can use any and all magic items, including spells from scrolls, that involve scrying magic. Examples would be the clairvoyance spell, or crystal balls.
[b]Scholar of Travel Magic:[/b] Also at 9th level, a Ranger may employ any and all magic items, including spells from scrolls, that use magic involving teleportation, dimensional travel, or passing through objects. Examples would be a passwall or a passplant scroll).
[b]Establish Fortress:[/b] At 9th level, the Ranger may build a fortress in the wilderness in order to house the character’s growing number of loyal retainers. When the fortress (which may be small or quite large, depending on the Ranger’s purposes) is completed, the Ranger’s reputation will draw a number of new followers, as well as peasants seeking a safe place to settle. Roll 2d12 to determine the number of followers. Determine the class of each in this order: Half of the total will be Fighters, a quarter of them will be Clerics, one-fifth of them will be Magic-Users, and if there are over 20 followers, one of them will be a Neutral-aligned Thief. The followers will be at least second level; for each there is a 25% chance to add 1d4 to the base second level. Also, for each of these followers, there is a 2% chance that the follower is actually a highly unusual type instead of whatever the dice originally indicated. Roll 1d6 as follows: 1 or 2 - another Ranger (level 1d6+1); 3 or 4 - a lycanthrope (werebear or wereboar); 5 - a mated pair of unicorns; 6 - a pegasus.
[/spoiler]
[style]
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[/style]
[2column]
[col]
[abilities=Character Statistics][b]Hit Points:[/b] [_=] / [_=]
[b]Armor Class:[/b] [_=]
[b]Attack Bonus:[/b] [_=]
[b]Saving Throw:[/b] [_=]
[b]Alignment:[/b] [_=]
[b]Race:[/b] [_rac=]
[b]Character Level: [/b] [_lvl=1]
[b]Character Class: [/b][_clas=]
[b]Experience Points:[/b] [_=] / [_=][/abilities]
[table="ht"]
[b]Ability[/b] | [b]Score[/b]
[b]Strength[/b] | [_str=]
[b]Intelligence[/b] | [_int=]
[b]Wisdom[/b] | [_wis=]
[b]Dexterity[/b] | [_dex=]
[b]Constitution[/b] | [_con=]
[b]Charisma[/b] | [_cha=]
[/table]
[table="ht"]
[b]Bonuses[/b] | [b]Score[/b]
Bonus to Hit | [_$=lookupBonus(str,3,4,-2, 5,6,-1, 7,12,0, 13,16,+1, 17,18,+2)]
Open Doors | [_$=lookupBonus(str,3,6,1, 7,15,1-2, 16,16,1-3, 17,17,1-4, 18,18,1-5)]
Damage Bonus | [_$=lookupBonus(str,3,4,-1, 5,15,0, 16,16,+1, 17,18,+2)]
Carry Modifier | [_cm$=lookupBonus(str,3,4,-10, 5,6,-5, 7,8,0, 9,12,+5, 13,15,+10, 16,16,+15, 17,17,+30, 18,18,+50)]
Armor Bonus | [_$=lookupBonus(dex,3,8,-1, 9,12,0, 13,18,+1)]
Bonus to Missiles | [_$=lookupBonus(dex,3,8,-1, 9,12,0, 13,18,+1)]
HP Point Bonus | [_$=lookupBonus(con,3,8,-1, 9,12,0, 13,18,+1)]
Raise Dead Survival | [_$=lookupBonus(int,3,8,'50%', 9,12,'75%', 13,18,'100%')]
Additional Languages | [_$=lookupBonus(int,3,7,0, 8,9,1, 10,11,2, 12,13,3, 14,15,4, 16,17,5, 18,18,6)]
Max Spell Level | [_$=lookupBonus(int,3,7,'4th', 8,10,'5th', 11,12,'6th', 13,14,'7th', 15,16,'8th', 17,18,'9th')]
Max No. of Henchmen | [_$=lookupBonus(cha,3,4,1, 5,6,2, 7,8,3, 9,12,4, 13,15,5, 16,17,6, 18,18,7)]
[/table]
[/col]
[col]
[abilities=Equipment][b]Gold:[/b] [_=]
[b]Silver:[/b] [_=]
[b]Copper:[/b] [_=]
[table="ht"]
[b]Melee Weapon[/b] | [b]Hands[/b] | [b]Damage[/b]
| |
| |
[/table]
[table="ht"]
[b]Ranged Weapon[/b] | [b]Damage[/b] | [b]Rate of Fire[/b] | [b]Range[/b]
| | |
| | |
[/table]
[table="ht"]
[b]Item Name[/b] | [b]Gold Value[/b] | [b]Weight[/b]
[b]Total Weight || [_=][/b]
[/table]
Click the ink bottle above to edit
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
[table="ht"]
Encumbrance|Base Movement|Combat Speed
0-[_$=75+cm]|12|40ft
[_$=76+cm]-[_$=100+cm]|9|30ft
[_$=101+cm]-[_$=150+cm]|6|20ft
[_$=151+cm]-[_$=300+cm]|3|10ft
[_$=300+cm]+|0|0ft
[/table]
[/abilities]
[abilities=Racial Features]
[spoiler="Human"]
[b]Human:[/b] Humans are the default race for Swords & Wizardry, and thus they receive no specific bonuses or penalties as do the other races.
