the
darkhold grimoire
a tutorial and reference
manual
to be used with
the advanced dungeons
& dragons™
role–playing game
a
PhaseOfTheMoon© product
DARKHOLD™ RELEASE X5.0
3 January 1991
Darkhold™ is a trademark of PhaseOfTheMoon Software, Inc.
AD&D™ is a trademark of TSR, Inc.
Dungeons &Dragons™ is a trademark of TSR, Inc.
Advanced Dungeons &Dragons™ is a trademark of TSR, Inc.
the "Player's Handbook" is a publication of TSR, Inc.
the "Unearthed Arcana" is a publication of TSR, Inc.
the "Oriental Adventures" is a publication of TSR, Inc.
the "Dungeon Master's Guide" is a publication of TSR, Inc.
the "Deities & Demigods" is a publication of TSR, Inc.
contents
Introduction.......................................................................................................... 7
miscellaneous notes.................................................................................. 8
cast of characters used in examples.......................................................... 8
Chapter 1 — Creating a Character...................................................................... 9
Guidelines................................................................................................ 9
Rolling up ability scores........................................................................... 9
An example.............................................................................................. 10
Filling out the character............................................................................ 13
Chapter 2 — Character Classes.......................................................................... 28
General Information................................................................................. 28
"Dual Class" characters............................................................................ 29
The Acrobat.............................................................................................. 30
The Assassin............................................................................................ 31
The Barbarian........................................................................................... 32
The Bard.................................................................................................. 33
The Bounty Hunter.................................................................................. 36
The Cavalier............................................................................................. 37
The Cleric................................................................................................. 39
The Druid................................................................................................. 41
The Fighter............................................................................................... 43
The Houri................................................................................................. 44
The Illusionist.......................................................................................... 45
The Magic-User....................................................................................... 46
The Monk................................................................................................ 47
The Paladin.............................................................................................. 51
The Ranger............................................................................................... 52
The Thief.................................................................................................. 53
The Witch................................................................................................ 54
Chapter 3 — Skills............................................................................................. 57
General Discussion.................................................................................. 57
Skills by Class table................................................................................. 59
Skill Descriptions..................................................................................... 65
Acrobatics.................................................................................... 66
Acute Hearing.............................................................................. 67
Alertness...................................................................................... 67
Animal Noise............................................................................... 67
Armory......................................................................................... 68
Art................................................................................................ 68
Barbery........................................................................................ 68
Basketry....................................................................................... 68
Blacksmithery.............................................................................. 68
Boating......................................................................................... 69
Boatwright.................................................................................... 70
Bookkeeping................................................................................ 70
Brewery........................................................................................ 71
Business Sense............................................................................ 71
Calligraphy................................................................................... 71
Carpentry/Woodcrafting.............................................................. 72
Cartography................................................................................. 72
Climbing...................................................................................... 73
Cooking....................................................................................... 73
Coopery....................................................................................... 74
Courtly Graces............................................................................. 74
Disguise....................................................................................... 75
Diving.......................................................................................... 77
Engineering.................................................................................. 77
Expert Horsemanship................................................................... 78
Falconry....................................................................................... 78
Farming........................................................................................ 79
Fire Building................................................................................ 79
First Aid....................................................................................... 79
Fishing......................................................................................... 79
Fletching/Boyery.......................................................................... 80
Foreign Language........................................................................ 80
Forester/Naturalist........................................................................ 80
Forgery........................................................................................ 80
Gaming/Gambling........................................................................ 80
Glassblowing............................................................................... 80
Gold/Silversmithing..................................................................... 80
Heraldry....................................................................................... 81
Horsemanship.............................................................................. 81
Horticulture.................................................................................. 81
Hunting........................................................................................ 81
Husbandry................................................................................... 81
Jewellery/Gemcutting................................................................... 81
Linguistics.................................................................................... 82
Literacy/Cyphering....................................................................... 82
Locksmithing............................................................................... 82
Magistry....................................................................................... 82
Map Reading................................................................................ 82
Master Armory............................................................................. 83
Mechanics.................................................................................... 83
Mining......................................................................................... 83
Mountaineering............................................................................ 83
Navigation.................................................................................... 83
Netting......................................................................................... 83
Perfumery.................................................................................... 83
Piloting......................................................................................... 83
Pottery.......................................................................................... 84
Public Speaking........................................................................... 84
Recognize Value........................................................................... 84
Religious Knowledge................................................................... 84
Rope Use..................................................................................... 84
Running....................................................................................... 85
Sailing.......................................................................................... 85
Scholarship.................................................................................. 85
Seamanship.................................................................................. 85
Service.......................................................................................... 85
Sex Appeal................................................................................... 86
Silent Movement.......................................................................... 86
Sleight of Hand............................................................................ 86
Spell Recognition......................................................................... 86
Spying.......................................................................................... 86
Swimming.................................................................................... 86
Tailoring....................................................................................... 87
Tanning/Leatherworking.............................................................. 87
Teamster....................................................................................... 87
Two Weapons.............................................................................. 87
Ventriloquism............................................................................... 87
Weaponsmith............................................................................... 87
Weather Recognition.................................................................... 88
Chapter 4 — Combat......................................................................................... 91
The Segmental System............................................................................. 91
