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Player's Handbook Rules Supplement

The
Complete
Fighter's
Handbook

TSR, Inc.
Introduction

Warrior Kit Creation rules


SheetforThedifferent
ADVANCED DUNGEONS
weapon
& DRAGONS® 2nd Edition Play- styles, combat tactics, combat
er's Handbook and Dungeon maneuvers, jousting, combat Incidentally, The Complete
Master's Guide told you all you results, and many other fighter- Fighter's Handbook presumes
needed to know about playing oriented abilities within these that you're using the AD&D®
warriors in the game. But it pages. 2nd Edition game rules for
could be that you want to know Is it new equipment you're af- Weapon Proficiencies and Non-
more than the bare minimum it ter? That, too, is present in copi- weapon Proficiencies. Many of
takes to play the warrior ous quantities, from new armor the rules presented in this book
classes. and weapons to new magic depend on use of the proficien-
items. cies. So if you haven't been us-
That's where The Complete ing them so far in your
Fighter's Handbook comes in. Or perhaps you want some campaign, we highly recom-
In these pages, we're going to role-playing and campaigning mend that you familiarize your-
show you lots of interesting tips for your fighter characters self with them and introduce
things you can do with the war- . . . or your campaign in general. them into your playing.
rior classes . . . things that the In these pages you'll find role-
Player's Handbook and DMG playing advice for fighter char- Here's a special note for those
didn't have room to show you. acters, and discussion of the of you who are using this Com-
Do you want to play fighter role of the fighter in regular plete Fighter's Handbook with
characters other than Fighter, campaigns and in all-fighter your first edition AD&D® game
Paladin, and Ranger? Here we'll campaigns. instead of the new second edi-
give you rules for characters like tion: This supplement mentions
Whether you're a player or a lot of page numbers from the
barbarians, samurai, gladiators, DM, an intent rules lawyer or Player's Handbook and the
amazons—they're all subsets of just someone wishing to add a Dungeon Master's Guide. The
the three main warrior classes, little depth to your campaign or page numbers cited are for the
but they're here. character, you'll find something second edition, not the first;
Do you want new combat here for you. Have fun. you'll have to ignore the page
rules? We have them. You'll find numbers given.
The Complete Fighter's Handbook

Introduction 1 Amazons 46
Barbarians and Berserkers 47
Character Creation 4 Beast Riders 48
Cavaliers 48
Ability Scores 4 Gladiators 49
Races 4 Myrmidons 49
Classes 4 Noble Warriors 50
Alignment 4 Peasant Heroes 50
Warrior Kits 4 Pirates and Outlaws 51
Proficiencies 4 Good-Guy Outlaws and Pirates 51
Armorer 4 Bad-Guy Outlaws and Pirates 51
The Workshop 4 Samurai 52
Apprentices and Overseers 6 Savages 52
Time to Craft Armor 6 Swashbucklers 53
Cost to Craft Armor 6 Wilderness Warriors 53
Chance of Failure 7 The Miitary Campaign 53
Added Expenses 8 Campaign vs. Mini-series 54
Player-Character Workshops 8
Repairing Armor 8 Combat Rules 56
Repairing Magical Armor 8
Bowyer/Fletcher 10 New Combat Rules 56
Weaponsmithing 10 Off-Hand Weapons Use 56
Weaponsmithing Failure 10 Kneeling and Sitting 56
Weapon Quality 10 Range and Initiative 56
Weapons Not Shown 11 Weapon Proficiency Slots 58
Money and Equipment 11 Intelligence and Proficiencies 58
Magic 11 Single-Weapon Proficiency Weapon Specialization 58
Experience 11 Weapon-Group Proficiency 58
Tight Groups 58
Warrior Kits 13 Broad Groups 59
Kits and Warriors 13 Non-Groups 60
Weapon Specialization and Weapon Groups 60
Kits and the Warrior Classes 14
Kits and Character Creation 14 Ambidexterity 60
The Warrior Kits 14 Style Specialization 61
Amazon 14 Punching and Wrestling Specialization 61
Barbarian 16 Martial Arts 61
Beast-Rider 18 Fighting Styles 61
Berserker 18 The Four Fighting Styles 61
Cavalier 22 Specializing in the Styles 62
Gladiator 24 Guidelines 62
Myrmidon 25 Multiple Style Specializations 62
Noble Warrior 26 Limitations on Style Specialization 62
Peasant Hero 29 Single-Weapon Style 62
Pirate/Outlaw 30 Two-Hander Style 62
Samurai 31 Weapon and Shield Style 63
Savage 32 Two-Weapon Style 64
Swashbuckler 34 Sample Style Specialization 64
Wilderness Warrior 35 Melee Maneuvers 64
Recording Kits on the Character Sheet 36 Called Shots 65
Warrior Kits and Multi-Class Characters 36 Striking a Specific Body Part 65
Warrior Kits and Dual-Class Characters 37 Smashing Something Being Held 65
Abandoning a Kit 37 Bypassing Armor 65
Modifying the Kits 37 Special Results 66
Creating New Kits 37 Disarm 66
Thrown-Weapon and Missile Disarms 68
Role-Playing 39 Expert Disarms 68
Grab 68
Warrior Personalities 39 Grabbing a Person 69
The Brash Youth 39 Grabbing a Monster 69
The Crude Crusher 40 Hold Attack 69
The Dangerous Antagonist 40 Characters with Multiple Attacks 70
The Doomed Champion 41 Parry 70
The Fated Philosopher 42 Choice of Parries 70
The Merry Showoff 42 Polearm Parries 70
The Natural Leader 43 Missile Weapon Parries 71
The Sneaky Thinker 43 Parrying from the DMG 71
Changing Personality Types 43 Pin 71
The Warrior Campaign 44 Pull/Trip 71
Magical World vs. Nonmagical World 44 Use of Polearms 71
Magical World 45 Sap 72
Mostly Nonmagical World 45 Shield-Punch 72
Strictly Nonmagical World 45 Shield-Rush 72
The Mixed-Warrior-Type Campaign 46 Strike/Thrust 73
The One-Warrior-Type Campaign 46 Surprise and Flash Maneuvers 73
The Complete Fighter's Handbook

Don't Say No; Determine Difficulty 73 Wolf-pack Tactics 90


Maneuvers in the Campaign 74 Tactical Mix 90
Punching, Wrestling, and Martial Arts 74 Rotation 90
Specializing With Punching and Wrestling 74 Spear-Carriers 91
Normal Punching Attacks 75 Directing Traffic 91
Punching Specialization 75 Campaign Tactics 91
Normal Wrestling Attacks 75 Just Arriving in Town 92
Wrestling Specialization 75 The Combat Sheet 92
Martial Arts 76
Martial Arts Results 76 Equipment 93
Descriptions of the Maneuvers 76 Old Weapons 93
Specializing in Martial Arts 77 One-Hand, Two-Hand 93
More Than One Style 77 New Weapons 94
Continuing Specialization 78 Gladiator Weapons 94
The Complete Martial Artist 78 Pirate Weapons 100
In Oriental Campaigns 78 Samurai Weapons 100
Barehanded Maneuvers 79 Savage Weapons 103
Called Shots: Punching and Martial Arts 79 Swashbuckler Weapons 103
Called Shots: Wrestling 79 New Armor 104
Disarm 79 Gladiator Armor 104
Grab 79 Samurai Armor 105
Hold Attack 79 Effects of Armor 106
Parry 79 Effects on AC 106
Pin 80 Effects on Speed 106
Pull/Trip 80 Effects on Dexterity Checks 106
Sap 80 Effects on Vision and Hearing 107
Shield-Punch 80 Other Helms and Helmets 107
Shield-Rush 80 What Head Protection Doesn't Do 107
Strike/Thrust 80 Vision and Hearing Checks 107
Hit Locations 80 No Head Protection 107
The "Numbed" and Useless" Numbers 80 Variant Armor 109
Body Locations 80 Racial Armor 109
General Effects of Called Shots 81 Armor Fitting 109
Specific Effects of Called Shots 81 High-Quality Racial Armor 110
Recording These Injuries 82 Piecemeal Armor Ill
Individual Injuries and Healing Magic 82 Weight of Piecemeal Suits 112
Permanent and Crippling Effects 82 Magical Armor 112
Monsters and Hit Locations 82 Gladiator Armor 112
This System and Low-Level Characters 82 Damage to Armor 112
Recovery 82 Piecemeal Armor 112
Recovery of Temporary Damage 82 Magical Armor 112
Recording Temporary Damage 82 Repairing Armor 113
Recovering From Temporary Damage 82 Effects on the Campaign 113
Magical Healing and Temporary Damage 83 Magical Items 113
Recovery From Knockout 83 Miscellaneous Equipment 116
Temporary Damage and Knockout 83
Magical Healing and Knockout 83 Tables 118
Combat Conditions 83
Darkness and Blindness 83 Forms 120
Unstable Ground 84 Complete Fighter's Character Sheet 120
Mounted Combat 85 Complete Fighter's Combat Sheet (PC Side) 122
Jousting 85 Complete Fighter's Combat Sheet (DM Side) 123
Lance Specialization 85 Warrior Kit Creation Sheet 124
Horseback Archery 86
Tburnaments 86 Written by Aaron Allston
The Basic Tournament 86 Edited by Steve Winter
Black and White Art by Valerie Valusek
The Joust List 86 Color Art by John and Laura Lakey. Doug Chaffee. and Jeff Easley
The Jousting Competition 86 Typography by Angelika Lokotz
Blunted Lances 87 ADVANCED DUNGEONS & DRAGONS. AD&D. PRODUCTS OF YOUR IMAGINATION, and
Queen of Love and Beauty 87 the TSR logo are trademarks owned by TSR Inc.
Prizes 87 °1989 TSR Inc. All rights reserved.
Other Events 87 Printed in the U.S.A.
Archery Competition 87 Distributed to the book trade in the United States by Random House Inc. and in Canada by
Random House of Canada. Ltd. Distributed to the toy and hobby trade by regional distribu-
Foot Lists 88 tors. Distributed in the United Kingdom by TSR UK Ltd.
Merchants' Stalls 88 This product is protected under the copyright laws of the United States of America. Any
Dancing, Socializing 88 reproduction or other unauthorized use of the material or artwork contained herein is
When to End Combat 88 prohibited without the express written permission of TSR Inc.
When Characters Don't Accept Surrender 88 TSR Inc. TSR Ltd.
POB756
When Characters Always Chase Escapees 88 Lake Geneva.
120 Church End, Cherry Hinton
Cambridge CB1 3LB
When Characters Never Negotiate 89 WI 53147 U.S.A. United Kingdom
Notes on the Combat Sequence 89
Tactics 89 ISBN 0-88038-779-3 211OXXX15O1
Shield Walls and Polearms 89
In this chapter, we' ll briefly Classes cholcc. IThe chaotic evil fi ghter
prese nt notes on character crea· who wa nts to play with th e
tion In the AD&D~ game. This Is The three war- troupe of wandering paladins
material you a lready know. but rior character classes (Fighter, wi1l be a problem .)
we'lI be talkJng abou t character Paladin, and Ra nger) are still
creation as It speciOcaJ ly applies the only warrior cha racter
Warrior Kits
to warrior p layer·ch aracters classes, liowever, those players
(Fighters. Paladins. and Rang· who would lIke to have more Once y ou'v e
ers). s pecialIzed warrior classes will worked up you r character's abil-
, probably find what they wam in it y scores. a nd then chose n his
Ability Sc.ores the Warrior Kits chapter. class and alignment . you can
Whe n you're crealing single- c hoose a Vla rrior Kif for t he
For a normal class warrior characters, we rec· character. Warrior Kit s are dis-
campaign. a ny of the six dice· ommend t hat you start a ll cllssed in the WalTlor Kits chap-
rolli ng methods from the Play· first-l evel warriors with the ter of this book.
er's Handbook. page 13. is maximum num ber of hit points
acceptable. they can have at that level- rrofld~nd~s
If you decide to run a n all· don 't even both er to roll th e
warrio rs cam paign (see the dlcc. In other words, If you have As lh e In(ro-
Role·Playing chapter of th is a first-level Figh ter with a Con- dueL/on nolcs . lise of the ProO-
book for details on such a thing). stitu tion of L6 . he'd start with cleneies section of th e AD&D
we recommend that you use one 12 hit points Instead of roiling 2nd Edition Player's Handbook
of the five Alternate Dlce·Rolllng his 1dlO and adding +2 for his is nOI optional with Th e Com ·
Methods present ed. Constitution adJusunc nl. plete Fighler's Handbook. The
Whether or not you run an all- This is for a couple of impor- Proficlencles are necessary fo r
warriors campaign , If you uti- ta nt reasons. Firs t. It gives the you ( 0 cus(omlze and nne-tune
lize the Warrior Kits cha pter of warrior a s lightly better chance your character. a nd for the usc
this rule book. we recommend for survivaJ at lower experlencc of the Warrior KJrs chapter of
that you use Melhod Vi to create levels. Seco nd , It refl ects the this book_
Lhe abUlty scores for your char- facl that warriors a re si mpl y Usc of the Weapon ProOclen-
acters, Because charac ters us· tougher and hardier than other cles are pre tty much self-
Ing the Warrior Kits are so player-character classes_ evld enl a fl er you rea d the
specialized. you 'lI nnd it helpful BUl remembcr: This is for flrsl Player's Handbook. Later in this
to be able to custom-design your Jel'eJ singlc-class warriors only. boo k, thou gh . In th e Combat
character ability scores, which Slartlng wit h second level. ehapler. you'lI learn som e inter-
Method VI aJ lows you to do, these Fighters, Paladin s. a nd esti ng new things wh ich you
Rangers have to roll their hit can do with weapon profiCien -
poims like everyone else. No des.
Races Don ' t forgel that high Intelll ·
other class gelS this benefit. and
Much of The mulU-class wa rriors (such as gence scores grant ex tra profi·
Complete Figh ter's Handbook Is warriorllhleves. warrior/mages, cie ncles (equal lo the number of
wrille n with the human charac- and the like] don' t get to do this, extra languages th e character
ter In mind . However, most of receives for the same score).
the text is equally applicable to Here, let's talk about three
Alignment nOllweapon proficiencies (Ar-
a ll the other player-character
races as well. a nd can be used The Complete morer. Bowyer/Fl etch er. and
by Lhem wlLhou t any sort of ad- Fig hler's Handbook follows all Weaponsmlthingl which are of
aptation necessary. normal gam e rules for character particu la r use to the wa rrIor
All the nonnal rules for racial alignmen ts. Once the player has p\ayer-c haracter.
ability adjust m ents. class reo ch osen an alignm ent for hi s
s trictions, le vel li mits. lan- character, he needs to have his Armorer
g uages, and misce ll aneous choice approved by the OM: It
may be that his choice will clash With the Ar-
bonuses and penaJtles wiIJ be
u sed, and all the material In th is excessively with the alignments morer proficiency, a character
book can be used for all the dc- of other characters In th e party, knows how to build all varieties
mlhuman races except where so the OM is within his rights 10 of armor. Arm orer overla ps a
disapprove a ny align m ent couple of other proOclcncies:
specifically nOled in the (ext.


The Armorer knows enough sary to process unrefined metal Then , the works hop would ac-
Blacksm lthlng to rorge metal ar- into armor. commodate three more armor-
mor and craft scale and chain Such a workshop costs 200 ers at the same time . For
mall (though he cannot rorge gpo plus the cost of the shelter another +250 gp, now totalllng
horseshoes. wrought iron gates. where it is set up: An additional 1.000 gpo the shop can accom-
hardened metal tools, or any 100 gp for a pavilion tent. an ad· modate nine armorers at the
other userul items unless he also dltional 300 gp ror a well-crafted same time.
knows Blacksmithing): hut/workshop. or more as part
The Armorer knows enough of a larger dwellIng. such as a Leather Annar
Leat herwor kin g to c u t and mansion. villa or castle (these If he Intends to make any sort
shape boiled leather Into leather sorts of dwellings are priced at of all·leather armor (hide armor.
armor. shield coverings. and the whatever sort or price scheme leaLher armor. and armored
under·layers or scale mall and the OM prefers). leather caps). the workshop Is a
banded mall (though he cannot (Included In the price of the leatherworker's shop. Including
m ake dress jerkins. saddles. smithy Is the cost of the tools apparatus for leather soaking.
elaborate pouches or rucksacks. necessary to make leather hilt· scraping. tanning. boiling. boil-
or any other useful leather wrappings. padded armor. ar· Ing In wax . s ha ping. hole-
items): and m or linings and padding. and punchlng. sewing. and all the
The Armorer knows enough the simple leather straps used to oth er p rocesses by which
or the Th..1lor·s art to manufac- hold all·metal armors together.) leather Is transformed Into ar·
ture padded armor and armor This workshop Is la rge mar.
padding (but not enough to cut enough to accommodate the Such a workshop costs 25 gpo
and sew any sort or good- character and up to two appren· plus the cost of t h e s h elter
looking garment) . tices working full·time. (The ap· where It Is set up: An additional
Naturally. the ordinary Black- prentlces. too. must have the 25 gp for a large tent. an addi-
smith cannot rorge metal armor. Armorer pronclency: the char- tional 75 gp for a well-crafted
the Leal.herworker Is not experi- acter can always take tn an ap- hu t/workshop. or more as part
enced with making leather ar· prentice without the pronciency of a larger dwelling (at whatever
mors. and th e laUor isn't and train him. but until he ac· price scheme the OM prefers) .
conversant with the maklng or quires the Armorer proficiency (Included In the price of the
padded armor. unless they also he doesn't count as a productive leatherworker's shop Is the cost
lake the Armorer pronclency. element of the works hop .) of the tools necessary to make
The Armorer can repair exist- In theory. the character could padded armor and armor Iln·
Ing armor that has taken dam- hire another three·man crew to Ings and padding.)
age (if you 're using that optional work a second shift In the same As with the smithy above . this
rule) . and can also craft barding workshop: thus the workshop price presumes one prinCipal
(horse armor) through use orhls would be occupied nearly 24 leatherworker and up to two ap·
pronclency. hours a day. (This presumes prentlces may work together at
But what does all of this mean eight· to ten·hour shifts and a the same time. Above that num·
In a campaign? ce rtai n amount or n ecessary ber costs 50% of the workshop
nonproductive time each day: and hOUSing costs per addl·
The Workshop Time for furnaces to cool and be tional three leatherworkers.
cleaned. tools to be repaired and
1b craft annor. sharpened. etc.) No more than Meral and Lea ther Annor
the character must firs t have a three people can work in this If he Intends to make both
workshop {a place to work and workshop elTectlvely: with more sons of armor. or armor which
tools with which to do Work}. than three people. the workshop combin es both metal and
sulTers a loss of efficiency so that leather elem ents (banded maJl.
Metal Annor It produces goods just as though brtgandlne. bronze plate maH.
Irhe Intends to make any sort It were only manned by three ar- ring mall. scale mall. shields.
or a U·metal armor (chain mall. morers. splint mall . and studded
field mall. full plate. plate mall. Tb expand the workshop costs leather). a combined workshop
and helmets) , the workshop is a an a ddition al 50% for each Is needed.
smithy. complete with tools. bel· +three workers. If the s mithy Such a workshop costs 250
lows. a rurnace. an anvil. tongs. costs 200 gp and Is set up in a gpo plus the cost of the shelter
cauldrons. casting molds. and 300-gp hUl. thus costing 500 gpo where Ills set up : An additional
all the other materials neces- the builder could pay +250 gpo 100 gp for a pavilion tent. an ad·

5
dillonaJ 300 gp for a well-crafted Time t o Cr.lft Armor For pieces of a rmo r whi ch
hut/workshop. or more as pan don't grant spcclnc AC benefits
of a larger dwelling (agaJn. at 1b determine (like helmets), figure th e time at
whatever pricing the OM pre· the ame it takes to make a piece I week per 7.5 gp value. Thus. a
fers). of armor. lake the armor'S AC . greal helm wou ld take four
(Included in the cost of the ar· The number thai the AC is un· weeks to make (It costs 30 gpJ: a
morers shop is the COSt of the der 10, multiplied by Iwoweeks. basinet. one week and a few
tools necessary to make wooden is the time it takes an apprentice hours of the eighth day (It costs
shie ld blanks and shield frdmes. (supervised and aided by a n 8 gp).
padded annor. and a Uarmor lin· Overseer) to craft the Hem.
ings and padding necessary to Th us. a set of chai n mail (AC C,o st to ( r.ft Armor
the armored goods.) 5) is calculated th is way: 10 - 5
As with the smithy above. this '" 5: 5 x (Wo weeks :: ten weeks. And It does
price presumes one prlncipaJ ar- It takes ten weeks to make a sulf cost money to craft armor. T he
morer and up to two appren- of chain mall . COSlls:
tices: above that number costs
+ 50% of lhe workshop a nd Standard Costs to Manufacture Armor
housing costS pe r additional
three annorers. Apprentice
Armor Retail Materials Time & lbtal
Piece Value Cost (gp) Taken Overseer Cos t
Apprentices and O ~ erseers 48· 148
Banded Mail 200 100 12wk
The cost of the Brigandlne 120 60 8wk 32 · 92
workshop constitutes only the Bronze plate 400 200 12 wk 114 •• 3 14
set-up cost for the armoring op- Chain mail 75 38 10 wk 20·· • 58
eratio n . Maintenance of the Field Plate 2000 1000 16 wk 304 + 1304
works hop. pay for the employ · Full plate 7000 3500 18 wk 34 2 + 3842
ees, and cost of materials also Helm/great 30 15 4 wk 8 ••• 23
come into play. Of course, so do Helmlbasinet 8 4 1 wk 2 ••• 6
the profits from the sale of man- Hide annor 15 7 8wk 8 ++ 15
ufactured goods. Leather armor 5 +++ 4wk 4 ++ 5
Each apprentice COSts 2 gp/ Padded armor 4 0++ + 4wk 4 ++ 4
week for food. upkeep, and Plate mall 600 300 14 wk 133 · • 433
training. And once an appren- Ring mail 100 50 6wk 24 · 74
tice has reac hed young adult- Scale mall 120 60 8wk 32 · 92
hood (age 16) and has achieved Sh ieldlbody 10 5 2wk 4 ••• 9
an Armorer ability check of 12 Shleldlbuck1er 1 0++ + 2w k 1++ 1
or beUer, he'll demand to be pro- Shield/medium 7 3 2wk 4 • •• 7
moted to Ovetseer statUS (de- Shield/small 3 1 2wk 2 ••• 3
scribed Immediately below) or Splint maU 80 40 12wk 24 ••• 64
will nnd ben er pickings else- Studded Ithr 20 10 6wk 6 ++ 16
where. Barding:
Apprentices ca nnot run a Chain 500 250 lO wk 190 + 440
workshop unsupervised. Super- Full plate 2000 1000 16 wk 304 + 1304
vision comes in the form of an Full scale 1000 500 8wk 152 + 652
Overseer, an adult with an Ar· Half brig. 500 250 6wk 114+ 364
morer ability check of 12 or bet- Half padded 100 50 2wk 38 + 88
ter, Each Overseer costs 15 Half scale 500 250 8wk 152 + 402
gp/week (the OM may wish to Lthr/Padded 150 75 4wk 75 + 150
have the cost relate to the Over' • 1\vo apprentices, no overseer
seer's Armorer ability check: 15 •• One apprentice. If~ overseer
gp/week a t a check of 12, + 15 ••• One apprentice. no overseer
gp/week per + I to his ability + 1\vo apprentices. one overseer
check: thus. if his ability check ++ 1/2 apprem lce. no overseer
is 16, he costs 75 gp/week). ++ + Cost reduced because of easy availability of materials: cost of
"0 gp" means cos t is a negligible

6
(a) About half the " retat! apprentices to the Job. At that the manpower on the task as It
value" of the armor piece for point. you cut the speed of the customarily requires. thus cut-
materials; plus Job In half. ting lhe time required to one-
(bl The cost of maintaining E:<ampie: From (he chart, you fourth. or two weeks). If he can
one or two apprentices during see it takes one apprentice willi selltt for 15 gpo he's made 8 gpo
the time It takes to make the no overseer ten weeks lO work He's earning a meager 4 gp a
piece; plus up a set of chain mail. That 's a week, which Is better than a
(c) Additional cost based on standard in the armorer's indus- poverty-level wage, but less than
how much of the overseer's time try: they'/J always te/J you It middle-class.
and anentlon the project takes. takes len weeks lO work up a
(The project may take one or ch ain mail hauberk. BUl In an Chance of Failure
two overseers full-time on the emergency situation. they could
project, may take only half one put an extra apprenUce on the It would seem
overseer's time on the project. Job (el/her have two working on that the thing to do would be La
or may la ke none of the over- It a l once, or h ave one on thc set up an armorer's shop and
seer's time-the latter consti- "day shift" and onc on th e Just build Oeld plate and full
tUle projects that the " night shift "). \Vilh twice (he plate. which are the most profit-
apprentices can do all by them- B1'ailable manpower. It would able Items of armor. However.
selves, mostly unsupervised.) only take half the time. or nve that Isn't necessarily so.
The previous table shows weeks. (0 cr ea te I.he chain mail. This Is because, forevery Hem
standard costs to manufacture Second. If the Overseer is a of armor you make, you have to
armor. playe r-character. h e doesn't make an Armorer Ability
In us ual circumstances. the have to pay himself as much . Check. At the end of the armor-
differe nce between the To tal This is usually the case with ar· making period , the most experl·
Cost and the Retail Value Is the morers when they first go Into enced (highest ability check )
shop's profit when it sells a piece business for themselves: They character who worked contlnu·
of armor. pay the cost for materials and ously on the project makes h is
As you can see from the table. the cost for their apprentices. Armorer abllily chec k . If h e
hide armor, leather armor, pad- and whatever they have left passes the check. the annor Is
ded armor, med ium shields and over Is their own salary. even Iflt Just nne. If he ralls It. It's flawed.
s m all shields are IIttle-[o-no· Is much less than the 15 gpl If the character missed his roll
profit proposlUons. However. week standard m entioned by 1. 2, 3. or 4, the armor looks
they keep the a pprentices paid above. (That number. 15 gpl Jus t One. The maker knows It's
and keep work In th e shop. week. represents a rum lower· flawed. but this ..... iII nOI be obvi-
middle-class standard of living: ous to a nyone on casual lnspec-
an armorer who carns less will tion. and only another armorer
PI.ylng With These Numbers will be able to detect that It's
be living at a lower-class s tand-
Now. the costs a rd of living.) fia wed . . . and only with carerul
given above are not the fina l With that in mind. we can re- Inspection . This type of flawed
word on how much It costs to Interpret some of the num bers armor fun ctions at I AC higher
ma ke armor. With your DM's above. Let's say that we have than it should (thus flawed full
permission. you ca n skew these one playe r-charac ter armorer pla te would be AC 2 Instead of
num bers around (both up and who wants to work up a set of I I. If the fi awed armor is ever
down ) through th e foll ow ing hide armor. struck in real combat with anal-
means . Hide armor normally takes up ural to-hit roll of 19 or 20, It
First. you can put extra men half the work-day of one a ppren- " breaks" (caves In . splits open ,
on a Job. (Important Note: If tice for eight weeks. It costs 7 gp etc.). lIS AC goes up 4 (thus our
overseers are d rafted to do in materials. and he can sell it on flawed fu ll plate would shoot
apprentice-level work. one over- the usual market for 15 gp.lfJust from AC 2 to AC 61. And beeause
seer cou nts as two apprentices.) the chief armorer. who counts as It 's broken and hanging wrong.
You can only put extra m en on a It hinders the player: unUI he
an Overseer if his Armorer abil-
job In increments of the original Ity check Is 12 or beLter. works can take it off (this takes Id4
number of men required for the on this item alone. It will take rounds). he moves at half his
Job: In other words. if the job re- him only two weeks to make the normal rate and suffers a -4
quired two a ppren tices. yo u hide armor (remember. an Over- penally to all or his attack rolls.
don 't see an Improvement in seer counlS as two apprentices: Ob\'iously, most reputable ar-
speed until you assign tWO more therefore, he's put ling four times morers would never sell a piece

1
'6 Characte r Creation

offiawed armor. They have their Armor Type Modifier to Unclaimed Goods : Some·
reputations (0 protect. so they Armorer times a patron who custom·
throw It away. They take a loss Proficiency orders a piece of armor never
in money equal to the lbtal Cost Check shows up to buy it. Maybe he's
of the armor from the chart Barding: been kUled in the meantime;
above. Chatn o maybe he ran low on funds and
If the character misses his roll Full plate -3 decided not even to tell the ar·
by 5 or more. It's obvious to any· Full scale o morer of his misfortune. And if
one. with casuailnspecUon. that Halfbrlg. o the custom piece of armor was
the armor Is nawed . No one will Half padded o decorated or fine·tuned to that
buy It at the nonnal retail value. Half scale o specific customer (for example.
The armorer might be able to sell LthrlPadded o !fIt bears his coat of arms or un·
It at half the lbtal Cost value to usual decoration). It cou ld be
someone desperate for cheap ar· As you can see. making field that no one else Is willing to buy
mar. someone who's wtlllng to plate and full plate Is a risky It .. . except at heavUy discounted
take the risk of wearing flawed proposition. Only lhe best of In· prices.
annor. If he can't seD It. this too de pendent armorers wUl under· Unsold Stock: Armorers
Is a total loss. take such a task because lhe don't Just work up pieces of ar·
Finally. not all armor Is the pOlentlallosses are so great. (On mor to order. The armorer fabri·
same in the leve l of difficulty It the other hand. a hireling ar· cates numerous examples of the
reqUires to manufacture. Some morer will do It whenever his most common sorts of annor
armor Is simple enough that ap- employer says. because al l the (leather and padded armor.
prentices can work on It alone. financial risk Is his employer·s.) shields) for the casual customer
Some Is so complicated that And player-character annorers and as practice for the appren·
only maste r armorers should run these same financial risks Uces. Not all of this gets sold,
oversee this work . And hiring a when lhey try to make neld and a piece that Is never sold is a
master armorer costs more than plate and full plate for them· few gold pieces out oftbe shop's
Just hiring a normal overseer. selves or theLr friends. coffers.
The chart below shows the All In all , It may be safer, fi·
relative diffic ulty of manufac· Added Expenses nanclally, for a player-character
turing lhese dIrrerent types of to be a full·tlme adventurer and
annor. If lhe OM only a part-time armorer.
wishes. he can add to lhe grief of
ArmorType Modifier to a player-character annorer by
Armorer confronting him wllh a lot of lhe PI.yer·Chuutcr Workshops
Proficiency hidden expenses of any such op· Often, a PC Ar-
Cbeck eraUon: morer who is also an adventurer
Banded Mail +1 Bribery: In many places. local wiU set up an annorer's shop
Brigandlne +1 officials will expect a little graft and crew It with a single over·
Bronze plate o In order for lhem to process the seer and two apprentices. This
Chain mail +3 necessary permits emclently shop's duty will be to keep the
Field Plate -3 and regularly. If the PC doesn't PC supplied In armor: also,
Full plate -3 pay up. those permits take a whenever the PC returns home.
Helm/great +3 long. long time (months) to be he can . If he wishes. operate the
Helmlbaslnet +3 processed. and during lhat tlme shop, especially In the "off·
Hide armor +3 lhe PC can 't operate a retail ar· shift" (whichever shift the regu·
Leather armor +3 morer's shop. lar crew Is not operating It).
Padded armor +3 Theft: Annorer's shops can If he does hire an overseer.
Plate mall o be burglarized just like any he' II have to pay the rates ac·
Ring mati +1 other operation , Thieves are cording to the overseer's ability,
Scale mati +1 quite wtlling to steal some high· as described above ,
Shleldlbody +3 quality annor goods and fence
ShleldfbuckJer +3 them elsewhere in the city. De· Note that a PC Annorer can
Shield/medium +3 pending on the quality of the make annor for his friends. He
Shield/small +3 merchandise lying around In can 't avoid paying lhe mini·
Spllnt mail +3 the shop, this can be a serious fi· mum cost for the materials, of
Studded leather +3 nanclal blow for the shop. course. The character can carry

8
a ten t and lealherworker 's s hop morer. whic h assum es that a p· Repairing M..glc..1 Armor
on the back of a horse. so he can prentices arc doin g the work .
work on any sort of a ll-leather or and unsupervised: appre ntices Magical armor
pad d ing armor while on th e can pe rform a ll armor·repai r Is repaired In exactly the same
road. But on the road. hc can func tions . The cost to thc a r· way. Base the cost for re pairs on
only gel in a couple of hours' morel'. compared to the apprcn- lhe normal retail value of the ar·
work per day. so m ul tiply a U lIce's wage, shows you how long Ill or as if it were not magIcal .
a rmor-making limes by four to II takes 10 repair (2 gp/week for Whe n magical a nnor Is dam-
determine how long they take. one apprentice. remember!. aged . holes may be drive n into
The c haraClcr who does a ll Example: A set of chain m ail il. bu t the basic enc ha nlme ntis
this extra work will be a little has fak en 10 polllls of damage unc hanged. The refore, the ar-
more tired than his fellows: re- III combat. Th e owner brings if m orer doesn't have to have re·
duce h is Inl e lli ge nce ability in fa be r epair ed. Retail valu e of pa ir materials e n c hanted to
c heck to s pot upcoming dan- chain m all is 75 gpo so the COS f " ma tch" the origi na l a nnor: aJl
gers. fa repaIr each point of damage he has to do is pa tc h up the
wfll be . 75 gpo or 75 cpo The ar- holes a nd th e a rm or will be
Repairing Armor morer repaIrs the 10 poinls of nxed. Typically, th e arm ore r
damage. whic h costs him 750 wil l not e ve n know that he's
If you use the cp (75 sp). Thjs is Jess lhan 1 gpo working on magical annor.
optional rules for damaging a r· so f_h e apprenrJce doing rh e re- Of course. as we discuss in the
mol' foun d in this rule book's pairs cakes abou t two days ron ... Combar cha pler. If a set or magi-
Comba t c hapter. you can also (h e chain maul ha u berk. cal armor Is damaged so severely
use the Annorer proficic ncy to Armorers typically c barge a lhat the enchan tment is ruined,
repair damaged armor. 50% profit on repair jobs. In lhe nothing a nonnal a nnorer can
It costs the armorer 1/ I00th the exam ple above. the armorer's do will repair it. Annor lha t seri-
armo r's retail va lue for eac h cOSt was 75 sp: the refore. he'd ous ly da maged Is ruined even as
Da mage Point Iha l he repairs. c harge the cu stomer about It5 nonnal annoI': a n a nnorer won't
Again. thal's thc COsl 10 lhe ar- s p for the repair job . be able to fix it .

9
l owyerlFletcher fact. the same smithy can be wh e n it 's being cooled after
used for armorlng a nd weapon- heat·temperi ng).
The m a te rial smithing.
on the Bowyer/Flet che r profi- The Weapon Construction ta-
c iency from Ole Players Hand- Wupon Qu.. lIty
ble o n page 65 of the Player's
book, page 58 , is aU correct for Handbook Is correct. It cons ti- It Is possible to
use with Lhls supplement. lu tes one Overseer·level wea- construc t weapons of dlITerent
A set of bowyerlne tch er's ponsmith working by himself qua lity than just average.
tools, which can be used at max- Poor quality weapons are
and c rafling weapons of average
Im um efficiency by one c harac- quality. An Overseer weapon- shabbily made. They look bad.
ter, costs 10 gpo (It's 15 gp for a s m llh working with two appren- and like the nawcd weapons de·
set whic h can be used simulta- tices cu ts the time in ha lf. T he scribed above. they break on a
neously by three workers. a nd lim e indicated o n the c ha rt natural attack roll of 1 to 5 .
+ 7 ,5 gp per + 3 workers which should be converted to weeks so T hey don't hit as we ll (this Is a
can work simuILaneously.) The tha t you can compar e the wea· penalty to the attack roll) o r do
bowyerlOetchcr is nOl required ponsmith's times with the ar- as much damage (penalty to the
(0 set up a workshop: he can damage) as the ir average-
morer's; consider 5 days o n the
work by hlmselfin the field,lf he chan to constitute one week. quality equivale nts.
c hooses. lfhe c hooses tOsel up a Average q ua lity weapons are
permanent shop, tents and huts not especially notable: they gel
WupQnsmlthlng F..I.Jure
cost the same as w hat's listed the Job done. they' re reliable.
for the leathe rworker's s hop Whe n con - a nd they're inexpensive. Unless
labove, under " Armorer"). slruc linga weapon. a t the end of otherwise noted. all (non·
Note that the co nst ruc tion t he weapon -making process. m agical) weapon s listed on
times listed in the Player 's t he weaponsmilh makes his c ha rts In the AD&D:llgame are of
Handbook presume that he's Wcapo ns mHhing profi c ie n cy average q ua lity.
wo rking a full week. If he's trav- ability c heck. He'lI use the Profi- Fine q uality weapons a re very
eling o r adventuring and work- c ie ncy Modifier based o n the we ll-made. Each will have o ne
Ing on bows and arrows in his weapon and the weapon q uality specific bonus: Either a + 1 to
spare lime, multiply all crafting he's trying to ach ieve; see the hit or a + 1 to damage. T his bo-
Limes by four. Thus. a lo ng or chart be low . under "Weapon nus Is nor magica l: It comes
shon bow takes four weeks. Quality," for that modifier. from improved balance. s harp-
Cost of materials fo r arrows If he s uccessfully makes his ness. e tc. (The weaponsmith de-
and normal bows Is negligible. If c heck . he's created the weapon termines. when he's makin g th e
the characte r is trying to ma ke a he wanted to create. weapon . wh ether he's trying to
weapon of truly fi ne quality. he Ifh e fails by 1. 2. 3, or 4, he's make it more accurate or make
must e it he r pay 50% of lh e c reated a wea pon th a t looks it h it harder.) Th ey also cost a lot
weapon's normal retail value fo r like what he Intende d to make more than average weapons.
excepUonally fine woods. o r add . .. but he knows It has a seri- En c ha ntm e nts a re typica ll y
an ex tra 100% to the tim e It ous structural naw . In a real made on weapons of at least
takes to craft the weapon: the combat. if the wielder rolls a Fine quality.
extra time constitutes him hav· naturalS o r less (0 h it. the Excepltonal qua lity weapons
ing lo look for the perfect wood weapon breaks and Is useless. are like fin e weapons. but have
a nd materials in the wild . (For some reason . it Just won't both bonuses: They're + 1 to hil
break in practice combats ... and + I ( 0 damage. They're also
Weaponsmlthlng only In the real thing.) He can very expens ive.
still sell the weapon. of course. The followi ng li st. adapted
The text o n but e ventually. after he's done from the list o n page 65 of Lhe
Weapon smlthi n g profic iency lh ls sort of th ing a few tim es. Player 's Handbook. shows lhe
fr o m th e Player's Handbook his reputation as a c rafts ma n differences In cost and lime to
(page 65) is basically correct, will be utterly ru ined . It's better c reate weapons or these diller-
but Jet's elaborate on It. j ust to break Lhe item . se ll it as a ent levels of q uality.
As mentioned. a weapon · wall ·hanger. etc.
smi th does need to have a If he falls by 5 or m ore, the
smithy. The costs for havIng a weapon breaks and Is ruined
smithy are given above In this during the last stages of the c re-
sec llo n , under "Arm ore r: ' In a tion process (for exa mpl e.

,0
Time to Construct the first blow of lhelr first fight.
Weapon Type Poor Average Fine Exceptional However. If you prefer to have
Arrowhead 20/day IO/day 5/day l/day your beginning characters a bit
BatUeAxe 5 days 10 days 20 days 45 days more n ervous and defensiv e,
Hand Axe 2 days 5 days 10 days 20 days then It's certainly more appro-
Dagger 3 days 5 days 10 days 20 days priate for you to start beginning
H. Crossbow 10 days 20 days 45 days 90 days characters at 1st level.
L. Crossbow 8 days 15 days 30 days 60 days
Fork . THdent 10 days 20 days 45 days 90 days (haracter Sheet
Spear. Lance 2 days 4 days 10 days 20 days
Short Sword 10 days 20 days 45 days 90 days At the back of
Long Sword 15 days 30 days 60 days I20days the book is a character s heet es·
2·hd Sword 20 days 45 days 90 days 180 days peclally s uited for use with The
Camp/ere Fighter's Handbook.
Effects On Mod. to Prof Thke a look at it. and then we'n
Performance Check to discuss it in greater detail.
Weapon Quality Attack Damage Breaks Craft
Poor -1 -I J·50nd20 +2 front of th·e-Shee.t
Average 0 0 J on d20 • 0
Fine +1 +1 •• -2 In the top box
Exceptional +1 +1 •• -4 of the character shcet's rront.
you put allthc vital statistics of
• This Isn 't an automatic break; it breaks only If the OM fee ls like it. the character: His name, physi·
•• Fine weapons get either a + 1 to hit or + J to damage, not both . cal and raciaJ characteristics,
Fine and Exceptional weapons break only in remarkable circum · his character class. his Warrior
stances, as dictated by the DM (for example. a powerful enemy Kii (If he uses one-see the War·
roUinga natural 20 when hitting the weapon . or the charac ter roll· rlor Kits chapter), alignment,
Ing a natural 1 when striking at an arllfact). cu rrent expe rience level. his
current experience earned. and
Weapo ns Not ShoWn Ma'g lc the amount of experience It'll
take hIm to reach the next level.
If you're LTyi ng Some warrior In the second box, you put all
to co nSLTuct a weapon not characters (Paladins. Rangers. the Infomlation relating to the
shown on this chart. compare It and multl·c1ass Fighter/Mages character's six ability scores
to the most similar weapon that and Figh ter/Priests) do have (Strength. Dexterity, Constitu-
is on the chart and use those val· spe lls. At this point In the char· tion, Intelligence, Wisdom. and
ues. (The OM has the final say acter crcation process. for the Charisma). All this Infonnauon
on what Is most similar.) For in- mulli-class characters. you and comes from the charts in the
stance, if you 're trying to crcate the OM will have lO determine PJayer'sHandbook. pages 14·18.
a halberd, that's closest to a fork the character's spells. (Paladins In the third, narrow , box, you
or trident, lfyou 're trying to cre· and Rangers walt until 9th and write down any bonuses and
ate a bastard sword, that's c1os· 8th Ic\'els, respectively, to get abilities the character receives
est to a long sword. their spells. so you don't have to based on his race: for instance, if
worry aboul them (or a while.) he 's an elf. you'd put something
Mon ey and Equipment like "90% resistant to sleep and
Expertence charm: + 1 to hll with bow,
The Complere s hort sword , long sword: can
FIghter 's Hand book follows aU Here's a n op· surprise opponents: Infravlslon :
the normal Player's Handbook lion you ought to think about If I on d6 lO detect secret doors (1·
guidelines for the character's you're planning to run espe- 2 on d6 when looking. 1-3 fo r
InlUal money a nd eq uipme nt Cially herOiC, combat·heavy ad· portals),"
.. usually, Use of some of the ventures or cam palgns. In th e fourtll box. you write
Warrior Kits will dictate differ- You migh t wish to start all be· down many of the character's
ences in the way some ch arac· ginnin g player·characters out at ga m e·mechanlc notes: How
te rs spend their beginning 3rd experience level instead of many hit points he has. how his
money, 1st. This makes th cm a bit hit dice are ca lcu lated (with
tougher, a btl more heroic, and a Fighters. you'd write "d 10").
lot less fearfu l abou t dying with

11
what his AC Is, what his THACO Buk of the Sheet ma de In an a d ve nture. ("Of
Is, what his saving throws are, course I have my Staff of the
notes on hiS fo llowers and any The back of Magi along! I a lways have II
special abilities or res trictions the sheet Is u sed mostly for taped to my Staff of Power! No,
from his character class choice equipment lists. reallyr ')
(especially appropriate with pal. The tOp box is used to record And in the bottom box yOll
adlns and rangers), and his his weapons: here . you can pu t can make any other notes perU-
Spell Progression (if any: th is, all the Information found on the nent to the character.
too, is especially appropriate for Weapons table {Player s Hand·
paladins a nd rangers). book. page 681. The Nut Step In
In the nrth box, you note The second box is used for
shan descriptions of im portant Ch. ruter Creation
down any modifications made
to the character by the Warrior equ ipment. especially magical Fo r the next
Kit he chooses (again , see the item s. step In oll r wa rrlor·ori ent ed
Warrior K ils chapter for details). T he third box a llows the cha racter creation process, tum
In the six th (bottom) box, you player to Indicate where all h is to the Wa rrio r Kit s c hapt er,
record any of the character·s character's Important posses· which follows Immediately,
s klll ·type abilities: Hi s la n- slons are normally kept. The
guages, his weapon proOcien· OM should Ins ist that the play·
cics (and specializations!) , and ers use these blanks: It helps
his non weapon proftclencles. prevents mistakcs from being

.1
Sometimes It's Jus t not warrior must take that from the propriate for him , and the OM
enough to be a Fighter, Paladin number of slots he has available mu st steer him toward such
or Ranger. Each of those classes to "spend." eqUipment types.
Is a lot of fun, but there's noth· Nonweapoo Proficiencies: For example. the pirate who
ing which says you want to be You also must use the Non· keeps his full plate on whUe
restric ted only to Lhree types of weapon Proficlencles rules from aboard ship will be knocked
fun. AD&D· 2nd Edition, as ma ny overboard time and time again
So, here. we're going to s how Warrior Kits require your char· as a reminder of why pirates
you how to create and play other acter to take s pectfic non · don't usually wear such cum·
sorts of warrior c haracters . weapon proflclencles. (For bersome stuff. As he's being
Instance. It's foolish to be a pt. dragged to the ocean bottom, he
Kits and Warriors rate wi thout Seama nship, or a can renect on his mistake. A no.
Wasteland Rider without Rid· ble warrior who wears leathers
Each special Ing.) when Jousung will almost cer·
warrior described In Lhls c hap- But th ese required Non, tainly get what he deserves for
ter Is defined as a Kit of different weapon Profictencles are his folly.
characteristics. The Kit consists bon uses- given In addition to Special Benefits: Most War·
of the following elements: th e nonweapon proficie ncy r10r Kits have some special ben·
Description: This paragraph choices you nonnally choose. eflts that others don't. Often,
talks about what the warrior Is. Sometimes a bonus proficiency they 're denned as special reac-
It's a general description of the will come from a group other tion bonuses among certain
appearance. mann er, cultural tha n th e Ge ne ra l or Warrior classes of society, special rights
background and use of Lhe char· groups, but. since It 's a bonus, It In cenaln cultures. and so forth.
acter In a campaign. It also Usts doesn't mailer how many extra OLher benefits a re m ore unusual
any requiremems necessary for slots H would oLherwtse be reo or dramatic : The Berserker can
the character to take the Kit: for qulred to occupy, call on hidden resources of
Instance, to be an Amazon, a Some proficlencies will strength and vl taUty when In
character must be female, (Sur, merely be recommended, not combat . for Instances.
prise!) required . When a choice is rec- Special Hindrances: Like·
Role : This paragraph de· ommended . It Is not gIven to the wise, each Warrior Kit has cer·
scribes the role of this warrior In character: If the character de· tal n disadvantages which
the society that spawned him cldes to take this nonweapon h inder him . Pirates are sought
and in an ongOing cam paIgn. A proficiency, he takes It from the by the authorities: Am azons
Samurai has a different cultural number of choices he has. face discrimination In male ·
role from a Wilderness Warrior, If you wish . you can use both dominated societies.
even If both . say. are Paladins. Secondary Skills and Non · Wealth Options: Some War·
Secondary Skills: If you 're weapon Proncle ncles In your rior Kits have special rules reo
using the Secondary Skills rules campaign , but you'll find that gardlng their wealth. The Noble
from AD&D~ 2nd Edition, then c haracter c reation is simpler Warrior. for instance, wUl begin
your Kit may require your war- and more consistent If you use play with m ore starting gold
rior to take a specific skill: Lhe only the Proficlencles rules. than some other Warrior Kits.
character may not be able to Equipment: Some Warrior However, he's also required to
c hoose or random·roll his Sec- Kits gravitate toward certain maintain a higher standard of
ondary SkUI. types of eqUipment. Noble War· Hvlng Lhan the others, If he fails
Weapon ProUcieocies: You riors lend toward heavy armor to do so, he temporarily loses
must use the AD&D~ 2nd Edt· a nd weapons such as swords some of his Special Benefits,
tlon game rules for Weapon Pro. and lances: Pirates lean toward Races: Each of Lhese Kits Is
ficl encles In order to use these c utlasses. throwing knives, written with the huma n charac·
Warrior Kits. Most of these KJts light or no annor. and Lhe like. tcr in mind, and this paragraph
wtll require your warrior to take These equ ipment listings describes what happens when
s pectfic weapon proficiencles. A aren' t really restric tions or you have a demlhuman c harac·
Samurai wouldn 't be the same hard·and·fast rules. A Pirate on ter instead. The OM will have to
without hIs katana, or a Noble shore may wish to deck himself ask himself If he wants certain
Warrior withou t his lance, fo r out In full pla te, for instance. race/Warrior Kit combinations
example. But tn normal circumstances, a (Savage Elves? Dwarf Ama·
When required to take a spe· character should gravitate to· zons? Noble HaIOing-War-
clflc Weapon ProOctency, the ward the types of eqUipment ap' r1ors?). If he does allow them.

13
~1/·
o
Warrior Kits

this paragraph will make notes questiona ble. For example, it's For each Warrior Kit. the OM
on recommended racial modlfi· not likely Lhal you' ll be playing has to choose:
cations. For Instance. the Noble a Pirate Paladin . However. it is ( IJ Ifhe will even aIlow this Kit
Dwa rf-Warrior will be required possible. If your band of pirates. In his campaign .
to be proficient with axe a nd in happy-go-lucky movie tradi- (2) What addiUonal informa·
hammer rather than sword and tion . attacks only the wicked. tion he needs [0 give the players
lance. and won't be required to frees all innoce nts . a nd per - abou t each KIt.
be a rider. form s In an oLherwlse mostly- (3) What changes he might
honorable fashion. they ' re wish to make to each KIt.
An Importoilnt N ote obviously not an evil group a nd Let's take the Amazon Kit as
a pala din could adven ture an example , This Kit was
In the follow- among Lhem. If Lhat's the sort of loosely derived from the Ama·
log sections. several Warrior pirate campaign you and your zons of Greek myth . But lhls
Kits get reaction bonuses and OM agree to play, then that's OM 's Amazons may be substan-
penalties as part of thelt Special fine. tially differen t from those .
Benefits and Special Hin - When one warrior class can· So. first. he has to decide If he
d rances . A word of cautio n not choose a speclOc Warrior will allow this Kit In his cam -
needs to accompany lhem . Kit. the exce ptions wUl be palgn . lfhe has an)' son or Ama-
In the AD&D;tI game. when a noted. zons on his world, he probably
character is very charismatic. will allow this. (f he has no ."-ma·
he gets what is called a " reac- zons, then he won ·t. Let 's pre·
tion adjustment." {See the Play- Kits and Character sume that he does.
er 's Handbook. page 18.1 When Creation Second , he has to decide what
the character has a high Cha- additional information he needs
risma and receives a bonus, It 's You can on ly to give the players abou t the
expressed as a plus: +2 . for in- take one Warrior Kit for your Amazons. In his world. let's say.
s ta nce . When he has a low Cha- character, the Amazons live on Lunyrra. a
risma and receives a penalty. U's You can only take a Warrior heavily fores ted Isla nd sur·
expressed as a minus: -3, for Kit for your character when that rounded by a lmost unscaleable
example. character is firs t created . cliffs. a nd make war on the s ur·
However. when you roll the There's an exception to that roundin g islands: when players
2d 10 for e ncou.n ter reactions second rule: If you and your OM are interested In playing Ama-
(s ee th e Dungeon M as ter 's both want to Integrate th ese zons. he gives them that infor·
Guide. page 103. don 't add the rules into an existing campaign, ma tlon In addlUon to the KIt.
bonus (+) or s ubtract the pen· and both OM and players can Third . he has to decide what
alty ( - ) from the die roll. Do It agree upo n what Warr ior Kit changes he wis hes to make to
the other way around. If the each existing player·character the K It. Since his Amazons are
character has a Charisma of 16. most closely resembles, the n sailors Instead of famous eques·
and thus gets a + 5 reacllon ad- you can use these rules for exist· trians. he changes the required!
Ju s tme nt. you s ubtract that Ing characters. adding a Warrior bonus Nonweapon Proficlencles
number from the 2dlO die roll . Kit to each exIs ting character, from Riding and Animal Ttain-
(Otherwise the NPCs would be Once you've taken a Warrior Ing to Seamanship and Naviga-
reacting even more badly be· KJt. you cannot change It . Later tion.
cause Lhe character was char1s- In the character's life. he can By these means , he has
maUc!) possibly abandon his KIt: see adapted the gener ic Warrior Kit
"Abandoning A KIt," later in below to his own campaign
this chapter. world and made It Ot In just as
Ki ts and the
he likes.
Warrlc;I r Classes The Warrior Kits
In ge ne ral. Following a re Amazon
each Kit can be used with each several sorlS of warriors re pre-
of the three warrior classes. Your Desc rip tion : Amazons a re
sented by Warrior KllS . Before wome n warriors tn a male-
character can . for instance. be a allowing his players to choose
Barbarian Fighter. an Amazon dominated world . Their clvlliza·
KllS for their characters, the OM tion might have been created by
Paladin. or a Samurai Ranger. should review these and make
Some choices m ay be a lulle a deity who likes women war-
notes for himself about them . riors: or they might have bee n

l4
Warrio r Kits '\ It-
o

wom en who rebelled (rom male th eir territory. (In th is last in· and dis tinc llve iy pe of fe ma le
dom inations a nd decided to rule s tance, some Amazon cultu res . warrior. If a pla yer wa nts to
themselves: or they m igh t sim- a fterwards. may decide 10 kill have a fem a le warrior character,
ply have been matriarcha l soci- the adven turers: oLhers don'c ) Lhe OM s hould try to a ccom mo·
eties from long before recorded For de ta ils of exactJy how the da te the player whe never poSSI ·
h isLOry. Amazon commu nilies work in ble. and s hould n' t ha ve to resort
Whatever the ir origin. they your campaign world . cons ult to making Lhe characte r an Am-
now live in civilizations or com - your OM . (And give hlm ple nty a zon in order to a llow he r to be a
munities where wome n occupy of lime to comc up with the an· warrior. InJ ust about every real-
the positions and roles tradition- s wers If it's not som ething he's world history a nd mythology,
ally held by men - and . In the thought abou t befo re.) you 'lI fi nd female warriors In
cam paign . th at mea ns espe - Traditionally. Amazons are fa· male·domln ated socie ties: oth-
Cial ly the role of warriors and m ou s riders a nd breede rs of erwise there would be no Joan
adventurers. horses. In their own countries, of Arc or Atala n ta of Ca lydon .
An Amazon c ultu re may be they wear light a rmor and carry The re a re no special a bili ty-
sm all (a single town or Island) or s hie lds, s pears. s words and score requirem ents to be an Am-
large Ian entire country o r conti· bows. In other countries. if they azon .
n ent). very advanced or very a re disadvan taged by their c ui· Role: In her own SOCiety. re-
primi tive. So me Amazon c ui · lural weapons a nd arm or, they gardless of the level of c iviliza-
tures keep men as servanlS a nd quickly adapt to loca l weapons tion, the Amazon wa rrior is very
slaves. a stern reversal of the a nd a rmor. highly regarded. She Is the de-
fonner sta tus: others have no Here's an im portant polm to fe nder of the whole civlliza tion 's
m en In their com munjtles, and reme mber: In most campa igns , way of life, a nd every Ama zon
take long holidays In order to you don't ha ve to be a n Amazon girl aspires to grow up to be a
vlsH t:r:iend ly neighboring tribes to be a fe male wa rrior: check wa rrior. But In the oute r world.
of me n: others perpetuate their wi th you r OM for other ways to a nd in the campaign in general,
kind by being very hospitable to playa fema le war rior. The Ama- the Amazon is a curios ity, ofte n
adve nture rs passi n g th rough zons arc merely a vcry colorful regarded as a barbarian (no mat-

15
~li
.
Warrior Kits

teT how cultured her civilization Special Benefits: Male war· either: they'd follow the rules
might be), stared at. whLspered rlors in a civilization where fe· above for human Amazons.
about. The people of oLher cul- male warriors are rare tend to It's a little harder to envision
tures will be suspicious of her, underestimate the Amazon. dwarvlsh. gnomish. or halIling
and she will probably start out Therefore. In any fight where Amazons. But if you do use such
being uncomfortable around the Amazon confronts a male civiltzations:
men who appear to be her social who Is not familiar with her per- Dwarf Amazons will have Axe
equal-in her eyes. c:beyare the sonally or female warriors in and Hammer as their required
ones who are unnatural. general. she gets a +3 to hit and weapon proftciencies: they are
The OM will have to guide this + 3 damage on her first blow still Riders. but substitute swine
situation carefully. Once the only. This Is because her oppo· for their mount of choice (swine
Amazon character has proven nent's guard Is down. are very dangerous, and the
herself In combat to her outer- This doesn't work on player· prospect of a ferocious she·
world allies. and once they have characters unless the player Is dwarf on the back of a biting
proven themselves in combat to role·playlng honestly enough to boar is a daunting one).
her. there 's no reason why they declare that he, too, would un· Gnome Amazons wIll have
cannot be staunch alUes . NPCs derestlmate her. Throwing Axe and Short Sword
may continue to trouble her, but This ability doesn't work on as their reqUired weapon profi·
player-characters should not: some other types of characters: ciencies: their Bonus Non·
and the other PCS should rise to An NPC who is wary enough weapon Proficlencles are
her defense when NPCs make not to underestimate the Ama· 1tacklng and Survival.
trouble for her: only the most zon might. with a successful In· Halfllng Amazons will have
obnoxious of PCs would con- teillgence check. see the attack Javelin and SUng as their re-
tinue to give her trouble. and coming and deny her the bonus: quired weapon proficlencles:
the other PCs certainly A seasoned veteran {any War· their Bonus Nonweapon Profi·
shouldn ' t support his attitude. rior of 5th level or higher, or any clencles are Endurance and Set
Secondary Skills: Required: other character of 8th level or Snares: and you wtll have to pre·
Groom. higher}. in spite of his prejudice. sume that these haltlings aren't
Weapon ProCicienci.es: Re- will realize that she is moving as fond of ease and leisure as the
qUired: Spear. Long Bow. (Ama- like a trained warrior and keep more common sorts of halnlngs,
zon fighters can Specialize only his guard up. denying her the
in Spear or Long Bow.) Recom· bonus. Barbarlanj
mended : Various axes. swords. If the Amazon hits an NPC
Nonweapon ProCiciencies: with this attack. he'll never Description: This is not the
Bonus Proficlencies: Riding again be prey to it: if an NPC barbarian of history. but the bar·
(Land-Based), Animal Training. even sees an Amazon hit some- barian of fantasy fiction . He's a
Recomme nded : General-Ani· one with It, he'lI never fall for It powerful warrior from a culture
mal Handling. (Warrior) Animal himself. But If she misses that on the fringes of civilization.
Lore. Armorer. Bowyerl first strike. Lhen the target will He's left his home to sell his
Fletch er. Humlng. Running. continue to underestimate her skills and adventure In the civi-
Survival.1tack1ng. and she can use those bonuses lized world-perhaps to amass a
Equipment: When an Ama- again on her next strike. fortune with which to return
zon c harac ter is first created. Special Hindrances: The home. perhaps to become an im·
she must buy her weapons and Amazon suffers a - 3 reaction portant figure In this so-called
a rmor from among the follow- roll adjustment from NPCs who clvlUzaUon. He's known for
Ing c hoices only: Weapons- are from male-dominated socl· strength. cunning. contempt for
Battle Axe. Bow (Any). Club, eUes. This reaction adjustment the oute r world's decadence.
OaggerlDlrk, Hand or Throwing goes away for characters who and for adhering to his own code
Axe. Javelin . KnIfe. La nce. come to respect her. such as of honor.
Spear, Sword (any): Armor- (presumably) her PC allies. The barbarian Is usually very
Shield , Leather, Padded . Stud· Wealth Options: The Ama· strong: therefore, the barbarian
ded Leather. Brlgandlne. Scale zon gets the ordinary 5d4x 10 gp must have a Strength abWty
Mail. Hide. Banded Mail. Bronze as starting money. scare or 15 or more. A character
Plate Mail. Once she has adven- Races: The Amazons from can come from a barbarian tribe
tured elsewh ere in the world, folklore and myth were humans. and have a lower Strength than
she may purchase weapons and It's not difficult to envision elvish that-but he cannot have the
annor from those regions. or half-elvlsh clans of Amazons, Barbarian Kit.