[/spoiler]
[spoiler="Elf"]
[b]Darkvision:[/b] Elves can see in the dark to a range of 60 feet.
[b]Find Secret Doors:[/b] Elves have a 1-in-6 chance to notice a secret door automatically and have a 4-in-6 chance to find secret doors when actively searching, unlike the other races, which have only a 2-in-6 chance.
[b]Defenses:[/b] Elves cannot be paralyzed by ghouls.
[/spoiler]
[spoiler="Half-Elf"]
[b]Darkvision:[/b] Half-elves can see in the dark to a range of 60 feet.
[b]Find Secret Doors:[/b] Half-elves have a 4-in-6 chance to find secret doors when actively searching.
[/spoiler]
[spoiler="Dwarf"]
[b]Defenses:[/b] The player-character Dwarf has a +4 on saving throws against any magic.
[b]Stone Sense:[/b] Dwarfs easily takes note of certain features of stonework: sloping corridors, moving walls, and traps made of stone – in particular: falling blocks, rigged ceilings, and tiny arrow slits designed to release poison gas or darts. They can also identify whether stonework is recent or not. There is no established die roll or rule for using these abilities; exactly what a Dwarf does or does not perceive is up to the Referee.
[b]Darkvision:[/b] Dwarfs can see in the dark to a limit of 60 feet.
[/spoiler]
[spoiler="Halfling"]
[b]Defenses:[/b] Halflings gain a +4 on saving throws against magic
[b]Attack Bonuses:[/b] Halflings have a +1 bonus when using missile weapons.
[/spoiler]
[/abilities]
[abilities=Class Features]
[spoiler="Fighter"]
[b]Multiple Attacks:[/b] A Fighter may make one attack per Fighter level he possesses each round against creatures with 1 HD or less.
[b]Parry:[/b] Fighters with a Dexterity score of 14 or better can fight on the defensive, parrying enemy blows and dodging attacks.
[b]Penalty to Enemy Attacks:[/b] [_$=lookupBonus(dex,3,13,0, 14,14,-1, 15,15,-2, 16,16,-3, 17,17,-4, 18,18,-5)]
[b]Strength Bonuses:[/b] Unlike most other classes, Fighters with a high Strength score can have bonuses to hit and on damage.
[b]Establish Stronghold (9th):[/b] At 9th level, a Fighter may establish a stronghold and attract a body of men-at-arms who will swear their loyalty to the character as their liege Lord (or Lady). Most likely, the castle will attract peasants seeking safe places to establish homes, and the Fighter will become more powerful and influential as the number of such followers increases. The stronghold will likely be a small territory carved from the wilderness, held as a freehold by the self-ennobled character.
[/spoiler]
[spoiler="Cleric"]
[b]Spell Casting:[/b] Clerics cast "divine" spells from a specific list, with numbers as per Table: Cleric Advancement. Clerics of specific deities might have different lists of available spells, designed by the Referee. Each day, the Cleric selects and prays for a particular set of spells, choosing any spells from the standard list. Once a spell is cast it cannot be cast again until the next day, unless the Cleric has prepared (prayed for) the spell more than once.