Hand Weapons........................................................................................ 91
Missile Weapons..................................................................................... 91
Surprise.................................................................................................... 92
Dexterity Effects table.............................................................................. 93
Multiple Attacks....................................................................................... 96
Monk's Attack.......................................................................................... 96
Parry........................................................................................................ 96
Disarming................................................................................................ 97
Entangling................................................................................................ 97
Critical Hits and Fumbles......................................................................... 97
Class Allowance....................................................................................... 98
New Weapons.......................................................................................... 98
Exceptions................................................................................................ 99
Multiple Proficiencies.............................................................................. 99
Weapons.................................................................................................. 101
Weapons Capabilities table.......................................................... 101
Movement................................................................................................ 103
Calculating Movement.................................................................. 103
Chapter 5 — Spell Casting................................................................................. 107
Memorizing Spells................................................................................... 107
Hit Points................................................................................................. 108
Intelligence & Wisdom Immunities......................................................... 108
Illusions causing damage......................................................................... 113
Chapter 6 — Darkhold — the World................................................................. 114
Geography............................................................................................... 114
Religions.................................................................................................. 114
History..................................................................................................... 114
Astronomy............................................................................................... 114
Chapter 7 — Darkhold — the Legends.............................................................. 117
Black Razor.............................................................................................. 117
the Darkhold............................................................................................ 117
Island of the Prince with No Arms........................................................... 117
Isle of the WitchBlade.............................................................................. 118
the Book of Took..................................................................................... 118
the Esper Citadel...................................................................................... 118
the Road of the Dead................................................................................ 118
the Shrinking Disease.............................................................................. 119
the SoulForge........................................................................................... 119
the WitchBlade......................................................................................... 119
Chapter 8 — Darkhold — the People................................................................ 121
countries................................................................................................... 121
Countries & Other Political Entities......................................................... 121
Military Forces......................................................................................... 122
Aeserd, the Grand Jarldom of................................................................... 123
Augustinian Empire, the........................................................................... 124
Blackmoor, the Kingdom of..................................................................... 126
Caprice, the Princedom of........................................................................ 127
Deerhart, the Kingdom of......................................................................... 129
Duland..................................................................................................... 130
Eagle's Nest, the Free City of................................................................... 131
Elfheim, the Kingdom of.......................................................................... 132
En, the Duchy of...................................................................................... 133
Gnollwood, the......................................................................................... 135
Gods' Cup................................................................................................ 136
Greyhawk, the Republic of....................................................................... 137
Iron Hills, the Kingdom of the................................................................. 138
Joe's Place................................................................................................ 139
Katana...................................................................................................... 140
Keeli, the Protectorate of.......................................................................... 141
Kosala...................................................................................................... 142
Leensport, the County of.......................................................................... 143
Mark's Town, the County and City of...................................................... 144
Martine, the Duchy of.............................................................................. 145
Midgard, the Jarldom of........................................................................... 146
Nestle, the Kingdom of............................................................................ 147
Ra, the Theocracy of................................................................................. 148
Saladin, the............................................................................................... 150
Seahawk, the CityState of......................................................................... 151
Stormgate, Citadel of................................................................................ 152
Vanir, the Shining Kingdom of................................................................ 153
White Dragon, the True Province of......................................................... 154
Index.................................................................................................................... 159
INTRODUCTION
WHY THE DARKHOLD GRIMOIRE?
I started playing D&D as a freshman at Northwestern University. It was very relaxing to bash monsters on the weekends as a way to relieve the accumulated tension of having professors bash on me all week. (For those who think Role Playing Games are bad, I could have been doing a lot worse things than saving Fair Maidens from the Evil Hordes.) As I and my fellow gamers got more experience with the game, we tinkered with some rules that didn't seem to make much sense. My sophomore year the AD&D system came out and we tinkered with those rules too. By the time I was ready to graduate, we had a whole system of variant rules for the AD&D game that we spread by word of mouth. It wasn't that the AD&D rules were bad (they must have done something right for me and millions of others to squander our laundry money in favor of buying some very thin books), it's just that we came up with some rules that filled in some gaps, streamlined play in some areas, and expanded on some certain fields.
Now it's over a decade since I learned to play and I (and several others) decided it was time to write down some of our accumulated "wisdom". The DARKHOLD GRIMOIRE reflects the cumulative creativity of quite a few people. The idea of the DG is the same as the idea behind the AD&D system - to play fair and have fun. If you find that the DG helps, that's great. But I won't be too offended if you pick and choose, and modify these rules.
Bobby Mitchell
Author
January 1991
<future rebuttal goes here>
David P. Murphy
Editor
January 1991
miscellaneous notes
1. When used in measurements, the character " will always mean doublemark, never inches. If inches are to be specified, the word "inches" will be used.
2. The notation L indicates level of experience.
3. Items are sometimes grouped into three lists: one for things to ignore completely from TSR books, another for changes to items in TSR books, and a third for brand new additions (mostly darkhold-oriented).
cast of characters used in examples
strength con dexterity intelligence wisdom charisma
Frito the Human Fighter 18 /00 18 17 5 4 10
Guido the Human Cleric 13 17 15 12 18 12
Rocky the HalfElf Ranger 18 /00 18 17 18 18 18
Gimme the Dwarven Assassin 13 18 18 /52 12 7 9
Bimbo the Halfling Thief 10 17 18 /95 12 12 13
GunSight the Grey Elven Magic-User 7 16 15 18 15 12
Flash Bazbo the Psychedelic Dragon 22 18 16 12 9 10
1
creating a character
Guidelines
check the various combinations that race/age/sandbagging could bring. While the "Racial Benefits/Disadvantages" & "Ability Effects by Race" tables are rather necessary for deciding the race, the age is considerably easier: choose "Mature", unless you have chosen a spellcasting class, in which case you might want to choose "MiddleAge" - see the "Accumulated Age Ability Effects" table. Note that the original charisma and comeliness are saved for encounters with other characters of the same race.
WHAT SHOULD A CHARACTER BE LIKE?
As is noted in the various game books, the typical adventurer should be several cuts above the typical peasant. After all, the character is destined to be the subject of folk songs and tall tales. However, a character with all 18's probably would have died in childhood as a result of jealousy. The system detailed below will typically yield at least one 18 and one or two other scores in the 15 and over range without making everyone a SuperDuperMan.
rolling up ability scores
1. Roll 4d6 eight times.
2. Drop the lowest score from each set.
3. Drop the worst set.
4. Roll 1d6 seven times, indicating each time which particular die score you are trying to replace.
5. Assign the seven values to the desired attributes. You will want to consider very strongly at this point the race and class (or classes) you would like to play.
6. Roll percentile for strength and dexterity that are 18.
7. Now check the various combinations that race/age/sandbagging could bring. While the "Racial Benefits/Disadvantages" & "Ability Effects by Race" tables are rather necessary for deciding the race, the age is considerably easier: choose "Mature", unless you have chosen a spellcasting class, in which case you might want to choose "MiddleAge" - see the "Accumulated Age Ability Effects" table. Note that the original charisma and comeliness are saved for encounters with other characters of the same race.