16
Role: The typical RPG barbar- the lis ted nu mber o( s lo ts if rea ction . B u r beca use he's
ian is a powerful. dangerous fig- Figh ter or Ranger. or Just the reached an 8, his Bar barian b0-
ure. as tho ugh he were a n listed number if Paladin ) Her- nus comes inca pJaJ~ making the
animal totem in human ski n. In balis m . (Rogue-costs double fina l react,jon roll a 5: A frie ndly
a campaign, he's a front-line s lots) Jumping . The OM is r eaction.
figh ter with some special skiJJs withIn his rights to Insist tha t Special Hindrances: All that
and a ve ry different outlook the Barbarian c haracter ta ke a im pressiveness ca n wo rk
than the rest of the characters; proficiency in the triba l spe- against the Barba rian . too.
his player should always play clall}, (Fishing. Ag ricu lture. Whenever the barbarian c har·
him as someone from a different whatever) if the OM so wishes. acter ach ieves a reaction roll o(
land, someone whose likes and Equipment: The charac ter. 14 or more. he takes an addi-
d islikes and percept io ns a re when he spen ds his starling tionaJ - 3 modifier. That Is. if the
based on a different cul ture. (If gold . may no t buy arm or reaction is negative at all . It will
you play him as Just a nother heavier [han Sp liOl mail, be even more negaHve than it
warrior (rom down the s treet, banded mail, or bronze plate otherwise wou ld have been-
you lose a lot o( the mystique mail. Outside his tri be. once he the barbarian is scary, and the
the character has.) has adventured In th e outer other person overreacts.
If the PC party has no real world , he can usc a ny type ofar- Exanlple: Thra th next m eets a
leader, he may gravitate to that mar without penalty. When he suspicious witch, a nd is indiffer -
role; i( It has a good enough spends his starting go ld . he ent towa r d her. On the " Indiffer -
leader. he' ll probably stick to be- must limit hlmsel( to weapons ent " column of the Encoun ter
Ing a specialist In the thi ngs he the OM says arc appropriatc for Reactions chart. t/Je OM rolls a
does well , his tribe-the usua l group of 17, 1brath 's Cha ris ma bonus of
Second a ry Skills: The OM weapons Inclu des battle axe. 3reduees the roll loa 14, bu tHs
wHi decide. based on the charac- bows (any). club. dagger or dirk. still enough that his Barbarian
ter's background. what sort o( (ootman's nail. mace, or pic k, penally Just shoots il righ t back
seco ndary s ki ll wou ld be re- hand or th row ing axe. s Ung, up to a 17 agaln, The witcll be-
quired, Most barbarian tribes spear, or sword (any). comes Threatening.
have a required skl1J; a tribe that Special Benefits: Barbarians Wealth Options: The Barbar-
makes ils living by fishi n g are Impressive because of s heer Ian gelS the s tarling gold (or a
would have Fish er as its re- strength, intensity. and animal Warr ior (5d4x 10 gp), but he
quIr ed secondary skill. magnellsm ; this gives the m a m uslspend Itall (be(ore starting
Weapon Profi ciencies : Re- + 3 reaction adjustment bonus play) except three gp or less: he
quired: Batt.le Axe, Bastard In certain situations. can have some pocket cha nge
Sword. (These a re the classical Whenever the barbarian c har- when he reaches civilization.
fictio n-barbarian weapons: the acter achlevcsa reaclion roll 0(8 but must be close to penniless,
OM may decide to substitute or less (including Charisma and Races: Oemihuman Barbari-
others more appropria te to his racial bonuses). you subtrac t ans (allow the same rules.
own world ,) Barbarian figh ters the modifier. That is. I(!.he reac- Dwarves are perhaps the most
may specialize In a ny weapon. tion is positive at a ll . It will be admirably suited to belngBarbar-
but are not likely to e ncou nter even more positive than it other- lans_ The OM will have to decide
un usual weapons [like lances. wise wou ld have been, whether his elves. half-elves and
quarte rstaves, naIls, peculia r Example: Thralh the Thra nar- gnomes are brtX>dlng and menac-
polearms} until they reach the an is a Barbarian with a Cha- Ing enough to be Barbarians: the
ou ter world. Recomme nded: ris m a of 15, Encountering a question is even harder with the
Bow (any), Sling, Sword (anyl . knighr who could be friend or leisure-loving halOings. But if the
War Hammer. foc lO him, he speaks wUh the OM wishes to allow a ny or all of
Non weapon Profi ciencies: k night In a friendly fashion. The these demihuman races to have
Bonus Proficiency: Endurance. DM rolls his Encou nter Reaction Barbarians among them . he may.
Recommended: General- Ani- and achieves an lI on 2d I O. On Fina l Note: Most classic
mal Ha ndling. Animal Training. the "FrieJldly" column of lile fantasy-fiction barbarians are
Direction Sense. Fire-Building. Encoum er Reactions chart from male_ but this Warrior Kit can
Riding (Land-Based). Weather the Dungeon Master's Gu ide, ce rta in ly be laken by (emale
Sense. (Warrior) BUnd-f lghtIng, this is a "Cau tious" reaction. characters. with all the Kit's re-
Hunting. Moun taineering. Run- B u r wai l -llfs charisma g i ves quirements. benefits, a nd hin-
ning. Set Snares, Su rvival. h im a +3 bon us. The 11 be- drances In effect.
Tracking. (Priest - costs twice comes an 8, sWI an IndlffereOl

11
~llI
Warrior Kits

Beast· Rlder lee ry or speaking to or negotiat- the Beast-Rider and act as a


ing with the Beast·Rlder If moum. With the DM's permls·
Description : The Beast·Rlder there's a more "civilized" char· s ion . the Beast-Rider character
Is a wa rrior In a tri be or clan acter on hand to perform those gets to decide what sort or ani-
(us ua ll y a barbarian tribe ) func tions. The OM needs con- ma l this Is: the OM Is encour-
whic h has a strong affinity for stantly to use the Beast-Rldcr's aged to disallow any sort of
on e type of animal. The anim al reaction modifiers. listed below a nima l that will give the Beast-
Is the tOlem of the Uibe. and the under '·hindrances ." Rider a great ad vantage In the
Beast-Rider makes friends very Secondary Skills: If you're campaign (for e xample, a pega-
easily with that type of anImal USing th e Second a ry Ski ll s s us or griffon) .
a nd can uaJn Il Imo a riding· rules. the charac ter must take The Beast·Rider ge ts a + 5
beast . .. even {flt'sa rype of anl- the Groom (Animal Han dling) positive reaction adj u stm e nt
maJ not normally considered a secondary skill, whenever dealing with these an·
riding-beast. Wea pon Proficiencies: Re- ima ls. He fi nds Il easy to make
In a campaig n. the Beast - quired : None. Recommended: friends with them: on a dle·roll
ruder Is an exotic warrior who Is All the weapons commonly as- result of 9 or less (on the " Hos·
notable for his kinship with his sociated wllh mounted war- We" column of the Encoun ter
a nima l: like the Barbaria n . he riors - Bow (composite s hort. Reactions Chart. Dungeon Mas-
brings a w lld , oULSider 'S3 (Utude and short), Horsem a n 's nai l. ter's Guide page 103). he can
InlO the adve nturing party. His Horseman's mace. Horseman's eve n persuade attacki ng ani·
a nimaJ also has a bilities which pick. Lance (an y. according to ma ls of this sort to leave him
can be nefi t the a dven turing th e size of the animal), Spear. a nd his a llies alone.
party. However. the morc unu- Bastard Sword, Long Sword . Additionally. the Beast-Rider
s ual lhe anlmaJ Is, the harder It Nonweapon Proficiencies: begins play In the campaign
Is to a ccommodate In all situa- Bonus Proficlencles: Animal with one of these animals as his
tions: It's no problem to sta ble a Training. Riding (Land· based), personal friend and mount. This
horse althe inn. butjus l try sta- The c haracter must dec lare animal Is devoted to him and
bli ng a grea t white wolf. a wUd which one sort of animal both will risk (or even sacriflce) Its
boar. or a dolphin! these proflciencies pertain to. own life to save lhe character:
1b be a Beast-Rider. the c har· Recomme nded : Ge neral- and the character Is expected to
ac ter must ha ve a Cha ris ma of Animal Ha ndlin g. Directio n behave the same way toward his
a lleasl 13. (Na turally. there a rc Sense. Flre·bulldlng. (Priest) mount. {If he doesn' t role·play
me m bers of lhc Beast -Rid er's Healing (speCifically veteri- this al1achment (0 his a nima l.
tribe who are not th emse lves nary) . (Warrior) Animal Lore. the OM should decide that the
Beast·Riders ; the Beast-Riders Hunting, Mountaineering. Set character has abandoned this
a re lhe tribe 's e lite warriors.) Snares. SurvivaL Tracking. Wa rrior Kit, as per the gUide-
Role: As mentloncd . in h is Equipment: When he is first lines given later In this chapter. )
own SOCiety. the Beast·Rider Is created. the Beast-Rider may The Beast·Rlder has a tele-
the elite warnor. and he com · on ly have Hide . Lea ther. or Pad- pathic rapport with his animal.
ma nds a lot of respect among ded armor (plus shield a nd When In contact or visual line of
his own kind. Outside his LTlbal helm). Later in the campaign . sight with his a nima l. he can tell
grounds. however. he's very de- h e may switch to more what the beast is feeling, even
finit ely an outsider. His barbar- a dvanced forms of a rmor .. . as thinking Ir It has some intelli-
Ia n m a n ne ris ms a nd his long as his mount can carry him gence: he and the animal can
obv ious and very unusua l and the armor both . of course. communicate with one another
fri endship with his animal set When fi rst created, he may have withou t appearing (0. Whe n the
him apa rt from most socleUes. only wcapons from the lis t two are not within Hne or s ight
Because of this , the Beast·Rlder a bove under " Weapon Proncle n· with one another. each will
may becom e espec ially a t- cies ." (The OM may change or know the other's emotional
tac he d to th e oth er playe r- add to thls list 10 refiect specific stale a nd whether or not the
c haracters (If they treat him as cultural de tails of the Beast- other Is hurt : each w ill know the
an equal a nd not a freak). even If Rider's LTlbe.) direction to travel to find his
he'd ne\'er admit ilIa them . Special Benefits: T he Beast- friend . and the approxjmate dis·
The DM needs to re,i nrorce this Rider has an amazing rapport tan ce (a hundred yards. a n
social role by ha ving NPCs react with one type oranlmal. The an- hour's trave l. severa l days '
to the Beast-Ride r 's s trange· Imal must be of a s pecies nor- travel. for In stance) .
ness. For Inslan ce. NPCs will be mally strong enough to carry

18
Warrior Kits \ If.
If the animal ever dies, the Tiger. Wild role-play the c haracter 's reac·
Beast- Rider can c hoose another Unicorn (traditionally. only vir- lions- he's just felt. through
animal of th e same type as his gin lawfu l-good females may their telepathic li nk . the death
companion . Howev er. the OM ride) of his beloved frie nd , after all.
must Include this situation as Wolf. Dire {evil characters could Wealth Options: The Beast-
part of the campaign story: T he bond with a Winter WolO Rider gets the ordinary 5d4x 10
c harac ter mu st see k out a n- gp for s tarting gold . Like the
other s uc h an im al. a nd may • Flying animals do tend to Barbarian. however. he must
only be salls fled wll h the change the nature of a cam- spend It all (before starting play)
heal thiesl. strongest. greatest paign. especially a low-level except 3 gp or less.
ex am pl es of t his animal (in cam paign. by ma king It easy Races : This Is a kit that is es-
other words. if the character ap- for c haracters to go long dis- pecially appropriate for demlhu -
pea rs to be cont e nt to seale with tances qUickly. to avoid dlm- man c ha rac ters. It 's easy to
less. t h e OM tcIJs h im. "You c ult te rrain , e tc. The OM e n vision dwa rves on boa rs .
sense you won 't be able (0 bond shou ld disallow any s u ch elves on dire wolves. sea-elves
with t h is animal .. ." 1: t h e n c hoice if It will cause prob- on giant sea-horses. a nd so on.
t here must be some son of lems In his campaJgn. Notes : II adds a lot of de tail
bondi ng ritual between beast + Since many of these crea- a nd color to a campaign If the
and man ((or example. a physi- tures are evil. the OM may DM does a certal.n amoun t of
cal combat where the human have to introduce into his wo rk c reating t he socie ty of
must be able to saddle and ride campaign a nearly-Identical eaeh Beas t-Rid e r tribe . Th e
the a nimal In spl le of itS spirited race wi m neu tral or good le n- tribc's behav ior a nd activities
attempts to throw hlmJ . Only de ncles. would be dictated by the type of
the n can the c haracter have his & This species only works If animal It was tied to: Horse-
new animal. most of the campaign takes Riders wou ld live on the plains.
Following is a lis t or m a ny ani· place In wa tery domains. riding fa r and wide. while Boar-
m als wbich are appropriatc Riders would live in forests and
m ounlS fo r th e Beast-Rider. 10 calculate the weight-bearing moist bottom -lan d . few eve r
Not e that not all of them arc in- abilities of these animals. com- travelling morc tha n five miles
cluded in the MonSlrous Com- pare them to the list on page 78 of from their home village.
pendiu m series: If a playe r the Players Handbook. Choose
chooses one not included there, the animal from lhat Ust most re- Berserker
and the OM approves the choice, sembling your animal In stze and
the OM will have to work up the mass. and then usc the values for Description: The Berserker is
animal's abilities. I.hat animal. a warrior who has special attrlb-
Special Hindrances: As men- utcs and abillUes when he's In
Bal. Huge · + (mobat) (gnomes tioned earlier, the Beast-Rider is com bat. In combat. he ca n
a nd halfllngs only may ride) outof place In moot societies. He achle\'e an ecstatic state of mind
Bear takes a - 3 negative reaction ad- that will enable him to nght
Boar justment when meeting NPCs longer. harder, and more sav-
Burralo from a ny cult ure but his ow n. agely than a ny human bein g
Camel (The player-characters do not has a right to. This makes him a
Dolphin & have to be hosti le to the Beast- deadly warrior ... who can be
Dragon • + (only a llowa ble in Rider If they do not wish . how- as muc h a menace to himself as
\lery h igh -powered he roic e ve r.) to his e nemJes_ In a campaign,
campaigns) Also. should the Beast·R1der's he's nearly identical to th e
Elephant a nimal ever die, whether iI's In Barbarian-except it's obvious
Griffon· the Beast-Rider's presence or far from the outset that he has a
Hlppogrirr • away. the Beast-Rider immed l· truly savage and inhuman ele-
Horse atcJy takes 2d6 points of da m - ment in his personality, and he
Hyaenodon age and must ma ke a saving tends 1.0 di s turb a nd unscale
Lizard (FIre . Giant , or Minotaur) throw vs_ spells. If he fal ls the other people.
Lobster. Giant & saving throw, he behaves as U Like the Barbarian. the Ber-
Pegasus · he were a magic-user hit with serker must have a SlIcngth
Ray, Manta & f ecbJemind fo r the next 2d6 abillcy score of 15 or more.
Sea- Horse. Giant & hours. Even If he makes the sav- Role: In his tribe . the Be r-
Smllodon ing throw , the player should serker has a special role. He's

19
stl!
o
Warrior Ki ts

been touched by s upernatural specially (Trapping, Agricul· (0 "nonnaJ" and suffers the or-
forces. and accepted that touch ture. etc.). dinary consequences for com-
so that he might better defend Equipment: As with the Bar- ing out of a Berserk (described
his people. ba rian. the Berserker may not below), The c haracter can come
The idea of a Derserker Pala- use his starUng gold to buy ar· ou t of his Berserk once the last
din Is a little strange. and some mOT heavier than splint mall , enemy Is down (he must liter·
OMs will prefer not to a1l0w it. banded mail, or bronze plate a ll y be down on the ground.
That's fine. It's not always inap- mall. Once he has adventured in even If still a live and surrender-
propriate. though. If lhc charac- the outer world. he ca n usc a ny ing; the Berserker will stay ber-
ter's lrlbe ts df.eply involved with type of armor without pe na lty. serk and continue fighUng so
a n appropria te a nimal totem. When he spends his starting long as the re are e ne mies s till on
such as a bear or wolverine. a gold. he must limit himself to their feet). Once the fight ends.
paladin might even be required weapons known to his tribe. a nd the Berserker must come oul of
to be a Berserker. since lhe OM may not c hoose missile weap- his Berserk s ta te.
may reason iliat Irs only the su- ons. Good choices include bat lle For these reasons, Berserking
pematurallouch o(the [Otem an· axe, club. dagger or dirk. fOOl- is a more appropria te reaction
imal spirit that gives the paladin man's flail. mace. or pick, ha nd when the characters a re about
his other powers. Bul. again. axe, spear. or sword (any). to attack or be attacked by a foe
that's up to Lhe indiVidual OM. Special Benefits: Berserkers they know about. If the charac-
Secondary Skills: As with the receive a +3 reaction adjus t· leTS are, Instead. Jumped by a
Barbarian. the OM will decide ment bonus from NPCs belong- smaIl party of orcs. It's us ually
what sort of secondary skill is ing to any tribe that also has not worth the effort to Go Ber·
most appropriate for tha t spe· Berserkers-they recognize the serk: the consequences a nd ef·
clfic barharian/bcrserkcr tribe. Berserker instinctively and re- fon outweigh the benefits.
Weapon Proficiencies : No spec ( hi m. even If he is a n When Berserk. the c haracter
speclnc weapon proficlcncles enemy. has phenomena l endu rance and
are required of the Berserker- Th e other be nefit the Ber- res is ta nce to pa in and !So me
but he may not stan out play serker receives is his Berserk. forms of magiC. Only while Ber·
having a proficiency in a ranged At any time. the Berserker serk. he gains the fo llowing ben-
weapo n (no thrown axes or may choose to Go Berserk. This eflts:
knives. no bows or crossbows, isn't an Instanta neous pro- (1 ) He is Immune (no Saving
etc.). The Berserker lives to de· cess-he must spend a little Throw Is necessary) to the wiz-
stray thi ngs In han d·lo· hand time to "psych himself up." It ard spells c harm p erson.
combat. so he cannot stan play takes a fu ll turn (tcn combat friends. hypnotism, sleep. Irrita·
with any sort of ranged weapon rounds) to Go Berserk. In that tion. ray ofenfeebJem ent. scare.
proficiency. He can learn others time, the character Is growling. geas. and t.he c le rical spells
during the course of the cam· moaning, uttering imprecations comm and, c harm person or
palgn, if he and his OM wish to . " It's Impossible to be quiet m ammal , enth ra ll. c loak of
aJlow it-but it's a little out of when trying to Go Berserk. He bravery, and sym bol.
character for the Berserker. may also be fighti ng during that l2 J He gets a + 4 Lo save
Nonweapon Proficienci es: lime, meaning that he can SLart agai nst the wizard spells blind-
Bonus ProfiCiency: Endurance. to Go Berserk on the round the ness. Thsha 's uncontrollabl e
Recommended : General-Ani· nght begins. nght for len full hideous laughter. hold person.
maJ Handling. Animal Trainin g. rounds. and the n be Berserk on charm monsl cr. and confUSion.
Direction Sense. Fire·Building, the eleventh round. a nd [he clerical spells h old per-
Riding (Land-Based). Weather Of course, whe n th e Berserker son and hold animal.
Sense. (Warrior) Blind-Fighting. knows a nght is coming. he can (3) The emollon spell has no
Huming, Mountaineering. Run· begin to Go Berserk , even If effect on the Berserker. unless
ning, Set Snares. Su rvival. th ere Is no fight currently goi ng the caster ehose the fear result .
Tracking. lPriest-costs twice on. At the end of a full tum of If fear was chosen, the Berserker
the IJsled number of s lots If preparauon. he can become Ber· gets a normal Saving Throw: If
Fighter or Ranger) Herbalis m. serk instantaneously. If there's he makes it. he continues on as
{Rogue-cos ts double slots} no enemy in sight yet. he can before. but If he fails It. he is pre-
Jumpin g. As with the Barbar- hold the Berserk until com bat is maturely snapped au ! of his
Ian. the OM may choose to insist engaged . But if no combat takes Berserk. with all the normal ef·
that the Berserker character p lace within O\'e more full fects of coming out of the Ber·
take a proficiency In the tTlbaJ turns . he automatically revens serk (but he doesn't s uffer any

20
Warrior Kits \1f-
.

other fear effect). The (ear spell (6) While Berserk. the charac- "The ore-captain hits you with
has exactly the same effect: lfhe ter gelS + 1 to a ttack, +3 to his axe, a mighty blow which
saves, there 15 noerrect. and Ifhe damage. and + 5 hp. you barely fee l . . ." It Is there-
doesn't save. he's snapped out Special Hindrances: The Ber- fore very possible fo r a Ber-
of the Berserk. If he fall s a sav- serker has hindrances as severe serker to be nlckled and dimed
Ing throw against charm mon- as all those benefits he receives, to death and not know It until he
ster. he simply counts the caSler ( I ) Th e Berserker character drops dead. The OM can also. Ir
as one of his allies: he doesn 't receives a - 3 reacllon from all he so chooses, roll all Saving
come out of the Bel'"Serk or obey NPCs (except, that Is. c harac- Throws for the Berserker. not
the caster's commands. ters from lf1bes which have ber- telling the player whether they
(4) Being Berserk offers no serkers In them. as described were failures or s uccesses.
rea] protection from finger of above). (3) While Berserk. the charac-
death. except that the spell ef- (2) When the Berserker goes ter can use no ranged weapons.
fects do not take place untJllhe Berserk. the OM should Immedi- He kUls only In hand-to-hand or
character has come out of his ately say to him . "Tell me how melee-weapon combat.
Berserk. If the Berserker saves, many hit points you currently (4) While Berserk. he must
he doesn ' t suffer the 2d8+ I have." From that point until the fight each opponent until that
damage until ImmedIately after fight is done a nd the Berserker opponent lS down . Once an op-
he snaps out of the Berser k . If he' has re turned to normal. the OM ponent Is feUed. the Berserker
falls to save. he doesn't die unUI keeps track of his hit points. The must move to the nearest e n-
he snaps out of the Berserk. player Is not told how many hp emv and attack him . He can't.
(5) The Berserker. while Ber- he has left. nor how m any for -Instance. c hoose to attack
serk. Is Imm une to KO results points of damage he is taking the enemy leader IIthat leader is
from the Punching and Wres- with each attack. (After a1l. the behind seven ranks of spear-
tling rules . and takes only half character can reel no pain. , , so mcn. The Berserker must keep
damage from bare-handed at- he can nOl kee p track of how fighting until all e nemies are
tacks from these rules. close he Is to death.) The OM down. as described earlier.
simply tells him something like:

21
~li Warrior Kits

(5) While Berserk . the charac- except three g p or less. t.ha t bo th are noble me n war ·
ter ca nnot ta ke cover agains t Races: It's the OM 's choice as riors. but the Noble Warrior is
m issile fi re. \0 whe ther h is demlh um a n primarily mterested In defe nd-
16} If. while the c harac ter Is c harac ters can have Berserkers Ing the rig hts and maintaining
Berserk . a nother character tries a mong them. It ·s entirely appro· the status quo orhls social class.
some thing he can Inte rpret as prlaLC for dwa rves. and not lnap· while the Cava lie r pu rs ues
a ttack ((or instan ce. hits him to propria te for elves. gnomes a nd loftier goals.
m ove h im out of the way of an half·elves. Ha lOing Berserkers 1b be a ca va lie r. the charac ter
Incom ing anack.) the Berserker arc not \'cry li kely. In a ny case. mus t be of a ny good a Ugn ment
mus t roll Id 20 \'5. h is In teIl t· demlhuma n Berserkers would (cha otic good , neutral good, law-
gence. If he s ucceeds (tha t is, not advertise the fac t tha t they ful good) and have a t least the
rolls his Inte lligence score o r were such ; until the first time fo llo win g m inim um a bfllty
less). h e's dim ly aw are tha t h is they Berserked in combat . their scores : Strength 15. Dexterity
frie nd Is not anacking him. If he companio ns would probably be 15. Con slftutJon 15. Intel1lgence
fa lls Irolls higher tha n his Intelli- u naware lha t they were Ber· 10 . Wisdom 10.
gence}. he now thinks his frie nd serkers . (The DM ca n help pre- Also. the ch a rac ter mu st be·
Is a n enemy. and contin ues to s erve the sec ret by not long to the noble social class in
thin k so ufIlil the ngh t Is done pu bliciZing th e fa c t that a ll the campaign . It 's u p to the OM
and he is no longer Berserk. NPCs are taking a - 3 to reac· to determi ne whe ther this Is
l7J Wh ile Berserk. the charac- tion rolls concerning the Ber· possible. If his cam paign uses a
ter Is [cmporarily una ITeeted by serker cha ractcrs.) ra ndom die-roll to dete rmine
t h e clerica l s pe lls bless, c ur e w ho's nobil ity a nd who Isn ' t,
light wounds. ald. c ure serious then Lhe characte r m ust first
wo unds. c ure critical wounds,
Cavalier successfully roll to be noble in
h eal , r egen erate (an d wilh er). Desc ription : The Cava lier Is order to bea Cava lie r. ' fi t's more
He will gain the benefits of those the ultimate mounted warrior of of a role·play lng exercise in the
spells only af (er he has come ou t cJvillzed c ultures. especia ll y campaig n. then a ny charac ter
of his Berserk and s uffered any those of Midd le Ages technology who takes the Cavalier Warrior
and a ll damages which occured and oullook. ln a campaign , he's Kit will be presum ed to be of the
then . the s hining knig ht who leads his nObi li ty. (This doesn ' t m ea n
(8 ) The ta unl spell Is automat· fellows o n a n eternal ques t fo r that he has a lot of money ; It's
ically successful. a nd wUl cau se lru Lh . j us tice, and the e liml na· q uite likely tbat he be longs toan
t.h e Berserker to abandon h is tion of evil. To w e world at large . impoveris hed noble family, one
c urre nl e ne my a nd rush to a t· he's a mig hty he ro. To his with a lot of honorable tradition
tack the taunter. friend s a nd allies. he 's a s ta unch bUI no mODey to speak of.)
(9) Finally. whe n the charac· frie nd . a tire less c heerleade r. Fighters and Pa la dIns may be
ler comes out of his Berserk, bad a nd oflen a n overen thusia stic Cava liers : Rangers may not.
lhlngs ha ppen to him . He loses pain in the neck. Only hu mans. elves. a nd half-
the 5 hp he gain ed w he n he be- This is a good Warrior Kit fo r elves may be Cavaliers.
cam e Berserk. {This cou ld drop pala dIns to take. It can be ar- Role : In his own and sim ilar
him to or below 0 hp a nd kill gued that pa ladin s look some· c u ltu res . the Ca valier Is a
h im , of course.' He collapses In thi ng like th is alrea dy. but tha I mighty hero who has the reo
e x.ha ustion (exacLly as If hit by a Isn 't necessarily so: Only pala· spect of tile majority of the pop.
r ay of enfeeblem ent. no saving dins of cultures resembling me- ula tlon (the crim ina l classes a nd
throw possible, for one rou nd fo r dieval Europe would look like evil c harac te rs excepted). He
every round he was Berserk . He this (a paladi n of a Japanese- has the good·wUl of the people.
s uffers the effects of a ny s pells type c ult ure. a pal adin of a (reflected as bonu ses to his reac-
which wait until he's returned Polyneslan·like culture, a nd a tion rol\s). bu t the people a lso
to normal before affecti ng him palad in of a c ulture resembling make many demands of him :
(finger of dea rh . for Ins tance). later Rena issance Europe would When the re's da nger. wh en
And only chen can healing mag· a ll be very diffe rent from the someone is in trouble, the peo·
ics affect him . Cavalier) . Therefore. a pa la din pie turn to the Cavalier for help.
Wealth Opti o ns : The Ber- who wa nts to look every inch T h is c ha racter does n o t ge l
serke r gets the ordinary 5d4x 10 the s hining knight s hould take m uch time for rest and relaxa·
gp for starting gold. Like the the Cavalier Warrior Kit. Uon .
Barbarian . howeve r. he m us t T he Cava lie r kit resem bl es Secondary SkHls: If you're
s pend It all (before startin g play) the Noble Warrior kit (q.v.) in using th e Scc.ondary Sk ill s

II
rul es, the Cavalier must lake These pluses to hit do not add When he travels. he can de-
Croom. to damage. and don't allow the mand shelter from a nyone in his
Weapon Proficiencies: Re- Cavalier to hit a monster that can own nalion who is of sta tus
qUired : Lance (any: play er only be hit by magical weapons. lower than nobility. And most
choice) and Sword (any : player The Cavalier ls compietely im- people of his own status or
choice) . Recomm ended : All mune to the fcar spell. Because highcr will be ha ppy to ofTer him
other Lances. all other Swords. he is so brave . he Inspires others shelter when he Is travelling.
all Horseme n 's weapons, Dag· to courage. and so. while he is Special Hindrances: For all
ger, Spear. Javelin. fighting. he actuall)' radiates an these benefi ts, the Cavalier has
Nonweapon Proficiencies: emoCion spell In a 10' radius. some preHy hefty hindrances as
Bonus Proflclcncles: Riding. This cm oHon spell radiates we ll .
(Land·based. horse). EUqueue. courage (see the writeup for the The Cavalier cannot attack an
Recomm e nded : Animal Han· 4th-level wizard spell emotion). opponent a t range If he can in-
dllng, Animal Train ing. Danc· but only to the extent that II ne· sl ead charge ahead and atiack
ing. Heraldry. (Pries t, double gates fear: it does nOI bestow the him in melee or Jousting com·
slots unless Paladin) Musical In· berserk fury that the actual wiz- bat. Therefore, he cannot s nipe
slru ment. Readlng/Wrlling. ard spell provides. on enemies with a bow or cross-
(Warrior) BlInd·Figh ting. En· The Cavalier is +4 to save vs. bow: he cannot use a polearm
durance. all magiCwhich would affect his from behind a s hield wall. He
Equipment: Th e Cavalier mind. such as the wizard spells has to be on the front Line. meet·
must start play with (i.e .. spend chann person. friends. hypno· Ing his foes face- to-face. (A Cav·
his initia l gold on) at least twO tism, sleep. irrllatlon. ray or en- alter could conceivably shoot an
weapons, Including one lance feebl ement , sca re. and geas. opponcnt with an arrow to stop
and one s word. and must then and the clerica l spells com- tha t opponent from kiliingan In -
buy the most expensive SCt of mand, charm persOn or mam - noce nt person : that doesn't con·
annor he can stili afford . After mal. enchralJ. cloak or bravery. s litute a violation of his code.
those expenditures. wha lever and symbol. But he couldn't shoot Ule en-
remai ns of his gold can be spent The Cavalier starts play with emy to protect a friend if his
on Ilems of his choice. a horse which he docs not have friend is fighting that enemy
Special Benefits: The Cava- to pay fo r. This will be either a honorably ... even if his friend
lier enjoys many special bene- Heavy Warhorse. Medium War· Is losing.)
fits . including: horse. or Light Warhorse (see In any combat. the Cavalier
At 1st level. he gets a + 1 to hit the Monstrous Compendium. must attack the enemy who is
with any lance fo r which he has Volume One entry on Horses). lhe biggest and most powerful-
proficiency. when using the The player may choose what looking. If he's held up by lesser
lance from horse back. This goes sort of horse it is. subject to the troops. he must dispatch them
up + 1 every s ix experie n ce OM's approval It will automati- as quickly as possible and then
levels (so he'll be +2 at 7th level. cally be a Charger (see the sec- get to his "'real " opponent.
+ 3 at 13th. etc .). tion on Horse Quality In the He must a lways have the
At 3rd level. he gets a + 1 to Dungeon Master's Guide. page highest-qua lity armor he can af-
hit with a nyone rypc of sword 36): the OM may roll for Its per- ford . As he goes through his
(his choice from among those he sonali ty traiLS according to early experience levels. if he has
has proficiency wi th : most com- those rules. If this horse dies. the money. he' II constantly be
mon are broad sword. lo ng the Cavalier has to acquire him- selling his old armor and buying
sword . bastard sword, and scim· se lf another on e through th e lhe next most protecllve se t of
ltar). This goes up + 1 every six usual campaign means (buy armor. His goaJ Is to have a Sel of
experience levels (SO he' II be +2 one . be given one for noble full plate armor: the next step
at 9th level. +3 at 15m. etc.). deeds. elc.). but will not be con· down from thai is field plate.
At5thlevel.hegets a + I to hit teOl wim any horse which is not the n plate mall. then bronze
with either horseman's mace. a Warhorse of Charger quality. plate mall. then band ed or
horseman 's nail. or horseman's The Cavalier receives a +3 re- splint, then chain. th en scale or
pick (his choice from among acllon from anyone of his own brlgand inc. then ring or stud-
those h e has proficiency with). culture (except criminals and ded. And to him. magiC bonuses
This goes up + I every six expe- cha racters of evil alignment. don't mean as much as the type
rience levels (so he' II be + 2 at from whom he receives a -3). of annor: He prefers a s uit of or-
11 th level. +3 at 17th level. And finally, the Cavalier has dinary field plate to a set of
etc.) . the right to demand shelter. banded mail +5. The OM must

H
~!I
o
Warrior Kits

rigorously e nfo rce this limita- If the Cavalier breaks his vow was a freeman. wHl feel like a
tion on th e c haracter If the a third time without repenting naturalized cItIzen there.} A
player Is Inclined to ignore It. and undertaking that task. he Gladiator player·c haracter can
The Cavalier must also follow has abandoned his Cavalier be a n acllve gladiator tn the
the very strict Code of Chivalry. Warrior Kit. He permanently a rena. one who adventures In
In most AD&D- game cam- loses aU the special beneOts of his free time (or within some
paigns. his code Incl udes these the KIt. He no longer has to obey other context of the current ad·
rules: He must Cheerfully per- his knightly code. He receives a venture), or can have formerly
form any noble service or quest permanent - 3 reacUon adJust- been a gladiator now living the
asked of him : he must defend. to ment from all members of his life of the adventurer.
the death. any person or item own c ulture (even those who do In the campaign. the Gladia-
placed In his c harge : he must not know of his past will be put tor Is going to be a s howy, hJgh·
show courage and enterprise off by the air of treachery and profile warrior. He performs
when obeying his rulers: he fail.hlessness that now haunts dangerous stunts in combat. He
must show respect for all peers the man). His horse. even if It Is attracts the attention or crowds
and equals; he must honor all not the one he began play wUh, of admirers. He receives a lot of
those above his station (his so- leaves him-either rides off Into credit for brave deeds whether
cial class): he must demand reo the sunset withou t him. or at· he deserves the credit or not. A
spect and obedience from those tacks him . He may never ride it Gladiator can be a callous brute,
below his statlon: he must scorn again. even If he kllls H trying to a dirty arena Oghter with no tn·
those who are lowly and Ignoble do so. See "Abandoning a Kit" terests other than kUling his en-
(he will not help the 111- later In this chapter. emy as quickly as possible a nd
mannered. the coarse, the Wealth Options: The Cavalier making off with his prize: or he
crude: he will not use eq uip- gets the standard 5d4x JO gp in can be a clean-Itmbed. heroic
ment which Is badly-made or in- startlng gold. Ogure, a hero who a lways fights
Ccrlor : he will nght on fOOL before Races: Of the demlhuman honorably in the arena and
riding a nag: etc.): he must per- races. only elves and half-elves never kills when he does not
form military service to his lord may be Cavaliers. have to.
whenever asked; he must show OMs take note: a Gladiator
courtesy to all ladles (If the Cay· Gla dia t o r charac ter Is not likely to be a
aller Is male): he must regard Ranger. You can permit It If you
war as the flowering of ch ivalry, Description: The gladiator is wish, but Rangers are very
and a noble enterprise: he must a s howman -warnor from a socl· wUderness-oriented characters.
regard battle as the test of man· ety where public com bat com- a nd Gladiators are very urban.
hood, and combat as glory; he petitions are a popu lar sport. A Ranger could have been cap·
must achieve personal glory In The gladiatOr Is a professional tured, enslaved, (rained as a
battle: he must slay all those warrior tn this high-profile Gladiator. and then escaped . ..
who oppose his cause: and he arena: for the delight (and blood- but still. the Ranger and Gladia-
must c hoose deaLh before dis· lust) of the c.rowds. for his own tor personalities don't seem to
honor. personal wealth and aggra n· work together very well. Allow
If a Cavalier chooses not to fol· dlzement (or, If he Is a slave. for this only if you really wish to.
low this code. bad things hap- the profits of his owner). he It's up to the DM to decide
pen. The first time he breaks his fights organized matches whether there are female gladia·
vows, the OM will warn the against human. demlhuman, tors on his world. Unless his
player that the Cavalier feels and even monstrous opponents. campaign is a lready rigidly set
bad about violating his code. There are no special ability' up to pre\'ent It, he might as well
The second time he breaks his score requirements to be a Glad· allow It; a she-gladiator c harac·
vows. the Cavalier loses all his lator. ter could be a very Interesting
special beneOts until suc h lime Role; For the Gladiator to ap· one,
as he repents and undertakes a pear In a campaign. the OM Secondary Skills: The Gladi-
dangerous task to redeem him· must establish that at least one ator character receives his sec·
self. When performing this task. cu lture has gladiatorial com· ondary skill through whatever
he must behave according to his bats, and the Gladiator charac- means is usual for the
code and h is hindrances. Only ter must come from such a campaign-by choice or ran·
when the task Is successfully ac- culture. [He need not have been dam dle·roll. This skill probably
complished does he regain his born there ... but he will either represents the trade he learned
benefits. have been a slave there or. If he before becoming a Gladiator.

24
Warrior Kits \11- •

Weapon ProCiciencies: Re- Gladiators. at least. if not by


quired : short sword {glad Ius). th ei r own names-w here\rer MyrmldQR.
trident. net. Gladiators should they go. This makes It more diffi- Description: T he Mynnldon
learn an eve n mix of nonnal and cult for them to do lhlngs in se- Is the ultimate soldier. Soldier-
unu sua l weapons; t h e OM Is crct; some troublesome NPC is Ing 15 his life. He may be a high-
within h is rights to Insisl tha I always remembering "'the tall . ranking officer or a caree r
the Gladiator learn o ne strange fair-haired gladiator" who was at sergeant; he may belong to one
weapon proficiency (su ch as the sce ne of the action. which na tion's armed forces or may be
whi p) for every " normal'- profi- makes iL very easy for the au· a mercenary. Th the campaign
ciency {Uke sword, spear. etc. }. thorlties to follow the heroes' and the adventuri ng party, he
(Also. see Lhe Equipment chap- trail. (This Is something the OM brings diSCipline and a useful
l er, u n der "New Arm s" and w ill have to enforce scrupulously understanding of military tac-
"New Annar:' for weapons and if the Gladiator is to have hin· tics: he's often rigid and con-
armor especially appropriate to drances offscttlng his benents.l temptuous of rugged
Gladiator characters.) Also. and th is Is s trictly a role- individualists or characters who
Nonweapon Proficiencies: play ing consideration , pro- don 't like to take orders. so he
Bonus Proficlencles: (Warrior) moters and m anagers are can cause a lot of frieLion in an
Cha rloteerlng . (Rogu e) Thm- aJways interfering In th e Gladia- adventuring party. too.
hllng (for the combat showman- tor's life: Try ing to hire him to When first created, the Myr-
s hip mat cha racterizes arena participate In ce rtain -death mldo n 's player must decide
fighting). Recommended: (Gen- events, to fighl people the Gladi- whether his character Is part of
eral) Animal Handling. Animal ator doesn't wam to fight . to a standing army or a mercenary
Tra ining. Eliq uette. Riding force him to pa rti cipate In unit. Ir he's part of a s tanding
(Land-Based), (Warrior) Ar- events taking place at the exact anny. he's employed as a soldier
morer. Bllnd -Flghllng. Endur- time the Gladiator needs to be or omcer In the army of a nation,
a nce. Gaming, Weapon- some ..... here else, etc. These pro- large region. city guard. or even
smithing. (Priest) Healing (dou- moters will go to any length to palace/castle guard . If he's pan
ble s lots unless Paladin). get their way; they may black- of a mercenary unit , he belongs
Equipment: The Gladiator m ail the characler. kidnap his to a group of freelance soldiers
ma y bu y a ny son of non· followers. use the time-honored who h ire th emselves to just
magical weapon or combination baH of a gorgeous romantic In- abou t anyone who can pay: or
of weapon s before beginning terest (whom th e Gladiator m ay be a personal bodyguard .
play. However. he must choose doesn' t Im medlalely realize Is The OM will have the deciding
his armor from lhe listing of an employee of the promoter), VOLe In what sort of force the
Glad iator Armor in lhe Equip· a nd so forth . Myrmidon belongs to: If. for in·
ment chapter. under "New Ar- lb make sure this is regarded stance. the OM doesn't want to
mors:' as a hindrance. the OM should have an ail-m ilitary campaign ,
Special Benefits: Gladiators. ma ke It clear tha t these pro- he' ll probably Ins is t that the
because of m eir intensive train- moters arc mos tly of the sleazy Myrm idon be a mercenary. cu r·
Ing, get a free Weapon Speciali- variety who will cheat. rob and rently employed by a player-
zation (sec und er " Weapon betray him at the drop of a hal. character or NPC Important to
SpecializatiOn" In the 2 nd Edi- Wealth Options: The Gladia- the current story.
tion Player's Handbook) , This tor gelS the s tandard 5d4x 10 gp However. In the course of the
doesn't cost any of their begin- to spend. and may spend It any campaign. the Myrmidon's em-
ning weapon proflcie ncles : way he chooses (subject to the ployment can change. once or
They still get all four of those, restrictions li s ted In " Equ ip- several times. He may start out
and gellhls Specialization free. me nt." Immediately above) or as a mercenary bodyguard :
It must be chosen from one of have It all unspent at the begin- later In the campaign. he may
the fo llow ing weapons : bow ning of play. find himself comma nding a
(chOice) . cestus· , dagger. dru- Races: Any demihuman war· small m ercenary force In a bor-
sus", lasso ·. nel - , scimita r. rior can be a Gladiator. Opera· der war: later s till. he may ac-
short sword. spear, trident. and tors of the arenas lry to acquire cept a comm ission In the klng's
whip. (The" - " indicates a new as many dlffc rent, unusu al army and find himself a regular
weapon found in the Equipmenl fl ghters as Ihey can . by hiring or officer.
chapler.) e nslaving them, and dcmlhu- The choice of whe th er the
Special Hindrances: Gladia- ma ns (when they can be ac· character Is of a non-commls-
tors tend to be recognized-as qulred) are major attractions. sloned rank (such as recruit. prl-

15
-St!/'
o
Warri or Kits

vale. or sergeantl or an officer's Equipment: The Myrmidon A second hindrance Is his em·
rank (such as Caplaln) Is entirely may spend his starting gold on ployer, Naturally. his employe r
up to t he OM, w ho'll make his whatever sort of arms. armor, makes many demands on the
c hoice based on what works a nd equipment he chooses. If. Mymlldon, If the Myrmidon is a
best In his campaign 's current when he's first created . it is bod yguard . he must a ccom -
storyline. agreed that he'll be part ofa spe· pany his employer Just about
1b be a Mvrmldon. the charac- clfic military force with specific everYWhere, regardless of a ny
ter mus t have scores of at least eqUipment requirements, he's personal goa ls or interests the
12 In Strength and Constitu- reqUired to buy thal equipment. Myrmidon has. If the Myrmidon
tio n. but the OM must give him extra is a common soldier. he's sub-
Role: In the campaign 's cul- gold in the amount of half that Ject to the orders of his officers.
lure. t.he Myrmidon Is a career cost. If the My rm idon is a military of·
soldIer. In times of war. they're Special Benefits: The Myrml· ficer, he'ssubjec tto the orders of
heroes to the nation. In Limes of don has two advantages of note: his superiors or the local ruler.
peace. the common folk often f irsl, he gelS a free Weapon and bears the added Slress of
look on chern as parasites. living Specialization. He must choose having to look out for his men
offtaxcs but providing n o usefu l it from the followin g group: Bat- whenever they' re engaged tn
service. Mercenaries are often tle axe. Bow (composite long military action .
looked on as bandits and preda- bow. compos ite short bow. or Wealth Options: The Myrmi·
tors. Regardless of the public's long bow). Crossbow (heavy don recei"es th e s ta nda rd
opinion. though . the Myrmidon crossbow or li gh t crossbow). 5d4x 10 gp s ta rting gold.
and the standing army are nec· Lance (chOice). Polcarm Races: Depending on the way
essary to the defense of the na- (chOice). Spear. Sword (choice). the DM has set thc campaign up.
tion, and so there are always Second. the Myrmidon Is usu· any dem ihuman race can ha ve
Mymlldons to be found . ally in the employ of some pow· Myrmidons. Mercenary Myrmi·
Secondary Sk ills: If you're erful patron. The DM wilJ have don demlhumans will be travel·
using the Secondary Skills to decide what Imm ediate bene- ling mostly In human·occupied
r ules. th e Myrmidon may fi ts this grants him : Uley vary Jands. while Myrmidon demihu·
choose his Secondary Skill. but with the type of employer he is mans in standing armies will
must choose It from the follow· working for. usually stick to their own race's
Ing list : Armorer. Bowyerl For ins ta nce. if he's working te rritories ... alLhough some
Fletcher. Forester. Groom. for a wea lth )' nobleman . he s pecial ones fi. e .. th e p layer·
Hunter. Leather worker. Navlga· won 't have to spend any money characters) will often fin d them·
tor. Sailor. Scribe. Tea ms terl for room and board and will en· selves senl out on spec ial quests
Freighter. Weaponsmilh. joy an upper-class existence. and adventu res a ll over lhe
Weapon P r oficiencies: The Or. If he's part of a standing campaign world .
Myrmidon may spend hi s a rmy. he may be Immune to
Weapon ProfiCiency s lots any prosecution by the Civilian au· Noble Warrl'o r
way he chooses. thorlties (th ough he can cer·
Nonweapon Proficiencles: laln Jy fa ce court manlal for Description: This character
Bonus ProOciencles : Ancient misdeeds), Is of the nobili ty. and theoretl·
History (specifically Military Special Hindrances : Th e cally re presents everything the
HiStory). Fire·BuUd lng. Recom · Mynnidon Is lnsran dy recogniz· ruling class s lands for. 10 classic
mended: (General) An imal Han· able by his military demeanor. medieval fantasy. this means
dling. Cooking. Heraldry. RJding erecl posture. disciplined man· ch iva lry. the protection of
(Land ·based). Seamanship. nerlsms, etc. (There arc plenty women (those who want to be
Swimming. Weather Sense. of soldiers a nd mercenaries who protec ted . that is-I t 's a bad
(Pri est. double slots unless Pala· aren', Mvnnldons who aren't so idea LO try to prolect a woman
din ) ReadIng/Writing. (Rogue, disUncll~'e.) Because he is dis· warrior anxious to prove herself
double slots) Disguise. (Warrior) tinctive. the Mynnldon is easily In combat). and (espeCially) up·
Armorer. BHnd·Flghting, Bow· remembered and described by holding lhe rights of the ruling
yer/Fletcher. Charioteertng, En· witn esses to his adventures: class to rule (and upholding the
durance. Navigation. Set this makes it easier for lbe en· righ ts of the olher classes to
Sn ares. Survival. Tracking, emy to Identify him and follow serve ... ). Noble Warriors in
Weaponsmlthing. (Wizard, dou· his Lrail if he's trying to escape mos t ca mpaigns are called
ble slots un less Ranger) or travel through dangerous ter· Knights or Squires. though spe-
ReadlngfWritlng. ritory. cific campaigns may have dlffcr-

26
~ll
I
Warrior Kits

em designalions and be based horses. a nd don ' t fo rge t this Warrior Is fifth level. the patron
on different sou rces than medI- skill when they themselves be- will offer s helter for the Noble
eval European hlslory. come knigh ts. Warrior and u p to nine of his
10 be a Noble Warrior. a char- Weapon Pro fici e ncies : Un· com panlonsj. In his own la nd .
acter must have Strength and less th e campaign deals with a the Noble Warrior can adm inis-
Conslilulion scores of 13 or culture u nlike medieval Europe, ter low j ustice u pon common-
betler- It's what comes of being a ll Noble Warriors m ust take the ers - a ct as judge. Jury and exe-
forced to train In heavy plate ar- followi ng p roflc lencles: lo ng cu tioner for mi nor crimes he
mor for so many years. sword or bastard sword (player comes across (the defini tion of
Ro le: In a campaign . lhe No- choice). lance (player choice of " m inor crim es" Is necessarily
ble Warrior is a romantic Ideal ty pe, usuall y Jousting la nce). up to the OM or the campaign .
wh ich mOSt of society looks up and horseman's na il or horse- b ut in ge neral s hould Include
lo. T he Noble Warrior is sup- man 's mace(playerchoice). The things like assault. petty theft.
posed to be courageous. gallant. last pronclency may be used for etc,).
proteclive of the defense less. a weapon of the warrior 's choice Special Hindrances : In order
dedicated to honorable ideals. or to specJalize In one of the reo to become a Noble Warrior. the
But tllat 'S j ust what SOCiety q ulred c hoices. c ha rac t.er bas sworn a n oath of
expects of the Noble Warrior. Nonwea pon P ro fici e n c ies: loyalty to some greater nohle. If
Some lheoreLically Noble War- Bo nus Prof1cie ncles; (Genera l) he's squ ire toa knig ht. he hasan
riors are mere brutes in shi ny Etiqu e tte . Heraldry. RIdi ng oath to his kn ig h t. If h e 's a
armor. warriors who lake what (Land-Based) . Recom m end ed: k nigh t himself. he's sworn an
they want. murder the Inno- (Gen eral) Animal Train ing. oath to his king or some other
cent. and continually bct..ray t he Da ncing. (Wa rr io r) Bli nd - noble-or perha ps to both . He' ll
oaths t hey took when they firs t Fighting. Gam ing. Humin g, be expected to live u p to tha t
won theJr spurs. So It 's up to an Tracking. (Priest. cost dou ble oath rrom time to time: Accom-
in dividual player to decide what s lots un less Pa ladin) Local His· pany his lord Into com ba t. pro-
alignment his Nob le Wa rrior tory, Musica l In s trumen t, vide troops to his lo rd . even
takes and how weJ l he lives u p to ReadlnglWrltl ng. beggar his ow n household in or-
the perti nent ideals, Equipment: The Noble War· der to su pport his lord 's needs,
Whether the Noble Warr ior rior may spend his gold p retty Add lUonal ly. the Noble Wa r-
character is a Knigh t or a Squire much as he chooses- but t.h ere rior is expec ted to live well . Afte r
(or some other d eslgnaUonl de· are certai n minim um standards he Is c reated . he must add
pends on the campalgn and its he cannot viola Ie. He can not + 10% to the base cost of goods.
OM. From the Viewpoint of con- buy arm or less proteC(ive tha n eq uJpment. a nd services he is
venlence.lt's best fo r Noble War· brigandlne or scale ma il . Befo re buying- for each exper ie n ce
rior c haracters to begin playas s tarting pla y. he m usebuy a suit level he has-to rcnec t his noble
you ng knights who have Just of armor. a shield. a t least o ne tastes and req uiremen ts.
wan their spurs: this wlU ac- weapon larger than a dagger. a T his extra cost Is no tJus t a tip.
count far the fact that they ha\'c horse (at least a r1ding horse). The character is b u ying higher.
Iitlle m oney (they' re Just s tart- ri ding sad d le, bit & b rid le. q ua li ty good s. Here·s h ow it
Ing out as free-lancers) o r fol- horseshoes and shoeing. ha lter works,
lowers. and for the fact lhat and saddle blanket. Example: Sir Am stard ridcs
they're wandering around ad· Specia l Benefits: The Noble inca tOlVn , He's In need of a new
venturing: they're anxious to Wa rrior starts with more gold swor d, a nigh t's lodging at the
prove their metUe. If the OM pre· than other Warrior Kits; see be- in n for himself an d his s quire.
fers . t.he starting Noble Warrior low u nder Wealth Options. The and meals and ba ths for both.
could be the squire for an NPC Noble Warrior receives a + 3 re- He's a 5th·]evel Noble WalT/or,
knight. one who is aging a nd action from anyone of his own He SlO p S by a wcaponmaker,
necd s the stoul sword-arm of a cultu re, When trave lling. he can T h e basic cost for a long sword
young sqUire: but here. the OM de mand shelter from anyone in is 15 gpo Ams ta rd must choose a
has to run UIC NPC knight u n til his own nation w ho Is of lower befl cr weapon than the "bas ic
It's time for the squire character social status than he. Most peo- long sword: ' and SO chooses a
to leave h is knight. ple of his own status or higher more decora tive one ha ving llic
Secondary Skills: All Noble will offer him s helter w hen he is exact same com bat characleris·
Warrior charac ters must lake travelling-up to two persons Ucs, bu t cost.ing 22 gp and 5 sp.
Lhe Groom skill, Squires are ex- times thc Noble Warrior's expe- He goes to the inn. The basic
pected to care for their knigh ts' rience level. (T haI Is. i{[he Noble ra l e at fha! speclflc inn Is 2 gp

28
per nlghr per person, Amslard him visited by a nice. large campalgn·world's peasants ,
won 'r setrle for the basic room. crowd of nobles to whom he Is Short sword, spear, bow , foot-
though, and so pays 3 gp per expected to offer shelter and man's weapons and the like are
night per person , all for betler food ... and who proceed to eat all very appropriate; horse·
quality rooms. He pays 6 gp, one him out of house and home. man's weapons. exotic po-
nlghr's stay for himself and his Wealth Options: The Noble learrns, lan ces. long swords,
squire. Warr10r begins play with more tridents and the like are not.
Th e two baths would be 3 cp gold than other Warrior Kits: be This is only a restriction when
each, or 6 tota l. Amstard, receives 225 gp plus the stand· the character Is first created: af·
though , must have soap and a ard 5d4x 10 gp, Butdo not forget terwards, of course. he can I~arn
brush and the water h ealed es· that he Is required to spend a any weapon he receives training
peclally for him (an d for his large portion of that on speclOc with.
squire, too): total cost Is 9 cpo Items d escribed above ... Nonweapon Proriciencies:
And so on ... Races: Irs appropriate for any Bonus Proficlenc ies: Agrlcul·
If the Noble Warr10r Is unable sort of demihuman race to have ture or Fishing (player choice),
to spend this extra money be· a class of Noble Warriors. Weather Sense or Animal Lore
cause of lack of funds, he can (player choice). Recommended:
settle for lesser goods. , . but his Any of the General proficien·
bonus to ReacUon raUs wtll be
Peasant Hero c les.
reduced, at -1 per such inci· Description: The Peasant Equipment: The Peasant
d en t. until it reaches +0, to reo Hero Is the "local boy done Hero may spend his starting
Oect the fact thal people are good," the home-town warrior gold any way he sees fit, but
seeing that h e Is settli ng for who fights and adventures to may have no more than 3 gp left
shabbier goods and otherwise the d eUght of the people In his when he begins play.
not living up to their expecta· home area. The Peasant Hero Is Special Benefits: No matter
tions of how a noble warrior the most common sort of fighter what he's done or what a nyone
should Uve. At the OM's dlscre· found wandering the land and thinks of him, the Peasant Hero
tion . other problems may follow advemurlng: every village has always has shelter and often has
this: Nobles fall to offer him one or has had one within living other help when he 's in his own
shelter or help because he's memory. community. Unless It is known
suc h a shabby specimen, he There are no ability-score reo that the Peasant Hero has hurt
gets a reputation as a penny· quirements to be a Peasant people from his own commu-
plncher, etc. Hero, ntty, he' ll always find people to
1b retaln his bonus, when the Role: In the campaign, the put him up, hide him and com-
Noble Warrior is once again in Peasant Hero is the fellow who panions from the law, supply
the money he must do whatever won '[ forgel that his roots are In them with food and drink and
it takes to upgrade his situation the country and in the soil. He what little weaponry can be
(buy new clothes, go on a buy· can be a rebel against the crown scraped together (usually dag·
ing spree. etc .. at the OM 's d is- in lands where the peasants are gers), and even provide them
cretion) and his + 3 reaction wUl especially oppressed: he can be with helpers-earnest O·level
return. the fa rm boy who becomes a you ths who want to grow up to
If a Noble Warrior gets a bad mighty generaJ: he can be the be like their hero.
reputation , deservedly or unde- noble 's child (secretly raised by Special Hindrances: Since
servedly, his + 3 reaction be- peasants) who grows up to fulflll the Peasant Hero Is looked upon
comes a - 6 reaction from an a ncient prophecy: but in as a patron and hero by the peo.
everybody who knows of the every case, he remembers his pIe from his home. they will fre-
reputation, origins and strives to make quently come to him for help.
And Just as other nobles are things better for his family and Whenever the viJlage Is losing
expected to extend shelter to the home community, people to nocturnal predators.
Noble Wanior, he Is expected to Secondary Skills: The player whe never a v1llage overlord
offer other nobles shelter when may choose his character's sec- turns out to be a dangerous ty·
they are travelling through his ondary skill. rant, whenever a local citizen Is
territory-or when they meet on Weapon Proriciencies: The Jailed and tried for something he
the road whlle he is encamped player may choose his charac· d idn't do. the citizens turn to
and they are not, etc. Whenever ter's weapon proficlencies, but the Peasant Hero for help. And If
a Noble Warrior character Is get- may not choose any that the OM he turns them away. he loses
ting too cocky, the OM can have feels would be unusual for his their respect and earns a - 2 re-

19
stl/, Warrior Kits

action from all af lhe peasants in and his Merry Men, where the skill). Tightrope Walking, TU m·
the land until he Is once again in outlaws robbed fro m the rich bling, (Wizard, double s lots un-
h is home communlty's good a nd gave to the poor. and pro- less Ranger) Engineering (for
graces. tec ted the defe nse less with s hipbuilding). ReadlnglWnting
Wealth Optio ns: The Peasant more honor an d zeal than En- (for mapmaking). Outlaw's Bo-
Hero gets the standard 5d4xlO gland's supposedly Noble War- nus Profielenc les: Direc tio n
gp starting money. riors did . Sense , Flre·Bulldlng. Outlaw's
Races: T he Peasant Hero Is a Naturally, If a player chooses Recommended Proficie ncles:
dIstinc tly human sort of charac- to bea good guy in a company of (General) Riding (Land·Based).
ter: It's also appropriate to half- bad guys. or vice-versa, when (Warrior) Animal Lore, Bowyerl
lings. and to half-elves living his companions find out his true Fletcher, Endurance, Hunt ing,
among humans. But no other colors. they' ll probably try to Running. Set Snares. Survival.
demihumans should have Peas- kill hIm or to turn him in to the Tracking, (Prlese dou ble slots
ant Hero characters un less the law (or the reward on his head. un less Paladin) Healing. Herbal-
DM decides thal their cultures Secondary Skills: If the char- ism. Local History. (Rogue. dou·
are very much like rural h uman acter is a Pirate, roll d 100 fo r his ble slots) Disguise. Special Note:
society. Secondary Skill. On a 0 1-70, his Your OM may bea fan of the very
Secondary Skill Is Sailor: on a acrobatic pi ra te or outlaw mov-
7 1-80. It's Shipwright: on 8 1·00. ies of the past. and prefer that
Ph'ate/Outlaw It's Navigator. If the c harac ter is Thmbling be one of your Bonus
Desc ription : This character an Outlaw. the character may Proficiencies Instead of one of
Is the heroic scomaw. {he war- choose between Bowyerl the ones listed: check with him
rior who defies the laws and Fletcher, Foresier. Hunter. and La sec If this Is so.
rulers of the land and steers his Trapper/Furrier. Equipment: Pirates and Out·
own course. Usually In the com- Weapon Proficien cies : If the laws come from widely diverse
pany of other pirates or outla ws. character Is a Pirate. he mus t backgrounds. so there's no real
h e nghLS the minions of l.he take the following profieieneles: restriction on what t.hey can buy
ruler s he defies. and comes to be Cutlass· . and Belaying Pin - or with their starting money. How·
regarded as a hero by others Gaff/Hook - (p layer e hoicel. If ever, It would be foollsh for either
who suffer at those ru lers' the character is an Outlaw. he type of character to buy metal ar·
hands. T he Pirate. of course. is can take any weapon proficJen- mor of any kJn d (banded, brlgan-
the adventurer of the high seas. cles he chooses ... but the DM. dine. bronze plale. chain , field
who makes his living raiding if he's created this campaign SO plate, full plate. plate mall. and
other ships a nd seacoast com- that the outlaws have a special ring maill. Pirates wearing such
munities: the Outlaw makes his motif weapon (suc h as Robin annal' In naval combat willlnevl·
home In the wilderness (ofte n Hood's Merr), Men a nd the ir tably fall overboard and sink
deep fo rest) a nd preys on the longbows} may insist that all (they can't swim with such stuff
traffic moving through that wil - Outlaw characters take a spe- on): if they' re luc ky enough to
derness. cific weapon profi ciency. Rec· get it off so they can swim ,
There are no special a bility- omme nded to classic Me rry they've lost the annor. Outlaws
score requirements to be a PI- Man-type outlaws a rc longbow, living out In the wild have their
rate or Outlaw. long sword and quarle rstafr. belongings exposed to the ele·
Role: In a campaign. the pi· (Th e " . " symbol Indlca tes a ments. and metal annol' qUickly
rate or outlaw can belong to one new weapon found In the Equip- corrodes. Therefore. It's up to the
ofrwo orientations. Eith er he's a ment chapte r.) DM to keep things in balance. lfa
"good guy." and It Is the law a nd Nonweapon P ro fi ciencies: Pirate or Outlaw buys metal ar-
the rulers who are evil , or he is a Plrate's Bo nus Proficlencles: mor and keeps It stowed away
"bad guy" and simply takes (Ge neral) Rope Use, Seaman· for special occasions (major land
what he wants from those who s h ip. Pirate's Recommended engagemen ts, climactic battles,
have it. The player. therefore , Pronciencies: (General) Swim' etc.), that's fine. But if they wear
gelS to decide on his character 's ming, Weather Sense, (Warrior) such stuff all the time. the DM
aUgnment and (mls}dceds. Navigation. (Priest. double s lots s hould continually take It away
Note. though. that good guy unless Paladin) Engineering (for from them through accidents.
pirates and outlaws tend to live shipbuilding). Reading/Writing rust and corrosion, etc.
by a very strict code of (for mapmak ing), (Rogue, dou · Special Benefits: Pirates and
conduct- for example, the clas- ble slots) Appraising. Set Snarcs Outlaws do not have any Intr in-
sic cinema code of Robin Hood (In association with Rope Use sic s peCial benefits. a lthough

30
Warrior Kits \11-
the OM ca n bestow some Pirate Warrior KIt. howeve r. called ron in. T he ronln has all of
campaign-based bendilS on They could Instead become the abilities of the samurai , but
them If he chooses. For In- Priva teers-who are basically operates under slightly differe nt
stance. In many Pirate setUngs. pirates sailing under the papers rules, as you will see below .
there Is a powerful pirate city of (permission 00 their ruler, With your OM's pennlsslon. you
where th e pes can go to trade a nd preying on the nation 's ene· can create 'lour c haracter as a
their ill·golle n gains. a place mies. At that point, they can ronln instead of a samurai. A
where the law dares not eOler; sUII behave Just as they did pre· samurai can become a ronin at
this makes It easier for them to vlous ly, and the other nation's any time In a campaign : like-
dispose of their goods and enjoy au thorities become their spe· wise. by sweanngalleglance loa
the benefits of a home city when clfic enemy. lord who will have him. a ronin
otherwise they wouldn ' t have can become a samurai agai n.
one. As another example. In a Before you create a samurai or
"Merry Men" type outlaw cam· Samurai, ronln cha racter. ask your OM if
paIgn. the heroes have the dubi- Description: The samurai Is a such things exist on his world
ous be nefit of knowing that warrior from cu ltures based on and !fyou may play one. 11 could
they're on th e right side and if the medieval Japanese clvillza· be that the OM does not wish to
they can Just oust lhe current tion. He IIvcs by a very strict allow samurai and ronln In his
rulers (probably restoring the code of honor and behavior, a campaign (because the cam·
proper rulers in the process). code demanding: absolute obe· palgn world has no oriental sel-
they'll have their fortunes reo dlence to hiS lord: readiness to tlng to act as their origin . for
stored or enhanced. the land die for honor or for his lord at instance).
will once again be bright and any time: eagerness to avenge Secondary Skills: A samurai
shiny. and everyone will live any dis honor to his lord, his or ronln must have the Scribe
happily ever after. famil y. or himself: wilHngness to sccondarv skill
Special Hindrances: The ma- re pay all debts honorably: and Weapon Proficiencies : The
Jor problem with being an out· unwillingness to demonstrate samurai and ronln start play
law or pirate is that the law Is the most dishonorable trait of with two free extra weapon pro·
always after the c harac ters. cowardice. ficlency s lots- that's the good
Though the authorities do not Samurai must have mini- news. The bad news is that. of
have to put In an appearance I.n mum scores of 13 In Strength, his six InitIal weapon pronclen ·
every single play·sesslon, Wisdom , and Constitution. and cies, nve are chosen for him.
they're always out there, plot· of 14 in Intelligence. They may The samurai and ronln must
tlng against the heroes. Many of be oflawful alignment only (but specialize In katana· (samurai
them are quHe clever, they prob· sLill may be good, evil. or neu· sword. two pronctency s lots)
ably have more m oney, ships tral), and dalkyu· (samurai great
and m en than the heroes. and Role: In a campaign . unless bow. three proOciency slots).
they 'll continue to plague the m e campaign itself Is set in an The samurai or ro nln ' may
heroes until the campaign Is eastern culture, the SamuraJ is spend his last proficiency s lot as
done. present to provide a touch of the he chooses ... but only from
Wealth Options: Pirate and exotic (culture clashes are a l- among the samurai weapo ns
Outlaw charac ters get the ways very Interesting In a cam - listed in the Equipment chapter
s tandard 5d4x IO gp for starting paign): It also allows for a of thiS book. (The " . " symbol In-
gold. variety of warrior who can be dicates a n ew weapon to be
Races: Outlaws and Pirates. trem endously deadly. found in the Equipment chap·
unless your campaIgn Is very A samurai can fall from hiS ter.) After the c haracter is In
human-orle nted , wtll take Just noble position within a greater play In another culture , he may
about anyone they can geL so lord's household. It may be that become pronclenl in weapons of
lL 's perfec tly approp ri ate for the house has perished In a war that other culture.
there to be Outlaws and Pirates or other calamIly, or that the Nonweapon ProHciencies:
of the demlhuman races. samurai's lord has rejected him. Bonus Proficiencies: Etiquette,
Not e: In a Pirate ca mpaign , It or ordered him to commit sui· Riding (Land·Based) . RequIred
could be that the playe r· clde and the samurai has (samurai/ronln must purchase
c haracters will eventually come refused. or that Lhe samurai has these. bu t gets no extra s lots to
to terms with the authorities left his lord for some other point pay for them): (Priest and Wiz-
and '"go straight.'" This doesn 't of honor. Regardless, the samu- ard. costs double slots unless
mean they have to abandon the rai is now masteriess; he Is Paladin or Ranger) Readlngl