[b]Saving Throw Bonuses:[/b] Clerics gain a +2 bonus on saving throws against being paralyzed or poisoned.
[b]Establish Religious Stronghold:[/b] At 9th level, a Cleric may establish a stronghold and attract a body of men at arms who will swear fealty to the character as loyal (or perhaps even fanatical) soldiers and retainers.
[b]Turn Undead:[/b] Clerics have the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, roll a d20 and consult Table: Turning Undead for the result. If the number rolled is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds, or will cower helplessly if they cannot flee. If the table indicates "T", all undead creatures of the targeted type are automatically turned and will flee for 3d6 rounds, or cower helplessly if they cannot flee. For Lawful or Good Clerics, if the table indicates "D", the undead creature is automatically destroyed and will crumble to dust. For Chaotic or Evil Clerics, a result of "D" indicates that the undead are forced into the Cleric’s command for a period of 24 hours.
[b]Turning Undead Table[/b]
[table="ht"]
Challenge Level | Type of Undead | Score
1 | Skeleton | [_$=lookupBonus(lvl,1,1,10, 2,2,7, 3,3,4, 4,5,'T', 6,20,'D')]
2 | Zombie | [_$=lookupBonus(lvl,1,1,13, 2,2,10, 3,3,7, 4,5,'T', 6,20,'D')]
3 | Ghoul | [_$=lookupBonus(lvl,1,1,16, 2,2,13, 3,3,10, 4,4,4, 5,6,'T', 7,20,'D')]
4 | Shadow | [_$=lookupBonus(lvl,1,1,19, 2,2,16, 3,3,13, 4,4,7, 5,5,4, 6,7,'T', 8,20,'D')]
5 | Wight | [_$=lookupBonus(lvl,1,1,20, 2,2,19, 3,3,16, 4,4,10, 5,5,7, 6,6,4, 7,8,'T', 9,20,'D')]
6 | Wraith | [_$=lookupBonus(lvl,1,1,'-', 2,2,20, 3,3,19, 4,4,13, 5,5,10, 6,6,7, 7,7,4, 8,13,'T', 14,20,'D')]
7 | Mummy | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,20, 4,4,16, 5,5,13, 6,6,10, 7,7,7, 8,8,4, 9,13,'T', 14,20,'D')]
8 | | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,19, 5,5,16, 6,6,13, 7,7,10, 8,8,7, 9,13,4, 14,18,'T', 19,20,'D')]
9 | Spectre | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,20, 5,5,19, 6,6,16, 7,7,13, 8,8,10, 9,13,7, 14,18,'T', 19,20,'D')]
10 | Vampire* | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,'-', 5,5,20, 6,6,19, 7,7,16, 8,8,13, 9,13,10, 14,20,4)]
11 | Vampire* | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,'-', 5,5,'-', 6,6,20, 7,7,19, 8,8,16, 9,13,13, 14,8,7, 19,20,4)]
12 | | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,'-', 5,5,'-', 6,6,'-', 7,7,20, 8,8,19, 9,13,16, 14,8,10, 19,20,7)]
13 | Demon | [_$=lookupBonus(lvl,1,1,'-', 2,2,'-', 3,3,'-', 4,4,'-', 5,5,'-', 6,6,'-', 7,7,'-', 8,8,20, 9,13,19, 14,8,13, 19,20,10)]
[/table][f=small italic]*Vampires appear more than once on the table because they can be of varying power.[/f]
[b]Turning the Undead:[/b] Lawful Clerics have the ability to "turn" the undead, causing the foul creatures to flee or even destroying them outright. When a Lawful Cleric attempts a turning, the player should roll 2d10 and consult the Turning Undead table for the result.
If the number on the dice is equal to or greater than the number shown on the table, 2d6 creatures of the targeted type are turned and will depart, not returning for 3d6 rounds. If the table indicates "T," 2d6 undead creatures of the targeted type are automatically turned and will depart for 3d6 rounds. If the table indicates "D," 2d6 of the undead creatures are automatically destroyed and will crumble to dust.