8. Adjust for race - add the values from the chosen category from the "Ability Effects by Race" table. When rising above 18, the rate is 1 line on the strength/dexterity table per point added.
9. Adjust for age - add the values from the chosen category from the "Accumulated Age Ability Effects" table. When rising above 18, the rate is as described for race adjustments.
10. "Sandbag" at the rate of two points for one. No more than four points may be taken off any one characteristic (or else every Fighter would be ugly and graceless). When rising above 18, the rate is .10 per point bought - e.g., if you have an 18/18 strength and trade 4 charisma points for 2 strength, your strength jumps to 18/38 - which means you do not move at all on the strength table and you are uglier to boot. If you sandbag charisma or comeliness, the saved values drop correspondingly. Also, sandbagging can not push a score past 18/51.
11. Calculate whether the character has a special ability: the chance is equal to 1%, plus (the number of points above 16 in all attributes) / 2 percent. Round all fractions up. If the roll is made, assign a small, non-balance threatening, special ability. Examples would be infra- or ultra- vision in a character that would not normally have them, a free weapons proficiency, or something else that is nice to have but definitely minor-league.
an
example
(STEP 1)
"Roll 4d6 eight times." Mike started out ok but plummeted quickly.
6 6 2 2
5 5 3 1
5 1 1 1
4 3 3 3
5 3 3 2
6 3 2 1
3 3 2 1
3 3 2 1
(STEP 2)
"Drop the lowest score from each set."
6 6 2 = 14
5 5 3 = 13
5 1 1 = 7
4 3 3 = 10
5 3 3 = 11
6 3 2 = 11
3 3 2 = 7
3 3 2 = 7
(STEP 3)
"Drop the worst set." Note that Mike cleverly dropped set #8 as opposed to set #3, for although they are apparently similar (both add up to seven), having two "1"s in a single set offset by a high value for the third member (the "5") offers much more room for improvement in the next step.
6 6 2 = 14
5 5 3 = 13
5 1 1 = 7
4 3 3 = 10
5 3 3 = 11
6 3 2 = 11
3 3 2 = 7
(STEP 4)
"Roll 1d6 seven times." Mike got very good rolls here, changing the "2" in set #1 to a "5", the "3" in set #6 to a "4", the "2" in set #6 to a "6", the "2" in set #7 to a 3, and all three scores in set #3 to sixes, the lucky guy.
6 6 5 = 17
5 5 3 = 13
6 6 6 = 18
4 3 3 = 10
5 3 3 = 11
6 4 6 = 16
3 3 3 = 9
(STEP 5)
"Assign the values to the desired attributes." You will want to consider very strongly at this point the race and class you would like to play. Mike had a fighter (no particular race) in mind, so he chose:
strength 18
dexterity 17
constitution 16
wisdom 13
intelligence 11
charisma 10
comeliness 9
(STEP 6)
"Roll percentile for strength and dexterity that are 18." Mike made 23 for his strength roll.
strength 18 /23
dexterity 17
constitution 16
wisdom 13
intelligence 11
charisma 10
comeliness 9
(STEP 7 AND 8)
"Check the race/age/sandbagging combinations." "Adjust for race." After careful deliberation (a 50 cent piece), Mike chose dwarf as his character's race. Racial adjustments for dwarves are +1 constitution and -1 charisma and comeliness. Note that the original charisma and comeliness are saved for encounters with other dwarves.
strength 18 /23
dexterity 17
constitution 17
wisdom 13
intelligence 11
charisma 9 (10)
comeliness 8 (9)
(STEP 9)
"Adjust for age." Mike decided that his character, now named Flint, would be 123 years old, which is "mature" for a dwarf, resulting in age adjustments of
YOUNG ADULT: +1 constitution -1 wisdom
MATURE: +1 strength +1 wisdom
for an actual total of
flint: +1 constitution +1 strength
Note that the +1 for strength bumped him to the very bottom of the next line on the Strength table (not just 10%).
strength 18 /51
dexterity 17
constitution 18
wisdom 13
intelligence 11
charisma 9 (10)
comeliness 8 (9)
(STEP 10)
"Sandbag as desired within the four points per characteristic limit." For the next-to-last step, Mike decided to sandbag one point each from Flint's charisma and intelligence to obtain another point for dexterity. Mike made a 13 on his d20 roll to get the 18/51 dexterity, so he rolled percentile to determine the actual score and got 39. Note that the saved charisma is dropped as well. Note that Mike wisely decided not to drop his comeliness to sandbag another score - you never know when having a pretty face will save you.
strength 18 /51
dexterity 18 /39
constitution 18
wisdom 13
intelligence 10
charisma 9 (10)
comeliness 8 (9)
(STEP 11)
Mike then calculated Flint's chance of having a special ability. In his case it was equal to 1% + (2% + 2% + 2%) /2 = 4%. Mike rolled a 50 on percentile dice and so did not get a special ability. Had Mike made the roll, the DM might have decided that an appropriate ability for Flint would have been double range infravision (120' instead of 60').
Mike had now finished creating Flint's ability scores, and he needs to flesh out the character.
Filling
out the character
STRENGTH
ToHit bonus
Damage bonus
Weight Allowance
Open Doors
Bend Bars/Lift Gates
DEXTERITY
AC adjustment
ToHit bonus
Saving Throw bonus
CONSTITUTION
Hit Points
Resistance to Various Things
System Shock Survival
Resurrection Survival
WISDOM
Wisdom Bonus against mind affecting spells
Number of Extra Spells (clerical)
INTELLIGENCE
Language Bonus
Percentile Chance of Knowing Spells (magic-user)
Easier to learn Skills
CHARISMA
Reaction Adjustment
Loyalty Adjustment
Adjustment to Comeliness score
COMELINESS
Initial Reaction Adjustment
Influence
psionics
travelling name
true name
age
languages known
Common
Alignment
possible Class (Thieves Cant or Druidic)
national (Greek, Norse, Egyptian, etc.)
racial (Elvish, Dwarvish, etc.)