31
~li
.
Warrior Kits

Writing. Recommended: C en· he is subservient to his lord . The beautifu l native princess from a
eral- A r tlstlc Ab il ity/Calli gra- ro nl n has his own great diffi- c ul tu re whjch the c ha rac te rs
phy. Artistic Abillty/Paj ntln g, c u lty : He ea r ns e xpe rience consider Impossibly primItIve
(Warrior) Blin d· Fighting. Ru n- poi nts a t ha lf the nonnal rate. and yet uncorrupted and very
ning. When m e OM awards the cha r- noble, .. a nd so on. In short, the
Equipment: The samurai a nd a c te rs the ir experie nce, the tribal culture from which the
ronln must buy a ll their star ting ronin receives only ha lf what he Sa vage character comes can be
e q uipm enl from the sam u rai wou ld If he were still a sam urai. as crude or civil. coarse or noble.
weapons. arm or and equipment This particula r hind rance goes nasty or admirab le as the play-
listed In the Equipm ent c hapte r. a way whe n the c harac ter once ers and OM want It to be .
Thcy may have no more th an 10 again swearsa l!eglance to a lord Th be a Savage. a character
gp left w h en they h ave pur· a nd becomes a samura\. (Of must have a min imum Strength
c hased th efr equi pm cn l. Sam u - co urse, on ce he's a sa mura i score of I! a nd a minimum Can·
ra i and ronin do nor ha ve to buy a gain , he is subject to the hin- slltulion score of 15.
lheJT ka tana: ilia l Is fTee to the drances of the samurai .) Role: In a campaign. the sav-
character. Wealth Optio ns: The samu rai age cha racter has a couple of
Special Benefits : The samu- and ronin s tart with the nonnal roles . His parUcula r skills and
rai a nd ronin are able to focus 5d4x 10 g p beginnin g money. benents a re of use to the average
their vital e nergies to increase Races: The historical prece- ad vemuring party. If he comes
(heir Stre ngt h score-te rn · dcnt for the samurai is strictly from a particularly noble tribe,
porarlly. Once per day per ex pe· human . so It's up to the individ- he may c hoose to act a s the
r le nce leve l. w e sam urai or ual OM If he wa nts to have an " voice of conscience" for the ad-
roni n can Increase his Strength oriental-based demihu man cul- ventu rin g party. asking why, if
to I Sh>o. This lasts fo r one full tu re wit h a sam urai warr ior the other characters a re s up-
round , and m ust be preced ed by class. Such a thing is perhaps posed to be so much more civi-
a loud k ia/ s hout (making It im· mos t visua lly app ro priate to lized tha n hIs awn people , their
possible for h im 10 s ummon this elves a nd ha lf-elves , but a DM honor and ethics seem to drag
strength silenUy or stealthJly). could allow it 10 any deOl ihu - so far behind? But for the most
For tha t one round, a ll his hit man race In his campa ign. part. he's a role-playing cha l-
p robabi lity. da mage a djus t- Note: Players a nd DMs Wishing le nge, and s hould be c hosen
ment . weight a llowa nce, maxi- to have: more game-oriemed In- only by pla ye rs willing to devote
mum press . ope n doors . and fonnaUon on the samurai should the extra effort to portraying
be nd ba rs/11ft gates rolls a nd rea d Oriemal Ad ventures. a n someone fro m s uch a different
fun c tio ns are calcula ted as lf hJs AD&.D game supplement deal- culture . .. a nd how tha t char-
Strength were 18/00 . ing exclUSively \vitb the topiC of acter reacts with the other PCS'
Special Hindrances : The eastern campaigns. Your OM may culture. This is a n opportunity
samurai a nd ronln have diffe r- adapt anything he chooses to use for a 10l of humor a nd not a little
e nt s pec ial hin d ran ces. Th e fro m tha t supplement to AD&lY' traged y in a cam paign ... but
sam urai is (supposed to be) a b- 2nd Edition game rules and sta- only If lhe player is willing to go
sol utely devoted to his lord . He tistics. The: sam urai presented to that effort.
is expected Instamly to obey here is a simplified version of the Secondary Skills : The Sav-
every one of his lord's orders. up OA samurai. a ge c ha rac ter should have
to a nd includ ing kUling himself Fis he r, Forester. Hu nte r. o r
or those he loves. lf be refuses to TtapperlF'urrier as his Second-
obey an order, he is dishonored
Savage ary Skill (player choice)_
a nd is expected to kill himself. Des cription: The Savage Is a Wea pon Proficiencies: The
(I f he does no t. he becom es tribesma n, technologica lly a nd OM should define a set of wea p-
ronln.) The DM s hould ma ke c ull uraJly far more prim itive ons whic h the PC can choose his
sure that m e samura i Is acutely than even the Barba rian an d begin ning weapon proOclencies
a ware of this by having his lord Berserker, who is very much in from. A typical set. for classic
occasionally issue orders which tune wit h the na tural world . " noble savages" ; blowg un . long
are d ifficult for him to keep. A Savage ca n be a n honorable bow , short bow , c lub. dagger.
This doesn' t a lways have to be Jungle vlne-s\vinger raised by Jave.li n. knlre. sling. spear. The
" KI\! a ll of your allies," but the animals. a ve ry dirty and pri ml- character mus t make his first-
lord can issue orders which in- Uvc warrior who lives in mud- level wea pon proOclencies selec-
te rfere with the samurai's per- wa ttle huts and fig hts with bone tlons from these choices. Once
sona! goals and rem ind hIm that wea pons , a brea th takingly he begins play a nd begins ad-

3Z
Warrior Kits \If •

venturing in th e outcr world. he to four of the weapons listed un· JU Si 10 s tay a li ve than other
may learn any other weapon. of der "New Savage Weapons" In charac ters. Anolher. substan-
course . . . bu t it's bett.er role- the Equipmenl chapter. He may tlal. benent the Savage receives
playing If he prefers to stick to assemble an equipment list of is this: He has a special a bUity.
the weapons of his tribe. up to len additional ilems, sub· resembling a s pell . which he
Nonweapon Proficiencics: jectto the DM's a pprova l. which may use o nce per day per expe·
Bonus Proficiencies: (General) he wtll have accu mula ted duro rience level he has (I .e .. a 5th-
Direction Scnse. Wealher Se nse. Ing his years with the tribe: they level savage could use his ability
(Warrior) Endurance. Survival. must be items which members fiv e times per day).
Recommended : (Ge ner al) Ani- of a savage tribe cou ld have The special ability mus t be
mal Handling. Animal Tt-alnlng. made (things s uch as pouches, chosen from the list below. must
Fire-Bui lding. Fishi ng. Riding clothing. food. rope . fishing be chose n when the character is
(Land·based). Rope Use. Swim- gear. sheathes for weapons, and first created. a nd may never be
ming. [Warrior) Animal Lore. so forth-no mirrors. lanterns. c ha nged. The speCial ability is
Bo wyer/Fletche r. Hun ting, iron cooking pots, and the like. ) not trul y magiC. and De tect
Mountaineering. Running. Set With the OM's permission , If the magic will not detect it; ilis an
Snares. 1facklng. (Priest . dou- tribe is a rlver·tribe or a riding ability natural to the Savage. It
ble slots unless Paladin) Heal· tribe. he may have cUher a rid- does n Ol require verbal. SQ-
ing. Herbalism. Local History. ing horse (w ith saddle·blanke t. matlc. or materia l components.
Religion. (Rogue. double s lots) halter. bit and bridle) or a small even If such are required from
Jumping. Tightrope Walking. canoe. the normal spell.
ThmhUng. (Wizard. double s lots Special Benefits: One of the The list:
u nless Ranger) Herbalism , Reli- Savage's special benents Is that ( 1) Alarm (Wizard l Sl Level).
gion. he rece ives more bonus non· Special effects: This Is only usa·
Equipment: The Savage gets weapon proflciencies than a ny ble by lhe Savage when he Is
nogo\d (O gp) with which to pur · other type of warrior- resting OT sleeping in a quiet
c hase his weapons and equjp- testimony to the fact that the p lace. The ability does not
mem, Instead, he may take up Savage must know more s kills sound an a la nn like the spell : it

33
~ll
,
Warrior Kits

mere ly alerts t he Savage to in- wearin g any sort of clOIhing then escaped? What is he. a Sav-
trusion (If he is already awake) more cumbersome a nd conceal- age or a Gladiator?"
or awakens him (if he Is asleep). Ing than his normal tribal dress. Tha t's up to you to answer. Ir
It Is not cast upon a particular he s ulTers a -I to all altack. he sti li considers h im self a
place; II aierls him to activity damage and non weapon profi· member of his tribe and has not
within 10 fee t afme place where clency rolls: he's uncomforta- been distanced from It by his
he lies {as jf he were allhe center ble. and It's alTecling his actions ca pture a nd training. take the
of the 20'[001 cu be of effect of and reactions. Savage Warrior Kit: perhaps
the actual spell). Likewise. he can wea r any vour OM will allow you to use
(2) Deleei Magic (Wi7.ard 1st type of amlOr. but Is so uncom· some of your proficlcncles to
Level). SpeciaJ effects: Thjs re- fortable In Jt [hat he will suffer a learn weapons a nd skills appro·
flects t.he fact that the Savage Is - 3 to all a ttack, damage. a nd priate to Cladiators. Likewise, If
in tune wah natur e and can feel nonweapon proficiency rolls the char acter is now more ur·
whe n there is something unnat- whlle wearing any sort of armor ban than savage. build him with
ural (i .c .. magical) In the alr. Un- at all. If a player blatantly de- the Gladia tor Warrior Kit ... but
less the Savage is also a Ranger. cides not to role-play his c harac- have him use SOme of his profl-
he cannol detenninc the type of ter's dislike of armor and Simply ciencies on Savage sk ill s a nd
magic present (I.e .. alteration , wcars armor conti nually. ac- weapons.
conjuration. etc.). cepting tha t negative mod mer. The same son of theory ap-
(3) Animal Fnendship (Pries t [he OM shou ld gra dually In · plies If you 're creating a ny char·
l SI Level ). Special elTects: This crease the modifier; - 3 In one acte r with a complicated
ability can only make frie nds of play-session, - 4 in the nex t. -5 bac kground: A Barbaria n youth
an animal which Is not angry or in the nex t, and so on ... with brought up In the trad it ions or a
threate ned. It can be used to no limit. Ir the player asks why Samurai. an Amazon lass who
make an angry or lhrealc ned this Is ha ppening, the OM need has grown u p to be a Knight (No-
animal calm. To make frie nds merely reply that the character ble \Vamor). a Pirate boy wh o
with an angry or threatened ani- is growing more and morc un· gave up the seas and took to be-
mal. therefore. the Savage must comfortable in his unna tu ral ing a big-cUy Swashbuckler. De-
be able to use the ability twice trappIngs and finding It ha rder cidc which Warrior Kit the
that day (i.e __ he must be of 2nd and ha rder to concentrate on characte r considers himself to
level or higher) and must have the job a t hand. belong to. create him with thai
two uses left. 1b use the abili ty. Wealth Options: The Savage Kit . a nd usc some of your proO-
the Savage must confront the StanS out whh no gold. He gets clencies to buy weapon s-
animaL face to face. at no fur· his start.l.ng weapons as described knowledge and sk ills pertaining
ther away than the limits of the above. under Equipment After to the other K i t.
anlmal's attack range. As wlln the campaign starts. the charac·
the spell . the Savage must actu- ter w!ll Inevitably come across Swashbuckler
ally have no ulterior motlvcs. for the conceptS of money : it's up to
such w ill be detectcd by the ani- the plaver how he reacts to them Descri pti on: The Swash -
mal. and th e abllity wHl fall . (he coU"ld either like the idea and buc kler Is the sophisticated,
(4) Deleel e"i/ (Pries t 1st try 10 accumulate the SLuff as his witly. lightly arm ed and ar-
L evel)_ Special effects: this Is allies do, or put It down to civi- mored hero in a sophisticated
like the De tect Magic abllHy. lized coITUption and stay away City-based campaign-a la The
above . Like the Priest spell. this from It). Three Musketeers. Hc's fully ca·
Detect Evtl cannot detec t evil In Races: Mosl role-playing cam- pable of putting on heavy ar-
a PC- only in a monSler. place. palgns tend to think oflhe deml· mor. picking up a basta rd
or magical Item. huma ns as being more civ ilized sword. and soldiering a longSide
The OM can dIsallow any of and cultured than humans. but other lank warriors . . . but he
llle four abilities given above. or It's perfectly all right to have shines in com parison whe n the
IntroduCe new ones- though he Savage dwarves. elves. gnomes. heroes are adventuring in the
can't add a nything that resem- half-elves, and even halfllngs in city. in light armor a nd with
bles a magical spell above Jst your cam paJgn if [he DM wishes Ught weapons.
level. the m to be there. To be a Swashbuckler, a c har-
Special Hindrances : The Not e: "But." you say. "w hat If acter must have an Intelligence
Savage has some drawbac ks. my character grew up In a Sav· and Dexterity of 13 or better.
too. He Is uncomfortable In civi- age tribe and was la ter enslaved Role: In a campaign, the
lIzed clothes and a nnor-When and trained as a GladIator and Swashbuckler is the happy-go-

34
Warrior Kits \11-
.

luck" hero with the ready wil which he has s pecialized, but dress, wielding a narrow blade.
and ' the nashlng rapier .· He's except fo r tha t limitation may will work fine as a Swashbuck-
happiest when he's in the big spend hi s gold precisely as he ler. especia lly elves. half-elves
city. but ca n be an imposing pleases. and haln lngs . Dwarves and
warrior anywh ere- enemies of· Special Benefits: The Swas h- gnomes are not entirely ina p-
ten undcreslima le him because buckle r has th ree special bene- propriate. but are likely to have
of his charming manners and fits. First. whe n us ing up his to defe nd th e m se lves from
don't realize that he can plate on Nonweapon Proficiency s lots. plenty of jokes a t the expense of
annar and w ield hea\'y weapons he doesn't have to devote dou - their c uriou s looks.
as well a s a n yo ne e lse. T he ble the normal number of slots
Swashbuc kl e r. beca use he 's when choosi ng Rogue proficien·
brigh t an d well-spoken . ohen cies. Second , when he's weari ng Wilderness Warrior
becomes party leader ... or a t l!ght or no annor {I.e .. no armor, Description: This hero repre-
least the leader's spokesman. lea lhe r armor. or padded a r- sents some tribe (either civilized
Seco ndary Skills: The ma rl, he rece ives a -2 bonus to or barbarian) living In a danger-
Swashbu ckler ca n choose h is his AC (tha t is. a n AC of 7 would ous, th rea te nin g, or unusual
ow n Seco nd a ry Sk il l. Good become a 5): he's so nimble that wilderness environme nt-such
c h Oices in clude: Navigator (If he's very hard to hit . Third_ the as the desert. dee p In swamp
h e's in wlLh a ba nd o[pirates. es- Swashbuckler Is such a roman- territory, in the frozen North ,
p eC iall y)' Gamble r . Jewe ler. t ic fi gure thaI he al ways re- LUcked away In the jungle or
Scribe. and Wcaponsmlth. ceives a +2 adjustment on his rroplcal rain forest or In dis tant
Weapon Profici e ncies: Th e reaction roll from NPC mem bers mountalns.
Swashbuckler receives IwO ex- of the opposite sex. The Wilderness Wa rrior Is dif-
l ra wcapo n proficiency s lots Special Hindrances: Thouble ferent from the Barbarian. He's
wh ic h must be devo ted 10 seeks out th e Swas hbuck ler. not a utomatically a m enacing
weapon proficiency with one of This is somet hing that the OM fi gure whe n travelling a round in
t he fo llowi ng weapons: sti- will have to play very carefully if the campalgn's nornlal society;
letto · , main-gauche- , rapier ", the Swashbuckler Is to be as he's j us t exotic and unus ual He
a nd sabre ". (The" ' " sym bol de- hin de red as all the othcr Warrior can be vcry cultured and civi-
notes new weapons to be fo und Kits_ Whe n there's a not her lized, but. coming as he does
In th e Equipm em c ha pter.) Swashb uc kle r a round. Inte nt from a di ffere nt c ulture, will
Throughout his career. he must on prov ing that he's the bes t have differe nt a tt!tudes from the
devote half of his wea pon profi · swords man In the world _iI 'S the oth er pl ayer-c harac ters on
clency slots \.0 those fo ur weap- PC Swash buckle r he scn les ma ny subjec ts.
ons. Once he has achieved upon and challenges. When a For example. a desert nomad
specializa tion in all fo ur of those cen al n young lady is being pur- c ha rac te r may be m erely of-
weapons. he may freely c hoose sued by the klng's guards. who fe nded al the theft of his prop-
where the rest of his weapon a rc Inte nt on stoppi ng he r fro m erty but be outraged by (and
proficiency slots go. revealing secrets In her posses- demand the dea th penaJty for)
Nonweapon Proficiencies: sion. it is the Swashbuckler s he theft of his wat er; he may be-
Bonus Proficle ncles: (Ge ne ra\) stumbles across when fi eeing. lieve tha t women should Slay in
Etlque ttc. (Rogue) Thmbling. When a prince is 100 drunk to at- cam p a nd leave fighting to the
Recom mended: (Genera\) Artis· tend his own coronation, mirac· m en (a n opinion he wJII find
tic AbIlity. Da ncing, Heraldry. ulously he looks just like the himself qu ickl y djsabused from
La nguages (Mode rn). Ri ding Swas hbuckler. Life conspires to whe n In the outer world): he
(Land-Based ). Seamans hip , make thin gs dlffi c uil for the may feel the need to pros tra te
(Warrior) Blind-Fighting, Cam- Swashb uckl er, a nd th e OM him self whe never he passes the
ing. (Priesr. double s lors unless s ho uld always throw Just a lill ie ch urch or lemple of the deity he
Palad in) Musical InsLrume nt, more good-natured bad luck at worships: and so on.
Reading/Writi ng, (Rogue) Ap- lh at Warrior Kit than a t a ny The playe r decidcs (with OM 's
praisi ng, Disguise. Forge ry, other. perm ission) what son of tribe
Juggling. MUSical Instrument. Wealth Options: The Swash- and e nvironment th e Wilder-
Tightrope Walking. (Wi za rd. buckler receives the standa rd ness Wa rrior comes from . Then ,
doub le s lots unless Ranger) 5d4x 10 gp starling money allot- working With the OM , he mus t
Reading/Wri ting. me nt determine wha t sort of unus ual
Equipment: The Swashbuck- Races: Any demihuman be liefs and c ustoms !.he charac-
ler m usr buy the weapon In who'd look elegant In foppis h te r and h is tribe possess. He

35
stll

Warrior Kits

may later abandon a fe w of starting gold o n items appropri·


th ese beliefs In the ou ler world, ate to his culture. For example. Recording Kits on the
but shou ld n ot abandon m ost of the desert nomad couldn ' t buy Character 'Sheet
th e m : th ey a rc pa rt of what a ny armor at all with his start·
makes h i m unique in the cam · Inggold . while lhe a rellc warrior The character
palgn . could only have leather or hide record sheet presented in the
1b be a Wilderness Warrior. annor. (Of course. if lhc DM de- Charac ler CreaL/on chapter has
the ch aracter m ust have a Con-
blanks for a ll of the benents.
termines lhal his is a trading
sUtution score ofatlcast 13. hindrances. and o the r n otes
culture. hc could have access to
ge nerate d wh en a charac ter
Role: In a campaign. like the goods from all ovcr the world. I
takes a Warrior kit.
Barbarian a nd Savage. the Wil· The Wilderness Warrior doesn'r
d erness Warrior is the "outsid- have to spend all his starting
er's voice" who questions all the gold before e nteri ng play. Once Warrior Kits and
stra nge quirks and discrepan- he begins play. lhere are no reo
cies In th e player-characte rs' s trlc lions on what s orts of Multl' Oass Characters
culture . He's also an opportu- equipment he may buy. These Wa rrior
nilY for some comic-relief ad- Special Benefits: The Wilder· Kits arc designed to add depth
\' ent ures. when he misin- ness Warrior gets a speCial bo- to a warrior-('Iass character. But
terprets some aspect of lhe soci- nus of +5 to his Surviva l if lhe character Is a lready mulL!-
ety and It leads him into confu- profic iency roll . This on ly ap- class (for example. a n e lf fi ghter-
sion a nd tro uble. More plies to the Survival proficiency magel . he doesn't n eed any
Importa mly, the DM should a r· pertaining to e nvironme nts like mo re dep th . Therefore . only
range for the occasional adven- thaI of his origi n : If he later slngle-class warriors can take
ture to take place In lands like takes a second Survival pron· o nc of the Warrior Kit s de·
lhose of his birth. so lhat he can ciency for anothe r type of terri- scribed above.
dem onstrate his skllls In that lOry, t.he bonus doesn't count However. wllh your DM's per-
enviro nment. toward it . mission. there's no reason why
Secondary Skills: If you ' re Special Hindrances: The WiI · a mulU-class warrior can ' t use
using th e Seco nd a ry Skil ls de rness Warrio r. in his early his weapon and non weapon pro·
rules. the Wilderness Wa rrio r years. is occasiona lly hindered ficien cy c hoices to simulate onc
may choose his skill from the by his unfamUiarity wi th the of the KHs .. . and. again Wilh
fo llowing list: Fis her. Forester. player-cha racters' society, but OM permiSSion . the characters
Hunter. Sailor. 1fapperfFurrier. this Is a role· playing cons ide r· possessing that Warrior Kit pan
Weapon Proficiencies : The a tio n: the OM must occasionally consider him "one of their own "
Wilde rness Warrior may spend e nforce it umi l he belicvcs the wllhln the conlext of the cam-
his Weapon ProOciencies any c harac ter Is sufnclem Iy familiar paig n.
way he pleases. The OM may in· wllh the usual c ulture. For exa mple. let us say that
s ist lhat he spend one or two o n Wealth Options: The Wilder- your campaign features an el·
weapons appropriate to his cu l- ness Warrior gets the usual 5d4 vish Amazon tribe and you
ture: A desert nomad should x 10 gp In s tarling gold . want to play an elf fighterlLhlef
have Scimitar and Shon Com· Races: Th is is a very a ppro- who be longs to that Amazon
posite Bow, while a n arctic war- priate Warrior Kit fo r de mihu· lrlbe.
rior should have Harpoon and man warriors. and the OM may Build her this way: Have her
Spear. for Instance. wlsh to create some unusual de- take S pear and Long Bow
Nonweapon Proficiencies: mlhuman lri bes 10 showcase it. Weapon Profi clenc ics. For her
Bo nus Profic iencies: Surviva l For example, everyone would Nonweapon Profic le nc ies. have
(In his naLive environmen t). En · e xpcct Dwa rve n Wilderness her take Riding (Land-Based)
durance. Recommended: Any Warriors from the mountains. a nd Animal Trai n ing (she
relating to Lbe land of his blrlh . Elf and Gnome Wilderness War- doesn 'r gel e ither of these for
s uch as Animal Hand ling, An i· riors from the tropical raJn for- frcc , like the "real" Amazon. but
mal Training. Da ncing (his c ui · est. etc. But what about Desert s he can still choose the ml. For
tural d ances). Fire-building , Dwarves? Arctic Elves? Swamp her Equlpme nl. limit her to the
Fis hing. Riding {Land-based), Gnomes? Mountain Halnings? equipment c hoices of the Ama-
Swimming, (WarriOr) Moumaln· Such unusual c hoices can add zon .
cering, Tracking. some color to a campaig n. If you do aU lhls. and have
Equipment: The Wilderness your DM 's permission. wllhln
Warrior m ay only spe nd hi s the context of the campaign,

3.
Warrior Kits \!f-
.

your charac te r will be consld· character must be hired by (or. Greek mythology. for instance,
ered a n Amazon . That Is. s he alternatively, captured and en- the Amazon qu ee n Antlope
comes from the Amazon tribe s laved by) an arena or fighting· abandoned her former nfe to
a nd th e other Amazons con· s table owner, trained, and plued stay with King Theseus of Ath -
sider her to be a shleld ·slsler against other Gladiators. The e ns ... and s he later died fight·
a nd one of their own. lbu know, ot he r characters In the cam- Ing her form er countrywomen
a nd the OM knows. that she paign could also be entering the when they came after her.)
doesn't ha ve aJ t the special ben- gladiatorial arena, or the OM Once the character abandons
efits of the Amazon Warrior Kit. could contrive things so thal the his kit. he also abandons all the
And lhe OM Is within his rights c urrent adven ture involves s pecial benefits and hindrances
to assign the character the spe- gladiatorial elements and still It provides. Often , those benefits
cial hindrances of the Amazon- get all the PCS Involved . included free Nonweapon Prof]·
after all, you 'vechosen for her to lb better simula te the waH in- c iencles or Weapon Proflclen·
be Identified with a race of peo- volved for the character to learn c ics. The character doesn't lose
ple with those hindrances. But his new trade, the OM Is within lhose, but he must pay for them
to a ll outward eyes. s he Is Indis- his rights to insist that the c har· from lhe next free s lots he has
tinguishable (rom any other cl- acter not receive his Warrior Kit available to him .
vlsh Amazon. until he's reached second e xpe- The character may not take
rience level In his new class. another Warrior Kit to replace
the one he's abandoned. Once
Warrior Kits and · he gives up his Warrior Kit. he's
Dual·Class Characters Abandoning A Kit
a n ordinary Fighter, PaladIn. or
Ranger for the rest orhls playing
Th e same Is Sometimes Il life ,
not true of duaJ-class ch arac-
ters. happens that a character Is cre-
ated with a Warrior Kit and cir·
If a character starts off as a
cumstances la ter force him to Modifying The Kits
warr1Q"f. he may take any of the The OM can ,
Warrior Kits above. If. la ter. he reconsider his character's role.
For exam ple, a Noble Warrior and s hould. modlfy the Kits pre·
decides to change classes ac-
could become disgusted with sented above to represent his
cording La th e normal Dual- own campaJgn setting more ac·
the corruption and excesses of
Class Benefits a nd Restrictions his class and decide to renounce curately.
rules. he doesn't lose any of the his Lies to the nobility, Or, a Sav- For example, If there are no
benefits or hi ndrances of the Kit age could become Increasingly Amazons In his world , he
he chose: he is sUII that sort of comfortable with the c ivilized s hould disallow th e Amazon
fighter. If ilial second character world and Increasingly uncom- Kit. If Gladiators are all chosen
class also has a range of Kits fortable with his savage kin . In from the ranks of savages de·
'avaUable to It. h e m ay no! s uch a case. the player s hould splsed tn the civilized land , he
choose a new, addilionaJ KIt.
think about abandon ing the shou ld modify th e Glad.iator
If a cha racte r starts off as Warrior Kit. hindrances to reflect the fact
some other character class, does 1b abandon the kit, the player that they have no respect in the
not take on a Kit appropriate to s hould privately tell the OM his campaign setting.
thal class, and then late r Intentions. If the OM has no ob·
switches to one of the warrior Jectlons to the abandonme nt ,
classes, he can choose a Warrior then It will take place. Unless
Creating New Kits.
Kit at that lime ... though the th e c hoice for abandonment Similarly, If
OM may inslsllhat certain cam· were brought on by a sudden, there's a special sort of warrior
palgn events be accomplished traumatic event. the OM may that the OM would like to have
In order to a llow him to do this. have to have some time to work in his world. he can design a
For instance. let's say tha t a the abandonment into the s tory- new Warrior Kit for tha t warrior.
human mage decides, later in li ne. Often . In th e story, th e 1b design a Warrior KIt. you
life. to become a f ighter, and he character doing the abandoning must answer the following ques·
wants to be a Gladiator. Well, will have to role-play out the sit- tions about the warrior and his
there's noth ing wrong with tha t. uation: Publicly renounce his role In your campaign .
But the OM should Insist tha t ties with lhe others of his Wa r· Description: Wh a t is this
the next several adventures deal rlor Kit, and then suITer any con· warrior? What literary. mytho·
with that rransfonnallon. The sequences that might arise. (In logical, or historical source is he

37
"11

Warri or Kits

drawn from? What speciaJ re- free to th e c haracter, that Ing throws. or the magiC is a ula-
q uirements are there If a charac- doesn 't maner.) maUcally successful): and
ter wishes to be one? Equipment: I( a Warrior Kit Is Special restrictions in the cul -
Role: What Is this warrior to best-known (or having specific tu re in whic h the c harac te rs
be In t he campaign? How does typesofequl pme nl. require tha t travel (for example, not being
his culture look at him? How do the warrior have suc h equip- able to o wn property or get mar·
oLher cultures look a t him? Is ment whe n the campaign be- rled, or excessive punishm ents
Lhere a specia l SOrt of outlook he gins. If many examples. but not for specific crimes).
needs to have to belong to this a n ove rwhelming maJority, of Wealth Options: [f the War·
Warrior Kit? And wha t does this this sort o( Warrior seem to pre- rlor Kit has a ny restrictions or
warrior Le nd to do in a fer a specinc type of eqUipme nt. benefits In the awardi ng of his
ca mpaign - lead mi ghty na - simply lis t it among the types of starting gold . or In the ways he
tions? brutalize and betray his equipment the Warrior Kit rcc· can spend It. notc the m here,
allies? upset the delicate bal- ommends. Races: If the re are variations
ance of political strategies? have Special Benefits: Every War- to the Kit based on the charac-
a good lime without making rior Kit s hould have some spe· ter's race, note them here . Some
waves? cla l benefit. Il 's up to you to races can't lake a specific Kit:
Secondary Skills: If you 're c hoose what thal benefit is, but some will have diffe rent profi-
USing the Secondary Skil ls It should fit In with the way this clencics. benefi ts and h ln ·
rules. you need to determine if wa rrior appea rs 10 fu nc tion In d ra nces attached to them.
this Warrior Kit requires such a ficLlon , myth lore or wherever he Notes: If you have any add l·
skill. If no one secondary skill comes from . Types of benefits tlo nal notcs about the Wa rrior
should be common to all war- Include: Kit perllnent to your campaign
n ors of this type. then don ' t re- Bonuses to reaction rolls. es- (such as which players you 'd
quire a secondary skill. But. If pecially (rom certain categories prefer for specific Kits, for exam-
a ll members of a Warnor KH ofpeopie: ple), put the m here.
seem to have this skJ ll. w e n you Bonuses to hit andlor dam- Additionally, you could crea te
should req uire It of all who take age, espeCially against certain Kits for other classes than War·
this Kit. categories of enem ies, or In sp<=, rlor. or adaptlhe existing Ki ts to
Weapon Proficiencies : clal circumsta nces: the other th rough tinke ring
Many Warrior KI ts seem to grav- A free weapon specialization: wllh the s kUls, proficienc les,
Itate toward speciOc weapon Resistance (Im munity or a boo benefits, a nd hindrances. There
types. Knights lean to swords nus to saving throws) against could easily be Rouge Swash·
a nd lances : Merry Men ofthe (or- specific types of magiC: bucklers or Barbarian Priests,
est prefer the lo ngbow. U the Special rights In the cultu re In for example.
warrior you're simulating which the c haracters normally
seems [ 0 prefer one or two weap- travel (fo r example, immunity The Wanlor Kit Crcatlo'n She'et
ons above all o thers. the n. In from prosecution fo r certai n al-
leged crimes , or the righ t [0 de- On page 124 Is
this Kit. you require them to
mand sheller): and so on. the Warrior Kit Design Shee t. If
lake the proficie ncies for those you wish to design a new War-
weapons. Specia l Hindrances: You
should also provide a special rior Kit just photocopy the
Nonweapon Profi ciencies : sheet and design your new Kit
Most Warrior Kits, again, seem hindrance (or hindra nces)
upon It. Whe n you're s hOWing
to have certain s kills in com- w hic h limit the cha rac te r as
the Warrior Kits above to your
mon , It would be s illy to have a much as his be nefits help him .
Such hindrances can include: players . a lso include the new
Noble Warrior witho ut Eti- Warrio r Kits you've designed.
quette. (or Insta nce. So you may Mi nuses to reaction rolls. es·
assign up to two profic ie ncy peclally (rom certain types of
s lots to be gh'cn free to the char- people:
acter. If it's appropriate , the pro- Minuses to hit andlor damage,
flclencles m a y come (rom especially agai ns t certain cate-
listings not appropria te to gories of ene mies:
warriors-the Priest. Rogue, Inability to lea rn speCifi c
a nd Wizard listings. (Though weapon or non weapon profi·
normally the cost In slots for clenc ies:
s uch proHclencles doubles, Vulnerability to specific sorts
since they are here being given of magiC (either a minus to sav-

38
The AD&D" game is n 't a ll Character Description: altitude. The Brash Youth is
combat and magic. and soa war· These paragraphs ta lk abou t casy prey for fast-talkers and
rior doesn 't have to be Just a col· the character's attit ud es and con men, suggests straightfor-
lection of n um be rs wh ich motivations. and how the char· ward a nd foolish plans s ure to
responds to silualions by kUling acter tends to act and interact In gel lhe party captured or killed,
everylhing in sight and collect· a normal campaign. admires m ore experienced war·
IngcoIns. No. there's much more Best Suited For: T hese para· riors without questioning their
to role·playlng than that. and grap hs talk abou t the align· motives. and can be quite a
this chapter is devoted to role· m e nts fo r whi ch this per· menace to himself unless taken
playing the warrior character. sonallty type is best suited . and in hand by a more experienced
about lhe Warrior Kits (from the ad venturer.
last chapter) for which the per· Inevitably. a Brash Youth
Wa"lor Personalities sonallty is best suited . It 's possl· character has to "wise up"-to
There's a mis· bl e to com e u p with a good lose some of his preconceptions
co nccplion that warrio rs are rationale for why a character of and naivete. If this doesn 't hap·
JUSI square. solid guys who do a s pec Inc personality type pen naturally In the course of a
the physical work In a fight: tha t s hould have a n 31lgnment that campaign . th e OM s hould de-
rogues arc the clever ones who doesn't (at first glance) seem a p· s ign an adventure around the
do a1l the conniving a nd trick· proprla te for that personality Bra s h Yout h . a n ad venture
Ing: that wizards are awesome, type. so lhcre is absolutely no where he's confronted with the
impersona l Inte lligence dedi· firm alignment restr/cLion when consequences of his brashness.
cated solely to th eir m agical you 're choosing pcrsonaliLies. For instance, a con ndence man
studies: that priests are only In · However, lhe recomm endations could trick lhe Youth into acci-
terested In the advanceme nt of made for appropriate choices dentally betraying his a llies: or,
one's spiri tual tearn ing. are good enough for most char· a Yout.h ·s plan cou ld go horribly
While th at's a simplificatio n acters, so keep them In mind. awry and seriously or critically
co nvenlenl for firs t·time players [n Combat Situations: T hese endanger his friends: or. a hero
of the game. more experienced paragraphs ta lk about how the pa rti cula rly a dmired by the
p l ayer~ may deslre to add de pth character reacts In combat s itu- Youth could tum out to be far
to their characters by providing ations. Not all warriors unstrap less admirable than the Youth
more detail 1.0 thelr characters' their swords and wade in swing- has always thought.
persona lit ies: Deciding how ing: some approac h battle sltua· When this happens. the char-
they react In certain s ituations. tlons m ore s low ly. m ore acter must stop being a Bras h
how they re late to other charac· cleverly. or more aggressively. Youth a nd choose some other
tcrs. and so fort h. In Role-Playing Situations: personality type. By now. he
Expe ri e nced rol e·playe rs . These paragraphs talk about should have been playing long
t hose who al rea dy do t his. the character 's ge neral reac · enough that th e player will
should ski p down to the head· tions to NPCs In role-playing sit· know what sort of personality
line reading "The Warrior Cam· uations: you can use lhem as that is: alternatively. the events
palgn:' Beginning role·players ge neral gUidelines for your that shock him out of being a
should continue from here. character'S role·playlng conver· Brash Youth could affect him se·
In the first part ofmIs Chapter. sations and other such encoun· riously enough lhat lhis event
wc'll be talking about Warrior ters. chooses his new personality for
Personalities. describing a few him (thiS results In such person·
types of heroes common to fic- The BrASh Youth allties as a disillusioned Crude
lion a nd mythology. Read each Crusher or a hostile Dangerous
d esc ription . think about Character Antagonis t).
whether the descripllon com es Description : Thlsc haracter has Best Suited For: In terms of
close to matching your concep· Jus t recently become an adven- a lignment , the Brash Youth is
lion about your character's per· turer. and he doesn't have much best suited to the fu ll range of
sonality. and If it does, try to experie nce or common sense Good and Neutr31 alignments
utilize that descri ption's advice .. . meaning that he gets In lrOU' (LiG. LIN. N/G. N. ClG elN). Evil
when role-playing and making ble. and leads his companions characters aren'l suited to being
decisions fo r your character. Into trouble. quite often. There· naJve and trusting. In terms of
Each person31lty In this chap· fore. you should only choose a Warrior Kits, the Brash Youth Is
Icr will be described in the fol· Brash )'b uth personality when admirably s uited to 311 of them!
lowin g way: you 're wJlling to role-play £his The only kit that might give you

39
a problem Is that of the Sarnu- find his youthfu lness channing. comfortably coarse as the Crude
raj, but U's possible (0 play an but may also nnd him exasper- Crusher is. T he Samurai and
Inexperienced and eager Sam u- ating because he's a lways get- Swashbuckler tend to be too
rai struggling to keep his enthu - ting Into trouble. cultu red for this perso nality
siasm from showing be nea th type. The Cavalier can 't take the
the venee r of eastern detach- The Crude Crusher Crude Crus her personality.
mcnt; this is an especially good In Combat Situation s: The
choice In an all-sam ural cam- Charac t e r Crude Crusher Is a brawler. He
paign, where one character Is Descr iption : The Crude prefers one-on-one com bats and
the brash young warrior Im er- Crusher Is a rude, boisterous, fights dlny. doing whatever It
acting with more experienced belching. physical sort of char- takes to win a fight. He nghts ex-
and sceUed samurai_ acter, He may be very clever, but actly as he chooses. and mayor
In Combat Situations: The he prefers forc e to trickery or may nOt follow the team plan, In
Brash Youth is likely Just to pers uasion-it fee ls good to combat. he's si ngle-m inded and
charge up to a foe and begin pound people. He doesn 't Hke effective.
pounding away, unless that foe proper m anners. cou rt eti- In Role-Playing Sit ua tion s:
is 50 big a nd scary that even the quette. literature and poetry. or The Crude Crus her can be a lot
most foolish youth wUl be afraid haughtiness. He has very coarse of fun to play. because he says
of it , He 's very likely to take and common customs ... al- whatever he wants whenever he
combat orders from his friends, lhough he could be of high birth wa nts. His crude remarks scan-
however, so It's easy for one (nothing says a hlgh ·bom war- dalize more renned characters.
wiser warrior to keep him from rior mUSl be clean , virtuous, He's likely to antagonize his
kUlIng himself through bad tac- and polite. afterallJ. Put him in a "bette rs" in conversation, ei-
tics. It's often a good. Idea for the lavern ..... ilh a crowd of noisy ther aCCidentally or (more prob-
party to make the Brash Youth table-banging drinkers, where ably) deliberately, and lhis can
one of their deSignated archers, the drinks pour freely and the spoil pa rty negotiat ions a n d
because it usually keeps him occasional brawl grinds furni· muck up the party's plans. How-
out of direct hand-ta-ha nd com- ture Into sawdust. and he's ever. none of this means that the
bat until he has wised up, happy. Crude Crus her can't be 10y31.
The Brash Youth can learn Best Suited For: In tenns of courageous , compete nt a nd
from his experiences, on a case- alignment. the Crude Crusher powerful. 50 adventuring par-
by-case basis. After he's been can belong to any of them. If ties aren't likely to kick him out
hammered by a troll. he can be he's Lawful, he's sHU operates beca use of his mouth : but
more cautious with th e next by a code of behavior that others they're usually exasperated by
troll or troll · like monste r he can observe and cou n t upon his attitudes.
encounters, But he' ll be Just as (even Ifhe Is a social m lsnt): and
brash with a monster unlike thc If he's Good. he's not going to The Dangerous Antagonist
others he's encountered .. . take the things he wa nts (by
In Role-Playing Situa tions: force ) from thosc who own C ha r a c te r
The Brash Youth gets along with them . For th ese reasons , a Description: This character is a
everybody untU such time as Lawful/Good Crude Crush er hero wllh an attitude problem .
the other person Insults one of Isn 't likely to have a lot of fun. In He-s grim and humorless. and
his frie nds. challenges one of his terms of Warrior Kits. the Crude neve r fights Just to give some·
preconceptions. or betrays him . Crusher is we ll -suited to the one a drubbing-he nghts to
Even then. he' II simply be furi - Barbarian. Beast-Ride r. Ber- kill . He's driven by some power·
ous and willing to nghl or op- serker, Gladiator, Peasant Hero. ful. unsy mpathetic motivation:
pose the other fellow: to be truly Plrate/OuUaw. Savage, and WU- A desire fo r revenge, ove r-
vengeful requires that the Youth derness Warrio r. A Crude whelming desire for a posses-
go through his personali ty Crusher Noble Warrior will 31· sion. or even a near-psychotic
change and take on a new per- ways suITer the reaction penal- desire just to be left 31one. He
ties given to Noble Warriors who must be carefully played 50 that
sonality. there actually is a reason fo r
The Brash Youth should be don't Uve according to their 50-
clal stations (see the description h im to accompany the other
played as ellher hesitant and player-characters. and the OM
nen-oos in new situations. or ea- of the Noble Warrior from the
last chapter for more on this). may need to remind his player
ger to throw hImself into such occasionally that he can have
situations-he's never bored or Amazons are usually too up-
tight In male societies to be as fri ends and loyalties. even If he
Indifferent. Other characters

40
prefers to conceal that fact be- there's a practical reason (or it The Doomed Charnp.lon
hind hard-bluen mannerisms UuS t being merciful and hu-
and an evil temper_ Naturally, mane isn't good enough) . He Cha r acter
this personality type has few or can be a good combat tactician Description! Th is hero has
no romantic Inclinations or rela- (or the team. directing his allies been afllicted with a curse or a
tionships. to nght in the most deadly and prophecy that hau nts him
Best Suited For: In terms of emclent manner possible; or. he throughout his life. He may
alignment. the Dangerous An- cou ld be a wade-right-In fighter have losl his One True Love and
tagonist is appropriate for all of who ven ts his hatred on his ene- been fated never to nnd her. He
them. Different alignments re- mies_ may be doomed to bring misfor-
s ult in dIfferent mOlh'ations: A In Role-Playing Situations: tune on anyone he cares about.
LawfuVGood Dangerous Antag- This character genera lly He might be prophesied to die
onist has been embittered by doesn ', do rOle-playing negotia- whenever certai n ca mpa lgn -
events in his life, while a tions with NPCs. unless the PCs related goals arc achieved . He
Chaotic/Evil character is a soci- arc attempting '0 intimidate or might be the last s urvivor of his
race. doomed to die without Is-
opath , In terms of Warrior Kits. frighten the NPCs. The Danger-
most are appropriate: the usual ous Antagon ist must be played sue, so lhat the race dies with
exceptions are the Ca\'aJler and carefully: many Dangerous An- him . When he's not ngh tlng for
Swash buckler. who tend to be tagonist characters are merely his goals. this character Is su f-
better-tempered characters. kHl -crazy nghters with overtn- fering. for this reason . yo u
In Combat Situations: T he nated opLnlons of themselves. shouldn ', play such a character
Da ngerous Antagonist nghts in a nd so it·s very easy when play- unless yo u enjoy portraying
a smart and deadly fashion (un- Ing such a character to aggra- that suffe ring. If you choose
less he's a Berserker). He prefers vate the other players with his such a character (ype. you must
a "Thke no prisoners!" allitude. prete ntiousness. In other consult with your OM to dete r-
but can allow himself to be over- words: Be menaci ng. but con- mine Just what son of curse af-
ruled by his fri e nds. especlaJ ly if centrate that menace more on nlcts the charac ter-It 's
th ey can pers uade h im that NPCs than your PC allies . absolu tely pointless to play a

••
Doomed Cha mpion unless there Fate d Philosopher s: ChaoLic a lways in motion: he never
actually is a doom or curse a t c haracters arc se ldom that in- me rely gcslures whe n he can In-
work. trospective. T he Philosopher is stead make a nourish. neve r
Best Suited For : Any align- equa lly suiled to Good. Neulral. walks wilen he can s tride, never
m ent Is appropriate fo r t he and Evil charaClers. In terms of talks when he can orale.
Doomed Champion. In terms of Warrior Kits. the Philosopher Is Bes t Suited For: C haotic
Warrior Kits. most a re appropri- most admirably su iled to the characters are a little be tter
ate, except for the essentially Samurai. He's appropriate to suited to be Merr\' Show-oITs, as
c heery Swashbuckler. most of the other kits as well. ex· they' re more spoillaneous tha n
[n Combat Situations: The cept the Berserker. which Isn' t a lhe reasoned Lawful or cau tious
Doomed Champion tends to very inlIospec live sori of hero. Neu tra l characters . Howev er.
nght In an all-o ut. desperate- In Combat Situations: Differ- the re's no reslricllon on this.
strength m a nn er. He throws enl Fated Ph il osophers face Good. Neutral. and Evil c harac·
himself fully Into a nght an d combat In different fa s hions. ters can a ll be Merry Showolrs:
seeks out the most dangerous Some a re as lhoughtful In com- The elega nt. dramati c. se lr-
opponents. Either he's simply bal as e lsewhere. and take a centered. villainous lieu tenant
desperate [0 achieve his e nds very analytical approach to is a classic example or an Ev il
and elude his curse. or he's un- combat: Striking where the Merry ShowolT. In terms of War·
consciously seeking his own need is grealest . evaluallng the rior Kits. th e Swas h bu c kl e r,
death . He's therefore not good e nemy's strategy. and so fonh . Gladiator. and Pirate/Ou tlaw
as a team tactician. On me other Others, knowing that lhey can- are besl su ited to this persona l·
hand. his bravery is Inspira- not forestall theIr fate. Jump Into Ity: the Amazon. Barbarian.
tional to other heroes and fol- the thic k of things and fig ht Berserker. and Samurai are
lowers. so he's often ma de the with unrestrained hatlle·fury leasl suited: the olher kits are
leader of war panics. He can be (and. perhaps. Joy). The player appropriate.
m erciful In combat. or kill aJi Is left to decide bow his Fa ted In Combat Situations: The
who face him (all the while reo Ph ilosop her c haracter fig hts. Merry ShowoIT must fight In the
gretting the grim necessity of it). Basica ll y. he s hould s imp ly most dramatic rash Ion possib le,
In Role-Playing Situations: choose the method of com bat he eve n when Illsn ' t as efficie nt or
The Doomed Champion tends to prefers fo r this c haracter. a nd safe as another tactic. He leaps,
be sympathetic to others' needs then rationalize it according to he bounds. he s hou ts. he ges·
and pains ... bu t is h imself"ery the character's philosophy of I ures. he taunts the enemies, he
depressive, because he knows life. m akes c hallenges fo r single
thal some grim fa te awaits him . In Role-Playing Situations: combat ... he can bea right nul ·
This means he's ofle n easy to The Fated Philosopher is often a sance, for allies as well as e ne-
persuade 10 aid in others' quests son of fathe rly-advisor c harac- mies, and so the player s hould
(not quests for money: quests ter. He thinks abou t everything. be careful not to aggravate his
for more personal goals). he's full of sage ad vice. Though friends (00 muc h with hi s an·
he may be driven by goals as tics.
The FIAted PhiloSopher s trong as any other character·s. In Role-Playing Situations:
in person he Is seldom very in- Likewise. mis characler s hould
Character tense. be as charm tngand theaLrical as
Desc ription: This charac ter Is possible in role· playing situa-
both similar to and very differ· The Merry Showo ff tions. He doesn't necessarily
ent fro m the Doomed Cham· have to be witty: thai might put
pion . Like the Champion . he Charac ter [00 much of a strain on a player
knows that a particular grim Des c ription: This c haracte r who is n 't able to wisecrack with
fatc awai ts h im: Death. But he's lives for style or c lllcn ainmenL ease, But he should be debonair
very philosophicaJ about it and He may be a c lown who de lights a nd gracious at a ll urnes, even
does not tonure himself abou t In ente rtaining people and whe n talking to the leaderorhls
it. He's likely to be an old cam- shooting barbs Into the egos of e nemies or the rud est and coars·
paigner with very few illusions the self- Important. He may be est boor.
left. but with a keen apprecia- an elega nt fighter who loves to
tion of aUHfe has to offer. show the world what nghtlng is
Best Suited F OT: In tenns of like in the hands of a maSl er. He
alignment. Lawful and Neutral may Simply love a ll.racling the
characters are most su ited to be eyes of ladles. Whichever, he's

42
The N .. turtll Le ..der witho ut any In tent to thin k In Comba t Situations: T he
abou t or direc t thi ngs, the OM Sneaky Thi nker hates to engage
C har act er s hould assign him te mporary enemies In melee. He doesn't
Description: This c harac ter Is m in uses to hit a nd da mage: mi nd bei ng a ra nged fi ghter, but
the all·around man in charge. This reflects the fact that the he'd really prefer to be doing
He's the responsible hero who, c haracler is troubled by his fail· something cleve r or spectacu-
even If he isn 't pany leader. ure to lead, even If the player lar: Sneaki ng arou nd the fight to
thin ks like one: He's always Isn't, come up on the e nemy 's u n·
thinking about the team's goals In Role-Playing Situa tions: guarded rea r. loosening rocks
and how to Impleme nt the m. The Natural Leader is a ve ry re· on the hillside above to drop
the safety of his friends, the sponslble character, but beyond down on the enemy, persuading
strategy of the bad guys, and so that, there Is no limitation on one of the e ne my's allies to tu m
forth, He may be happy to be the the way he should be played in on the e nemy, anything tha t will
leader·type. or may be a reluc· role· playing situations. He may de mons trate his mental su per-
tant leader: eith er way. his be grim or humorous, straight· Io rity ove r the e ne m y (a nd
fri ends look to him for direction . forward or deceitful. arrogant or may be over his a llies as well),
Natura lly. you s hould on ly modest, as the player dec ides, It 's up to the player whether the
choose this personality type fo r He wiU onen be the negotiator character Is actually cowardly
vour character Ifyou're to make for the party, but this ISI1 ', re, or not: Sneaky Thinkers can be
inc elTort to do all that thinking quired of him . as brave as the bravest warrior
and planning. and are willing in a pinch, If that's the playcr's
for your charac te r LO be respon· The Sneaky Thinker conception of the c haracter.
sible for others. In Role-Playing Situations:
Best Suited For: In terms of C h a r ac ter The Sneaky Thinker is often the
alignment. Lawfu l and Neutral Descripti on : T his c haracte r party's negotiator. as he loves
characters arc most approprl· lives a nd loves to ou tw it other talki ng with other characters
ate: Chaotic characters tend La c haracters. He loves tricking and ge lling the best possibl e
be more spontaneous than the money out of people, outwitting deal fo r himself and his friends.
Natural Leader. However, if YO ll opponents in combat. persuad· In most role·playln g situations,
have a good rationaJe for a Chao ing people to help him against the Sneaky Th in ker will .
otic Natura] Leader, your OM their beller sensibilities, and so chameleon·llke. adapt himself
may c hoose to allow you to play forth . It's best for a campaign to the personality of the person
It that way. Most Warrior Kits when the Sneaky Thinker Is a he's ta lki ng to. concealing hls
are appropriate to this personal· good friend of the rest of th e pes true thoughts and em oUons be·
Ity type, es pecially the Cavalier and so mostly turns his talents hind the ma sk he thinks Is most
a nd Noble Warrior. In a party on NPCs; the D~ I needs to make appeali ng to Lhe othe r cha rac·
representing seve ral diffe re nt s ure that the campaign docsn', ter, II's very hard to fi nd out
Warrior Kits. though. the Ber· turn into an endless succession what the S neaky Th inker is ac·
serker and Savage shouldn' t be of In ciden ts of t he Sneaky tually thinking or feelin g. Note
Natural Leaders: Other ch arae· Thinker tricking me mbe rs of that It's a dangerous tem ptaUon
ter types don't tend to trust his own party. to trick your frie nd s a nd allies:
them as leaders. Best Suited For: In terms of in a camprugn where the PCs'
In Comba t Situa tions: The a lignment. Neutral a nd Chaotic party Is rounded on trust and al·
Natural Leader. wheth er he c haracters are best s uited to be legla nce . such a Sneaky
wan ts to or not, is always think· Sneaky Thinke rs, as Lawful Thinker will probably find him·
ing In combat and trying to dl· charac ters oflen have more re· selr cast out or killed for betray·
rec t his allies' activities . He spect for the rights of others: ing his ers iwhUe rriends.
makes sure that there 's a good but. again. with a good e nough
m ix of ranged to me lee combal. rationale pro"lded, t.he OM may Changing rerson .. llty Types
that shield walls don't have big allow himself to be convinced
holes In th em. that whe n a that a Lawful charac te r should T he above ad·
friend falls there's someone to be a Sneaky Thinker. Mos t War· vice Is for players who don't yet
drag him behind the lines a nd rlor Kits a re equally suited to have a fi rm ha ndle on role-
another to take his place, If a the Sneaky Thinker c haracter: playing different personalities
player with a Natural Leader the Berserker. however. Is an In· from their own, And the person·
characte r doesn' t do this, and appropriate choice and s hould alitles prese n ted here aren' t
simply jumps right into combat not be taken . firm, formal rules which a ny

43
character has La foll ow: they're curse himself. he cou ld suffer a
gu idelines with no real rest rlc· change of personality, He could The Warrior Campai gn
tlons placed upon them. become a Fated Philosopher or So far, we've
Na tu ra lly. then . It's very ap· NaturaJ Leader. He might enjoy mostly ta lked about the warrior
propriate for you to write up life so much that he becomes a character and his role in nonnal
m ore Personality Types a ppro· Merry Showoff or Sneaky AD&Dff gam e campaigns.
priate to your campaign . .. Ir. Thinker. He's not likely to be- However, it's possible to run a
indeed . you need to formalize come a Dangerous Antagonist good campaign whose charac-
them to tha i extent . unless the eve nts which freed ters are moslly warriors ... or
It ·s also very appropriate for a him fr om h.ls curse were so all warn'or.s.
character to change h is Person - nasty that they still scarred his There a re a couple of reasons
ality Type in the course of a personality forever. to think about having an a ll ·
campaign. Here are some ways The Fated Philosopher is n't warrior campaign. First. In
It can happen: likely to change. This personal- many cam pa igns. after the fi rst
The Brash Youth wises up ity type comes at the eIld of a few experience levels. the fight·
and loses his naivete and Inex· process of personality develop- ers in creas ing ly take a back
perlence. This has to happen ment. not In the mid dle. seat to th e maglc·using classes,
event ually (unless he gelS killed The Merry Showof( could sa- whose power Increases fas ter
before he ever gets wise). His ex· ber up under the weight of re- than the fighters' . Second,
periences in th e campaign so far sponsibility. like the Crud e many movies , novels, myths
will probably have a strong In- Crusher. and become a Natural and legends just feature fig hter
fluen ce on the next type of per· Leader. Or he cou ld naturally characters. and If one of those
so nallty he chooses. Here's a evolve into a Sneaky Thinker settings particu larly appeals to
note for the other personalities: whe n it became less and less ful- you . and you want to s im ulate
NOlhi ng short of amnesia ever fill ing merely to cnterlaJn pea· It in yo ur ca mpaign . you'll
changes a charac ter ( 0 the pie and morc fun to manipu late want to limit you r campaign to
Brash Youth personality. them. flghte rs.
The Cru de Cr usher isn ' t Th e Natural Leader could There are several ways to run
likely to Change. but a cou ple of easily change if dramatic evems such a campaIgn. Some sample
Lhings could bring abou t s uch a made him sick and disgusted arrangements include:
cha nge . He could fall In love with always being so responsl· Mix ed Warrior-Types In a
with a more refined partner. bl e a nd depcndable . At t.h at Magical World
and . feeling gross and coarse in point . any personality except Mixed Warrior-Types In a
com parison . train h imself to be· Doom ed Champion Is appropri· Mostly Non-Magical World
come m ore sophisticated. (The a te, However. unless hc's be· Mixed Warri or-Types in a
Merry Showoff a nd Fated Phi· come tOlaily amoral, even in his Strictly Non-Magical World
losopher become good options new personality he'll probably One Warrior·Type in a Magica l
at this polnt.j He could have stili have leadership impulses World
heavy responsiblJity laJd upon and do a lot of tactical thInking. One Warrior·Type in a MosUy
him (such as a mHitary officer's The Sneaky Thi nker is n 't Non·Maglcal World
commission) and be changed by ever likely to change: His way of One Warrior-Type in a Strictly
It (at which point Lhe Natural life is too much fun to him . If he Non·Maglcal World
Leader is a good choice). were to change, to become a Iil-
The Dangerous Antagonist tle less secretive. he'd probably In lh e s econd part of this
is only likely to change when become a Merry Showoff. chapt,er. we'll be talking about
whatever made him a Danger- For a ny character, some horri- a ll those arran ge ments , how
ous Antagonist originally is re- ble eve nt (such as the brutal they can be set up and what
solved . For instance, if he ever murder of a loved one) could they mean to a campaign.
avenges himself on whomever change the character, at least
hun him in the first place, he temporarily, to a Dangerous An-
could change to a Fated Philoso- tagonist or Crude Crusher. Magical World vo.
pher or Natural Leader. Non·Maglcal World
The Doomed Champion Isn 't
likely ever to change . He 's The OM , when
doomed, after all. But if, in the settin g up his campaign , must
course of the campaign. the OM decide how much magiC there Is
a llows him to un-doom or un- In th e world- not just magical

44
Items. but magical monsters. Mostly Non-M.glc.I·World powers which the heroes can't
spells. and effects of any sort. even approximate. The heroes
In a wor ld must use all lheir brains and
where there's very little magic. brawn to confront such power-
no PC can learn spells. T his ful beings. and will often have to
In a warrio r' means Ihal no playcr-characlcr prepare for such a confrontation
orien ted campaign where magiC can take a Priest or Wizard class by finding artifacts. research ing
exis ts at the normal AD&D ~ as his character profession. or the history of the wizard to dis-
game limits. magiC is consld· even as one of a dual·class or cover h is motives a nd weak-
ered a scary thIng wblch nonnal multi-class character's profes· nesses. and so forth .
people don't appreclate a t al l. sions.
Most wizards encountered In In such a campaIgn. charac·
lhe campaign will be villains. Strictly Non:M.slcal WOrld
ters can still be Rangers and Pal· ~
The ones who are friends of lhe ad ins, Even they can' t learn In world s
pes are mostly low- powe red spells . .. bullhey still get their where there is no magiC at ail.
(low-level). other special abilities. there can be no genuine Mage
This follows th e pattern of PaladlnsstJll llave the abi lities characters. (Of course. there can
many sword-and-sorcery fictio n of detecting ev il . + 2 to savin g be characters pretending to
series. where each story's reso- throws, Im munltv to disease. have magical powers. b u t
lulion comes down to a contest heali ng by layl n'g on hands. they're probably Rogues ru n·
between the hero and his fight· aura of protection. tum undead, ning some sort of scam opera·
ing prowess vs. a dastardly wiz- devils. and demons. and calling tlon .) Priests. Rangers. Paladins
ard or magical creat ure and his of war horse: he can use the spe· and Bards exist but have no
spells. cial abilities of a holy sword In spells or magical abilities what-
In such a campaign. the DM the unlikely event he can find soever: they have on ly whatever
wllJ have to decide whether any one. All the Paladjn IImHalions specia l s tatus their society
player-characler can be a multi- still apply. places on their professions.
class or dual-class hero with Rangers sUIl have their abili· Warrior·oriented campaigns
Wizard or Priest spells. It's a ll ties of bonuses vs. a chosen en· set on strictly non·magical
right to have Ranger and Pala- em)'. dealing with creat ures. worlds are good fo r a lot of
din characters. as they only ac- bu il ding castles. forts . and things. By taking the emphasis
quire their spells slowly, and strongholds. and attracting fol· off magiC. you put It on such
after many experience levels, .. lowers. All the Ranger limlla· thIngs as combal, battling the
but the more magically potent lions still apply. elements. and pure adventure.
wizards a nd priests pose a big- In this type of campaign. mag· In such a campaJgn . only one's
ger problem. Their magiC is too Ical Items and treasure of any wits . physical abilities and s kills
handy and too depe.ndable; the sort are very. very rare. They make the diffe rence between
OM has to make his magical vil- may even be nonexlstcnt. as the su ccess and failu re. life and
lains even more powerful In or- OM decides. death. Magic. with all Its mys·
der to cope . In a campaign Magical monsters. eq ually tery and all its complications.
where pes can' t be priests or rare, are espeCially nasty and doesn't ever enter the pictu re.
wizards . a mu ch lower· level fearso me. For example. a This also means that things
magical villain will be much dragon encountered In a which would be unimpressive
more effective against them . warrlors·only campaign is more in a magical world can be awe-
For these reasons. ifyou're go· like the ferocious. unstoppable some and mysterious in a non-
Ing to try running a warrior- engine of deaLh It appears In the magical one. A "dragon" may
oriented campaign for the first myths. and it takes a n espe· just be a giant di nosaurian beast
time. we recommend that you cially brave St. George to con· with no Intelligence. no magiC
not allow PCS to be priests or front one. spells. and no breath weapon.
wizards. You can always choose And wizards-If wizards are but It will be terrifyi ng anyway,
to add the opUon lateran . .. but found. they are evil beings who as the characters have no magic
If you find that you like the non- ba \'e made pacts and a ile· with which La help destroy or
magical warrior arrangement, glances with nether powers and defeat it.
It's not so casv to remove the received their spells from those Without magiC present. char·
pes' magical -abililies from a powers. Th ey' re particu larly aeters are never raIsed from the
campaign where you've al ready nasty, powerful. and frighten- dead. They mu s t be play ed
allowed them . ing because they have access to more carefully than In games