[b]Flee Before the Power of LAW, Foul Undead Things of Chaos!:[/b] Chaotic clerics cannot turn the undead, for turning back the undead is a power of Law. As an optional rule, Chaotic Clerics might have some Chaos-based power corresponding to the Lawful power to turn the undead. Non-player Clerics of Chaos may have whatever additional powers the Referee assigns, of course, without reference to the rules for player characters.
[/spoiler]
[spoiler="Thief"]
[b]Backstab:[/b] When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts [_$=lookupBonus(lvl,1,4,'x2', 5,8,'x3', 9,20,'x4')] damage.
[b]Saving Throw Bonuses:[/b] Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
[b]Read Normal Languages:[/b] Thieves of 3rd level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.
[b]Read Magical Writings:[/b] At 9th level, a Thief has gained enough knowledge to decipher magical writings (although not the "divine" writings of Clerics), but their understanding is not perfect when the magic is complicated (that is, for spells higher than sixth level). Thieves can cast Magic-User spells from scrolls, but for the high level spells they have a 10% chance to get a dangerously unpredictable result, usually the reverse of the intended effect.
[b]Thieving Skills:[/b] Thieves possess a wide range of special skills which make them very useful in dungeons and other areas. Some races are better at some skills.
[b]Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'50%', 9,9,'60%', 10,10,'70%', 11,11,'80%', 12,12,'90%', 13,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[/table]
[b]Dwarf Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'25%', 2,2,'30%', 3,3,'35%', 4,4,'40%', 5,5,'45%', 6,6,'50%', 7,7,'55%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'25%', 2,2,'30%', 3,3,'35%', 4,4,'40%', 5,5,'45%', 6,6,'50%', 7,7,'55%', 8,8,'65%', 9,9,'75%', 10,10,'85%', 11,11,'95%', 12,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[/table]
[b]Elf Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'50%', 9,9,'60%', 10,10,'70%', 11,11,'80%', 12,12,'90%', 13,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'25%', 2,2,'30%', 3,3,'35%', 4,4,'40%', 5,5,'45%', 6,6,'50%', 7,7,'55%', 8,8,'70%', 9,9,'80%', 10,10,'90%', 11,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'30%', 2,2,'35%', 3,3,'40%', 4,4,'45%', 5,5,'50%', 6,6,'55%', 7,7,'60%', 8,8,'70%', 9,9,'80%', 10,10,'90%', 11,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[/table]
[b]Halfling Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'65%', 9,9,'75%', 10,10,'85%', 11,11,'95%', 12,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'30%', 2,2,'35%', 3,3,'40%', 4,4,'45%', 5,5,'50%', 6,6,'55%', 7,7,'60%', 8,8,'70%', 9,9,'80%', 10,10,'90%', 11,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'65%', 9,9,'75%', 10,10,'85%', 11,11,'95%', 12,20,'100%')]
[/table]
[/spoiler]
[spoiler="Magic-User"]
[b]Spell Casting:[/b] Unlike the Cleric, a Magic-User owns a book of spells, which does not necessarily include all of the spells on the standard lists. Reading from this book, Magic-Users force selected spell formulae into their minds, "preparing" as many spells as the Magic-User can mentally sustain. (It is possible to prepare a spell multiple times using the available "slots" in the Magic-User’s memory and mental capability.) Once a prepared spell is cast, it disappears from the Magic-User’s ability to cast, until it is prepared again. If a Magic-User finds scrolls of spells while adventuring, these spells can be added to the Magic-User’s spellbook.
[b]Spells Known:[/b] A beginning Magic-User’s spellbook contains as many of the eight basic first level spells as the neophyte character can know. Check each spell to see if the Magic-User can learn and know it, using the "Learn Spells" column on the table in the description of the Intelligence attribute. Each time the magician gains a level (if the Referee permits) he or she may re-check the spells not understood before, to see if increased experience has granted new understanding – although the Maximum Number of Basic Spells Understandable (from the Intelligence Table) is still the upper limit. A Magic-User would also still need to find and copy these new spells into his or her spellbook. The same procedure applies to each higher spell level; a wizard must find the higher-level spells in dungeons or musty libraries and copy them into a spellbook, or trade copies with other Magic-Users. New and unusual spells outside the basic lists are not part of the "maximum number" of knowable spells, although they still require a roll to see if a Magic-User can understand one. (Such spells are rare and seldom traded.) New spells that a wizard researches and creates personally are also not subject to the maximum allowable number of regular spells.