attribute modifications
attribute modifications due to age
ABILITY Young
Adult Mature Middle Aged Old Venerable
(straight)
Strength +1 -1 -2 -1
Dexterity -2 -1
Constitution +1 -1 -1 -1
Wisdom -1 +1 +1 +1 +1
Intelligence +1 +1
Charisma
Comeliness
(accumulated)
Strength 0 +1 0 -2 -3
Dexterity 0 0 0 -2 -3
Constitution +1 +1 0 -1 -2
Wisdom -1 0 +1 +2 +3
Intelligence 0 0 +1 +1 +2
Charisma 0 0 0 0 0
Comeliness 0 0 0 0 0
RACE
age
categories by race
race
Young Adult Mature
Middle Aged Old
Venerable
Dwarf
Grey 35 - 50 51 - 150 151 - 250 251 - 350 351 - 450
Hill 35 - 50 51 - 150 151 - 250 251 - 350 351 - 450
Mountain 40 - 60 61 - 175 176 - 275 276 - 400 401 - 525
Elf
Grey 150 - 250 251 - 650 651 - 1000 1001 - 1500 1501 - 2001
High 100 - 175 176 - 550 551 - 875 876 - 1200 1201 - 1600
Valley 100 - 175 176 - 550 551 - 875 876 - 1200 1201 - 1600
Wild 100 - 175 176 - 550 551 - 875 876 - 1200 1201 - 1600
Wood 75 - 150 151 - 500 501 - 800 801 - 1100 1101 - 1350
Drow
Male 50 - 100 101 - 400 401 - 600 601 - 800 801 - 1000
Female 50 - 100 101 - 400 401 - 600 601 - 800 801 - 1000
Gnome 50 - 90 91 - 300 301 - 450 451 - 600 601 - 750
HalfElf 24 - 40 41 - 100 101 - 175 176 - 250 251 - 325
Halfling 22 - 33 34 - 68 69 - 101 102 - 144 145 - 199
HalfOgre 13 - 16 17 - 35 36 - 50 51 - 70 71 - 90
HalfOrc 12 - 15 16 - 30 31 - 45 46 - 60 61 - 80
Human 14 - 20 21 - 40 41 - 60 61 - 90 91 - 120
attribute
modifications due to race
race Strength Dex Con Wisdom Intelligence Charisma Comeliness
Dwarf
Grey +1 -1 -1
Hill +1 -1 -1
Mountain +1 -1 -1
Elf
Grey +1 -1 +1 +2
High +1 -1 +1 +2
Valley +1 -1 +1
Wild +1 -1 +1
Wood +1 -1 +1
Drow
Male +1 -1 +1
Female +1 -1 +1
Gnome -1 +1 +1 -1 -1
HalfElf +1
Halfling -1 +1
HalfOgre +2 +2 -1 -3 -3
HalfOrc +1 +1 -2 -3
Human
miscellaneous
benefits due to race
ConBonus Resist +1 ToHit secret dr mining
Infra- vs. Magic Inherent Charm with bow detect/ detect
race vision and Poison Languages & Sleep and sword Surprise abilities
Dwarf
Grey 60' yes dgkmo no no normal yes
Hill 60' yes dgkmo no no normal yes
Mountain 60' yes dgkmo no no normal yes
Elf
Grey 60' no beghmno 90% yes 33/66 no
High 60' no beghmno 90% yes 33/66 no
Valley 60' no beghmno 90% yes 33/66 no
Wild 60' no beghmno 90% yes 33/66 no
Wood 60' no beghmno 90% yes 33/66 no
Drow
Male 60' no beghmno 90% yes 33/66 no
Female 60' no beghmno 90% yes 33/66 no
Gnome 60' yes dghkm +1 no normal yes
HalfElf 60' no none 30% no 33/norm no
Halfling 30',60' yes deghmo no no norm/66 yes
HalfOgre 60' no or no no normal no
HalfOrc 60' no or no no normal no
Human • • • • • • •
Inherent Language Codes:
(B) HobGoblin
(D) Dwarvish
(E) Elvish
(G) Goblin
(H) Halfling
(K) Kobold
(M) Gnome
(N) Gnoll
(O) Orcish
(R) Ogre
Dwarf
60' infravision
+X on saving throw vs. rws/spell/poison due to constitution
detection:
grade/slope in passage (up or down) = 75%
new construction of passage/tunnel = 75%
sliding/shifting walls/rooms = 66.6%
traps (involving stonework) = 50%
approximate depth while underground = 50%
languages:
Dwarvish Gnome Goblin Kobold Orcish
+1 ToHit vs. Goblin HobGoblin Orc HalfOrc
-4 ToHit by Giant Ogre OgreMagi Titan Troll
Elf
60' infravision
90% resistance to sleep/charm
+1 ToHit with shortbow/longbow/shortsword/longsword
languages:
Elvish Gnoll Gnome Goblin Halfling HobGoblin Orcish
Gnome
60' infravision
+X on saving throw vs. rws/spell/poison due to constitution
detection:
grade/slope in passage (up or down) = 80%
unsafe walls/ceilings/floors = 70%
direction of travel while underground = 60%
approximate depth while underground = 50%
languages:
Dwarvish Gnome Halfling Goblin Kobold (burrow animals)
+1 ToHit vs. Goblin Kobold
-4 ToHit by Bugbear Giant Gnoll Ogre OgreMagi Titan Troll
HalfElf
60' infravision
30% resistance to sleep/charm
HalfOrc
60' infravision
languages:
Orcish, Ogre
HalfOgre
60' infravision
languages:
Orcish, Ogre
Halfling
30' or 60' infravision
+X on saving throw vs. rws/spell/poison due to constitution
languages:
Dwarvish Elvish Gnome Goblin Halfling Orcish
Human
norm
height
weight
eyes
hair
ambidextrous
social standing
percentile roll
alignment
level
class
allowed
alignments by class
(the 95% rule applies)
Lawful Neutral Chaotic
CLASS Good Neutral Evil Good Neutral Evil Good Neutral Evil
Acrobat • • • • • •
Assassin • • • • •
Barbarian • • • • • •
Bard •
Bounty Hunter •
Cavalier • • • • • • • • •
Cleric • • • • • • • • •
Druid • • •