45
where resurrecLion is a com- lers must have other goals If showcase a clash of c ultures:
monplace event. Il might be ad- they're to be saUsned In such a Have a party of Amazon player·
visable to start characters out at campaign . ch a racters go adventuring in
3rd level. as described in the the outside world (the mysteri·
Charoceer CreaUon c hapter. so The One-W.urior,-Type ous . dangerous. treacherous.
that they'lI be a little tougher to Campaign woerully maJe·domlnaled out-
compensate for this situation. side world). A lot of the role-
Such a campaign is Idea] fo r In this type of playing o pportunity provided
scttings based on historical perl· campaign. most or all of the by such a campaign would In ·
ods. You could base your AD&D- player·charac ters have the volve the characters doing the
game ca mpai gn on the Cru · same Warrior KIt. They don't all following: Running up against.
sades. on the era of piracy. on have to be of an \.dentlcal class: and ba u.eri ng down. prejudices
the wars of lmperiaJ Rome or an· In a Swashbucklers cam paign, agai ns t women warriors: a nd
clent Greece. on the conquest of o ne c ha rac ter cou ld be a fighting their own preJudices.
the New World. These are all set· Flgh terlSwashbuckler. another whic h dictate either that men
tings rich In action and mystery. a Ranger/Swash buc kle r, an d are Inferior and m ust be down ·
but for whic h there's little evl· another a Paladin/Swashbuck- trodde n, or are all treac he rous
de nce of monsters or magic . le r. and must at ways be viewed with
The OM may require that all distrust a nd suspicion. Th ey
The Mb .ed·Wanlor·Type characters In such a campaign can also have e ncouraging .
be Warriors. or rnav allow a mix amusing or even tragic encou n·
u.mpalgn
of character classeS a ppropriate ters with the women of the out·
In thJs type of to the campaJgn's subject . .. side world. whom they try to
campaig n . the charac ters are bu t the majority of c haracters convince that the Amazon way
mostly slngle·c1ass warriors. must still be Warriors. a nd other of life is the One True Way.
and each may have a different classes can be represented only He re's a samp le adventure
Warrior KIt. With the OM 's per· by o ne player-characler. For ex· Idea. drawn from m yth lore
mission . multl-class and dual· ample. In a campaign based on about the Amazons:
class charac ters (so long as one the legends of Robin Hood. most Before the adventure begins, a
of the class choices Is Fighter). of the characters will be War· ship from the world of men (or a
pricstS and rogues may also be riors with the Pirate/Outlaw kit: group of horsemen . if your Ama·
played. but the majority of the OM could pennltj ust one or zons are la nd bound) arrives in
playe r·c ha racters (ove r halO a few to be Thieves: there's only the Amazon commun ity. claim-
muse be slngle-class warriors. one Priest (Friar Thck) and only Ing LO wish to conduc t peacefu l
And the OM. If he wants a one Bard (Allen a'Oale). trade or negotiations with the
nghters·only campaign. never The purposes of this cam- Amazon peoples. They are gra·
has to give permission for those paign (other than the normal clously received by the Amazon
other c harac ter classes to be Having Fun and Going on Ad· court and negotiations are held .
played. ventures. of course) are to show· But som ething goes wrong.
In a campa ig n devoted to War· case the lives of characters with The next morning the negotla·
riors. the OM s houJd foster an at· this Warrior Kit. and to pursue tors are gone. all ned-and the
titude that it's more deslreable the goals common to characters Queen Is missing. too. obViously
to be a fighter than another who share this Warrior Kit . So. kidnapped by the men . The
class of character. Other classes below, you'U find descripUonsof queen 's sister assembles and
may be allowed . but are usually c ampaigns centered around all sends forth a team of crack war·
represented by o nly one charac· th e speclflc Wa rrior Kits and riors. the player-characters. to
ter each. their s peclnc goals. retrieve the kidnapped queen or
One way to foster this attitude die trying.
Is for the warrior-characters to The pes must eqUip the m ·
get the 1I0n 's share of admlra· selves. the n head into the outer
In an Ama·
tion from the people. Characters world . In the cou rse of thei r pur·
zonscampaign. obviously. most
belonging to Olher classes will suit of the kidnappers. they 'lI
or all the c ha rac ters a re
gel from the public the mini· meet a lot of NPCs. Some will be
Amazons - recl usive women
mum a moun t of admlrallon callous and stupid. Intend ing
they deserve for their deeds. but warriors. only to oppress or enslave the
The most Interesting purpose PCs. and must be dealt with by
such acclaim shouldn't be their
for such a campaign would be to cunning or viole nce. Others will
main motlvaUon : these charac·

••
be admiring of the c haracters' Th ere a re seve ral com mon tion equals decadence. where all
independ ence and a bility. and types of Barbaria ns a nd Be r· men are wea ker tha n our bar-
wiJI c haJle nge the Amazon no· serkers ca m paigns. baria n heroes. They encoun ter
tion that all men in the outer One type is the 1hbal Cam· terrify ing black m agiC In jungle
world are their enemies. paign: The PCs live wilh their rui ns. bat tie e n e m y a rm ies
Final ly. when the PCs reach tribe and act as Its defenders which stand In their way. s turn ·
the city whe re their queen is be· a nd heroes. T hey repel Inva· ble across h idden evil wizards
ing held. th e DM has to decide slons. hunt m ighty and mono and the bi zarre monsters they
wha t h er true status Is. She s trous an imals for their meat. create. and so forth .
m ight have Indeed been kid · a ttac k rival tribes. and do what· Yet another type Is the Barbar -
napped by the negotiators a nd e ver they can to ensure their Ians for the Cr own CampaJgn :
needs to be rescued: the Ama· own u ibe's s urvival. He re's one Th is is much like the Barbari·
zon PCS may need to break In lO sa mple adve nture Idea: In an s In a Clv lJtzed World cam·
her prison and s neak her ou t. or wastelands distant (rom civlll· palgn . but here the barba rian
may need to a lly the mselves zation. two tribes do ballie. One heroes have a purpose. One or
with an outer·world anny a nd is a n NPC tribe. a nd the other is more of them Inte nds to ru le a
sack the city. Or. she migh t not re prese nted by the pl ayer· civili zed nallon . He a nd his
ha ve bee n kidnapped at a U. but c haracters a nd some NPCs. The fr iend s must gathe r e n ou gh
might lnslead have bee n struck two tribes can be enemies be· power to be a ble to accomplis h
by a sudden love for one of th e cause they com pete for hun ting this. usua ll y by joinin g th e
negotiators. a nd ned with him- la n ds, because of som e old a rmy of some great na tion . ris-
espeCially neeing her responsi- grudge. for a ny reason or none. Ing quickly through its ranks
bilities as queen . If that's the Adven tures InvolVi ng battles (all the while going on m a ny
case. the pes m ight c hoose to between them migh t be s imple da ngerous a rm y-orie nted ad·
turn around and go home. or fights to the death be tween ventures). and winnin g e nough
mIgh t have to sack the city any· s mall squads (made particularly popu lar suppor t in the a rmy
way. to a venge the affront done Interesting by rough terrain and and elsewhere that th ey can
the m by their though tless ex- weather), but you can com pli- overthrow the c urre nt despotic
queen. cate things. too. Wha t If the two royal fam ily.
Since not many play ing tribes. in the course of their mo- A last choice for a campaign
groups wtll wan t to switc h over bile combat. stum ble ac ross combines a ll three of the ca m-
to the eccentric all·Amazon for- some silent. time· lost city popu - paign sty les above . In the early
ma t. you ought to read Lhe text la ted by monsters? The tribes s tages of the campaign . al l the
below on "Campaign vs. Mini· m ay continue their running bat· characters are great tribal de-
Series" fo r a way to play s uch a tie through the city, awakening fenders: ma ny adventures can
thing withou t disrupting your the ancient, sleeping mons ters. be run with Lhls them e. Later.
usual campaign. who will eventually come after some great cala mity forces the
the barbarians. forcing the m to heroes to leave the ir nallve
Barbarians and Berserkers com bine Lhelr efforts or die . .. tribe. As described earlie r, this
Another type is the Barbari- could be a mission of vengeance
In the Barbari· ans in a CI" Jlized World Cam- which forces Ute m to leave for
ans and Berserkers campaign . paign: Th e playe r·c ha racte r the ou te r world : It could be the
most or all characters belong to barbarian s and berse rk ers destruc Uon of their e ntire tribe
a single barbarian tribe. travel through the so·called clvi· by powe rful. evil forces: It could
T h e Ba r baria ns a nd Ber· lIzed world . They may be seek- be a prophecy which says that
serkers cam paign has a couple Ing a new place to settle their one of the PCs will bring doom
of purposes. Firs t. it's an oppor- tribe. the old site being unten· on the tribe if he stays. but glory
tunity for a campaign with a lor a ble for one reason or a nother; to himselfand h is com panions if
of combalo especially if the cam- they may be mercenaries who he leaves. So for many game·
paign revolves around clashes h ire themselves ou t to a nyone years the heroes will adventure
between two or more competing with enough gold ; they may be In the outer world , until some·
tribes. Second . It 's an opportu · pursuing some villain who In · thing {another prophecy. their
nlty to showcase how decadent s ulted th em . or who sacked own desires. the desires or m a-
and corru pt the "civilized " their village while the wa rriors nipulations of a n NPC involved
world is , con trasted with the were away adventuring. with the group} point them at
sim ple strength and rude honor The player-characters travel the crumbli ng lhrone of a great
of the barbarian tribes. through a world whe re clvlllza- nation .

47
In the Barbarians a nd Ber- In the early stages of the cam· and style. Yes, they'll all be de-
serkers cam paign. by the way. paign. the ordlnarlly·happy voted to good; but they can have
m agi c u se Is almost a lways tribes men suddenly begin suf· different alignments, outlooks,
scorned . Magic Is cons id ered fering attacks at the hands of and personalities. One Cavalier
unclean and almost all wizards these enemies, They must de- can be a heavy·hearted Fated
are evil enemies of the heroes. fend their village from the first. Philosopher; another. though
Though It would not be Inappro· murderous assault, the n set up still devoted to doing good. may
prIate for one character to be patrols and reconnaissance mis· have been sufflciently embit-
some sort of s hamanistic hero slons to probe into enemy terri- tered by hIs pre-campaign expe·
(fo r exa mple. a dual·class tory and find out what's going riences to be a Dangerous
Fighter/Mage). this sort of cam- on. UIUmately, they will have to Antagonist: st1ll another may
paign Is best s uited to worlds assemble a crack team of tribes- have been cursed and Is now a
with Uule or no magiC. me n (the player-characters and Doomed Champion.
their immediate friends) to pen· CavalIer Campaigns are usu·
Beast-Riders etrate enemy territory, sneak ally run to showcase epic strug-
Into the citadel of the enemy. gles between pure good (the
T he Beast· and destroy him . player·c haracters) and pure
Riders campaign Is very similar Additionally. all the campaign evil. The fat e of the nation or the
to th e Barbaria ns and Ber· types appropriate for the Bar· entire world may be at stake.
serkers campaign. But there are barlans a nd Berserkers cam· for example, at some time in
signifi cant differe nces In the paign work just as well with the the past. the world's greatest
playe r·cha racte rs' goals and Beast·Rlders campaign. king has discovered that a great
motivations. In this sort of campaign. since menace threatens 10 overwhelm
Ln the Beast· Riders campaign. everyone has the same Warrior all the world , so he has assem-
it's the tribe's association with Kit and might seem very simi· bled his bravest new knights to
its totem animal that provides lar. each warrior should choose find out what It Is and deal with
much of the flavor of the cam· a very different Personality in It. In th eir early adventures,
palgn , The villains a nd threats orde r to distinguis h himself these Cavaliers are gaining ex-
of th e campaign don 't Jus t men· from his fellows. perience. rising up from the low·
ace the humans; they also en· This campaign may have no est levels. and assembling clues
da nger the animals on whom interac tion at all with the as to what son of menace the
the tribe is so depende nt , world 's civilized nations; or. the world faces. As they learn more.
For exam ple, in such a cam· tribe's enemy might be a power· and begin to have more and
palgn, an evU wizard deeper in fullord from lhe civilized lands, more direct confrontations with
the wilderness has allied him· and the heroes' mission to de· the minions of the menace. they
self with an a nimal that is a nat· stroy him will be doubly peril· realize that the threat is indeed
ural (or unnatural) enemy of the ous because they don't know real . , , and that they're not yet
trlbe's tote m. Now. he's sending what they 'll be facing In those adequate to save the day. They
his own wa rriors after the tribe's strange lands. must continually quest to be·
a nlmals. trying to destroy them come better warriors, to nnd
a nd conquer the tribe. If the Ca\lallen specific magical items which
player·charac ter tribesme n ride are supposed to be useful
dire wolves, the sorcerer's min· In the Cava· against the menace, and to
ions. fewer in number than the liers campaign. the player· gather allies and raise armies
tribesmen. wUl be ogres riding characters are all noble knights ... until the nnal hour is upon
smllodons (sabre·tooth tigers). If questing for goodness and glory. them, and it's time for these
the pes ride pegasl. the more· This can be one of the great much more experie nced heroes
nume rous e nem ies might be weaknesses of such a campaign. to face the battle of their lives,
goblins ridin g giant bats. Who wants to be clean- Since all Cavaliers are good·
Pe rh aps this eviJ sorcerer s crubbed , dedicated to good- aligned, the campaign attitude
wants the tribe's land : perhaps ness, and holier than thou all Is not going to promote rude PC
he wants the tribe's princess; the lime? behavior: Theft. robbery. as·
perha ps his god Is an enemy of So when running such a cam · sault. Insults, and betrayals are
the god representing the tribe's palgn, the OM and players must all actions that wUl get the PCs
a nimal totem. Wha tever the be careful to distinguish the In trouble with each other (and
cause, he's evil and m ust be Ca valiers from one another in with the OM).
dealt with . personality, motivations, dress

4.
Role-Playing

th ey lose consid e rab le a udio gladiators and ex-gladiators go-


e nce popularity and politica l Ingou t lmothe world and right-
There a re 1WO clout. in g wrongs . When a city is
IntereSting ap proaches to hav- In another adve mure. a popu· be ing bled dry by a tyrannical
ing a glad ia tor-based ca m· lar sla ve-gladiator leads a re be l· ru le r, the gladia tors s how up
palgn . lion: do our heroes. if they 're and cast him down . When the
You could have a campaign free gladiators. help (he rebel· Empe ror 's da ug hter is k id-
cen tered around th e gladiato- lion or he lp repress It? napped and ransomed, the Em-
rial arena. Each character Is a In another a dventure. the en· peror doesn't call on his c rack
different type of gladiator: One emy patron manages (0 fra me guardsmen : he asks the gladla·
novice . one square-jawed hero one or more of the heroes fo r an tors to rescue the princess.
ad ept at everything. sc \'e ra l Insult they did not perform . and Suc h adventures ofte n have a
glad iators each spec ializing In they a re c ha lle nged to are na- lot of broad comedy In them.
one int eresting wea pons com- baule to the death by a group of Gladiators usually have fier ce
bination . The campaign dea ls noble heroes they do not wish un armed-combat abilities so
with the hero-gladia tors In the ir 1.0 fi ght ... and so on. t hal they don ' t have to kill
efforts to survive not only the However. though many ad- common-gru nt gua rdsm e n In
arena but the plotting a nd ventu res ea n be ge nerated every tave rn brawl.
trickery of gladiators belonging around the coliseum life. s ueh a
to a rival patron. campaign is inheremly limited, Myrmidons
In one ad ve nture. the e ne· and wlll either cnd fairly soon
mi es mi ght drug O Uf heroes' or branch oulln lO other adven- In the Myrmi-
food before the heroes a re d ue lures. dons campaign , the pla yer-
to nght some particu la rly fie rce If you're familiar with Italian characters are all heroes with
monSler on the sands: If the he- sword·and -sandal movies, you the Myrm idon Warrior Kj t.
roes fight. w ey are In extra dan- know of one way such a cam- T hey're either part of an elite
ge r beca use of th e dru g's paign cou ld bran ch out. In s uc h unit in a regula r army or gua rd.
effects, and If t hey do not fight. film s. you ofte n have groups of or they're a small . emclent mer·

49
cenary team who've worked to- Noble W.rrlors and even completely overthrow
gether for years (before the cam- that land 's system of rulers hip. In
paign began . that is). Th is Is a ca m- a Noble Warriors cam paign. the
This cam paign Is best suited paign of knights and chivalric PCs will Instead help put down
to providing the characters with doings. Some of the characters the rebellion ... a nd then the
Interesting m ili tary and tactlcaJ a re trad iti ona l medie val good ones among them wUl In·
situations. knights. some a rc thelr squires: vesugate the cause of the rebel-
For example, in one adve n- others may be warriors or mer- lion. and perhaps depose the evil
ture. their superiors/employers cena ries accompanying their lords on their own. At that point.
Instruct them to rescue a kid· party. or other types of charac- tlley'd eleva te the nex t person in
napped ambassador fro m a n te rs being escorted by them (no· line for the throne or lordship . ..
old . abandoned fan tha l is now b lem e n a nd nob lewom e n . as long as he was a noble enough
occu pied by banditlkidnappers. priests. etc. ). character.
The heroes are given a map of This lype of campaign differs In Noble Wa rrior campa igns.
the place_ a certa in a mount of greatJy from the Cavaliers cam - If the PCS aJ l agree to it, they can
gold for equipment. and a dead- paign in thatlhe Noble Warriors all be unc hlva lric boors . Pe r-
line (never more than a few don't havc to be staunch s up- haps they a ll prefer to be robber-
days). They have to work out all porters of goodness a nd IIghl. ba ron s a nd il l-te m pered
the plans of th e assault and res- Some will be true heroes: some knighls. U lhat's the case. and
c ue, then go In. retrieve the kid- will be self-centered boors. But the DM has no problem with It.
napee , and escape with him they share the common tics of that's fine.
unhanned If they're to get their knighthood and nobility. so they
money or the commendation of usually get along with one an- Peasant Heroes
theJr s uperiors. other.
In other adve ntures. the c har- For an Idea of what sorts of ad· In a campaign
acters' unit might be part of a ve ntures arc appropria te to a dedicated to Peasa nt Heroes.
much larger military force fig ht- Noble Warriors campaign. you you have muc h the same si tua-
ing a long-standing war: some need only read the books a nd tion as wi th Barbaria ns and Be r·
adventures will be s land-up see the movies. available in the se rkers. Th ree good approac hes
com bats wi t h enemy troops . hu ndreds or thousands. a ppro- for campaigns are the lbwn Dc·
some wi ll be recon na issance priate (osuc h c ha racters. In par- fenders. Peasant Heroes Om in
missions behind enemy lines. ticular. the novels of Sir WaJ ler t.he World. and Peasant He roes
some wUl be rest and recreation Seal( a nd the chronicles of the Aiming for the Crown . much as
binges in nearby civil ian towns. doi ngs of Camelot are very a p- the Barbarian cam paigns were
In mos t cases. lh e players propriate source material (and. stru ctured.
s hould bave the opportuni ty to no. not all the knights of Came- There a re differences between
plan out their own military oper- lot were Cavaliers: some were the Pcasan! Heroes and Barbari-
a tions. Th is gives the m a brutes ). ans campaigns. though. In the
g reater sense of sa tisfac tion In Noble Warriors campaigns. Barba ri a ns campaign. th e
when the plans succeed ... and the heroes wand er th e la nd player-characlers a rc outsiders
a beuer understandin g of how righting wrongs by sword or in this civilization . and civiliza-
things work in the game-world lance: they fight dragons wh ich tion Itself Is bad-decadent.
when the plans fail. lair in menacing caverns In the cru mbling. not a t aJl admirable.
Obviously. this is a very pro- deepest woods: they defend tJle In a Peasam Heroes campaJgn .
mili tary campaign setting. and la nd aga in st infide ls a nd in· the player-characters belong to
the PCs and their NPC frie nds vaders: they compete with one th is Civ iliza tion : they are , in
won 't tole ra te di ffering out - an othe r In friendl y touroa- facL s ma ll-lown folk who are
looks. Minor villains in this cam · rnents a nd unfriendly clas hes much admired . Civi lization Is
paign Include officers who know between rival kings or barons; not bad or ruinous. though the
and they raise and lead grea t nation may be ru led by dissl·
less abou t military opera tions pa ted nob les who have to be
than the PCs. or officers who de· armies on overseas crusades.
lIberately sacrifice subordinates They also defend the preroga- overthrown or eliminated (lea v-
in order to gain success and pro- tives of their class. For Instancc. ing the throne open. of course.
In a CavaJiers cam paign. the PC for one of the Peasa nt Heroes to
motions: so are civilians wbo take) .
rabidly oppose th e ongoing con· heroes might join a peasant's re-
bellion against the land's rightful One very appropriate Peasant
flict. those who are disrespectful He roes mini-seri es to play
of soldiers. etc. (but greedy and abusive) ruJers.

50
would Involve a Foreign Inva· they' re In a bad position.
sian. Troops rrom the neighbor· On the other hand . victims
ing enemy nation pour over the h 's quite e n· who are th ei r tru e e ne m ies
bordt=r and swann through !..he Joyable to have a whole cam· (wicked representatives of the
pes' cou ntry. slaughtering or palgn where everyone Is a pirate evil rulers, personal enemies .
e nslaving everyone in their or outlaw. In pirate campaigns, tax collecto rs. competin g pi-
pa!..h. One large unll or enemy all the characters are raiders or rates and outlaws with no SCru'
soldiers approaches the PCs' vII· the seas; In oUllaw campaigns. pies. and self·centered
lage. The PCs and their allies everyone is a lawless warrior. In money·grubbe rs of any sort)
mUSt fight and keep the enemy boLh campaigns. lhe bands of tend to be humlHated and em-
at bay to give the vUlagers time characters prey on the weak barrassed while they are pris-
to escape. Artem'ard. hoperully. (but wealthy) and may have im· oners of the pes. Unless they
the PCs lhemsclves can escape portant goaJs to achieve other behave very stupidly and attack
inlO the nearby wilderness to than Just taking money away the pes. th ey. too. are likely 10
figure out what to do next. from people who have 100 much be released u nharmed: If they
Their nalion has been caught of It. do attack. they tend to be bat·
by s urprise and oveN 'helmed The OM s hould determine tied In sin gle combat. and usu·
by this sudden auack: the capi· and then make It clear from the ally a re killed. Enemy prisoners.
tal is taken. the king imprisoned oulSet whether thi s Is a "good If released. also tend to reappear
or executed. T he heroes have guy" or "bad guy" campaign. In the story down the line ...
the option or fleeing thei r land usually at a lime when they can
for some nalion not yet taken by Good-Guy Outlaws and rlrates do a lot of harm to the player·
the invaders .. . or arranging a Ir It's a "good characters.
resistance and revolt mo\'ement guy" ca mpaign. the play er· The main goaJ of this sort of
to take the naUon back from the characters are heroes ... but campaign is restoring the old
invaders. From episode to epi· misu nderstood. status quo. If the characters
sode. the heroes ca n make and They may have been framed used to be law·abidlng ciUzens
then execute thei r plans: Harry- for crimes they did not commit, and are now wanted by the law
ing the enemy troops. building and were forced to nee t:le au· for the wrong reasons. their
the resista nce army up to thoriUes lit's hard to prove you r eventual goal is to prove thell' In·
greater strength. going on sabo- Innocence when you're swing· nocence. If the land used to be
tage missions 1010 dangerous ing from a gibbet). They may be ruled by a wIse ruler who Is now
invader· held territory. raiding enemies of the new ruling power Imprisoned or dead. the charac-
a rmories, kidn appi ng impor· (If a wise old ruler dlcs and is reo ters' goal Is to release him from
tan t invaders. antiCipating a nd placed by a n oppressive and un · prison or nnd and crown his
t hwarti ng invader repercus· fair new rul er. that's ample wise true heir,
slons. and event ually throwing justlncation to embark on a life Often. the heroes' force of men
off the yoke of the enemy alto· of ou tlawry ... In the game and (pirate ship or outlaw band) will
gether. the movies. a nyway). prove uscrulto someone in a po.
Such a campaign could go on In such a campaign . the char· sltlon of power (like the rescued
for years. and when it was done. acters are wanted by the law. ruler or a nother powerful no·
and the enemy was In retreat. but It's th e law that's wrong. ble). and that personage will Is·
could change In lo an altogether a nd the heroes treat their cap· sue them pardons a nd
different son of campaign. The tlvcs a nd victims with golden· commissions Into his army or
surviving PC heroes could be rule ethics. navy Just before the slam-bang
knighted. and comme nce a No- In other words. they'U capmre climax of the campaign or mini-
ble Warriors campaign: or. now Innocents and take their money series.
thal their work Is done. they and goods ... but they' U offer
could find Lhemse lves unable to no insult to victims who deserve a.d·Guy O utl.aws .and Plroltes
return to their normal. worka· none. will tend to release such Ir lI's a "bad
day lives a nd decide to become prisoners unharm ed. IneVitably. guy" campaIgn. the DM and
raiders of the high seas (I.e .. some or these form er prisoners players will have to define the
pirates). will be re·l ntroduced In the cam paign goal. It may be noth·
s tory in an upper·hand position. ing more than the acquisition of
and m ay be able or willIng to treasure over years of outlawry,
help the unlawful heroes when It may be conSiderably more

51
specific, such as the finding of a tentlon of remOVing and civilized world than the barbar·
treasure burled by a famous re placing him lateran) ; the cam· ian character. T hey 're not as
long-dead pirate, or the execu· palgn might Instead deal with likely to want to become rulers
tion of a brilliant robbery plan , expedItions in to unknown lands in the ou tside world , because
The bad·guy campaign is (such as th e usual player· they don't like it as much .
mostJy suitable to characters of character setting . which ere· Jungle Kings : You could have
neutral or evil orientaUon. and a tes, Just like In the Amazons the campaign revolve around a
to players who Just want to play deSCription above. the opportu· Jungle King: A powerful savage
In a nasty fashion for a while. nity for a "clash of cultures" warrior who may have been
Their characters don't have the mini·series). reared by or spirit·bonded with
dainty ethics of the good·guy pi· If the characters are ron in. some sort of noble a nima l (apes,
rates and outlaws. No. they rob their usual adventures could be wolves. lions, etc.). The Jungle
everyone. from other villa ins to mercenary actions as they play King character Is often the
virtuous maidens to pious cler· a pan in warfare In their land : or friend of one savage tribe (In-
gymen. Prisoners in thelt hands the campaign could be an exer· cludin g the other player·
won 't know what to ex pect; clse in outlawry. as with the pl· characters). and can lead them
they may get not·too·uncom· rates and outlaws description on all sorts of fantastic adven·
fortable Imprisonm ent for ran· above . These ronln character tures. Treas ure·hunting trips
somlng purposes , or brutal mls· could be noble samurai driven into eerie valleys (populated by
treaunent. or death , or worse into a lawless and lordless state. lost tribes. monslers out of an·
than death, however the player· or cou ld be honorless bad·guy cien t legend , or dangerous and
characters feel. Further, the ronln with no Interests beyond alien wizards), and elaborate
PCS' feelings, and their treat· s urvi val. wea lth , a nd killing raiding mIssions against the en·
ment of prisoners, may change people. croachments of civilization. are
from day to day. Either way. if you Intend to two good examples. Also. the
This Is a dangerous e nviron· run a samurai campaign, you Jungle King seems always to
ment and campaign. Since the ought to buy the Oriental Ad· fall In love wilh a woman from
pes are as scummy as their ventures game supplement, an the ou ter·world civilization. and
worst e nemies, there probably extensive AD&D ~ game treat· she. In turn , has a tendency to
won't be any DM sympathy to ment of the world of oriental be kidnapped out of her new
help keep them alive In bad situ· role·playlng. You won't have to Jungle haven: other adventures
ations. The pes w!l1 be compet· adapt everything In It to your can Involve missions to rescu e
ing on equal terms with the AD&D 2nd EdWon campaign. her. (Naturally. a Jungle Queen
nastiest of villains, and you can but you 'll find useful material character could find herself a
expect a high body count there anyway. civilized mate with the same in·
among pes and NPCs alike . clinatlons toward being kjd·
On the other hand . when Sa-vagrs napped .)
you 're In a destructive mood. it Savages In t.he Big City: If
can be a lot of fun. There are a lot you're Interested in playing a
of ways to run a Savages cam· comedy adventure. try running
palgn . Here are only a few of a scenario where a group of sav·
Sc\murc\1 them : age player-characters must en·
In the samurru Just Like Barbarians and Ber· ler a huge civilized city (for any
campaign. obviousl y enough . serkers: A cam paign fea turing of the noble reasons discussed
the characters are samurai or savages as th e player-char· earlier. such as a rescue). but
ronin, and here you have the acters could be run practically play the adventu re for laughs.
same sort of division as you had Ide nticall y to the campaigns The savages will probably be as
In t he pirates/outlaws cam· give n for the Barbarians and sneaky and clever as ever at
palgn. Berserkers descriptions above. creeping across rooftops In the
If the characters are samurai. The main difference is that Sav· moonLIght. but try confronting
their usual adventures are Hkely age characters are conSiderably them wi th obj ecls and situa-
to be missions for their lord, An more distanced from civillza· tions more likely 10 get a laugh
ongoing campaign mIght deal tion than barbarians are. They than a combat response. Sav·
with the lord's campaign to be· don't understand it nearly as ages from the unspoiled wilder·
come ruler of all the land (while well and are likely to be ness will not know how to cope
the pe s maneuver for power be· alarmed, scared. offended or put with elemental·powe red se lf·
neath him , possibly with the in· ofTby many more features of the driving chariots, bureaucracy.

52
distilled liquors. wizards. famll· knowing too much). In an Arctic Warriors cam·
lars . pa rades. magica lly -ani · The heroes are In a constant paign. the local seal or whale
mated street-sweeper machln· competition to oUl·style the population migh t have
ery. da ncing brooms cleaning other. In combat. each tries to be disappeared-been hunted to
out the mage's tower. talking the flashiest. In romance. each extinction . or just left for myste·
swords, da nce·halls for the u n· tries to be the most Witty, most rious reasons. In the campaign ,
dead . or any s uch thing. courteous. most gallant. Also. the PC heroes ha ve to wander
they' re in similar compeUUon over unexplored regions to find
SWolshbucklers with rivai NPC swashbuckJers, a new place capable of sustain·
who are often members of a ing the tribe : thcy'lI encounter
Th e Swash- competing military force or yeU . ice golems controlled by
bucklers cam paign Is for play· fen cing academy. frozen tiches, avalanches. frost
ers who wam characters with a In aU . It's a ca mpaign of great giants. a nd other arctic perils
lot of s ty le adventuring in a so· sty le and showmanship. before they find their promised
phlsUCated sctUng . The Muske· land .
teers novels of Al exandre Wilderness Warriors
Dumas are a perfect source for The .MlUt.uy Campaign
c harac ter ty pes. adventure In the Wilder·
Ideas, and sc ttlngs fo r such a n ess Warriors campaign . the Finally. yo u
campaign . player-characters are members can run an a ll·mllitary cam·
In the Swashbucklers cam· of tribes or clans living in harsh paign without it necessarily be·
paign. the player-characters are wilderness environments. Such Ing a n a ll · Myrmidons ca m -
elegant heroes. experts with the campaigns are. again. very simi- paign.
rapier. making their way In a lar to the choices for Barbarians Possibly the most Interesting
huge clly. They lend to \lve hand- and Berserkers campaigns. but way to do this is to gradual ly
to-mouth, gaining large treasures one of the differences and at· move Lhe campaign setting to-
one day and spending through tractions of the Wilderness War· ward a major war. Early In the
them In a very s hort time. so they rlors campaign is the set ling. regul ar campaign . estab lish
may be rich and generous one In such a campaign. the OM th at the player·c haracters '
day and stealing their food the must go out of his way to spot- country often has problems and
next. This is not a campaign de· light the wonder and danger of frictions with a n eighboring
voted to honest a nd hard· the setting. These are true wil· country: s howcase the dispu tes
working heroes. The PCs may be derness adventures, where na- between thc nations by having
as honora ble as their players lure and monsters are the NPCs from the other nation be
want. but they're sUII channing characters' enemies much more rude or abusive to the Pes (and,
rcl.kes who like to get by on as lit· fre quently than enemy men or to be fair, have NPCs from the
lie effort as necessary. demlhumans. player-characters' country be
However. when danger looms. And because wildernesses are equally vulgar to foreign NPCs
they' ll gladly throw themselves so big and unexplored , the char· wh o don't deserve s uch treat-
Into a n ad venture, one which acters. In their wanderings. may ment: the PCS may find them·
may lead them on a desperate encounter many unusual clUes selves in the uncomfortable
horseback race across the land and soclelles. ruins and trea· poslUon of being honor-bound
or in to the dark catacombs un· sures. to defend the "enemy" from
der the city. wh ere monsters For example, in a Desert No- their own dlshonorablecollntry'
dwell. Adv cntures m ay lead mads campaign. the characters men!) .
them from the court of their might be fi ghting a rival nomad As the campaign progresses
king, to the barracks of the na· tribe when a vast sandstonn . and the player-characters gain
lion 's army (as they briefly be· lasting hours or days . forces experience levels. increase the
come soldiers or commissioned them all to seek shelter. When frlcLion between the nalions.
officers), to the front lines of the Lhe storm blows over. It has un· Occasionally. the pes wtll run
ongOin g war wit h a neighboring covered a long·burled city. The into foreign s py-nests and spy·
power. to desperate m issions be- two forces conti nue their war plans.
hind enemy lines. to secret for- through thc streets. buildings. Ultimately, when the PCs
ays into the capital city's prison and catacombs of the cllY .. . have achieved high experience
(so that th ey might rescue the while the ancient evil that was levels and are importan t charac·
klng's secret twin or their fri end burled with the city s lowly ters tn the nalion . they should
wh o's been Impris oned for awakens ... be in on the events that spark

53
the eventuaJ war. For example , now a ge neral in his own right). slowly. over time, and so pes are
their king may ask them to ac· an d the nna l ba ttle with the a lmost always crea ted at low
com pany him to the peace con- fresh forces of the evil enemy level. usually 1s t levcl.
fere nce where he and his old ruler is sull to come . . . As the pes develop. their play-
e nemy are supposed to patch up In s uch a way. you can sustain ers som etimes becom e very at·
their differences, m arry their an all·mili tary campai gn for tached to them. so much so that
child ren to one another, and many mOlllhs of gam e-tim e. when a character dies (in s uch a
s ign mutual nonaggression and rcsolve importa nt conflicts fas h ion tha t h e cann ot be
pacts. But when they're there. and storylines in your campa ign raised . It ls very u psetting to the
something goes drastically world . player.
wrong: Perhaps dopplegangers
pretending to be the pes assas - Mlnl·Serles
sinate the foreign king, while C"mpalgn vs.
dopplegangers prete nding to be Mlnl·Serles The mini·
the greatest heroes of the other series. on the Olher hand . typi-
Though you ca ll y cove rs on e ext ended
naUo n assassi nate t he pes' can take a ny of the above cam·
king. (Th e dopplegangers , of slory -the acquis ition of one
paign Ideas and make It Into a treasure, the dcfeat of one spe·
course, are under the contTol of formal campaign. one which is
the evil king of a third nation, clfic m aster villain. the ex plora ·
s upposed to con tin ue episode tion of a newly·discovered
who intends to move in . pick u p after episode until the OM and
the pieces. a nd conquer every· island. the resolu tion of a war
players grow tired of it. you can between nation s. It m ay be
one when these two na ti ons aJse run any of them as a mini·
have beate n each ot h er to played in a single session or go
pieces.)
series. a campaign which Is de· on for a dozen , but the OM a nd
Iiberately ru n only for enough players know tha t it's s upposed
At this point. war is in evlta· episodes to com plete one full·
ble. and the pes are pu t In com· to be limited in scope.
length story. In a sense. the reg· Its characters are rolled up
Oland of an e ntire army. For the ul ar campaign Is like a T V
remain der of th is exte nded and can be played quite diffe r·
series. while the mlnl·serles Is emly. Since they are "tem po·
storyline. the pes have to lead like a novel or movie.
their m en in combat again s t en· rary" characters. they can be
em y forces. defendi ng their own created at a level best s uited to
nation or penetrating Into the Campaigns lhe plot of the s tory. If the sce·
en emy territory: m ea nwhil e. nario is supposed to Involve a
The cam paign crack squad of cavalry men on a
th ey'lt be doing thei r own ad- goes on over a long period of
ventures an d Investigations. speCial mission. everyone could
time and encom passes ma ny be crea ted a t 5th level. If It's to
trying to come up wi th proof s m aller stories a nd goa ls: It
that the two rulers were assassi- be powerful. ex pcrl e nced
sometimes goes through cast knights on a quest. everyone
nated by a third party. not by cha nges as the principal heroes
the heroes of the two nations. could be created a t 9th level. If
die, leave. or retire. It's to be legendary heroes trans·
Once the two armies are get· Th e brig ht promi se of th e
tingserlously (ired and hurt , th e ported from the pas t at the peak
campaign Is that. so long as the of their powers. they could be
pes s hould be able to come up OM and players remain together created a l 20th level or h igher.
with the proof they need. They and Imercsted. it can go on for a In som e regular campaigns.
convince the new ru lers of both long. long time : the characters pes die regularly. If the OM of
nations of the Identity of their can participate In advemure af· s uch a ca mpaign runs a mini·
true e nemy. At this point. It's ter adventure. story after story. series. the players can expect
time for the two armies to Join Th e campaig n ca n chronicle the same , but probably won 't
forces (and swallowing down ge nerations of thc adventurers' m ind so much because the cha r·
their many yea rs of m utual dis· fam ilies. as the original adven· acters were "tem porary" a ny-
trust. especially after the last turers sire children who them· way.
several months of fighting , will selves grow up to be th e In some regular campaigns.
be partiCularly hard. leading to player·charactcrs. the DM tends to protect t.he pes
eve n morc plot opportu nities). In a campaign. PCS are de· a little bit. covering over for IIlUe
Now, the twO battered armies signed to be played practically crrors wh ich could be falal. es·
march into the third nation . the foreve r. You figure on th e char· peclally when they take place In
PCs still in charge of their own acter growing and developing Incidents which are not im por·
army (or perhaps each PC Is

54
tant to the campaign or current mini-series can band togcther For mosi peop le. the cam·
storyli ne. In a mj nl-sertes. on agaln to meet a new challenge. paign Is the most satisfying for-
the other hand. the OM is likely Joined by new heroes (replace- mal. Bul. a lso for most people,
to be more deadly (because no ments for those who fell In the the campalgn gets a bit Uresomc
one is quite so involved with his last story). The DM can fidd le aft er a while, a n d th e grou p
ch aracter), meaning that the with experience leve ls as he breaks from It fo r a time. In that
setling and situation are more c hooses, ru nni ng one mini - time. It's ve ry appropriate to run
dangerous: the players will have series (for example) at fifth level. a short-term mini-series (or sev-
a greater sense of the danger to thesequel at ninth level. the sec- eral), aJ lowlng the OM and play-
their characters In this type of ond sequel at 13th. a nd so on. ers to explore ncw settings and
setting. characters unUlthey're ready 1.0
One last optJon with the mini- Switching Between Them pick up the regular cam paign
series: Though It is a very lim- again.
Ited campajgn. deliberate ly Because cam- T his is the ideal forum for you
created so thai It will soon end. paigns a nd m ini-series a re very to tryout some of thc more u nu-
the DM can always run mini- differenl bu t equa ll y com pel- sual or outrageous cam paign
series "sequels:' In the sequel. ling. OMs should think abou t Ideas described earlier in this
the survivors of the origina l switchin g between them from chapler.
time to time.

55
Combat Rules X

The Warrior Is a c harac ter Kneeling and Sitting stlnctlve reaction on the part of
whose prlmary fu nction is com· the mlssllers In the group. While
bat . and com bat is what this A c harac te r t.h e~· re firing. mages and priests
chapler Is all a bou l. Though the who is kneelingorsit Ung (for ex· can t cast spells. othe r c harac·
AD&D'" game com bat system Is a mple, because he 's been te rs can' t ready wea pons. A
sufficient to most of your com- knocked down or InJuredlls at a knife expert can 't draw a knife
bat needs. this c hapter will give disadva nt age in comba t. He and throw it In this split second:
you optional rules and advice can' t move around as effecUvely he can only throw It If he already
which can add navor to your and so can not dodge incomIng has It in ha nd. In this s pIlt ·
game. a ttacks. For that reason . when- second. charac ters can take no
h 's importan t to re member evcr someone aHac ks a vlcUm action other than, perhaps. to
thai everythin g In this c hapler who Is knee ling, the attacker talk or shout some thing brief to
Is an optJonaJ rule: nothing rec- gets a + I to hit: whe n someone one another.
ommended here can be Im ple- a ttacks a vlc lim who Is sitting, Once that free shot is taken ,
memed In your campaign the attacker gets a +2 to hit: and on the first full combat round of
without the DM 's permission. when someone attac ks a vlcUm th e fight. roll initiative n or·
who Is nat on h is back (but mally. The party that was fired
aware of the attack and trying to u pon gelS a +2 modifier for be·
New Combat Rules avoid Itl. the attacker gets a +4 Ing slightly disadvantaged by
Here are some to hit . the e ne my's missile superiority.
optional rules you can add to Attacking a character who Is Remember that this option
combat in your campaign. held {by magic}or asleep Is auto- can only be taken when one
matically s uccessful . ca using side, a nd not the other. has
normal damage. ready miss ile weapons (1.e .,
Off-Hand Wupons Use . When a character Is kneeling, bows or crossbows in hand with
All characters SItting, or on his bac k, he can arrows and quarre ls alread y
arc presumed to be bcLter with gello his feet one of two ways. If nocked, or throwing weapons
one hand than th e other-In real he sUII has an attack left to per· s uch as spears. javelins. axes
life. most people ar e rlght- form this round . he can give It a nd knives already In ha nd).
h anded . quite a few a re left- up. not make an attack, and Also. the party whic h can take
handed. and only a very few aTC stand up instead. Or. he can this option doesn't have to: the
truly am bidextrou s. waH until afte r Initiative Is group does not have to fire upon
When a cha racter is first cre· rolled for the next round : When an othe r person . group or mono
ated, the player should specify it comes time for him to describe ster the Instant It sees Its target.
his handedness (right or left), If hlsacUon . he can stand up then. If the group chooses not to, the
he does not specify one, the OM withou t losing a ny of his attacks opportunity is lost and the char·
shou ld assum e the character Is for that round . acters have the usual options to
rlght·handed . talk to the other group: If they
If a c harac te r, for whatever Range And Initiative c hoose to fight. Initiative Is
reason, nghts with his off-hand Here's a rule to rolled norma lly. T he side with·
instead of his good ha nd. he suf· give some advantage to those out the missile weapons doesn't
fers a - 2 penalty to hit ~'ilh all c haracters and parties (and get the +2 modifier this time .
aHacks. For example, should a monsters) which a lways have If the party Is wande ring
character nnd himself with his ranged attac ks ready. around in conditions of poor vis·
right hand chained to a wall. Whe n twO groups first come ibility (suc h as a dungeon). the
a nd yet he needs to draw a nd within sight of one anot.her a t OM can rule that the target is
throw a dagger and must use his distances of 20 feet or less (here barely vis ible a nd that the party
off-hand, he'll the n s uffer the a "group" can consist of only cannot recognize many details
- 2 penalty to hit. one person or creature . or can about the target: " Ah ead of you
If you wish a character to be ha,'e more), and only one group In the corridor. about 60 feet up.
ambidextrous, consult "Ambi- you see a group of human·slzed
has mIssile capabillly already In
de xterit y," below , under silhouettes moving your way.
hand. tha t group gets a "free
"Weapon ProficIency Slots." s hot" with Its ranged weapons. As you spot them. they spot
This Is n 't a full combat round. you, too, and slow down. You
can' t tell what they are .. ." At
not a bonus round from s ur· this point. If the PCs have mls·
prise: It's a split second of In- sUe weapon s and the NPCs

51
X Combat Rules

don 't. the pes can take this fr ee ber of extra languages the char- one when he Is firs t created. but
s h ot. b ut a r c faced w ith th e a cter gets fro m high Intelligence may spec ialize in mo re wcapons
p ros pect o f a ttack ing a n u n - (see Thble 4, page 16. Player s as hc gains new s lots.
k nown quantify. They could be Handbook), T hese extra profi - With that in mind . let's elabo·
nnng u pon the High King a nd c lenc ies may be divided as the ra lC on the use of weapon profi -
his adventuring retinue. for all player chooses be tween Weapon clencles ...
they know. Proflc lencles a nd Nonweapon
When tw o g roups both ha ve Proficlencles . Weapon·Group rrofldency
ready missile weapons. neither
geLS this option . RoH Initiative However, lers
Single-Weapon 'rofld~ncy,
normally. (If two groups both look realistically at weapon profi-
Weapon Spedallutlon ciency. Currently, If a character
have ready m issile weapons.
and one group spots the other In the Players has Weapon Proficiency with
without the oilier group realiz- Handbook. the only th ings you DaggerlDlrk , he doesn' t have it
ing It, tha t group wins Initiative. can do wilh Weapon Pronclen- with Knife. He certain ly doesn 't
but doesn 't gel the "free s hot:' des a re take Single-wea pon pro- have it with S hort Sword , Of
Picture It th is way: When the ficle nc ies a nd s pec ia lize In course, the OM can a lways decide
firs t group looses iLS volley. the particular weapons, that such weapons are reJalctt to
missilers of the second group To briefl y review the informa- one another. If he does, then the
immedia tely t urn arou nd and tion from thal section: warrior would sutTer a - I to hit
loose theirs. So wc' re pu t in a po- A characte r mus t have a Pron- with the unknown we.'lpon in-
si tion ofnofmal com baL ) c lency with a weapon to use It stead of the - 2. (See page 52 of
Fina lly. fo r this optio n , re - no rma lly. To become profiCient. the Player's HandbookJ,
mem ber that spell-type missile the character "spends" one of Still. to be proficient in a ll
the Weapon ProfiCiency Slots he sorLS of blades, fro m the Player's
abilities do n 't count, bu t " na tu-
has on that weapon, Each s lot Handbook a nd ad dllio na l
ral" ones do. A dragon 's breath
can buy profiCiency wi th one blades from this rulebook. you'd
acts as a ready m issile weapon. have to spend arou nd 14
as do a mantlcore's taU-spikes . weapo n. IF he uses a weapon
he's n Ot proficient In, he s uffers weapon profiCie ncy slots, a nd
However. a gold dragon's s pells
a n a ttack pena lty: -2 ror wcap - that's too ma ny.
do n' t count . nor does a vam -
o ns which a re completely unra· So. we're maki ng it possib le to
pire 's charm ing, fo r example,
mUla r, o r - I for wea pons take weapon profic lenclcs wit.h
similar to those wi th which he whole weapon groups.
Weapon Proficiency already has proficiency. (Tha t For our purposes. Lhcre are
pe na lty is worse fo r non· two types of groups: Tigh t
Slots Groups and Broad Groups.
Warriors.)
Yo u kn ow To specialize in a particular
abou t Weapo n Proficle nc ies weapon . the cha racter must de- Tight Groups
From pages 5 1-52 of the Player's vote a n ex tra wea po n profi-
Han dboo k. Here , we' ll ta lk A Tigh t Wea,p-
ciency s ia l to it. (In the case of ons Group consists of a set or
abou t some additional. special bows or crossbows. it takes two
things you can do In a campaign weapons that are very sl mlla r) n
extra s lots. ) When using his spe- lhe way they are wielded. .
with Weapon Proficiencies. c ia l weapon, th e character gets It costs two Weapon Profi -
a + I to hit a nd + 2 to damage. c iency Slots to become profl·
Intelligence and r rofldendes {With bows a nd crossbows. he cien t In an e ntire iJgh L group .
We 're going to lns tead gelS a new range cate· After paying those two slots, lhe
gory. point-blank: 6·30 feC I for character will know how to usc
be showi ng you a lot of interest-
crossbows. 6-60 feet fo r bows. eve ry weapo n in th al g roup
ing things you can do with the
Within that range. he Is at +2 La wllhout the us ual - 2 penal ty
Weapon Profi c lencies rules,
hit. Also. if his weapon Is ready for unfamiliarity (t.ha t - 2 Is for
Therefore. you need to use lhe
a nd there's a target in s ight. he Warriors: with other c la sses, the
rule for extra Proficlcncies given
can firc In the combat round be· penal ty Is more severe. as de·
on page 5 1 of the Player's Han d-
book. There. It says Ulat you fo re initiative is rolled.} scribed on page 52 of the Play·
Only si ngle-class warriors er's Handbook) .
may. with the DM's permission ,
(fighters. pa ladins. a nd ra ngers) f ollowing a re seve ral exam·
take eX lfa profi clencles when
can take weapon speCia lties. pies of T igh t Groups, Any
first created equal to the num-
S uc h a character can on ly take

58
Combat Rules X
weapon m arked with an aster- Fa ucha rd . In the campaign- the n the char·
isk ( 4) ls a weapon dcscn bed In Fa ucha rd-fork . a cter with the g roup profi ciency
Th e Complete Fig hter s Han d - GlaNe. will be able 1.0 usc It a t no pen-
book. In the Equlpmcm cha pter. Glalve-guisarme. a ltv. whUe the c haracter with
Gulsarme. profic ie ncy In Just the two e xist-
Axes:
Guisa rme-vou lgc. ing axes wi ll s uffe r the attack
Batlle axe , Ha lberd. pe naJlY·
Ha ndlth ro wing axe .
Hook fa uc bard . T hese ca tego ries a re ver y
Bows:
Lucem hammer. close to t he re lated weapon
Com pos ite long bow. Mancatcher. g roups from page 52 of the Play·
Composi te short bow. er 's Handbook. a nd your OM
Mili tary fo rk .
Dalk y u · , ca n. If he wishes . use these cate·
Naglnata - .
Long bow,
Partisan. gorlcs as related gro ups . This
Short bow. Ranseur. he lps dete rm ine whether or not
Clubbing Weapo ns : a wa rrior ge ts th e full a ttack
Spelum.
Belaying pin · . Te ls ubo - . penalty when he uses a weapon
Club. Voulge. u nfa miliar to him . or wheLher
Footman 's mace. Sho rt Blades: he receives only ha lf the penalty
Horseman's mace, OaggerfD lrk . fo r u s ing o ne s imUa r to a
Morni ng smr, wca pon with which he has pron·
Knlfc/SUletlo ' .
Warhammer. Main -gauc he ' . c ic ncy.
Cr ossbows : S hort swordlDrus us · .
Hand crossbow, Sickles: Broa d Groups
Heavy crossbow. Sickle.
Light crossbow. A Broad Weap·
Scythe_
Fe nc ing Blades : o n Group co ns ists of a set of
Slings :
OaggcrlDirk. weapo ns that a re some w ha t
Sling.
Knlfe/Stile llo · . s im ila r in th e way th ey a re
Staff Sling.
Maln -gau ch e - . wielded .
Spears: It costs three Weapon Pron·
Ra pier -. Harpoon.
Sabre - . c le ncy Slo ts to becom e pron·
Javelin .
Flails : clem in an enUre broad group.
Long Spear ' . After paying th ose three slots.
Foouna n 's flail. Spear. THdenl.
Horsem an 's nail . the charac te r wHi know how to
Whips: use every weapon In tha t group
Lances: Scourge.
Hea vy horse la nce. Without the us ua l pena lty for
W h ip. unfamiliarity.
Light horse lance.
J ousting lance. Following a re severa l exam-
You 'lI notice there's a lIuJe over·
Medi um horse lance. ples of Broad Groups. As before.
la p between the Fencing Blades a ny weapon marked with an as·
Long Blades : a nd Short Blades group: some
Bastard sword , terisk (. ) Is a wea pon described
wea pons are common to both 1n Th e Complete Ffgh ler's
Katana - . groups.
Lo ng sword . Ha ndbook, in the Equipment
You' lI a lso noUce tha t some
Scimi ta r, c hapter.
g roups don'tlook like they save
n OJo-han ded sword . you a ny wea po n profic iency
Medium Blades: Blades:
s lots. The A.xes. Flails. Picks.
Cutlass · . Bas tard s word .
Sic kles. Slin gs. a nd Whi ps
Khopesh . Cutlass - .
g ro u p al1 ha \'c two weapons
Waktzashl · . OaggerIDlrk .
ea c h In the m . Si nce a tig h t
Picks : Katana - .
g ro u p costs twO profici e ncy
Footma n 's pick. Khopesh .
s lots . It a ppears that th cre's no Knlfe/SUletlo ' .
Horseman's pick. savings. Which Is true ... un·
Polea rms: Long s word .
less. in your campaign . othe r
Awl pike. Maln-gauche - .
weapons related to those grou ps Rapier - .
Bardlch e. a re deve loped or Introd uced . If
Bee de corbin . Sabre - .
they a re - If. fo r Instance . a
BiII·gulsarme. Scimitar.
medlum·slzed wa r-axe appears
X Combat Rules

Shan swordlOrusus · . for detcrmining whether a c har- ually for DaggerlDlrk. Knife/
lWo-handed sword, acter receivC$ the full or parlia l Stiletto. Main-gauche. Rapie r.
Waklzashj - . attack penalty fo r using an unfa- and Sabre.
Cleaving/Crushing milia r wcapon. Let's say a cha racter wants to
Weapons: know how to use every type of
Batlle axe, Non-Groups bla de ever made ... but he
Belaying Pin-_ wants to be especial ly good with
Finally, the fol- lhe Long Sword. As a nrst·level
Club.
Footman's mace. lowing weapons do not belong Warrior. be r eceives four
Footman 's pick . in a ny sort of group whatsoever. Weapon Proficie ncy S lots to
Handlthrowing axe, 1b learn any of these weapons. s tart with . He spends three to
Horseman's mace. th e c haracte r mu st s pe nd a take Proficiency with the entire
Horseman's pick. weapon proficiency slot on It. Blades broad g roup. and spends
Morning star. and none of these Is sim ilar In his fourth to specia lize in Long
Warhammer.
use to any other weapon . When Sword. Hc has his wish : He can
Pole Weapons: a character picks one up and pick up and use a ny blade
Awl pike.
uses it withou t being proficient weapon without penally. but Is
in It already, he suffers the full particularly adept with the Long
Bardlche.
Bee de corbin . penalty. Sword.
BIII-guisarmc. Weapons Not Belonging To Similarly, a character might
Fauchard. Any Group: wish to be profic ient with all
Fauchard-fork. Arquebus. bows. and especia lly good wllh
Glaivc. Blowgun. the Composite Long Bow. He
Glalve-gulsarme. Bola - . spends two weapon proficiency
Gulsarme. Chain - . slots to be proficient with lheen-
Gulsarme·YQulge. Gaff/hook · . lire Bows tight g roup , and
Hal berd, Lasso. spends two more slots (because
Harpoon. Net. bows are trickier to specia lize
Hook fauchard. QuarterstafffBo slick - . In-see me Player's Handbook.
Javelin , Nun chaku · . page 52) to specialize in Com -
Lu cero hammer. Sal'_ posite Long Bow. Thjs character
Long Spear- . Is at a disadvantage with any
Mancatc her. Special Note: The Cestus · sort of weapon o ther than bows.
doesn-t req uire any Proficiency. but can use a ll bows. a nd Is es-
MUitary fork.
Naglnata · , It enhances pu nching damage. pecially good with the Compos-
and everyone knows how to Ite Long Bow.
Partisan.
Ranseur, punch .
Sickle. Note
Scythe. Weapon Specialization and
Weapon Groups That's all you
Spear. need to know now about the use
Spetum. Although it is of Weapon Profieiencles ... as
Thtsubo a • possible to become proficient In lhey're used to buy proficiency
Tridcnl. an entire grou p of weapons . this and specialization with weap-
Voulge. doesn' t mean a c ha racter can ons. But there are more things
Small Throwing Weapons: specialize in an entire group of to use these pronclencies on. as
OaggerlDirk. weapons. you'll see as you proceed
Dart. As before, each weapon spe- through the chapter.
Handlthrowlng axe. cialization costs one Weapon
Knife/stiletto· . Proficiency Slot In a weapon the Ambidexterity
Shuriken &. characte r Is already profiCient
In . A charac ter call't pay two If a playe r
Again. you' ll see some overlap points to be proficient In the wants h is cha racter to be ambi-
between the Small T hrowing Fe ncing Blades group and then de xtrou s. as described a bove
Weapons group and other a nother two to specialize In the under "OfT-Hand Weapons Use,"
groups. 5.:'tme group: He'd have to take he must devote one weapon pro-
T hese groups may not be used one-slot Specializations indivld- fi cie ncy to Ambidexterity.
to calculate weapon similarity

60
If he does so, he'll be able to the Weapons c ha rt), the weapon
fight normally with both hands. Fighting Styles In the character's olT·hand must
a nd will be equally adept at non· It gives a cam· be lighter in weight than hIs pri·
combat tasks with both hands. paign more color when the war· mary weapon. This c haracter
This doesn't give him two at· riors fight with different styles. can vary from a street· thief
tacks per round. It Just means A huge warnor·knlght wielding wielding two identical daggers.
that If he loses the use of one a greatsword looks and fights a to a re nccr using a rapier In one
hand, or drops the weapon In lot differently from a s lender hand and a maJn-gauche In an·
that hand, he'U be equally adept fencer carrying a rapier and other, to a heavUy·armored war·
with the other. maln·gauche. rior with a long sword in one
Below. we'll describe several hand and a short sword in the
Style Spe <I"Uutlon common combat sty les ... and other. Note: Read the Player's
the Interesting things you can Handbook. page 96, for the rules
You can use do with them by taking a Style on Allacklng With 1\vo Weap·
Weapon Proficiencles to special· Specialization. ons.
Ize In certain styles of fighting. All these Fighting Styles refer All Warnors start play know·
such as two swords, two· to fighting with melee weapons Ing how to use all four styles.
handed weapon, and so on. We only. None of them applies to Priests start play knowing how
describe how to do this below, missile weapons. to use Single· Weapon, TWo·
under "Fighting Styles." Hander. and Weapon and Shield
The Four Fighting Styles sty les. Rogues start play know·
Pun'c.hlng a.nd Wrestling ing how to use Single·Weapon,
Spec.lallza.tlon There are four ThlO·Hander, and lWo·Weapon
common Fighting Styles em· styles. Wizards start play know-
As you can played by anyone USing a melee ing how lO use Single·Weapon
specialize in certain weapons, weapon. They are: and 1Wo·Hander styles. Charac·
you can a lso specialize In Single· Weapon Style: The lers cannot learn new styles af·
Punching and Wrestling, You al· character wields a weapon In ler they ' re created: these are the
ready know a bou t Punc hing one hand and carries nothing In sty les they are limited to by
and Wrestling from the Player's the other hand . The weapon can their c hoice of character class.
Handbook, pages 97·98: here, be as short as a Dagger or as A character can use a weapon
you' ll learn how to improve a long as a Baswd Sword or Long style he knows with a weapon
character's Punching and Wres· Spear. he does not know how to use.
tling abili ties. You 'll find this in- Two-Hander Style: The char· For example . wizards know
formation be low, under acter wields a weapon which reo Th'o·Hander style ... so they
"Pu nching, Wrestling, and Mar· quires (or at least can learn to use a quarterstaff. If
tial Arts ." accommodates) the use of two a wizard who doesn't have Profi·
hands. Such weapons Include ciency with a quarterstaff picks
Mart.lal A.rts those which require two hands one up. he can stili use the
Additionally, ('!\vo·Handed Sword. Polearms, weapon in two hands. However.
and Quarterstaff. for instance) he suffers the -5 attack penalty
you 'll learn how make your and those which can be used
character proficient (or even a reqUired by his unfamtllarlty
specialIst) In eastern·style mar· one·and two· handed (Bastard and his character class.
Sword and Spear, for example). Each style confers some basic
tial arts. These rules work like Weapon and Shield Style:
the existing Punching and advantages and disadvantages
The character wields a weapon when used . These are described
Wrestling rules, but constitute a In his good hand and carries a
whole new set of maneuvers and In the descriptions of each indl·
s hield on his off· hand. This vidual style. below. Addition·
tac tics a skilled fighter charac· combination can vary from a
ter can use In combat. These ally, c haracters can specialize In
street·bravo·s choice of dagger these styles. Single-ciass war·
rules, too. you'll find below un· and small buckler to the classic
der "Punching. Wrestling. and rlors can eventually specialize
knight's c hoice of long sword In all of them: other classes can
Martial Arts." and body s hield. only specialize In one style. ever.
Two-Weapon Style: The char·
acter wields one weapon In each
ha nd. Unless both wcapons are
Srnall (S on the Size column on

