House Rules & Clarifications for First Edition Advanced Dungeons & Dragons v1.

0
By Ken Marin (ken-do-nim)
Last Updated February 27, 2011 FOREWORD ..................................................................................................................................................................................................... 5 CHARACTER CREATION AND ADVANCEMENT ................................................................................................................................ 5 WHAT’S IN PLAY?..............................................................................................................................................................................................5 BOOKS BEYOND CORE .........................................................................................................................................................................................5 CONTROVERSIAL TOPICS ....................................................................................................................................................................................5 CLASS CHOICES ...................................................................................................................................................................................................5 CHARACTER GENERATION ...............................................................................................................................................................................6 RACIAL ABILITIES .............................................................................................................................................................................................7 ELVES & HALF-ELVES ........................................................................................................................................................................................7 DWARVES .............................................................................................................................................................................................................7 HALFLINGS ...........................................................................................................................................................................................................7 HALF-ORCS ..........................................................................................................................................................................................................7 LEVELING UP ......................................................................................................................................................................................................7 HIT POINTS ...........................................................................................................................................................................................................7 TRAINING .............................................................................................................................................................................................................8 UNTRAINED LEVELS ............................................................................................................................................................................................8 DUELS...................................................................................................................................................................................................................8 THE CHARACTER WITH MANY CLASSES ........................................................................................................................................................9 ADVANCEMENT AND EXPERIENCE POINT ALLOCATION ...................................................................................................................................9 EXAMPLE OF A CHARACTER WITH MANY CLASSES ............................................................................................................................................9 CLASSES .......................................................................................................................................................................................................... 11 CLERICS ............................................................................................................................................................................................................11 CLERIC................................................................................................................................................................................................................11 DRUID .................................................................................................................................................................................................................11 FIGHTERS ..........................................................................................................................................................................................................11 BARBARIAN........................................................................................................................................................................................................11 FIGHTER .............................................................................................................................................................................................................11 HUNTER ..............................................................................................................................................................................................................11 PALADIN .............................................................................................................................................................................................................11 RANGER..............................................................................................................................................................................................................11 MAGIC-USERS ..................................................................................................................................................................................................12 ILLUSIONIST .......................................................................................................................................................................................................12 MAGIC-USER......................................................................................................................................................................................................12 MYSTIC...............................................................................................................................................................................................................12 WITCH ................................................................................................................................................................................................................12 THIEVES.............................................................................................................................................................................................................13 ASSASSIN............................................................................................................................................................................................................13 MONK .................................................................................................................................................................................................................13 THIEF-ACROBAT ................................................................................................................................................................................................14 OTHER CLASSES ...............................................................................................................................................................................................14 BARD (PLAYER’S HANDBOOK) .........................................................................................................................................................................14 PSIONICIST .........................................................................................................................................................................................................14 VARIANT CLASSES ...........................................................................................................................................................................................15 ARCHER (FIGHTER SUBCLASS)..........................................................................................................................................................................15 WAR PRIEST (CLERIC SUBCLASS).....................................................................................................................................................................15 WARRIOR MONK (FIGHTER SUBCLASS, BUT DERIVED FROM MONK).............................................................................................................15 EQUIPMENT................................................................................................................................................................................................... 16

1

WEAPONS ..........................................................................................................................................................................................................16 CITY USAGE .......................................................................................................................................................................................................16 HANDEDNESS .....................................................................................................................................................................................................16 IMPROVISED WEAPONS .....................................................................................................................................................................................17 NEW WEAPONS ..................................................................................................................................................................................................17 OFF-HAND WEAPONS FOR TWO-WEAPON FIGHTING......................................................................................................................................17 SPACE REQUIRED ...............................................................................................................................................................................................17 USABLE FROM HORSEBACK ..............................................................................................................................................................................17 WEAPON ERRATA ..............................................................................................................................................................................................17 WEAPON PROFICIENCIES ................................................................................................................................................................................18 AUTOMATIC PROFICIENCIES..............................................................................................................................................................................18 NON-PROFICIENCY .............................................................................................................................................................................................18 PROFICIENCY CHOICES ......................................................................................................................................................................................18 WEAPON FOCUS .................................................................................................................................................................................................18 WEAPON SPECIALIZATION ................................................................................................................................................................................19 HELMETS ...........................................................................................................................................................................................................19 SHIELDS .............................................................................................................................................................................................................19 SHIELD BASH .....................................................................................................................................................................................................19 TAKING COVER BEHIND A SHIELD...................................................................................................................................................................19 DELUXE EQUIPMENT .......................................................................................................................................................................................20 MISCELLANEOUS EQUIPMENT........................................................................................................................................................................20 MOVEMENT AND ENCUMBRANCE ....................................................................................................................................................... 21 MOVEMENT RATE ............................................................................................................................................................................................21 MOVEMENT RATE DETERMINATION ................................................................................................................................................................21 STANDING UP FROM PRONE..............................................................................................................................................................................21 ENCUMBRANCE CATEGORY............................................................................................................................................................................21 MOVEMENT TYPES...........................................................................................................................................................................................22 STEALTH.............................................................................................................................................................................................................22 CHARGING ..........................................................................................................................................................................................................22 RUNNING ............................................................................................................................................................................................................22 SPELLS ............................................................................................................................................................................................................. 23 TARGETING ........................................................................................................................................................................................................23 CASTER LEVEL PENALTIES TO SAVING THROWS ............................................................................................................................................23 ILLUSIONS .........................................................................................................................................................................................................23 DISBELIEF...........................................................................................................................................................................................................23 PROPERTIES OF ILLUSIONS ................................................................................................................................................................................23 ILLUSIONARY DAMAGE (FOR ILLUSIONS WITHOUT A SHADOW COMPONENT)...............................................................................................23 ILLUSIONARY SPECIAL ATTACKS (FOR ILLUSIONS WITHOUT A SHADOW COMPONENT) ...............................................................................24 ILLUSIONARY SPECIAL ATTACKS (FOR ILLUSIONS WITH A SHADOW COMPONENT).......................................................................................24 SPELL ERRATA BY CLASS ...............................................................................................................................................................................24 CLERIC SPELLS ..................................................................................................................................................................................................24 DRUID SPELLS ....................................................................................................................................................................................................25 MAGIC-USER SPELLS.........................................................................................................................................................................................25 ILLUSIONIST SPELLS ..........................................................................................................................................................................................28 MYSTIC SPELLS..................................................................................................................................................................................................28 SPECIAL ABILITIES .................................................................................................................................................................................... 29 AT-WILL ABILITIES .........................................................................................................................................................................................29 ENERGY DRAIN.................................................................................................................................................................................................29 GAZE ATTACKS ................................................................................................................................................................................................29 MAGIC RESISTANCE ........................................................................................................................................................................................29 MAGIC WEAPON IMMUNITY ...........................................................................................................................................................................29 PSIONICS............................................................................................................................................................................................................30 ACQUISITION ......................................................................................................................................................................................................30 DETECTION.........................................................................................................................................................................................................30 PSIONIC COMBAT ...............................................................................................................................................................................................30 DISCIPLINES .......................................................................................................................................................................................................31 RECOVERY .........................................................................................................................................................................................................31 SPELL-LIKE ABILITIES ....................................................................................................................................................................................32

2

COMBAT ......................................................................................................................................................................................................... 33 COMBAT, GENERAL .........................................................................................................................................................................................33 ACTION TYPES ...................................................................................................................................................................................................33 DISRUPTING ACTIONS .......................................................................................................................................................................................33 MISSILE FIRE ......................................................................................................................................................................................................33 UNCONSCIOUSNESS, DOWN & DYING..............................................................................................................................................................33 SURPRISE ...........................................................................................................................................................................................................34 MODIFIERS .........................................................................................................................................................................................................34 AMBUSH .............................................................................................................................................................................................................34 PRE-COMBAT SURPRISE ....................................................................................................................................................................................34 MID-COMBAT SURPRISE....................................................................................................................................................................................35 INITIATIVE & THE COMBAT ROUND..............................................................................................................................................................35 DETERMINING THE ACTION SEGMENT .............................................................................................................................................................35 RESOLVING THE ROUND ....................................................................................................................................................................................36 PRE-ROUND/POST-ROUND ................................................................................................................................................................................36 ARCHERS AND HASTED MISSILE ATTACKERS .................................................................................................................................................37 SPELL DURATIONS .............................................................................................................................................................................................37 COMBAT MANEUVERS .....................................................................................................................................................................................37 BREAKING OFF FROM MELEE, A.K.A. RETREAT ...............................................................................................................................................37 DELAY ................................................................................................................................................................................................................37 HIGHER GROUND ...............................................................................................................................................................................................37 PARRY ................................................................................................................................................................................................................37 PURSUIT..............................................................................................................................................................................................................38 READIED ACTION...............................................................................................................................................................................................38 TWO-HANDED FIGHTING...................................................................................................................................................................................38 TWO-WEAPON FIGHTING ..................................................................................................................................................................................38 WITHDRAW ........................................................................................................................................................................................................38 WEAPONLESS COMBAT ...................................................................................................................................................................................39 GRAPPLING AKA WRESTLING ...........................................................................................................................................................................39 OVERBEARING ...................................................................................................................................................................................................40 PUMMELING .......................................................................................................................................................................................................41 STRIKING ............................................................................................................................................................................................................41 TACKLE ..............................................................................................................................................................................................................41 DM PROCEDURES ........................................................................................................................................................................................ 42 ABILITY CHECKS..............................................................................................................................................................................................42 OPPOSED ABILITY CHECKS ...............................................................................................................................................................................42 ANTI-MAGIC .....................................................................................................................................................................................................42 EXPERIENCE AWARDS .....................................................................................................................................................................................42 LISTEN CHECKS ...............................................................................................................................................................................................43 LOW ABILITY SCORES .....................................................................................................................................................................................43 STRENGTH ..........................................................................................................................................................................................................43 CONSTITUTION ...................................................................................................................................................................................................43 NON-PLAYER CHARACTERS ...........................................................................................................................................................................43 HENCHMEN ........................................................................................................................................................................................................43 HIRELINGS ..........................................................................................................................................................................................................43 SAVING THROWS ..............................................................................................................................................................................................43 ITEM SAVING THROWS ......................................................................................................................................................................................43 MONSTER SAVING THROWS ..............................................................................................................................................................................43 OTHER USES OF SAVE CATEGORIES .................................................................................................................................................................43 TEMPORARY HIT POINTS ................................................................................................................................................................................44 UNNATURAL AGING .........................................................................................................................................................................................44 APPENDIX A – AVERAGE DEMIHUMAN/HUMANOID STRENGTH RATINGS ......................................................................... 45 APPENDIX B: EXTENDED MONSTER TO-HIT CHART .................................................................................................................... 45 APPENDIX C – MONSTERS USING WEAPONS ................................................................................................................................... 46 SIZE CATEGORIES FOR MONSTER WEAPON USAGE ...........................................................................................................................................46 WEAPON DAMAGE INCREASE CHART ..............................................................................................................................................................46

3

MULTIPLE TARGETS ..........................................................................................................................................................................................46 APPENDIX D – MONSTER ERRATA ....................................................................................................................................................... 47 DEMONS .............................................................................................................................................................................................................47 DEMOGORGON ...................................................................................................................................................................................................47 JUIBLEX ..............................................................................................................................................................................................................47 DEVILS ...............................................................................................................................................................................................................47 DRAGONS...........................................................................................................................................................................................................48 STATISTICS .........................................................................................................................................................................................................48 SPECIAL ABILITIES.............................................................................................................................................................................................48 UNIQUE DRAGONS .............................................................................................................................................................................................48 GOLEMS.............................................................................................................................................................................................................49 UNDEAD .............................................................................................................................................................................................................49 OTHER ...............................................................................................................................................................................................................49 APPENDIX E – TREASURE ERRATA ...................................................................................................................................................... 51 MISCELLANEOUS ITEMS ....................................................................................................................................................................................51 ARTIFACTS .........................................................................................................................................................................................................51 SWORDS..............................................................................................................................................................................................................51 MAGIC ARMOR ..................................................................................................................................................................................................51 MISCELLANEOUS WEAPONS .............................................................................................................................................................................51 APPENDIX F – CREATING CHARACTERS ABOVE 1ST LEVEL ...................................................................................................... 52

4

Foreword
I love rules. I can’t help it. This document is the culmination of 25+ years of playing one version or another of D&D, though much of the content was written in the last 4 years since I joined Dragonsfoot. I don’t expect anyone to like everything they see here, but it is my hope that every reader finds at least one nugget that they find useful. I can’t help but wonder what this document will look like 25 years from now. I do want to stress that despite the length of this document, my aim in most cases has been to not overrule the printed rules. The bulk of this document is devoting to expanding them and to clearing up confusion. If you just want to check out the highlights, have a look at the weapon handedness chart, the character with many classes, and the spell errata.

Character Creation and Advancement
Whatʼs In Play?
Books beyond core
The core rulebooks are the pre-1985 AD&D hardbacks. In addition to those: 1. Unearthed Arcana – We are using most of the UA rules, with the following notable exceptions: comeliness, any of the new races, the cavalier class, and weapon specialization (I have my own watered-down system). Also, the “default” setting will generally not have field and full plate armor available. 2. 2E Player’s Handbook – Keep this handy for the non-weapon proficiency system if the players want a skill system (much better than what DSG/WSG offers). 3. Player’s Combat & Tactics – Useful as a reference for when players attempt combat actions that there isn’t a specific rule for. 4. Issues of Dragon – #35 has the errata for the core books (available online at the Acaeum), #103 has the Unearthed Arcana errata (also available online at the Acaeum).

Controversial Topics
In: weapon vs. armor type, psionics, training (but with lowered cost), halfling sling and bow bonus from the Monster Manual (partial), UA ranger tracking and weapon limitations, thrown weapons and slings get the strength bonus to damage but not to hit Out: racial level limits (except as a training speed-bump), alignment languages, female ability score minimums and maximums, multiclass (or many class) characters using a lesser attack chart to perform a class specific function (in this game, fighter/thieves and fighter//thieves backstab using the fighter attack chart), vampires energy draining on a hit (it’s on the bite, everybody knows that!)

Class Choices
All the choices I allow are listed below in the chart. For multi-class combinations allowed, refer to the UA errata. Class Cleric Druid Fighter Paladin Ranger Magic-user Illusionist Thief Assassin Races (other than human) All Elf, Half-Elf, Halfling All Half-Elf Elf, Half-Elf Elf, Half-Elf Gnome All Dwarf, Elf, Gnome, Half-Elf, Half-Orc Half-Elf Source Player’s Handbook Player’s Handbook Player’s Handbook Player’s Handbook Player’s Handbook Player’s Handbook Player’s Handbook Player’s Handbook Player’s Handbook Minimum Requirements Wis 9 Wis 12, Cha 15 Str 9, Con 7 Str 12, Int 9, Wis 13, Con 9, Cha 17 Str 13, Int 13, Wis 14, Con 14 Int 9, Dex 6 Int 15, Dex 16 Dex 9 Str 12, Int 11, Dex 12 10% XP Bonus Wis 16+ Wis and Cha both 16+ Str 16+ Str and Wis 16+ Str, Int, and Wis all 16+ Int 16+ Dex 16+ -

Monk Bard

Player’s Handbook Player’s Handbook

Barbarian Thief-Acrobat Dragon Bard Psionicist

All Dwarf, Elf, HalfElf, Halfling Half-Elf

Unearthed Arcana Unearthed Arcana Dragon #56, Best of Dragon III Dragon #78

Str 15, Wis 15, Dex 15, Con 11 Str 15, Int 12, Wis 15, Dex 15, Con 10, Cha 15; Fighter level between 5 and 7; Thief level between 5 and 9 Str 15, Dex 14, Con 15, Wis no greater than 16 Str 15, Dex 16; Thief level 5 Str 9, Int 15, Wis 12, Dex 16, Con 6, Cha 15 Int, Wis, and Cha have a minimum of 10, but at least one must be 16; Con 9

-

Str and Dex 16+ average of Int, Wis, and Cha is 16+

5

e. All characters (magic-users included) get weapon proficiency in club and knife for free. To that. 9. g. Find/Remove Traps 5%. roll for percentile strength. then sprinkle 3 points around as you see fit. Roll for starting gold and purchase equipment. with 2 caveats: (1) no more than 15 points can go into any one skill and (2) no score can be raised above 99% except Pick Pockets. 5. defense modes. Roll for starting hit points (subject to UA minimums). Dex 16+ (as cleric) Str and Dex 16+ Character Generation 1. not the sum. if desired. Half-Elf - Dragon #90 Dragon #114 Dragon #161 Dungeoneer #16 & #17 Best of White Dwarf Articles II White Dwarf #23 (referencing monsters from #14 and #15) Pdf available on internet. Half-Orc Str 15. Single class fighters. Con 11 The minimum statistics for a hunter total 68 (exclude Cha). Compute bulk (according to armor and shield). After that. and movement rate. and the character has no attack modes. the character’s full potential in psionic strength. archers. I may also decide to go with max hit points for first level. Wis 12 Str 14. adjusting them for race. 7. The player then rolls for the character’s first minor discipline. 4. racial. Druids may start play with 2 hit dice worth of animal companions (via the animal friendship spell). The DM determines initial spells for magic-users. Non-psionicist human and half-elf characters get a (secret) roll to determine psionic ability if their stats are high enough. favor one specific deity within a pantheon. Determine height. 6. and armor (or lack of) worn. You may also choose to use the 2E method of point allocation. f. then roll a new set. illusionists. A cleric can. not sure if there are any differences). Wis 16 (as magic-user) Dex 16+ Int 16+ Int and Wis 17+ Hunter Half-Elf. Dedication to one specific deity within a pantheon is for temple-bound priests and priestesses. in which case the only classes that need to roll are those with 2 hit dice such as the ranger and monk. however. Int 14. barbarians. with the caveat that boosting a 17 to an 18 costs all 3 points and boosting a 16 to a 17 costs 2 of the points. ask the DM (as magic-user) Int 13. Archer War Priest Warrior Monk Same as Fighter Same as Cleric Same as Monk This document This document This document Str 9. Dex 15. If the character is a fighter or fighter subclass with percentile strength already and mature age is determined. The player may opt for his character to own a traveling spellbook containing his starting spells (but not his cantrips). Druid/Rangers are neutral with good tendencies. 8. roll a new set. dexterity. If a fighter or fighter sub-class is chosen and the character has 18 strength. A roll above the racial maximum is rerolled. Like psionicists. and once again adjust the ability scores accordingly. weight. and hunters may spend 2 slots on one weapon (aka weapon focus). Wis 12. Con 7 (as cleric) Str 15. the character’s encumbrance category. If even with the 3 points to spend the set is illegal (two scores of 5 or below) or couldn’t meet the guideline of two 15s. Dex 15. Con 10. Monks are not eligible to use the 2E method of point allocation available to thieves. mystics. Hunters start play with a 1 hit die animal companion. and any weapon allowed for any of their classes can be chosen. Wis 10. Multi-class characters need to keep track of the separate rolls made for each class. d. and Read Languages 0%. including lowering any ability scores above the maximum to the maximum. 2. 11. if you can’t make the set work for the class you want to play. Hide In Shadows 5%. the player gets one additional choice. taking into account the unarmored bonuses from UA and their dexterity. Move Silently 10%. and disciplines are rolled and recorded. b. not adventuring clerics. Class-specific choices and computations: a. 3. free of charge. 30 points can be spread around. Gnome Elf. with no more than 15 going into any one skill. and starting age. Half-Elf All Elf. Pick a race in which the ability scores qualify for the minimums and adjust the ability scores accordingly. Open Locks 10%. as only the first die is given the maximum. If psionic ability is determined. 6 . Cha 7 Int 14. Roll for the six ability scores using 4d6 drop the lowest in order. but choices are limited to typical domestic or docile animals (hawks included). Psionicists pick their initial discipline and compute their IWC and psionic strength. witches.Incantatrix Witch Scout Mystic Detective Elementalist Half-Elf Elf. 10. total carried encumbrance. Monks compute their thief skill percentages. and Con 14. Clerics pick a religion. and armor adjustments are applied (use the 1E tables. Climb Walls 60%. Choose an alignment. Any total of 73 or greater earns a 10% bonus to xp. Int 12. Choose weapon proficiencies. Dex 12. The thief then gets 60 points to spread around his scores. Detect Noise 15%. mind blank is the only defense mode possessed at the start. Make one swap of any two scores. The 2E system has base percentages of Pick Pockets 15%. 12. Pick a class (or multi-class combination). and incantatrixes. Wis 13 Dex 9 Int 14. not lowered down to the maximum. Multi-class characters get the greater number of initial slots for their classes. Also. At each level the thief attains after first. Half-Elf. Dex 9. +10% is gained. dexterity. attack modes. Thieves record their skill percentages. Magic-users who start with the spell find familiar can only start play with a familiar if they can pay the 100 gp cost out of their starting funds. c.