Fighter • • • • • • • • •
Houri • • • • • •
Illusionist • • • • • • • • •
Magic-User • • • • • • • • •
Monk • • •
Paladin • • • • • • • • •
Ranger • • • • • • • • •
Thief • • • • • •
Witch • • • • • • • • •
maximum
level through normal ep rate by race by class
(assumes an 18 in the primary
attribute)
race Ac As B Bd BH Cv C D F H I MU Mk P R T W
Dwarf
Grey — 9 9 6 6 11 8 9 1 1 1 5 6 6 — 1
Hill — 9 9 6 6 11 8 9 1 1 1 5 6 6 — 1
Mountain — 9 9 6 6 11 8 9 1 1 1 5 6 6 — 1
Elf
Grey — 10 8 11 8 10 — 6 11 11 1 8 7 — 9
High — 10 8 11 8 10 — 6 8 10 1 8 7 — 9
Valley — 10 8 11 8 10 — 6 11 11 1 8 7 — 9
Wild — 10 11 11 8 10 — 8 8 5 1 8 7 — 9
Wood — 10 8 11 8 10 — 7 8 9 1 8 7 — 9
Drow
Male — 10 8 11 8 7 8 10 12 12 1 8 7 — 9
Female — 10 8 11 8 — 8 12 6 5 1 8 7 — 9
Gnome — 8 11 8 8 10 8 6 11 5 5 8 8 — 5
HalfElf — 11 8 9 11 8 — 7 8 8 8 8 8 — 8
Halfling — 8 6 11 5 7 11 6 5 5 5 5 5 — 8
HalfOgre 11 11 9 1 1 5 1 11 1 1 1 1 1 1 11 1
HalfOrc 9 — 9 5 7 7 5 11 3 1 1 5 1 1 11 1
Human — — — — — — — — — — — — — — — — —
experience
Point Factor by race by class
race Ac As B Bd BH Cv C D F H I MU Mk P R T W
Dwarf
Grey 1.0 2.0 1.5 2.5 2.5 2.5 3.0 1.5 4.0 4.0 3.5 2.5 2.5 1.0 4.0
Hill 1.0 2.0 1.5 2.5 2.5 2.5 3.0 1.5 4.0 4.0 3.5 2.5 2.5 1.0 4.0
Mountain 1.0 2.0 1.5 2.5 2.5 2.5 3.0 1.5 4.0 4.0 3.5 2.5 2.5 1.0 4.0
Elf
Grey 1.0 2.0 3.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
High 1.0 2.0 3.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
Valley 1.0 2.0 3.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
Wild 1.0 2.0 2.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
Wood 1.0 2.0 3.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
Drow
Male 1.0 2.0 3.0 2.0 3.0 3.0 3.0 2.5 3.0 2.5 4.0 3.5 3.5 1.0 2.5
Female 1.0 2.0 3.0 2.0 3.0 1.0 3.0 2.5 4.0 3.5 4.0 3.5 3.5 1.0 2.5
Gnome 1.0 2.0 2.0 3.0 3.0 2.5 3.0 2.0 2.0 3.5 3.5 3.0 3.0 1.0 3.5
HalfElf 1.0 2.0 3.0 1.5 2.0 2.5 1.0 2.0 3.0 3.0 3.0 3.0 3.0 1.0 2.5
Halfling 1.0 3.0 2.5 2.0 3.5 3.0 2.0 2.5 3.5 3.5 3.5 3.5 3.5 1.0 3.0
HalfOgre 2.0 2.0 1.5 4.0 4.0 3.5 4.0 1.5 4.5 4.5 4.5 4.0 4.5 2.0 4.5
HalfOrc 1.5 1.0 1.5 3.5 3.0 3.0 3.5 1.5 4.0 4.0 3.5 4.0 4.0 1.5 4.0
Human 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0
For example, Gunsight (a Grey Elf Magic-User with an 18 Intelligence) can advance to 11th level at the normal rate. However, to reach twelfth level he would need to earn three times the number of experience points as called for: 1,125,000 ep (3 x 375,000).
Other cases can be even worse, not only due to higher multipliers but to the fact that they are applied earlier in the career. Grumpy, the Dwarven Magic-User with an 18 Intelligence, never even sees the normal rate table for M-Us - it will take him 20,000 ep (4 x 5,000) just to get to second level! Hence these characters are a rarity, and those of such type that are high-level are, besides being probably pretty old, highly respected and feared for their heroic masochism.
There has never been, in the history of the multiverse, a high level HalfOgre Monk. HalfOgre Houris above first level exist only in drug-assisted nightmares.
Characteristics the player should calculate for his character:
Acrobat
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Tightrope Walking
Pole Vaulting
High Jumping
Broad Jumping (standing)
Broad Jumping (running)
Falling/Evasion
Assassin
Assassination percentage as a function of level
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Barbarian
Bard
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Bounty Hunter
Cavalier
Cleric
additional spells
Druid
additional spells
Number and Type of Animal, Plant, and Sylvan Languages
Fighter
Houri
Illusionist
familiar
Magic-user
familiar
Monk
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Surprise Percentage
Paladin
Ranger
Tracking Percentage (Indoors and Outdoors)
Bonus Versus Giant Class Creatures
Number and Type of Animal and Plant Languages
Thief
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Witch
additional spells
familiar
PANTHEON and DIETY:
How devout is the character? What is his position within his <church's> ranks? What are his powers and/or responsibilities?
HOMELAND
DATE OF BIRTH
PROFICIENCIES
MOVEMENT
with armor
without armor
HIT POINTS
first level hit points are always maximum. Rangers and Monks, who get two hit dice at first level, get maximum points on both dice automatically.