61
X Combat Rules

Specializing In the Styles Weapon S ry Je Spec lal/zaUon. going a lit, and one pins the oth-
Th'o-Hander Style SpeclaJlza- er 's weapon (see Pin, below, un ·
You take a tion. Weapon and Shield Style der " Melee Maneuvers" ). the
Style Specialization by devoting SpeciaJizalion. and 'nvo·Weap· Single-weapon fighter can use
o ne weapon proficiency sial to a on Style Speclalizarion with il. his free hand to perform punch·
fighting style. Belween fights. or even in [he ing ma neuvers: and he can try
cou rse of che fight. he could to perfonn barehanded maneu·
.Guldellnes change the way he uses his Vers (below, under " Punc hing,
To use a Style weapon in order LO gain differ- Wrestling. a nd Ma rtial Arts").
Speclallzat10n with a specific ent advantages In rhe course ofa
wea pon. you must have weapon comba !. Dlsadv.lntolges
proficie ncy with that weapon. The main dis·
For example. a character might Limitations on Style advan tage to this style is that
have bought Sty le Specializa- Spedollizatio n the character docs not gain the
tion with 1\\IQ·Hander Style. If benefit of a shield's AC bonus.
A c harac ter
he has Weapon Proficicllcies may begi n play with only one
with polcarms. he can use the Style Specl,Uzatlc;m
Style Specialization. lr he is a
benefHs of Sty le Specialization slngle·class Warrior, may learn
wheneve r he uses polearms. But If the charac-
others as he gains new Weapon ter devotes a weapon profi -
if he doesn't also ha\fc profi·
Proficlencies throug h expert· ciency to Style Specialization
cle ncy with 1\vQ-handed Sword.
ence. with Single-Weapon Style, he
a nd picks one up to use it, he Only Warriors. Rogues and
doesn 'f get the benefits of 1\VQ- , gelS a + 1 AC bonus whe n u sing
Priests can buy Style Specializa· anyon e-handed weapon (for
Hand e r Sty le Specialization
tions. Only Warriors a nd Rogues which he has profiCiency) in
with tha t weapon . can buy the 'IWo·Weapon Sty le
You can have both a Weapon Specialization. Only slngle-class Si ngle· Weapon Style. He
Specialization and a Style Spe- doesn't get the bonus if he car-
Warriors can ever learn more ries a shield or weapon in his off-
cialization In the sam e weapon. £h811 one Style Specialization.
but neither is depe nde nt on the Below are descriptions of the hand .
oilier; you can have o ne without AddlUonally. he can devote an
(our Fighting Styles. ex tra proficie ncy to Single-
the other. For example. a char·
acter could have Proficie ncy Weapon Style and have a total
with Sabre. Specialization with Single-We",p.c;m S~y l e + 2 AC when fighting in this
Sabre. a nd then Style Speciali- style. That's the limit. though:
Single-Weap- He cannot devote more than two
zation In Single· Weapon style: on style means thal the charac-
he'd be a master rencer with the proficiencies (for a total of + 2
ter wields a one-handed weapon AC) with Single-Weapon Style.
sabre. Or, he could have just In one hand and nothing in the
Proficiency and Specialization other. Though in real life this
in Sabre. or jus t Proficiency in type of weapon use Is ofien a l a -two- H ande~ Style
Sabre and Style Specialization di sadvamage co mpared to
In Single-Weapon style. Two-Hander
many of the others, Irs very S tyle invo lves carryi n g a nd
popular In fil m and fiction . . . wielding a weapon with both
Multiple Style Specializations and so it has some virtue in th e hands. Naturally, many weap·
A single·class game. ons (including poleanns. the
Warrior ca n take marc lhan one great axe , the two· hand ed
Style SpeCialization. Weapons Advolntolges sword. and others) require (wo-
such as Bastard Sword. Javelin. Th e a dvan· ha nded lechnique. Other weap-
a nd Spear. which can be used tage of single· weapon style In ons (suc h as bastard sword.
on e-hand ed or two·han ded . the AD&D~ gam e is that the javelin, an d spear) have It as a
with or wlthoUl a shield, can character keeps a hand fre e Cor listed option. (1\vo·handed op·
ha ve u p to rour differe nt Style grappling, for switching weap· tions fo r Ha rpoon , Javelin , Long
S pecializations taken for lhem. ons. ror surprise ma neuvers, for Spear. Spear, and Trident are
Example: A single-class War- whatever com es along in the given In the EqUipment sec tion
rior has Proficienc), with Bas· course of combat. of this ruJebook. not In the Play·
tard Sword. He could f or instance, two fi ghters are er s Handbook.)
rh eorelicaJly ra ke Sing/e-

6'
Combat Rules X
someone Wilh l\,'o·Hander Slyle Adv.ut.J.ges
Speciali zation. It has a Speed
The main ad- Factor of (8·3) 5. The principal
vantage of two-handed weapon This is because when a fighter advan tage of Weapon and
techn ique Is that It allows the wields such a weapon with both Shield Style Is lha t you get the
c haracte r to wield large two- hands on the hilt. he has more AC bonus of a shield : this Is es-
handed weapons which can do leverage on the blade and can pecially good whe n you can find
substanllal amoun ts of damage. move It faster. That's what Style a magical shield whIch eonfersa
A second advantage is that If Speclali zaLion In Th:o- Hander better AC bonus.
you are using a two-h anded Sty le will do fo r the character: It A second advantage is that
weapon. the Disann maneuver teaches him how to u se the th e characte r ca n u se the
(see " Melee Maneuvers:' below) is weapon much fastc r a nd more ShIeld-Rush ma ne uver (below.
only of partial use against you. aggressively lha n someone Wllh under "Melee Maneuvers").
A si ngle successful Disarm less specia lized training In th e
against a Iwo-handed wcapon weapon .
user won' t knock the weapon
out or t he wielder's hands: It will
The disadvan·
One· H..nded We..pons tage to Weapon a nd Shield Style
m erely knock his weapon askew
a nd make him take some lime to Used Two· H.... ded Is that the left arm (right ann,
reco\'cr. so he a ut omatically for left-h and ed c haracters) Is
Some players don't realize tha t dedicated to the sh ield and is
loses initiative on his next many olher one· handed weap-
round.
not much use for anything else,
ons ca n a lso be used two· If the c harac ter is disarmed . a ll
However. two Disarm maneu- ha nded . Since lhese wea pons he has to wIeld offenslvelv Is his
vers successfully made against don 't do any more damage two·
the character In the same round shield , unlil he can gel back to
ha nd ed , the re usually Isn 't his weapon . If he Is pinned In
wllJ knock th e weapon loose. muc h reason to use them this combat. he can't use his s hield
way : however. with Style Spe- hand for grappling.
claUzatlon in 1\,'o·Hander Style.
now there's a reason.
As wi t h single-
If you s pecia li ze in 1\vo- Style Specl ....lutlon
weapon use, ("wo-handed Hander Style an d then use a If you devote a
w ea pon tec hni qu e has th e onc·handed weapon In two weapon proficiency slot to spe-
drawback tha I the user cannot hands. you also get a bonus of cialization in Weapon and
wear or use a shield . or gai n the + itodamage, Thus. If you take Shield Style. you receIve one e x-
shield 's AC bon us. a l\vo-Hander Style Speciallza· tra attack per round ... only
tlon , whe n using a long sword when us ing a s hield on th e
Style Spetl.lJution tw o- ha n ded . you do IdS + I shield-hand . that Is. You can use
You can, by de- damage Instcad of the base Id8 tha t extra attack only for the
vollng a weapon proficiency to (or 1d 12 + I vs. large targets, In· Shleld·Punc h and Parry mane u·
it. take a Style Spectalizallon stead of the base ld 12). vers (see under "Melee Maneu-
with Th..o- Hander Style. The one· handed weapon s vers," below).
Style Specialization wllh 1\1:0- which can be used two· handed As wllh the normal "Attack-
Hander Style gives you a very In this fashion incl ude : Battle ing with 1\1.'0 Weapons" rules
specific benefit: When you 're axe . Club. Footma n's nail, Foot- (see the Player's H andbook,
using a weapon two-handed . man 's pick, Horseman 's nail . page 96), whe n strlklng with
lhat weapon's Speed Factor is Horsema n 's mace. Horseman 's both hands in a sin gle combat
reduced by 3. pick . Morning star, Long sword, round. the character s uffers a
For example. a fig hter with Warhammer. -2 to hit with his weapon and a
TWo·Hander Style Specializa- -4 La hit wilh the Shield-Punch
tion and Wielding a Basta rd Weap~n a nd Shield or Parry. (If you're ambidex-
Sword can wield his wea pon trous. as described above under
faster in (wo·handed s tyle than Style "Orr-Ha nd Weapons Use: ' tha t 's
in one· handed s tyle. Used in one a -2 with weapon and -2 with
This is th e s hield .) II you devote a second
hand, the Bastard Sword has a classic technique of us ing a one·
Speed Fac tor of 6. In twO hands weapon proficie ncy slot to
handed weapon and carrying a Weapon and Shield Style Spe-
(normally), It has a Speed Factor shield on the other arm.
of 8. But used In two hands by cializa tion, that penalty drops to

63
X Combat Rules

o with the weapon and - 2 with your secondary, bUI with Spe- don. he receives a + 1 to hit and
t he shield . (If you' r e ambidex- cialization In l\IlO·Weapon Slyle + 2 to damage whenever using a
t r ous. that penalty Is 0 with it becomes 0 with your primary Bastard Sword. regardl ess ofthe
weapon and 0 w ith shield.) weapon a nd a - 2 with your sec- tecllnique he uses.
On any round when you per· ondary weapon. {I f you ' re a l- Wh en using llle weapon in
form two maneuvers. you do not rcady ambidextrous , as per Single-Weapon Style, one·
gel the AC bonus for the s hield "Off-Hand Weapo ns Use." handed. he gelS a + 1 to AC.
fo r the fes t of the rou nd . If you above, rnat pena lly is 0 with pri- When using the weapon In
swing your sword and perform a mary weapon a nd 0 with sec- 'Thro·Hander Sty le, his weaJX)n's
Shie ld-Pun ch in the sa me ondary weapon.) Seco nd . you're speed t.1clor drops from an 8
round. you do 11 01 ge l your a llowed to use weapons of the (nomla) two-handed speed fac -
shield's AC bonus if anyone at· sam e length In each ha nd . so cor for t he Bastard Sword) 10 a 5.
tacks you laler In the round . you can . for exa mple . wield two making It a vcry quick weapon
long swords. in his hands.
Two-Weapon St yle Whe n fighting with two-
weapon teC hn ique . you ca n Style Specl.llzatlon and the
With this pop- c hoose for both wcapons to try ChMuter Sheet
u lar sty le. the figh ter has a the same maneu\'cr (for exa m-
weapon in each hand-usually a ple. lwostrikes. or two disarms). Since sty le
longer weapon In h is good hand or ca n have each try a diffcre nt speclallzaUons give the charac-
and a shorter onc in his orr· maneu..,er (one strike and one ter certain bene fi ts In combat.
hand . Unless the ch aracter has parry. one pin a nd onc strike). If these benefits need to be written
Style Specialization in Ihl s the twO maneuvers a re to be dlf· down on your charac te r sheet.
style. th e second (ofr·hand ) fere nt. each receives a -I at· Th e c h a rac te r sheet has
weapon mus t be s horter tha n tac k pena lt y. blanks for all pertinent nolcs.
t h e primary weapon. Though rangers don't suffe r For exam pl e. with the Berris
the oIT-ha nd pena lties for IwO- c h a rac te r mentioned Just
Advolnt.tges weapons use. Illey do not get a above. the c haracter s h eet
bonus to hit If they devote a would Include blanks with the
One great ad· weapon proficiency s lot to 1\..,0- following information:
van tage to this style Is that you Weapon S(yle. They do get the
a lways have another wcapon In other benefit. of bei ng able to Special Abilities and Restric-
hand If you drop or lose one. A use weapons of equa l le ngth . t ions:
single Disarm maneuver cannOI + I to hi t
rid you of your weapons . +2 da mage Basta rd Sword.
Sample St yle + I AC used Single-Hand.
Sp.e clallzatlon Speed Factor 5 use d 'IWo-
Ha nded
The principal Here's a n ex-
disadvamage 10 this s tyle. as ample of how a character can Weapo n P r oficien cy S lot s
wi th some other sty lcs. is that use the weapon proficienc lcs. Available: 4
you don 't gain lhe AC benefi t of weapon specializa tion. a nd Prof w!Bastard Swd: I
a shield. s tyle specia lization rules to be· Spec wlBastard Swd: I
come very dangerous and vcry Single-Weapon S ty le: 1
Style Specl.llutlon versatile indeed. 1\vo-Hander Sly Ie: I
Please read Berris is a 1st level flglH cr. but
lle's already vcry accomplished
the "Attac king with Th'o Wea p- willi h is weapon of choice. the M elee Maneuvers
ons" secLion from t.he Player's
Bastard Sword. He has tak en Strike a nd
Hand book. page 96, before con·
Weapon Specializa tion \YUh tile coun te r·strike. str ike and
tl nu lng. Bastard Sword (IWO slots). 7\" 0-
If you devote a weapon profi- coumer-strike: Thal 's the for-
Hander Slylc Spec/allzarfon mula for dull. mec hanical COIll-
ciency slol to style specializa- with th e Bastard Sword (o lle
tion with l\..,o-Weapon St yle, bat. and It's no way to run the
SIOl). and Single-Weapon Style sort of swashbuc kling. actlon-
you gel two important benefits. Specializar /on \l'llh 1IlC Bastard
First. your a ttack penalty drops: packed combat which should be
Sword (onc slot ). the bac kbone of your AD&oe
before, It was a -2 with your From his wcapon speclaUza-
primary weapon and -4 with game adven tures.

64
So here, wc' ll be describing aJl Disarming a weapon warrants holds It up to throw: With one
sorts of different combat ma- i1sown maneU\'er. so you 'll find blow. you've protected your
neuvers which your characters "Disarm" below. friends and Immolated a n ev il
can perform In combat. enemy. If a demonic foe has n·
These maneu vers aren 't lIm- Striking A Spe dfJ.c Body Part nally gon en his hands on th e
il ed to warrior-classes alo ne. Cu rsed Wand of Anti·Llfe, it's
Anyone ca n per form an V of As It m en! ions more than appropriate to fire a n
these nWlleU l'ers. prov ided he In the DMG. again under "Hit·
arrow or quarrel and smash illn
has the right weapon or equip· ting a Specific Thrgel," the nor· the demon's hands,
mcnt. Any priest with a shield mal AD&D~ game is not geared Again . the OM decides how
can perform a Shield-Punch or toward a hit-locatio n system many poi nts it takes to smash
Shield-Rus h; any rogue or mage which chronicles where every such things. In the case of a vial
with a good a tt ack can Disarm a blow lands and wbl eh body of liqUid . It 's not mu ch-one or
foe. But warriors wtll be per- parts ge l Injured , We' ll be pre- two at mos l.
formin g these maneuvers most Senting some options for lhal
often. sort of thing later in this chap-
ter, but t.his section concerns Bypuslng Armor
Eac h of these mane u ve rs,
when used In combat. consti- some thing slightly diITerent. This oplion Is
tutes one Attack. Characters Monsters often have body not present to let hcroes bypass
with multiple a llacks per round parts or features wilh extraordi- or Ignore the AC value of normal
can mix and match their ma- nary or magical effects: exam· armor. If that were allowed, all
neuve rs. A character with two pies include the eyes of th e PCS and aU monsters would be
attacks per round could perform beholder. tentacles of the car· using the Called Shots maneu·
one Strike an d one Parry. for ex- rlon crawler. Individua l heads of ver almost exclUSively. wh ich
ample. one Called Shot and one the chimera. and so on . Ma ny would be very annoyi ng.
Disarm. one Pin and one Grab, anima ted statues are molivated No. the Bypassing Armor op·
two Strikes. two Parries. or by a medaHion . inscripUon , or tion Is used when Ih e OM has in-
wha tever combina tion he im bedded gem. troduced a mons ter or enemy
wanted , A hero can lake a caJ led s hot which ca n't be beaten any way
to attack those very specia lized except through the discovery
Caned Shots locaUons: this Is a very heroic a nd exploitaLion of its " wea k
thing 10 do. It's up to the OM to spot." Like Thlos. lh e invulnera·
Thke a look at determine how much damage ble bronze man or Greek myth.
th e Dungeon Master 's Guide, such body parts can take; some these monslers are impossible
page 58. There, you' ll nnd the will take as IitUe as I poin t of to damage (this is us ually ex-
rules [or Called Shots. under damage before being destroyed , pressed as a monslrous AC a nd
"Hllting a Specific Thrget." while others may be expressed a n invulnerability to an y but the
As you' lI see In those rules, In fractions of the creature's nor- most powerful of magica l
when you wish to make a Called ma l hil poi nt LOtal. weapons- + 4 or better): how·
Sh ot. you a nnounce this before evcr, each one has a weak spot.
initiative Is rolled . and you reo Smoashlng,Somethlng These weak spots are aJways
celve a + I penalty to your inltia· Bel.ng HeJd visible to the eye, If the hero
Liv e. Th e n, when your turn thinks to look fo r it and can see
comes up in combat. you suffer Often . an e nemy will be holding the body part where it is. (For
a -4 penalty to you r attack roll . something and a hero will nOI example. a dragon might not
Nawrally. you ca n take Called wish h im LO hold on to it. If the wanl lo fly : this is SO that It can
ShoLS wit.h melee. thrown . and attacking character wishes to keep its wings folded down over
missile weapons, and even with knock it out of his hand . that's its unannored spots.) A clever
weapon -like s pells s uch as the Di sa rm ma neuver: if he warrior will realize that it 's cov ·
magic missile. wis hes to destroy It in th e oppo· erlng up for something a nd try
Called ShOLS can be used fo r a nenL's hand. that's Sm ashing to trick It Into mov ing Its wings.
variety of purposes. The most Somelhing Be ing Held . If a hero Is bright enough to
im portant of these a re: Disarm- If an alchemis t is holding a look for the wea k spot. and per·
ing a weapon; striking a specific boule of flammab le liquid to haps trick a monster into show-
body part: smashing something hurl al the party, it's very heroic ing the weak s pot. lhe warrior
being held : bypassing armor; to swing a s word or throw a can then ta ke a Called Shot and
and specia l results, knife and smash Il whil e he hit ilo He' ll do the monster great

65
damage (or perha ps kill it oul- higher level or Influence, It will during o ne round (see the Grab
righ t: that's for the OM 10 deter- be consid ered s uc h a n insu lt mane uver. below). he may use a
mlne)_ that this ene my will not rest un- Called S hot on his next round to
Examples: A dragon which til you are dead. Thus. It is best put his dagger to the hostage 's
has Invulner able hide (but performed against enemy min- throat. This does no damage to
which_ suspicio usly , never ions 10 impress and scare them . the hostage. but the attacker
opens its mouth to brea the to persuade them to run away or can then. al any lime . drive the
flame . .. because Its inner help you. Performed against c n- knife ho me for twice norma l
mouth is nOf armored): a me· emies who are your equa l In damage (which he will probably
chanical man with a small, ability or status. this maneuver do If the hosLBge does not sur·
nearly·invisible slot used by {he merely ea rns you a foe for life. render. or if someone else he is
invenLor to open it up (bu/ Cutting Buttons Off. Eac h threa tening does not surrender.)
which a hero wilh a knife can successful CaUed Shot will en·
use to damage lls Internal ma- able a c haracter to snip off o ne Dlsann
chinery): a warrior wH.h ar- bulto n. brooch. ge m or other
sartorial element from a n e ne- The Disarm is
mored skin but an unarmored
my's outfit. It can a lso be used to a specific variation on Called
ankle: a mummy wh lell keeps
nip a necklaee off someo ne's Shots. Wi th th e Disarm . the at-
one arm crossed o\'er its chest to
head. spring th e catch on a tacker takes a Called Shot a t the
protect its o therwise unde-
bracele t. etc . This has the same weapon his target Is currently
fended heart: a 9 ' high golem
good effects as carving Initials using.
wh ose weak spot is [he Ullseen
cop of if5 head. Into someone, bu t will not earn
Again . this only works when you the enmity of a n opponen t D.lsu m: vs. ·Slngle ·.Ha nded
the OM has created a monster who is your equal. Weapons
whic h can (or must) be defeated Stapling. This classic ma neu- With lhe bas ic
in this very way. If a figh t is n' t ver Is bes t performed wilh a Disann maneuver. the attacker
going the charac ters' way but thrown knife or with an arrow or fo llows th e no rm a l rules for
the characters are gradually do· qua rrel. thoug h It can be per- CaJlcd Shots (ann ouncing his
ing damage to the mons ter. then formed with sharp melee weap' intention before initiative and
the monster probably Isn't one o ns. The targe t must be near receiving a + I mod.Lner to initia-
of these Invulne rab le-beasts- some piece of fumiture or wall. tive. a nd the n suffering a -4 at-
with-weak-spots. and it's pOial- a nd that furniture or wall lack pe na ltyl; if h is allack is
less to take lots of cal led s hots a t shou ld be wood. plaster. or any successful. he wm (norma lly)
random body parts "J ust In other mate ria l t ha t suc h a cause his enemy's weapon to go
case: ' weapon will penetrate. With a nylng from his e ne my's hand.
successful Called Shot. you sta- Ro1l2d6. The number rolled is
Special Results pic some item of the target's the number of feet the weapon
cloth ing (your choice) to that n ics. Roll IdS . The number
Fina lly. the nea rby s urface. The target mus t
Called S hot can be used for a vari- rolled determines whic h direc·
spend a comba t rou nd getting tlon lhe weapon goes. (This Is
ety of speciaJ results. especially himself free. (Th is does not re·
neat and interesting results such described In te rms of the atlack·
quire any sort of roli : II Just er's facing. StraIght Ah ead
as the ones you see In movies and takes a few mome nts to pulll.he means straight ahead fro m the
nClIon . Examples: knife free. tea r the cloth of his
Carving Initials Into Some- a llacker: Behind m ean s behind
garment. whatever it takes.) If the a ttacker.
one. Each su ccessful Called someoneaHacks him while he is
S hot will e nab le a character pinned. he suffers a -2 penalty I .. Straight Ahead
with a sharp blade to slice onc to AC (I.e., a 3 becomes a 5) and 2 = Ahead. Right
letter or IniUaJ into a tabletop. a attacks. If the target is s ta pled 3 = Behind. Right
wall . . . or the nesh of an oppo· a nd must defe nd him self while 4 "" Straight Behind
nent . T hlsdoesonly one poin t of trying to tear him self free. he 5 = Behind, Left
damage, and has o ne of two reo suffers those ACand attack pen- 6 "" Ahead. Left
s uits: Against an enemy of equal alties but will be able to tear
or lower leve l or iniluence,lt can himself (ree after a total of three
cause the enemy to lose morale rounds.
or surrende r (DM choice): Hostage-Taking. If a chara.c·
against an enemy of equa l or te r successfully grabs a victim

66
T his Disarm can aJso be used Naturally. the IWODisarm rna· sword will sr.1II be out of line. or
on magic wands. crystal balls. ne uvers don ' t have to com e he can recover from the Disarm.
an d any other sort of magical from the same cha racter. Th'o He ch ooses to r ecover . H e
apparatus whic h is he ld in one c haracters can work together to swings the weapon back imo
ha nd . II the Hem is worn (like disarm the two· ha nded wie lder: line and ;s r eady for the n ext ex·
Jewelry). it cannot be Disarmcd. or. one charac ter with mu ltiple change. He suffers no InWa rive
(Note : Weapo ns. w he n used . a ttacks in a round ca n do the Job penal ly on r.he nex l l urn.
can not be worn like Jewelry.) hlmself.
If a c haracter nnds his two· Dls.um vs. Shields
Dlwrm vs. Two-H.nded ha nd ed weapon partially dis·
a rmed. and he s tili has a t least Disarm Is only
Weapons of pa r lia! useful ness whe n
one a ttac k to pe rform th is
Disarm does round . he can elect to forget s truc k against a s hield. It won 't
not work nearly so well against about his next a ttack a nd may tear the s hield loose fro m the
two·ha nded weapo ns. If you use tha t a ttack to recover his wlelder's arm . However. it will
pe rform a Disa rm agains t a wea pon instead. draw It out (knock Il Ou t of align-
wie lder of a two-handed weapon Exam p le: Torreth and Am - me nl. so tha t the wielder is not
(Including magical staves). it Slard are figh l.ing . Thrreth WjtJl prolected by It). For the rest of
merely knocks the weapon out long sword and shield. Amstard t he round . the shie ld-wielde r
of allgnme m brleny: the weap· with [wo·handed sword. Both loses the AC bonus of the s hield
on's wielder automatically loses charac lers have tlVO al tacks per (a nd a ny magica l bene fi ts. too).
In iti ative on the nex t rou nd . ro und. Thrre fh has In Illative. He At the s ta rt of the next combat
However. two Disa rms ma de successfully Disa rms Amstard. round . even before inlUaUve is
a gains t [he wielder in the sam e drawing his weapon oul of line. rolled . the character regains his
round will knock the weapon Ams ta rd now has his first attack shleld 's AC bonus .
free: roll ani \' Id6 to see how of the ro un d. He ca n cUher If a shield has other ,proper·
ma ny fee t it nles. and Id6to see p unch 1brre th wUh his gaun r· ties. those s tay in effect. even
which direction It goes. i c i ed nst. In which case h is when the shield Is Disarmed out

67
X Combat Rules

of alignment. For exam ple. let 's Throw n·weapon and missile begin as with a Called Shot (an-
say a shield radiates a protec- Disarms may only be perfo rmed nounce before IniUative. + 1 to
lion (rom evil spell. If It's Dis- against single· hand weapons, ini[ia live. - 4 to hit).
a rm ed . and dra wn out of They automatically fa ll vs, two- If you hit, you've golten your
a li gnm en t. Its wielder still gels hand weapons and sh ields. ha nd on whatever It was you
th e benefits of that prolcelion we re U')'lng to grab: It could be
fr om c\' iI spell. Only when he Expert Disarms a n enemy's weapon. an impor·
drops the shield or has It forc- la nt Ite m you're trying to re-
ibly wrest ed away from him {fyou'rea very trieve. or any such thing.
does he lose that benefit . exper ienced fighter. and are However, Just because you've
As with the Disarming of (WO- willing to s uffer a serious pen- gra bbed hold of the obj ec t
handed weapons. if a character alty in order to impress your en- doesn't mean that you' re In con-
finds his shield disarmed. and
emy. you can perform an trol of It. If some other person al-
he still has at least one anack to "expert disarm" against s ingle- ready has hold oflhe object, he's
perform this round. he can elect hand weapons only. This sulTers going to struggle with you for
to forgel about his next attack the penalty of lwO Called Shots; control.
and may use that alla ck to re- Announce intent before Initia- In the same round tha t you
cover h is weapon Instead.
tive. then s uITer a +2 to Initia- performed the grab, roll Id 20.
Example: At the start of the tive and a - 8 to hit . Your opponent will do the same.
next round. Amslard's ally J e- Bu t If It does hit. when you Compare t he number you
ter. carrying a halberd. joins the Disarm the weapon. you can rolled to your Strength a bility
ffght . Thrrerh win s initia tive send It preny much where you score. Whic hever one of you
again. He cakes an ordinary want it to. within 12 fe et of the rolled better agai nst his score
strik e at Amstard and misses. target. If. for instance. one of won the tug·of-war contest.
J eter chooses co Disarm 1Or- your a llies has los t his sword. For purposes of the Grab . al l
re l h's s h ield +4 . He success- a nd your e nemy is wieldin g a 18 scores (01-50. 51-75, e tc.) a re
f ully Disanns il. Now. Am stard
compa ra ble sword, you might Just 18. However, in case of a tie.
lakes his ShOl. his cha n ces
wish to Expe rtly Disarm your a higher-perce ntile 18 beats a
g reatly Improved because 7br-
enemy's sword to la nd right In lowe r-percent ile 18. (For in-
rerh 's sh ield bonus fO AC
front of your fri e nd, Or. Ifyou're sta nce ,an 18/'10 beats an 18/30. a n
docsn 'l come imo play. He
fighting with a dagger and your l tj/oo beats an 18199, etc. )
sm il es 7brrcth with a mighly enemy has a sword you want. Example: Rallmar the Bar-
blow. 1brreth has another a/- you might Expertly Disarm his barian lrles co grab the Ruby
lack this round : Realizing that
bla de to fl y up into the air; you Orb of 8 lasse ndom from the
h e's going to gel hurl if he drop your knife a nd th e sword hands of his enemy. He success-
doesn ', have his shield up, he
drops right into your han d , fuJ/.v ro lls co h H and gees his free
forgets abou t a second atfack
Th is is an a lmost preposter- hand on the Orb.
and uses i hat time /0 bring his
ously heroic sort of thing to do Rarhnar Is Strength 17, His
(It only happens In the most enemy is SfIength 15. Both ro ll
shield back up.
swashbuckling fiction and mov, Id20.
les. after all) so the OM may not Ralhnar rolls a 10. He's m ade
Thrown-Weapon and wish to allow this option In a his roll by 7. His enemy rolls a 9.
Missile Dlsarms more gritty or realistic cam - He's made his roll by 6. Ral_hnar
You ca n per- paign, On the other hand. he sna lchcs rhe Orb away.
form the Disarm maneuver with may grant bonus XP to charac- If you grab some thing a nd
lhrown weapon s and missUe ters wi th the temerity to try it then fail your Strength ability
weapons. .. and succeed! roll. then vou 've lost: Your en-
Whe n throw in g small (S) emy has snatched the objec t
weapons, you suffe r a n addi- Grab back out of your hand .
tional - 2 attack penally be- Th e Grab Is A tic (for Instance, If both of
cause these weapons don't have another type of Called Shot. 1b you made your roll by 5, or both
a lot of weight ; It 's harder for perform It , you must have at missed It by 2. or came up with
th em to knock the weapon out least one hand rree; two hands a ny other ide ntical a ns wer )
of som eone's ha nds . Medium are better if you're grabbing a nd means that you re-roll . during
(M) or larger weapons don't suf- U'ying to hold a person. the same round. n eat this sec-
fer this penal ty. nor do arrows, When performing the Grab. ond roll as if it were a second a t-
qua rrels . or s ling stones. tack In th e same round for

68
determining when in the round Determ ine the resulLS of your at· (Yes. th ere will be many exam·
It ta kes place {In other words. it tack as a Wrestling attack. pies whic h don ' t adh ere well to
will take place arrer a ll o the r II your opponent has any a t· that ru le of thum b . But it's
characters have performed their tacks left this combat round. he someplace to start.)
firs t maneuvers for the round} . can respond with a Wrestling. Example: Tile Nightmare has
However, all these Strength Punching. or other a ttack (such a rr8cks of2·8/4· 10/4 · 10. Irs largo
roll s resultin g from a single as stabbing you with a short est possible aunck is 10 (o ur
Grab maneuver a re coumed as wcapon. fo r ins ta nce). If your starting num ber): U has tlVO ex.-
one "attack:" if a c harac ter can Wrestling a ttack roll result ed in l"r<l aftacks per round (for a + 2
make two attacks In a round . a hold of some sort lany result fO that starfing number): Irs a
and his first a ttack Is a Grab. on the " Punching and Wrcstling horse·like animal (for a + 8). Fi·
a nd the grab leads to two or Results" c hart with a .. * ,. beside nal Streng th score: 20.
three Stre ngt h rolls due to ill. he has a -4 penalty to hit Size Difference. Also. the re i·
struggling. that's a ll sun only with any att ac k but a noth er a tlve s ize of lhe two eombalanlS
one attack. The character s till Wrestling a ttack. However. he is impOrta nt. HUllla ns are
gets his sccond attack later In can use his attack to try to break medium ·slzed (loll "monsters:'
the rou nd . your hold {using the Strength They have a n advantage whe n
roll lactic described abO\!e. un· grabbing small mo nste rs (such
Gr.tbblng A Person der the description for Grabl . as goblins. Imps. and children.
for instanCe) a nd a disadvamage
If you ' re Grab· Gr~bb'l ng ~ Monster when grabbing la rge o nes (drag·
bing so meone to hold him ons. golem s a nd hippopotamI.
agaJnst his will . you need to con· Th e same for e.xample).
sult the Wrestling rules from the rules apply to grabbing ma n· Treat a cha racter's Stre ng th
P/ayer's Handbook. pages 97· slers .. . but there a re a couple as 3 higher when he Is grabbing
98. Al so. see be lo w und er of other things to conside r. a nd struggling with a smaller
" Punc hing. Wrcsl.Hng. and Mar· No Strength Ability Score. mo nster. a nd 6 lower when
tla l Ans." Most monstersare n't listed with grabbing and s truggling with a
if you're Grabbin g someone a Strength ability score. This larger one. (This bonus or pen-
and you use only o ne hand. you makes comparisons a little diffi- alty is halved wi th play er-
have two strikes against you . c ult . In ge neral. if the situation c ha racter races a nd
First. the attack is treated as a ever comes up. the DM should dem ihuma n NPCs. T hus. half·
Called Shot. with the usual pen· dec ide fo r h imse lf what li ngs. goblins , kobolds a nd
a ltles: second , you ' re treated as Strength a specific monster has. g nomesareat a -3 when wres-
If your Stre ngth a bility score Here 's one rough rule of tling with Medium ·sized oppo·
were 3 less. If you have a t humb to app rox imate a nents s uc h as hum a ns:
Strength of 15 and gra b some· S trength score: Determine how Dwarves. because they a re so
one o ne· handed. you ma ke your muc h damage the monster can close to human ·sized . are not.
Strength ro U as If you had a do with Its si ngle largest attack. Huma nsareata mere + I bonus
Slrcngth of 12. That's your starting number. (In to Stre ngth when wrestling with
(Strengths of 18 a ren ' t auto· Olher words. if it docs 1·8 dam· ha lflings. goblins, kobolds a nd
matically dropped to a 15: IL de· age with its worst a ttack. you gno mes. )
pe nd s o n th e 18 S tre ngth 's start wit.h the number 8.) Grabbing is performed with
percenUle bonus. An 18/00 drops If the monster has multiple at- ha nds only. The charac ter may
toan 18f5 1. An L ~hH·"'Il99 dropsto tac ks. add I to the slaning num · be wearing gloves o r even the
an 1810 .. An ' tlho· 18foodrops to a ber per extra attack the monster CCSluS dcscrlbed In the EqUip·
plain 18. An 18f~",.1t¥75 drops toa has. ment chapter of this book. but
17 . An ' 8/01 drops to a 16. And Add 8 to the num ber if the may not be hold ing a ny o ther
the plain 18 d rops to a I5.) mo nster is an animal known for weapon In his Grabbing hand.
If vou usc both hands . you its ability to carry weigh t
do n 't have to use 1.he Called (horses. pegasl. camels) or con- Hold Attuk
Sho t rules: you c an make a tains parts of such a monster {as
Wrestling attack without a n· the hippogrlff docs}. Thisisason of
nounclng It fa r in advance. and The OM may further adjust non-attack maneuver.
don't suffer the + 1 Initiative or thiS number as he desires. The Hold Attaek maneuver is
-4 to hit penalt y. Also, you ge l T he result Is a rough measure a way for a cha racter to de lay
to uSC your full Strength score. of the monster's Strength. making his attack until la ter in

69
X Combat Rules

the comba t r ound . It 's usually It"s lim e for the monSlers to reo shield at a ?2 to your chance to
perform ed when lhc character spond : (he ju ngle warrior a t · h il (plus any magical bonus the
Is h opi ng tha t battle circum- tac ks Drusilla with his o wn shie ld confers). If you hit. his a t-
stances will change 50 thai he spear, and the jaguar·m onslcr tack is parried a nd d oes you no
can get a shot In somewhere jumps on Raumar and uscs one da mage.
that Is c u rrc mly tOO we ll - ofits two paw hirs. You can Parry thrown weap·
defended. Archers use this ma- It"s lime for secondary ma o o ns , bur no t mi ss il e attac ks
neuver a lot. so that t.hey can ne u vers. Drusilla misses her (quarrels. a rrows. sling stones.
snipe more effectively_ second strike. Ralhnar has no magic missiles, etc.).
1b perform the Hold Maneu- second st:rlke. Ir :'i time for Lack-
ver, the chara c lcl". whe n II 's sley to ac r. H e .1sks the OM If Choice of r .\frles
time for h im to announce his In- Orus lJla has moved ou r of pos/·
tcnllon. says ''I'm holding my lion yet. an d til e OM ru les that You don ' t nec-
maneuver:' Comba t proceeds to she has. H e fires, scoring a hH essarily have to Parry the very
w e next c haracter. on u lejagua r monster. Th ejun· first attack made against you
Then , once everyone has gone g /e warrior Slabs Drusilla again . .. though that is the Simplest
in the round . as secondan' at· wilh h is second strike. and the wa y to d o things. If you prefer.
tacks are being delermined~ the jaguar larches hold of Rathnar you ca n choose w hic h a ttacker
OM agai n asks the character w ith h is second pa w strike, you're going to Parry.
what he's going to do: he can It 's lime for l erl /My maneu· Example: Amslard is fighting
tak e h is action then . If he does I'Crs. Lack s/ey. beca use of 11ls an ogre and Its Idiotic goblin
Ho ld A ua ck maneuver, Il O W jesler. Before fnWa rNe is rolled.
not. he forfe its tha t attac k.
takes wha t would have been his h e an nounces that h e'll be using
secondary m aneUl ·er. He shoots one of his (11'0 attacks !O Parry.
Chan.den W ith
the jaguar again. killing if : It Th e NPCs win in ft/arNe an d
Multiple Attacb a ttack . The jester auacks first .
rolls offRathnar before It can In·
If a characte r fiicr ils th ird attack. a deadly Amslard announces thar hc's
al ready has multiple a ttacks in bile or an e ven more d eadly not Parryin g tills arrack. Thc
a round . he can sll ll perform the jcs ter hils him. doing min usc ule
r ake.
Hold Attack man eu ver with any damage. Then thc ogr e at tacks .
or a ll of hiS atlac ks. This can Amstard announces that h e Is
rarry Parrying uJis arrac k. The ogre
make things a little com p li·
cated, but it"s not a lot of trou- Thke a look a t rolls lO h/l, and s ucceeds: Am ·
ble. the Dungeon Mas ter 's Guide, slard rolls to /lit , and succeeds
Example: I n this ngh£. page 61. a t the "Parryi ng" op- in Parrying the attack.
Rathnar (h e Barbarian (wh o has tional rule . Th en. It ·s t.h e player·
o ne attack per ro und). Drusllla Tha t 's o ne way to si mulate a chara cters' turn. Amslard sHII
the Spear·Maiden (WilD has ovo fighter going on the defensive: has an attack left. and SO swings
per r ou nd). and Lacksley the th e optional Parry ma neuver at the ogrc.
Archer (who has three per two, presented here is done a differ· If a c haracter Holds his Parry,
and has t wo t his round) a r e ent way. antic ipating tha t some other at·
fighling a j ungJe warrior (two at· Th perfo rm lhls Parry. you tacker w ill swing a t h im. but
tack s per r ound) and his mono must a nnounce before initiative that a tta ck never mater ia lizes
strous Jaguar ally Ithree attacks Is rolled lha t you 're going to Ifor example. because that spe·
per round). Parry. (If you have morc than cific opponent wem somewhere
This r oun d , Lacksley wants to one attack per round, you must e lse). and he 's still s uffering at·
ShOOl the jaguar : but h e's still announce how many of them tac ks this round , he can use that
caughr in a spring·loaded an i· arc gOing to be Parries.) Parry against o ne of these o ther
rna/ trap . and Drusi1la is be· The n. during the round, the a llac ks. He may not, however.
(ween him and lhejaguar. firs l time an a n a cker strikes at apply It agains t a n allack that
The player·characters win inf· you (eve n If It 's before you r lurn has already taken place.
darJve. Drusilla uses h er firs t at· to strike). you ro ll your Parry.
tack to spear thejungJe warrior. Ro ll to hit your a ttac ke r, a nd roll Polearm r .rrles
Rathnar uses his sole attack fO vs. his AC UncludlngaJl bonuses
If you're wlcld·
swing his axe ac the jag uar m on- for s hield . m agical ite ms. ctc.l.
You ean use your weapon at i tS ing a polcarm . you can parry a n
Sler. LacksJey announces UJac a tla ck from another character
he's holding his maneuver. Now normal chance to hit. or your

70
Combat Rules X
wielding a polearm . even If thaI rolled. that he is performing the PuUITrip
c haracter Is attacking someone Parrying maneuver for the AC
else. 1b do lhls. you m ust be bonus. This man eu-
wilhln range either of thaI a t· ver Is designed 10 knock oppo-
tacker or his inlcnded victim. nents down .
Pin When using the PullrI'rlp rna·
Examp le: Amslard is wielding
a h alberd from behind lhe Wllh th e Pi n neuver, the a ttacke r a nnounces
shield· wall his friends are ho/d- maneuver. you move close to his inte ntion when It's his tum
Ing. Ams(ard announces. before your e nemy (right up In his face ) La allack , He describes how he's
inItla l/ve. that he 'll use one of and use eUhe r a weapon or your performing the ma neuver to the
s hi eld to pin , or trap, his OM , who may rule that It's Im-
h is aHacks for a Parry and lh e
ocher for an aHack. Afler fnlUa- weapon- usua lly by pressing It possible.
five, an NPC with a g laive rakes agai ns t him so that he can't If It Is possible. though. the at·
a s w Ing at Drusilla. Though {he move, ta cker rolls vs, the target 's AC as
glalve-wlclder is OU f of Am · This Is like a Called Shot, ex- with any norma l attack.
sl,a rds range. Drusilla Is right In cept that you don' r have fa an- The ta rget the n rolls ld20
(rom of AmSlard. easily wJUl/n nounce it before inilla live a nd agains t his DexterHy. If he suc-
his range. Amstard fOJJS his you don't suffer a + I to Initla- ceeds, he Slays on his feet. If he
Parr)'. rolling againsf the g ia/ve-
live. You dostill suffer the -4 at· fails. he fa lls down . Modifiers to
wielder's AC. and hits: he par- tack penalty. his Dexterity include:
ries the attack. When It's lime If you s uccessfully hi t, the vlc- + 6 Target Was Not Moving
(or the PCs to attack. Drusilla lim can 't use his pinned weapon - 3 Target Was Unaware of
putS the gJaive-wfelder down until the pin Is broken. and you Attack
and Amstard swings his halberd can ' t use your pinning wcapon
against another ellemy. or s hield until the pin Is broken. Th e Pu ll/Trip m a ne uve r is
Whe n the pin Is first per· best performed on someone
fo rmed , the victi m ge ts one who is movin g a nd una wa re of
M issile Wupon Panles chance to struggle. usi ng a you . A ta rget who is standing
In desperate Stre ngth roll exactl y as dc· sti li (not walking or running)
situaUons, a character ca n scribed for the Grab maneuver. and is aware of his a ttacker is
parry with a missile weapon he above. 1f he succeeds. he yanks very hard to knock down.
is holding (bow. crossbow. or the weapon free: ifhe has a ttacks
staff sling. bu t not sling). If he Is left this round. he can use a ll of
them . If he fails, the weapon reo Use of Poleums
s uccessful wi th his parry,
though. his weapon Is ruined: mains pinned for the rest of the Polearms (and
(h e e ne my 's attac k has d e· round : the victim loses one orhls a ny ol.her weapons with long
slroyed Il. He may continue par- attacks for the round {if he on ly staff·like e le m e nts-quarter·
rying with It until It Is had one. he's out of luck until s taves, la nces. spears. e tc.) are
completely destroyed (rules for next round}: but next round a nd good weapons to have when
destroying weapons and a rmor tn succeeding rounds, his first you 're trying the Pulltnip rna·
appear In the Equipmen t chap· struggle attempt eac h round neuver.
ter of this book). but It may does not count against his a vaJl· You can PullfTrlp someone at
never agaJn be used for Its orlgl· able attacks. (Subsequent ones the maxi mum ra nge of your
nal purpose. in the same round do count as weapon, for Instance, with no
anacks.) additiona l penalty to hil.
Po1.nylng from the D,MG It Is possible to Pin someone You can PullfTrlp moving ani·
with the missile wcapon you a re mals with a polearm : this is at a
Eve n if you carrying (except for the ordl· -6 penalty to hit IfLhe animal ls
use this Parry maneuver, you na ry Sli ng). While It's bei ng Large (but you can't even try It
can still use the Parrying option used to Pin, It may not be used on a Large a nimal lViWOu[ a
from the Du ngeon Master 's as a missile weapon . If It was pole of some sort).
GuIde. page 61 . anned (an arrow was nocked. a And . nnally. they are very use-
Incide nlaU v, since th e DMG's quarrel was In place. or a s tone ful for knocking riders off their
Parrying counts against a ll at· was In the s taff·sling·s pouch). It mounts. With a mancatcher or
tacks coming In on the ngh ter loses tha t missile In the strug· pol earm (though not with a
that round. the nghter needs La gle: the character must reload It quar ters taff, la nce or spear).
an nounce, before initiative is laler. you can a ttack a mounted rider

7'
X Combat Rules

and ha ve a good cha nce ofpull - mel of the weapon, e tc, There· regain the AC bonus then : If you
In g hi m from h is horse. The fore , those bonuses don't coun t don 't ha ve an attack until next
Dexterity m odifiers listed above for anything. round , you regaJ n the AC bonus
also a pply to th e rider's c hance When performed on a c harac· at the very start of the nex t
to stay mounted . ter who Is as leep or magically round .)
held. the Sap maneuver au to· This is a good maneuver to
matically hilS . The chance for perfonn when you've dropped
knockout goes up to 10% per your weapon, as It will do some·
Sappi ng some- point of damage done, up to wha t more damage than a bare·
one-I.e.. hil lin g him over the 80%. Howe ve r, if the subse· handed a tta ck .
head in ord er to kn ock h im quent perce ntile die· roll is 8 1 or
out-Is a maneuver you under- highe r. th e victim Is not Shleld·Rush
take when you wish to capture knocked out -h e's been awak·
a n enemy alive (or Jus t incapacl- ened by the a ttack. (Why try a This mane u-
late h im wH.hout killing h im). Sap maneuver on an a lready· ver is like a combination of the
To do this . the attacking char- asleep target? Because you may PullffHp and Shield-Punc h ma-
acter ma kes a Cal led Shot a l a n want to kidnap him or smug· neuvers.
addi tional - 4 to hit {so It"s -8 gllng him out of a ce ll a nd can 'l The attac ke r must start at
lota l. plus the us ual Ca ll ed Sh ot risk him waking up a nd a lerting least 10 feet a way from the vic-
pena lt ies o f ha ving to announce the guards.) Urn , and must have either a me·
your m a neuver before Initia tive T he Sap mane uver can only dium or body shie ld . Basically,
and suffering a + J to initiative}. be performed wiLh me lee weap· he runs at full speed up to his
If th e aaac k hils. the cha rac- ons or bare hands: it cannot be victim. s la mm ing full-tilt into
ter rolls ordlna ry dam age for the performed with missile weap- him, hoping to Injure him or
weapon . He gelS a 5 % chance of ons_ knock him down.
knockout (as per the Punc hing The Sap maneuver Is usable As with the Shleld·Punch, the
and Wrestling ru les) for every only on Sma ll IS} or Medium 1M} attacker gets no bonus to hit
point of dam age he does, up to a monSlers: It will not work on from the shie ld . nor does he get
m aximum of 40%. La rge (L) or bigge r mons te rs the AC bonus of his shield from
Example: Sir Amscard wan ts such as dragons. They Just can't the lime he starts the maneuver
fO knock ouc a noble opponent be knocked out with this mao until his next attack.
rach er chan killilim . He attacks If he hi ts. he does damage
neuver.
fo Sap the opponent. Luc kily, equal to the Shield· Punc h, and
even with the - 8 co hit. h e s ue· the target must make a Id20
Shle ld·Punch roll against Dexterity to stay on
cessfully hies his foc. With his
sword, he rolls 6 points of dam· The shie ld - his fee t. The target applies these
age. Th is gives him a (6x5 %) punch is a very basic maneu ver. modifie rs to his De xterity :
30% c hance of a n in s ran! If you are using a buckler, small + 3 Thrget Was Moving lbward
kn ock out . On h is percenlf1e shield, or medium shield. you Attacker
dice. he rolls 42: he has failed can use It to attack with as well + 3 Thrgel Was Not Moving
th is llme. He'lI try again. as defend . by s lamming it into - 3 Thrget Hit From Behind
The damage done by Sap at· your target's body. - 3 Thrget Was Unaware of At-
tacks is lhe same as that done When your turn \0 attack tack
by Punching: In othe r words, comes. s imply announce tha t
only 25% is norma l. or "perma· you ' re shi e ld-punc hing and As vou can sec, Irs more reli-
ne nt:' damage. The other 75 %
is tem porary. a nd wears 01T after
make your attack roll . You gel
no a ttack bonus from the s hield,
a
able knockdown tha n the Pu IU
Trip.
a shon while, as we'll discuss regardless of its size or magical Howe ve r. t he aUackc r a lso
la ter in thiS chapter. enchantment . has a c han ce to be knocked
When us ing a spec ial or magi- A s hield-punch does 1-3 dam· down .
ca l weapon to perform the Sap. age, pl us your Strength bonus . If he misses his roll to hit. he
you do nOf count the weapon 's Once you have performed a s lams Into the target anyway,
aflack or dam age bonus. You're shleld·punch. you lose the AC and does no damage to his lar-
not using the weapon the way It bonus of the shield fo r the rest of get. He m ust make his Dexterity
Is meant to be used : you 're hil- the com ba t round from now un· ablHty check at a -6 pena lLy: If
ting your target with the na t of III your next a ttack. (If you have he makes it, he is still standing,
the bla de. wllh the hilt or porn· an attack later in the round . you

7Z
Combat Rules

but if he fails it. he Is knoc ked ing at a parr oft-he target s body ends up fia( on his /;a ck. bang·
down . Either way. his target re- that Is unprotccted by a slJlclC/. Ing against tlle arc's legs with
m ains standing. A crossbowmall could usc a the are looming ovcr him . and
Even If h e succeeds In his a t- Ca lled Shol againsl the rope the OM aSSigns the arc a bonus
lack roll . he sli ll has a c ha nce to holding the chandelier. causing to hit Rath nar beca use ofthe he·
fa ll down . The attac ker rolls the chandelier to com c cras hing ro's Clu msy posfllon.
Id20 againSt hi s own. unad- down ooro the villain :S head: in ·
Justed Dext crlly. If he fa lls It. he sread o( suffering a massive ar- Don't s.y N o;
falls down . 100. tack penally ror such a Determine Difficulty
preposteroussho l. (he DM might
StrikelThrust give {he player a n allack bon us A good rule or
ror lhe surprise valu e o ( the at· thumb to use. when a player·
This is t he ba- tack. plu s a percem age change c ha Tacter t Tles someth ing
sic combat man eu ver. a nd Is in- (or knockout. as penile " A Hack- stTange or daring In combat. is
cluded here just [o r co m- ing Wll/loul Killing " rules (play· th is: Don' t say no to his pro-
ple te ness . eT's Handbook. Page 97). posal: Just detenn lne the dim·
Wit h t h e Strlkerrhrus t ma- A swashbuckler running up a cullY or the mane uver In your
ne uver. lhe aHacke r uses the flight of stairs wlfh guardsm en head. give him a geneTal ldea of
weapon he has in h an d and In flOl pursuil could tumble a that difficulty. a nd le Lhim try It .
st rikes. SW ings. or t h rusts It at stack of casks down the sla/rs An easy way to do thalls arbl·
the Int cnded victim . If It hits. bchlnd hIm: the DM could gl1'e traTII)' to assign a " difficulty
the attack docs the damage ap- 111m a PulllTrip mancuvcr number" of I to 10 to any spe·
propriate to the weapon and the aga InSt each one of those c ia l maneuver. T he n. have the
atlacker's Stre ngth bonus. guardsmen. and even a n im- c harac ter ro ll again s t w hic h·
"Striking" with a Missile Weap- proved chance 10 hit. ror at- eve r of his abillUes (Strength .
on or Thrown Weapon con· tem pting this classic move. Dexterity. etc. ) tha t seems most
sUtutes Dring It/throwing It at On the other hand. a pia yeT closely to peTtain to the task ...
your ta rget. UsuaJJy. you Just say might come up with a plan o r and s u bt Tact that dlrnc ulty
" ShooC instead of"SlIikc" when maneuver thal ls mere ly foolish number fTOm his ability. If he
an nouncing your ma neuver. or a busive to the ca mpa ign . The s ucceeds in ro iling equal to o r
OM can aSSign such a ma neuver less than his modlned a blHt y. he
Surprise .And nuh Maneuvers minuses 10 hit and damage. has succeeded In his task.
Examplcs; Example: Drusilla wa nts t.o
All of th ese uy the same m aneuver Ra thnar
maneuvers. and Lhe many pos. Rafllnar's player decides that
If Rathnar m akes faces at a n arc was going to p ull. She. lOO. lias
slblliLies they provide for char· no acrobatic training . but Is In
acte rs to c ustomize th e ir he is fighl.ing. then /Il e orc wfJ/
become spooked and run away. light leat her arm or. Th e DM
nghting styles. s ho uld give you thinks that Vils will be p rell)'
the idea that the OM should be When Rath nar attempts this.
the orc p roceeds 10 make faces diffic ult for her (though not as
encouraging wild. e.·uravaganl. d imcull as it was for RathnarJ.
Inte re sting man eu vers a nd righ t back at him . then begins
the process of cutting Ralhnar and assigns thc maneuver a dif-
s tyles in com bat. This Is a 10\ ficulty fa ctor of 5 If she lea ves
more entertai nin g tha n ordi- to ribbons.
Later. aner some time al the her spear behind. It'll be an 8. If
nary. plodding swing vs. s wing she tries lO rake her spear along
healers guild. Ralhnar Is in bet·
combar. on l he maneuver: He rells Dru·
TheTefoTe. the DM should re- ter armor a nd is In dire com ba t
wlllJ another ore. Raulnar de· silla 's player (hal II 1s dlmcult
waI'd Inte lligent. creative efforts but possible. though it wllJ be
In combat by granting them boo cldcs that hc 'JJ tuck and roll be·
tween the ore's legs. s ta nd up nearly Impossib le Ifshe uses 11er
nuses 10 hit and da mage. spear . RelucLan tly. sh e drops
behind him . a nd clea l'e Ilim In
Examplcs: the spear and pulls out a short
A lightly·armored hero wlrh Hvaln from behind. However.
his player has fa Ued to consider sword befor e affcmpting t.h e
the ACrob.l t.iCS non weapon pro- m aneuver.
that Rathnar is in bulky plmc
ficiency cou ld charge a (oc. then Her Dexterity scor e Is 13; with
use h is A croba Ucs to flip over mall a nd knows nothing aboul
acrobati cs. T hc DM assigns the - 5 penalty. It 's modified to
him a.nd str ike h im (rom the a n 8. On her combat action . she
rear: the DM might give him a Ratlmar a swr penalty to his
arre mpls I_h e ma ne u ver. a nd
bonus (Q hilln a ddllion to SIn k · Dext erlry r o /l when Rat h nar
tries t he manCU1'cr . Rat.hllar rolls 1d20 against her m odified

73
X Combat Rules

Dex. She rolls an 8, and achieves scooping up r.he sand. He tells ma neuve rs until you a lready
it exacLly; Drusilla rolls between AmSlard La r oll against his Dex- have a fi rm grasp on the combat
the orcs legs. stands up behind terity. unmodlfled, when pick · syst em. and ca n run basic com-
him. and drives die short sword ing up the sand ... and t/Je bats wilh liLLIe or no difficulty.
home before he knows what hif number he makes his roll by Second. t hey' ll allow the
him. The DM gives her an arb/- wiIJ bc (he brUle's d ifficulty playe r-characte rs 10 be more
u-ary + 4 [0 hit for the surprise number in seeing It coming, colorful and effi cicnt in combat .
value of w e maneuver. Amsf.ard's Dexterity is J3. He But the flip -side of this benefit Is
Someone with Acrobatics rol1sa Won Jd20. maklngtt by lha tlhe NPCs and mons ters can
non weapon proficiency might 3. Th e brute's Inrelligence is 10: be eq ually colorful a nd efficient ,
be abJe to perform that same with the difflcultyof3, his m oo/- It will be a rude awake ning for
w ck-and-roJl wi th no penal t)~ or fied Intelligence is 7. Secretly, the playe r -ch a rac ters wh e n
IvUh a penalty dicta led only by t1J(~ DM rolls I d20 {or Ule brute. they run across a band of evil
the type or armor he Is wearing. achJel'ing a n 8: the br ute fig hters as diverse and accom -
See the " Armor ModIfiers for doesn 't sec t.he mancu ver com- plis hed as they a re_
Wrestling" chan on page 97 of ing. But Amsr.ards player ca n 't
th e Player 's Handbook : (hose be rold that un UI AmSlard Is
m odifiers would work equally commllled to his maneuver.
PunchIng, Wrestling,
well In th is sl! uatlon. Amstard no w th rows t he and M artIal Arts
Another lhing to do whe n a sand: this coun ts as an attack.
Punching a nd
maneuver will probably work The DM gives him an ordinary wrestlJng are described in the
a utoma tically If the in te nded attack roll to succeed. Amstard
Players Handbook, pages 9 7-
target doesn 't sec It coming. is successfully hits vs. l he brtHc·s
98. We'll e laborate a little on
to assign a difficult y number to A C. and fl O W ale brute is l em po-
those rules here, and lntroduce
the target'S chance of seeing it. raril v blinded , . ,
rules for basic Oriental-sty le
This dIfficulty could be a pen- That 's how the thought proc- ma rtia l a rts maneuvers .
alty or a bonus. depending on ess works, anyway_The players
how obvious the maneuver Is, s hou ld have the opportunity l O
a nd so cou ld be from 1 to 10 in try just about a ny maneuver or 'Spc.cI .. Uzlng With Punc.hlng
e llhe r direc tion . The OM would a pproach they can imagine, and and Wrcstllng
have the Intended target roll the OM should figure out how Though every-
Id20 against his m odified Intel- IIkc ly eac h try Is of s uccess. one has a certai n knowledge of
ligence, and if he rolled equa l to Nolhlngshould be Impossible to punc hing and wrestling. so that
or less lhan thal number. he'd try just beca use i[ Isn ·r specifi- everyone can be considered to
see the maneuver coming and cally covered In the rules. have a "weapon proficie ncy "
be able to avoid it. If he faile d, you can now Specialize In eilh er
the OM could give the attacker Maneuvers In the C.mp.lgn of the two techniques.
ordinary chances of success, or 1b Specialize. you mus t devote
even make the attack an auto- All of lhe
above ma neuve rs a nd a p- a weapon proficiency slot to the
matic success. technique, Any c haracter of any
Example: Ams ra rd Is In a proaches can be used in any
AD&D!I game cam pa ign , There class can Specialize In Punching
street braw/with a big brule ofa or Wrestling (or Martial Arts, de-
warrior; they've been punching arc a cou ple of thi ngs you
s hould realize about them. scribed later) ... but except for
the dayligh rs ou! ofoneano(her, the f ighting-Monk {described in
a nd Ams l ard has J USl been first. they' lI add a lot of rich-
Th e Complete Priest 5 Handbook,
kn ocked down. His player an-
ness of detail to your com ba t.
Using th em , you can do just no character Olher than a single-
nounces tlla l he's try ing a clas- class Warrior can ever specialize
sic trick : He'lJ inconspicuously
about everything in combat that
in more than one of these tech-
pick up a handful of sand and, you can Imagine your cha racter
doing. However, the flip -side of niques_ A single·class Warrior
s
as he rising to rerum to the that benefit Is that il a dds a level can e nd up specia lizing in both,
fight , he'lJ dash chesand into his but may begi n play specializing
opponent 's face, blinding him.
of complexity to your combat;
the players and OM have to do In only one of them .
Thac:S a r easonable trick fO SpeclallzaUon docs not cou nt
try. The DM decides war the
more thinki ng about Individua l
maneuvers and comba t sllua- as a Weapon Specialization. A
brule's chance fOfigureou l Am - Lions. Therefore, we don't rec- first-leve l fig hter could speclaJ-
stard's maneu ver lsdireclly pro-
ommend you use th ese Ize In bot h Long S word and
portional to AmSlard 's finesse in

14
Combat Rul es

Punching If he wished lO. A ready know. when the c haracLer It is possible for a Warrior 10
Rogue. who ca n not lake any successfully hits, the roll ILsclr continue to improve his Punch-
Weapon Specialization. can still determines which maneuver Ing abilities: See "Continuing
lake one unan ned OghUng style was made: you use the chart on Specialization ," below.
spcclaJlzatlon. page 97 of ule Players Hand·
Fighting style specializations book. a nd the attack roll a lso de· Normal Wrestling Attacks
{I.e. . Slngle·Weapo n . 1\vo- term ines the m a neuver used.
Hander, etc.) do not grant any But on a succcssful hit. the Review the
bon u ses to Punching. Wres- punching specialist can modify Wrestling ru les from the Play·
tling. o r Martial Arts combat. that result. If he has a chan boo er's Handbook. page 98. Eac h
They're of use only to combat nus of + 1. he can c hoose the s llccessful wresWng move does
with melee weapons . m a ne uver one higher or one 1 poin t of da m age (plus
lowcr on the c hari . Stre ngth bonus, if the auac kcr
Example; Sir Amslard desi res): a continu ed ho ld
Norm.l Punchlns Att.,ks ca uses c u mulatively 1 more
punches a {roll. (He's reck lessly
Review th e bra l'e. after all.) He rolls a 12 to point of damage each rou nd
Punch rules from the Players hi!, and this turns out co be a than the rou nd before.
Handbook. page 98 . Remember successful htl . On lhe " Punch· In Wrestli ng com bat. whe n
t.ha t a normal punch docs 1·2 ing a nd Wrest ling Results" two c haracters are wrestling.
damage (plus S trength bonus). chan. we see tllat this is a Kid· eac h rolls to hit the other-using
and a punch wltha metal gaunt- ney Punch . doing I pOinl of normal attack rolls against the
let docs '·3 (plus S trength bo- damage. with a 5 % chance for o pponent's AC. a nd utilizing the
nusl. and that 75% o f a ll knockout. But Amstard is a
.. Armor Modifie rs For Wres-
punching damage is tem porary. Pun ching SpeclaJisr with a
tling" table on page 97 of the
and wears OrrW ilhln minutes ar- chan bon us of + I . He can Player's Handbook for modifie rs
l eT the combat Is Included. choose ins/cad for !.hc result to to hit.
A c harac ter can pull his be an I I -Hook (doing 2 points of In a s ingle combat round . a
punch. so lha l he does no dam - damage a nd will! a 9% chance c haracter call perform Wr es-
age. or only his punc h damage for knockout), ora 13·Hook(do· tling on the ot her c ha racter
(without h is Strenglh bon us ). Ing 2 polms ofdamage and with with the norm a l results rrom th~
a 10% chance for a knockout}. Punching and Wrestling Results
Punching Speclallutlo n He changes the maneuver from
table from thai same page. On
a Kidn ey Punch to a 13·Hook . Wrestle results from that table
If a c ha racler which a re marked with a n aster·
spends onc Weapon Proficiency On ly If a c haracte r specializes
in punching and thu s h as a Isk (- ), the attacker, if success-
on Pu nching. thus taking spe· ful. can m ai ntai n that hold until
cla llzatJon with Punc hi ng. he chan bonus ca n he affec t his
punch results In Lh ls manner. it's broken: use the Strength·roll
gains the follow ing bcnenlS: ru les described above for the
He gains a + 1 bonus to all his A character usi ng a Cestus
does get to add thc bonuses to "Grab" maneuver to determine
auack rolls when punching: when holds arc broken .
He gains a + I bonus to a ll hit and damage from Punching
Spec ialization to his Cestu s A c haracter can pull wrestli ng
damage when punChing: da mage: he can do no damage.
He gains a + I charL bonus damage. If he has specialized in
or the 1 point associated with
with a ll pun chin g a u acks: Cestus too. he can decide from each s uccessful maneuver. or
He gains one additional round to rou nd which of his bo-
nuses he wUl apply this round. the 1 point plus S trength bonus
punc hing a ll ack per comba t a llowed to him , whichever he
round (both ha nds must be free. Additionally. you may use the
Cestus attack's attack roU to de· c hooses.
hold ing nothi ng. for the charac· As with punc hing damage.
ter to gaIn this benent): and te rm ine which Punc hing rna·
neuver was used wi th lhe wrestling da mage is a lso tempo·
If the character wishes. when rary.
he pu lls his punch . he can also a ttack: you still use t.he da mage
refuse to do the + 2 damage tha t for the Cestus instcad of the rna·
ne uver. but now also ha ve the Wrestling SpeciaUzad on'
specializatiOn gives him.
possibility of a knockout. T his If a c ha racter
The chart bonus is a re nection can make combats with cestl a spends one Weapon Proficiency
ofLhe c haracte r's superior accu· little more complicated. so the Slot on WrcstHng. and thus spe-
racy with punching. As you al· OM may disallow th is rule If he cializes with Wrestling, he gains
c hooses.