each character gets a roll on the secondary skill table. Otherwise.5. etc.5. 30 foot infravision. The minimum for classes that do not run out of hit dice (monks. Non-clerics may choose a religion if they so desire. 17. and +1 for racial training. and any other pertinent background or physical details. Halflings Players may freely pick from any of the sub-races. It is often wise to leave a few slots open to learn new languages during the course of play.) is 2. lowest fighter level limit +1 to hit with thrown weapons. The Monster Manual gives npc halflings a +3 to hit with sling or bow. hit point minimums are the fixed amount of hit points that the class receives per level after its last hit die. Sub-Race Hill Mountain Features Size S.5 = 14 hit points. Leveling Up Hit Points After 1st level. but his actual total is 8. the less they train with missile weapons. An archer or hasted elf with multiple attack routines (each consisting of 2 shots) must forgo all additional shots to take advantage of this maneuver.13. This move comes 2 segments after the bowshot.5 actual hit points. Racial Abilities Elves & Half-Elves Sleep/Charm Resistance . each has advantages and disadvantages. +4 armor class vs. assassins. Hairfoot halflings train with the sling and to a lesser extent. he now has 12. but in a limited fashion. divided by 2 is 8. thief. divided in half is 1. For instance. Shoot-Move or Move-Shoot-Move – An elf may choose to forgo his second bowshot and instead move for one segment. Starting rumors are handed out.5. ogres/trolls/giants. best fighter level limit Halflings with stout blood spend considerable time underground and the purer the blood. therefore the minimum hit points a player character fighter can receive at levels 2-9 is 3. constitution penalty (if any) included.The elven resistance to sleep & charm does not vary according to the opposing caster level like regular magic resistance. Choose starting languages. lower fighter level limit Size M. javelins and other missiles. Spellcasters choose their default spells memorized list. +2 armor class vs. while the taller Tallfoot halflings train exclusively with the shortbow. Next he levels up in magic-user and rolls a 1. some. ogres/trolls/giants. and assassin. This system is only used for player character and henchmen hit point rolls. each has advantages and disadvantages. let’s say an elf fighter/magic-user with 17 constitution started off at 1st level with a roll of 8 in fighter and 4 in magic-user. For example. Classes that can be added are fighter. +1 because halflings attack on the ‘up to 1-1 hit dice’ column and the boost makes them equal to a level 1 fighter. 12. 16. Sub-Race Hairfoot Mixed Stout Pureblood Stout Tallfoot Features +1 to hit with sling.5 + 1. Dwarves Players may freely pick from either sub-race. calculating the limit without the benefit of the +2 given to single class demihumans. thief. 7 . Hireling and other npc hit points are left to the whim of the dice. any roll of 1 or 2 is counted as a 3. when ordinarily the second shot is fired. or all of the additional language slots from intelligence filled as the player's choice. but in a limited fashion. Adding 4 to his total of 8. but in my opinion the bonus breaks down as follows: +1 for high dexterity. 1 + 2 for constitution = 3. higher fighter level limit Mountain dwarf average height is 54 inches for males and 52 inches for females. The choice to do so must be made before the first class’ level limit. His starting hit points are 8 + 3 constitution for the fighter part plus 4 + 2 constitution for the magic-user = 11 + 6 = 17. 13 for game purposes. If using a skill system. 15. but it depends upon how many rumors I have to hand out. I generally give a character rumors equal to what their charisma gives for Max Henchmen. Choose a name for your character. Classes that can be added are fighter. 5 + 3 constitution = 8. 14. He levels up in fighter next and rolls a 5. The choice to do so must be made before or at the first class’ level limit. Limiting Class Adding – Half-elves who start out as single-classed characters can choose to learn new classes like humans. +1 to hit with thrown weapons. and either version of bard. divided by 2 is 4. His starting hit points are 9. Multi-class characters add their new hit points to the actual (decimal) sum of the previous to arrive at an accurate value.5. middle fighter level limit 60 foot infravision. Half-Orcs Limiting Class Adding – Half-orcs who start out as single-classed characters can choose to learn new classes like humans. middle fighter level limit +1 to hit with shortbow. fighters receive 3 hp per level from 10th level onwards. All characters with the exception of barbarians have literacy in any languages they start with. calculating the limit without the benefit of the +2 given to single class Demihumans. choose non-weapon proficiencies. A character starts with none.

or adding the PHB bard class. illusionist. or a class that does not have principal attributes Weeks Required 1 2 3 4 2 3 4 6 7 8 10 Barbarians and hunters do not need to train.There is a % chance that there is a vacancy in the position that the high level druid. For instance. For example. or assassin must otherwise duel to achieve equal to the number of openings times the level (and then divided by 2 in the case of druids). I use racial level limits to represent the point at which a demi-human’s attention starts to wander and it becomes harder and harder for him to learn his trade. For instance. The training cost per week to train to any level below 2 is the same as training to level 2 (this comes into play when adding classes). each class has a significant ability that continues to improve with untrained levels: • Spell-casting classes (cleric. but only memorizes spells as a 15th level magic-user and therefore does not have access to 9th level spells yet. druid. druid. • Monks continue to improve their chance to kill and surprise percentages. ranger. Training The gold multiplier required to train for each level before name level is reached is equal to half the xp required to reach level 2 (drop the 1) in that class. the magic-user mentioned above with 15 trained and 3 additional untrained levels casts at his full 18th level of ability. G. a fighter character with 7 levels but only 4 trained attacks as a 4th level fighter but with 3/2 attacks per round. magic-user. For instance.Even non-multi-class characters should take care to record every hit point roll separately from the total. In addition. an adventure must be undertaken between each training session. the lettered special abilities if already acquired continue to improve with untrained levels. I don’t judge players to decide upon a training ranking. but not F. For instance. • Warrior classes (fighter. witch) count their full untrained level as their casting level. Most of the character's abilities remain frozen at the last trained level and new proficiencies are not acquired. • Saves improve. Training for… Normal level gain 1 level past racial level limit 2 levels past racial level limit 3 or more levels past racial level limit Lost a duel honorably (monk. assassin) continue to improve on the backstab multiplier chart. Also the character does not gain followers. assassin) Adding a class with a 17 or higher in the principal attribute(s). • Psionic characters improve their level of mastery in known disciplines. but untrained levels do deliver these benefits regardless of class: • Hit dice and hit points increase. Losing a duel does not mean the character loses xp and has to repeat a level. or a fighter switching to being an archer Adding a class with a 16 in the principal attribute(s) Adding a class with a 15 in the principal attribute(s) Adding a class with only the minimum ability scores met. since a thief needs 1251 xp to reach level 2. • The full untrained level is the character's effective level with regards to any rules that refer to a character's level (for instance with the pickpocket skill). Instead. barbarian) continue to improve on the attacks per round chart. and the character must self-train. a character could be an 18th level magic-user with 15 trained levels. druid) Lost a duel dishonorably (monk. the gold training requirement per week is 675 gp times the trainee’s level. a 10th level monk with 7 trained levels (which could easily happen if the monk fails the challenges) has acquired abilities A through E. when a monk 8 . monk. druid) Lost a duel and had to be raised from the dead (monk. For example. I use a fixed set of criteria to determine how many weeks it takes. or H. Instead. they do so immediately (after a night’s rest) but with an Untrained status. below). They simply rest for a night and their benefits accrue. but he does lose the status and followers claiming the level title brings. or loses any already possessed. or a thief switching to thief-acrobat. In addition. Untrained Levels When a character gets enough xp to go up a level. Vacancies . • Psionicists improve their level of mastery in each of their known disciplines. • Rogue classes (thief. the level is gained Untrained. This monk can use the self-healing ability E as a 10th level monk for 5-8 hit points. The losing teacher does not lose a level. winning one of these non-lethal duels is a way of convincing the teacher that the character is truly ready for the training. Characters who have gained enough xp to be eligible for multiple new levels can only train for one at a time. Essentially. Duels High-level monks & druids usually have to engage in a non-lethal duel to go up a level (see vacancies. since energy drain rolls the total back by the amount gained for the previous level(s). paladin. unless the character is a warrior monk. He would have no problem opening a door under the effects of a hold portal spell as cast by a 14th level magic-user as his effective level is the requisite 4 levels higher.

Likewise. as per UA pg.5/19. treating 0th level as half a level. Since assassins have access to all weapons. whether he is adventuring as one class exclusively or with all his abilities (and restrictions). He decides it is time to learn the arts of magic. Paladin.000 xp. this restriction is lifted.000) for the magic-user class. In most cases.e. A character can only add an additional class if he has a 15+ in each principal attribute of all of his current classes.reaches 7th level there is a 21% chance of a vacancy (level 7 times 3 possible positions).5 x 10. For instance. or cast spells from scrolls (especially since read magic and read illusionist magic have not been gained yet). where humans and to a limited extent half-elves and half-orcs can have multiple classes and continue to advance in any or all of them. but it does not define what a principal attribute is. and 2051 xp (4/19. he can still use all of his fighter and thief abilities. UA provides a clarification in the first sentence of the cavalier class provided you equate principal attribute with prime requisite. this restriction does not apply to them. 256 xp (0. The vacancy for any given position should only be checked once every game year.5 x 10. seeing as how he just acquired bracers of defense and doesn’t feel the need for wearing armor anymore. He therefore earns 3590 xp (7/19. A character need only meet the minimum ability score requirements of the class being added. Advancement and Experience Point Allocation Inspired by the OD&D elf rule. The only other weapon restriction is a thief’s backstab must be performed with a weapon on the thief class proficiency list. // notation is used instead of /.000) for the monk class. adventure. bonuses for high ability scores are added on. since there is only one opening after 7th. i. Five classes can only be taken at the beginning of play: Barbarian. he meets the minimum requirement of a 15 in his current principal attribute easily. afterwards the character can increase his fighter and thief levels beyond that. Each rank achieved requires a training period.5 x 10. In the case of the former. In addition to the ability score requirements needed to add classes. The PHB stipulates that to switch classes. 0 level magic-users and illusionists cannot use magic-user and illusionist exclusive magic items. The character has an amount of weapon proficiencies equal to whatever class the character has that grants the most. He now must train to become a magic-user. i. Psionicist. Humans and half-elves doing the fighter -> thief -> bard or thief -> fighter -> bard progression still must spend the 6 week minimum of training time at each switch. with the aforementioned restriction on hit point gain. The training time varies between 6 and 10 weeks (based upon the UA rule that a thief switching to thief-acrobat requires 6 weeks of training). Example of a character with many classes Ragnar the Strong is a 7th level human fighter with stats STR 17 INT 15 WIS 8 DEX 12 CON 16 CHA 11 and 120. To distinguish added classes from demihuman multiclassing on the character sheet. For instance. A class without principal attributes does not block adding additional classes. that percentage drops to 8% and matches the level from then on. and treasure restrictions of each and every one if they want to have access to all their abilities (and see below for weapon restrictions). All xp earned then goes to that class. When a monk reaches level 8. etc. Of these 5.000) for the thief class. the restrictions of a class that must be adhered to in regards to adventuring with all of one’s abilities do not include the weapons permitted. Ranger. He opts to adventure with all his abilities and earns 10. 4103 xp (8/19. The weekly gp training cost is half the xp cost to 9 . and possibly allow for further classes to be added beyond that one. The Character with Many Classes I’ve taken the rules in the PHB section about “the character with two classes” and expanded on it to create a more Deities and Demigods like campaign. the character uses the best attack chart and saving throws of any of his classes. After the separate class xp totals are computed. a character cannot have more classes than his highest level in any of them. third level before adding his third class.000) for the fighter class.5. Note that though the PHB bard must be added while the character’s fighter and thief levels are within the defined ranges. but are subject to the armor.e. The main exception to this rule is the cleric class. shield. For instance. a character who just meets the minimums of the assassin class may add additional classes to it without needing any ability scores of 15.000 xp. only the Psionicist and Ranger allow adding an additional class later. a fighter // magic-user can use a sword he is proficient in without a problem. similar to the existing rule in the PHB. In the case of the latter. His intelligence is a 15. His total character levels are 19. To reflect the difficulties of learning the profession of magic-user or illusionist. and Witch. the character adding either of those classes starts off play as a 0-level neophyte with –2000 xp. but having a higher score in one of the principal attributes will reduce the training time and expense considerably.5 x 10. The PHB bard class is an exception to the above rule in that if the character declares he is adventuring as a bard. With 17 strength. or some other period of time as defined by the DM). since assassins do not have the option of getting additional experience points for having high ability scores. The percentages gradually increase to reflect the fact the higher level positions are often filled by older monks & druids who occasionally retire or die of old age. a fighter // cleric // magic-user adventuring with all of his abilities is restricted to the cleric weapon list. a character must have a 15+ in the starting class’ principal attribute(s) and a 17+ in the new class’ principal attribute(s). Hit points are gained from whatever class reaches a new highest level first. a character must be 2nd level before adding his second class. so his training rating is an 8. experience points are distributed to each class by what percent of the character’s total levels the character has in that class. from which we can derive that a principal attribute is any ability score that grants an experience point bonus if it is high enough. 45 and must work their way up to level 1 magic-user through the 0-level ranks. except if the character has added the PHB bard class in which case new hit points only come from taking levels in that. a character with 2 or more classes must declare at the start of each xp giving period (day. the rules from the PHB are followed where the character can only use the abilities of the specified class throughout the adventure (though attacks and saves are still made on the most optimal chart). If the character chooses to adventure only as a fighter. Jobob is a fighter 7 // magic-user 0 // thief 8 // monk 4.

2500 / 2 = 1250 gp. he can now use magic-user only magic items. and earns enough xp to improve to a 0-level apprentice. He adventures for a while and earns enough xp for his magic-user class to allow him to improve to a 0-level initiate. spending another week training and paying 1250 gp again. 10 . He then adventures some more. Another 500 xp later. After all that. and can take advantage of the bonus spells due him for his intelligence. for a cost of 10. and he finally trains to become a level 1 magic-user spending another week and 1250 gp. Perhaps more importantly. such as wands and staves. it takes Ragnar 8 weeks to train. At last he has access to 1st level magic. so it costs 1250 gp. His rating is a 1. Rath is now a level 7 fighter // level 0 neophyte magic-user. With a rating of 8.reach level 2.000 gp. He then trains to become an initiate. with –2000 xp in the latter class capable of casting one cantrip.

Starting Weapon Focus – Barbarians can spend one of their initial weapon proficiency slots on weapon focus. This bumps his training ranking by one for that level only. Archery Option – When a fighter with at least 9 dexterity reaches 7th level. 1st level characters with either a 4-sided or 6-sided hit die also count as less than 1 hit die. undead will be turned that the cleric cannot himself see. he may choose to switch his class to archer (see variant classes for more details). 1st level characters with either a 12-sided hit die (barbarian) or two hit dice to start with (monks. as opposed to by 2 every 2 levels. Barbarian • • • Mixing with Magicians . The ranger rolls 11 . Rangers learn their magic-user spells at training time. see “Breaking off from Melee” in the Combat section. Fighters Attack Chart: As per the DMG optional rule. Hunter • Starting Weapon Focus – Their first weapon focus choice must be the spear. Ranger • Spellcasting – Just like a paladin. or any other combination as needed. A paladin who knows 3 first level spells can cast one of them 3 times per day. each of them once per day. Clerics Cleric • Turn Undead – This affects undead that can hear the cleric’s exhortations and see him wave his holy symbol. However. They do not gain bonus spells from high wisdom.Druids gain bonus spells for high wisdom like clerics do. they will not come to their aid and they certainly won't allow themselves to be recipients of beneficial spells until the class chart says they can.Barbarians can adventure with magic-users and clerics even at 1st level. Paladin • Spellcasting – Paladin spells are spell-like abilities cast at half the paladin’s level (round up). 1st level characters with an 8-sided hit die count as 1 hit die. We are extending that as follows: • less than 1 HD: 1 per level up to 10th • 1 HD: 1 per every other level up to 10th • 1+1 HD: 1 per every 3 levels up to 10th Fighter Level <1 HD 1 HD 1+1 HD 1 1 1 1 2 2 1 1 3 3 2 1 4 4 2 2 5 5 3 2 6 6 3 2 7 7 4 3 8 8 4 3 9 9 5 3 10 (max benefit) 10 5 4 0-level characters and men-at-arms qualify as less than 1 hit die foes. Shape-change . Otherwise. Ranger druid casting level caps at 12th level when a ranger reaches 24th. Druid • • Official PHB Errata . Attacks per round vs weaker foes . ranger spells are spell-like abilities spontaneously cast at half the ranger’s level rounded up. Fighter • • Starting Weapon Focus – Single-class fighters can spend one of their initial weapon proficiency slots on weapon focus.Druids cannot cast spells while shape-changed. The spells per day chart also determines how many spells are known. In many cases. rangers) cannot be multi-attacked in this manner. Back Protection – The free attack on the would-be back-stabber counts as the barbarian’s one free opportunity attack of the round.In the PHB. Constitution hit point adjustments do not factor into this categorization. which can be taken as early as first level. but they must pass their learning check to successfully know one (minimums are ignored). fighters get 1 melee attack routine per level per round against foes of less than 1 HD. there is no maximum range to this effect. 1st level characters with 10-sided hit dice count as 1+1 hit dice. fighters (and all classes that use the fighter table) increase their to hit chance by 1 every level.Classes Class-specific information from the character generation section is not repeated here.