hit dice by class
DIE
CLASS 4 6 8 10 12
Acrobat 0
Assassin 1
Barbarian 1
Bard 1
Bounty
Hunter 1
Cavalier 1
Cleric 1
Druid 1
Fighter 1
Houri 1
Illusionist 1
Magic-User 1
Monk 2
Paladin 1
Ranger 2
Thief 1
Witch 1
experience points
armor class
beginning gold
magic items
(assumes a start at 5th level; if starting at a different level, add one minor magic item for every two levels. NOTE: starting magic items should be "minor" such as a +1 sword with no special abilities, a potion of extra-healing, etc. Under no circumstances should Holy Avengers, artifacts, or other such magic be given out to players.) For example:
Fighter Types Spell-Casting Type
one Offensive +1/+1 longsword +1/+1 dagger
one Defensive +1 Plate Armor +1/+1 Ring of Protection
one Miscellaneous potion of flying potion of extra healing
HORSE or WAR-HORSE
Type: light, medium, or heavy
Damage
Movement
Hit Points
Armor Class
Hit dice
SKILLS
the Inherent Skills by Race table
RACE INHERENT
SKILLS
Dwarf:
Grey Mining
Hill Mining
Mountain Mining, Mountaineering
Elf:
Grey Fletching/Boyery, Silent Movement
High Fletching/Boyery, Silent Movement
Valley Fletching/Boyery, Silent Movement
Wild Fletching/Boyery, Silent Movement
Wood Fletching/Boyery, Silent Movement, Carpentry/Woodcraft
Dark:
Male Fletching/Boyery, Silent Movement
Female Fletching/Boyery, Silent Movement
Gnome
HalfElf
HalfOrc
HalfOgre
Halfling
Human keep
rolling percentile using the Secondary Skills table on page 12 of DMG
until
an acceptable skill appears
2
character Classes
general
information
1. Characters get a hit die for every level they advance.
2. Certain classes may now benefit from a high constitution by adding up to +3 per hit die, instead of only +2 as stated at the bottom left corner of page 12 of PH. These classes are Cleric, Druid, and Monk.
3. All characters will belong to one or more of the 17 classes, which fall into four different categories:
I. mind
Cleric
Druid
Monk (religious) (has some Thief characteristics)
Witch (has some Magic-User characteristics)
II. missile
Acrobat
Assassin
Thief
III. magic
Bard (has some Druid, Thief and Fighter characteristics)
Houri
Illusionist
Magic-user
IV. melee
Barbarian
Bounty Hunter
Cavalier
Fighter
Paladin (has some Clerical characteristics)
Ranger (has some Druid and Magic-User characteristics)
"dual
class" characters
1. Characters get a hit die for every level they advance.
2. Certain classes may now benefit from a high constitution by adding up to +3 per hit die, instead of only +2 as stated at the bottom left corner of page 12 of PH. These classes are Cleric, Druid, and Monk.
3. Players who wish to take a "second
class" will suffer an additional .5 added to their ep factor. Thus, when Ironfist (a human Monk)
becomes a Witch, he will require 1.5 times the normal ep to advance instead of
the normal 1.0 — this penalty reflects the amount of day-to-day time the
character must spend to retain the skills of this original class, and indeed
needs to be included to maintain game balance. Since only humans can take second classes, and the ep factor
for a human for any class is always 1.0, the factor will always be 1.5.
The amount is additive, i.e., if Ironfist switched again to became a Ranger, he
would advance at an ep factor of (1.0 + 0.5 + 0.5) = 2.0, where the 1.0 is
time necessary to learn Ranger craft, the first 0.5 is spent retaining monkish
skills, and the second 0.5 is time used practising witchcraft and remembering
spells. If Ironfist switched again (this is getting ridiculous), the factor would be
2.5.
At his discretion, the DM may adjust the factor due to intangibles, but is
strongly advised to enforce a minimum ep factor of at least 1.5
otherwise everybody and his brother would play human characters and switch
classes every six levels. Do you want to wander around the world, tripping over
Druid/Thief/Illusionist/Paladins and Cleric/Ranger/Assassin/Magic-Users?
How about Druid/Thief/Illusionist/Paladin/Monk/Cleric/Ranger/Magic-Users?
If the character waives all future claims to his original class, this penalty
does not take effect, since he will have no reason to practice skills or
remember spells from that class.
the acrobat
1. The Evasion ability as per UA (pg 24) is not allowed per se. However, if the Acrobat wishes to disengage from a melee situation, there is a chance he can tumble/dodge free so that he will not be liable for "fleeing" back attacks. This chance of evading parting melee attacks is equal to 3% times the level of the character plus 1% for each point of dexterity past 14.
Level Evasion
6 18%
7 21%
8 24%
9 27%
10 30%
etc.
2. Thieving abilities continue to improve at the rate of 1%/L except for "Read Languages" which improves as per the table on page 28 PH.
3. "Read Magic", as per the current Thief ability, is gained at tenth level.
4. Instead of UA's "Falling" system, damage taken by the acrobat is calculated as follows:
Damage = (amount rolled) - (2 * L)
If the Damage amount is less than zero, the result is zero. (If you think that you're going to gain back hit points by falling down . . .)
5. Acrobats have the ability to juggle, using the Thief's chance of climbing walls (including dexterity bonus). As a base, assume three small (orange sized) objects are juggled. This chance is adjusted by the following modifiers:
One object +20%
Two objects +10%
Three objects +0%
Four objects -5%
Each object over four -10% (each)
Each medium size object (e.g., typewriter ) -10% (each)
Each large size object (e.g., chair) -10% (each)
The D.M. should make adjustments according to the situation (unbalanced objects, live objects, sharp objects, etc.)
the assassin
There are currently no modifications for the Assassin class.
the barbarian
There are currently no modifications for the Barbarian class.
the bard
The following table lists the Bard's capabilities.
murphy, here is a note: I want bards to advance on the MU table from the PH.