[b]Saving Throw Bonuses:[/b] Magic-Users gain a bonus of +2 on all saving throw rolls against spells, including spells from magic wands and staffs.
[b]Establish Wizard’s Tower:[/b] At 11th level, a Magic-User gains the title of "wizard," and can build a stronghold to contain the necessary libraries and laboratories of a high level mage. Such a powerful sorcerer will attract a mixed bag of mercenaries, strange servants (some with odd abilities and deformities), and perhaps even a few monsters. This colorful crew will swear fealty and serve the wizard with considerable (but not unlimited) loyalty. In general, such a freehold will encompass a small territory around the tower as well – whatever quantity of wilderness the Magic-User chooses to tame and protect
[/spoiler]
[spoiler="Assassin"]
[b]Disguise Self:[/b] Assassins can disguise themselves with great skill, allowing them to blend into other groups without causing suspicion. A person of average intelligence and wisdom (both scores averaging about 10) has only a 5% chance to see through such a disguise, unless it involves considerable fakery such as posing as a member of the opposite sex. In these cases the base chance to detect the disguise is 10%. These chances will be modified by the Referee to take the observer’s intelligence into account. As a rough guideline, if the observer had the brutish intelligence of an orc or a particularly foolish human, the chance to detect the disguise might drop by 1% or 2%. If the observer were a captain of guards, a Cleric, a Magic-User, or were otherwise of greater than average mental capacity, the chance to detect such a disguise would increase by 1% to 3%. The Assassin’s disguise is more than just a matter of costume; it encompasses mimicry of speech and behavior as well. However, if the character is impersonating a specific individual, the disguise can only make the Assassin look vaguely similar – anyone at all familiar with the original would spot the imposture immediately. Disguises are more about blending in, mimicking a different social class, and – especially – not being recognized afterwards.
[b]Can Use Thief Magic Items:[/b] Assassins can use any magic items usable by Thieves, plus any magic weapons, armor (leather only), and shields.
[b]Poison Use:[/b] Assassins are able to use poison on their weapons without the risk of making basic errors. Fighters who coat their swords with poison might – just might – make the mistake of absentmindedly rubbing their eyes before remembering to wash the deadly toxin from their hands; Assassins are trained not to fall prey to such basic errors when using poison. Assassins are not, however, trained at concocting poisons; most guilds employ an alchemist for such purposes.
[b]Thieving Skills:[/b] Assassins have skills similar to those of Thieves, but comparable to a Thief two levels lower than the Assassin character.
[b]Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'85%', 4,4,'86%', 5,5,'87%', 6,6,'88%', 7,7,'89%', 8,8,'90%', 9,9,'91%', 10,10,'92%', 11,11,'93%', 12,12,'94%', 13,20,'95%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'15%', 4,4,'20%', 5,5,'25%', 6,6,'30%', 7,7,'35%', 8,8,'40%', 9,9,'45%', 10,10,'50%', 11,11,'60%', 12,12,'70%', 13,20,'80%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'1 in 6', 3,4,'3 in 6', 5,8,'4 in 6', 9,12,'5 in 6', 13,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'10%', 4,4,'15%', 5,5,'20%', 6,6,'25%', 7,7,'30%', 8,8,'35%', 9,9,'40%', 10,10,'55%', 11,11,'65%', 12,12,'75%', 13,20,'85%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'45%', 9,9,'50%', 10,10,'60%', 11,11,'70%', 12,12,'80%', 13,20,'90%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,2,'0%', 3,3,'10%', 4,4,'15%', 5,5,'20%', 6,6,'25%', 7,7,'30%', 8,8,'35%', 9,9,'40%', 10,10,'55%', 11,11,'65%', 12,12,'75%', 13,20,'85%')]
[/table]
[b]Backstab:[/b] Assassins may attack from behind with a to-hit bonus of +4, and inflicts [_$=lookupBonus(lvl,1,4,'x2', 5,8,'x3', 9,20,'x4')] damage.