i. When casting magic-user scrolls learned via read magic. Surprise . • Wasting – Allow the effect to be nullified by a Restoration spell. Mystic • • As they have the spell first-level magic-user spells as well. Classes that don’t have cantrips such as the Incantatrix and Mystic do not gain this benefit with a 13 or 14 intelligence. allow a saving throw versus death at -2. Likewise. and this extends to magic-users and their sub-classes. High Secret Order . Club Proficiency – All characters have proficiency in the club.Rangers cannot gain their special surprise bonus wearing anything heavier than studded leather armor.• until a spell is successfully learned. • Magic-User • Official PHB Errata . Bonus Spells .e. the spell first-level magic-user spells counts as just 1 seventh level spell known for the purposes of the intelligence max spell quota. Level 8 Spells – • Death – if the witch chooses to use this spell on a single target. Witch (These limitations come from Dragonsfoot member shimrod and I have not taken the time to give them a look over as of yet. except that they use this chart: Intelligence Bonus Spell(s) 13 2 cantrips* 14 2 cantrips* 15 1st level spell 16 2nd level spell 17 3rd level spell 18 4th level spell 19+ 5th level spell *Bonus cantrips need not be memorized in advance.Magic-users and their sub-classes gain bonus spells in a manner similar to clerics. he or she may scribe magic scrolls and concoct potions. at each subsequent level. Rangers do not gain bonus spells from high wisdom or high intelligence. meaning that I’ve added the weapon to the class list. so a magic-user starts with read magic. and upon achieving 12th level (Wizard) or higher may attempt to enchant items. but will have to do so upon trying to learn his 8th at 65%. and putting a corresponding monster summoning spell at each subsequent level. Rangers improve the standard chance of surprise by 1. the caster can choose from any cantrip he knows Witches already have their own bonus spell chart that they use instead of this one.as far as spell failure chances are concerned. Since they already know read magic. and higher level illusionists have 5% and 15% respectively. Magic-Users Starting Spells – All arcane casters get one additional spell entirely of their choice to start with. I’m moving monster summoning I up to level 1.) Magic Item Creation . they do not use spellbooks and can cast both druid and magic-user spells in metal armor. the normal 2 in 6 becomes 3 in 6. (This is a much more straightforward approach than the ‘complete check through the entire group’ rule in the PHB. thus a 14th level illusionist has 10% and 20% spell failure chances of reading 8th and 9th level magic-user scrolls. The illusionist does not have to roll his chance to learn these spells. except that it kicks in when they reach 17th level. I believe this is still in line with their other summoning spells.Start High Secret Order spells at level 12 instead of 10 – continue progression as normal. they follow the same guidelines as for illusionists above. Note that unless ‘choose’ is rolled on either of the two lists in Dungeoneer #17 to determine starting spells.When a magic_user attains 7th level (Enchanter) or higher.Delay the “Manufacture potions and scrolls” to 8th level instead of 6th. but is unable to add additional magic-user spells to his spellbook in any other way. • Dispel Enchantment – Allow all permanent magic items a saving throw of 3 and require the witch to make a “to hit” roll to come in contact with the item targeted. No matter how many magic-user spells are known. Other changes: 12 . the illusionist learns both an additional first level magic-user spell from that list as well as any one other illusionist spell. Just as phantasmal force is a 1st level as opposed to 3rd level spell for illusionists because it is their bread and butter. all the way up to monster summoning VII at spell level 7. if surprising another party with a ranger in it they even the chance to 2 in 6. Since ranger magic is a spell-like ability. The cap of 15th is there because illusionists don’t learn 8th level spells at 16th level. Minimum Spells Per Level – A magic-user (and all subclasses that learn spells) does not have to roll the chance to learn percentage until he has reached the minimum spells known for that spell level. the illusionist is considered to be a magic-user of the same level – but no higher than 15th . the mystic must use his one additional choice to obtain monster summoning I.) Illusionist • When an illusionist reaches 14th level. and one more. they get 4 spells from the provided list. which implies that only a given set of spells exists and it is the same for all. an illusionist with intelligence 15 with 6 known 2nd level spells does not have to make a roll to learn his 7th. 3 spells rolled as per the DMG. he or she learns read magic and 3 other first level magic-user spells from the provided list in the spell description of first-level magic-user spells in addition to the standard spell that he or she gets for leveling up. choosing spells in the order that the player desires. For instance. No saving throw is too overpowered.

• The 5 magic item limit does not pertain to one-use items such as magic crossbow bolts. he/she gains a +4 to hit and can deliver backstab damage. the save is at an additional -1 penalty. However. A failure on the check does not mean the thief was heard. as well as a weapon specialization bonus if the character happens to have it. The DMG makes clear that to succeed on a backstab.Monks attack on the cleric table and save on the thief table.This is essentially a ranged backstab. Rather than determining whether or not a surprise attack is an automatic kill.assassins roll twice and take the better roll. For “on-camera” assassinations. Basically the percentile roll reflects the character's skill. thus the monk’s defensive adjustment from dexterity. assassins set up ambushes and let opponents come to them.If the thief fails the percentile roll. See Listen Checks and Ambushes for more information. this special attack can no longer be made. an assassin can gain 1 segment of automatic surprise if he succeeds on an assassination roll when setting up an ambush. When an assassin uses this ability to make a ranged attack against a surprised foe within 30 feet (60 feet for a light or heavy crossbow). An opponent who makes their save is not eligible for the kill roll. but such individuals must self-train to go up levels. dagger. In the case of killing a non-magically sleeping victim . As with a backstab. Once the opponent is aware of the thief. • Sniping . once the victim(s) is aware of the assassin. • Hands must be kept free to deliver open hand attacks. is added to the saving throw roll.a situation where all classes get to roll on the assassination table .• • • • • Banish – Allow a saving throw versus spells at -3 to avoid the banishment Disintegrate Flesh – Definitely allow a saving throw versus spells! Intensify – As the DM. Remove Traps . Find Traps . or this will be too powerful. A backstab is a precise one-handed attack with a weapon that is on the class proficiency list that grants the backstab ability. Thieves Backstab . he/she can still possibly find the trap by asking to check for the right things. assassins generally come off as “worse thieves”. judge this spell carefully and make sure the witch is also affected by the result. Toning down Monks • Stun Ability . the thief is still moving quietly. or sword but assassins can backstab with any one-handed weapon. Non-evil assassins.Opponents gain a save vs. This segment of surprise can then be used for backstabbing. Reflection – Change the duration to 1 round/2 levels. the thief must have surprise. Instead. however. odd-numbered rolls on the weapon's damage die get an additional +1. but with the occasional cheap shot. see the surprise section for more details on ambushes. paralyze against the stun effect. a backstab is no longer possible. if any. so assassins can be of any non-good alignment. multi-class fighter/assassins with percentile strength have higher level limits. • Level Limits – Note that in the UA charts. • Monks may use open hand attacks as off-hand weapons. Move Silently – This skill is generally only necessary outside of melee combat. • When monks deal fractional damage. Assassins may also choose not to affiliate with any organization at all. but the magical bonus of the weapon is included. Seek – Can be nullified by non-detection or a magic item performing a similar function. merely from an unseen position. sniping. or other combat as appropriate. a d6 is rolled where 1-3 = safe and can try again. an assassin who waits behind a doorway to pounce on the next person who walks through can gain automatic surprise with a successful assassination roll. the ambushed foes may still be surprised for more segments. • Language Acquisition . • Treat monks as thieves when psionic disciplines are used. The shot need not be fired or thrown from behind. • Assassination – For “off-camera” assassinations. do not earn monetary rewards for their kills. • The ability to knock aside arrows is a Dodge save. After that. Two-weapon fighting is not allowed while making this attack. whereas thieves try to use their superior stealth to go after opponents. • Alignment – Organizations exist where the art of killing is taught as a necessary evil (like the CIA). Boosting Monks 13 . they do not have to battle to the death to reach the 14th and 15th levels. Circumstances will dictate whether that surprise attack is frontal or from behind. in which case the victim will be unaware and a backstab can be made. The contract must be for someone equivalent to at least half the assassin’s level if he expects to be trained in return. 4-6 = trap set off. • Thief Abilities – Assassins may also use the 2E method of point allocation when they reach level 3. • Joining an Organization – Every time an assassin joins a new organization – such as to find a trainer to go up a level – the assassin must take on a contract and succeed on a kill for them. so usually only the first shot counts as a snipe. Monk Clarifications: • Official Errata . as can any other character class.Failure to remove a trap does not immediately trigger it. provided the character comes up with a feasible plan. so instead they can pick any language that they can find a teacher for in addition to thieve’s and druidic cants. knife. although for every point beyond 5 more than was needed to hit. even if additional surprise segments remain. Note that performing “off-camera” assassinations is in general an excellent way for an assassin pc to gain experience and treasure. I use the chart differently.I don't use alignment languages. • Distance weapons (such as the crossbow) benefit from the monk weapon damage bonus too. For example. Assassin It seems to me that in many games. These small rule changes have a fairly profound effect on the way they are played. and as such are at somewhat of an xp disadvantage to evil assassins. They also cannot learn thieve’s cant. but does not negate the player's skill. thus thieves can backstab with club.The multiplier is only for the weapon damage. I use the rule as is.

Psionicist • Power Acquisition . charm.The Attack Mode & Defense Mode acquisition charts are reversed. they use the highest number of weapon proficiencies granted by any of their classes. these do not count towards the 5-item limit. 14 . so that when he adventures solely as a bard he can still use all of his abilities. o C – A monk cannot choose to allow himself to be affected by a haste spell or speed potion. o K . Adding the Bard Class • This class is addressed in the ‘Character with Many Classes’ section and is treated very similarly to adding any other class. • Bards attempting thief skills in armor heavier than leather suffer the usual penalties.Monks gain all the normal penalties and benefits of their ability scores.• • • • • • Ability Score Bonuses . o E – Corresponding to the hit point doubling. Note that a character may start out as a thief and then add fighter before taking the bard class. Two-handed weapons can only take advantage of this rule if the weapon can be used in a two-weapon fighting capacity. A monk with 3 open hand attacks armed with a jo stick in one hand and the other hand free makes 1 jo stick attack. such as the bo stick. so two-weapon fighting penalties are ignored. not the current. on a two-attack round. as opposed to saying ‘as a fighter’. 1 open hand attack. • Bards cannot cast spells. It is of course wise for the character to take proficiencies when he is a fighter that matches what a bard is allowed. a monk wielding a jo stick in one hand and a dagger in the other attacks with both. counting as a thief). monks can heal themselves twice as much as stated. but we are using the simple system where each 10 feet fallen adds another d6. notice that it says you start with 1 attack mode and no defense mode in the chart but the text rightly says otherwise (all psionically endowed individuals have the Mind Blank defense mode). 4-10 hit points +2 per level over 7. As one-use items. Potions & Scrolls . Special Abilities – o A – Monks can use speak wth animals as an at-will ability. This is even supported in the DMG. the extra attack can be made from either hand as the monk decides. DM note: monks created under the d4 hit die system should have their hit points increased by twice the monk's level to simulate the hit die upgrade.e. Multi-Attack Rounds – When monks have multiple open hand attacks in a round. • Weapon proficiencies . o F – Monks can use speak with plants as an at-will ability. Hit Points . or suggest while shape-changed. • Other Classes Bard (Player’s Handbook) Errata: • The charm & suggestion abilities require the bard to play his or her instrument. so typically a character that reached fighter 7 and has 6 proficiencies would gain his 7th at bard 9. See "Multi-Attack Rounds" for details on two-weapon fighting during open hand multiple attack rounds. • Bards do not gain bonus spells for high wisdom.Monks get 2d6 hit dice at 1st level. psionicists always choose the powers they acquire. if the monk has 3 attacks. Here is the evasion bonus table extended out for higher dexterities: 20 21 22 23 24 25 12% 17% 23% 30% 38% 47% Note that the falling damage rules imply an alternate system. Now since we increased a monk’s total hit points.Monks may use potions and protective scrolls as any other class (where applicable. Other than that. where it says that the starting age for a bard character is computed using the class with which they begin play. These are treated as separate attack routines and do not fall under the two-weapon fighting rules. inspire. i. both hands must be free or wielding a weapon with a speed factor of 3 or less. Divide the allotted number of attacks evenly between the hands. we have to reduce the maximum hit points that can be affected to 150% rounding up of the monk’s. then 1d8 afterwards. For instance. including strength to hit and damage and dexterity to improve their armor class and saves. UA specifies that bards start with 5 slots and accrue additional ones every 4 levels. Thief-Acrobat • • This class is not open to thieves who use the 2E method of point allocation.Quivering palm uses the monk's maximum hit points to determine whether an opponent can be affected. and gets to choose for his third attack whether to make it with the jo stick or his palm. Open Hand Attacks – o As monks increase in levels their ki power allows them to affect living monsters ordinarily struck by magical weapons with their open hand attacks as follows: Level Weapon equivalence 5 +1 8 +2 10 +3 12 +4 14 +5 o A monk can use an open hand attack as an off-hand weapon (with the appropriate two-weapon fighting penalties) when the primary attack is an actual weapon or a singular open hand attack.Like any other character with more than one class. except for its unusual prerequisites.

unless otherwise specified. Warrior Monk (Fighter subclass. If he found a strength longbow rated for 18/00 strength then the ranges would be 8-16-24. warrior monks should be viewed as a fighter subclass. Short range is improved by 1”. but derived from Monk) Warrior Monks have their own institutions apart from standard monks. see below) for determining an xp bonus. they gain the following benefits that standard monks don’t get: • Attack and save on the fighter table • Eligible for the fighter benefits of high strength and constitution • No minimum wisdom score required • 8-sided hit dice at 1st level as well (putting them on par with rangers). though they are structured similarly. Within that range they are +2 to hit. 10-sided hit dice after that with a minimum roll of 3 hit points per die • Take proficiency in footman's flail and morning star • No need to tithe a religious institution • +10% to xp if Strength and Dexterity both 16 or greater However. not thieves. Note that unlike warrior monks. • Archers with proficiency in any kind of bow or crossbow who use a strength bow rated for at least 17 strength and have the requisite strength score not only gain the improved strength bonus to damage on a hit. Therefore. war priests are still a cleric sub-class and cannot gain percentile strength or high constitution bonuses. and long range by the entire strength bonus to hit. a single-classed archer can take weapon focus at 1st level. they instead improve their rate of fire with missile and thrown weapons by 50%. • A fighter with at least 9 dexterity may choose at 7th level to switch over to being an archer. medium range by the strength bonus to hit of the bow in inches but only up to 2”. but also get improved range. Archer (Fighter subclass) This is a fighter who specializes in ranged attacks. Note that the percentage gain from this benefit is much higher for thrown weapons than it is for shot. but cannot cast . They must still have a minimum of 9 strength. for instance light crossbow rate of fire improves from 1/1 to 3/2 and the number of dart throws improves from 3/1 to 9/2 which is 5 throws on odd-numbered rounds and 4 throws on even-numbered rounds. • They do not gain the benefit that other fighters get for an increased number of attack routines vs. The point blank range limits are unaffected by a strength bow. Whereas regular monks are in many ways a thief subclass. War Priest (Cleric subclass) The War Priest can be proficient in any weapon. For instance. in addition to a minimum of 9 dexterity. Multiple attacks per round against opponents of 1+1 HD or less are lost. Likewise at 13th level their rate of fire doubles from the listed values. • Archers who take weapon focus (2 slots) in thrown weapons or slings improve the listed ranges by 1 if they have at least 17 strength.5 – 3 – 4. they lose out on the following monk class features: • Thief skills • Ability to slow a fall • Special abilities A-K 15 .a necromantic spell. • Archers who take weapon specialization (3 slots) in thrown weapons or slings improve the ranges in the same manner as they would otherwise with strength bows. • Like fighters. low hit die foes. they are treated as fighters. an archer with 18/00 strength using a strength longbow rated for 17 strength does +1 on damage and has ranges of 8-15-22 instead of 7-14-21.Variant Classes All of the variant classes I have created are subclasses. emphasizing martial arts more than their traditional counterparts. a 13th level archer with 18/00 strength and 3 weapon proficiency slots spent on dart throws 6 darts a round at a range of 2.5. • Archers who take weapon focus (2 slots) in any kind of bow or crossbow gain the point blank range category at the ranges described in the UA weapon specialization section. these classes conform to the parent class and can be taken by any race and in any multi-class combination that the parent class can be. beyond that +1. • When other fighters gain 3/2 melee attacks per round at 7th level. In addition.not even via scroll .5 – 5 – 7. An odd-numbered rate of fire gets the extra shot or throw every odd-numbered round. For instance. when using psionic disciplines.5 instead of 1. and if the warrior monk is psionic. as well as 7 in constitution. in addition to gaining +2 to damage. they can use any miscellaneous item or potion that fighters can. They differ from fighters as follows: • Dexterity is the prime requisite instead of strength (though high strength helps. and the archer benefits for weapon focus and specialization taken in any ranged weapons up to that point are retroactively awarded.

Hand Crossbow. Long** Sword.Equipment Weapons City Usage Many weapons are restricted in major cities. jo stick. Bastard** Sword. The following weapons are generally permitted or easily hid on one’s person: bo stick. Heavy Lasso Mace. Short Sword. Battle** Axe. I am assigning each weapon a size S. Composite Long* Bow. Heavy* Crossbow. Medium Lance. Mountain Dwarf An unlisted proficiency category indicates the weapon proficiency is not shared with any others. Hill Dwarf Human. Horseman’s** Pike. 16 . Light Lance. M. Half-Orc. Horseman’s** Man Catcher* Maul Morning Star Partisan Pick. Two-Handed* Trident** Voulge Whip Size S S M L L M M S L L L L M S L L S M S M L L S L M M M M M M S L M L M Proficiency Category (all characters have this) lance lance lance mace mace axe axe pole-axe beaked pole-arm bill bow bow bow bow (all characters have this) crossbow crossbow crossbow glaive glaive flail flail long spear pick pick long spear long spear long spear long spear glaive bill bill bill pole-axe beaked pole-arm bill medium sword medium sword medium sword pole-axe * Requires two hands anyway ** Can be switched up to two hands if desired (adds +1 to damage) Note that the handedness designations do not overrule the restrictions listed on page 19 of the PHB. either requiring “peace bonding” or outright storage in a central location. Half-Elf. Gnome. Broad Sword. sling. Footman’s** Mace. Horseman’s** Fork. Long* Bow. Quarter* Sling. as I feel that they made mistakes and left too few choices for size S characters. dagger. Short* Club** Crossbow. a slim elf weighing less than 100 pounds could not wield a two-handed sword. Light* Dagger Fauchard Fauchard-Fork Flail. For example. knife. characters of a size smaller need two hands to use it. Weapon Aklys Atlatl and Javelin Axe. though the heavy crossbow is listed as size M.) Size S M Height Range 2’6” to 4’5” 4’6” to 6’11” Races Halfling. or L. a hill dwarf could only use it if he weighed at least 100 pounds. Likewise. Military Garrot Glaive Glaive-Guisarme* Guisarme* Guisarme-Voulge Halberd* Hammer** Hammer. Handedness In addition to the standard 1E regulations regarding what can or cannot be used. Khopesh Sword. quarterstaff. Awl* Ranseur Sap Scimitar Sling Spear (up to 6’)** Spear (over 6’)* Spetum Spiked Buckler Sling. Footman’s Flail. Hand Bardiche Bec de Corbin* Bill-Guisarme* Blowgun* Bo Stick* Bow. sap. (Note that the weapon sizes I have assigned do not align 100% with the 2E charts. Composite Short* Bow. club. Lucern* Harpoon** Hook-Fauchard Javelin Size S S M S L L L M L L M L M S S M M S L L L S L S L L L L L S L M L S Proficiency Category Weapon Jo Stick Knife Lance. Staff* Sword. Elf. Characters of the same size or larger can use that weapon in one hand. Falchion Sword. Footman’s** Pick. and characters two sizes smaller than the weapon cannot wield it.