Druid Illusionist Percentages
Level Experience Points 1 2 3 4 5 6 7 0 1 2 3 4 charm lore read
1 0 - 2,000 1 10 0 0
2 2,001 - 4,000 1 2 15 1 5
3 4,001 - 8,000 2 3 20 2 15
4 8,001 - 16,000 3 3 1 24 5 20
5 16,001 - 33,000 3 1 3 2 28 8 25
6 33,001 - 67,000 3 1 3 2 1 32 11 30
7 67,001 - 135,000 3 2 3 3 1 36 14 35
8 135,001 - 27,0000 3 2 1 3 3 1 40 18 40
9 270,001 - 5,00000 3 3 1 3 3 2 44 22 45
10 500,001 - 75,0000 3 3 2 3 3 2 48 26 50
11 750,001 - 1,000,000 3 3 2 3 3 2 1 52 31 55
12 1,000,001 - 1,300,000 3 3 2 1 3 3 3 1 56 36 60
13 1,300,001 - 1,600,000 3 3 3 1 3 3 3 2 60 41 65
14 1,600,001 - 1,900,000 3 3 3 2 3 3 3 2 1 64 46 70
15 1,900,001 - 2,250,000 3 3 3 2 1 3 3 3 2 1 68 51 75
16 2,250,001 - 2,600,000 3 3 3 2 1 3 3 3 3 1 72 57 80
17 2,600,001 - and up: 3 3 3 3 1 3 3 3 3 1 76 63 85
18 3 3 3 3 1 3 3 3 3 2 80 69 90
19 (310,000 e.p./level) 3 3 3 3 2 3 3 3 3 2 84 75 92
20 3 3 3 3 2 1 3 4 3 3 2 87 81 94
21 4 3 3 3 2 1 3 4 4 3 2 90 87 96
22 4 4 3 3 2 2 3 4 4 3 2 93 93 98
23 4 4 3 3 2 2 1 3 5 4 3 2 98 99 100
Notes for the Bard's Capabilities table:
(A) Bards can employ all Illusionist cantrips, including the standard "four cantrips for one first-level spell" substitution.
(B) Bards use the Fighters attack table.
(C) Bards use the Cleric saving throw tables except for Paralyzation, Poison, & Death Magic, for which they save as Magic-Users.
(D) Bards do not gain a Wisdom bonus for the number of Druidic spells known. They must still observe the Wisdom minimums for the level of spells that are able to be thrown.
(E) Bards can not employ the following Druidic spells:
Level
1:
a- Ceremony
b- Contraception/Fertility
Level
2:
a- Barkskin
b- Combine
c- Fire Trap
Level
3:
a- Dust Devil
b- Leafskin
c- Meld Into Stone
d- Spike Growth
e- Stone Shape
Level
4:
a- Bridge
b- Control Temperature
c- Plant Door
d- Produce Fire
e- Wailing Wheel of Fire
f- Web of Fire
Level
5:
a- Conjure Water Elemental
b- Insect Plague
c-
Marlyn's Mystic Mouse Spell
d- Pass Plant
e- Spike Stones
f- Sticks to Snakes
g- Weeping Stone
Level
6:
a- Conjure Air Elemental
b- Conjure Fire Elemental
c- Huorn
d- Liveoak
e- Roaring Web
f- Transport via Plants
g- Wall of Thorns
h- Wonderful Wind Horse
Level
7:
a- Changestaff
b- Chariot of Sustarre
c- Conjure Earth Elemental
d- Creeping Doom
e- Finger of Death
f- Fire Storm
g- Sunray
(F) Bards can not employ the following Illusionist spells:
Level
1:
a- Chromatic Orb
b- Darkness
c- Hypnotism
d- Olfactory Deprivation
e- Phantom Armor
Level
2:
a- Blindness
b- Hypnotic Pattern
c- Misdirection
d- Spark Shower
e- Tactile Deprivation
Level
3:
a- Continual Darkness
b- Delude
c- Rope Trick
d- Wraithform
Level
4:
a- Gaseous Form
b- Minor Creation
c- Rainbow Pattern
d- Sensory Deprivation
e- Shadow Monsters
the bounty hunter
There are currently no modifications for the Bounty Hunter class.
the cavalier
Ignore the following from Unearthed Arcana regarding Cavaliers:
1. They are not a separate class, nor are Paladins under them! They are a subclass of Fighter.
2. They do not get the whole list of weapons benefits.
3. They do not automatically get all the mount benefits. They do get the Horsemanship skill.
Make the following changes from Unearthed Arcana:
1. Cavaliers may circumvent the nobility restrictions from Unearthed Arcana by serving their religion (possibly becoming a Paladin rather than a Cavalier) or a noble. In any case, they must serve a cause. They must still take and keep Solemn Vows.
2. Cavaliers may be of any alignment from the very start.
3. Cavaliers receive 10 (that's TEN) sided hit dice. This is an official correction from TSR, overriding the 12 sider specified in Unearthed Arcana, first edition.
4. One of the three proficiencies that Cavaliers begin with must be Lance, which receives an automatic +1 ToHit (treat as a double proficiency). No missile weapons may be taken as proficiencies at the beginning.
5. At sixth level, the Cavalier receives an extra proficiency to be used on a currently proficient weapon. This occurs every six levels (12th, 18th, etc.). This may not be used on missile weapons.
6. Cavaliers have a personal immunity to Fear - they receive the saving throw benefits from the book versus mind affecting and illusionary magics in addition to any other benefits that apply, such as wisdom bonuses.
7. Advancement chart beyond seventh level:
8th = 140,001 - 280,000
9th = 280,001 - 600,000
10th = 600,001 - 920,000
11th = 920,001 - 1,220,000
12th = 1,220,001 - 1,540,000 (320,000 ep per level after 11th)
13th = 1,540,001 - 1,860,000
14th = 1,860,001 - 2,180,000
15th = 2,180,001 - 2,500,000
16th = 2,500,001 - 3,140,000
17th = 3,140,001 - 3,460,000
18th = 3,460,001 - 3,780,000
19th = 3,780,001 - 4,100,000
20th = 4,100,001 - 4,420,000
21st = 4,420,001 - 4,840,000
Add the following items:
1. Once a week, a Cavalier may Cure Wounds (1d6 recovered). This is based on a Sunday to Saturday week, not every seven days: he could cure twice within one round if it was midnight between Saturday and Sunday, but he must not have done it for the last seven days, and it would then be a full seven days before he could do it again. This is not a spell. This is due to the Cavalier's devotion to his duty. It cannot be reversed to Cause Wounds. It takes one segment to effect.
2. Any spells which have special effects on Fighters (such as Chaos) have the same special effects on Cavaliers.
the cleric
1. Clerics can use those edged weapons associated with their deity. As an adjunct to this, all clerics may choose dagger to be one of their weapons of proficiency.
2. Clerics are now encouraged to use the weapon of their deity or patron. For example, it is expected that clerics of Sif will learn longsword as their first proficiency. Likewise, clerics of Zeus will be expected to use the javelin.