[b]Establish Assassins Guild (14th):[/b] At 14th level, the Assassin may establish (or take over) a guild of Assassins. The guild need not be located in a large city, and can even be established as a barony in the wilderness. However, if the new guild is within the territory of an existing guild, there will unquestionably be a battle to the death between them. Assassins’ Guilds do not – ever – share their territory. An existing guild of Assassins will generally not accept the leadership of a new Guildmaster who does not claim that rank by killing the former Guildmaster.
[/spoiler]
[spoiler="Druid"]
[b]Spell Casting:[/b] Druids cast spells from a specific list, with numbers as per Table: Druid Advancement. Each day, the Druid selects and prays for a particular set of spells, choosing any spells from the standard Druid spell list. Once a spell is cast, it cannot be cast again until the next day, unless the Druid has prepared (prayed for) the spell more than once.
[b]Saving Throw Bonus vs. Fire:[/b] Druids gain a +2 bonus on saving throws against fire.
[b]Mysteries:[/b] At 2nd level a Druid learns the "First Mysteries." These grant a variety of abilities to the character. The second level Druid can determine whether water is pure; identify any type of normal plant by sight, smell, or taste; and move easily through non-magical undergrowth, including thorns or heavy vines.
[b]Shape Change (5th):[/b] At fifth level, a Druid can change shape into the form of an animal. The animal’s size can range from that of a crow to that of a black bear (but not a huge bear such as a grizzly or polar bear). The druid can change into as many as three different animal forms per day – one from each category of reptile, mammal, and bird – but only once for each form within a single day. When the Druid shapeshifts, 1d6 x10% of any lost hit points are cured in the transformation.
[b]Immune to Fey Charms (5th):[/b] At 5th level, a Druid becomes completely immune to the charms of dryads, naiads, satyrs, and other such fey creatures of the wild woods and rivers.
[b]May Use Cleric Magic Items:[/b] Druids are able to use any magical item Clerics can, with the exception of Clerical-spell scrolls.
[b]Secret Language:[/b] The druidic hierarchy speaks a secret language known to all true (neutral) Druids.
[b]Establish Druidic Stronghold (11th):[/b] Upon reaching 11th level, a Druid may build a stronghold in the wilderness, usually comprised of a stone circle and/or other megaliths, one or more groves, and a fortress redoubt of some kind to protect the area. Such isolated strongholds often serve as informal academies for aspirant Druids in training, or as fortresses sited to defend wilderness areas threatened by Law or Chaos. A Druid who establishes such a stronghold will gather supporters and followers, although many of these will not be human.
[/spoiler]
[spoiler="Monk"]
[b]Thieving Skills:[/b] Monks are proficient in some skills similar to a thief.
[b]Thief Skills Table[/b][table="ht"]
[b]Skill[/b]| [b]Score[/b]
[b]Climb Walls[/b] | [_$=lookupBonus(lvl,1,1,'85%', 2,2,'86%', 3,3,'87%', 4,4,'88%', 5,5,'89%', 6,6,'90%', 7,7,'91%', 8,8,'92%', 9,9,'93%', 10,10,'94%', 11,11,'95%', 12,12,'96%', 13,13,'97%', 14,14,'98%', 15,20,'99%')]
[b]Delicate Tasks[/b] | [_$=lookupBonus(lvl,1,1,'15%', 2,2,'20%', 3,3,'25%', 4,4,'30%', 5,5,'35%', 6,6,'40%', 7,7,'45%', 8,8,'50%', 9,9,'60%', 10,10,'70%', 11,11,'80%', 12,12,'90%', 13,20,'100%')]
[b]Hear Sounds[/b] | [_$=lookupBonus(lvl,1,2,'3 in 6', 3,6,'4 in 6', 7,10,'5 in 6', 11,20,'6 in 6')]
[b]Hide in Shadows[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[b]Move Silently[/b] | [_$=lookupBonus(lvl,1,1,'20%', 2,2,'25%', 3,3,'30%', 4,4,'35%', 5,5,'40%', 6,6,'45%', 7,7,'50%', 8,8,'60%', 9,9,'70%', 10,10,'80%', 11,11,'90%', 12,20,'100%')]
[b]Open Locks[/b] | [_$=lookupBonus(lvl,1,1,'10%', 2,2,'15%', 3,3,'20%', 4,4,'25%', 5,5,'30%', 6,6,'35%', 7,7,'40%', 8,8,'55%', 9,9,'65%', 10,10,'75%', 11,11,'85%', 12,12,'95%', 13,20,'100%')]
[/table]
[b]Weapon Damage Bonus:[/b] Monks inflict an additional [_$=lookupBonus(lvl,1,1,'+0', 2,3,'+1', 4,5,'+2', 6,7,'+3', 8,9,'+4', 10,20,'+5')] points of damage when using weapons.