A medium-sized creature (mountain dwarf. Encumbrance: 125 gp. halfling) has a body size of 1 foot. therefore the frontage is weapon one’s space required + body size + weapon two’s space required. etc. 17 . These weapons don't necessarily do as much damage as a professional version of those weapons however. Off-Hand Weapons for Two-Weapon Fighting Some weapons can be paired with any other weapon for two-weapon fighting. both space requirements need to be fulfilled. polearm (any). AC adjustments: +2 vs. If the attack misses but the 1 in 6 chance occurs. normal blow. It is possible to have room to swing one of the weapons freely but not the other. If the attack hits and the chance occurs. the maul was carried by lightly armored troops such as archers for use against dismounted knights. Each attack against a foe wielding a non-magical wooden shield has a 1 in 6 chance of affecting it. Polearms and other long piercing weapons are oftentimes used in formation. Damage S-M/L: 1-8/1-8. 0 for 8-9. and –2 vs. Space Required: 5'. Bucklers and normal shields save as thin wood and large shields save as thick wood. quarterstaff. the shield must save vs. Cost: 4gp. For the standard 10-foot corridor. but only the composite bows can be fired from a moving horse. In this case the space required signifies the minimum amount of space needed between allies in the forward ranks to allow the polearm wielder in the back to poke his weapon through. bottle (club).All members of the axe and pole-axe families are capable of destroying wooden shields in combat. this amounts to two longsword wielders or three shortsword wielders abreast. human. It is about 3 to 4 feet in length with a heavy square head. Shields do not contribute to the frontage calculation. normal blow on each successful hit. The shortbow and various forms of crossbow can be used from a horse that is standing still. morning star. 4'. broomstick handle (bo stick). half-orc) has a body size of 2 feet and a small-sized creature (hill dwarf. the shield must save vs. Generally speaking. maul. bo stick. torch (club). garrot. staff sling. others can only be paired with another of their kind (referred to as ‘dual-wielding’). broomstick handle broken into two halves (jo sticks).Improvised Weapons Items used as weapons but not designed for it such as chairs. bastard sword. some weapons allow proficiency in similar improvised ones.The maul is a military sledgehammer designed for two-handed use. generally must save vs. What off-hand weapon options are available to a character depends upon his size: Small-size combatant off-hand weapon options Weapon What weapon can be used in the primary hand Dagger another dagger Fist any Knife any Additional Notes Medium-size combatant off-hand weapon options Weapon What weapon can be used in the primary hand Axe. armor types 2-7. improvised weapons use the nonproficiency penalty. armor types 0-1. The combatant must have this amount of space next to him horizontally free of obstruction or allies in order to use the weapon. +1 vs. New Weapons Maul . long bow. Length: c. The DM will determine how much damage such weapons do on a case-by-case basis. To determine the total horizontal frontage a combatant takes up. armor type 10. footman’s flail/pick/mace. Weapon Errata Axes . Hand any Bo Stick other end of bo stick Dagger any Fist or Open Hand any Hammer any Jo Stick another jo stick Knife any Scimitar another scimitar Shortsword another shortsword Spiked Buckler any Quarterstaff other end of quarterstaff Additional Notes -2 additional penalty to hit -2 additional penalty to hit -2 additional penalty to hit Space Required Each weapon has a space required measurement. gardening tools. crushing blow. Speed Factor: 8. the character's body size + weapon space is added together. such as: rolling pin (club). elf. crushing blow. Thus a typical longsword wielding human requires 5 feet of frontage to attack. Usable From Horseback The following weapons are not usable from horseback: battleaxe. Hand-axes are only capable of destroying bucklers. gnome. Note that for two-weapon fighting. If they do max damage they must save vs. However. two-handed sword. Traditionally.

but allows a dodge save for half. (b) Professional-grade jo sticks cost 1 copper piece. he can spend it refining his learning of a weapon (category) already known. such as an opponent’s hair. Weapon focus can only be taken once per weapon (category). 18 . Heavy crossbows do 2-9/2-11 damage. the weight. hitting a foe with both ends. add 1-3 points of fire damage to that. (b) Professional-grade bo sticks cost 2 copper pieces. and weapon speed of a bastard sword. with the usual penalties and -1 damage for the offhand attack. See Oriental Adventures for details on firing from horseback. Awl – All other weapons can be used on those within 1”. This second slot provides the character with a +1 to hit with that weapon. Single-class clerics. are restricted in its use. It can also cause flammable objects to catch fire. Hammer. All characters (magic-users included) have proficiency in the club. with a few exceptions. and obviously the user doesn't get the +1 to strength damage for making a two-handed attack. Pike.These weapons are listed as disarming a foe on a roll to hit armor class 8. Lucern – This is a polearm and cannot be used by clerics or druids. (c) A proficient user can opt to dual-wield a bo stick.” It does not say footman’s flail. This is treated just like normal two-weapon fighting. A proficiency slot taken in bastard sword allows both one and two-handed use. Composite Bow – These bows can be used to fire arrows from a moving horse. Monks may choose "open hand" for their weapon focus. (b) Crossbows can be fired from prone as well as placed on top of as much as 75% cover (such as a wall nearly up to the character's shoulders. with the usual penalties and -1 damage for the off-hand attack. weapon proficiencies are actually taken in broader weapon categories that match what is listed in the Armor and Weapons Permitted table on page 19. Torch – (a) Used as a club. an 18/01 strength individual has a 5% base + 18 strength + 20 bend bars = 43%. or any combination of two permitted weapons. Ranseur / Spetum . however. Whip – Also add the Bend Bars/Lift Gates percentage to the chance to break free. and barbarians can do so at 1st level. The weapon categories are listed in the weapon handedness chart. archers. This only needs to hit the opponent’s contact armor class. Weapon Focus When a character of any class gains an additional proficiency slot. Proficiency Choices You will notice in the example in the PHB on page 37 that it says “a cleric could select flail and staff. A bastard sword used two-handed gets the +1 to damage in addition to the improved damage figures. A one-handed bastard sword is not considered a longsword for the purposes of elven racial ability nor can it be used proficiently by someone only trained in longsword. an unlit torch delivers 1-3/1-2 damage. hitting a foe with both ends. Crossbows – (a) Light crossbows do 2-7/2-9 damage.). but pikes can be used to attack opponents between 1” and 2” distant. If the torch is lit. Therefore. reach. It retains. and obviously the user doesn't get the +1 to strength damage for making a two-handed attack. such as a magic-user adding the fighter class and gaining up to 3 new weapon proficiencies. is not considered single-classed. Only single class fighters. this means that a disarm attempt with these weapons need only hit ac 8 instead of the combatant's normal armor class. Weapon Proficiencies Automatic proficiencies All characters (magic-users included) start play with the following proficiencies: • unarmed combat • grenade-like missiles (such as a flask of oil) • club • knife Non-proficiency The non-proficiency penalty also adds to the weapon speed factor. (b) A lit torch can also be held to an opponent to burn them. Quarterstaff – (a) Professional-grade quarterstaves cost 3 copper pieces. In light of the disarming rules from Unearthed Arcana. does 1-6 damage.A bastard sword used one-handed does the damage of a longsword and uses the longsword's weapon vs. Bo Stick – (a) The weight and damage entry for bo stick was mistakenly switched with those of the jo stick in the PHB. club and mace. or horseman’s mace. of course. Club – Professional grade clubs cost 1 copper piece. armor class table. Knife – All characters have proficiency in the knife.e. This is treated just like normal two-weapon fighting.Bastard Sword . Jo Stick – (a) The weight and damage entry for the jo stick was mistakenly switched with those of the bo stick in the PHB. i. hunters. petrification. The opponent still gets a save vs. (b) A proficient user can opt to dual-wield a quarterstaff. A character who later adds one of these classes.

These can block two attacks per round from size M or larger foes and four from size S foes.25% / 50% Small Shield . the vision restriction of the front 60 degrees will greatly increase the chance of surprise. it will have served its purpose for that attack but then be no longer usable. Being adjacent to a comrade who is also taking cover with a same size or larger shield (shield wall) on your non-shield side boosts your coverage by one category. All other helmets are purchased as “helmet. 4. except that nothing else can be held in that hand. Magical shields add their bonus to what cover gives for both ac & saves. though it may not be used from that hand. Taking Cover Behind A Shield A character can declare that they are taking cover behind their shield in a given direction as their action for the round. Player responds by declaring that the character will take cover with his/her shield. the character did not put the shield in place in time. Shields Bucklers . Characters 5 feet in height or over may carry small. Cover percentage (5 foot tall/under 4. We are using the optional rule granting a +2 to ac vs. rangers. a 7th level magic-user with weapon focus in dagger who then adds the fighter class cannot use either of the two newly earned proficiencies to specialize in dagger. as they lose situational awareness. a studded leather helmet costs 3 gp. though it does allow the shield to hit a creature requiring +1 or better weapons to be hit. thin objects in the hand holding the strap such as a wand or hand-axe. Movement at 1/3 normal rate is possible while taking cover behind a shield. However. missile attacks. [Item saving throw rule: -1 to the saving throw for each additional die of damage beyond 5] To successfully take cover behind one’s shield. That brings us to the great helmet. Large shields are strapped to the forearm and held like small shields. If a pc buys one. as the head will have a different armor class. it must be held. This earns the character an additional +2 to damage with it. +3 or better. If a character loses his helmet. it is resolved as a pummeling attack. Buckler slam or spike attacks cannot be made if the shield is strapped to the forearm. small” for 10 gp. If the shield has a magical bonus. If destroyed. the DM can determine by how much on a case-by-case basis. Note that spiked bucklers do not necessarily lose the ac benefit when used to attack.50% / 75% Large Shield . Typically a shield used to withstand dragon breath must make an item saving throw or be destroyed. then the head hit location rules must be used (1 in 6 attacks hit the head). it does not add to the attack or damage roll. it goes like this: DM declares that dragon is breathing fire. and hunters may opt to invest a third proficiency slot in a weapon (category). 2. however they incur an additional -2 penalty to hit when doing so. Note that this changes the armor type calculation as well. 19 . etc.These can block three attacks per round from size M or larger foes and six from size S foes. thus they are +1 to hit. Notes: 1. a leather helmet for leather armor. paladins. A character less than 5 feet in height cannot use a large shield. +2 to damage with the weapon by this point. Warrior monks do not get access to weapon specialization because their class already assumes specialization in each weapon they are proficient in (hence the built-in class damage bonus). A creature with a better defense than that (+2 or better. 3. Note that a warrior can take weapon specialization in multiple weapons (categories). which as specified in the DMG provides armor class 1 protection for the head. Small Shields . archers.) will not be affected by a shield bash no matter the bonus of the shield. Helmets Each suit of armor bought is assumed to come with a helmet made of roughly the same design. Small shields are both strapped to the forearm and held. the character must still win initiative in order to complete it in time.These can block one attack per round from a size M or larger foe and two from size S foes. Leather and padded helmets cost 1 gp. he can buy a new one. but the cover percentage drops by one. In this case. Large Shields . If the dragon wins initiative.75% / 90%* *A character under 4.5 feet tall cannot ordinarily carry a large shield though. They also take a +1/6 chance to be surprised by foes. The same restriction regarding adding a class applies. An ally can also take cover behind you if you have declared that you are taking cover with your shield. etc. a chain mesh helmet for chainmail.5 feet tall): Buckler .Weapon Specialization Fighters. DM discretion is needed to determine how much cover the ally gets. the character gains a cover bonus but otherwise loses the armor class bonus of the shield as well as any dexterity bonus to armor class and saves they are entitled to. Flanking the cover-taking combatant will reduce the coverage considerably. Shield Bash When shields are used offensively. The listed cover percentages are for a perpendicular assault on the shield. Typically.

When the bearer opts to take cover behind the shield against an appropriate energy type (blue dragonhide shield against lightning. Hard boots aid in moving through uneven ground such as mud but they are noisy and inhibit a character's ability to move quietly.These finely made items add +1 to hit but not to damage. Typical price is 1000 gp. Price varies greatly depending upon the rarity of dragons in the area. allowing the user to add their strength damage bonus up to the rating of the bow. It adds +1 to its item saving throw. a character with 17 strength (+1 bonus) cannot use a strength bow designed for 18 strength (+2). for example). In addition. Masterwork Armor . Typical prices are: Strength Rating 17 (+1 to damage) 18 (+2 to damage) 18/01 (+3 to damage) 18/76 (+4 to damage) 18/91 (+5 to damage) 18/00 (+6 to damage) Price 250 gp 750 gp 3000 gp 7500 gp 9000 gp 12000 gp Masterwork Weaponry .Bows can be made for stronger individuals. Hard boots also protect the feet against caltrops and spike stones. however they restrict flexibility and limit the acrobatic moves one can do. Shortbows cannot be made beyond a +2 bonus. Typical price is 500 gp. the bearer takes -1 per die of damage but not less than 1 per die. Elfin chain is an example of masterwork chain. but it is even better than normal masterwork chain because it is also less bulky. In other words.These are considered clothing and count as free encumbrance.Deluxe Equipment Strength Bows . but vice versa is fine.These shields are reinforced with the hides of specific types of dragons. Dragonhide Shields . They also get a +1 to their item saving throw. High boots aid with ankle support and are well suited for such activities as horse-riding or hiking. just as magic armor does. A character must have the strength rating (by damage bonus) of the bow or greater to use it. Miscellaneous Equipment Boots . the shield's item saving throw is made at +4. 20 .This armor weighs 50% less and improves the movement category by one (though not the bulkiness).

Note that elfin chain is an example of masterwork armor (and then some since it is also less bulky). padded. ring. or no armor worn Heavy Gear (351 – 700) Fairly: chain. chain. elfin chain. Encumbrance Effect Reaction & Initiative Armor Class normal Bonuses negated Bonuses negated and –1 additional penalty** Bonuses negated and –3 additional penalty*** +2 penalty 21 . What follows is my best interpretation of the rules in the core rulebooks on this topic. if any. An unarmored human can have a movement rate of 12 but have his reaction bonuses negated with a -1 penalty on top of that for carrying around a large shield. studded leather Very Heavy Gear (701 – 1050) Bulky: banded. studded leather. Magical and masterwork armor also weigh 50% of normal. in other words magical plate affords a human a 9 movement rate instead of a 6 assuming no more than 70 pounds (not counting strength + or -) is carried. each pair of legs beyond 1 reduces the amount of segments required by 1. for the purposes of movement and encumbrance calculations.350) leather. considering the combatant’s fastest applicable movement rate. Movement Rate 24”+ 21” 18” 15” 12” 9” 6” 4-5” 2-3” Size M 1 segment 1 segment 2 segments 3 segments 4 segments 5 segments 6 segments 8 segments 10 segments S 1 segment 1 segment 1 segment 2 segments 3 segments 4 segments 5 segments 6 segments 10 segments L 1 segment 2 segments 3 segments 4 segments 5 segments 6 segments 8 segments 10 segments 10 segments Additionally. splint Encumbered (1051 – 1500) * Not including any strength weight allowance bonuses or penalties Movement Rates Human/Elf/Half-Orc Dwarf Halfling/Gnome 12 9 9 9 6 6 6 3 5 3 4 2 Magical and masterwork armor improves the starting category by one row. Standing Up From Prone Use this chart to determine how long it takes a combatant to rise from a prone position. scale. this is not the case.350) Non-: leather.Movement and Encumbrance Though at first glance it might seem as if one’s encumbrance category directly dictates one’s movement rate in 1E. I have only included the PHB armors in the charts below but the UA ones are easily extrapolated. padded. For example. Movement Rate Movement Rate Determination Use this chart to determine your character’s movement rate and dice to roll when running to make fatigue (constitution) checks: Use whichever is worst. scale. (non-magic) large shield Encumbered (1051 – 1500) * Not including any strength weight allowance bonuses or penalties ** My interpretation of the PHB’s vague phrase ‘slowed’ *** My interpretation of the PHB’s vague phrase ‘slowed greatly’ The important thing to note is that the encumbrance effect is not directly tied to movement rate. Encumbrance Category Use this chart to determine what game effects. splint. a phase spider (3 pairs of legs beyond 1) will take 5 segments rather than 8. weight or armor Weight Carried* in GP Armor Worn Normal Gear (0 . the human-sized weight is used (along with every other item worn by a character). elfin chain Heavy Gear (351 – 700) banded. On the ground. small shield. a phase spider is size L and moves at 6” on the ground and 15” in webs. Note that while armors sized for demi-humans certainly weigh less than normal. and in webs will take but 1 segment. magic large shield. ring Very Heavy Gear (701 – 1050) plate. plate. weight or bulk Weight carried* in GP Bulk rating of armor or shield Normal Gear (0 . your character’s encumbrance incurs: Use whichever is worst. filling in the blanks only where necessary. Note that if it takes longer than 5 segments. no further action except more movement can be taken that round.

provided they are not wearing metal armor or hard boots. at either charging or normal speed. When charging monsters. Running combatants are attacked from all directions in the same manner as a rear attack. After a run ends. running has defensive penalties. mirroring the cautious backpedaling of a withdrawal. so it can only be done the round after a retreat. It is x3 movement indoors (basically switching to outdoor rate). This is not true of shields as you'll note. Both of those shots would be at short range (16 x 4 = 64 yards. slows to charging speed (16” movement rate) so that he can strike the archer at the end.Magical armor has no effect on the encumbrance category like it does for the movement rate. In other words. The reaction adjustment is used for determining surprise as well as initiative. The terrain must be conducive to faster movement. a character may move at up to 1/3 his combat movement rate and remain as silent as possible. it can’t be slick or excessively populated with stalagmites. Since it takes the warrior 90 yards to reach that distance. The shot is made at long range. 22 . he delays to fire until segments 5 and 7. which is within the standard attack range of 1”). so it is still a long range shot. This means the next round the character continues on in the same direction. Like charging. the movement rate for stealth is as per the DMG: normal exploratory movement rate. Instead of using the DMG rule that limits charges to once per turn. charges must be started when the charger is in the ‘free and clear’. the DM must determine the lengths of its appendages to compare against the length of the character’s weaponry since a charge is aimed at a foe’s main torso. Aside from dodging around a few small obstacles. Out of combat. 120 – 64 = 56 yards which is within a longbow’s 70 yard short range). unless he’s jumped to catch hold of something). Running Running is the fastest movement a character is capable of. Encumbrance does NOT affect the "attack" part of the dexterity adjustment used for to hit rolls with ranged attacks as well as two-weapon fighting. so his 12” movement rate becomes 18” running. The DM may rule that those firing missiles at a fast runner they are perpendicular to may have a penalty to hit based on the difficulty in hitting a moving target. the character still has considerable momentum. Movement Types Stealth All characters may attempt to move quietly. Charging Charging movement rates are as per the DMG. Encumbered characters cannot run (or charge) at all. and since movement occurs after missile fire in a given segment. the warrior runs towards his foe. since the warrior will have already arrived and made his charging attack. In round one. The warrior wears only leather armor. the archer spends 5 segments delaying and fires his first arrow in segment 6. Charges may also be terminated in a thrown weapon discharge. If he rolls a 6 for initiative. In round two. (300 – 210) and 90 yards is half the warrior’s movement rate. charges must basically be straight and the character must travel for at least 2” to get the benefits. therefore he delays his shot until his foe reaches that boundary before firing his first arrow. Example: A warrior faces off on a battlefield against a longbow archer 300 yards distant. He will make his charging attack on segment 7 (16 x 7 = 112 yards. and outdoors it is 50% more for bipeds and double for quadrupeds. double indoors and for the most part 33% more outdoors. Running is a full round action that can only be begun if the character started the round not threatened by any opponents. In combat. or a run can end with a leap (which will usually leave the character prone. The archer has a maximum range of 210 yards with his longbow. we are using the limitation that a charge cannot be begun when a combatant is threatened in melee by a foe. the archer hopes to roll a 5 or less on initiative so that he can get both shots in. The attacks at its end are ordered by weapon length. then his second shot may not get fired. any bonus from dexterity is lost with a +2 bonus to hit the runner on top of that. and that does not include possible additional penalties from low dexterity. Note that a severely encumbered character who would otherwise be surprised 1-2 out of 6 is instead surprised 5 out of 6. If a 5 or less is rolled (barring a dexterity bonus). now 120 yards away. therefore he closes in 180 yards. The second shot is made in segment 8 when the warrior is 174 yards away from the archer (2 more segments at 18 yards per). the warrior.