15
X Combat Rules

the followi n g benefits: Uon of ma rlla l-arts movies. n ormal Armor Class of the tar·
H e gai ns a + 1 bonus to all h is Th ese MarUal Arts are on ly gel. (If the a ttacking cha racter
31l3.ck rolls wilh Wrestling: available in a campaign if the OM has armor on , he docs s uffer the
He gai ns a + I bonus to all decides that the an is available .. Armor Mod lOe rs Fo r Wres-
damage with WreslHng (that is, for characters lO learn . He must tling" from Thble 57 o n page 97
all his maneuvers will do 2 firs t decide if he wants characters of the Player 's Handbook.) If hc
points of dam a ge pl us h is to be able to use these maneuvers hi ts, he does Ule d amage listed
Strength bon us. and continued in his campaign. which will tend from the maneuver plus any bo-
holds c ause cum ulative ly 1 to give the campaign a more ori- nus rrom his Strength score .
more point of damage for each ental flavor: then. if he wishes to l( the a ttack roll Is s uccessful.
round they are heldl : use them. he needs to establis h a the attacker consults the table
He gains a + I chart bonus history for these combat abilities. below for the resu lt of the at-
wi th a ll Wres tling attacks: Customari ly. they've been devel- tack. If. ror instance. the c ha rac-
He gains a +2 to SLrcngth. only oped by some distant civilization. ter rolls a 13 to hi t. the resu lt [s a
for rnatmaining a wrestling hold and recent trade with that cul- Body- Punch. doin g 1 point of
(i.e .. a 5rrength 15 character rolls ture has brought some practition· damage (plus the allac ke r's
against Strength 17 when maln- ers and teachers of the an to the Stre ngth bonus for damage ).
tainlng a wrestling hold. but only player-characters' society.
Martial Arts Results Table
for tha t purpose): and 1b learn Martial Artsatlls basic
When he c hooses to pull wres- level. the character spends one %
tling da ma ge. the c harac ter Weapon Proficiency slot on Mar- Attack. Martial Arts DmgKO
may also pull the +2 10 damage Ual Arts. Once he has spenlthal Roll Maneuver
g ranted by specialization. slot. he can use Mania) Arts In the 20+ Head Punch 3 15
So if. for In s tance. he has a + I same way thai other people use 19 H[gh Kick 2 10
c hart bonus. a nd rolls a 16 to hil Punch ing and Wrestling. as we' ll 18 Vltals-KJck 2 8
(E lbow Smash ). he can Instead describe immed[ately below. 17 Vitals· Punch 2 5
c hoose a Trip or an Arm Lock . 16 Head Bash 2 5
He'll decide based on his cur- Martial Arts Results 15 Side Kick I 3
rent s ltuaLlon: If U's in his best 14 Elbow Shot I I
Interest to put his opponent o n At its basic 13 Body-Punch I 2
the ground , he'll choose a lhp, level. MartiaJ Arts skill [s used 12 Low Kick I I
and if It 's benerfor hi m to havca just like Punch ing a nd Wrestling. 11 Graze o I
maneuve r that a llo ws him to Martial Arts com bat occurs when 10 Body-Punch I 2
hold 01110 h is oppone nt from a character attacks with h is bare 9 Low Kick I I
round to round , he ' ll c hoose an hands. reel. and e\'en head. No 8 Body-Punch I 2
Arm Loc k. weapons are used . (A character 7 Knee-Sh ot I 3
It Is possible for a Warrior to can hold a weapon [n one hand 6 Side Ktck I 5
continue to improve his Wres· a nd nothing in Lhe other. attack- 5 Head Bash 2 10
tling abllillcs: See "Continuing ing with his weapon one round 4 Vilals-Punch 2 10
Specialization," below. and wiLh his Manial Arts skJII [n 3 Vita ls-Kick 2 15
the nex!.) 2 High Kick 2 20
As wi th Pun ching. da m age I• Head Punch 3 30
Martial Am from Martial Arts Is ha ndled in a • Or less
As you saw in slightly different fa shion. The
the Player's Ha ndbook. every- damage fro m a ny bare-handed Descriptions of the M.aneuvers
body knows how to punch a nd Martial Arts a ttack is broken
wrestle, Inl twO parts : 25% of the da m- Body-Punch: This Is a
Martia l Arts, however. are a n - age from the attack is nomlal straightforward punch Into lhe
other ma tter. Not e\'ery charac- da m age , while the remaining ta rget's stomach or chest.
ter in a normal medieval -s tyle 75% is " temporary" damage. Elbow Shot: With this rna·
campaign will know how to uti- The Player 's Handbook. page neuver. the a ttacker plants his
II zc orienta l-sayle Marllal Arts_ 98. discusses te mporary dam· e lbow iOlO the targe t's c h est.
The Martial Arts described In age, as docs this chapter, in the side, o r s tomac h.
th is section a re n't any real - section on " Recovery," below. Graze: Th[ s could h a ve
world fighting sty le: they're a When attacking wuh Marlial starled ou t as a ny sort of rna-
combination of "generic" mar- Arts skill , the character makes a neu\'er, but It m erely grazed the
tial-a rts maneuvers In the tradi- normal attack roll against th e target: It wasn ' llanded firmly.

16
Low Kic k: T he auacker kicks nerable points mentioned im - lers do, a nd when he pu lls his
the target In the leg or thigh. media tclyabove. a ttack, he can a lso rcruse to do
Head Bash : Th e attacker the + I damage that Speclall?.a·
slams his forehead into the tar· Specializing In Martial Arts tion gives him.
get's face. which Is a stout rna·
neuver. The samc Spe· So if he rolls a 15 to hit. and lhe
Head Punch : This Is a good. ciallzlng niles app ly to Martial a ttack hits. he has performed a
strong blow with the fist to the Arts: Once the character has Side Kick. If he uses his + I chan
enemy's head . particularly his Proficiency In Mart ia l Arts (by bonus. he can change that mto an
Jaw. spend ing one Weapo n Profl· Elbow Shot or a Head Bash. He' ll
High Kick : The allacker kicks ciency SIOl). he ca n Specia lize in probably choose to change It to a
the larget tn the up per body it (by s pend ing an othe r). l'lead Bash ror the improved dam-
somewhere: S to mach, chest. When the charac tcr becomes age and improved chan ce or
back. or shoulder. a Manial Arts S pecialist. he knockout.
Knee- Shot: Th e attac ker gains the following benefits: Ii Is possible for a Warrior to
bri ngs his knee up into the tar- He gai ns a + I bon us to all his continue to Improve his Mar tial
get's stomach or thigh. allack rolls with Martial Arts: Arts abilities: See "Continuing
Side Kick: With this ma neu- He gains a + I bon us to al l Specialization:' below.
ver, the anacker has time to pre- damage with Martial Arts:
pare and lau nc h a very powerfu l He gains a + 1 chart bon us
M ore Than One Sty l ~
Sideways kick (which may be at with aU Martial Arts a ttacks:
He gains one additional Mar- Any character
the end of a cinematic lea p).
tia l Arts attack pe r com bat can s pec ia lize In one orthe three
Vit als-Kick : T he attacke r
round {both hands m us t be free. lypes of una rm ed combat
kic ks h is target a t some vulnera-
holding nothing. for the c ha rac- (Punching. Wres tling. and Mar-
ble point: Croin. kid ney, neck.
ter to ga in this benefitl: and tial Arts).
solar plexus. etc. A slngle·class Wa rrior can
Vitals-Punch: T he anac ker He may pull his atlack j ust as
Pu nching and Wrestling charac- on ly specialize in one of the
pu ts his fist Into one of the vul·

r-'\
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r
I
n"
R, r
'""' ~
-~
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'""'r
11 '-"""
""'\"~,\
'\

11
X Combat Rules

three unarmed combat s tyles c hoose any ma ne uver within ate include: (General) Dancing.
when he is first c reated. After the range of maneuve rs covcred Direc tion Sense. (Warrior)
fi rSlievcl. however. he may spe- by his chan bonus (sec the ex- Blind·fig htln g. En d urance.
cialize In the oilier lwo. He can ample below). Running. (Rogue. double slots)
take specialization in only one Example: Cassius the Gladia- Ju m ping. Tightrope Wa lkiug.
sty le each time he receives a tor is a Punching Specialist. He and Thmbllng.
new Weapon Proficiency. so he Specialized in Punching at first In campaigns with more c las-
could not possibly be a special- level. PUI another Weapon Profi· s ical and oriental elements to
ist In all Lhree unt il he reaches ciency slot into It af thir d level . the martial artists. Nonweapon
sixth experience level . , . and anofher at sixth. a.nd sr111 an- Pronclcncies s uch as (General)
ninth level Is morc like ly. olher at ninth. Artistic Ability. {Priest. double
Usually. the character. if he At ninth level. he has a +3 b0- slots un less Paladin} Anc ient
wants to specialize in more than nus fO arrack rolls with Punch· History. Astrology. Healing. Hcr·
o ne s tyle. wUl take either Mar- ing. a + 3 LO dam age rolls willI ballsm. Local History. Musica l
tial Arts or Punchin g. not both. Puncbing.anda +3 chartOOnus. Instrument. ReadlngfWrltl ng.
because their usefulness over- Let's say lJe rolls a 16 to hit Religion. (Wizard. dou ble s lots
laps a great deal : an d then he' ll someone. and lhal we attack un less Ranger) Ancient History.
take Wrestllng. because Wres- does hit. Th is would nomlally Astrology. Herbalism. Reading{
tling Is useful when the charac- beaGJancingBlolV. But he has a Writing. Religion.
ter Is being grappled. +3 chart bon us. He can choose fig hting Style Specializations.
for the maneuver. instead ofj us I from this chapter. are also very
Continuing Sped . llz,atlon being a rolled resule of 16. to be appropriate for the character.
an vwherefrom 19to 13. He ca n Natura lly. you won·t be able to
This is an op- chOOse for the mane uver co be a afford all these things ror you r
Lion that Is on ly available to Wild Swing. a Rabbit Punch. a Manlal Artist c haracter. even if
single-class Warriors (and to Kidney Punch. a Glancing Blow your OM docs allow you the in·
Fighting-Monks from The Com- (as roUed ). 8 Jab. an Uppercut. telligence bonus for extra Pron-
plete Priest:S Handbook) . ora Hook. cle ncies mentioned earlie r In
If the warrior continues to de- Of these seve n maneuver s. this chaptcr. Thi nk not about
vote Weapon Pronclency slots to Jab a nd Hook do the moor dam· having all these abilities. but
an unarmed combat style afler age. and Hook has a sligh l.ly about taking spcclnc abilities to
he Is already specializing in it. higher chance of kn ockout suc· make the c harac ler unique . dif-
he gets the fo llowing benents_ cess. so he chooses II. \VitI! Ills ferent rrom al l the other pes ...
Note: Th e character may not punch . h e will do a basic 2 even If lhcy. too. are principally
take more !.han basic SpeclaU7,a- points for ehe maneuver. +3 Martial Artists.
lion in any of the a n s at nrst ex- points from Ille damage bonus For instance. one c harac te r
perien ce leve l: thus . at fi rst he gets for specializing. and any co u ld be a Paladin /Swas h·
level. he may de\'ote one slot to bemus his Strength gi,fcs him. buckler who lakes Weapon Pro-
Punc hing. or one slot to Wres- nclency with all f e nCing Blades
tling. or twO s lots to Martial (two slo ts). Specialization with
The Co ~plete M.rtl.l' Artist
Arts. but not more than !.hat to the Sabre (one slot). and Speclal-
any of them . At third leve l. If you wish to Izallon with Punchlng(one s lOll.
when he recei ves ano!.her s lot. create a character who Is pri nci- Another character could be a
he may devote It the n to im · pal lya Martial Artist. yOll ough t Ran gcrfBeast·Rlder who ta.kes
prove his Speclaiizatlon. to take o!.her Weapon and Non- Weapon Profi Ciency with a ll
for each additional sial de· weapon Pronclencles which are Bows (two SIOlS) an d Proncle ney
voted to his art: appropria te to the classic and Specialization wllh Marlial
He gains a + 1 bonus to all his martial-arts hero. Arts (1\\'0 slots). This way. no
altack rolls with his combat Almost a ll Weapon Proncien · twO Martial Anlsts are likely to
style; cles are appropriate for the c har' be even remot ely alike.
He gains a + I bonus to a ll acter. including all swords.
damage with his combat sty le: bows. a nd polearms. and espe· In Orlent.1 ump.lsns
and clally proficle neles with the
He gains a + 1 chan bonus Samu rai weapons from the If your ca m·
with aU attacks ln that combat Equipmcncchapter of this book. paJgn Is based In an oriental sel-
style . WI!.h chart bonuses of +2 Nonweapon ProOc iencles ting. you need to make an easy
or more. th e charact er can which are especially appropri- c hange. Instead or norma l pron-

78
Combat Rules X
ciency with Punching and Wres- beholder's speclaJ eye, for exam· Dlsum
tling being free. and proficiency plel. Smashi ng Something Be-
with Martial Arts costing onc Ing Held (though the atlacker It's possible for
s lol. normal proficie ncy wit h risks having the contents of a barehanded fighter LO d isarm
Martial Arts is free. while profI· whatever he's s mashing spilled a n armed oppo ne nt , but !L's
ciency with Punching and Wres- on him ), and Bypassi ng Armor dangerous. When so trying. the
tling cost one slot each. (again . this only works on ma n· barehanded fig hter's AC suffers
sters where the OM has de· a penally of 2 (for example. a 5
Bareh'lnded M.neuvers s igned a specific weakness Into becomes a 7 ; he 's having to ex-
the monster). pose him self to aUack briefl y),
It 's possible to A Puncher or Martial Artist can and his Disarm attempt is at an
u se most of the maneuvers de- also perionn a Called Shot to at· additional - 4 to hit. Bu t if it
scribed above under "Melee Ma- tack a specific Hit LocaUon. See hits. It's Just as successful as
neuvers when fighting the text on "Hit Locations:' be- any other Disarm .
barehanded. either Punching. low. This Is the sort of attack the
Wrestling. or Martial Ans. character wanlS to use If he's try. Grab
When a character wishes to ing (0 hit an enemy tn Lhe jaw to
perform a maneuver thars not As desc ribed
knock him out. pound him In Lhe above. the Grab Is designed for
one of the standard maneuvers solar plexus to double him over.
fo r the barehanded fighting barehanded usc, and so suffers
and so on: all nonnal ruJes for Hit no penalty when the a ttacker Is
style in question. he makes iliat Locations are used.
announcement a t the appropri- barehanded.
a te time in the combat sequence uUed Shots: Wrestling
(thal Is, If It'S a Called Shot of Hold AttACk
some sort. he a nnounces be fore A Wrestler can A barehanded
initiative: otherv•.'ise. h e makes take a Called ShO{ In order to fig hLe r can hold his a ttack with
the announcement when he's choose the spectnc Wrestle ma- no penalty.
called on for the description of neuver resu lt he wants. If he
his action for the rou ndl. succeeds. he does not randomly
Wh en his turn comes up. he roll the wrestle maneuver which
rolls to hit . If he's specialized in takes place: he chooses it. This A ba rehanded
a barehanded fighting s ty le. he is of special usefulness whe n fig hter trying to parry a bare-
still geLS the auack bonus for his he's trying to achieve a hold handed attack docs so at normal
Specialization . If he hits. he resul t. odds.
doesn't do one of the maneuvers Example: A wresller decides As with Disarm. It's possible,
from his fig hting sty le; he per· to take a Called ShOI . Before ini- but dangerou s. for a bare-
forms the specific maneuver he lIat/ve is rolled. he anno unces handed figh ter to parry an at-
elec ted. However, If he's a Spe- thaI hes taking a Called Shot /0 tack rrom a melee wea pon . The
cialist. he does get the damage achieve (he reSU/f of Ann Lock. Parrying character mu st suffer
bonus from his fighting style. He suffers (he usual + Ito initia- a n AC penalty of2 (for the same
Here a re exam pies of how this live: when his l urn comes up. he reasons desc ribed under Dis-
works with the specific Melee sulTcrsa -4 to hil. lfllehils, the a rm . Immediately above). and
Ma neuvers: maneuver result is Arm Lock. his AC stays disadvantaged un-
regardless of [h e roll. til h is next allac k comes up .
uUed Shots: Pun'chlng Also, when a fight er is wres- Th e n . when pe rforming the
t ling anothe r c ha racter. he Parry (which usually consists of
.nd M.rtl.1 Arts geltlng so close to the enemy
m ight find it to his advantage to
A Punch er or make a CaUed Shot to pull the that Lhe Parrying characte r ca n
Ma rtial Artist ca n perform enemy's helmet down over his get his own hand under the de-
Called S hots. but none will do enemy's eyes. blinding him fora scendin g weapon· hand). t he
any extra damage . They can be combat rou nd or two. Parrying character s uffers an
very effective In combat In very But, ob vious ly. suc h suc- add itional - 2 to hit.
specific situations If the charac- cesses depend heavily on the
ter Is trying to perform one of good-will of Lhe OM. If he thinks
th e standa rd Call ed Shots: s uc h maneuvers are more
Striking a Specific Body Part (as bother than color. dOIl 't try to
me ntioned earlier, to damage a perform the m .

19
)l Combat Rules

r ln Shle ld ·Punch write down "Numhcd" and tha t


num ber. (You can a lso use th e
A barehanded Since a Shleld - Combat Sheet Included at the
c harac ter can't use the Pin rna· Punc h requires th e use of a end of this book.) If the rcsult
neuver to pi n som eone else's shield. a barehanded character was O. wrlle down 1 Instead.
bare hand . Use the Wrestling obviously cannot perform this Then, ca lc ulate 50% (o ne·
rules for such an altempt. maneuver. ha lO of you r cha rac te r 's hit
A barehanded character can point total . Round u p if the frac·
try to use Pin to pin somcone's Shield-Rush Lion Is .5 or higher. On your
wcapon : use the modlOers de- characte r s heet, a lso near the
scribed immed iately above fo r Since a Shield ·
Rush also requires the use of a hit polml!sting (or on this c ha p-
Parry. ter's Comba t Shee t) , wrlle down
shield. a bareha nded character
cannot perform this maneuver. "Useless" a nd that num ber. If
PulllTrlp Ule result was I , wri te down 2
A barehanded StrlkeIThrust instead .
character can try to Pullffrlp a n- Whe never you go up a level
other charac ter with no a ddi- When a bare· and gain new hit poinlS, recal-
tional penaJly. Barehanded. the ha nded c harac ter tr ies t he culate those numbers.
c harac ter can on ly ltip c harac- Strikerrhrusl ma neuver. we call Example: Zaross has 27 hit
ters who are adjacent to him. It a " Punch" a nd use the normal poin ts. His Nu mbed number Is
and cannot 1T1p any Large crea· Punching rules. 6. 75 (rounds up to 7), and his
t ure or monster. Useless number Is 13.5 (ro unds
up to J4).
Hit Locations
We've said be· Body Lo c ~tlon5
A barehanded fore that this whole book con-
Sapping attack (basi ca lly. a s is ts of optio na l sys te ms fo r Now. when·
punch to th e Jawl Is a classic your campaign: well , th is Hit ever you conduct combat. do so
combat maneuver. It can be per- Locations svstem can be eonsid· nonnally. And every nonnal blow
formed with Punchin g and Mar- ered very optional. struck Is deducted from the char·
tial Arts. but not wilh Wrestling. The AD&D. game doesn't en- acter's hit points 110rma1ly.
As with the regular Sap. th e courage a hit locations system. Every normal blow struc k
barehanded nghter makes his for the reasons give n In the (thal ls. every blow not declared
Called Shot a t an additional -4 ; Dungeon Masters Guide, page as aimed at a s pec mc Body Lo-
If he hilS. he does n annal dam- 72 (" Injury and Death"). Some caUon) hilS the character's torso
age for his attack. and has the of you s un want one, however. (i.e .. any poin t from his shoul-
normal Knockout chance of 5% so in th is section we 're present· ders to his hips).
per point of damage done . ing a Hit locations system that However, If you take a Called
Between the Sap maneuve r a llows you to determine Indlvld· Shot, you can make your s trike
and the Ca lled Shot for the Head ualinJurles ... but stays true to at a nyone of six other Body L0-
Hit location , the character has the game's philosophy. ca tions (head, two arms. two
(Wo aHacks lhat can hit an ene·
legs. and stun· points).
my's head. They arc very differ· The " Numbed " .nd
ent. however. and so they a re The. Locations
"Useles.s" Numbe.rs
not redundant. These a re the
The Sap provides a chance for Wh en usi ng character's Body Locations;
knockout: the Called Shot to lhe this system . the nrst thing to do Torso: As desc ribed a bove.
Head doesn ' t, Is to calculate your characte r's The lbrso Is hit with a ny non·
The Called Shot to the Head "Numbed" a nd " Useless" Num-
Called Shot.
has several unusual possible re, bers. Head : Mu s t be hit with a
suits (Blindness, Knockdown . Calculate 25% (one-fourth ) of Called Shot a t an addiUonal - 4
etc.): the Sap doesn ·t. your character's hit point tota1
(don ' t count current InJuries: to hi t.
And the Called Shot to lhe Arms (2) : One right. one left.
Head can only be used if the OM this is his stanlng hit point ta- Must be hit with a called Shot.
allows Hit Locations in his cam· tal) . Round up if the fracLion Is.5 Legs (2): One right, one left.
paign . If he doesn't. lhc Sap is or higher. On you r c haracter Must be hit with a Called Shot.
all you' re left with , s heet. near the hit point IIsLlng,

80
Combat Rules X
S t u n -Poin ts : This rath e r sta nt knockout: If the knockout more tha n 2 points of damage.
broad category Includes the so- fails. the victim ta kes only the he m us t make a Dexterity abil -
lar plex us and o ther nerve ce n· damage done by the attack a nd Ity c heck to avoid fa lling down.
ters which. whe n struc k. te nd to none of the special body loca- (4) Knockdo wn : The c harac-
cause the victim a lot of pain. tions resu lts described here. ter Is kn ocked fl at on his back-
Stun-Points must be hit with a side by the blow. but does not
Called Shot al a n addllion al -4 Specific Effects suffer any additional ill effect.
to hU. of C.Ued Shots His head Is not really Numbed or
Useless; as soon as he s tands up
General Effects You may be agai n. the disadvantage for the
asking yourself. " Figu ring out Knockdown goes a way.
of u.lled Shots
whata useless arm Isa ll aboulls (5) Blindness and Deafness.
Now, w hen prerty easy: but what do they (61 Dizziness and Knockdown.
you take a Called S hot again s t mea n whe n your head Is usc- Arms (2): A Numbed or Use-
one of those special locations. less?"' less arm cannot hold a weapon :
Imeresling things ca n happen : Avoiding the normal wise- the charac te r Imm edia te lv
If the attack's damage cracks tha t wou ld result from drops the weapon. The c harac-
equa lled or exceeded the vic- such a s traight line. let's lalk ter wil l not drop a shield
tim 's "Numbed" number In a about the actual e ffects of this strapped to the a rm. but does
si ng le blow , th en thaliocation Is " uselessness" for each of the hit not get the AC bcnenl of the
Nu mbed. Ills useless for the rest locations. shield unti l his arm recovers.
of this co mbat round . AI th e Tors o: The torso doesn't be- Legs (2): Whe n a c haracter's
stan of the next round. before come useless: the "Nu mbed" leg is Numbed or Useless. he
Ini tiative is rolled . the c haracter a nd "Useless" numbers have no Illus t immediateJy make a Id20
recovers full use of that body bearing on it. roll against his Dexterity. If he
part . H ead: When a character takes rolls his Dexterity or less. he re-
If the attac k's damage a Numbed or Useless resu lt to mains s ta nding (on one foot);
equalled or exceeded th e vic - his head. one of the following ef- otherwise. he flops to the
ti m 's "Useless" number In a sin- fec ts can take place . The OM . ground (and Is considered sil-
gle blow. then tha i locaLion Is nOt the player. chooses which ting for purposes of striking at
Injured. and Is Useless for the o ne. He can random-roll on Id6. him). His movement drops to a
rest of the fight. Once the nght is or Just choose the one tha t he fo urth of what it should be until
over (I.e .. o ne side or the othcr Is fa ncies most. he recovers. Every time he is hit
defeated. su rrc nde red. or de· (II Blindness:T he cha racter Is for more tha n 2 poi nts of da m-
parted. or the 1wo sides a re now blinded (from the pain. not in- age. he has to make thaI same
at peace). the character recove rs JUry to his eyes) u ntil the Numb- I d20 roll against Dex teri ty. and
use of the Injured body pan In ness or Uselessness ends. When wHl fall down If he falls It. A
2d6 minutes ... o r Immedla l.ely a cha racter ls blind but still try- S hie ld-Rush allac k wtll auco-
upon Its being magically healed Ing to defend himself. a nyone ma llcal1y knock this cha rac te r
up \ 0 the "Numbed " number or a uacklng him gets a bonus of to the ground .
better. +4 to hit. (If. for some reason. he Stun-Points: When a c harac-
For these effects to take place. Is also kneeling. slUing or fla t on ter has taken a " Numbed " or
remember that the allack must his back. the bonuses to hit are " Useless " a tta c k res ult to a
have done the required a mount cu mula tive)_ s tun-pOi nt . he has t he wind
of damage in a sfngle blow; mul · (2) Deafness: The c ha racter knocked out of him and has a
tlple blows don't add together hears ringing In his ears until ha rd time defe nding himself.
for this purpose . the Numbness or Uselessness His movement drops to ha lf of
Damage fro m Punc hing. e nds. The character suffers no whal it s hould be u ntil he recov-
Wrestling. and Martial Ans can co mbat pe na lt y. but ca nnot ers; and his attackers a re at a
a lso cause body pan s to become hear orde rs or warnings + 210 hit him unt il he recovers.
Num bed a nd Useless. shouted a t him . (This bonus is cum ulative with
A Sap attack (described above (3) Dfzzfness: The character Is olher a ttac ke r bonuses fo r
under "' Melee Ma neuvers"). reo coneussed and dizzy. He per- blindness or bad position.)
gardless of how much damage it forms a ny Dexterity ability rolls
does. does not ac hieve the with a penalty of - 4 until the
Nu mbed or Use less results. Numbness or Uselessness ends.
That maneuver a ttempts a n In- AnyUme he Is hit in combat for

.,
X Combat Rules

Recording These InJuries monster tor character) has 50% one of thcse attacks, he mu st
of lis hit points im'esled In that calculate whic h portion of It Is
It 's simple to body pan: If it did . a creature normal. "permane nt " damage,
record these injuries. might ha ve more th an 300% of which mus t. be healed by magic
You don't record the damage Its own hit points! The or by medicine. and which por·
separa te ly. All the hit-point "Numbed" and "Useless" num · tlon is tempora ry, wh ic h will
losses are applied against the bers are Just ways to detennine wear off after a while.
ch aracter's normal pool of hit how much damage II la kes 10 in-
polms. JUSI as berare. capacitate a certain body part , Recording TemporAry DA-;nAge
On the Comba t Shee t pro· and the hll point damage is a l·
vided at the end of this chapte r. ways applied 10 the ,' icU m's nor- Usually. lt·s too
or on a sc ratch-sheet. you 'll ma l hi! point score. much trouble to calculate pro·
wan! to record any special com- portions o n every attack you sus·
bat resu lts and h ow long they' re tal n. Ins tead. keep a separate
This System and
tn effect. f or example: " Right track of an damage you receive
a rm useless uolll combat over:' Low-Level Ch~..(ters In a single combat from Punc h·
Low-l eve l ing. Martial Arts, and Sap at·
Indlvldual lnlurles characters. wi th the ir s ma ll tacks. Whe n the combat is over.
ilnd HColllng Magic s tore of hit points. are com para· divide t.hem up into Nonnal a nd
Uvely easy to hurt In this sys- 1l:mporary damage. When you
When a char- tem . A c haracter with 10 hit have a fraction of .5 tor less) on
acter who has taken a Useless points has a Numbing num ber th e Norm a l Dnmage result.
resu lt Is h ealed before the area of 3 and a n Inj uring number of round down: all the rest of the
recovers naturally_ then the 5. However. s inee these specia l damage Is Temporary damage.
healing magiC Is presumed to damage resu lts are a ll tem po- Example: Sir Amstard is In a
heal the injured region first. If rary, and add a certain amount boxing match wUh thedevastat·
the magic heals onc-fourth of ofna vor to comba ts. you s hould lug Cassius, and is gelling the
the character's hll points. the have no difficulty usi ng them worst of If . He lakes on e shot for
Useless body part Is working with characters of any level. 5 palms of damage. another for
Hn e again. Howc\'er. don' t forgel that all 6. and anoLher for 3. and on rhis
these spec ia l s hots mu s t be third shot Cassius successfully
rermanent .nd Called Shots. Thcy don' t come r olls his KnockoUl percenrL1ge.
, ' Amsrard is kn ock ed Out.
Crippling Effects about because of random die·
rolls. Amstard has sustained a iota I
This system of 14 points of damage. One-
does not support any perma· fourth. or 25%. ofrha t is Normal
nent da mage or crippli ng ef· Recovery Damage. That s 3.5. II'lJich we
fec ts, In accordance with the round down to 3. He :S la k en 3
You al read y
general AD&D.t game phlloso· polms of Nonnal Damage. Th e
know how fast c haracters re·
phles. cover thc usc of damaged Hit Lo· remaining 1 J points arc Thmpo·
calions whe n those locations rary damage.
Monsters '.... d Hit Lo't.ttlons are Useless: It takes o nly 2d6
These ru les minu tes. Recovering from
can be used for monsters, too. But there are a couplc of other Tempor•..,y D~ mage
even those with extra limbs a nd types of recovery whic h need A character re-
body parts (extra heads. wings. some elaboration.
covers from Temporary Damage
tails. etc .). As with humans. it a t a ra te of 1 hit point every nve
takes a "Numbed" shot {one- Recovery Of minutes. If 1l:mporary Damage
fourth the monsler's hit poi nts TemporAry DAmAge has ca used a charac ter to go un·
. '
In a single blowl to numb an consciOUS. he' ll recover co n-
As you know.
area fo r one round. and a "Use- sciousness when he returns to 1
less" shot (one·half the man- damage from Punching, Manlal
Arts. and the Sap maneuver Is hit point or more.
ster's hit points in a single blow) Exampl e: Arnstard. above.
to incapacitate the body pan for 25 % normal and 75% tempo·
rary. took 11 po/illS of damage before
an entire fight. h e was kn ock ed o ut. He'll re-
This means, whenever a cha r·
Remember that the "Useless" covcr one poin t ofdam age cvery
acter is sustaining damage from
number does not mean lhat lhe

82
Combat Rules X
5 minutes. Aff cr 55 mioUles. Temporary Damlise
he'll be a s healthy as he can be
Combat Conditions
and Knockout
until his Normal bamage is a lso Not a ll fig h lS
healed up. Howe ve r. since It If a characte r take place in wlde-open spaces
wasn 'l the 'Temporary Damage s u s tained e nough Tem porary with level ground a nd In condl ·
h e rook thaI kn ocked him out. Damage to render him uncon- tio ns of a dequate light. He re.
bU/ a Knockout resu lt from a sclolls in Lilc same blow as he we' n ta lk abou t wha t effects bad
PunchingaHack. he lVon '( wa k e suffered a Knoc kout. he doesn 't cond itions can have on com bat.
up from recovery' of Thmporary wa ke up u nUI cond itions for re-
Damage: recovery from Knock- covery of both the Temporary Darkn.ess and Blindness
QuI Is handled djrrerenll.l~ Damage and the Knockout are
met. When thin gs
Examp le: In a rem M eh, Am · arc really da rk , characters have
Magical Healing ttnd a ha rd time nndlng and attac k-
slard pounds Cassius silly u ntJl
Temporary Damage his lasl blow k nocks Ilim ou t. ing their foes ... a nd defending
When a char· Tha I last blow reduced him to again s t their e nem ies' a ttacks.
acter who has sustained both -3 hit points, rendering him Characters and monsters don't
Norma l and Temporary damage unconscious. and A m stard also sta n suffering pcnal Ues In dark-
receives magical healing. the successfully rolled for Kn ockou t ness until It's very dark indeed.
healing spell first heals the Nor- on per centile dIce. So. w hen When it becomes very dark. they
mal (real) Damage. If it hcaJs all does Cassius wake up? suITt!r penalties to hit their ene-
t he Norma l Damage. it then t f will lake Cassius 20 m in · mies. And If their enemies can
goes to work on the Thmporary utes to recover 4 pofn ts of Thm · see better than they can. their en·
Damage. porary Damage. which will p ut emics gel bonuses to hit.
Example: Lei us say Amslard him a f I hpand let him wa ke up . On page 117 of the Player 's
n.'Ccivcs a cure light wounds Cassius rolls lI is System Shock Ha ndbook Is a c hart of VisibiHty
spell Immcdialcl.v after bei ng roll and is s uccessfu l. m eaning Ran ges.
knocked out The prlesl rolls a 6 t hat he wm wa ke up from Le i 's add one line to tha t
on Jd8. T he firs l l hr ee poinl.S of Kn ockout arr er 2d6 m inutes. He chart : Thtnl Blackness. In Thla l
healing c ure his three poinfS of rolls a 7.50 h e would wake up in Blackness, all Visibility Ranges
Normal Damage. The r emain· 7 minu tes. areO.
Ing three are applfcd to his Tem- Bu t both recover ies have lO Combat Modifiers for
porary Damage. When !.hal '5 all On/sh for him to wake up. Afier Darkness and Blindness
done. Amstard Is down 0 points 7 min utes. lIe 's still un con -
of Nomlai Damage and 8 poin ts scious. and will slav !.hat way Condition Mel. Mis. Inrr.
of Temporary Damage. u nril 20 min utes arti up, Bonus
Clear sky
MliSlul HeliUng and (daytime) - 0 -0 +0
Recovery From Knockout
Fog. dense
Knockou~
A Knoc kout or blizzard -3 -4 +0
result can be reached from If a charac ler Fog. light
Punching and Martial Ans at- who has been Knocked OUl re- or snow -I -2 +0
tac ks and from th e Sap maneu· ceives heali ng magiC (a cure llgllt Fog.
vcr. woundsspcll or a ny more power· moderate -2 -3 +0
When a c harac ler is knocked fuJ healJng spell . excluding irrele· Mist or
out. he mustlmmcdlate.ly make vam spells such as cure disease light rain -0 -I +0
a System Shock percenlile roll or neutralize poison). and he suc- Night.
(see "Thble 3: Conslil utlon:' In cessfully made hisSysl,e m Shock full moon -2 -4 +2
Ihe Player's Handbook. page roll, he'lI wake up immediately Nigh t.
IS). If he makes the roll, he wUI (provided. as us ual. lha l he's no moon -3 -6 +3
awaken in 2d6 mi nu tes. If he above 0 hl! points). Thtal
falls the roll, he will awaken In If he receives healing magic darkness -4 -6 +3
2d6 hours. but failed his Sys te m Shock l\vilight - I -2 +1
Roll. the magiC still he lps him : On the chan above. you 'll see
He may now calcula te his recov- all those same Visibility Ranges
e ry as though he successfully In the first column .
m ade his Syslem Shock roll

83
Combat Rules

The second colum n Indicates Tile chan says that Amstard figh ting Aspcn clal e fh e Elf.
Lhe charac lt:r 's allac k penalty and allies take a -I ( 0 hit . .. al Rat.hnar does n 't IIm'c [nfra-
when hc's attacking someone In each range step. ThaI S -} at vision; Aspendalc docs. Rath ·
melee combat In lhal sortofvlsl- shon range. another - 1 at m e- nar. because It 's dark and m oon -
billlY· dium. and a last -1 at long less. is rakinga -3penallYlO hil
T he third co lumn lists the range. Amstard .md frieuds take AspendaJe In m elee. Aspemla/e.
penalties for shooting at some· a - 3 to hit when firing 8[ the t.hcrcfore. has a +3 wh en slrlk·
one In ranged comb."u in those orcs. inga l Ralhnar. ( - 3 forbad lig ht -
visibility cond itio ns . This pen- Suddenlv. tile cloud breaks Ing. + 3 for Rathnars handicap.
alty Is lake n o nc e 31 S hort and a hea l~Y rain fa lls on el'ery- + 3 for infra l'ision bonus).
Range. again at Medium Ra nge. one. The DM rules thaI it s l he Second. In missile combat. In
a nd once more at Long Range equivalent of lighl fog or snolV. sim ilar condlLions . the c ha rac-
(see Thble 45 on page 69 of th e Th e orcs haven 't ye t gotten te r with the better vision gets a
Players Handbook ). wi th in 140 yards. so fhey're s llll bonus to hit his target. This.
The fo urth column Is the at long range. Amstard a nd a lso. is equa l to the othe r fel -
Infravlslon Bonus. If a c haracter friends firc again. Now. (h ey'£c low's melee. not missile. penalty
h as Infravislon. his bonus Is ap- at - 2 10 hit per range step. or to hit.
plied against his attac k penalty -6 IOlal 10 hillheir enemles. Examp le: Thkfng a beating.
for Melee. and a gains t his attac k Rathnar runs 01T Inf.O the dark-
penalty fo r Missile all:acks su f· How Infravlslon Works ness and gels 10 Ilis boll'. Aspen-
fe red at eac h ran ge s te p. (The Simple Way ) dale accommodates him . Firing
a t Med i um Range. RalJmar is at
How this Works Th e Simples t a -12 to hill Thais - 6 each at
way to usc !nfravlslon In these Sllort ;wd Mediu m ranges. ac-
When a c har- ci rc umstances is LO ignore tha t cording fa {he chart above.
acter is in a sltuaUon where he fourth column on the c ha rt T hird. the third column of the
s uffe rs a penally to hit in me lee above and Jus t say that Infra- c hart abovc gives a bonus for
comba t . he's obviously In som e vision cancels out a ll darkness In fravision. This Is applied to
dark area. He, a nd everyone else pcnallies. This Is simple. easy LO the c haracter's penalty for mc-
w ith similar vision. sulTel'"S the remember. and doesn' t cause lee combat. and to his penalty
pe na lties lo hit in melee and any combat hassles. for missile combat at eac h range
missile com bat. step.
Example: Rathnar is in a fight How Infr.vlslon Works E.-.:ample: Aspendalc r et urns
I n pea-soup fog . He can barely (The Complex WAY) fire. He wou ld be a l. a - 6 per
see Ilis hand in fronl of his fa cc. each range slep. too. but he IJas
An enemy looms up In the fog. If you pre fe r Infra vision . He ge lS a -6 a t
Rafhnar strikes af if ... bUI s uf· more realism a nd complexity. Short and a t Med ium Ra nge.
fers a -3 10 hu . The fog Is so the n Infra vision Is a help. but bu l that'S offset by a +3 at Short
thick that it S difflcult to strike It's st ill not quite as good as be- and a +3at Medium Ral1ge. His
e.\:aclly the right p lace. He reUs ing in broad daylight. penally: - 6. And beca use he
a n alLac k tha t would ba.r ely With these oplionaJ rules. Infra· can see bcller In t.he dark than
have hif his foe In ordinary cir· vision can be a big help in Urnes Ratll1Jar al1)'u·ay. he gelS a bo-
cumstances: In these circum - of darkness. A charac ler with nus equal to Rathnar's m elee
stances. his blow Isa clean miss. Infravision is n ' t as disadva n- penalty : +3. His final penally: A
Th e miss ile penal lY ge ts tagcd by poor lighting condlUons. mere - 3 . He s hoolS back a t
worse a nd wors e the furth e r First. in melee combat. in any Rallmar. MWng him clean on.
away the attacker Is from his condition of darkness where one
target. person has better vision tha n Unstable Ground
Example: Sir Amstard. at the the other. he gets a bonus to hit.
head of an army. is firing at the This bonus Is equal to the other C h a r ac t e r s
oncomingarmyoforcs. which is fellow's a ttac k pe nalty. (The some times have to fight on un-
half·way across the plain. The c harac ter wit h infravlslon is still stable ground. Earthquakes ha p·
orcs are at 200 yards. bar ely in subject to the normal penalty - pen. Giant mons ters burrow their
range of the heroes' long bows. in effecl. this bonus cance ls the way up from the depths of the
The weather. howel'er. Is drizzly character's own pe nalty.) earth. shaking everything. Cha r·
and rainy. considered to be Mist Example: Ir 's dar k and moon- acters have naval bat lies where
on the chart above. l ess outside. a nd Rathnar is they fight on the decks of ships.

S4
Combat Rules X
When such situaUons com e foustlng lengthier affa ir-wh ich Isn't a
u p. the OM decides what the bad thing: a classic joust shou ld
force of the ground·movement Jous ting Is a go on for a few rou nds at least.
Is. If it's surflclently violent. type of combat where two
characters will h ave to make moumed warriors. armed with
lances ride at one another a nd ltlnces tlnd Dlsmol,Jntlng
d20 rolls against Dex terity at
the beginning of each combat try to spit one another with their The DMG.
r ound to stay on thei r feel. weapons. page 76-77. taJks about being
Sometimes those Dexterity rolls lI 's the spon of knights and dismounted In comba t. but
will have bonuses. sometimes kings. and is very appropriate to doesn 't discuss at le ngth the
penalties. When they fall those campaigns with a medieval set- usefulness of the la nce in dis-
rolls. they fal l down . ting. mounting opponents.
The chart below s hows sev- The lance Is designed to dis·
eral suc h situations and th e Inltltltl ve moun t opponents as well as to
types of Dexterity ability checks Inflict damage. Anytime a lance
As a special hits a mounted target a nd docs
they require: rule, when two riders arc joust· 8 poi nts or more of damage (af-
Dexterity lng, don't bother with Initiative ter doubling). thc vic tim has a
Check rolls. On the nrst round of a chance of being dismou nted. He
Situation Required? joust. the two jousters ride a t must roll his Ridi ng pronclency:
Big Monster Yes, at one another and roll to hit; on If he fa lls. he falls for an add i-
Digging Up Dex terity score the second. both conli nue their tional \ -2 damage.
Minor 1temor No r ide. turn around , an d start Si nce both lancers can hit at
Majornemor Yes, al back toward one another. the same time. and both can
Dexterity +3 All attacks are resolved s imul · conceivably miss their Riding
Minor Yes, at taneously. lnltlatlve does not en- rolls. both ca n be dismounted si-
Earthquake Dexterity score ter the picture. multan eous ly ... which tends
Major Yes, at If Jousting is taking place dur- to be embarrassing. and can be
Earthquake Dex terity - 6 Ing a larger battle. where other dangerous In la rge battles.
Ship's Deck , things are going on a nd InlUauve
Slightly RollingNo must be rolled. try this: When It's
Ship's Deck. Yes. at time for the jouster who won Ini-
Rol1Jng OextcrHy + 3 Ualive to take his action. the La nces ofle n
Ship's Deck. '1es, al jouster who lost Initiative also break. Any lance lhal hits and
Storm·1bssed Dexterity - 3 gets to make his attack roll. docs more than 12 pointS of
though this takes place during damage. a nd a ny lance thai has
So. If a c ha racter wit h the middle of the enemy's com- been successfully Parried by a
Dexterit y 13 rinds himse lf bat sequence. This helps simu- s hield. may break. The player
righ ti ng on the deck of a late the fact that the lance-strikes rolls I d6: on a I or 2 . the lance
storm -tossed ship. each turn take place simultaneously. breaks and Is useless (except as
he' lI have to ma ke his Dexterity a club).
chcckata - 3: He'lI have to roll a MuJtlple Att.u.ks
10 or less on Id20 or fall down. L,mce Spedallutlon
When a char-
acter has mu ltiple altacks in a If a character
Mounted Co mbat single round . and is jousting. he takes Weapon Specialization in
docs not get mu ltiple lance at- lance, he gets the usual benenls
You'l! find rules tac ks. He can only use that of allack and damage bonuses.
for Mounted Combat in the lance once In a combat round But he also gets lhe following
Dungeon Masters Guide, pages (a nd loses the nex t round turn- benefits:
76-77 . Let's elaborate on Lhem a ing his horse. If he's to come He can perform the Shield·
bit. back and face the same enemy). Rush maneuver wit h his la nce-
However. that second attack tip . In order for this to do
In the same rou nd can s till be ef- damage like a Shie ld-Rus h In-
fective: the best usc for It Is for stead of a lance strike the char·
the rider to Parry the incoming ac ter mus t be mounted . and
lance attack with his shield . must strike a character who has
Thi s ca n make a joust a metal (or leather·a nd-metal) ar·

85
X Combat Rules

mor or a shield . If Ule character event revolves around [hem a nd m ust be of the nobility. but that
does not have such annar. the their deeds. Is necessarily left u p to each
attack is automatically a lance DM .
strike. Tht: Basic Toum.mt:nt The Jousting com peti tion Is
He gets a +2 bonus to AC si ngle elim ina tion. The fi e ld of
(t h us. an AC 2 would become a The basic entrants Is broken down Into
01 . on ly when jousting and only tourn ament. in a medieval-type ra ndom ly-chosen pairs (som e-
VS. another Jousler. {Thalls. the setting. consists of a Joust com- Umes the choosing is not so
AC bonus is only agaJnsl incom- petition. T his can take place in random, if the organizers want
in g lance attacks. and only an ordinary fie ld. but Is more to pit especially in teresting
works when the defender is colorful and entertaining whe n fighters against one anot.he r .. ,
himself mounted and carrying a it takes place on a speCial Joust or to rig the tournament re-
lance.1 list. SUllSl. Each pair makes anum·
ber of jousting passes until one
Horseb.uk Archery The 'oust Ust is dismou nted (or yields t he
This fiel d con· fie ld-I.e .. s urrend ers In order
Only the Com- to avoid further damage). If
posite Short Bow. Short Bow. sists of a long s trip of ground
with a low fe nce along the mid· both co mbatants are dis-
Dalkyu (from this supplement 's mounted In the same pass, th ey
Equipmcm chapler ). and Cross- dIe of It; lheJousters ride toward
one another, each with the fence get up, remoun t. and stan over.
bows may be used from horse- The winner of th e pair ad -
back. The Lo ng Bow and to his left. and make Jousting
passes umil one or the other is vances to the next round of
Composite Long Bow may not matches; the loser Is consoled.
be. dismounted.
Along one or both long sides of When the number of e ntrants
Fir ing a bow from the back of Is a n odd number, one fighter
a sti li horse (one which is not the lisl. stands are set up for 011-
lookers. There may be a box or doesn't have an opponent. He
running) Is done at a -I penally gets to "fight the bye." An oppo-
to hit. . special seating area for the local
ruler and his retinue. ne nt Is chosen for the Jouster:
firin g from the back ora walk- Someone who lost In an earlier
ing or tfotting horse is done at a At both ends of the lis t. where
th e h orses tu rn around, are malch. a warrior not entered in
- 2 penalty to hit. the competition. etc. Regard-
Firing from the bac k of a gal- racks of lances fo r the riders'
use. At one end of the list is a n less of who wins t he malch. t be
lopinghorseisdoneata -4 pen- Jouster Is advanced to t.he next
alty to hil- exit to the fi e ld where the
knlghlS and other partlclpanlS rou nd (and thus has a slight
In some barbarian tribes. es- benefit over someon e who
pecially those who Inhabit wild- have their tents set up.
didn' t ge l to fighlthe bye); but
open plains, every warrior he's Just as tired and inju red as
knows Riding for the tribe 's fa- The Jo usting Compt:tltlon
any other fighter.
vorite riding animal a nd Spe- Thc most pop- No fighter may fight the bye
cializes in Com posite Short ular event in a tournamcnt . the morc than once In any tourna·
Bow, This makes the m very, event which lhe tournament re- ment: th e organizers re-arrange
very dangerous opponents in a volves arou nd . Is the Jousting things if the same fighter ends
cavalry engagement , competition. up without an opponent in an-
In this competition. a ll partici- other match, By t.h e last
To urnaments pating fighters announce them· matches of the competition. the
selves to the seneschal. kn ights' tou rnam ent num bers will have
Tournaments marshal. or other minor digni- evened out and no more byes
are events where fighte rs get to- tary who docs the actual work of w lU be fou ght.
gether to compete . , . fo r prizes, running the tournament. There With eac h subsequent round ,
to show off their abilities. etc. is no fee for admission, bUl each the number of entrants Is
Fightin g Isn ' t al l that goes on, enlran t mllst have hi s ow n halved. until a t the end only two
and fighters aren't the only ones mount armor, and lances. It's are left : the winner of t ha l
in atiendance. Thumaments are best if he also has a squire. page match is the wi nner of the lOur·
huge social eveflls where every- or friend to wait by his lance- nament .
one gaUlers to watch. compete. rack to hand him a new lance
gossip. trade. bet. and sport. But whe n one breaks.
fighters are the center·piece: the In some societies, a ll entrants

86
Combat Rules X
Blunted Lances along the stands an d gi ve the Archery Competitio ns
crow n, a t la nce·point . to the
Tourname n ts lady of his choice. The Queen of An arch ery
may be [ought with bl u nted Love a nd Beauty s its with the com petition is usually for long
lances. Blullted lances work Just fig hter and loca l ruler a t the bows or light c rossbows: some
as normal lances. but they do night 's feast. a nd the award is a tournament'S have one competl·
damage like Punching damage sign of status and respect. but tion for each.
(I.e.. 75% of all damage is tem- confers no lasting benefi t. In the arc hery competitio n.
porary. and wears off after the In a campaign where women the targets are sel up at the
cnd of the match). Blunted a lso fight. na tu raHy. the fe male weapon 's long ran ge; a ll com·
lan ces do not have metal or fighter would be given a crown pclltors suffer a -5 to hit With
poi nted heads: mey weigh as to award to the " Kin g of Grace:' each shot. Thrgels are AC 10.
much as regu la r lances. but cost In each tournam ent rou nd.
o nly half as much. eac h participant fi res fiv e ar·
Prlz.es
rows or quarrels at his target. A
Queen of Love and Beauty Pr izes a re of· miss Cou ntS as 0 points. A nor·
len awarded (0 the winner of the ma l hit coun ts as 3 points. If a
Often. the win- joust. These arc not generally cha racter rolls 5 over what he
ner of the Jousti ng competition cash prizes. or magical prizes; needed to hll. It counts as 5
gelS 10 choose the tournament's they are usuaJly some jewelled points, lfa na tu ral 20 Is rolled. It
"Queen of Love and Beauty:' or ornamental s ign of favor. and counts as 10 poin ts (a b u ll's·
The local ruler or tournamen t act as trophies for the victor. eyell,
organizer gives him a crown or AI the end of eac h ro und .
coronet. which the fig hter may Other £Vents polnLS are tallied a nd half the
bestow lIpon any lady (at t he field. the ones with the lowest
tou rnament) of his choosi ng: Othe r events scores. are ellmi na tcd , Thiscon·
typically. lhe crown Is placed taking place at a tournament (at tinued un til there arc only two
ove r the e nd of the ngillcr's the discretion of th e organizers or three com petitors left: when
lance . so thal he m ight r ide a nd the OM) Include:

81
X Combat Rules

that happens. Lhe compelitlon D.nelng , Soel. IIzI,':IJ first . a surre ndering charae·
has reached Its final round . ter who Is about to be butchered
In the final round . the same Finally, the could " t'urn out " to have some
rules are In place. but smaJler. tournament Is a g rand social information Critical to the char·
harder targe ts are used: they event. Mus iCia ns play. people acters, and say something like
have AC 4. gOSSip, dances are conducted : "KIJI me and you'll never learn
Pri zes often consist of new it'sa grand place to hear new ru · abou t (fill In the blank)." This
bows. quh'crs. s heaves of ar· mors. o r start the m , to mee t stubborn NPC won't reveal the
rows. and jewelry. Archery Is contac ts, to st umble across Inform ation , even on pain or
pretty respectable: It does not mysteries, .. all of which the death. unless the PCs promise
command the sort of status or OM should keep in mind . to accept his surrender (and
prizes the Jo us t does. but Is those of his fri ends) a nd keep
better-regarded tha n Lhe lowly When to End Combat the NPCs alive afterwards. (If
fOOL-list. Nobles an d peasants the Pes promise. and la ter reo
alike may participate. Combats In nege. you ca n a lways visit other
In some c ultures, the cross- the game don' t have to goon un- revenge upon them _)
bow Is thought of as a vulgar til everyone on one side Is dead Second, a local deity, spirit or
weapon: in such c ultures. most ... or even defeated. monster cou ld see the PCs hack·
tou rnamenl S won ' t have a Don't forge l thai one side or ing on surre ndering NPCs and
crossbow competition . The few the other (Including the PCs' g row olTended . Much toughe r
such com petitions which take side) can surre nder, o r retrea!. than th e pes will ever be, this
place a rc not 3tlended by noble or even convince the other side being snatc hes up the most or·
competitors. to stop fighting and do some rensi ve of the PCs, te ll s him
talking or negotiating. what he's doing and why. a nd
When every fight must end in then curses or klUs the PC as a
Foot-Lists o ne s ide achlcvlng total. bloody lesson to the others.
A foot-list Is or· vlcior)'. the game rapidly g rows This Is a brute-force tec h ·
ganlzed like a joust. exccpl lhat boring. When Lhere's opportu - nique. but s uch players have a l·
Its entranlS Oghlon fOOL. a nd arc nity for a grea ter numbe r of res· ready shown tha t they
n o t restricted to the nob ilit y olutlons. there 's more understand little but brute force
{even when the jous t Is}. uncertainty to combat. and to anyway.
Since melee weapons a re the campalgn 's story line.
deadlier than blunted lances. If you have characters who When Char.uters Always
some to urnam e nt organizers won't stop ri ght ing when It
prefer not to have fool-lislS: th e s hould be done, you have prob- Chase Esupees
chan ces of a figh ter dying arc lems, Here are some things lodo Some charac·
pretty high . a nd organizers are about them. ters c hase a ft er every g roup of
no t required or ex pected to have e nemies who run away fro m
a high-level priest o n hand to When Cha racters Don',t combat. with the avowed inten·
raise some peasant warrior who Acce pt Sunender t10n of running them down and
dies In a competition . killing the m .
Prizes ofte n consist of weap· When your The beSt way to counter this
ons and minor jewelry, usua lly characters won' l ever accept a n atti tude, and persuade the PCs
no t as expe nsive or fancy as enemy's surrender. you have a to iet the occasio nal band of in -
lhose awarded to the Jousters. serious problem . because it a lso consequential NPCs and mono
means that those char acters sters escape, Is to have s uc h
Mercha nts' Stalls won't ever surrender themselves enemies set up traps a long their
(because they know it always escape rou te. Ir the pes pursue,
Also present at means cenaJn death), and that they gel caught in the traps and
la rger tourname nt s a re rows you can never have two charac· suITer damage a nd embarrass-
upon rows of merchants' stalls: lers (PC and NPC) fight and later ment. T hat wili leach them to be
a large tournament is a fascina t- end up as allies (unless Lhcy're morc cautious In fut.ure events.
Ing place to go shopping. and a both chaotic evil , for Instance) , Once the cha racters see e ne-
good placc to find cxpens in a ll You can enrorce the right of mies getti ng away. they may
sorts of cra fl -making, weapon- your NPCs to surrender (and ex· come to the realization that th ey
making. and armor-making. peCttO live throug h Itl through a may themselves occasio na ll y
couple or means. flee a nd gel away.

88
Combat Rules X
When ( h,ar.a cters (2) The OM asks the players or aggressive NPCs. could bring
NeYer Negotl. te whal they will do: abou la combat immediately. But
131 Initiative Is rolled: and If that doesn' t occur. the PCs and
Som e t i m es. 14J Combat Is resolved In Inl- NPCs can talk. argue. ehoose to
when Pes and NPCs arc t hick in tJaUve order. fight or agree 10 cooperale, what-
combat, an NPC m ay try to calm In a lot of campaigns. Step 21s ever they choose.
things down . call for t he two skipped. The OM decides what If the two grou ps decide to
sides to pan and cease the NPCs or monsters are dOing. fi gh t , rolllniUaUve normally.
fighting-at least fo r a while. It has everyone roll initiative. and
may be t hat the Nrc has figured then asks th e player-charac ters.
out !..hal the two parties should as thei r actions com e up. what
Tactics
be allied. or that he wants to they' re doing. All too often, a
bribe the pes. or eve n conduct Bu t if you ' r e using Ca ll ed warrior c harac ter si mply
surrender negotiations ... from Shots. you have to be diligent charges lip to the front line [n
a position of streng th. about keeping Step 2 In the se- ev ery co mbat. and in non -
If your c haracters never nego- quence. so that the c harac ters' combat slt uaUons sits back and
tiate. once again your campaign Called ShOLS can be established listens while his wiseI' m age and
oplions are limited. You have to before Initiative Is rolled. priest friends handle all the nlg·
bru te-force some sense into gli ng details of the adventurer's
them . A good way to d o this Is to Waiting o n Inltlatln life ou tside of combat .
have the pes Oghtan NPe group We ll. neJther of these ap-
who have a hostage or artifact The re's an · proac hes is particu larly good.
crucial to the PCS. T he NPCs say other good reason not to skip In combat. the front· llne al -
they wHI kill the hostage or de· Slep 2 of the Combat Sequence: tack Is on ly one of several op-
s tray the artifact irthe pes don't Though combat is I.he war- tions the par ty needs 10 covel'.
stop nghtlng for a minu te. And rlo r 's profession . so me OM s And out of com bat. t he fi ghter
Lhe{re telling the truth ... laun ch Ihe p layer -charac ter s Is admirably suited to dealing
Once Ihe PCs have lost several into combat more often than with several everyday details
hostages or artifacts dear to they necessarily need to. th at concern th e adventuring
them. they may sian reconsid- Why is this? It 's because It be- party.
erin g their reaelionary poliCies. comes very easy 1.0 narrat e an
And once t hey get In the habit of encounter t his way: "You round
Co mb.t Tactics
doing a little talking with the en- the corner and t here. 30 feel
em y. they may figure out that ahead . you sec a panyofsix orcs When Ihe
t hey can also initiate such com- advancing. They see you , too. c haracters (not Just the warnor-
munica tion In future com baLS. Roll for inll.latlve." c haracters) en ter combat. these
Once again , Step 2 is skipped : are some things thaI the warrior
and , merely by saying "Roll for should remember and provide
Notes On the initiative:' you presume t hai for :
Combat Sequence the player-characters will at lack
the orcs. and that the orcs will Shleld·W.Us . nd Po lurms
Here are a cou- attac k the PCs. Not on ly do you
ple of lipS to give you more op· As has bee n
presume it : YOLI practica lly
lions In combat. mentioned before. a character
guaramcc It. The players will
with a poleann (or long spear. or
follow the OM 's call for initia-
C.Ued Shots j avelln )can stand behind a char-
tive, and combat isjoined before
acter wit h a shorter weapon and
With all the anyo ne ngures out th at th ey
attack the sam e targets that his
r ules and options wc've hllro· had other options.
ally Is auacking. That's onc of
duccd In Tile Comp/ere Fight- If this has IlCi..'o mc your habit
the principal advantages lO the
er 's Handbook. we need to when O~·l in g. try substituting
polearm. bu t it 's ignored aU 100
remin d you to be diligelll about some other statement Instead:
o ft en In AD&DI$ gam e cam-
asking about Called Shots dur- Ask "What do you doT Instead of
paigns.
Ing the Combat Sequence. calling for IniUal.h·e rolls. Th is
This Is the way It works:
In the game. combat follows f,tl vcs the players the opportunity
The c haracter with the po-
th is sequence: to talk to or challenge the other
lcarm poSitions himsel f behind
(1 1 T he OM decides what the party. Combat might result any- an ally. preferably a nghtcr with
NPCs and monsters will do: way: a particularly mililani PC.

.9
X Combat Rules

a shield. Because the polearm In real life (for example. when learms. And one or two shoul d
fighter must work around the practiced by wolf·packs), this or· be missilers, carrying bow.
friend In front of him. he suffers ten has the effect of confusi ng crossbow, or eve n sli ng or
a -2 to hit anyone on t he other the prey and reduci ng its figh t· throwing knives.
side of his friend. However. he ing effectiveness. The prey feels This gives t.he party a certain
Isn't li mited just to the enemy of a bite to Its rear and tu rns to at· amount of versatility. The heavy
the man he's standing behind: I f tack there: bur while It'sconcen· fighters can engage the heavy
our polcarm hero is s tanding be· traUng on enemies in that opposition, The poJearm fig ht-
hi nd a line of three men {who are direction. the wolves now to its ers can attack the enemy with
slde·by·slde}, h e can strike at rear make their attack. reduced risk of being hurt. Th e
anyone who is close enough to In the AD&l)J!lgame, the wolf· missilers s hould concentrate on
attack any of those three men pack lactic can have similar ef· eliminating enem y mlssliers
with a medium-length weapon. fects , . . If the OM wishes to first, and then can turn their at·
This Is usefu.l in a combat be- al low It to. lfthe OM approves or tention to doing unreturned
cause the polearm wielder can th is tactic, he can cooperate by damage to the melee· fighting
a tlack ta rgets without being having the monster, ror a few enemies.
right In their faces. or engaged rounds a t least. behave In the It 's espeCially good when
with them. That means he can predic table fa shio n: Eac h characters can mix and match
switch targets without any round. the monster turns and their roles. Any character can
fancy footwork. When one orills attacks the group that attacked have a sling or a throwIng axe at
buddies Is foundertng. or taking it last. which is now defending, his belt and become a missllerln
a beallng. the poleann wielder This will give the pany several a matter of seconds, for exam·
can begin auacklng thal bud· rounds of combat where it has pic.
dy's enem y. the advantage and can whittle
And don't forget the polcarm the monster down, Rotatio n
vs. polearm Parry. as described But be aware: Even Ir the DM
above under that maneuver's is nice enough to give you this It often hap·
deSCription , slight tactical advantage, even· pens that a front·line fighter be·
tually even the stupidest man· comes seriously damaged when
s ter will gel wise and try to fighting. , , and the n must con-
Wolf-P.u:k Tactk s tinue fighlin g, because he has
break through the circle of fight·
When the ad· ers, A good thing doesn't last no other option until the enemy
venturing party gets In combat forever, is defeated, This doesn't have to
with a single large monster It may be that your DM has no be lhe case,
which can be conrronted dl· interest in letLing this tactic In a large party combat, par·
rectly (like a tToll. for instance, work . Ask him if It has a chance ll cu larJy da maged frOOl-li ne
and unlike a dragon. which has of doing some good in your cam- fighters can be "rotated out ."
a strong mix or melee abilities, paign. If he says no, don't even pu lled rrom the front line and reo
ranged combat abilities, and try it. Even if he says yes, he placed by a less hurt warrior, , ,
mobility), It's foolish Just to line may not remember to grant Uln{ or not replaced at all: The s hield·
up and hack at the thing. In facl. litUe benefit: if. after a few wolf- wall (I.e .. the other rron t·line
it's not necessart1y clever just to pack allempls, you haven't nghtcrs) can close ranks and
surround the mons ter and hack seen It work once, give up on the plug lip the hole,
at It. l1'v this Instead: tactic . See the rules for Retreat [Play·
Surround the monster. or er 's Handbook, page 97), During
course. his combat action. thc Injured
Tactiul Mix man announces that he's reo
On the first round, balf or the
circle or heroes should perrorm It's a good idea treating: the ally or allies he
a Parry. or the Parrying maneu· for the fighting characters (in · stood side·by,side with need to
ver rrom the DMG. The other c1udlng rogues and priests) in a announce that they're blocking
half shou ld attack as vigorous ly party to represent a mix of pursuit [I.e .. they're moving so
as possible. weapons and combat styles, that the enemy can't Just wan·
On the second round. the Severa l shou ld be fronl·line der In through their line). That
action switches: Th e group fight ers, bearing heavy annor puts the hurt man behind his
which attacked last round, now and large, damaging weapons, own line, whe re he ea n keep
derends, and the group which One or two would be behlnd·the- away from damage or even seek
defended now altacks. lines fighte rs. carryi ng po· some healing.