[b]Deadly Strike:[/b] When the Monk’s attack roll is 5 higher than the required to hit number, the target has a 75% chance to be stunned by the blow for 2d6 rounds. Moreover, the mystic perfection of the blow also has a 25% chance to kill the opponent, provided the opponent’s hit dice are no more than 1 higher than the Monk’s.
[b]Multiple Attacks:[/b] When fighting without weapons, the Monk gains additional attacks during a single melee round. At [_$=lvl], a monk may make up to [_$=lookupBonus(lvl,1,5,1, 6,11,2, 12,15,3, 16,19,4, 20,20,5)] weaponless attacks each round.
[b]Alertness:[/b] Monks are not easily attacked by surprise. A party containing a Monk is unlikely to be surprised, with only a 1 in 6 chance.
[b]Deflect Missiles:[/b] The Monk can deflect arrows and magic missile spells with a successful saving throw.
[b]Slow Falling:[/b] Starting at fifth level, Monks can fall up to [_$=lookupBonus(lvl,1,4,'0ft.', 5,7,'20 ft.', 8,10,'40 ft.', 11,20,'any distance')] with no damage if they can touch a wall. This distance increases to 40 feet at eighth level and any distance at eleventh level.
[b]Saving Throw Bonus vs. Paralysis and Poison:[/b] Monks gain a +2 bonus against paralysis and poisons.
[b]Speak with Animals:[/b] At 4th level a Monk can speak with normal animals, in a manner similar to the spell of the same name.
[b]Mastery of Silence:[/b] At 5th level a Monk can enter a state of perfect catatonia, stopping his or her own heart to simulate death. The character can maintain this state for 1d6 x [_$=lvl*10] minutes.
[b]Mastery of Mind:[/b] At 6th level a Monk's thoughts become so serene and placid that any attempt at mind reading has a 90% chance of failure. The failure chance increases by 1% per monk’s level above sixth, rising to 100% at level 16, when the Monk’s mind is completely at one with the surrounding environment.
[b]Mastery of Body:[/b] At 7th level a Monk can heal himself by 1d6+[_$=lvl-6] hit points once per day.
[b]Mastery of Self:[/b] At 8th level a Monk is not subject to mental control of any kind, including charm spells and hypnosis. The only exceptions are the geas and quest spells.
[b]Oneness with Self:[/b] At 10th level a Monk is not subject to geas or quest spells.
[b]Establish Monastery:[/b] At 11th level, a Monk may establish an isolated monastery for the purposes of peaceful contemplation, and for teaching disciples and students.
[b]Harmonic Touch:[/b] At 13th level a Monk can touch any creature of equal or lesser hit dice, and create an attunement by which the creature will die instantly when the Monk gives a mental command for its heart to stop. (The creature must have a heart or other organ that can be stopped.) The creature’s bodily vibrations remain attuned to the Monk for a period of one day per level of the Monk, and if the Monk does not mentally command the creature to die within this period of time, the death will not occur.
[/spoiler]
[spoiler="Paladin"]
[b]Divine Favor:[/b] Although Paladins do not receive a class-based saving throw bonus, they have better saving throw chances than any other character class due to the divine influence of Law. If the Referee is using an alternate saving throw system, it is important to take this into account: Paladins should generally have base saving throw "target numbers" 2 points better than those of a regular Fighter.
[b]Lay on Hands:[/b] A Paladin can "lay on hands" once per day to cure others of 2 hit points of damage per level of the Paladin, or to cure disease. If the other person is afflicted by more than one disease, only one of these will be affected per five levels the Paladin has attained.
[b]Immune to Disease:[/b] Paladins are immune to all diseases.