Illusions that attack do so on the fighter chart at half the caster's level rounded up and they can inflict up to 1d6 damage for 23 . Illusionary healing magic (such as an improved phantasmal force cleric mysteriously coming out of an alcove to aid an injured party member) will naturally only cure illusionary damage (if believed). even if a shadow monster attacks from behind. the spell. Using a lanyard (loop around the wrist) to let go of a heavy weapon like a mace doesn’t work for a spell with somatic components because of the weight of the hanging weapon (though it works well with grasping a holy symbol to turn undead). A staff is an excellent choice for a spell caster. If in doubt. so a spell with both components requires both hands. then illusionary damage. Illusions that come into physical contact with a character (pc or npc) always grant a disbelief saving throw. provided the spell has only one of the two hand-requiring components. Caster Level Penalties to Saving Throws As a spellcaster grows in power. since players will not know that their characters have illusionary damage. Ordinary walls do not block spells that target an area of effect. a sleep spell can be centered anywhere within range. The spell caster makes an intelligence check with a -1 penalty for every 5" distant the requested spot is. although other senses may compensate (tremorsense. DMs need to keep track of real damage and illusionary damage separately. The caster of an illusion can see through it while he or she is concentrating on it. Creatures with an intelligence of 'non-' such as constructs. Targeting an exact spot as the center of an area of effect spell in combat is not easy. as will the ever popular reduce on someone’s helmet. his spells become harder to resist. and oozes cannot be affected by damage-dealing illusions at all. The detect illusion and true seeing/true sight spells can be used to see through illusions. the DM will give the NPC an intelligence check. For instance.) Such individuals are still allowed a save (if any) when the caster makes a “called shot” of the target’s worn. So while having the ceiling collapse on foes is appropriate. Healing spells will cure real damage first. This is usually done via sight. but this does not change their actual spell level with respect to globes of invulnerability and other protections that use the spell level. A spell caster is free to lower his effective level when casting a spell to as low as the minimum needed to cast the spell. DMs should conduct combats with damage-dealing illusions as normal as possible. For instance. but I don’t smell anything”). Opponents partially caught in an area of effect gain the appropriate amount of cover. Lower level spells can be memorized in higher level spell slots. light cast on someone's clothes will still allow them a saving throw. Such creatures are considered to automatically make their disbelief check when illusionary damage would otherwise be inflicted. sonar. Illusionary Damage (for illusions without a shadow component) Illusion spells without a shadow component do not deliver real damage if believed. For instance. Properties of Illusions Illusions are opaque.Spells Each component of S and M requires one free hand. Likewise. only to recognize the tell-tale shimmers and signs that signify it is not real. the damage is considered "illusionary" instead. even if the caster cannot see the area he is affecting. held. Failure means a roll on the grenade-like-object miss location table. immediately burying foes in a pile of stones will reveal the illusion for what it is. If the item’s saving throw is better. than that is used instead. This allows him to cast a weaker fireball in case he needs to hit the party as well (like when green slime drops on everybody). as the caster can simply let go with one hand and grasp it again as soon as the spell is completed. modified to match the circumstances. Illusions cannot be cast effectively with combatants within the area of effect. mindless undead. etc. Targeting Spells that target individuals require the caster to know the exact location of the targets. a spell caster is free to use less of the allotted area of effect in order to say create a wall of ice that fits a narrow corridor. it doesn’t look right (“I don’t remember George having a beard”) or the illusion doesn’t include all the proper senses (“it’s a troll. the victim still gets the normal saving throw vs. Even successful disbelief does not allow one to see through them. Illusions Disbelief Non-player characters will attempt to disbelieve an illusion if they either have reason to (“where did that wall come from?”). or carried possessions. The damage limit for an illusion depends upon whether the illusion makes an attack roll to damage foes or whether it allows for a save for half. according to the chart below (this chart comes from the 2E High Level Campaigns book): Caster Level Saving Throw Penalty Caster Level Saving Throw Penalty 1-12 No additional penalty 22-24 -4 13-15 -1 25-27 -5 16-18 -2 28-30 -6 19-21 -3 Use these penalties for spell-like abilities and powers activated from magic items as well.

Illusionary Special Attacks (for illusions without a shadow component) It is hard to make a rule to cover all the possible situations. For instance. but in general illusionary effects that create some kind of condition such as instant death. and if that is failed lies comatose each round until he succeeds. Illusionary Special Attacks (for illusions with a shadow component) Illusions with a shadow component that are believed perform special attacks at full power on the victim. he loses a level no save. Spells and spell-like abilities cannot be used. Again. Thus..including boulders rolling into foes or the ceiling coming down . turn to stone. For instance. A fighter in the party successfully disbelieves the illusion.Foes attacked through the barrier via missile. so a 5th level cleric can control at most 20 skeletons or 10 zombies. Attack forms that allow a save for half . At any rate. Animate Dead – The cleric is limited to controlling 4 x his level in hit dice of undead.and (b) an affected creature gets a disbelief saving throw every round.wear off in 1 turn. as his or her action for the round. The character gets an initial disbelief save (unlike the real wand). unless it is something that might not have taken effect right away. limiting such creature's special attacks to the breath/gaze/ray/touch and the like categories. the saving throw for half is not penalized according to the high caster level since that penalty applies to the disbelief saving throw instead. 40% real spells give a +6 bonus. so 20% real spells give a +8 bonus to the save. a shadow magic lich cannot cast spells. If he disbelieves the illusion. a character may attempt to disbelieve the damage they have. breath weapon or spell gain 90% cover. • Saving throw to avoid condition – The saving throw is made at a bonus equal to the tens digit of the inverse of the spell’s reality percentage. Cause Fear – Opponents get a saving throw to resist. For instance. 3d6 at level 5. etc. These effects wear off regardless of whether the shadow illusion was believed or not. The character gets a disbelief save each round thereafter to shake off the mental effects of believing he has been turned to stone. though its paralyzation touch attack is still dangerous. The character would get a save to attempt to remove the 12 points from the bear. the 'always hits' aspect of that spell cannot be mimicked by an illusion). then takes 60% of the resulting damage. a shades red dragon breathes at the party. If a character realizes that the source of the illusionary damage is in fact an illusion (in this case the bear or the fireball). and 6 turns for shades).). Special attacks from disbelieved shadow illusions are resolved in 3 ways. 4 turns for demi-shadow monsters.have a damage cap of 1d6 per level. a character may have taken 12 points of damage from 3 separate hits by an illusionary bear from a 10th level caster and 28 points of damage from an illusionary spectral force fireball cast by a 13th level illusionist. For instance. turning to stone. if the caster wishes to make the illusion more powerful than his damage cap. poisoning. (a) only have any effect at all if the viewer expects that result – here’s a case where ignorance is bliss . all negative effects of illusions .e. 24 . he is only 20% likely to get energy drained. etc. even if the victim is not aware of what the effect may do (making shadow beholders an especially nasty choice). However. other negative effects (such as energy drain) do at a rate equal to the tens digit of the shadow percentage in turns (so 2 turns for shadow monsters. whose effect is perhaps verbally communicated by the illusionist. Note that if the caster is level 13+. He makes a normal save for half. The character is affected by the condition of the curse.every other caster level (i. If the victim believes the illusion. unless the victim was killed. and a separate save at -1 to attempt to remove the 28 points from the fireball. or 6 turns. a victim turned to stone by a shadow beholder's eye ray will recover in 2. etc. effect other than hit point damage – The effect occurs with a percentage chance equal to the spell’s reality percentage. 2d6 at level 3. For instance. Spell Errata By Class Cleric Spells Aid – Damage taken solely by losing the temporary hit points provided by this spell does not break concentration. • A character is affected by an illusionary curse. disbelieving his/her own damage can be made thereafter at +8 to the save (and the usual +4 if simply told it is an illusion). but he can opt to shoot 6 instead in an attempt to fool his opponents into thinking he is a powerful wizard. Shadow creatures are more limited in using special abilities than entirely illusionary creatures. • No save. an 11th level caster can create the illusion of a terrible monster that bites for 6d6. 1d6 at level 1. modified by the wisdom magic attack adjustment. a shadow wraith hits a victim.illusionary damage included . but each round gets a new disbelief saving throw to overcome it. If the caster wishes his illusion to inflict more damage than that on a hit. At any time. each additional d6 of damage grants a +1 to the disbelief roll. While hit point damage caused while a shadow illusion was believed does not wear off like illusionary damage does. Examples: • A character meets the gaze of an illusionary medusa that he believes and fails the save vs. a 7th level illusionist can normally create a phantasmal magic missile effect that shoots 4 missiles (though they must be rolled to hit for. but a victim disintegrated by a shadow beholder's eye ray will not. Each separate source of illusionary damage is saved against separately. depending upon the category of effect: • Hit point damage – The damage done by the special effect is reduced according to the spell’s percentage of reality. This damage can be broken up into any number of attacks that fit within the spell's area of effect. For example. Blade Barrier . the disbelief saving throw is increased by 2 for every additional die of damage the caster adds. and 60% real give a +4. 4. • A character who is aware of the legends regarding Orcus’ wand is hit by an illusionary Orcus with it. or bites for 4d6 and has a pair of claw attacks that do 1d6 each. either way attacking as a 6th level fighter. this improves his foe’s disbelief saving throws by 4.

(c) Only those creatures on the edge get a save for half. so this spell will work on such an individual without need for this roll. so it becomes 2-8 hours + 1 hour/level. Fire seeds . he will be able to act immediately. The spell's power does a cure serious wounds on the body (2d8+1). A character that bleeds to death at -10 remains at -10. Those within 1” take half damage automatically (again. Wind Walk – The recipients of this spell can only be harmed by magic weapons or spells. Raise Dead . so a 10th level magic-user can control at most 40 skeletons or 20 zombies. breath weapon (modified by dex) means he turns sideways and is unaffected. (b) Undead take twice the normal damage. Keep in mind that large animals require significant feeding and leave behind large droppings. The saving throw is of whatever type the attack normally allows. as from a missile weapon. enemies moved into get a save vs. so the target victim of the spell first takes 1-2 points of damage from the acorn plus the priest’s damage bonus. Burning Hands – Damage is 1-3 + 1 hit point per level of the caster.All types of animals may be befriended by this spell. Duo-Dimension – In response to an attack coming from a specific direction. Animate Dead – The magic-user is limited to controlling 4 x his level in undead. but the curse will remain.Curative spells can be cast to restore the need for rest (such as when knocked to between –6 and -9 hit points) instead of hit points. it cannot be damaged beyond repair. the wizard's successful save vs. The touch is against the foe's weapon and only requires hitting the opponent's contact armor class. In segment two. Turning in this manner does not impede spell casting.This spell makes illusions transparent as well (successful disbelief alone doesn't allow someone to see through an illusion). Fire Storm – (a) The duration is 1 round/level. a black dragon breathes acid on the caster. the duration of this spell is permanent. the damage from the fire is boosted accordingly. then he takes full damage from the fire burst (since the target victim does not get a save for half damage versus the seeds). not just 1 round. Detect Illusion . the spell's power must bring the body's hit points up to -9 or better. While reasonable this greatly reduces the spell’s usefulness and we will not be using that ruling. the raise dead fails and cannot be attempted again. Details are as per the elixir of life item description (cure light 1 day. Enchanted Weapon – (a) This spell will increase an existing bonus by one for the spell's duration. Death’s Door – Since we are playing that bleeding does not occur at 0 hit points. and if successful the spell's power heals the character further up to 1 hit point. is a touch attack spell with a casting time of 4 segments. In addition. but only once per segment. the burst size is larger. Otherwise.Cure/Heal spells . It gives a non-magic weapon a -1 bonus or decreases a magic weapon's bonus by one. Magic-User Spells Alarm . He can make a save vs. Note that if the recipient is healed further to positive hit points. Plus. Example: On segment one. the duo-dimensioned wizard may turn sideways against the attack with a successful saving throw and ignore it. spells for half damage. (b) The reverse of this spell. This benefit is also conferred to those who look at an illusion when the magic-user or illusionist with the spell active touches them with both hands. similar to a wall of fire). Continual Darkness .For the body to be considered whole. and cannot cast spells themselves. Anti-Magic Shell – See the section in DM Procedures on anti-magic. including giant and in-the-real-world-extinct ones. but not past +3 (as per 2E spell description). but if there is none. Before the resurrection survival check is rolled. Druid Spells Animal Friendship . Cursed Weapon. Shillelagh – Change the duration to 1 turn/level. and adds a curse as well so 25 . petrification (modified by dex) to avoid the arrow. an enemy archer shoots an arrow at him. cure critical 3 days. Wall of Fire . The DM rolls the duration so that it is unknown to the caster.Change the duration from turns to hours. cure serious 2 days. Faerie Fire – Unearthed Arcana stipulates that the to hit benefit only qualifies in poor lighting conditions. just like wall of fire. Note that healing spells do not otherwise work on lifeless bodies. Thus.When the mobile version is employed. and heal 7 days). an enlarged acorn is big enough to do actual damage. the resurrection survival check is then made.Note that these spells do not block infravision & ultravision. If the healing roll does not bring the character back up to at least -9.If a magic-user casts enlarge on the acorns or holly berries. unlike the magic-user and illusionist darkness spells that do. As the acid comes in a stream. with hit points of -12 or above the roll is unnecessary and for hit points of -27 or below there is too much damage for raise dead to work. then the wizard makes a Dodge save. A -1 cursed weapon will be brought up to 0. Darkness.

Enlarge/Reduce – Creatures that are enlarged gain 50% more damage done when doubled in size by a level 5 caster and double their damage when tripled in size by a 10th level caster. the rock glows illuminating out to the specified radius). they are considered to have jumped out of the area of effect of the spell and can no longer be struck by any additional bolt bounce backs.5% 55.These spells move with the caster. a miss on the touch attack allows the caster's foe a free attack (the same one granted for retreats). even if pocketed.56 0. so it is possible that the magic-user has moved a considerable distance away by the time the monsters arrive.45% 41. and thus can't usually shatter the spell. to hit rolls are not affected. The alternate mode of casting this spell is the Cloak version. In that way." Invisibility – As per the spell description. For instance. Take careful note of the errata in the DMG. so it does 15 damage. higher level spell. 5 rounds left of levitate. Note that elementals typically do not have magic resistance. so that a 10th level caster can reduce a foe to a third of its size and halves its damage.. I have calculated out all the percentages: Caster Level 1 2 3 4 5 6 7 8 9 10 (max effect) Enlarges creature 120% 140% 160% 180% 200% 220% 240% 260% 280% 300% Enlarge Damage Modifier 1. or if a blow would have otherwise brought them lower than 0 (such that the teleportation saves the monster from taking further damage). this spell increases the duration of the target spell according to what is remaining. Identify – (a) Strike the sentence "The item to be identified must be examined by the magic-user within 1 hour per level of experience of the examiner after it has been discovered. Darkness is a separate. or the spell running out return with whatever they are holding." (b) Strike the words ".3 1.83 0. as with the expansion psionic discipline. While there is no saving throw against this spell. Dead monsters are also teleported back to their place of origin. and another 2 rounds of fire shield tacked onto what he already has left.2 1. another 5 rounds of levitate.56% 50% 45. Those made invisible separately are free to move beyond the initial area of effect. rounded up. magic-user light is not reversible. provided the portal is not being held open in some way (spiked. If the magic-user is not around to direct them. if cast on a rock.67% of its size. Invisibility – Items picked up after the spell is cast do not become invisible. not 1 round/level. as far as improving combat ability is concerned. fractional damage of 0. 26 multiplied by 0.9 2 Reduces creature 83.46% 35. an invisible creature who attacks someone who can’t see it gets the first attack.. (b) Summoned monsters are dispelled and teleported back to their original locale if they are reduced to 0 hit points. Summoned monsters that are teleported back either due to 0 hp. Items pocketed by those in the cloak version do become invisible as well. In this case. extension will extend all applicable spells that are active on that creature.91 0.7 1..5 1. they will attack any reasonable target. a 7th level magic-user reduces a red dragon to 41. Reduce flips the percentages for enlargement. Theo the 12th level wizard has one turn left of shield. death. 26 . The duration is the same as for Enchanted Weapon. character holding it open. invisibility spreads from a 10 foot radius of the creature touched.77 0.4 or higher is rounded up.33% Reduce Damage Modifier 0. which means an attack in Pre-Round if surprise is not gained (4 in 6). II. they must make their magic resistance check.63 0. Hold Portal – (a) This spell will actually slam the target portal shut as well as hold it closed.6 1. It hits and rolls 26 for damage. Flame Arrow – The missiles explode upon hitting their targets doing 1d6 extra fire damage. He casts extension III and he gets another turn of shield..59 0. In either case. (b) This spell produces a point source of light (for instance. Otiluke’s Resilient Sphere .53 0.71% 33.that the wielder must fight with that weapon.67 0.Once a victim has successfully made a saving throw. and a live miniature carp swallowed whole . The version presented in the PHB is the Separate version.8 1. It normally does 3-30 on a bite. Monster Summoning – (a) The location where the monsters appear is chosen at the time the spell is cast.71 0. etc). Those within that radius can see each other.Dimension door or teleportation into or out of the sphere is not possible.33% 71. Invisibility 10’Radius – The caster can choose one of two versions. Light – (a) Note that unlike the clerical version.1 1. Globe of Invulnerability (both Minor and Major) . If it is cast on a creature.34. (b) Extra-dimensional creatures don't automatically shatter the spell.43% 62.4 1.5 As per the shadow monsters spell description. and 3 rounds left of fire shield. For instance. (c) Duration is 1 turn/level. If any attack. dispel magic.59 = 15. Extension I. III . enlarge is most useful when cast on monsters or monks.Strike the update in the DMG. invisibility is negated for all. though other means such as the death spell will do just that. but it is possible for them to leave behind something they dropped. or all readable impressions will have been blended into those of the characters who have possessed it since. summoned monsters aren't generally killed.67% 38. Lightning Bolt .