.0
If one of the polearm fighters The spca r-carrler is given a a nd Iss ues orders to his allies.
is a ccommoda ting, th ey ca n Single weapon of his own. s uch The tactical coordina tor
take the rest of their combat as a spear, a nd a lso carries a s hould be the o ne to noUce that
round to s witch weapons. The couple of extra weapons. which one of his fro ntline (rlends is be-
injured man takes the polearm, a re party-owned weapons- Ing chopped to pieces, and order
and the other fighte r takes the such as a long sword In a back that character rolated back be·
fro nt ·line wea po ns . On their sheat.h and a short sword on hIs hind the line, When one particu·
next combat round , the unin- bell. for ins lance, lar enemy Is discovered to be
Jured man moves up into the In combat. he Slays behind more dead ly than the rest. the
line a nd the injured man begins the lIne and ta kes the QCcaslonaJ tactical coordinator should or·
whacking enemies with his po- spear-poke a l the enemy over der mlssilers and polearm fight -
learm . the line. Whenever a PC loses a ers to concentra te their effons
Thls is a good way to keep weapon (lO a fumbl e. or an ene- on rnat o ne, When the fight goes
people a live, my's Disarm . or when a weapon agai nst the heroes and can ' t be
Is shattered by a foel, the spear- turned around , the tactical coor·
carrier uses his next available dlnator s hou ld o rder th e
combat rou nd La move In close retreat-and ma ke s ure, If possl·
In some cam · a nd give the PC one of the extra ble. thatlt's an orderly o ne, with
palgns, players have the a tU- wea pons he's carrying. no one missing and fighting·
tude that NPCs a re along to get The spear-carrler Is also useful ranks sUIl maintained.
killed so that the PCs won ' t. fo r keeping a more distant eye on If no PC fight er volun teers or
That's patently ridiculous : an what's going on with the combal. naturally evol ves Into the com-
adventurin g party with that al- He might noUce new enemies ar· bat leader role. lhe OM can help
titude would soon gain a very rtving on the hortzon, or noUce an "pus h things along" by deter-
bad reputation . and wou ld nnd enemy skulkJng to get around the mining, In his best opInion,
It increasingly difficult to hire edge of the shleld·waJl, before a which PC would be best In that
NPCs. would find rna t in ns a nd player-charactcr has the opportu- role ... a nd lhe n having NPCs
taverns always denied them nity to do so. turn to Llla t charac ter for orders
service. would find that sages Since this c haracter Is an when com bat sltuat.ions come
told them to buzz off, etc. NPC, he doesn't have LO share up.
However. there 's a type of the player-characters' fran llc
spear -carrie r NPC that a ny desire to make every comba t Camp~lgn Tudes
gro up of adve ntu rers s hould round of cvery combat count for
consider hiring- a nd that's the something . He ca n affo rd to The wa rrior
actual spear-carrler. keep a n eye on things a nd won 't Is n't helpless or useless outside
In many towns and villages. necessarily be desperate to bang of comba t. either.
the heroes ca n find a s trong, o n an enemy every round . In slluatlons where the pany
strapping youth who Is willing A variant of this character is is preparing for an adventure,
to come a long with them for the the spear-carrler devoted to a planning a missIon , or Just ar·
promise of some lreasure a nd riving in a new place (town. cas-
specific PC. A PC who Is a spear·
combat training. This energetic thrower. fo r instance . might tle, whateve r) , the fight e rs
youth shouldn't be s lapped In (especlaJly the combat leadcr)
have a page or squire devoted to
armor a nd pu t up front to be ca rry ing twO or three extra should make themse lves re-
killed : Instead, he should b e sponsible for learning the fol -
spears for him . In such a case.
charged with carrying a n extra lowi ng things ... and reporting
the PC Is usually responslblc for
weapon or two and making sure tcaching the pagc or squirc to these facts to the others;
tha t aJl his allies have wcapons fight (without getting him
at a ll times In combat. In a com- killed) so that NPC might some- Co mb~ts.md
bat , the spear-carrier may act as day become a knight. Combat Missions:
a behind-the-lines polearm war-
Whar 's the
rior, If his hands a rc n' t full al · Directing Traffic Jay of r.he Jand? The fighters
ready. He a lso serves as backup
It 's very help- should gel detailed descriptions
defe nse for people who stay be-
fu l for one fig hter In a party to (a nd , if possible, maps) of the
hind the lin es beca use they
act as tactical coordinator {that area where they will be fighting;
can 'l fight well: Noncombatant
Is. comba tleaderl . In combat, he this will he lp them plOl strategy.
NPCs, mages, etc.
keeps his eye on the situation a mbushes . etc.
He re 's how It works:

.,
Combat Rul es

What son of forces does the likely to reqUire specialized came to be: perhaps there's a
opposlUon muslcr? This might equipmenl. and U's t.he fight ers' clue to getting things fixed in
be details of the e nemy army. or responsibility to determine the history of the matter. Get-
the garrison of a castle the he· wha t sort of equipment that is ting details of the magiC of the
roes want to Invade, or j ust nl- ... and then to get it. s ituation: only a mage can prop-
mars of what might be found In erly evaluate these details: per-
the dark dungeon the charac- Just Anlvlng In Town haps the mage can arrange or
ters Intend to explore. research a cou nte r-spell useful
Is allYthing strange gOing on Wha/ are I_he in the situation.
al the sife? Ifthere is. it might be characters' rooms like? Wheth· Priests can take responsibil-
symptomatic of something Im- er the heroes are being accom· ity for: Learning what the local
portant to the c ha racters. Do the modated by friends. by an Inn. priests think of the s iLUalion .
loca ls h ear grumbllngs and or by a local ruler or noble, the Communing wi th their deities
rumblings dee p in the canh that nghter shou ld c heck ou l their to see If the deity has a ny proph-
weren't there before? This rooms in ICons of defensibility. ecy, advice or admonition to of·
might Indica te t hat a dragon If the heroes are attacked in fer. Provisioning the party: t.he
has moved in ... or that some- their rooms in the middle of the priest Is best sulled to a rra nging
one is doing some mining se- night In the dark. the fighter for ordinary provisions (food.
c ret ly. Arc there suddenly a lot should know (beca use he's pre· clothing, etc.).
of st range rs In town? This pared himself in advance) how Rogues can take responsi-
might mcan th e en emy has many cxils there are from the bility for: Putting an ear to the
spies in town. or is hiring new room. whether they are open, street (that is, the people of the
warriors, w ho pass throu gh closed. or locked, how defensi- street) a nd seeing what's afoot;
town on route to their final desH- ble the room is, wha t st.ory it is it's always a clue to the resolu-
naUon. Wbenever tbere's some- on and how far It is to t he tion of a problem If the ru lers
thing stra nge going on, th e ground. etc. He might wish to say onc thing and the common
heroes wUl have to facc Its consult with the Rogue. who people say something different
source eventually, and should might be inclined to c heck for about a situation. Eval uating in·
be as prepared as possible.
secret doors or tra ps, or on the filtratio n and break-in opportu-
When the nghters hear of some- feasibility of going up to the roof nities: the rogue is best suited to
thing s trange going on. they re- when the heroes go out the win- determining how possible and
ally ought to consult with the dow. useful It would be to getting a
mages and priests. who migh t Wh at are the local laws? The spy In the enemy camp. break-
have Ideas on the matter based fighter should fi nd out what the Ing In to a specific site. etc.
on their own fie lds of learning. local ordinances arc concerning Natura ll y, a ll these descrip-
Can lhe heroes count on local the carrying of weapons a nd the tions are generalizations. Any
help? If th is Is a combat assault,
wearing of annor. If it turns out specific character m ight be par-
can the heroes request. hire or that either Is Illegal or restricted, ticularly talented at one of these
levy local troops to back them he ought to le t his friends know roles, even if he belongs to a
up? If they can . and the sltua· about it. Contrary to what some " wrong" c haracier c lass. But
tion warrants it. they s hould. campaigning groups think. 10' someone s hou ld und ertake
But If they nc\'cr ask. tJley al- cal communities have the right each of these tasks: otherwise,
to make such laws a nd enforce the characters are going into a
most never gc t help.
Can the heroes hire loca l ex-
them . .. and whe n player· situatio n knowing less than
pens? If their mission is to take
charaetersdery the local author- they could know about it.
tllem Into an a rea where a local lUes, refuse to take off armor or
knows marc abou t the situation abandon weapons. and even a t·
tack and kill local peace officers. The ~ombat Sheet
than they do. It 's a good Idea for
the characters to hire a local ex- the PCs are for the moment vi/- On page 122 Is
lains, not heroes. a Combat Shee t. One s ide con-
pert_Guides who know the local
sites. especially, are an invalu- The other character classes tains information for PCs. the
have the ir ow n subjects to ex- other Is fo r the DM to record vi-
able resource. plore In the same situations. By
Whar sort of equipment will tal combal statistics about the
the parry nced? Any sort of spe·
comparison: characters.
Mages can take responsibil-
clal si tua tion (walls 10 climb , ity for: Learning the history of
specific monsters to fight. imer- the current situation. how it

.,
estlng terrai n 1.0 c ross, etc. ) is
Warriors do not li ve by raw bamples Two-Handed Only
combat talent a lone (thou gh
they've bee n known to die by Ill . Each of the Arqu ebus.
No. they also need equipment. weapons fro m the Player 's Blowgun, Bows (a11). Crossbows
the tools of their trade: weap- Handbook falls into one of those (all) . Mancatcher. Poleanns (all).
ons. armor. and miscellaneous four ca tegories. as follows: Quarterstaff. SUng (one hand to
gear appropriate to the warrior- load, o ne hand to throw), Staff
class. One-Handed Only sling. Swordl1\vo-handed.
In this c hapter. we 'lI talk Dagger/di rk .
about that equipment. and ela b- More On One-H"nded or
Dart. Footman's mace. Hand/
ora te on the weapons a nd armor throwing axe , Knife. Lances Two-Handed
presented in the Players Hand- lalll. Scourge. Sic kle. Sword/ As you c a n
book. Kh opesh, Sword/Sc imitar, see, fiv e weapons fa ll into the
Sword/Short. Whip. One-Hand ed Or 1Wo-Ha nded
Old Weapons category : The Basta rd Sword ,
One-HAnded But Can Ie a nd rOUT spear- like weapo ns
We need 10 (Ha rpoon . Javelin, Spear. TH-
Wielded Two - Han~ed
c1artfy some details aboul weap- de nt) .
OilS which appeared in the Play- Ba ltic axe, In the Player's Handbook. It's
er's Handbook. Clu b, Footman 's nail, Foot- pres umed that you 're fighting
ma n's pick. Horseman 's nail. with Spear one -ha nd ed , a nd
One-Hand, Two-Hand Horse man's mace, Horseman's wlLh Harpoon , J avelin . and 1)-1-
pick. Morningstar. Sword/Long. dent two-handed . {This Is be-
Weapons . for a nd Warharnmer.
purposes of how lhey're held cause Spea r Is a Medium
and wie lded. fa U Imo fo ur ca te- wea pon a nd the othe rs a re
One-H.mded Or Two-Handed Large.} However, in The Com-
gories: one-handed only, one-
handed but can be wield ed Harpoon. J a v· plete Fighter's Ha ndbook. a ny
two-handed. one-handed or two- elln . Spear, Sword/Bastard. lli- of these weapons can be used ei-
handed. or two-handed only. dent. ther in one ha nd or in both .
One-Handed Only means the
weapon can o nly be wielded
o ne-handed. In onc hand or the Weight Speed Damage
o ther. Cost Ilbs.) Size Typet Factor S-M L
One-Handed But Can Be
Item
Wielded TWo-Handed refers to a Harpoon %
weapon principally designed for One-handed 20gp 6 L P 7 Id4+11d6+1
one-handed usc but which can be 1Wo-handed 20gp 6 L P 7 2d4 2d6
used two-handed. These wca- Javelin %
pons have enough haft or hill on One-handed 5 sp 2 L P 4 Id4 Id4
them that the wielder can wield TWo-handed 5 sp 2 L P 4 Id6 Id6
the weapon In both hands. which
confers no benefit . . . unless the Spear %
character has taken a Style Spe- One-handed asp 5 M P 6 Id6 Ida
claHzaUon in 1Wo-Hander F'Ighl- Thro--handed I asp 5 M P 6 Id8+ 1 2d6
Ing Style lsee the description of Spear. Long %
1Wo-Hander technique in the One-handed 5 gp a L p a Ida Id8 + I
1\vo-handed I 5 gp a L p a 2d6 3d6
Combat cha pter).
One-Ha nded Or TWo-Handed llidenl %
weapons a re designed specifi- One-handed 15 gp 5 L P 7 Id6+ I 3d4
cally to be used with one or both 1Wo-handed 15 gp 5 L P 7 Id8+ I 3d4
ha nds, and have separate dam-
age listings for the twO different % This weapon is Intended for one-handed or two-handed USC _
fightin g sty les. I This weapon innlcls double damage when finn ly set to receive a
Two-Ha nded Only weapons charge .
ca n only be wi eld ed in two
hands.

93
But they can also be wielded MlsslI~ W~.pon Rang~s heading that corresponds to
two-handed_ a nd do even more that culture or Warrior Kit ,
damage when they arc. The ta· Weapon ROF S M L If, for instan ce, your character
b le shows both the one-handed Bolas I 3 6 9 Isn't a Gladiator, he can't s lart
and two· handed damage for Cha in • '12 I 2 play wUh a drusus. In fac t. If he
each of the four weapons. Dagger. does n 't belong to a c ulture
Also. to this list wc' re adding bon e ' f> 2 3 w h ic h has glad ia tors. neve r
the Long Spear. This is like the Dagger. travels to s uc h a c ul ture, and
ordi nary spear. but mounted on stone 'j, I 2 3 doesn't eve n nnd a market with
a much longer (12'- 18 ') s haft. Daikyu "I, 7 14 21 contacts with such a culture. he
It's not especially suited to one· Javelin, can never even gee a drusus,
handed use. but inOic ts a lot of stone 2 4 6 So the OM. and OM alone. de-
dam age when used two· Knife. cides how accessibl e each of
handed. bone "I, J 2 3 these weapons is based on how
The Harpoon. J avelin. S pear. Knife. many ties the camprugn culture
and Trident can all be thrown. stone 'f> I 2 3 has with the culture that creates
but we thrown weapon damage Lasso • 1 2 3 these weapons. Even if he says
Is always the one· handed dam- Ne t • 1 2 3 thal there Is contact, It m ay not
age. never the two-handed dam- S hurikc n 'f> 2 4 6 be possible or easy for pes to ac·
age. Th e Long Spear Is not built Spear, quire these weapons; Just be-
for throwing. stone 1 2 3 cause samurai visit the court of
These five spear-like wcapons SUietlO "I, 1 2 3 your king doesn't mean that
are as fasl and m aneuverable Tiident 1 0 1 2 they'd be willing to sell their
when used two-hand ed: there· treasured kata nas, after all.
fore, unlike the Bastard Sword. The chain. lasso and net are In short, acquis ition of this
their speed factor does not included In the table above be· type of eq Ui pment is left as an
worsen whe n they are used two- cause their usc. in combat. is exercise In role-playing and ad-
handed. much like a missile weapo n. \'enture. in played -oul game
They have ranges related to the sessions. not as somcthlng as
le ngth of the c hain. the lasso or simple as droppi ng some gold
New Weapons the ne t's tra iling rope, pieces off you r character s hee t.
Several of the The .. . .. means the weapon
warrlor-kils described In the doesn't precisely have a rate of Gl.d.liIltor W~."ns
AdvaJlced Warrior Types c hap- fire: It may be used as often as Gladiators a re
ter mentioned new weapons ap· the c ha rac ter's level (and per· trained In a variety of weapons.
proprlate to those warrior types. haps specialization) d icta tes for In addition to the new weapons
On the next page Is a c ha rt of all a melee wea pon. on the chart above. gladiators
those new weapons: a IIltle fur· can be trained in the following.
ther on we'll discuss what they Use of Th~se T..bles more common ly-ava il ab le.
are and how they're used. weapons: Long bow (a ny type).
Many of these weapons have Th e fact that
these weapons appear on tables Short bow (a ny type). Dagger.
special abilities, bonuses and Footman 's nail , Knife, Ha lberd ,
combat funclions not renecled In an AD&Oe game product
d oesn 't mean that players may Scourge, Scimitar, Short sword ,
on the chart: these abilities help Spear. Tridenl. and WhIp.
account for the high costs listed immediately buy these weapons
fo r th eir charac ters, These The short sword used by glad·
for some of the weapons. iators, lncidcntally, is a s hon.
Other weapons. particularly weapons are no t commo nly
available . a nd m ay on ly be s traight· bladed weapon sha rp-
the bone and stone ones, seem ened on both edges: it Is called
to be of very limited usefulness. taken with OM perm ission. , .
and that perm ission s hould de- the gladius. a nd gladiatorS take
There's a reason for that. dis· their name from It. The glad ius
cussed a little funht'!r on in th is pend on the character's origi n .
You see, each of these weap' has the characte ristics of a n or·
section. dlnary short sword.
ons is appropriate to a certain
cultu re land to the Warrior Kits
belonging to tha t cultu re): and
each ofthcse weapons is furthe r
desc ri bed below , u nd e r the

94
New Weapons list
Weight Speed Damage
Item Cost (Ibs.J Size Type' Fac tor S-M L
Arrows. Stone
FHght& 3cp/ 12 1/10 M P Id4 Id4
Belaying pln ! 2 cp 2 S B 4 Id3 Id3
So stick & 2 cp 4 L B 4 Id6 Id4
Bolas! 5sp 2 M B 8 Id3 Id2
Cestus! I gp 2 S S 2 Id4 I d3
Chain & 5sp 3 L B 5 Id4 + 1 Id4
Dagger
Bone! I sp I S P 2 Id2 Id2
Stone! 2sp I S P 2 Id3 I d2
Dalkyu & lOOgp 3 L 7
Dalkyu arrow & 3 sp/6 I M P I d8 Id6
Garrlhook!
Attached 2 gp 2 S P 2 Id4 Id3
Held 5 cp 2 S P 2 Id 4 Id3
Javelin. Stone %
One-handed 5cp 2 L P 4 Id4 Id 4
1Wo-ha nded 5 cp 2 L P 4 Id4 + 1 Id6
Knife
Bone I 3 cp
,,.,,. S PIS 2 Id2 Id 2
Stone I 5 cp S PIS 2 Id2 Id2
Lasso & .5sp 3 L 10
Main-gauche! 3gp 2 S PIS 2 Id4 Id3
Net & 5gp 10 M 10
Nunchaku! I gp 3 M B 3 Id6 Id6
Polearm
Naglnata &1 8gp 10 L P 7 Id8 Idl O
Tetsubo & 2 gp 7 L B 7 Id8 Id8
Sal ! 5 sp 2 S PIB 2 Id4 Id2
Shurlken I 3 sp I S P 2 Id 4 Id4
Spear. Long %
One-Handed 5gp 8 L P 8 Id8 IdS+ 1
1Wo-Handed , 5gp 8 L P 8 2d6 3d6
Spear. Stone %
One-banded 8 cp 5 M P 6 Id4 Id6
TWo-banded
S tUeito!
8 cp
Ssp
,,.
5 M
S
P
P
6
2
Id6
Id3
2d4
Id2
Sword
Cu tlass I 12 gp 4 M S 5 Id6 Id8
Drusus! sogp 3 M S 3 I dS + 1 IdS+ 1
Katana %
One-handed 100 gp 6 M SIP 4 IdlO I d 12
TWo- handed l OOgp 6 M SIP 4 2d6 2d6
Rapier I IS gp 4 M P 4 I d6+ I IdS+ 1
Sabre I 17 gp 5 M S 4 Id6+J IdS + 1
Waklzash l S SOgp 3 M SIP 3 Id8 Id8
This weapon Is inte nded for one-handed use, and may not be used two-handed.
S T h is weapon Is intended for one-han ded use. but may be used two-han ded (see the rules for 1Wo-H an der
Style Specialization In the Combat chapter ).
% This weapon Is Intended for one· handed or two-handed use.
& T his weapon Is Intended for two-handed use on ly.
,
I This weapon Inflicts double danl age when finnly set to receive a charge.
The "Type" category Is divided Into Bludgeoning (B). Piercing (PI, and Slashing (5). This Indicates the type
of auack made, which may alte r the weapon 's effecUve ness against different types of ar mor. See the
optional mle In the Player 's Handbook. page 90,

9'
8 01.1.5 gll ng him. (This docs not work If When wearin g a cestu s or two
the c ha rac te r was wea ring a cesti. a charac ter m a y s ull ma ke
The bolas are Close-Faced Helm or a Grea t a Grab ma nc uver with the ha nd
three ba lls a llached to ropes or Hel m. described later lhis chap· the cestus is on . T his a ttac k wIll
cord s about a yard in length: the ter.) The bolas do the listed dam · be at a -2 to hit fo r clums iness.
other ends of th e cords are tied age on the round the y h it . a nd a - 2 to lh e a ttacke r 's
together In a knot. The wielder Thereafter. on each successive Stre ngth (for purposes of hold-
of the bolas whirls the m by the rou nd whe re they begin th e Ing on ) like wise.
knot a nd throws the m a t a ta r- round slill on the viclim's throa t. Cestus. because It is s imply a
ge t ; if th ey h it . the y w ra p they do Id3 hp of da mage from bon us to punc h.lng-ty pe a t-
arou nd the target. with the balls s tran gula tio n . T he dam age tacks. does not requIre weapon
smas h ing pain fully into the [ar- s tops when they arc removed or profici e n cy: a n yo ne can u sc
get as th ey connect, Once they when the target Is dcad. cest! wllh no proficiency pe n-
ha ve w rapped th e mselves Weapon profi cie ncy wi lh the alt),. T he refore. Specializa tion
arou nd a target. It t.akes the vie- Bolas is not rela ted to a ny othe r with Cestus costs only weapon
Urn one full rou nd and a s uc- weapon proficie ncy. S peclallza· proficienc y s ia l.
cessfu l abllily c h ec k vs . tion grants the usual benefits. In In a c u ltu re where the re Is
Stren gth to get them free. (If the case of a CaJled Shot to the tar· gladia tori al com ba t. cesU are
c h a rac te r fails his Stre ng th get's head . th e damage bon us readily available from weapon-
c heck . he does not get the bolas only applies to the initia l hlL: it is s m ith s, bu t {he y a re n ot ex-
free lh is rou nd .) not add ed to th e s ubse qu ent ported. as they' re suc h a basic
This weapon does only a lillie rou nds of stra ngula tion . wea pon the markel Is nOt very
dam age. but it is CSIX!c ial ly use· Any Icmherworker or wea p· good . Any foreign weapons m lth
ful lf you arc USing the H i t Loca · ons m ith ca n make a set of bolas who has cestl described to him
tions rules from the Combat .. . but he m us t ha ve exact mea· can make perfeeL1y fun c tiona l
Rules c hapter. surem ents for the cords a nd ex· cest! : the fi rs t two cesti h e
If the a ttacker ma kes a Ca lled act weig hts for the ba lls to do il makes will be a t twice the listed
S hot to the targe t 's Legs (he right. Simp ly hearing s uc h a cost. and s ubseque nt ones will
doesn 't have to s pecify wh ic h ; If wea pon desc ribed. the c rafts· be a t lhe lis ted cost.
the a ttac k hits, It h its bol h), and man ca n ma ke some thing like It
s uccess fu lly a tlacks. the bolas ... but un less he makes h is Drusus
wra p them selves lightly around c raftsm a n abi lity c heck by 3 or
his legs. He can no longer run or belter. th e wea pon he ma kes T he Drus us is
wa lk until he ge ts t.hem free . He will be proporUoned wrong a nd a Gladius (shon sword ) of Ex-
m ust ma ke a Dexte rity c heck wlll be a t a -4 1.0 hit. ce ptiona l qu a lity (as pe r lhe
JUSt to a void falli ng down . In ty pes of wea pon qua li ty de-
fact. if he was m ovi ng whe n the scribed In lhe Ch ara c ter Cr ea-
Cestus lion c hapter of this rule book). It
attack was made. he suITc rs a
- 3 pe nalty to h is Dex tc rlty The cestus is a looks Just like a n ord inary gla ·
c heck 10 avoid fa lli ng down . glovelike weapon . s tudded with dlus: on ly by tes ting the s ha rp-
If the attac ker makes a Called sharp s pikes a nd edges on lhc ness of the blade can someone
Shot to the ta rgc t's Arms {again . back of the glove a nd across th e tell the difTerence . The Drus us
he doesn 't ha\'e to specify: both knu c kles . Gladi ators fig h ting ha s bee n forged so th a t t he
will be hit) and s uccessfu lly a t- wi th th e ccs tu s us ually wear m e ta l Is be tte r· te m pered a nd
tac k s . the bolas wr ap the m · lWO. one on eac h ha nd {the plu· holds an edge belter. a nd the n
s elves tightly arou nd his arm s raJ is eestlJ: here. it pays for a s harpe ned u n til It has a razor-
a n d lorso. He can not wield his gladiator to have Cestus Wea- like edge.
wea pon and docs not get the AC pon Spec ia lization . 1\vo · Because of this. it does + I
bonus of his shield until he ge LS Weapo n S ty le S pecia li za ti on . d a m age a nd co nfe rs a no n ·
himself free. His roll to free him- and/or Pu nChing Specialization . m agical + 1 to h it ove r the nor-
self Is a t a - 2 pena lty lO h is Ces lll s com bat is very popu la r mal gladl us. {This m eanS the
Strenglh a bilit y score beca use with arena c rowds because It Is wielding c ha racte r gets a + I to
he has no leverage. e xtrem ely bloody a nd up·close. hit whe n using the weapon . but
If lhe a ttac ker makes a CaJ led Also. beca use the weapons do the wcapon docs not give him
Shot to the target's Head . the b0- com pa ra tively lit tle da m age. the a bi lity to hi t monSlers whic h
las wrap themselves a round the the fi ghters te nd to last a long require magical weapons to af-
target's neck and begin stran- time in combat. feeL)

96
The Drus us also h as a dIsad - lariat settles over Ule ta rget. giv· m a ke S tre ngth a bility rolls . If he
van tage. In o rder to kee p ils ing the wielde r the c ha nce to roUs h is beller than you roll
keen edge. it m ust be regularly dis m ount him . pu ll him to tllC you rs, the la sso Is lOrn from
s ha rpened wi th a lo t ma rc a uen- grou nd. trip him, e lC. you r ha nds a n d yo u take Id2
Uo n a nd time tha n an ordina ry In o the r words . whe n you a t· damage. If you ro ll yours be tter
wea pon requires. Afier any d ay tack someone with a lasso. you than he rolls h is. you yank him
In w hich the Drus us ha s been m ust d eclare w hat you 're trying from his saddle a nd he ta.kes
foug ht w ith (even one a ttack!). to accomplis h wi th the a ttack. I d 3 fro m Impac t. with the la s so
som eon e wit h e ilh e r th e Ar- If you ' re trying to trip him . and the ear th , If yo u bo th make
m orer o r Weapon s mith second · you ' re trying to m ake the loop you r roll by the sam e a mounl.
ary s kU!. o r the Blacks mithin g . se ttle abou t his legs . T his re- t he n both resu lts o cc u r ; th e
Ar more r. or Weaponsmithln g quires a call ed Sho t a t th e legs la sso Is yanked fr o m y our
n on weapon proficien cy. mu s t as per the Hit Locations section ha nds, d Oing Id2 to yo u . and
s harpen the blad e fo r half an of the Combat Rules c hapter. hc's yanked from his ho rse . tak·
hour ___ or, on th e nex t day, It If you hit. he m us t make a ing Id 3. (InCide ntally, If you've
will act as an ord inary s hort Dex te rity a bility roll . with the had lim e to lie yo ur rope to an
s word (losing Its to·h it and dam · us ual mod ifie rs for the P ullffiip abso lu te ly s ta tionary o bj ec t.
age bonus ) u n til It Is so s harp- m a neuve r: if he fai ls , he fa lls. like a bou ld c r. you don ' t ha ve to
e ned . and if he s ucceed s . he 's able to roU agains l your S trength abll ·
Exposure to hig h heat (a ju m p ou t of your loop before it ity; you w in this con test unless
smith's fo rge. dragon 's breath , closes. you r targct rolls a 1. in which
la \'a. etc.) w ill ru in the te mper If you 're trying to pin his arms case the rope breaks and he ca.n
on a Drus us, turning It In to a n to h is s ides, you ' re try ing to ride o ff la ug h ing. )
o rdina ry short sword a nd fo r· m a ke the loop settle abou t his If you ' re trying to lasso a tar·
e ver destroy ing Its to·h it and torso a nd a rm s. Th is requires a get's head {for example . whe n
d a mage bon us . Called Shot at lhe arms as per yo u ' re u p in a tree a nd yo ur tar·
The Drus us uses th e sam e the Hit Loca tions sectio n o f th e ge t Is a n uns u s pec tin g g ua rd
w eapon p ro ficie ncy as the sho rt Comba l Rules c ha pt er. wa lking below} , this Is a Called
s word. If a c haracter can us e a If you hil. he m ust ma ke a S hOllO his Head as per the us ua l
s hort sword . he can use a Dru · Stre ngth a bility ro ll . ag a in with rules .
s us w it h e qu al proficien cy. the us ual modifi ers for pu llmip. If . a fter the modifie rs . you stili
Weapon s pec iali zatio n with o ne If he s ucceeds. he sh rugs the h it. you can ya n k fo r Id3 dam ·
does tTansfeT t.o the olher. loop off before you can p ull it age (pl us you r S tre ngth bonus ).
In cu ltures w here there a re ta ut. If he fai ls. you pull the loop On subseque nt ro u nds , you can
g la d iators. a n y w eapon s mith tauL Bot h o f h is a r m s a re ya nk for I point of da mage eac h
with a wca ponsmilh ing a bility pin ned . as in the Pin man e u ver. (plus you r Stre ngth bonus ). Bu t
check of 14 or belter can make a The target gets to s truggle each If you ' re in a pos ilion to hois t
Drus u s for th e cos t s ho wn. round . a lso as per the Pin rna· your ta rget u p In the a ir (for in-
These weapons a re seldo m ex · ne u ver rules. Each additiona l s la nce. If you 're u p on a tree·
ported . as local dem and Is hig h la sso tha t h its the target to pin branc h . lasso your vic tim . a nd
fo r th e fe w m a d e . A fo re ig n h im g Ives him a -4 to his then d rop off the branc h o n the
weapons mlth could not make S tTength ability for purposes of other s ide. hold ing o nlO the rope
o ne m ere ly If It were d escribed h is s truggli ng. When h is io ho is t your victim upl, you d o
to h im : he wou ld have to s tudy S trength reaches O. he has no your vlclim I d4 points of s tran o
with a local weaponsmJth . Hav· c hance of esca ping . g u lat io n d a m age pe r round
ing d one so, he could m ake the [( you 're trying to dismount a (Strength bon us docs nol a pply
weapon . rider. you 're try ing to m a ke the to this). If he can get h is k n ife
loop settle a bout h is to rso- a nd free and cut him se lf loose, tha l's
Lasso the n b ra ce yourself for the 1m· good ror him ; If not. it ·s good ror
pact (when his m o u nt's m ove' you . While s trang li ng, a vic Um
Th e lasso, or me n t reac hes the end of yOllr cannot s hout o r raise the alarm .
lariat. Is a le ng th o f rope w ith a rope. both yOU a nd he a re going If you 're trying to drop your
loop at the en d : th e wi e ld e r lo be j arred ). This doesn ' t re o loo p a ro u nd t he h ea d of a
holds the s lack in his off-hand. quire a Called S ho t: You m us t m o unted rider .. . well . it's diffi·
tw irls th e lasso In h is o th er m erely hit your target no rma lly. cult , bu t poSsible . Ma ke it as a
ha n d. and hurls the loop at h is If you hit. both you and the stand ard Ca ll ed Sh o t to the
target. On a s uccessfu l h it. the un fo rtun a te ride r mus t now head.

.8
If you hi!. you must again of the player·characters' cui· s uccessful hit. the victim loses 4
make your Strength abil it y lure. points of effective Strength for
check. Jfhe wins It , he takes ld4 If It Is not. a PC need only train purposes of breaking free of the
damage from th e Impact of the with someone who has pron· net. If the victim wins a
lasso arou nd his neck going taut ciency with m e weapon (and the Strength ability check against
. , . bu t the lasso is stU! yanked PC must have a free weapon his captor before his Strength
from you r hand. doing Id2 to proficiency slot ) in order to learn drops to O. he breaks free (and
you . and he can ride 01T. If you how to make and use the lasso. his Strength Is nonnal for all
win It. he takes 2d6 damage other purposes). if he fails , and
from the Im pact. another Id3 N.t his Strength Is brought down to
from hilling the grou nd , and O. he Is hopelessly enmeshed in
he 's dismounted . If you both Th e gladia· the net and cannot get out until
make It by a n equal amount, he tors' net cons islsof a small (8' to his captor lets him.
takes Id4 . is dismounted a nd 12' diameter) circular net with When a gladiator throws a net
takes an addllional l d3. and weights around me edge and a and misses, It Is open and un·
you take ld2 from the lasso be· trailing rope used for control. folded . That doesn ·t mean he
Ing ya nked out of your hands. Customari ly, It Is folded In s uch can no longer nght with It . , .
Ilf. in this example, you 've had a manner that It will twirl ope n but ills nOI as accurate, because
time to lie th e other e nd of your whe n thrown: the gladiator It 's not folded right. Each subse·
lasso to an absolu tely st'alionary lhrows it with one hand. keep· quent roll to hit with the un·
object, your target sUli gelS his Ing a grip on the trailing rope fold ed net Is at a -3 to hit.
roll . On a 1. the rope breaks and with lhe other. With a properly·folded net. an
he lakes Id4 damage . OLher· If the gladia tor makes his roll attacker can perform Disarm.
wi se. he ·s automa tica lly dis· to hit, he has a Pin maneuver on Parry a nd Pin maneuvers. Once
mounted a nd takes 3d6 his target (see the rules for Pin a net Is unfolded, such attacks
damage. m a ne uver rrom th e Combal are at a - 3 to hit.
Such a maneuver. hard as It Is Rules chapter). All lhe notes on Weapon proficiency with the
to set up, cou ld easily break Pin apply here, except one: the net also give you the abUity to
someone's neck. killing him in· nelled character may not make fo ld the net properly, and to
stan tly.} any sort of attack on the neuer make fi ghting· nets . Weapon
In the chart above. the lasso until he's won a Strength ability Specialization gives you the nor·
was listed as a large weapon be· check and lhrown that net oIT. mal + I to hit: since it cannot
cause of the a mou nl of s pace It On the round after the gladla· give you a +2 to damage (the
takes to twlrl and wield it. tor has netted his opponen t, he net doing no damage). you get
You cannot perform a Parry or has a choice of what he wants to that + 2 as a bonus to your
Disarm with the lasso. or use it. do. Strength when you're making
as a melee weapon for Pin - only He can hold onto the trailing Strength ability checks against
at range. rope wlLh his off·hand (In order neu ed prey.
Lasso req uires its own to main tain the Pin), pull out an· Cu ltures with gladiatorial
weapon proficie ncy, which is othe r weapon with his fre e combat do export s uch weap·
not rela ted to any other weapon hand , and attack his prey with ons, and the knowledge of their
pronclency. Weapon spectaliza· tha t weapon . Eventually, his use (gladiators do demonstra·
lion gives you the normal + I to prey will probably win a tions and exhibitions in foreign
hit with the lasso a nd + 2 dam· Strength ab ility check and capitals all the time) . Also. cui·
age on all damaging elTeclS of shrug that net 01T: in the mean· tures with no knowledge of glad·
the lasso (strangulation after the time, the gladiator may get sev· latorial combat IndependenUy
era l round s of unreturned develop the net weapon skill: at
Initial hit is stili only Jd4, not
Id4 +2) . attack on him . the DM's discretion, a ny charac·
Alternatively, he can try to im· ter with lhe Savage warrior kit,
Cu ltures with gladiators are prove his hold on the target. By
nOt lhe only ones which come the Hunter secondary sklll or
continuing to loop the trailing Hunting nonweapon profl ·
up with the lasso. Clv\llzatio ns rope around his victim. he can
which depend heavily on herd· clency, or any good rationale
Improve the capture until the could spend a weapon profi·
beasts orten have the lasso as a victim has no chance of escape.
weapon . In some cultures, the clency slot to learn the use of the
1b do t his, he must make an or· net.
lasso Is a favorite weapon of as· dlnary rollto·hit against his vic·
sasslns. !L's u p to the DM to de· tim 's AC each round . On each
termlne if the lasso is a weapon

99
' lrilte Weilpons page 97: me tal gauntlets and G.. WHook
oth er metal hand· protection
The world of makes tha t ld3 plus strength The gaff is a
piracy doesn't dcmand that pI- bonus and punc hing e ffec ts . metal hook with a woode n o r
rates use any specific weapons Note: An encha nted cutlass. say metal crossbar at the base; It's
.. . but fo r reasons of lIadlUon a cutlass + 1. does not confer the he ld In one hand. the hook pro-
and convenience. some speclnc + I to hit and damage wllh these truding between the middle a nd
weapons are very commo n to pi· bas ket·hllt punc hes ... on ly ring Onge rs. and nonnally used
rate c rews. with blade attacks.) to hook and land fis h.
In addi Uon to the new weap- Proficie ncy with Cutlass Is reo However. like the be laying
ons on the c hart above. pirates lated to proOclency with s hort pin, It 's In ready supply onboard
are readily familiar with: Battle sword. dagger/dirk. knlfe/sUlet- a ship. Also. many pirates who
axe. Bow (all ty pes ). Club. to, and main ·gauche . Weapon lose a hand have a cup with a
Crossbow (all normally ·avall- SpcclaJlzaUon with Cutlass is gaff o n it attached to th e stump.
able types), OaggcrlDirk, Ha nd/ nonnal, except that you also get a nd so a lways have a weapon
throwing axe. Harpoon, Javelin. the + 1 to hit and +2 damage "on hand" -one that can't be
Knife , Polearm /Awl pike. with those basket ·hilt pu nches, dropped or Disarmed .
Poleann /Partlsan, Scourge In a campaign w ll.h pirates, ProOclency with the galT Is not
(mostly for disciplinary pur- c utlasses are common and read· related to a ny other profiCiency,
poses). SUng, Spear, Sword (all ily available In any port com mu · SpeCialization g rants the usual
but Kh opeshl . Trident. and nity: th ey are muc h less benefits.
Whip (also mostly for discipli- common inland .
nary purposes). s...murill Weapons
Additionally, the world of the BeloAylng rln The exoLic.
Pirate ovcrla pped that of the
Swashbuckler to a considerable T he be lay ing oriental world features many
degree, With the DM's pennls· pin is a s hon rod o( wood. or weapons which are strange to
metal. It 's Inserted In a hole western eyes, , , including the
sian (and there's usually little
bored through the ship's rail. eyes of the pes In most cam-
reason to de ny II), Pirates may
have access to all the weapons and ship's ropes are ma de fast paJgns.
(Ued) to it . It can a lso be yanked Many of these weapons sim-
listed o n the cha rt above and de-
sc riptions be lo w fo r Swash- free and brought In violent can· ply look a little dlf(ere nt and
taCt with enemies; In a pirate bear different names. Old, famil ·
bucklers.
fi g ht. anyone wh o loscs a lar weapons with sligh tly
T he new weapons for Pirates
weapon or starts out wit hou t changed forms an d na mes In-
Include:
one ends up with a belaying pin clude: the Baltle axe , Hand axe .
in his hand. Dagger (tanto). Ha lberd, Jave·
Cutlass lin . Lig h t la nce. Mace , Pike ,
Weapon proOclency wllh Be-
The c utlass Is laying Pin Is rclated 10 clubs and Spear. Lo ng sword, Short
a short . hcavy s wo rd, s harp maces; If you have proOc lency sword . 1Wo-handed sword (no-
along only one edge, with a with club or mace. you take o nly dalchl), a nd Trident. These
heavy basket hilt (a protecUve a - I when using a belaying pin weapons have game character-
cup) around the hilt to protect you don' t have proOclency for. is tics identical to the normal
the hand , Weapon specialization with be- versions. a nd proOclency with
The cutlass' baske t hilt pro- the commo n weapon works Just
laying pin gives the usual bene·
vides the following beneOts: It as well with the more exotic ver-
fits.
gives the wielder a + I to hit Belaying pins are very availa- sion.
with the Parry maneuver; and H ble o n any ship: you can get any The new samurai-society
works Just the same as a n Iron weapons li sted In the c hart
number of them a t a seasid e
gauntlet If the wielder wis hes to town or ci ty. especially a t a ship- above Include:
punch someone with the hilt buildcr 's, a warehou se. or a
ralher than slash wIth the blade, business that supplies ships. 10 Stick
(See the Player's Ha ndboo k. The bo stick is
pages 97 ·98. Barc-hand attacks an o rdinary hardwood staff, the
do I d2 damage. plus strength height ora man or sligh tly taller.
bonus. and the o ther effects of Be stick shares a pro nclcncy
Punc hing from the c hart on with Quarterslaff. lfyo u can use

100
one, you can use the other. (This Chains are to be found in any and al the Up. but it is sharp·
doesn't mean that the lwostyles civilization wi th the technologi· ened to a razo r 's edge. It is
are Identica l : an oriental bo cal skill to make them (th is In- forged with a specia l technique
stick fighter looks very different cludes most AD&D® ca mpaign known only In the easl. where
In combat than a western quar· settingsl. but the technique of layers of steel and iron are san d-
terstaff combatant. But if they fighting wit h them Is mosUy an wiched. h eated. fol ded,
t raded weapons. they'd be just eastern·cul ture development. A stretched. re-folded. stretched.
as good with ule o ther guy's character would have to study re·fold ed . on and on un W the
weapon . .. each in his ow n with a practit ioner of t he tech- blade consists of microscopi-
style.) Weapon specialization in nique. and be able to spend a cally thin layers of alternatin g
bo stick gives you the usual ad· weapon proficiency slot. in or· m etals. providing streng th . re-
vantages. der 10 learn how to u se th e silience. and the abi li ty to hold a
Bo slicks are common every· weapon. remarkable edge. This Is why
where; any 6' or 7' hardwood the katana has th e excellent
walking staff is a bo slalT. To use Dalkyu speed and damage listed for th e
It as su ch . howe\'er. you have to weapon.
have the bo slickJquarters taff T he daikyu is The katana reqUires Its own
weapon profiCiency. The prl · the great sam urai longbow. It's weapon proficie ncy. which is reo
mary di fference between the 7 ' long (hence its size deslgna· lated to the bastard swordllong
weapons. and th e reason the tlon of LJ. Its hand·grl p is nOI in blades grou p. Weapon special!·
the center of the weapon: it's 10- zation confers the usual bene·
quarterstaff does more damage
against Large monsters. Is that caled closer to the bot tom . so fits.
the combat quarterstaff has the daikyu can be fired from Katanas arc very personal : a
horseback and from kneeling samurai Is dishonored (fhe loses
Iron·shod. even lead·welgh ted
ends. (A quanerstaffwhich does poSitions. his. and so very few arc los(.
not have these featu res shou ld As w it h o ther bows. t h e This means t hat It is very hard
dalky u can be used to perform to gel one in t he west. other than
do damage Identical to the bo
t he Called Shot. Disarm . Hold by taking it from its owner . . . a
stick .)
Attack. and Strike/Thrust (I.e.. difficult task. In t he east. a char·
shoot) maneuvers. actcr might be willi.ng to com-
Chain
T he dalkyu and katana are m iss ion one from a wea·
This w eapon t he two principal weapons of tile ponsmith . for th e listed price .. .
is a 6 ' or 10' length of chain with samurai. If he gets a good reaction roll
weights al both ends. In com· T he daikyu requires its own from th e NPC. (An ordin ar y
bat. It's w hirled vcry fast. the weapons proficiency. It Is reo weaponsmii.h could not make
weighted end inflicting t he dam· lated l O. but nOI Identical to. one. T h e blade·maklng tech-
age on the target. o t her bow proficleneles. nique requires stu dy In the east
The chain combines some of Weapon specialization con fers and the learning ofa spec ialized
the useful lralts of melee weap· the usual benefits. Indiv idu al weaponsmiLhlng
ons and the lasso. You can at· The dalkyu is n01 exported nonwcapon proficiency.)
tack with it for nonnal Called from east.ern nations. However. Also. a hero who does a favor
Shots. Disarm. Parry. an d It is a Sim ple task. if you arc In or performs a mission for an
StrikelThrusl maneuvers. Addl· such a nation. to commission eastern lord might bc awarded a
tlonally. you can perform three the making of one. A western matched sel of katana and wakl-
of the lasso's five special func- bowyer wou ld h ave to have zashl. if he's vcry lucky: th is
tions: Pull/Trip by str iking at a studied in the east to make on e. would be a high h onor.
target's legs. Dismount a Rider.
and Snag a Rider's Head. Naglnata
The chain Is easy to conceal.
The katana Is Th is Is a po·
and (alleasL i.n west ern lands) is
th e samurai's sword . It·s a learm. a 6' to 8' shaft wi th a
nOt usually recognized as a
medium ·length. slightly curved curved. sword-like blade at the
weapon until wielded as one.
blade with no qulllions (only a end. It's the favored weapon of
The chai n requires Its own
small. circular guard ) and a hilt the female fighters of the orient.,
weapons proficiency. w h ich Is
su itable for one · handed and but they are not limited to it. nor
not related to any other weapon.
two-handed u sc . The blade Is Is it limited to them .
Weapon specialization confers
sharpened only along one edge
the usual bonuses.

101
Naginata proficiency is re- Ing two types of damage: P Tetsubo
lated to a U other polea rm s. (piercing) and B (bludgeoning).
Weapon specialization confers That's not quite right: the nor- The telSubo is
the usual benefits. mal saJ is on ly a Bludgeoning- a long walking-staff. Its upper
Naglnatas are readily availa- damage weapon. However. e nd shod with stu dded Iron
ble In oriental ports. a nd s uch certain warriors prefer for It to strips.
weapons are readily exported. if be a sharp stabbi ng weapon. so Its weapon profiCiency Is re-
the DM says there Is a market the damage may be Piercing In- lated to other polearms: special-
for them. stead. A sal may only have one ization confers the usual
type of damage. not both . benefits.
Nunchaku Sal req uires ils own profi- letsubos can be had In orien-
ciency. which is not related to tal markets. but none are ex-
The nunchaku any other. Weapon speciali za- ported because It Is a relatlvely
consists of two lengths of ha rd tion confers the usual benefits. simple weapon to make .
wood connected by a short To learn the proficie ncy. one
length of chain or rope. must study with someone who Waklzashl
The weapon can be used to has Il. and the character must
perform Called Shots, Disarm, The wakizashl
have a weapon proficiency slot Is the s hort-sword compan ion of
Parry, a nd StrikelThrust rna· to spend.
neuvers. the katana. Its blade is forged
Many warriors proficient in the same way. and the weapon
Nunchaku requires Its own the sal take Sty le Speciali zation
proficiency. which is nOl related looks like a shorter version of
In 1\vo-Weapon technique and the katana. It Is often part of a
to any other weapons profi- utilize twin sal in combat.
ciency (Including nails). Weapon matched set with the katana.
Sal are readily available in ori- and Is of almost equal Impor-
specialization confers the usual e ntal ports. and are exported.
benefits. Masters of me weapon tance as the katana to thesamu-
often have weapon speclaliza- ral. Only samurai can wear both
Shurlken katana and waklzashl.
tlon In nunchaku and Style Spe-
cialization In 'TWo· Weapons Shurlken. of- Waklzashi proficiency Is re-
Style. giving them the ablilty to ten called throwing stars. are lated to short sword. Specializa-
fight effectively with nunchaku smalllh rown weapons. They do tion confers the usual benefits.
In elmer hand. The only way to as m uch damage as a thrown Many samurai fight with the ka-
acquire this proncle ncy is to dagger. and are considerably tana In one hand and waklzashl
study with someone who al- more concealable. Ornamental In the other. in two-weapon
ready has the proficiency, and to shurike n can oft en be worn as technique. and some learn the
have a proficiency slot available Jewelry and not recognized as two-weapon s tyle speCialization
to spend on nunchaku. weapons. and a pocketful of to further improve their abUity
Nunchaku are readily availa- shuriken weigh no more than with this s tyle.
ble In oriental ports. and Stich many other single weapons. Waklzashis are as hard to
weapons are exported: western However. sh urlke n require come by as katanas.
collectors are quite enthusiastic their own weapon proficiency.
about them . even if these collec- which is not related to any Note
tors usually can nOl use them. other. Weapon specialization The AD&D«J
confers the usual benefits. Th game supple ment Oriental Ad-
Sal learn shurlken proficiency. one ventures deSCribes many. many
must study with someone who other weapons and provides a
This is a shorl. has It. and-must have a weapon lot of resource material for ori-
defensive weapon. consisting of proficiency slot to spend. ental c harac ters a n d cam-
a metal bar with a hilt. and over- Shuriken are available in ori- paigns . A certain amou nt of
sized upward-curvlng qUillions. ental ports. but most OCCidental conversion is required. as the
When used by someone with collectors don 't know how to s upplement was written for the
proficiency in the weapon. sa.! use them . first-edition game.
confer a + 1 to hit bonus when
using the Pin and Disarm ma-
neuvers.
In the chart at the start of this
chapter. the Sal is listed as hav-

.02
SUol.ge Weol.pons less money, do less damage. and damage more modern weapons
are more prone to shattering. will do. will make the switch ...
The lump The damages and costs though they're likely to sUck to
term "savages" is being used (should some ever be sold on the
here to refer to any number of the lypesofweapons they know
market) fo r these weapons are best (spears. bows, daggers.
different types of people. They given on lhe chart above. etc.).
have In common these traits: Stone weapons have a chance Remember, Lhough. that the
They're not as technologically of breaking every time they hit club Is the same weapon regard-
advanced as the normal peoples and do damage . Every time a less of technological advance·
of Lhe campaJgn. though some stone weapon successfully hits ment: the s urliest caveman can
do make weapons of bronze or a target. the player must. roll make a club that has th e
Iron: and they 're probab ly Id6. Regardless of the roll. this weapon Slats of the most mod-
hunter·gatherers who have not attack does Us full damage. but ern baseball bat.
yet em braced Lhe agricultural on a roll of 1 on the 1d6. the Also, player-characters might
revolution . And thal's really all weapon or weapon-head shat· find th emselves stripped of
they have to have In common. ters and is useless. weapons and cast adrift tn the
"Savages" might be highly cuI· wilderness. If they want weap·
tured, artistic. peaceful peoples. ons. they'll have to make them.
Bone Weapons
but if they have dirt floors or possibly of stone or bone. For
flint·tipped weapons. the rest of Bone weapons these purposes. too. the weapon
the world calls them savage. For are likewise used like their mod· Slats above can be useful.
our purposes. " savages" en- ern counterparts. but are worth
compasses Neanderthal man. even less money. can on ly be Sw ashbudder Weol.pons
Old Stone Age era-magnan, and used with smaller stabbing
New Stone Age modern men, weapons (knives and daggers). Swashbuckler
Stereotypical savages know and shatter even more readlly- weapons are light. fast weapons
the following weapons : Blow- on a roll of I or 2 on Id6. used by IIghtly·armored oppo·
gun (mostly jungle lrlbes). Long nents. usually in an environ-
and Shan bow (no composite Other Uses for ment fa culture, nation or even
bows). Club. Dagger. Handl Stone and lIone Weol.pons just a city) where heavier arms
Throwing Axe. Javelin. Knife, and armor are illegal or out·
SUng. and Spear. Genera ll y. no dated. They're also appropriate
Depending on their level of one In his right mind is going to for shipboard campaJgns and sit·
tech nological deve lopme nt. trade In nice. modern steel uaUons: the light annor is easier
they may make their weapons weapons for bone or stone coun· to get out ofso you don't drown if
(including arrow heads. spear- terparts. But characters don't you fall overboard. So. usually.
heads. etc,) out of Iron, bronze, alway s have the choice. swashbucklers emerge In an
stone or even bone. Characters with the Savage area where the days of the plate·
For our purposes. Iron and warrior kit start out with the armored. broadsword·wleldlng
bronze weapons have the same level of weapons the DM decides knight are past .. . or at least
characteristics as steel weap- for him: " Modern:' stone or numbered. Swashbuckler char·
ons: U's not wonh generating bone. In a campaign where most acters might bolt on the plate
all·new weapon stats for the savages are simp ly hunter- mail and pick up the lance for
slight game·mec hanlc differ- gatherers who live at a certain genuine warfare. but In their cos·
ences. distance from the PCs' culture. mopolitan big-city adventures
Stone and bone weapons. on but who trade and Interact with they stick to the lighter stuff ...
the other hand. require their them . modem weapons are fine. and can be sure that most of the
own stalistics. which Is why When the savage culture is far opponents they face will be lijte-
they' re represented on the away and more technologically wise armed and armored.
weapon chart at Lhe top of the prlmillve. stone weapons are Weapons from the Player's
chapter. more appropriate . If the savages Handbook which can be consld·
are supposed to be very priml· ered swashbuckler weapons in·
Stone Weapons
tive Indeed, bone weapons are c1ude: Bows (all types).
the proper choice. In all Ukell- Crossbows (all available types),
Ston e weap- hood, Lhese savage characters. DaggerlDlrk. Knife. Polearms
ons are used just like Lhelr mod- reaching more advanced lands (all types). and Short Swords.
ern counterpans, but are worth and seeing how much more The only sorts of shields they

'03
use regu larly are buc kle rs a nd
small s hields. and they lend to New Armor
wear only lea Lher. padded. a nd The rapier is a Some or the
hide armor. long-bladed. one- handed sword . new warrior types represe nted
The new weapons list cd on norm ally s ha rp onl y a t th e by the warrior kits also have
the chart above Includ e: point. It's a thrusUn g weapon , their own special forms of a r-
wielded with ligh tn ing-li ke mor: the Gladiator and Samurai
thrusts and lunges. Swashbuck· both In troduce new forms or a r-
Sdletto le rs ofte n learn 1\vo-Weapon mor to the campaign .
The s tiletto Is Style Special!zaUon and use ra-
a type of narrow·bladed knife. pie r with rapie r. with main-
s harp on ly at the point. Its m osl gauc he, with s hort sword. or
unusual lrait is that It confers a with dagge r. s tiletto. or knife. T here a re
+ 2 (non·maglcalJ bonus to hit It ·s also occasional ly used with three normal types of gladiator
aga ins t certain a rm or ty pes : buc kler_ armor: T h rac ian. Gallic . and
Plate mall (bronze a nd normal). Rapier requires its own profi- Samnite.
ring mail. and chai n mall . (This ciency. whic h Is related to sabre Armor
is beca use IlS narrow point and proficiency- not long sword Armor Type Class
b lade slip In more readily and its related weapo ns. Th racia n 9
Lhrough a ny sort of armor that Weapon speciali zation con rers Gallic 7
Is not solid metal or overlapping the usual benefits. Sam nlte 5
plates of metal.) You can have a rapier made
It otherwise behaves like a ny with a bas ke t hill. Th is adds 2 They're all made up from sev ·
other knife . and Knife weapon gp to the cost. + I lb. to the eral smaller pieces of armor.
proficie ncy is exactly the same weight. and confers the normal which incl ude :
as Stiletto weapon proficiency: basket-hil t benefits: + I to hI!
If you know one. you know the wi th Parry man euve r. a nd the wgt
other equally well . at no addi- iron-gau ntle t benefit fo r Punc h- Armor Piece Cost (Ibs)
tional COSt in proficiency s lots. ing. Belt :
Protective metal
belt a t waist 2 gp 5
Cu irass:
The main· The sabre Is a Leather or me ta l
gauche Is a large-bladed dagger light slashing weapon . Its prac- c hest plate 50 gp 20
with a basket hill (see the de· titioners com monly use only sa- Fasciae:
scription of Cutlass. above) and bre. and ofte n take Leathe r bands
large qulllions. Though It Is a Slngle·Weapon Style Specializa- on legs 10 gp 5
stabbing weapon . It's primarily tion and Sabre Weapon Speciali- Galea :
a defensive weapon wielded In zatio n. They are ve ry deadly Visored Helmet 10 gp 5
th e left- ha nd in tw o-wea pon with their blades a nd may be In- Galerus:
teChnique (or two-weapon sty le ordinately proud of the facia l Shoulde r piece
speclallzallon)_ scars they accum ulate (and deal on wea pon
Whe n used by someone with OUI) . shoulde r 5 gp 3
Mai n- gauche wea pon profi- Sabre requires Its ow n profi- Man icae:
ciency_ the weapon confers a + I Cie ncy. which is related to ra pie r l.eath er s leeve to gp 5
bonus to hit with the Disarm proficiency. Myrrm tllo:
and Parry m a ne uve rs. Because Sabres. like cu tlasses a nd Visored helm
of lLS cu tlass-like basket hilt. the maln-gauches. are made with a resembling
maln ·gauc he. too. wor ks like an basket hilt. This confers the nor- sea fish 10 gp 5
iron ga untlet If the wielder mal basket-hill be nefits: + I to
wishes to punch someone with hit with Parry maneuver. and Also used by the glad ia tors
the hUI ra the r than slash with the Iro n-gaun llet benefit for arc the parma (a small shield. ei-
the blade. Punc hin g. ther square or round) and scu-
Main-gauche proficiency is reo fum (an oblong med ium s hield).
la ted to. but not Id en llca l to. These armor types are named
dagger proficiency. SpeclaIl 7.3- for rea l-world sites (Thrace.
tion confers the u sual benefits_ Gaul. a nd Sam nos): If you have

104
gladiaLOrs In your campaign. So1mnftc studded leather. scale mail. and
you may wam to rename these briga nd lne : basic costs.
types according to place-names The most we ights. and AC va lu es are
marc a ppropriate to your set- heavily-armored type of glad ia- Ide ntical to Lhe western armor
ling. tor. the Samnlte. wears a cui- styles . However. a samurai may
rass. fasciae on his legs. ma nlca wish to s pend more than Lhe
o n his weapon arm. and the ga- minimum a mount on his ar-
Thro1d,ln
lea helmet. His basic AC Is 5. o r mor; the extra money goes Into
The T hrac ian 4 with the scutum he carries. making It a remarkable exam-
glad iator wears only fasciae on Should someone just wcar the ple of eastern art.
his legs . Th is gives him AC 9. or cuirass. his base AC would be 7.
B with a shie ld-and he carries a Kote
shield. a parma. In glad iatoria l Samurai Armor
combat. the Thrac!an gladiator The samurai
Og hts o nly with a dagger. In the The main dif- also have one sort of annor un-
fi eld . adventuring. he co uld usc ference between orie ntal and oc- known to the west: The kate.
anyLhlng he wan ts . c idental armor. from a This Is a pair of armored sleeves
game-mechanics point of view. which may be worn conceaJed
Is descriptive. Orienta l armor Is under the samuraI's tuniC.
G.lllc colo rful and elaborate ly con- Mecha nically. Lhe kate costs
Th e Ga llic struc ted. often brightly enam- twice as much as and acts al-
gladiator wears Lhe gaJea. the elled or decorated with paint or most the same as a bu ckle r.
belt. manica on his weapon painted leathers. s il k cords . There a rc a couple of differences
arm . and fasciae. This confers precious-meta l plating. etc. betwee n bu ckler a nd kate.
an AC of7 . He a lso carries a scu- But from a game- mecha nic thoug h . Kate can not be Dis-
tum . to bring It toa 6. The GaJlic poi nt of view. leather a rm or Is armed . and you can use weap-
gladiator fi ghts with any num· leather armor. plate Is plate . ons In the hands of Lhe arms to
ber of weapons. Samurai wear armor that Is the which kote are attacked. The
equivaJent of padded leather.