[b]Warhorse:[/b] At any level, the character may summon a warhorse that will arrive from the wilderness to serve as the Paladin’s steed. This warhorse will be unusually intelligent and extremely strong (5 HD). However, if the horse is killed, the Paladin may not summon another within a period of ten game-years.
[b]Dispel Evil:[/b] Starting at 8th level, the Paladin can dispel evil, as per the Clerical spell.
[b]Detect Evil:[/b] Starting at 8th level, the Paladin can detect evil as per the Clerical spell, at a range of 60 feet.
[b]Establish Stronghold:[/b] At 9th level, the Paladin may build a stronghold, a small castle from which to attack the forces of Chaos and support the often-embattled defenders of Law. A Paladin’s castle may not be built as a sprawling fortress; it must be no greater than is necessary to house the paladin’s retainers and one or two hundred soldiers at the maximum,
[/spoiler]
[spoiler="Ranger"]
[b]Track:[/b] Rangers are able to track down other creatures in the wild, in cities, and even through underground passages.
[i]Outdoor Tracking[/i]
Outdoors, the basic chance for successful tracking (on a day-to-day basis) is 90%, modified by a –10% for each day old the tracks are, and modified by –10% (for the entire effort thereafter) for each day of rain (or snow) that has fallen on the trail.
[i]Underground and City Tracking[/i]
Tracking in the city (any urban or populated area) or underground ,makes it considerably harder to find and follow a trail. First, the beginning of the trail must be no more than an hour old. The base chance to track is still 90%, but each time the trail changes (as described below), there is a chance for the Ranger to lose the trail and be unable to track it further; that is, the Ranger cannot pick up the trail even by circling the area where the trail was lost.
[u]The circumstances under which the prey can "lose" the Ranger are as follows:[/u]
Turns down a side passage: 25% chance to lose trail.
Goes through a door: 35% chance to lose trail.
Goes up or down through a trap door or ladder: 40% chance to lose trail.
Climbs a wall up or down (including pits and shafts): 50% chance to lose trail.
[b]Alertness:[/b] A party containing a Ranger is unlikely to be surprised, with only a 1 in 6 chance.
[b]May Use Fighter Magic Items:[/b] Rangers can use any magic items that can normally be used by Fighters.
[b]Bonus Damage vs. Giants and Goblin-Types:[/b] Rangers are well trained to deal with giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these sorts of monsters, Rangers gain +[_$=lvl] damage with a successful to-hit roll.
[b]Scholar of Healing Magic:[/b] At 8th level, a Ranger’s scholarship allows the character to use certain magic items not normally usable by fighter-types. Rangers of this level can employ Clerical healing scrolls and any other magic items which heal damage or disease. Note that if the item has other abilities in addition to healing, the Ranger cannot employ these other powers unless the item is normally usable by Fighters.
[b]Scholar of Scrying Magic:[/b] At 9th level, a Ranger can use any and all magic items, including spells from scrolls, that involve scrying magic. Examples would be the clairvoyance spell, or crystal balls.
[b]Scholar of Travel Magic:[/b] Also at 9th level, a Ranger may employ any and all magic items, including spells from scrolls, that use magic involving teleportation, dimensional travel, or passing through objects. Examples would be a passwall or a passplant scroll).
[b]Establish Fortress:[/b] At 9th level, the Ranger may build a fortress in the wilderness in order to house the character’s growing number of loyal retainers. When the fortress (which may be small or quite large, depending on the Ranger’s purposes) is completed, the Ranger’s reputation will draw a number of new followers, as well as peasants seeking a safe place to settle. Roll 2d12 to determine the number of followers. Determine the class of each in this order: Half of the total will be Fighters, a quarter of them will be Clerics, one-fifth of them will be Magic-Users, and if there are over 20 followers, one of them will be a Neutral-aligned Thief. The followers will be at least second level; for each there is a 25% chance to add 1d4 to the base second level. Also, for each of these followers, there is a 2% chance that the follower is actually a highly unusual type instead of whatever the dice originally indicated. Roll 1d6 as follows: 1 or 2 - another Ranger (level 1d6+1); 3 or 4 - a lycanthrope (werebear or wereboar); 5 - a mated pair of unicorns; 6 - a pegasus.
[/spoiler]
[/abilities]
[/col]
[/2column]