Protection from Evil 10 foot radius – This spell is mobile. they remain in the same posture). rendering the magicuser invulnerable to spells such as summon insects. but he does not know which. Shapechange – (a) No spells or spell-like abilities of the chosen creature are obtained. as with haste those creatures closest to the spell-caster are affected in preference to those farther away. if a warrior who weighs 250 pounds is pushed by a 10th level magic-user and fails his save. not that only spells that were memorized in an Enhancer slot can be retained. Lower hit die creatures within the area of effect are affected before those with higher. Shield . and even creeping doom (since each insect is treated as a separate 'soft' attack) except for the sight obfuscation effects. No matter how slowed a creature is. if the magic-user casts shapechange again later on that day.e. He leaves the 3 spell slots of the Enhancer open. For example. insect plague.Weapon vs.Polymorph Self – (a) This spell grants a new physical form. a failed saving throw indicates that the victim is pushed prone. armor is not used when this spell is active. (b) Anything frozen in time cannot directly be affected by the magic-user. the magic-user heals 1-12 points of damage taken while polymorphed only (if any). Thus. the push factor of 10 foot pounds x factor of 50 = 500 is twice his weight so he will be pushed prone. etc. he is once again free to use dragon breath 3 more times. so Rary’s Mnemonic Enhancer can be used to memorize a lightning bolt that will puncture a minor globe of invulnerability. for example if the duration of the spell is 11 segments the magic- 27 . each existing layer of the sphere. However. the second triples. He blasts the foe first with his fireball to no effect. A creature that succeeds on its saving throw still counts towards the 1 victim per level limit. thus providing a clue to those outside the sphere that entering may not be wise. poison adds its bonus to the save. (b) A magic resistance check is made vs. but as victims are clearly capable of movement. Push – If the power of the push exceeds the victim’s weight by a factor of 2. He can bodily move into and out of the sphere without harm but his magic cannot. Thus polymorphing into an invisible stalker will not grant one invisibility.e. so the periapt of proof vs. (c) The listed protections for each layer only apply to objects. in any one given casting of shapechange. with one exception. but rather the entire duration of the spell. (b) This spell will protect against burrowing infestations like rot grub and the scarab of death cursed item. and polymorphing into a spectre will not grant incorporealness. i. A magic-user may manipulate objects and move sentient beings around (location-wise. Sleep – (a) As with haste and confusion. he can only use dragon breath three times. (b) The affect is considered poison. because he knows that one of fire or lightning will harm his opponent. (d) Note that the DMG stipulates that slowed creatures are at +4 to be hit. attacks against them should be treated as if they were off-balance (+2 to hit). Experienced adventurers can tell the difference between a time stop sphere and a prismatic sphere because the latter is multi-colored. (d) The diamonds used in the material component cost 25 gp per application. The shimmering described in the spell description lasts not just for an instant. Slow – (a) Cumulative effect is as follows: 1/2 rate goes to 1/3. fireball. even if those abilities are innate to the form and how it moves. Thus it can be used to give shelter to the caster's party members. The spell has a similar effect on casting/activation times. (b) The magic-user does not get to choose which victims within the area of effect are slowed. haste negates the effect completely. and Rary’s Mnemonic Enhancer before going out to tackle a dangerous foe. Prismatic Sphere – (a) This spell creates a shell. 1/3 goes to 1/4. The next round he hits the foe with a lightning bolt and injures it. teleportation and dimension door attempts to get inside it will simply fail. but it doesn't grant any magical abilities. Thus despite the fact that the 7th layer provides force field protection against objects. dragons can use their breath weapon 3/day. the magic-user may cast spells in rapid succession. This can be useful for moving an ally out of the way of danger. i. so that the next round he can fire it again. Rary’s Mnemonic Enhancer – (a) The phrase ‘or he or she may opt to retain memory of a spell cast by means of the Enhancer’ means that one or more of the spell levels granted by this spell can be left open so that a spell memorized normally can be cast and then immediately moved into that open slot(s). Nothing frozen can be moved outside of the time-stopped area. a sentient being can pass through it provided the damage is withstood and all the saves are made. the first slow doubles them (so a 2 segment spell now takes 4 segments to cast). (c) The free segments granted by this spell are treated as surprise segments. and between those of the same hit dice those closest to the spell-caster are affected before those further away. the magic-user does not choose which creatures are affected. As the sphere fully encloses the space contained within it. Therefore. 11th level + monks are unaffected. a prismatic wall folded into a sphere. etc. polymorphing into an earth elemental or xorn will not allow moving through stone. a 3rd level cleric counts as a 3 hit die monster but a 3rd level fighter counts as a 3+1 hit die monster because fighters have a larger hit die (d10). sentient beings get the damaging effects instead. etc. (c) This spell will protect against stinging insects. The shimmering blocks all sight in either direction. the third quadruples. (c) Any creature with more hit dice or levels than the caster gets a saving throw at -2 to negate the effects of this spell. Example: Falstaff the wizard memorizes lightning bolt. Time Stop – (a) Time is not stopped outside the spell's area of effect. (b) The same hit die equivalencies mentioned in the section on fighters applies here. A magic resistant creature gets a successful check to avoid being moved around. Even the caster's attempts to teleport or otherwise cast spells into or out of the sphere will fail. so a magic-user shape-changing into a dragon can use its breath weapon but not cast any of its spells. (b) Changing from one shape to another is an at-will ability (c) Special ability limits are enforced as broadly as possible per casting of this spell. no matter how many different dragon forms the magic-user takes. Stoneskin – (a) This spell has a duration of up to 24 hours if a hit is not absorbed. Stinking Cloud – (a) The spell uses the description "helpless". nor is it stopped for the magic-user himself (including the magicuser's carried possessions). (b) Spells memorized or retained with this spell become actual 4th level spells. (b) When the spell is ended. He immediately retains memory of the lighting bolt into the Enhancer. for example. For example.

Wall of Fire . (c) The listed protections for each layer only apply to objects.In addition to what is described in the illusion section above. not including shadows summoned by the spell. This benefit is also conferred to those who look at an illusion when the magic-user or illusionist with the spell active touches them with both hands. Such spells are cast at the mystic’s full level and count as 7th level spells. 5 at levels 24 and 25. Mind Blast – As with the mind flayer’s mind blast. the DMG gives 4 examples of using alter reality that may be hard to depict: increasing ability scores.This spell has a duration of up to 24 hours if a spell is not volleyed. enemies moved into get a save vs.Gaze effects are not transmitted back to the magic-user. the mystic actually memorizes a number of the first level magic-user spells he knows equal to the amount of first level mystic spells he can memorize. creating permanent magic items. A delayed blast fireball is also an effective way to damage frozen foes if it is delayed to go off until just after the spell duration ends. Prismatic Wall – (a) As this spell does not enclose an area. Illusionist Spells Alter Reality – In general. minus one: 4 at levels 1722. Detect Illusion . this spell is as powerful as wish but is limited by what can be depicted via the phantasmal force. the response the mystic receives is actually the DM’s best guess as to what will occur. spells to avoid entrapment. damage from a disbelieved shadow magic spell does 20% of normal (instead of 1 hp/level).particularly if the spherical version of the spell is employed . As the sphere fully encompasses an area. sentient beings get the damaging effects instead. Summon Shadow – Shadows created by the summoned shadows draining a victim to 0 strength remain under the control of the caster. raising the dead. (b) A magic resistance check is made vs. the illusionist actually memorizes a number of the first level magic-user spells he knows equal to the amount of first level illusionist spells he can memorize. Read Illusionist Magic – I’m not entirely sure why this spell was added. Demi-Shadow Magic . so these usages of the spell are permissible. However. though it will not actually block the viewing of such if the image is created first. A magic-user can cast a spell like web. Volley . First-Level Magic-user Spells – When the spell first-level magic-user spells is memorized.In addition to what is described in the illusion section above. it cannot prevent teleportation and similar effects from circumventing it. First-Level Magic-user Spells – When the spell first-level magic-user spells is memorized. (c) Attempts to localize the spell to confine a moving creature . (d) This spell prevents any magical transmission through it. Defenders cannot lock on and begin segment-by-segment psionic combat. 5 at levels 23 to 25. Mystic Spells Card Tell – The DM needs to remind the player that due to the fact that D&D is a game. 28 . and restoring alignment. attempts to teleport into or out of that area will simply fail.user could cast any combination of spells adding up to 11 segments. but it seems harmless enough so we’ll use it. a sentient being can pass through it provided the damage is withstood and all the saves are made. and 7 at levels 29 and up. so it would block the creation of a projected image to the other side of it.This spell makes illusions transparent as well (successful disbelief alone doesn't allow someone to see through an illusion). making this akin to the cleric and magic-user animate dead spell in terms of creating a small undead army that follows the caster until turned or slain. which will affect frozen individuals when the time stop duration ends. even the DM cannot accurately predict the future. however. A magic-user who chooses to cast a spell that extends out of the time stop's area of effect ends the time stop. except in the case where the spell is used to create a sphere of force. 6 at levels 26 to 28. The illusionist can control at most 1 shadow per caster level at a time.When the mobile version is employed. spells for half damage. (b) Ordinarily this spell will not prevent teleportation or dimension door past it. Wall of Force – (a) This spell will simply fail if any objects or creatures are present in the spell's area of effect. Color Spray – (a) Strike the sentence "The spell caster is able to affect 1 level or hit die of creatures for each of his or her levels of experience. damage from a disbelieved demi-shadow magic spell does 40% of normal (instead of 2 hp/level). defenders with psionic ability can raise a psionic defense against this attack as if it were a psionic blast. each existing layer of the sphere. thus bypassing defenses such as globe of invulnerability.generally allow the creature a save vs. thus bypassing defenses such as globe of invulnerability. Such spells are cast at the illusionist’s full level and count as 7th level spells. Summon Shadow – See the note for the illusionist spell above." (b) This spell can affect the undead. Wizard Eye . and 6 at levels 26 and up. minus one: 4 at levels 14-23. nor do they affect the wizard eye itself in any way. Shadow Magic . Thus. even if the mystic happens to be psionic. Thus despite the fact that the 7th layer provides force field protection against objects.

Negative levels can be gotten rid of immediately in the following ways: o Restoration will restore all negative levels instead of restoring one permanently lost level. Energy Drain Initially. can be magically resisted. An ice storm. wyvern watch. On the other hand. then failing the save means that the negative level becomes a permanently lost level. However.and dual. how many dice of damage spells do. which may result in hit point loss.000-120. For instance. Spells currently memorized are unaffected. A spell that creates something out of nothing. landslide. it may not remove as many experience points for higher level characters. Certain spells are ended instead of temporarily undone when coming into contact with a successfully magic resisting creature.5 as another die. this total is what the character is returned to if restoration spells are used to bring back all the lost levels. hold portal. they do not require any components and cannot be disrupted. For example a +1 or better weapon to hit creature such as a gargoyle will not be harmed by a fall of 40 feet or less because a 40 foot fall does 4d6 damage. o –1 to effective level. or explode in a cone or sphere. such as any of the wall spells.119 to determine which class is affected. etc). then succeeding on the save means that the negative level disappears and failing the save merely puts off the moment of restoration for at least another day. treating each fixed addition of 4. one level of energy drain is treated as a negative level. record the character’s experience point total prior to the downgrade. is a direct effect. death magic for each one. Likewise. However. o Dying. As an abjuration. in fact it may not cause the character to fully lose a level at all. if a character’s constitution is reduced to 0 by the penalty he is slain. characters who perish while carrying negative levels (but not because of them) and are not raised might return as an undead creature with their former class abilities at a level equal to the amount of negative levels they died with. At the DM’s discretion. A successfully magic resisting creature can provide cover to others behind them against spells that fire a bolt or ray. each successful magic resistance check against a layer dispels it. on the same action segment. transmute rock to mud. When one or more negative levels converts to a permanently lost level for a character who up until that point was unaffected by level loss. They still count as the creature’s action for the round.000 experience points. he must make a saving throw vs. Prismatic layers are each checked separately against magic resistance. what chart attacks and saves are made on. Magic Weapon Immunity When a creature with immunity to weapons of less than a certain enchantment takes damage either from a weapon of a larger size category than itself or from another physical source (falling. Casting time is essentially 1 segment. as that portion of the spell does not travel past them. If a character’s effective level goes negative. etc. use the energy drain rules as written in the DMG pg. In the case of multi. the automatic hitting of a final word sword. any given “lost level” can only remove a maximum of 101. the character is slain. and skills and proficiency slots are unaffected as well.Special Abilities At-Will Abilities At-will abilities are cast with a mere thought. use the dice of damage done as if it were a creature’s hit dice. etc. Magic resistance is also checked for effects like the head chopping of a vorpal sword. though the constitution penalty is lifted. Examples are most area-affecting abjurations such as protection vs evil and anti-magic shell. The exact amount of cover is situational. for instance. and time stop are indirect effects. and a 4 hit die creature cannot affect a +1 or better to hit 29 . losing a level means going to the mid-point experience value of the level before.classed characters. In most cases. Gaze Attacks Gaze attacks are made in addition to physical attacks. o Dispel Evil will restore one negative level. but the cleric is aged 1 year. allowing a successfully resistant creature to pass right through it. and being brought back to life. Succeeding on the save merely means that the character has staved off the cruel fate for another day. Each negative level a character carries inflicts: o –1 penalty to constitution. Magic Resistance Magic resistance only applies to spells that directly affect the protected creature. Each day that a character carries at least one negative level. which can affect class abilities such as how many spells can be memorized. if the opponent or item that caused the energy drain has been destroyed. If the creature or item that caused the energy drain is still “alive” or functioning. whether a fighter gets multiple attacks. a spirit naga can try to charm one foe and bite another at the same time. the constitution penalty then becomes a permanent loss. whereas spells that alter the nature of the environment around a creature such as reverse gravity. The cleric is aged 2 years as usual. and chain lightning.

the attack is made on the combatant’s turn (initiative segment) unless concentration is broken beforehand or the opponent(s) move out of range. so he is unable to make a psionic attack in segment 4. but the character only starts with mind blank. He suffers damage and this breaks his concentration. because the true benefit of linking minds is not the minor point transferal but rather the increase in attack mode range. A combatant who chooses otherwise should still pick a defense mode in advance (and note that if the combatant wants to switch to casting a spell.Defenders caught within a psionic area of effect attack and choosing to lock minds with the attacker may choose to link minds with each other or make separate attacks against the aggressor. When links are 30 . For this reason. The adventurer chooses to lock minds into psionic combat. Combatants in locked psionic combat can move about the battlefield slowly at withdrawal movement rate. +5 or better weapon to hit creatures cannot be harmed by non-magical physical damage at all. thought shield is the only applicable defense mode). of course. Likewise. One of the adventurers is psionic. the character gains an additional 30 points of psionic ability . Manshoon is struck physically by the party. Psionics Dragon Magazine #78 is an excellent resource for psionic-related questions. The psionic adventurer gets one last attack in on segment 4 (and probably doesn’t bother putting a defense up) which Manshoon must defend against without knowing which one the adventurer is using like in the previous segments of locked combat. this usually grants the opponent a segment without counterattack. The Sage Advice covers a lot of ground with regards to specific questions and I will not reprint them all here. This can be very useful to do when one side has more linked minds than the other. Normal psionic combat is done as a standard action similar to a spell-like ability. Only the direction of the emanation can be sensed. If the character has less psionic ability than that. Such victims may choose to lock minds with the attacker. then the character does get his full strength right away. mostly] The use of psionic powers gives off an emanation that lasts for one turn whereas the emanation from magic of a similar nature lasts only one round. The final recipient. Manshoon and the adventurer each reveal their chosen attack and defense mode and matrix the results. the adventurer gets to choose the best defense. and many of the concepts and rulings below come from that issue. is probably engaged in psionic combat or using a costly discipline. if two psionic combatants make a normal psionic attack on one another. you can dump a planet on Primus' head and he won't be harmed). The defender can choose to lock this new attacker into the combat as well. A psionic unlinks his mind from locked combat by choosing not to attack. in addition to the disciplines of invisibility and mind bar. alternating attack and defense mode choices until the full compliment in each is exhausted. both attack and defense modes are chosen by each side beforehand and then both sides reveal their choices simultaneously. One psionic individual can sense another’s psionic ability by touch. and starting in the following segment locked psionic combat begins. This battle proceeds segment-by-segment and carries into the next round. even when neither is actively using his powers. Acquisition [Dragon #78] Psionic characters do not get all their potential at once. In locked psionic combat. and starting on segment 6. In this case. Only a rough sense of the psionic point cost can be determined. many psionics prefer to wear gloves when shaking hands to avoid discovery. At first level (or the first level in which the character becomes psionic). The only case where a defender is not allowed to choose the best possible defense against a standard psionic attack is when he is already in locked psionic combat with someone else.or up to his maximum. On segment 3 of the next round. and puts up a thought shield defense. not its distance or type. to be reached generally after a certain amount of level gain. the number of attack and defense modes rolled for when the character becomes psionic is a maximum. Psionically-aware victims of the attack put up the best defense mode possible in response. If in segment 5. The mind blank defense mode does not give off emanations and thus can't be sensed. Linking Minds . no matter how massive (yup. maintaining the link for all but the final recipient requires no more concentration than maintaining a thought shield. and then he can lock minds with this new foe. a character gains the first 50 points of his psionic ability. instead of using the best possible defense mode. a psionic ally of Manshoon psionically attacks the adventurer. Area of effect psionic attacks made during locked psionic combat do not affect anyone who is not a part of it. counting as a combatant’s action for that round if he or she chooses to continue attacking. it continues into the next round beginning right away on segment 1. the character gets one new mode. then the two minds become unlocked.monster (4+1 hit dice is required). Detection [Dragon #78. Each link in the chain must be within 6" of the next link. this applies even if he was forced out of the lock by losing concentration. Example: The evil Lord Manshoon (psionic ability 260) psionic blasts a party of adventurers he is in combat with on his initiative segment of 5. At each subsequent level. Psionic Combat Psionic combat operates in two modes. the defense mode he chooses at the start of the segment applies to the new attack as well. sensing range is 1" per hit die or level of the sensing individual. so they can take other actions. Unless otherwise specified for a specific monster. After the initial action spent to form the link. At each subsequent level. unless the sensing individual employs the discipline sensivity to psychic impressions. In the final segment.15 into each of attack and defense strength . If locked psionic combat continues to the end of the round. allied psionic individuals can join a chain on their initiative segment. The psionic ability rolled at character creation (or whenever psionics are first gained) is instead the character’s maximum. 25 going into psionic attack strength and 25 into defense strength. Also note that on tied initiative. the psionic choosing to unlock must still choose his defense mode in advance. both defend to the best of their ability and then both get the choice of locking minds to continue the fight in the subsequent segment. This occurs after the psionic exchange of segment 3 has already taken place. Otherwise. This means that the lowest level in which a character can use psionic blast to affect non-psionics (minimum 100 psionic attack strength required) is level 6 (25 + 15*5). normal and locked.