105
fact that kOle consists ofa paJrof The armor a character wears pushed down and sat upon with
sleeves doesn't mean you get a affects hi s AC, his Encum- comparative ease.
+2 bonus to AC; only the + 1 brance (If lha l opLionaJ syste m Nothing cou ld be further from
normally conferred by a buc k- is used). and a lso his ability 10 the tru lh . Armor Is design ed to
ler. perform dexterous ac Uons-ln be as accommodating as possl·
other words. heavier armor pe- ble to a fighter's movements.
nalizes a character 's Dexterity and so the AD&D" game doesn '(
Effec"ts of Armor score for purposes of Dextcrity assign an amlOred warrior any
Here a re some ability checks and Dexterity- sari of Inillatlve penalty for
optional rules for use with the based nonweapon proOclencles. wearing armor.
wearing of armor In your cam- A character's choice of head Now. a rmor isn't made fo r
paign. You may wish to use protecLlon, on the other hand. some other types of movem ent
some. all. or none of these; we'lI affects his Encumbrance. his (acrobatics. dancing. etc.) a nd
try to d.lscuss what effects each abllily to spot things. a nd the so will constric t m any othe r
will have on your campaign. ability of some weapons and at· Dexterlty·based abilities. as
A lot of the Information we'lI tacks to affect him in combat. as we'lI discuss below . It is a lso
be d.lscusslng and e laborating we'lI discuss furthe r on. heavy. which slows down a n a r·
upon is contained in the follow· m ored charac te r 's runn ing
Helmet Vis_ Hrg. wgt. speed. as IsaJready docume nted
Ing c harts. Type (Ibs)
In the game.
Armo, AC De>< wgt Cap -0 -I 2
Type Chks (Ibs) Coif -0 -I 2
Effects On Dexterity Checks
Banded mall 4 -2 35 Close-Faced -2 -3 5
Brigandlne 6 -2 35 Great he lm -3 -4 10 Armor does In ·
Bronze None -0 -0 o terfere wilh a c harac ter's grace-
plate mall 4 -3 45 Open-Faced - I -2 5 fuln ess in many sit uations. For
ChaJn mall 5 -2 40 this reason, we assign the c har·
Field plate 2 -3 60 Effects On AC acter a penalty to Dexterity
Full plate I -3 70 c hecks (a nd dexterity-based
The effects of non weapon pronclenc ies) when
Gladiator
Gallic 7 - I 15 armor on the cha rac ters' AC are the character is In armor: those
Sam nlte 5 -2 30 already well -documented with- pena lties are listed on the annor
Thracian 9 o 5 in the game. chart above.
Hide 6 -3 30 In the campaign. the only fea· These pena lties a re applied
8 o 15
ture of thc armor/AC system when the character is using all
Leath'" that t.e nds to eause trouble in-
Padded 8 o 10
volves the s hi eld . Reme mber
nonweapon proncleneics except
Plate mail 3 -3 50 Riding (Land-based or Airborne)
Ring mall 7 -I 50 that attacks 10 the character 's or Charioteering. which are ex-
6 -2 30 rear are made at lhe character's empt from the penalty. (Why
Scale mall
AC IVllhoul the sh ield (unless someone would be performing
Shie ld he's wearin g it slung across his
Body • 15 many of those skills In anTlor Is a
Bucklerl back. of course): this is some· mystery ... bulil could happen.)
• - 0· • 3 thing that Is easy to forget. OMs. In addition. the penalty pre-
Kote If they don' t keep the informa-
Medluml scribed for the shields Is applied
• 10 tion written on a helpful record when the character is using the
Scutum sheet, should ask their players:
SmalU nonweapon pronciencies Jug-
• 5
"W hat's your AC from the gling. Tightrope Walking and
Parma rear?" when s uch Inc idents
Splint mati 4 40 Thmbllng. (The OM may c hoose
come up. not JUSI "Wha t's your to disal low the s hie ld penalty for
Studded AC::r
leather 7 - I 25 certain exam ples of these skills '
usc. For cxample , a c harac ter
• A shield makes the AC one Effects On Speed who Is Juggling a one· handed
better: Leather + s hield Is tec hn ique won't be put off by
AC7 . Therc's a mls·
conception that armor. parllcu- having a s hield on the othe r
•• This penalty is only coumed hand. But these exceptions wUl
for cen ai n s ltuallons: see be- larly plate -type armor. trans-
forms gracefu l warr io rs Into be rare.)
low .
lumbering oafs who can be

106
In t he Cotmpalgn . . . What Hcad Protection No Heotd Protedlon
These dexter· Doesn't Do If a character
fly· roll pcnallies are provided The one thing chooses to wear no head protec·
only for Lhose garners to whom your choice of head protection tlon at all. he suffers no Vision or
the maller means something, If doesn'l do Is change your Ar· Hearing check penalties.
you don 't care abo ut suc h mor Class. A warrior can have However. the c haracter has
things, don' t use these rules: on full pla t.e a nd a grea t helm. or one hindrance, If you're using
they' d merely be an a nnoyance full plate and no helmet at all , th e optional hit location rules
and extra complication for you. and he']] have the same AC, So from the Combat Rules cha pter.
But if you prefer for a charac· when making your c hoice of If a character Is wearing no
te r to be a little less graceful head protect ion fo r your charac· head protection. an artackercan
when In full pla te or hide than in ter. don't worry about the char· make a Called Shot against his
soft lea !.her or no armor at all . ac ter's AC , for It won't be head a nd the re by Ignore the
these rules are fo r you r cam· affected. character's AC benefits from ar·
paign. mor. tAli bonuses (rom shields,
Vision-and Hearing Checks high De xterity scores. and mag·
Effed s On Vision .. nd Heotrlng leal Ite ms still cou nt. however.)
In a combat or Since !.his is a very difficult s hot
Helms and a ny other loud situation (such (a tota] - 8 to hit. remember).
hcJmeLS restric t v\slon a nd hear· as a ra ucous tavern . a charging th is doesn 't do the attac ke r
Ing. They fra me the face, ob· mob. a n earthquake, a hurri· much good, un less lhe victim Is
scure his vis ion. muffle his cane, or a singing contest at a otherwise heavily annored.
hearing, a nd generally give the dwarven boiler·maklng pla nt). Example: Hahvay the archer
character less ability to observe the OM may want his PCs to has IWO possible targets. 1Crrl·
what's goin g on ar ound him , make Visio n a nd Heari ng lor and Bosque. two brutal
(Th ey a lso som eti mes keep Checks in order to see and hear g uards. Jerri/ or is wearing
maces from cav ing in his s ku ll , certai n things. leather armor and no headgear:
which Is why nghters like helms Certainly. when a fighter Is chis puts him at AC 8. and with
a nd he1mets.) pointed in a certain direc tion , his Dexterily bonus he 's AC 6,
With these optional rules. there's nothing distraCti ng him . Bosque is wearing {ull plate + 2,
we'll talk about different kinds and an ogre is lumbering at him no headgear. and body shield:
of helms and helmets. how (rom that direc tion. the figh ter chis pUIS him at AC - 2 .
they' re used. and what other ef· is goi ng to see the ogre. No roll Is HaJway, afl er all modfflers for
fec ts they have In combat. necessar y. range. his Dexterity. and other
But wh en there's a c han ce factors . is THACO 16. (He's a
Other Helms and Helmets that the character could fall to 6th·level warrior. with a Dexter-
notice such a thing (as defin ed fly of 16, and is firlngal Medium
Th e types of by the OM ). the character gets to
armor listed In the Player 's Range,l
make a Vision Check or a Hear· If he ShoolS at Thrrltor, AC 6,
Handbook. page 69 , incl ude Ing Check (whichever the situa· he needs only a (16·6) 10 or bet·
only two types of helmet (great tion calls for). Icr 10 hit him. If he shoots at
helm and basl ncl) and then A Vision or Hearing Check Is a Thrritor's unprolected head, the
don't real ly describe what the Id20 roll agai nst the cha racter's shot becomes much harder ; he's
differe nces are be tween t.hem Intelligence or Wisdom , which· shooling al AC 8 fAC 10. - 2 for
, , . other than price and weight. ever is higher. If the PC rolls his 1Crrll or 's Dexter ity). and so
In Th e Complete Fighter 's ability or less. he's successfully would normally need a (16·8) 8:
Handbook. we'll tal k about s ix made his check a nd can see or bu t wUh the - 8 La hit for a head
diffe rent ty pes of head protec· hear whatever it is he's sup· shot, he's back to a roll of 16 or
tion . Each one has differe nt ef· posed to. If he fails. he doesn 't. OCHer. It 's easier for him to hit
fectson lhe character's ability to Protective headgear. however, TerrHor with a normal . non-
see things and to protect himself provides penalties to lhe charac· speCific s hot.
from different types of damage. ler's Vision and Hearing Ifheshoolsal Bosque. AC - 2.
Checks. as well as providing he needs fa roll an (16·,·2Jj 18 or
other benefits and hindra nces. bell er fa hit him. Jf he s hoots al
Bosque's unprotected head, the
shot becom es somewhat easIer:

101
he's shooting at AC 9 fAC 10, his Great Helm . the better to see technics. fire baJI. flaming
modified by Bosque's shield), and hear around him, and s till spher e. waJJ of nrc. delayed
and so would normally need a have some head protection. Asa bl<l5t fireball. incendiary cloud.
(16-9) 7; with the -8 to hi! for a disadvantage, It adds a little and meteor swarm. and other
head shot he 's up to a roll of 15 weight to the knight's equip- nre-based spells and magical ef-
or better. This m akes Ir sllghtly ment. but It does not decrease fects (as determined by the OM) .
casler to hI( Bosque, and may his Vision and Hearing checks If someone uses a Lasso.
give him the special effects of any further than Just wearing Chain. or Bolas In an effort to
the head location shot if he suc- the Great Helm . snare a rider's head. and that
ceeds, so thaI's the shot he at- rider is weari ng a Closed-Face
tempts. The Open-'';te He~met Helmet. the victim gets to roll
The lower {bener} a target's Id6. On a 4-6. the attack is han-
AC Is, the beUer an option it is to The Open- dled normally. but on a 1-3. the
try a head s hot. ifhls head Is un- Faced Helm et. made of rein- a ttack Is treatedJustasa normal
prot,e cted and the r est of his forced lealher. or of m etal. lasso or chain dismount; the at-
body is armored. Characters in- covers the back, sides and top of tacker doesn'1 do the extra dam-
terested In mls option should the face. leaving most of the face age that the head-lasso attack
calculate me math of both shots open. It gives the wearer a -I nonnally allows.
and compare th e results. if they penalty with Vision Checks. and
know all the relative ACs and a - 2 penalty with Hearing The Great Helm
modifiers: if they don't, they Checks (ll completely covers the
should ask the OM. in general ears. us ually with s mall holes or The Great
terms. if it's even worm their grating over the ears so that the Helm is a massive helm which
time to try such a shot. wearer can hear at al1J. covers the entire head. from the
Examples include the Cortn- top of the head to the top of the
thian helmeLsofanclent Greece. s houlders. leaving silts open for
The u.p In a medieval campaign. open- the eyes and ho les open for
The Cap Is a faced helmets are often worn by breathing: it has no removable
padded. leather or eve n steel milHary oITicers and soldiers visor. It glvcs the wearer a - 3
skullcap which Is about the size who can afford the protection . penalty with Vision Checks. and
of and worn much like a c1ose- a - 4 penalty with Hearing
nUing cap, beret or hat . Il gives The Closed-Fue Helmet Checks.
the wearer no penally fo r Vision The Greal Helm provides the
Checks, and a- I penalty with The Closed- following other benents:
Hearing Checks (as It partially Face Helmet Is made or metal The wearer of a Greal Helm
covers the ears). It's often worn and is much like th e Open - gets a +2 saving throw vs. wiz-
in conJunclio n with padded. Faced Helmet ... except that ard spells such as hypnotism,
leather. hide. studded leather. there Is armor plate. often In the light cast on his eyes. blindness.
and other lightweight armors. form of a visor which may be hypnotic pattern, suggestion.
opened. in fro nt of the face_ It fire charm. rainbow patt ern,
gives the wearer a -2 penalty and some other mlnd-control-
The Coif with Vision Checks. and a - 3 ling spells ... but not eharm
The Coif is a penalty with Hearing Checks. person. charm monster. or dom-
padded chain mall hood: It fi ts Examples Include the baslnet Ination.
fai rly snugly around the neck mentioned in the Player's Hand- If the wearer of a Greal Helm
and over aU the head except the book. the galea and myrrmillo is also wearing plate mail or ne ld
face from chin to forehead. Like mentioned for th e gladiato rs plate armor. he gets a +2 to sav-
the Cap. It gives the wearer no (above). and many o1hercombat ing throws vs. dragon breath.
pe nalty for Vision Checks and helmets . Many knights and and LO spells such as burning
only a - I penalty with Hearing other moun ted warriors wear hands. pyrotechnICS, nre ball,
Checks. h 's us ually worn with helmets of this type. flaming sphere. wall of fire. de-
chain mall. If the wearer of a Closed-Face layed blast flreba JJ, incendiary
Often. a heavily-armored Helmet is also wearing plate cloud. and meteor s wann . and
knight will wear a chain mall mall or neld plate armor. he gets other fi re-based spells and magi-
calf and wear a Great Helm over a + I to saving throws vs. cal effects {as determined by the
it. The only lxnent this confers dragon breath. a nd to spe lls OM}. If. instead of plate mail or
is that such a knight can remove such as burning hands. pyro- neld plale. he Is wearing full

108
plate . the bonus is a + 3 to sav· Armor Fitting However. the DM m ay allow
ing throws. the differen ce in sex to help
If som eon e u ses a Lasso. Armor m ade someti m es-in cases wh ere the
Cha jn. or Bolas in an e ffo rt to for one race rarely nts a noUl cr: a rmor is not likely to fit a ma le
s n are a rider's head . and thal it may be too big. tOO small. or human because It is lOO small in
rider is wearing a Great Helm. proportio ned too s trangely. the s houlders and e hesL A hu ·
th e atlack is a uto matica lly Below is a chart. The colu mn man wom a n trying to put on a
trea ted Just as a nonnal attac k. to the left shows the ty pe of de· male ha lf·e lfsarmor might be al
With lasso or chain. it's a nor· mihuman trying to wea r the a r· no modiner. a nd find herself a t a
mal lasso or chain dismount. mor. The rows along the top + 10% modifier to wear a male
and the a l1acker doesn' t do the s how what s pecies th e armor e trs armor.
extra damage t h at th e head · was made for, The percentage Remember that full pla te has
lasso attack norm a lly allows. chances shown a re the cha nces its own modifiers for cha nces to
With Bolas. the aHack does nor- tha t t he person can wear the ar· fit: it has only a 20% chance to nt
mal damage. but no s trangu la· mar. and t he " +" and .. -" sym· a n other m ember of the sam e
tion damage . bois show whet her the armor is race 110% If the new wearer is of
more llkely to be too big or too the other sex). A character can·
s mall for the wearer. (If 1.here Is no/ wear full p late m ade fo r a
In the Cam paign . . .
no s u ch symbol. it mea n s thai character of another race, per·
If yo u use odds are even, 50% tha t it will lod .
these rules in a campaign. you be too big, 50 % that it will be too The OM can allow previous ly
add some color a nd d iStinction s mall. ) '"Too la rge" cou ld mean role· p layed detcrmina tions of a
between t he types of armor that thal it is so baggy or empty t hat c harac ter's h eigh t and bulld to
your PCS wiJJ be wearing. On the it hinders the wearer and docs affect the c hances from th e
other han d. once again. it's an not protect him well enoug h. or c hart below. For Insta nce. irone
a dded Ic \'el of complexity whic h that it is SO long on him that It player has always said tha t his
lhe game doesn't have to have. interferes wi t h h is walking . human charac ter was s hort and
Use these rules only If t he added "Too s mall" could mean that it s tocky. say 5'4 ~ and powerfu lly
complexity doesn ' t bother yOll. is not broad e nough to accom· buill. so t hat many people Joked
a nd If the special func tions of modate t he wearer's chest. or aboul l1im having a dwarvish
the different types of helmets thatH is so short that it looks rio ancestor, the OM can g ive h im a
appeal to you . d ic ulous and docs not suffi· + 15% c ha nce to weardwarvlsh
cie ntly protect the wearer. a rmor: thi s raises his chance
Now. at th e OM's discretion . from 50% lO 65%. as If h e were a
Variant Armor m an y things can affec t these human try ing to wear armor of
T h e ty pes of perccnt"age chances . h is own kind . Th e OM s hould ,
armor gi ve n in t he Player's If a charaeler of onc se x is try· howe ve r, s ubtrac t t ha t same
Handbook are a ll you need to Ing to pu t on armor bu ilt for an· modifier fro m t he charac ter's
play the game. However, you other scx. cha nces go down that chance to wear armor built ror
can use other types of a rmor in it will fit. The chance is red uced humans: that c hance wouJd go
your campaign: he re, we'll talk 10% (bu t never goes below 5%). dow n from 65% to 50%.
about two different types of al· If a fit fails because of that mod i· Exampl e: An adventuring
te rnative a rmor. fier. It 's beca use the wo man party kills a bellolder in ils lair
found lhc man's armor too big. and finds u U: armor worn by
Radal Armor or the man found t.he woman's prcl';OUS vic lims. T Ile advenlur-
too small.
!I'sasking a lot
to s uppose tha t elves will make
t h eir armor j u st as humans Race
make theirs. t hat it will look t he Trying To Race For Which Armor Was Built:
same a nd function idenlicaHy. Wear Armor: Owf Elf Gnm th, E I th-lg Hum
Here are some ways to make the Dwarf 80% 0% - 10% - 10% - 35% - 40 %
armors of d ifferent races more Elf 10% + 90% 50% - 70% + 35% + 50% +
individual . Gnome 40% + 40 % + 75% 25% + 60 % + 20% +
Ha lf·Elf 20% + 45% 10% + 70% 35% 50%
HalHlng 75 % + 30% - 35% - 35% + 70% 20% +
Human 50% 20% - 5% - 30% - 10% - 65 %

10 9
ers Include a huge human male not modify ir for her sex. She Half·Elves: Half-Elf armorers
barbarian. a slender human rolls a 51 and fails. She tries the do not make any High·Qua lity
warrior ess. a dwarfaxeman . lea ther; she has a base 60 % leather armor. padded a rm or,
and a female gnome. The dead chance with It, -10 % for differ- studded leather, hide armor. or
victims include an elf male In en t gender equals 50%. She bronze plate mail. All their other
en chanted chain mail and a rolls a 33 and can wear i t armors can be made as High·
haJ/1lng m al e In enchanted So the human warr/oress gets Quality armor. High-Quality
leather. Th e her oes see who can the chain mail. and the dwarf half-elf armor is made from nne
wear the cap tured armor. and gnome must choose or gam- steel: It Is -1 0% the weight of
The DM decides arbitrarily ble to decide who gelS the leath· ordinary armor of th e same
that the human barbarian can· ers. kind, nne steel. fo r normal
not even roll. He s always de- thickness, - 10% weight. and
scribed himself as being Hlgh,Quality Racial Armo r gets a +2 to saving throws (on
massive. with enormous rip- the "Metal" column on page 39
pling muscles and a body· Armor found of the Dungeon Master s Guide).
bullder's physique. In this as ueasure has a chance to be Halflings: Halnlngs only
campaign. chat often helps him high-quality arm or, Ordinary make leather armor as High·
with the ladies. but this time it armor has a 10% chance on per· Quality a rm or. Their Hlgh-
disqualifies him from wearing centile dice: magical armor has Quality leather annor counts as
any of lhe treasure. a 25% chance. "No Armor" on the "Thieving
The sl ender human wanioress Each race adds something dlf· Skill Armor Adjus tment ta ble
tries the e/fs chain m ail. A hu- ferent to Its armor if It is high- (Players Handbook. page 39).
man trying on elf armor. on the quality. Humans: Humans make all
chan above. has a 20% [0 wear it Dwarves: High-Quality types of armor as High-Quality
successfully. Th e DM raises her dwarvtsh armor Is very, very reo armor. This is especially tough
chance 10% because she Is a fe- sista nt to damage . Whenever armor: whatever it is made of. it
male human crying ro flt into High -Quality dwarvlsh armor Is + 2 to saving throws on the
male elfarmor; her buJld is at an must make a saving throw (see appropriate line of the "Item
advancage here. He raises il 10% th e Dungeon Master's Guide, Saving Throws" chart on page
furth er because In the campaign pages 39-39), It gets a +6 to save 39 of the Dungeon Master's
she has always described herself In addition to any bonuses it re- Guide. Also . plate mail (not in-
as of delicate build. very sl ender. ceives If It Is magical. Addition- clud ing bronze plale). fi eld
This raises her chance to 40 %. ally, if you use the "Damage to plate, a nd full plate made to
She rolls 38 on percentile dice; Armor" rules deSCribed later In Hlgh·Quality s peCifications Is
she can wear the chain. She also th is chapter. all High-Quality made affine steel. but instead of
rrfes lhe enchanted l eather. A dwarvlsh armor has t wice the being lighter than usual. it is
human woman trying to wear number of damage points of or· buUt thic ker in order to make il
male balfllng armor Is at 10%. dlnary armor, more resistant to damage, It Is
and the DM agaJn assigns her the Elves: High-Quality elvish ar- +4 to saving throws on that
+ 20% from !he two modifiers mor is 1/2 the weight of ordinary "Ite m Saving Throws" chart.
mentioned. She has a 30% armor: II co nstitutes "elve n and is normal weight. Also, It
chance. bur rolls a 79; she can- steel" (see the chart on page 38 gives the wearer a + 2 to saving
not wear It. of the Dungeon Master s Guide). throws vs. Rod, Staff. or Wand
The dwarfaxeman tries the e/·
Gnomes: Gnom es make very and Breath Weapon attacks. In
vish chain. A dwarf trying to quiet studded and pad ded addition, If you are u sing th e
w eare/farmor has a 0% cbance leather armors: th ese are the "Damage to Armor" rules found
to wear it. He can't, He has a only High-Quality armors they la ter in this chapter, It has one
35 % chance to wear the ha/f- make, High-Quality gnome ar- and a half times the normal
lings armor; the DM Jowers that mor does not take any penalties damage polnts for the ty pe of ar·
to 25 % because rhls character on the "Thieving Skill Armor mor it is.
has al ways described himself as
Adjustme nt" table (Player's
Handbook. page 39, last
especially burly for a dwarf. But
he rolls 03 on percentile dice; he column): thus, a gnom e thief or
can wear the enchanted l eather. dual-c lass thief does not suffer a
The female gnome lrles the el- -30% when picking pockets, or
vtsh chain. She has a base 40 %
a -20% when moving silently,
chance to wear it. The DM does e tc.

110
Other Notes on HISh-Quality The answer Is yes. Ins tead of Example: A characrer is
R,tct.1 Armor costing ten times the normal ro bbed of a ll his w orldly goods,
cost of the a m lor. the price is 15 Later. h e finds lheaftermath ofa
All the above Urnes the normal cost. But it can battle. with a couple of dead
descripLio ns were for worn ar· be done. Again. thoug h. an elf warriors still In their armor. On e
m a r. not shields. Hlgh·Quality armorer w Ul never make High, body wears a badly battered set
sh ields do not impart any spe- Quality armorer (or anyone but of field pla te (o f which the
cial bonus unless you 're using his rulers. breas /p la te Is Intact). while the
the " Damage to Armor" rules. Custom-built Hlgh'Quality ar· other wears a full s uit of chain
In w hich case they have twice as mor takes four times as lo ng lO mall (of which the chesl Is rid-
many damage points as the nor· make as norma l. average armor. dled with holes and one leg Is de·
mal sort of sh ield . s/rayed).
How much docs It cost to buy Piecemeal Armor He t.ries 1.0 piece this together
a set of High·Quality racial ar· Into a SUil for h im . He takes the
mor? First. the DM h as to decide Wha t ha ppens fie/d'plat,e's breastpla te. Look-
whether there Is any avaiJable to when a charac ter takes a heavy Ing a l the chari , we see it grants
sell. Usually. the answer will be metal breastplate from a set or an AC bonus of 4. He also takes
no; there Is o nly a I % cha nce fie ld plate and then wears chain the field-plates rIVo arms. Look·
that a nom lal village armorer's mall sleeves and leggings and a ing a t the c hart , we see they
will have made any piece of lea the r a rm or cap? (That Is . g rant an AC bonus of2. He lakes
hlg h--quaHlY armor to sell . and what happens other than he the sun'lvlng ch ain mail leg.
tha t wHl be racial armor of the looks stupid? ) Lookfnga t the chart. we see that
armorer 's race. The c hance goes Cha racters can wear armor It gr an ts a n AC bonus ofO. (He'lI
up to 5% in a big city. or 25% if assembled out of the remna nts also take the s urviving h elm or
you're looking for racial armor of other, mismatched sets of a r· h elmer from one of these war·
of the race that Is most common mar. It 's not as good . and cer· rlors. sa that he 'll ha ve same ar·
In the city. Thus, to nnd high· Lalnly not as good· looki ng. as m ar on his head In case of a
quality dwarvlsh armo r. go to a wearing a matched suit . But Cal1ed Shot to the Head.)
big dwarf community ... and sometimes necessity dic tates His AC bonus Is 6. so his AC
the re your c ha nces are sulilow. that characters wear what's o n now Is 4-no( too bad. If there's
But if you nnd what you 're hand . a shield. he '11 have all AC of 3. If
looking for. or are able to hire an When you' re assembling a fu ll someone takes a Called Shot t,o
annorer to build you a set. it suil or armor out or pieces on his unarmored leg. he'll be at
costs ten times the normal cost hand. the nrst thing 1.0 do Is to A C 10 (or 9 with the shield). as
of the armor. Hlgh·qua lity dwarf s ee what you have. Compare per the Combat Ru les ch apter.
pla te m all. th e n . would c ost your annor on hand with the but Ihat aHacker wiJ/ take a -4
6.()(X) gpo Often. it 's not worth c hart below.
the price to the a dventurer.
In no case will an elvish c ra fts·
man cus tom·make a set of High- Bonus to AC Per Type of Piece:
Quality e lvl s h armor for Armor Full Breast- Two One Two One
someone. Such annor Is only Type Suit Plate Arms Arm Legs Leg
made for the elvlsh royalty, a nd
Banded Mall 6 3 2 I I 0
their kings somcLlmes bestow a
Brigandine 4 2 I 0 I 0
piece o n a non-elf hero ... but
Bronze plate 6 3 2 I I 0
only for deeds of excepLio nal
Chain mall 5 2 2 I I 0
valor whic h ha ve helped the
Field Plate 8 4 2 I 2 I
elves . I
Full plate 9 4 3 I 2
Another quesLion adven tur·
Hide an]lor 4 2 I 0 I 0
ers are sure to ask: Can an ar· 0
Leather armor 2 I I 0 0
morer of one race build his own
Padded annor 2 I I 0 0 0
type of Hlgh·Quality armor for
Plate mall 7 3 2 I 2 I
anothe r race? For example. can 0
Ring maH 3 I I 0 I
a master gnome a rmorer build 0
Scale mail 4 2 I 0 I
Hlgh·QualHy g nome armor for a 0
SpUnt mail 6 3 2 I I
huma n? I 0
Studded leather 3 I I 0

111
penally [0 hit (or the Cal1ed Shot The piece of a rmor called the Armo r Type AC DP
maneuver. Galerus. worn o n the weapon Banded Mall 4 30
shoulder. does not a dd a nything Barding
Weight of Piecemeal Suits to the AC bonus : it is cons idered Chaln 5 50
part of the sleeve or breastpla te. Full plate 2 80
1b calc ulate Full scale 6 40
the weight of a piecemeal s uIl of Ha lf brigandtne 7 30
armor. follow these guideli nes: Damage to Armor Half padded 9 IO
The breastpla t e is 1/2 th e It's easiest In a Ha lf scale 7 30
weigh t of the original s uit. campaign Just not to worry Leather/Padded 8 20
Each arm and leg Is 1/8 the abou t t.he da mage that armor Brtgandlne 6 20
weight of the original suit. and shields are taking. It's pre- Bronze plate 4 30
s umed that characters go on ad- Chaln maH 5 25
About Magical Armor ventures, get In fights. a nd Field Plate 2 40
If a su it of during some of their off·hours Full plate I 45
m agical armor Is used for one of they repaJr the ir armor. Gladiator
these piecemeal efforts, It grants If you wa nt know precisely Gallic 7 IS
none of its magical bonus: once how muc h damage a pleceofar- Samnlte 5 25
the magical armor Is split Into mor can take before being de· Th racian 9 5
lillie bits, or pieces are m erely stroyed. and ho w to re pair Helms
se parated a nd no t worn to- da maged a rmor (without the Cap +0 5
geth er, the magical bo nus PCS necessarily having to do so Coif +0 15
doesn ' t work, themselves), you can use the fol· Close-Faced ' +0 25
lowing rules. Great +0 35
Open·Faced +0 20
Gloldloltor Armor Hide armor 6 20
Damage Points
These rules fo r Leather armor 8 10
piecemeal armor are, In effect, Every time a Padded annor 8 10
how the types of Gladiator Ar- c haracter wearing armor is hit Plate mall 3 35
m or described in th is chapter and damaged by a n at.tack. his Ring mail 7 15
arc bull! . armo r takes damage . too. It Scale mw l 6 20
Thracian armor consists of ta kes I Damage Point per blow S hields
fasciae. the equivalent of Hide tha t hits. If an attack hits fo r I Body +I 35
armor worn o n two legs- thus po int or damage, the armo r Buckler +1 10
an AC bonus of 1. for an AC of9. takes lOP. If an attack hits fo r Medium +1 25
Gallic armor consists of fas- 10 poin ts of damage. the armor Sma ll +1 10
ciae (Hide armor on two legs). takes 1 DP. SpUnt mall 4 30
one manica (the equivalent of S hields o n ly take damage Studded leather 7 15
Splint Mail on one ann. thus an when the character successfully
Parries with a Shield . Each time • Inc ludes baslnet. galea, myr-
AC bonus of 1). and a protective rmllIo
metal belt. The belt Is a special he parries an attack that would
piece of gladiator armor: It con- have hit him . his shield takes I
DP. Piecemeal Armor
stitutes haifa breastplate of Hide
armor in both weight an AC b0- Helms o nly take damage If you're using
nus. SO it grants an AC bonus of when the character Is hit with a the Piecemeal Armor rules from
1. All toge the r. Gallic a rmor Ca lled Shot to the Head or a Sap earlier In th is chapter, consider
grants an AC bonus of 3 . fo r a n· maneuver. Each time the char- the armor's Breastplate to have
nal AC of 7. Note: The annor belt a cter wearing a hel m Is hit with the num ber of DP listed fo r It in
cannot be worn in addition to a such an attack. the helm takes I the chart above. Each arm a nd
Breastplate, only Instead of one. DP. leg will have a DPamounl equiv-
Samnite armor consists of a When a pieee of armor drops a lent to (lho the DP total from
cuirass (a splint mall equivalent to 0 DP. It falls apart and Is ru- the chart. T he breastplate will
breastpla te conferring an AC boo In ed: it can nol be repaired. So take all DP damage from a ttacks
nus of 3). and splint-equivalen t long as It has 1 DP It can be re- u nless they a re Called Shots LO
armor on one a rm lAC bonus of paired. other body pans.
II and boLh legs (AC bonus of II. Armor has the foUowing DP:
fo r annal AC of 5.

112
bats in the gam e. Every time a But when a warrior (on ly a
character is hit in combat, he' II warrior. mulU-class warrior. or
Magica l Ar· have to add one tally·mark to a dual-class warrior ) s lides the
mar does not gradually lose Us separate scratch sheet or paper bracelet around th e blade or
protective enchantment as It is s howing the damage his armor haft ora weapon. and speaks the
damaged . However. If It reaches is taking. It ·s easy to forget: the command word engraved on the
o DP berore being repaired. the OM will constantly have to reo bracelet's clasp. lhe weapon djs-
armor Is destroyed and so Is the mind his players to do this in the appears . .. and a gold charm
encha ntment. first weeks he Is introducing this matching the weapon appears
Being magical does nOl conrer rule into his campaign. There· on the bracelet.
any extra Damage Poin ts on lhe fore. we recomm end you use T hereafte r. when the warrior
s uit or armor. II can gradually be lhlssys tem on ly Ir(t·s Important speaks the com mand word a nd
destroyed by brule force like to you . Ir it isn' t, don 't bother the na me or th e weapon . the
any un enchanted suit of armor. with it. weapon magica ll y appears in
the hand on whose wris t the
Repairing Armor brace leL rested ... a nd the
Magical Items bracelet disappears.
GuldeHnes for
repaIri ng damaged armor are Following are T he bracelet can hold up to
presented In the Character Cre· some new types of magical trea· four weapons/charms this way.
aHon chapler. under the head- surcs. magic especially suited to They can be normal or magical.
lines "Re palrlng Armor" a nd fighting characl.ers. Shields and miscellaneous
"Repairing Magical Armor." equ ipment cannot be held In
Bracelet of Charms: This ap· this rash Ion; only weapons built
Effects on the Ca mpaign
pears to be a nicely ·crafted as weapons. Siege weapons can·
bracelet of sturdy gold links. h not be held .
These rules ror looks like any other bracelet to The cha nge from bracelet to
calculating dam age to armor which small channs and me· weapon lakes no time a l aU. but
add a little complexity to com- mentos are attached. can be accomplis hed only once

1\3
pe, tum. T he br-acelel itself can The Bmcelct of Charms may t.easure. he mus t carry it in his
be used only eight times In a not be used on lhe same weapon gea. roo a mont h for the cage to
day; turning the bracelet into a as a set of Rings of Readiness. allu ne Itself to him. If Its true
weapon counts as one use. a nd owner se lls It to someone else In
tuming the weapon back into a Cage of Shelter: This obJcct the cage's presence. the cage
bracele t coun ts as one usc. looks like a la rge bi.d·cage tha t wUl obey lhe claps of Its new
If the weapon held In the has been nea tly folded down ow ne. immediately.
bracelet's e nc hantmen t is ca lled In to a package a bout the size of
on. and wielded. a nd the n dis· a medium shield . Charm of Favor: When dei·
a rmed. the c ha rac te r ca nn ot The user. who can be of any ties and other powerful beings
call on another weapon from lhe c ha.acter class. places it upon are pleased with the deed of a
bracele t. The bracelet itself Is the ground . steps back from it. mortal. they som etimes gi ve
within the weapon . The c harac· and claps his ha nds loudly el· him a charm of favor. This Is a
te r must retrieve the weapon ther two o. th.ee times. s mall c ha rm or statuette. us u·
firs t. a nd only then can he use Ifheclaps his hands twice. the a lly of sem lp. eclous mate ria l
IlS magic. cage grows up Into a stu rd y a nd two or three Inches In size.
A weapon can be taken out of metal-framed te nt which ca n which represents the god or one
lhe bracelet's array. When a house eigh t peopl e-you ca n of his aspec ts.
c haracter wishes to do this. he s ubstit ute one horse for four The chann Is rather lIke a lim·
takes lhe bracelet off his wris t peop le. This tent confers no ited wisl!. It represents a favor
a nd speaks th e name of th e magical blessing on Its Inh abit· which the deity will do for the
weapon . and then says the com· a nts. but by using Hand hud· c harac ter at some lime in the fu·
mand word ... a reversal of the dling toge th er fa . wa rmth a ture. To use It. the owne. mUSt
prevIous proced ure . pany can s urvive a snowstorm thmw the Ite m on the ground so
The br-acelet does nOl magi· thal would kill a n unprotec ted ha.d that It b. eaks. and then ca U
cally know its owner. Anyone party: by erecting It In the des· out his requcst.
who steals lhe bracelet from Its crt. a pa rty can avoid the danger The . eq uest mus t have some·
owner and discovers what it Is and discomrort of a sandstorm. thing to do with the a ttributes of
can use It a nd ca ll the previous If the usc. claps his ha nd s the god: It"s no use askin g the
owner·s weapons forth . th.ee limes. the cage grows up Goddess of Love to dry up a n oa·
This Hem Is best used when Inloa strong 10' by 10' cell . The s is inlO a desert. or to ask the
the wielder wants to carrY a va· doo. to the cell has the equiva· God of Earthquakes roo a fog to
riety of different weapon"s. and lent of a wizard lock : Ihe cage·s hide the adven tu . ers.
wants to do so secretly. With a ow ne. can open it a ny time he The god hears It when the fa·
single warrior. the weapons car· wishes. and a ny magician with va. is . equcsted . And he. In thc
rled m ight be a long bow and the kn ock spell can open It by guise of lhe DM . evaJuates lhe
quiver (quive rs count as part of using tha l spell. A person In th e favo .. If the favo. Is somethin g
the wea pon lhey carry arrows ce ll would ha \'e to m ake his which pertains to one of his at·
for). a bastard sword . a haJberd . Bend Ba. S/Lift Ga tes 1011 suc· (ribures. a nd If the god does not
a nd a dagge r. This gives the cessfu lly for use a knock ) to es· think tha t the character Is mak-
wanio. the ability to call forth cape: the door's lock cannot be Ing the . equest out of m e re
the weapon best suited to the picked. greed or sclns hncss. and If be·
task a t ha nd. 1b ret.uID the cage to Its origi. s towing the favor will not con·
If a weapon Is broke n . the nal fo. m. the owne. claps agai n. nlc t with a ny of lhe god·s othe r
bracelet isn·t; the user needs to twice if II Is In te nt form . three a ims or desl.es. he will g.ant the
call forth the braeelel. then sep· times Ifu Is In cage rorm. Usome- favo •.
arate the broken weapon f.om one is in It when It is a tent and So it would be appropria te to
It. begins colla psing. It opens up ask the God of inscclS to send a
QUivers arc nOI magically reo around the person Ins ide: both cloud of bees to lOu t one·s e ne-
plenlshed when lhey're the size he and it are unhurt. If someone mies. or to ask the Goddess of
of c harms. However many a.· Is In It when It Is a cage a nd be· Love to ca use some NPC to fa ll
rows are In the qulve. whe n it gi ns colla psi ng. U colla pses in love wi t h the pl aye r·
becomes a charm are still In It amund him . innictlng 2d6 dam· c ha.acte r. or to ask a deity oflhe
whe n It becom es a quiver agai n. age before It breaks open : there· Ea.th to ca use fou it-tr ees to
Likewise. a broken bow·s tring after. it Is ruined forever. glOw and save the charactc.s
stays booke n . The cage of shell cr knows its from death by thirst a nd starva·
owner. If someone finds it in a lion .

114
Because the deity ls evaluaUng ing a suit o( armor, it a ppears dealcrs catch up with them .
the character's request. the ask· nex t to him. If the It.em Is some· This magica l it e m may be
ing character can not expect an thi ng else, it appears in a fash· used by characters of any class.
outrageous (avor to be granted. Ion dictated by the OM; a crown Rings of readiness can not be
And most enemies who steal the will appear on the characte r's used on the same weapon as a
charm from the PC cannot use It head, while a sewing mac hine bra celet of channs.
successfully; one might lake It. would appear nex t to him . for
hurl it to the ground and break it Inst.a nce. S h eath of Holding: ThIs item
with his request. and find the If the Hem attac hed to the looks IJke an ordinary s heath for
cranky god stomping on blm and larger ring Is more than 10 miles a la rge knife: the sheath is any·
freeing the (ailh(u) PC. (This . away, nothing happens. where from 6~ to 1 0 ~ long. in ·
however. constitutes usi ng u p The use of the rings mus t be clud lng Its belt loop.
the favo r.) But an NPC (riend of announ ced before In itiative In But It doesn't hold a knife. It
the owner of the charm might be t he com ba t lurn . Use of the holds a s word-a full·slzed
able to get the Item and ask the rings takes no time, The charac· sword . With magiC rather Uke
god to hel p the c ha rm 's true ter calls ou t the magiC word be· that found In the bag of holding,
owner . .. particularly If he Is III fore InlUaUve: thcn, la le r in the th is Item s lides most of the length
or kJdnapped and cannot do so lurn. when his actions come up, of the blade into a pocket dlmen·
for himself. thc Item In question appears. sia n, so that only the weapon·s
Any c ha racte r of any class If a character finds the sma ller hU t shows, with the sheath sug·
can receive s uc h a charm asa fa· ri ng without the larger one. then gesUng another 5" or so of blade.
vor. But when they are found In he can s ummon whatever ob- (This looks rather strange when It
treasure. they are useless: they jcct the larger one Is attached l a, holds a bastard sword , where the
were not lnl ended for the c ha r· even If It Is no t h is. These rings hilt will be longer than the appar-
a cter who finds them, after a ll. recognize no s ingle owner. An ent blade, but the sheath of hold·
The charm of favors does not Interesti ng ques t In a cam paign Ingcan do Il.l
radiate magic. might be for a cha rac ter to fi nd Each s h ea th of h o/dlng Is de·
the smaller of a set of rings a nd signed to hold one type of
Rings of Re adiness: This have La wa nder to fi nd the larger sword . Th e OM ca n dec id e
magical he m consists of two rin g and summon It and its ob· w hich son of sword It 's des lgned
pla in Iron rings. one suitable to Jec t to him : re mem ber, It only to hold . or can roll on the table
be worn o n a finger a nd one works wit hin 10 miles of the below, The s heath will not hold
larger. some 2 " in diameter. summoner. a sword It is not built to hold .
The larger ring is to be placed The magic only works if the Weapon
o n some item . It can be sewn Item attached to the la rger ring Roll Held By Alternate
Into or bolted o nto a set of a r- Is Inanlmat.e. Living things a re RoU
not transponed.
dl OO Sheath
mor: It can be placed upon the 0 1· 10 Bastard
pommel of a weapon (In which Once s ummoned . these ob· s word 01 · 15
case it shrinks u ntil it fi ts jects may not be sent back. This 11 · 15 Cutlass
snugly): it can be attached to Is a one· way tri p. 16-20 Dagger 16·25
any Item of personal gear weigh· T he rings may be used a ny 2 1·25 Dirk 26·30
ing less than 100 Ibs. number of times: they do not Gladlus/
26·30
When the larger ring Is a t· wear ou t. Drusus
tac hed to an object. a nd the Many heroes use this magical Kata na
3 1·33
smaller rin g Is worn by a c harac- Item so that the y never lose 34·38 Khopesh 3 1·35
ler, the cha racte r needs only to thei r weapons . If the hero find s 39·43 Knife 36-45
u tte r th e magical word in · his sword disarmed In combat. 44 ·53 Long sword 46-65
scribed on the inside of the he can call it to his hand on the 54·58 Main-gauche
smaller ring. When he does, if next round . without wasting the 59-68 Ra pier
the other ring Is wilhin 10miles . lime to go get It. Some can art· 69·73 Sabre
It will ins tantaneously transport ists use II to ru n a sca m: T hey' ll 74·78 Scim itar 66·75
th at object to the character. secretly a ttac h the la rger ring to 79·88 S hort swo rd 76·90
If the Hem attached to the somc great Item of treasure, sell 89·93 S tUetto
other ring Is a weapon. Il will ap· It to a dealer, ride out of la wn 94·98 TWo· handed
pear in his hand. If the Ite m Is a with their money a nd the n sum- sword 9 1.()()
suit of annor, It appears o n lhe mon the treasure back. This is a gg.()() Waklzashl
character: If he Is al rcady wear· good tactic until the vengeful

11 5
Ignore a ny rolls which are not Ot he r than running. t he While he Is doing so. he is im -
appropriate for your campaign horse-spirit has no unusual abU· mune to the s toning gazes of
setllng: jf you have no ka tanas. Ities. I t cannot be seen o r c reatures such as the med usa
you don 't need to accept any to uc hed . It ca n whinny a nd and basilisk. a nd to magica l
rolls for shea th es for katanas. ne ig h . a nd it can buck ... ite ms whic h dupli cate their
The "Alternate Roll " colum n th ough on ly the sadd le Is seen to gazes. When the character car-
Is used If you are not using the buck In the a ir. It cannot truly ryi ng thi s s hie ld confronts a
new weapons Introd uced in The fly: when It comes to a ravine. s ton ing c reature. he reflec ts
Complete Fig htcr's Handbook . for Instance. it must descend to the ir Images back a t the m . and
This magical Ite m can be used the bottom a nd climb the other it is lhey who mus t ma ke saving
by any c haracter class. but mos t slope as It would have had to do throws vs. petriOcation o r be
end up In the hands of warriors If It were alive . turned to stone.
and rogu es . T his fri ghte ns living horses. Unlike ordinary s hields. the
No normal horse will approach shield of medusae has o nly twO
Saddle of the Spirit-Horse: the a nimated sadd le within a dam age points before it shat-
This is a very s trange magical hund red feet. f o r this reason . it ters. In other words. if It Is hit
Item which may o nly be used by is best used when the charac te r twice. It is deSlroyed.
warriors (either single·, mu ltJ.. Is a lone and, has his horse k Uled
or duaJ-class) . ou t from under him . Miscellaneous
Th all appearances. it is an or· If a character kills his horse to
d inary. wo rn leather saddle of get this 24 hours of fast. tireless Equipment
good quality. However. It Is a service. the ghost·horse will re- The following
magicai llem . lfwo rn by a s ingle member this and be offended by
pieces of eq uipmen t are of some
horse. It a ttunes Uself to tha t it ... even if the character d id It
use to warnors a nd othe r cha r-
horse when wo rn for three days. secre tly. by polson o r lo ng- ac ters.
(It doesn't have to be worn con· d istance magiC. the horse will
tlnuously fo r 72 hours-ju s t know it . It will a llow him to AU-AU: This is a sUc k with a
worn as a n ordinary saddle Is.) moum the floatin g saddle. and broad , shallow groove along Its
Once It Is attuned to the horse. behave norma lly fo r a while. but length and a knot a t the e nd : It Is
nothi ng re markable happens at some catastrophic time It will
a few feet long.
. . . unless the horse dies while try to kill the charac ter. It may
T he c haracter places a Ja ve lin
wearing lhe saddle. If It does. j um p off a c li ff. or rid e him (nOl a s pear. lo ng spear. har-
the s pirit of the horse s tays with straight back a t the e nemy he's poem. or trident) in It so that the
the saddle for another 24 hours . trying to e lude. or buck him off Javelin butt rests against the
Half a n hour afte r the horse into a pit of sna kes. kno t and the Javelin lies along
died. the spirit of the horse will These saddles may a lso be the groove: the warrior holds it
"awaken." and climb to Its un- made for donkeys. camels. or at the othe r end . Thereafter.
seen feet. a nd prepare to carry any other gro und a nimals. They when he flin gs his javelJn . he
its master wherever he wants to don't work with pegasl. griffons. uses the a ll-all as a leve r and Is
go. The ghost-horse contin ues o r other fl ying beasts. able to throw It much farth er
to wear the sadd le and to carry It than before.
arou nd ... a nd the horse's mas- Shield of Medusae: This When used with a n aU·atl. the
ter o r other favorite riders may mag ica l hem may only be used j avelin a cquires th e foll owing
ride It duri ng that (Ime. by warriors or priests (Incl uding c haracteristics:
Fo r the next 24 hours. th e multi-class and dual-class war-
horse· ghost will tirelessly carry riors or priests). Jave1inJAU-Atl: ROF 213. S 3.
its rider wherever he wants to It is shaped like and works M6. L 9.
go. a l the full runni ng speed the like a norma l medium shield .
horse could ma nage whe n It Bu l Lhe outside (the side that T he a U-atl costs I silver piece
was aliv e. But It's a spook y fa ces the ene m y) is mirro r- to ma ke. but can be carved out
sigh t: T he sadd le nOats in the refl ective. a nd the Ins ide (w here of a stick by a n yone with lhe
air. fou r or nve fect up {at the the warrior's s lraps are) is crys· Wea po nsmlth pro fi cien cy. It
height the li ving horse carried tal clear. we ighs one pound.
Itl : the ride r must moun t nor- Th use the shield of medusae.
mally. (reat the horse as he did th e wa rrio r holds it up before Spike. Spring-Out: This Is a
nonnally. a nd pretend all is as it him . In front of his eyes. and nasty weapon used mostly by
ever was. looks through Its clear surface.

"6
rogues a nd c haolic warr iors. Sheath, Secret Spring: This rolled thai he Is going to pop OU I
th ough a ny s neaky player- Is an other ite m considered use- h is bla de: when hi s action
c ha racte r could acq uire one. ful by rogues. street-nghters. as· comes up for that round , ifhe Is
h consists of a blade identical sassins. and characters wishing still able to s traighten ou t his
in charac te ristics to the knife. to appear unarmed . arm . his blade pops Into hIs
housed In an Innocuous rod or It consists of a s heath for one hand and Is Instantly ready. The
handle. When the secre t catc h Is of the following weapons: Dag- c haracter may still attack lhis
pressed. the blade s naps out In - ger, Knife. or Stl iello. A s heath round : the acllon of armin g
stamly and the c haracter Is for one of these three weapons himself doesn't usc up an at-
a rmed . will not hold eithe r of the other tack.
Usually. the spring-oul spike two. II cannot be built for a The Secret Spring Shea th
is built into items the c haracter weapon other tha n these three. weighs 1/2 pound a nd costs 35
will be carryi ng a lot . . . a nd It is not jus t a s hea th . bU lls also gpo It requires someone with
whe n hc does n't wis h It to be a mec han ica l device, a nd is both th e Se t S nar es and
know n he's a rm ed . Common worn on the c haracter's arm Weapons mlthing proncle ncles
objects with buih-in spikes in- just below the elbow. to create . Like the Sprf.ng-oul
clude roya] sceptres. the ends of Whe ne ver the e haracl.e r Spike, il ls illegal In most places.
quan ersta ves fthis converts a s traighten s his a rm OUI a nd but is a lesser crime. punishable
s talT Into a spear). and some- nexes It in a certain way. lhe by a fine ( I Od6 gold pieces) and
Urnes the hilts of swords a nd blade in the sheath pops Into his a few days {I d6) In Jail.
daggers. Assassins onen carry a hand . The charac ter mus t make
dagger with a n ordinary blade a Dexterity a bllily c hec k to •••
.. . and a polson-coaled spring- catch It; he gets a + 3 bonus be· That's the e nd of Th e Com -
out spike. cause It's nol diffic ult. but a nat- plere Fight er 's Handbook.
The spring-out spike weighs u ral 20 always fa ils. If he fail s to Now that you've rcad Il. the
one pound a nd cos ts 40 gpo ca le h it. It pops straigh t OUI and thi ng to reme mber is this; Usc
When built into an ordinary ob- drops to the floor, It cannot be whatever a ppeals to you . as the
Ject. It adds one pound and 40 "shot OUI" as a n attack like a OM . and nothing more. Lf a ny
gp to that object's cost. It cannot thrown knife; It will nol hurt ru le or recomme ndation worries
customarily be built Into an ex- whomever It hilS. and always YOU . If you fee l lhat It w ill u nbal·
isting weapon; It mus t be built h its hil t-first when fumbled In a nce your campaign or s kew
into the weapon when it is first this fashion . your pla yers toward bad habils.
created. This Is anothe r way, a nd a the n don 't a llow Ill n your cam·
The spring-oul s pike is illegal non·maglea l one. for the un - paIgn, As for all the other rules.
In most civil iza tions. If the au- armed characler 10 be suddenly reco mmendations. and guide·
thoritles catch a c haracter usi ng armed when the need arises, In lines; Try them. You may like
one. they' lI Jail him on assum p- the combat seque nce . he must th em .
tion of assassination motives. a nnounce before Initia tive is

117
Tables

Martial Arts Results One-Handed or Two,Handed Weapons


Attack Martial Arts % Weight Speed Damage
Roll Maneuver DmgKO Item Cost (Ibs.) Size Typet Factor S-M L
20 + Head Pu nch 3 15 Harpoon %
19 High Kick 2 10 One-handed 20gp 6 L p 7 Id4+11d6+1
18 Vltals-KJck 2 B 'TWo-handed 20gp 6 L p 7 2d4 2d6
17 VItals-Punc h 2 5
Javelin %
16 Head Bash 2 5 p
One-handed S sp 2 L 4 Id4 Id4
15 Side Kic k 1 3 p
'TWo-handed 5 sp 2 L 4 Id6 Id6
14 Elbow S hot 1 1
13 Body· Punc h 1 2 Spear %
12 Low Kkk 1 1 One-handed Bsp 5 M p 6 Id6 IdB
11 Graze o 1 1Wo-handed , Bsp 5 M p 6 Id8+ 1 2d6
10 Body -Punch 1 2 Spear, Long %
9 Low Kick 1 1 One-handed 5 gp B L p B IdS Id8+1
8 Body- Punch 1 2 'TWo-handed I 5gp B L p B 2d6 3d6
7 Knee-Shot 1 3 Tride nt %
6 Side Kic k 1 5 One-banded 15gp 5 L p 7 Id6+J 3d4
5 Head Bash 2 10 1Wo-handed 15gp 5 L p 7 ld8+ 1 3d4
4 Vitals-Punch 2 10
3 VII.als-KJck 2 15 % This weapon is Intended for one-handed or two-handed use.
2 HIgh Kick 2 20 , This weapon Inflicts double damage when flrmly set to receive a
1· Head Punch 3 30 charge.
• Or less
Arll)or Fitting
Race
Combat Modifiers for Trying 1b Race For Which Armor Was Built:
Wear Armor: Owf Elf Gnm 1/ '4. EI 1h:-lg Hum
Darkness and Blindness
Owan 80% 0% - 10% - 10% - 35% - 40%
Condition MeL Mis . [nfr. Elf 10%+ 90% 50% - 70% + 35% + 50% +
Bonus Gnome 40%+ 40% + 75 % 25 % + 60 % + 20 % +
Clear sky Half-Elf 20%+ 45% 10% + 70% 35% 50%
(dayUme) -0 -0 "'0 Halfllng 75%+ 30% - 35% - 35% + 70 % 20% +
Fog. dense Human 50%- 20% - 5% - 30 % - 10% - 65%
or blizzard -3 -4 +0
Fog. light
or snow - 1 -2 +0 rlecell)eal Armor
Fog,
modera te -2 -3 >0 BODUS to AC Per Type of Piece:
Mist or Armor Full Breast- TWo One TWo One
Ughl raJn -0 - 1 >0 Type Suit Plate Arms Arm Legs Leg
Night. Banded MaJi 6 3 2 I I o
fu ll moon -2 -4 >2 Brtgandlne 4 210 1 o
Night. Bronze plate 6 3 2 1 1 o
no moon -3 -6 +3 Chain mall 5 2 2 I 1 o
Total field Plate 8 4 2 I 2 I
darkness -4 -6 >3 Full plate 9 4 3 1 2 I
1\vilighl - 1 -2 >I Hide armor 4 2 101 o
LeaLher armor 2 I 1 0 0 o
Padded armor 2 1 1 0 0 o
Plate mall 7 3 2 1 2 I
Ring mall 3 1 I 0 1 o
Scale mail 4 210 I o
Splint m all 6 3 2 1 I o
Studded leather 3 1 1 0 1 o

118
Tables

New Weapons List


Weight Speed Damage
Item Cost nbs .) Size Typet Factor S-M L
Arrows. Slone
Flight & 3 cpll2 1110 M P Id4 Id4
Belaying pin I 2 cp 2 S B 4 Id3 Id3
Bo sUck & 2 cp 4 L B 4 Id6 Id4
Bolas ! 5 sp 2 M B B Id3 Id2
Cestu s I I gp 2 S S 2 Id4 Id3
Chatn& 5sp 3 L B 5 I d4 + 1 Id4
Dagger
Bone I I sp I S P 2 Id2 Id2
Stone I 2sp I S P 2 Id3 Id2
Dalk y u & l OO gp 3 L 7
Oaikyu arrow & 3 sp/S • I M P IdB Id6
Gafflhook I
Attac hed 2gp 2 S P 2 Id4 Id3
Held 5cp 2 S P 2 Id4 Id3
J avelin. Stone %
One·handed 5 cp 2 L P 4 Id4 Id4
1Wo-handed 5 cp 2 L P 4 Id4+ 1 Id6
Knife
Bone ! 3cp 'n S PIS 2 Id2 Id2
Stone! 5 cp 'n S PIS 2
10
I d2 Id2
Lasso & 5 sp 3 L
Maln-gauche ! 3 gp 2 S PIS 2 Id4 Id3
Ne l & 5 gp 10 M 10
Nunchaku I I gp 3 M B 3 Id6 Id6
Poleann
Naglnata &J Bgp 10 L P 7 IdB IdlO
Tetsubo & 2gp 7 L B 7 IdB IdS
Sail 5 sp 2 S P/B 2 Id4 Id2
Shurlk en ! 3sp I S P 2 Id4 Id4
Spear. Long 'l
One-Handed 5gp B L P S IdS I dS+ 1
iWo-Handed I 5gp B L P B 2d6 3d6
Spear. Slone %
One-handed Scp 5 M P 6 Id4 Id6
1\vo-handed Bcp 5 M P 6 Id6 2d4
SUletto I 5sp 'n S P 2 Id3 I d2
Sword
Cutlass I 12 gp 4 M S 5 I d6 IdS
Drusus! SO gp 3 M S 3 Id6+ 1 IdS+ 1
Katana %
One-handed lOO gp 6 M SIP 4 IdIO Id12
1WQ-ha ndcd 100 gp 6 M SIP 4 2d6 2d6
Rapier ! 15 gp 4 M P 4 Id6+' , IdS+ I
Sabre ! 17 gp 5 M S 4 Id6+ I Id8+ 1
Waklzashl $ SOgp 3 M SIP 3 IdB I dS

I This weapon Is Intended for one-handed use, and may not be used two-handed .
$ This wea pon Is Inte nded for one-handed use, but may be used two-handed (see the rules for lWQ-Hande r
S tyle S pecialization In the Combat cha ple r ).
% T h is weapon Is Intended for one-handed or two-handed u se.
& This weapon Is inte nded for two·handed use only.
I This weapon InntclS double damage when f1nnly set to receive a charge.
t The "Type" category Is divided Into Bludgeoning (B). Pie rcing (P), and Slashing (S). This Indicates the type
of attack made. w hich may alter the wea pon's effectiveness against different types of armor. See the
optional rule In t he Player 's Handbook . page 90.

11 9
Complete Fighter 's Character Sheet
Charac ter Name: _ _ _ _ _ _ _ _ _ _ _ __ Class: _ _ _ _ _ _ _ _ _ _ _ _ _ __ _
Player: _ _ _ _ _ _ __ __ __ _ __ __ Warrior Kit: _ _ _ _ _ _ _ _ _ _ _ _ _ __
Race. Sex: _ _ _ _ _ _ _ _ _ _ _ _ _ ____ Alignment: _ _ _ _ _ _ _ _ _ _ _ __ __
Heighl. Weight : _ _ _ _ __ _ _ _ _ __ Level: _ _ _ _ _ _ _ __ _ _ _ _ _ _ __
Hair. Ey es: _ __ __ _ _ _ __ _ _ ____ Experience: _ _ _ _ __ _ _ _ _ _ _ _ __
Age. Appearance: _ _ _ _ _ __ _ _ _ _ __ Experience for Nex t Level: _ _ _ _ _ _ _ ____
Stre ngth _ _ __ Hit: __ Dmg: ____ wgt: __ Press: ____ Doors: _ _ Bars/Gates: ____
De xterity _ __ _ Rcac Adj: ____ Ms i All Adj : _ _ o c r (AC) AdJ : _ _
Constitution _ __ HPAdJ : _ _ S ys Shk: _ _ Res Sur: _ _ Pols Sav: ____ Regen : ____
Int elligence _ _ ___ I of Lang: _ _ Sp LvI: __ Lrn Sp: __ Sp/Lvl: ____ Immun : ____
W isdom _ _ _ __ MagiC Oer: _ _ Bonus Spells : _ _ % Fail : ____ Immun : ____
Charisma _ __ _ Max I Hench: __ Loyalty Base: ____ Reac AdJ: ____
Rac ia l Bonuses an d Abilities : _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ __ _ _ __ _ _ _ __ __

Hit Poi nts: _ _ _ _ _ _ ____ Hit Dice T y pe : d _ __ _ ____ Armor Class: _ __ __ _ __


THACQ, ____________________ Attacks/Round: _ _ _ _ __ Movement Rate: _ _ _ _ __

Savin g Th row s: Paralyzatio n/Poison/Death : _ _ __ _ __ _ __


Rod/StafffWand : _ _ _ __ _ _ _ _ _ __ Pet rincation /Polymorph: _ _ __ _ __ _ ____
Brea th\Veapon : _ _ _ _ __ _ _ _ _ __ __ Spell, _ _____________________________________

Special Ablll Ues an d Res lriclions : _ _ _ _ __ _ __ __ _ _ _ _ _ _ _ __ __ _ __ _ _ __

S pell Progression: 15' _______ 2 nd _______ 3rd _ ______ 4lh _ ______

Warrior Kit Bonus Profic ien cics: _ _ __ _ __ _ _ _ _ _ __ _ _ __ _ __ _ _ __ _ _ ____

Wa rrior Kit Be nefi ts: _ _ __ _ _ _ _ __ __ _ _ _ _ _ __ _ _ _ __ _ __ _ __ __ __

Warrior Kil Hindra n ces : _ _ _ _ __ _ _ _ __ _ _ _ __ _ _ _ _ __ _ _ _ _ _ _ _ _ __

Languages Known : _ _ _ __ __ _ _ _ _ __ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ __ __

Weapon Proficien cy Slots Nonweapon Proficiency Slots

120
Complete Fighter's Character Sheet
Weapons Weight Speed Damage
Carried Cost (lbs) Size Type Fac tor S-M/ L

Equipment Purpose/Effects Where Kept ·

• B '" beltlhand : P "" backpack: S::z saddlebags; A'" pack animal; H = home.

Notes :

12 1
Complete Fighter's Combat Sheet (pC Side)
" Numbed" and "Useless" Numbers
Character 's HP: _ _ _ __
"N umbed " Number: __ (25% of charac ter's HP. round up from .5J
"Useless" Nu mber: _ _ [50% of character's H P. round up from .5)

Normal Damage"" Temporary Damage

Body Modifier Effect if " Numbed" or


Locations TO Hit "Usel ess" Number Reached
Thrso -0 No Effec t
Head -8' OM Chooses or Rolls Id6:
IJ Blind: attackers get +4 to hit
21 Deaf: character cannot hear
3) Dizzy: check Dex terity a t -4
4) Knockdown : character knocked down
5) Blind and Deaf: as above
6) Dizzy and Knockdown: as above
Arms -4' Drop Held Weapon: Shield Does Not Help AC
Legs -4' Check Dexterity to Stay Upright
Stun Points - 8' Movement Is Halved: Auackers gel +2 to hit
• Called Shot: announced before initiative. + 1 to Initiative roll

Combat Attack
Maneuver Modifier Maneuve r Result
Called Shot - -4 Varies
Disarm - -4 I-hand weapon nies 2d6 feet:
2-hand weapon or s hield oul of posilion
Grab - -4 Gets hand(s) on object
Hold Attack -0 Attack waits until later In round
Parry -0 Announce before initiative:
successful parry stops enemy attack
Pi n -4 Enemy's weapon pinned againSt him
pu llmip -0 Successful a ttack knocks e nemy do wn
Sap ' -8 Damage x 5% = KG change (40% m a"( )
Shield-Punch -0 1- 3 points damage (+StrcngLh bonus)
Shield-Rush -0 As shield -punch + knockdown c hance
Strike/Thrust -0 Basic allack with weapon or empty ha nd
• CalJed Shot: announced before initiative. + 1 to Initiative roll

.22
Complete Fighter's Combat Sheet (~M Side)
Player-Cha racters and Their Allies

Character Name Class/Level THACO Attacks AC HP

Non-Player Characters and Monsters

Character Nam e Class/Level THACO Attacks AC HP

'23
Warrior Kit Creation Sheet

Warrio r Kit : Special Benefits:


Campaign:

Dungeon Master:
Description:

Role:

Special Hindrances: _ _ _ _ _ _ _ _ _ __ _

Secondary Skills:

Weapon Proficie ncies:

Weal th Options: _ _ _ __ __ _ _ _ _ __

Nonweapon Proficlencies: _ _ _ _ _ _ _ _ __
Races: _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _

Equipm ent: _ _ _ _ _ _ _ _ _ _ __ _ __

Nol es: _ _ _ _ _ _ _ _ __ _ __ _ _ __

124

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