3. As Clerics progress in level, certain of their spells become easier (read faster) to throw. This effect is called "Divine Inspiration". Spells of a level two levels lower than the highest level spell that the cleric can throw can be cast in half the time (round up). Spells of a level four levels lower can be cast in one quarter of the time (round up). For example, Guido is a ninth level cleric. This means that his fourth and fifth level spells go at the printed times. However, his second and third level spells can be cast in one half the normal time and his first level spells can be cast in one quarter the normal time (round up, minimum of one segment).
4. Players are encouraged to develop "specialty" spells for their Cleric characters. For example, a Cleric of Zeus would be able to cast Call Lightning. For some other examples, see the Norse clerical spells in the Darkhold Spell Addendum.
5. Clerical cures now rise in effectiveness as the Cleric gains levels - the amount of hit points regained will be rolled as normal, except that the minimum possible, "X", for each die will be equal to the level of spells that the Cleric can cast. For example, if Guido (a ninth level cleric) throws a Cure Light Wounds (a 1d8 effect) it will restore at least 5 hit points, since he can employ fifth level spells. If he throws a Cure Serious Wounds (a 2d8+1 effect) it will restore at least 11 (10+1) hit points. This rule also holds true for the reverse of the curative spells.
6. Clerics may cast cures on animals with the die roll being adjusted by a -1 penalty per die. Clerics may also cast cures on plants with a -2 modifier per die. It is possible to do zero points of curing on a creature but treat all results of less than zero as being zero.
7. Clerical spells can be reversed at will; that is, the reverse form does not have to be separately memorized. Also note that while the casting time of the reversed version of the spell is by default the same as the normal version, it is sometimes specified to take longer. For example, Raise Dead takes one round to cast. Its reverse, Finger of Death, takes but one segment (in fact it takes as long to cast as to point at the victim and say the word "DIE!"). The moral of this is that it is easier to destroy than to create.
8. Starting at ninth level, the deity may express his satisfaction with the Cleric's worthiness by endowing him with a familiar, if such is within the nature of the deity. The familiar will always be of a type associated with the deity … this can obviously lead to rather peculiar familiars! The base probability for this happening is (L-8) * 10%, modified by the Cleric's behavior. (Clerics in good standing who always contribute a large share of treasure might receive bonuses to the roll. Clerics who are marginal in their behavior may have no chance at all of getting a familiar no matter if they are very high level.) The Cleric is permitted to refuse the offer of a familiar without any loss of honor or standing.
9. At eleventh level, a Cleric may make his weapon flame or frost (or some other action, if appropriate) once per day as per the particular sword in the DM Guide. This effect will last up to L rounds. This is a sign of "Divine Favor" and can be taken away for less than proper actions on the part of the Cleric.
The druid
1. Druids can use those edged weapons associated with their deity. As an adjunct to this, all druids may choose dagger to be one of their weapons of proficiency.
2. Druids are now encouraged to use the weapon of their deity or patron. For example, it is expected that druids of Skerrit will learn bow or spear as their first proficiency.
3. Players are encouraged to develop "specialty" spells for their Druid characters. For example, a Druid of Lugh would be able to cast Immunity to Petrification (see Deities and Demigods). For some other examples, see the Norse clerical spells in the Darkhold Spell Addendum.
4. Druidical cures now rise in effectiveness as the Druid gains levels - the amount of hit points regained will be rolled as normal, except that the minimum possible, "X", for each die will be equal to the level of spells that the Druid can cast. For example, if Guido's brother, Guano, (a ninth level druid) throws a Cure Light Wounds (a 1d8 effect) it will restore at least 5 hit points, since he can employ fifth level spells. If he throws a Cure Serious Wounds (a 2d8+1 effect) it will restore at least 11 (10+1) hit points. This rule also holds true for the reverse of the curative spells.
5. Druidical spells can be reversed at will; that is, the reverse form does not have to be separately memorized. Also note that while the casting time of the reversed version of the spell is by default the same as the normal version, it is sometimes specified to take longer or shorter (DM's discretion).
6. Starting at ninth level, the deity may express his satisfaction with the Druid's worthiness by endowing him with a familiar, if such is within the nature of the deity. The familiar will always be of a type associated with the deity … this can obviously lead to rather peculiar familiars! The base probability for this happening is (L-8) * 10%, modified by the Druid's behavior. (Druids in good standing who always contribute a large share of treasure might receive bonuses to the roll. Druids who are marginal in their behavior may have no chance at all of getting a familiar no matter if they are very high level.) The Druid is permitted to refuse the offer of a familiar without any loss of honor or standing.
7. Druids may cast any of their curative spells for full effect on plants and animals, unlike Clerics.
8. The majority of Druids are True Neutral in alignment. However, there are known to be exceptions to this rule who are either Neutral Good or Neutral Evil. Player characters may play these alignments at the DM's discretion.
9. Druids now get plant and animal languages as a matter of course. The rate at which these are gained are listed in the following table as well as the number of Sylvan languages (see below) gained per level. These are not spells; they are abilities special to Druids and therefore will not prevent creatures or plants from attacking.
# of # of # of
Animal Plant Sylvan
Level Languages Languages Languages
1 2 1 0
2 4 2 0
3 6 3 1
4 8 4 2
5 all 5 3
6 6 4
7 7 5
8 8 6
9 9 7
10 all 8
11 9
12 10
13 1 / level
Sylvan Languages: Atomie, Brownie, Buckawn, Centaur, Dryad, Elvish (various dialects), Faerie Dragon, Faun, Gnome, Grippli, Harpy, Hybsil, Korred, Leprechaun, Manticore, Merman, Minotaur, Moon Dog, Nereid, Nixie, Nymph, Ogre, Peryton, Pseudo-Dragon, Pixie, Quickling, Sirines, Spriggan, Sprite, Satyr, Sylph, Treantish, Troll, Unicorn, Wemic.
10. Druids now advance on the same table as Clerics.
THE FIGHTER
1. Fighters get a specialization point (similar to the Cavalier modification) every five levels (fifth, tenth, fifteenth, etc.).
2. Fighters now progress in level on the Cleric Advancement table.
the houri
There are currently no modifications for the Houri class.
the illusionist
Illusionists now advance on the MU table from the Player's Handbook.
the magic-user
1. Never play an M-U in Bobby's game.
2. Bobby apologizes. Some of his best friends are M-U's.
the monk