but it does have the benefit of dissipating it in a 10 foot radius so that allies can be protected as well. this psionic discipline cannot be detected by other psionically-aware individuals. Recovery When psionic strength is recovered. Example: Bob is currently concentrating on body weaponry. [Dragon #78] The level of mastery in a psionic discipline is equal to the number of levels in which the character has had the discipline.e. Lights – When light is targeted on a foe who fails his save. if the save is made the psionically-created light effect is “shrugged off” and reverts to become stationary. He then dimension doors out of danger. armor ratings). i. Since nonpsionics obviously can’t lock minds to counterattack. up to 15 hit points per day. space required. a cleric with 3 levels of mastery in this discipline can heal each member of the party. it can give an approximation as to the number of psionic strength points involved. Using this discipline negates the chance to make a saving throw against the energy attack. cold. In the example above with the psionic left with 17 attack strength and 0 defense. Dimension door has a flat cost of 10 points. if this discipline is used when psionic activity is being sensed. a save is granted every round. For instance. If the foe moves out of range of the discipline (3”). 3 in the one picked at third level. Disciplines In most cases. Unlike psionic attack concentration. the chain usually goes from weakest to strongest because that is the most optimal unless range dictates otherwise. Then he gets attacked by a breath weapon and wants to defend himself with energy control. the psionicist must maintain concentration at a cost of 1 point per round to keep it on that target. The possessor of this discipline can absorb damage on a 1 hit point per 1 strength point basis. For instance. Only energies that deal hit point damage and consist of the standard element types (air. After a psionic combat. Since Arthur Collins was confused by the strength point cost of psionic disciplines in Dragon #78. Activating the latter negates the former. It can also discern true psionic activity from a spell that simply gives off a similar aura. Cell Adjustment – The healing takes 1 turn to take effect. if a recipient of the faerie fire option of this discipline moves out of range. The listed weapon equivalency is used for weapon vs. a psionic with 2 levels of mastery in this discipline may choose the club over the dagger for its greater damage potential (the dagger otherwise has superior weapon vs. any unused points are lost. Similarly. the foe gets a new saving throw every round. It is also the only defense mode employable when attacking with psychic crush. lightning) may be absorbed. activation of a psionic discipline is considered an at-will ability. Otherwise. Exceptions will be noted below. discipline concentration cannot typically be cancelled by taking damage or failing a save. He cannot use any further disciplines until he recovers some defense strength. For example. For instance. the psionic does not get the option to maintain concentration. What it actually means is that two disciplines requiring active concentration cannot be in use at the same time. heat. Mind Blank – This is the only defense mode that cannot be detected by other psionics and sensitive creatures. it is replenished into both attack and defense strength. Length. Those in the chain can choose to spend an action to re-establish the link and transfer more points up the chain. If a character has a positive balance in one of those but not the other. Link chains can also have a branch in them. Each recipient of the healing can benefit from no more than the psionic’s maximum in a given day. when a link is established. though the points for both are still spent that round. Thought Shield – This is the only defense mode that can be employed if the combatant is concentrating on a non-psionic action such as casting a spell without losing it. a 5th level character with 3 minor disciplines has a level of mastery of 5 in the one picked at first level. the strength point cost comes off of both attack and defense strength. he can no longer use a psionic discipline. Major Disciplines Energy Control – This discipline can be activated as a reflexive action. Minor Disciplines Body Weaponry – This discipline can be activated as a reflexive action. a psionic attacker cannot continually pummel such victims segment after segment. including himself.established. Mind Bar – Like the mind blank defense mode. armor type and damage. and how many people are in the chain(s) up to him. In either case. if he rests for an hour (12 pts) he returns to 29 attack strength and 12 defense. however the attack mode range improvement only comes from the longest chain leading up to the psionic attacker. Points are transferred only once. for instance. It is permissible to choose a lower weapon equivalency than one’s current level of mastery. and speed factor remain as per “fist/open hand”. 31 . The DMG states that two psionic disciplines cannot be in use at the same time. Harry has 100 psionic ability which translates to 50 strength points in attack and 50 strength points in defense. he is left with 27 attack strength and but 10 defense strength. and one in the discipline just picked upon reaching 5th level. Each link in the chain knows exactly how many points he receives from the link before him. Sensitivity to Psychic Impressions – As mentioned in the detection section. so he is left with 17 attack strength and 0 defense. I will make it plain here that when a psionic discipline is used. It is a point of strategy for a character to choose mind blank in response to a psionic attack if he wants his foe to believe that he was not affected. a mind bar which lasts 24 hours does not require active concentration and does not prevent use of any other discipline. When a link is broken. when a single psionic receives multiple links from allies not chaining to each other directly. Psionic Blast – Note that this ability can only affect non-psionics while the user's psionic attack strength stays over 100.

However. Unless otherwise specified. a creature with spell-like abilities does not have a spellbook (at least for its spell-like abilities) and does not need to memorize its spells.Spell-like Abilities Spell-like abilities are cast the same as regular spells with regards to components. each morning upon waking with the proper amount of rest it can cast each of the spells it knows the specified amount of times per day (once each if not specified). casting time. Dragon spell-casting ability (save for a few gold and silver dragons) is a good example of this. etc. casting level is the hit dice of the creature (dragon casting level is furthermore modified by age). For instance. a spell-using ancient white dragon knows four 1st level spells each of which can be cast once per day. 32 . chance to break concentration.

bringing up a psionic defense. Down & Dying A non-living being such as an undead or a golem is destroyed upon reaching 0 or lower hit points. Spell casting is handled in a related fashion. Preparatory – This covers actions such as retrieving something from one's backpack. use the guideline that the latter does not affect another combatant and does not activate magic. using a psionic discipline like energy control to neutralize a breath weapon attack. Movement – A combatant may move cautiously for up to 5 segments before starting an action. As with moving and delaying. When in doubt between what is an action and what is preparatory to it. charging. simplicity that is the 1E initiative system. Hit Points Reached 0 -1 to -3 Condition Stable Bleeding with a 1 in 6 chance of stabilization Recovery* No recovery period needed No recovery period needed 33 . the second shot cannot be made.Combat No other section of these rules has undergone revision after revision like this one. This means that a character with 18/00 strength can only add +3 to damage against S-M targets and +2 to damage against size L targets when throwing darts. Furthermore. However. etc. A combatant can move or delay or take a preparatory action beforehand (such as drawing a weapon). a dart does 1-3 damage against S-M and 1-2 against L. he cannot move for the remainder of the round (except for the elf shoot-and-move ability). the maximum damage bonus cannot exceed the weapon’s maximum rolled damage (irrespective of magic or specialization bonuses). trying to light a flask of oil. Maybe that character should be throwing something heavier… Unconsciousness. and is reloading for a second shot but in segment 4 is struck by a battleaxe. General Action Types Standard – A standard action is the one “main” action a combatant declares: turning undead. that foe gets a +2 to hit. Disrupting Actions When a combatant chooses to take a non-melee action that requires a certain degree of physical coordination. if the foe attacks before the missile fire is completed. whereas living beings are knocked unconscious. casting a spell. putting away a weapon or shield. that may never be the case … Combat. Reflexive – Certain actions can be taken out of one’s turn when reacting to events. For instance. For instance. Movement must be announced during action declarations. etc. or drawing a weapon. lighting a flask of oil with a torch is preparatory and throwing it is the action. in addition to anything else the combatant is doing. For instance. activating feather fall when a pit opens up underneath. Free – Free actions can be made at any point in the round. However. This is less severe than the concentration disruption rules regarding spell-casting and psionic attacks. Examples: dropping a held item. then drinking it. missile fire may be used against a threatening melee opponent. attacking. Missile Fire Missile fire outdoors in a vertical capacity uses indoor ranges. For instance. if preparatory actions take more than 5 segments. a free action is truly second nature. reading spells off scrolls. However. Examples: free attacks. a living being reduced directly to –4 or less hit points or who takes additional damage while in negatives is killed. a greater devil’s ability to shed fear. a spell with either a somatic or material component gives a melee foe a +2 to hit. due to the subtle trade-offs of intricacy vs. a demon’s ability to shed darkness. Combatants who take such a non-melee action count as “off-balance” and are +2 easier to hit for an opponent wielding a melee weapon or natural attack. performing lay on hands on another. The damage from thrown weapons and slings is adjusted by the character’s strength. Note that the utilization of most other magic items is not subject to disruption. readied actions. if an archer has made one shot in segment 3. an arrow shot against a dragon in the sky has range intervals in feet rather than in yards. etc. A spell with just a verbal component does not make the caster easier to hit. the action will be disrupted if he is struck by a melee attack and damage is taken prior to its completion. As listed in the Disrupting Actions section. Whereas an at-will ability requires a creature’s thought. You would think that for a game that I’ve been playing on and off for 25+ years that combat would be the one thing that I would have straightened out long ago. declaring an action to drink a potion usually means getting the potion out first. These actions can be made prior to a standard action. then that is all the character can do that round. The same goes for drinking potions. but once struck by that foe. Once a combatant completes a standard action. but a standard action must be started by segment 6. with the exception of pursuit. which also extend to damage of any kind and failed saving throws. then this penalty goes away. and a spell with both a somatic and material component grants a melee attacker +4 to hit. etc. Movement is not possible after completing a standard action. even if only for a few moments. no further shots or throws may be made that round. In other words. Once the action is complete.

Character is effectively slowed during this time. Pre-Combat Surprise The side that has the advantage of surprise does not know how many surprise segments they have coming. Cure spells can mitigate the weakened condition as per the elixir of life item description. or that the character is just unconscious. the DM may rule that extenuating circumstances exist. Note that most ambushes actually fall into this latter category. or perhaps at the last minute the victim may decide to turn around to check to make sure he isn’t leaving any tracks if he is concerned about that. as can anyone attempting stealth. barbarian) Surprises 2 in 6 1 in 6 1 in 8 Base percentage Surprises 3 in 6 2 in 6 29% Base percentage + 16. When a creature that surprises at a rate better than the standard 2 in 6 is compared with an opponent who doesn’t use a d6 for die size. and begins the round after the character is knocked into negative hit points. Even then. a roll of 51-66 is 4 segments of surprise. bleeding ceases * A heal or death’s door spell negates the need for a recovery period even for those at –4 to –9 hit points before the spell is applied. or if an assassin has set the ambush and succeeds on an assassination check. a roll of 17-33 is 2 segments of surprise. the party may notice the tracks of those who moved into ambush positions. If someone recovers before his or her allies do. then weakened for a week. essentially treating these segments like full rounds but with shorter movement allowed. Now where this all gets tricky is when illusionary damage is present and contributes to the character going to 0 or lower hit points. really. side B is surprised for 4 segments. the thief can be seen in a mirror. but also ignore the time it takes to draw or load weapons. A character that is only in negative hit points because of illusionary damage automatically succeeds at their first stabilization check (which is why the DM always rolls it). It is not. as is often the case with a high dexterity non-encumbered individual. the segments spent surprised are equal to the die result assuming that the result was in the surprise range. and as soon as all of it is gone. Ambush When one side attempts to waylay another. and a roll of 67-83 is 5 segments of surprise. Note that the +2 to hit for a rear or unseen attack super-cedes and does not stack with the surprise bonus to hit. Ignore the rule about tripling the rate of missile fire. the character will return to consciousness if he is now in positive hit points. Surprised On 1 in 6 (ranger) 1 in 8 (drow elf) % dice (monk.-4 to -5 -6 to -9 Bleeding with a 1 in 8 chance of stabilization Bleeding with a 1 in 10 chance of stabilization 1-6 turns spent comatose 1-6 turns spent comatose. -10 Dead. or the metallic clink of a weapon being drawn. 34 . and other pcs generally at 2 in 6. Another character inspecting the supposedly dead individual will see that he is merely unconscious. such a character will immediately be able to act (as opposed to being comatose for 1-6 turns). The chance to stabilize is checked before the hit point loss is applied. When a player thinks his character died due to being struck to -4 hit points or lower directly but in reality has illusionary damage that makes the difference. Unconscious characters recover illusionary damage at the rate of 1 point per level per round. the first round of combat begins. At the start of each surprise segment. If the 1 segment of automatic surprise is granted. then informs the player of the result. Surprise-segments-as-full-rounds continue only as long as ALL members of the surprised party are surprised. rangers 3 in 6. Otherwise. The DM secretly keeps track of the illusionary damage until all of it is gone. 1 segment spells can be cast each segment. before the attack is launched. convert to percentages. a roll of 1-16 is 1 segment of surprise.7% Surprises 4 in 6 3 in 6 45% Base percentage + 33. not 1. such as the victim has an extraordinary sense of smell. Furthermore.3% Surprises 5 in 6 4 in 6 62% Base percentage + 50% Modifiers Surprised defenders lose their dexterity bonus to armor class and saves. the DM will not immediately inform the player otherwise. Shield bonus is not lost. For instance. Surprise The Dungeon Master’s Guide has a significant misprint in the Surprise section giving the impression that the number of segments spent surprised is subtracted from the difference in the dice. a roll of 34-50 is 3 segments of surprise. or hear the pulling back of a bowstring. unless the surprise attack comes from the rear or flank. and if the target percentage or under is rolled. The part about subtraction is merely a badly worded acknowledgement that segments in which both sides are surprised can be effectively skipped. Elves and halflings surprise 4 in 6. and are +1 easier to hit. Missile weapon ambushes are exempt from the rule that surprise can only take place between parties within 3” of each other. Bleeding is 1 hit point per round. ambushes generally range from 3 in 6 to 5 in 6 surprise chances. Rangers are especially adept at this kind of “sixth sense” which is why they reduce the chance of surprise by 1. it can lead to 1 segment of guaranteed surprise if the DM determines that the victims have no possible way of detecting the attack until the attack is unleashed. A periapt of wound closure prevents bleeding. normal surprise is then rolled for at 4 in 6 chances. A thief who fails his move silent check is still moving quietly and may still gain surprise. The most common example of this in play is when a thief succeeds on a move silent check and backstabs an opponent from behind. either consciousness returning. however. action declarations are done. See Listen Checks for more information. So if side A is surprised 2 in 6 and rolls a 3 and side B is surprised 4 in 6 and rolls a 4.

If the initiative roll is modified above 10. since lower is better). not a +3. If an assassin waits in the shadows and takes a shot at the party magic-user who is casting a spell at other foes. will remain surprised for the first 6 segments of the combat round. moving. For monsters who do not have a dexterity score. which will take 4 35 . 5. and they remain in a surprised state until their allotted number of segments run out. The adjustment is reversed (18 dexterity gives a –3. provided that he is not wearing heavy armor or hard boots and the DM determines that the opponent has not had a chance to notice the assassin yet. and the attackers likewise do not target that person. such as when the non-surprised individual chooses to flee or in some way does not confront the attackers. delaying. attacking. sacrificing the simultaneous nature of combat in order to speed up play. Drawing or sheathing a melee weapon takes a number of segments equal to half the weapon speed factor. Step 3: Compare Initiative Roll to Action Time. Remember that a dexterity bonus is only allowed when the encumbrance category is normal gear/non-bulky. or taking a preparatory action beforehand adds to the time it takes to complete (see DMG pg. as do certain magic items. Those combatants moving or charging begin their movement on segment one and continue to move each segment incrementally. The chart is: o 13-14 (Highly) -1 o 15-16 (Exceptionally) -2 o 17-18 (Genius) -3 o 19-20 (Supra-Genius) -4 o 21+ (Godlike) -5 (so even a roll of 6 converts to a 1) • Encumbrance penalty. and simultaneously with every other combatant who is moving. negating the possibility of further backstab. but with a dexterity penalty and severe encumbrance. Determining the Action Segment Step 1: Roll the Initiative Die. For all those starting a new action. Note the important implications of this: if combatants without the proper item in hand or ammo loaded roll a 1 for initiative. Likewise. trying to break out of a grapple. 2. but sheathing a weapon always requires two hands. when the creature’s movement rate is 15” or higher. regardless of whatever segment the spell is culminated on. spells have a specified casting time. Note that a one-handed weapon can be drawn with one hand. For the balance of the round after that they can only move. rounded down. a thief manages to sneak silently up on a party consisting of an 18 dex person and a 3 dex person. such as an at-will ability. etc. or any other action triggered by thought alone. so the 18 dex person is surprised for 1 additional segment. For instance. readied action. Take the higher of the initiative segment from step 1 or the time required from step 2. then it is a snipe attack provided the DM determines that the magic-user is unaware of the assassin. nor does drawing material components for a spell (factored into the casting time). unless he moves or delays beforehand. neither a move silent nor surprise roll is required. The 3 dex person. etc. Dropping an item does not increase the action time. when taking a physical action (moving. For example. otherwise it will take 1 segment. then the action does not occur in that round (unlikely. Note that the caster is considered to start casting from the beginning of the round. Mid-Combat Surprise Surprise rolls are not made for combatants already engaged in melee. depending upon the action. a 4 is rolled for the surprise check. Determine the amount of segments it takes to complete the action. or 6. partially completed spell. A spell with a 1 round casting time is finished on segment 10. Keep track of the original initiative roll before modifiers are applied. This means that a spell with a 6+ segment casting time will be unaffected by the initiative roll. After his initial automatic surprise segment. if an assassin moves up stealthily (1/3 movement rate) behind an opponent who is busy fighting someone else. However. it will be used to break ties later. if any. etc. or perform a preparatory action. This surprise segment is conducted and then initiative is rolled. she has a 12” movement rate. It also takes 1 segment to load ammunition into a missile firing weapon. Note: in certain cases the DM may allow surprise segments to continue. His ally Helen is 50 feet away.) continue with it uninterrupted in segment 1. or 3 and on the initiative roll’s segment for rolls of 4. the DM may just do each combatant’s movement when his initiative segment comes up. unless the action being taken negates the dexterity bonus to armor class (like spell-casting). though he is now aware of the thief. the segment in which the action occurs or is completed must be determined. 71 for details). and she wishes to move to his aid.Anyone still surprised cannot make an action declaration. Step 2: Action Time. Intelligence penalties are not imposed because usually low intelligence creatures provided with such abilities perform them instinctually. who had 4 segments indicated by die roll and 3 additional penalty segments from low dexterity. For instance. A combatant may move or delay for up to half the round (5 segments) first before acting. Troy starts the round in melee with an owlbear. a fireball with a casting time of 3 will be cast on segment 3 with an initiative roll of 1. The individual initiative modifiers are: • Dexterity adjustment for any physical action taken. Missile weapons that also have a melee use take an identical amount of segments to draw. In large battles. This is done in 1-4 steps. it is possible). pull a holy symbol out. In addition. • Intelligence bonus for a mental action taken. the backstab attack can simply be made. this is but 1 segment. they will not be able to go until segment 2 or later. Initiative & the Combat Round Each combatant declares an action. For most actions. Those combatants continuing an action already started from the previous round (locked psionic combat. Roll a d6 for initiative to determine the earliest possible segment that the action occurs in (so lower is better) either individually or by group. the first digit is used as the bonus to initiative. doesn’t matter. pull a globe off of a necklace of missiles.) • Rod of Alertness in one’s possession: -1 Initiative modifiers can never lower the initiative roll below 1.

provided a foe is within threatened range. All other actions have a speed factor equal to the unmodified initiative roll. ordered by speed factor. Step 4: Second (and Third) Actions. Then the DM resolves the round in the following sequence: 1. he can still fire 2 shots that round. 7th level henchmen’s third of three attack routines. Furthermore. with an even number of routines being split before and after the round and the middle routine of an odd number being taken during the round. If a spellcaster is struck before starting a spell. whichever is higher. All melee weapons have a weapon speed factor rating. For combatants with three attack routines. For example. who lose an additional hit point if they started the round bleeding. and their second routine after segment 10 ends. If due to initiative modifiers the additional action is pushed past segment 10 then it is lost. This system extrapolates to accommodate more routines than that. the initiative roll can still be important due to its tie-breaking function. multiple shots may be fired per segment and sustained for consecutive segments. standing in a wall of fire. 3. This includes bleeding characters. the spell cannot be cast that round. in this case the initiative roll is irrelevant. 13th level fighter’s second of four attack routines. a dart thrower wearing plate mail (+1 penalty to initiative) rolls a 6 on the d6 for initiative. followed by all movement (charging included) and preparatory actions simultaneously. If Troy and Helen both roll a 5 for initiative. but is not lost from memory. a cleric sees his friend go down 5 segments of movement away and wishes to cast cure light wounds. since the pre-round attacks are lost. Pre-Round/Post-Round Combatants with two attack routines attack first and last as per the DMG. then they both attack at the same time on segment 5. 13th level fighter’s first of four attack routines 2.In a given segment. unless the movement is involuntary. the first is taken during the 10 segment 36 . 7th level henchmen’s first of three attack routines. if an archer delays for 3-5 segments while waiting for a magic-user to put a flame arrow on his arrows. Once all combatants are engaged with each other. then Troy attacks on segment 2 and Helen still attacks on segment 5 because her action time of 5 (4 segments moving + 1 attacking) represents the earliest that she can go. each governed by its own rule as to when the second and possibly third “shots” go: • Missiles with a multiple rate of fire: each additional shot or throw comes 2 segments later *. and if that segment is the same as the lich’s. 13th level fighter’s fourth of four attack routines. He throws his first dart on segment 7. A combatant may not take both a standard action and move within the same segment. Some standard actions consist of multiple “firings”. with the actions for each combatant listed next to the segment that they occur on. standard actions in speed factor order are resolved first. 13th level fighter’s third of four attack routines. his second on segment 9. A combatant with 3/1 or 4/1 attacks who moves first has 2 attack routines. the next shot or throw can be made but 1 segment later. This may also be accomplished with spell casting. a 5 segment spell. and owlbear’s second of two attack routines. • Cantrips: the second cantrip comes 1d4 segments after the first (UA pg. such as the effect of a fear spell. 4. Resolving the Round At this point the DM has put together an “action schedule”. the lich casts his spell on either the segment indicated by his die roll or the casting time. Example – A hasted 13th level fighter (4 attacks) and his hasted 7th level henchman (3 attacks) battle an opposing lich casting a spell and his hasted pet owlbear (2 attack routines). Since the speed factor maximum for such actions is 6. the first is taken before the round. For example. ordered by speed factor. The spell will be completed on segment 10. etc. Note that for opposing spell-casters casting long (6+ segment) spells.). the initiative order goes as follows: 1. This is a list from 1 to 10. the second during the round on the appropriate action segment(s). and the third is lost. Pre-round attacks for those with multiple routines or wording such as “always wins initiative” or “allows first strike” or “allows first shot” The 10 segment round Post-round attacks for those with multiple routines or wording such as “always loses initiative” or “allows last strike” Apply ongoing effects to each combatant that started the round with one (immersed in lava. Moving (or delaying) and attacking cuts the number of attack routines allotted to a combatant in half. and the third after the round. 5. Since these multiple actions are still considered one “attack routine”. For example. round up. Now the regular 10 segment round starts. moving or delaying beforehand does not cut the rate of fire in half like it does for those with multiple attack routines (see Pre Round/Post-Round). so that 10 or even 20 shots are fired over a 5 segment period. easily within 10 feet at that point).segments (4 x 12 feet = 48 feet. Ties . 45) • Wand of magic missiles: the second missile comes 3 segments after the first * This is for medieval weaponry only. 2. This includes drawing the additional missile(s) from its stored location. This is why you don’t see dart throwers in bulky armor. in the case of a machine gun. Assuming it hasn’t been cancelled yet. Elves can substitute a 1 segment move in place of the second shot. then speed factors are compared. weapons with a speed factor of 7+ will always go afterwards on a segment tie. The 7th level henchmen takes his second of three attack routines on the segment indicated by his die roll. 4. However. and owlbear’s first of two attack routines. if they rolled a 2 for initiative. so they get their first attack routine before the regular round starts with segment one. these attacks are interpolated with other combatants. For instance. according to who has more attacks to make and ordered by speed factor. 3. if someone is next to the thrower or shooter to hand him or her the ammunition.

k. so essentially each party member is paired off with 2 orcs. does not negate the possibility of pursuit. each party member has a 1 in 3 chance of getting a free attack routine against the fleeing orc. For instance. 3 darts during the segment countdown. If that archer is hasted. In pre-round. Only one such check can be made per opportunity. Let’s say the magic-user rolls a 2 for initiative. waiting until after something else has happened. Attacks made against a foe downhill. the combatant may bring to bear any attack routines that he has left. He may be able to attack the other as well as he retreats because the opportunity could allow the warrior to move up his second attack from post-round and “convert” it into an opportunity attack. The chance that a combatant gets a free attack in this case is relative to how many other threatening opponents he is still paired off in combat with. If only one of the checks is a success. If the subtraction reduces the damage done to 0 or below. However. the attacker rolls damage normally. then the attack has been fully parried and any 37 . Retreat A foe may not get the free attack for breaking off from melee if allies are guarding his retreat. if an action is not started by segment 6 then that combatant must wait until the next round to start it. they throw or fire first and last instead of during the 10 segment round. so it is at the listed retreat bonuses. neither side gets to make a strike that round. If he doesn’t succeed on either. Higher Ground This is the “Don’t try it Annakin. 4 orcs remain.countdown. and does not pursue at all. a. An attack routine moved up due to the opportunity does not count as a “regular” attack for this purpose. he goes from 3/2 to 3/1. the free attack. a. dagger roll 2 or higher) then he gets both of those attacks.a. he makes his first attack routine and takes one down. on steps below. this bonus does not apply. he still gets to take the attack routine in post-round. if granted. except that instead of a full attack routine. guarding. An archer with 50% more shots or throws is treated as having 3/2 attack routines. but no such luck). To overcome the parry. Actions cannot be delayed for more than half the round. However. He then possibly gets his free attack when the retreater does turn and flee. since anyone starting a round in a threatened melee can only move at melee speed for the remainder of that round.) A common use of delay is to wait to strike until a foe moves up to attack. Archers and Hasted Missile Attackers The standard rate of fire of a missile weapon counts as one attack routine. For instance. The mechanic used is an opposed attack roll. he gets his regular attack before the would-be-retreater has yet to move away (since movement comes after standard actions in a segment) but still after he has turned to flee. the warrior may decide to skip the opportunity attack and save both attacks for later. and the defender’s result is subtracted from the attacker’s damage. Therefore. however once the foe takes his regular attack. The second and third foes had already declared they were retreating (and had probably hoped their ally would hold the warrior off. armor. For instance. For example. a power word stun cast in segment 5 with a duration of 1 round is active up to the 4th segment of the next round. a dart throwing archer with 3/1 routines throws 3 darts before the segment countdown begins. but then loses the other attack for that round. armor and if the hit succeeds. pursuit is ended (no movement after standard action). so a combatant who is hasted and opts to fire missiles is treated exactly the same as a melee attacker with multiple routines. but it isn’t until segment 4 that his allies have all moved through the door. and one of the orcs decides to flee. provided he succeeds on a weapon speed factor check (roll speed factor or higher on a d10). He can then cast hold portal in segment 5. Each weapon or natural attack the combatant has out may be used. because the routine is “used up”. If the attacker hits the same armor class as the defender (a tie). either together against one opponent or each against a separate opponent. effectively choosing to roll a 6. If the defender had multiple parries tie the attacker’s roll. if an additional opportunity presents itself. then he may take an attack with the weapon he succeeded with. the warrior automatically gets the free attack routine on one of them. The rules for breaking off from melee are also used in the case where a combatant moves past a foe. Since no allies remain. roll 5 or higher. the damage of each is subtracted.k.a. (Another way to view this ruling is that a combatant who wins initiative may choose to ‘lose’ initiative and go last. a magic-user may declare that he is casting hold portal. size s-m. Parry A combatant may give up his attacks and declare that he is parrying incoming melee attacks. or other similar conditions are at +1 to hit. the armor classes hit are compared prior to adjusting for weapon vs. the defender rolls damage as well vs. Note that in the case where the foe rolls a 1 for initiative. Spell Durations Spells expressed with durations in rounds remain in effect up to the segment in the final round prior to the one the spell was completed on in the first round. This applies to melee as well as missile attacks. even if the attacker has multiple routines remaining in the round. the attacker must hit a higher armor class than any of the defender’s parry or parries. if the foe being attacked is still tall enough to see eye to eye with the attacker. Delay A combatant may choose to delay starting an action. For instance. since move and attack is under the same 6 segment limit. I have the higher ground!” rule. if the foe arrives on segment 6 or later. As per the DMG. If he succeeds on both his speed factor checks (longsword. Combat Maneuvers Breaking off from Melee. thus on an odd-numbered round he fires first and last instead of during the round. The first round of a retreat is made at normal movement speed as opposed to running speed. a warrior armed with longsword and dagger who is 2/1 starts the round facing off with 3 foes. 2 party members are battling 5 orcs. he may then deliver his normal damage. A combatant may only take one such free attack per round. If he succeeds on just one or the other. and 3 darts afterwards. it is but a glancing blow. The attacker’s result is then adjusted for weapon vs. then if the result is in fact a hit. but delaying until all the party members have made it through the door safely. but one attack can be made. the second in Post-Round. A combatant with 5/1 or 6/1 attacks who moves first takes 1 attack during the 10 segment countdown and the second and third in Post-Round.

Rugar the Bloodless is a 13th level fighter and uses sword and dagger. he gets an attack before the withdrawer gets to move. Unlike with retreats. Readied Action A variant on delaying. If by segment 6 (the start of the second half of the round). even past segment 6. However. see Appendix C). modified by the character's dexterity attack adjustment. a small shield 2. speed factor determines who goes first. Pursuit A combatant whose foe either retreats or withdraws may opt to pursue. Let’s say he rolls a 4 for initiative. Two-Handed Fighting Using a weapon in two hands adds +1 to damage (or more. readied actions can be taken at any point in the round. Once the attack is made. then he doesn’t manage to cast his spell in time to hit the ogre as he appears in the doorframe. Note that if the opponent rolls a 1 for initiative. but attempts parley of some kind with his foe and only wants to attack if the opponent attacks (or takes some other non-appreciated action). but such parries are at –2 on the opposed attack roll. • Shields can be used to parry missile attacks. in which case he does not need to roll initiative. which halts his withdrawal just as the pursuer’s attack halts his 38 . this cannot be done in conjunction with parrying melee attacks. in this case the combatant waits for a specific event to occur and when it does. If the ogre walks through the door in segments 1 to 3. then in the second half of the round he can switch to his normal movement rate and go another 3”. and in the first half of the round he travels 1”. and this in fact may prove to be more effective. In this case the throw is at -4 to hit. then the magic missile hits it right away. if the ogre walks through the door in segment one. For each additional attack routine the combatant would otherwise have. In this case. This may expose him to free attacks from the foe’s allies. Two-Weapon Fighting • • • 19+ Dexterity – All such combatants are considered ambidextrous and do not have any two-weapon fighting penalties to hit or damage (neither hand is considered “off-hand”). If his dexterity is not particularly high and he is not up against many foes. For example. If his foe has not gotten beyond melee range (1”) when his action segment comes up. the individual simply intends to exit combat safely and hopes that his opponent won’t pursue.other effect the hit may have had (like energy drain) is negated as well. a plate-mail clad warrior with a 6” movement rate withdraws. however. The list of weapons that can be used with either one or two hands is noted in the weapon handedness chart of the Equipment section. he may opt to stick to 2 parries with his longsword to avoid the two-weapon fighting penalties. For example. this attack does not come with any special bonuses. and as a corollary this excludes making multiple attacks or shots or throws. Strength damage bonus . All combatants who are ambidextrous from some other source (such as the drow racial ability) also fall into this category. Withdraw A withdrawal is a cautious backpedaling performed at 1/3 normal speed. during its movement. parrying may also be done for an adjacent ally. pursuit is not possible. however a readied action can carry over from a previous round (or surprise segment) and negate the need for an initiative roll. and shields win ties. halts his pursuit. though a special case due to the rule about comparing weapon length to determine attack order. If the opponent does not pursue. and –1 to damage. he can either use his weapon(s) to parry against an additional opponent(s) or get multiple rolls against certain foes in particular. Touch attacks that do not have a damaging component are always fully parried on a tie. then he is considered to be parrying as he withdraws.A weapon can be thrown from one’s off-hand. This gives him 4 parries. he may switch to his normal movement rate for the remainder of the round. The attack. The downside is that it does not provide a defensive bonus to armor class that round. not a readied action. a fighter wielding longsword and dagger may decide to throw the dagger at his foe instead of moving up and engaging him (to cancel a spell. then the withdrawing individual can make an attack on his action segment. Remember that if someone tries to move past a combatant. the magic-user can fire away.A combatant cannot put as much strength into an off-hand weapon as his primary. Note that waiting to attack until a foe moves cautiously into range is a delay (guarding). Withdraw speed is 2”. For example. For example. The upsides are: • The defensive bonus of the shield (1 + magic) is added to the attack roll. with which he can use against a single foe or spread out among 4 as he sees fit. If the ogre walks through the door in a later segment. wins initiative. the magic-user can keep his readied action going into the next round. Setting a weapon against a charge is an example of a readied action. and a large shield 3. thus such attacks take a -1 strength penalty to damage. a magic-user declares that as soon as a pursuing ogre walks through the door that he will cast magic missile at it. provided he possesses the same mode of locomotion. and a free attack may be granted. A readied action cannot be taken before one’s initiative segment has arrived. for instance). Off-hand Throws . If the withdrawing individual has a weapon or natural attack at the ready. Unlike delays or movement beforehand. Another special case is when a character is in melee. If the ogre doesn’t walk through the door that round. This includes weapons which can normally only be used with two hands anyway. If the opponent chooses to pursue (and didn’t attack first). the withdrawing combatant is in the free and clear (beyond 1” from his pursuer). Parries may also be done with one’s shield. The other type of withdrawal is a fighting withdrawal. A buckler can block 1. A parrying combatant may move slowly at 1/3 his movement rate (see withdrawal). Only 1 segment actions can be readied. In a standard withdrawal. Last. then he may attack. interrupts it before it is completed. it counts as a retreat.

When the stun wears off. Defender options when in a hold Unearthed Arcana says that when a defender is put into a hold. and an ally of the defender strikes and kills one of the kobolds. if any. a warrior has a Hold Rating of armor class 2 on an opponent who has a grappling armor class of 5. we are using those as modifiers to the speed factor instead. a grappled defender who was attempting missile fire. the unarmed attack is spoiled. The UA rules give initiative penalties to grappling and pummeling. Hank rolls a 5 for initiative and the orc gets a 3. if a group of kobolds has a Hold Rating of armor class 2 on a foe with a grappling armor class of 3. whichever is higher. Only daggers. Hank has to decide whether to continue withdrawing. the Hold Rating only need stay at or above the grappling armor class to remain in place. Saving throws. 3. he may take any of the options below. It does. For example. In addition to that. This is not entirely true. then the defender is free from the hold. provided a weapon speed factor check is made as described in “breaking off from melee”. and it doesn’t alter the opposing group’s Hold Rating. Attempting to establish a hold counts as an attack routine. if the defender declared he was attacking (either melee or weaponless) or guarding and has his full complement of attack routines remaining. If multiple opponents have a hold on the defender. In the case of multiple attackers (or groups of attackers) with holds. This is not meant to be an exhaustive list. an attacker with a touch ability that establishes a hold also transmits its touch attack power. this does not apply to detrimental conditions for the defender ending. However. count this as a grappling armor class improvement as well. however. as per UA option #2. and the orc opts to pursue. he can use them up on the options below that count as one. if one of them leaves the group or is forced out of the hold. the Hold Rating will fall to ac 4 and the defender will be free. then the group’s Hold Rating decreases by 2. but in the end I found it easier to build upon the UA system II as a base. [Attack Routine] Make a melee attack on the opponent at –2 to hit to free himself. Note that the armor class that the defender must hit is tougher than the standard grappling armor class. then his action has been disrupted and is forfeit. [Attack Routine] Counter-grapple. [Standard Action] Win an opposed strength check to free himself from the hold (see opposed ability checks in the DM Procedures section). In the case of multiple grapplers attacking as a group. This replaces UA option #4’s bend bars/lift gates check. If the unarmed attacker is hit and damaged. provided the former foe doesn’t pursue. if the defender has an attack routine remaining. If the defender is pinned by the creature. If a condition occurs that improves the defender’s grappling armor class beyond the Hold Rating. a remaining attack routine can be used up for each attacker in the group. If. For example. against the touch attack are made at –2 since the hold imposes a greater proximity to the creature than just a touch does. The defender makes an attack roll. a stunned combatant is successfully grappled at +4 to hit. If he has taken some but not all of his attack routines. Page 71 of the DMG specifies that touch attack ability is passive. and each attacker hit is taken out of the group (if not killed outright). 2. Therefore. so it wouldn’t beat out a longsword going in that same segment. but once the hold is established. A fighting withdrawal can also be used to allow the character to move away from one foe and attack another. All 3 of the standard options specify that damage taken from the intended target prior in the round negates the attack. The penalty for being prone is cumulative to this one. Wrestling is an integral part of fighting. Hank decides to withdraw without parry from an orc. the defender’s grappling armor class is not considered changed. so a prone defender is at –4 to hit. this uses the rule from UA option #3 but the outcome is not that the defender frees himself. pinned). held. For example. it describes a monk making an open hand attack on an undead creature and suffering the negative effects of its touch. This is a less effective option against multiple grapplers because only one of them can be put into a hold. the effect is transmitted during the “ongoing” effects part of the combat round. Weaponless Combat I see the pros and cons of both the DMG and UA systems. After the initial round. trying to use a magic item. Grappling aka Wrestling When a successful hold is attained. the armor class that the attacker (or group of attackers) hit is recorded as the Hold Rating. and high-level fighters with multiple attack routines per round are formidable wrestlers. On segment 3. Other actions not requiring physical manipulation or concentration that cannot be disrupted will not be affected by a grapple. or to stop and then make a counterattack on segment 5. it may be brought to bear to disrupt the attempt. then he has freed himself. For instance. the attack occurs on segment 5 (barring additional modifiers) and has a speed factor of 6. or casting a spell. 1. pinning.movement. If he exceeds the opponent’s Hold Rating. In the case of multiple grapplers or overbearers fighting as a group. One such save must be made per round. it prevents any further action in that round. he will improve his effective grappling armor class to 1 and free himself from the hold. such as an at-will ability. obviously variables such as psionic ability or magical effects come into play. this penalty increases to –4. If the condition that occurs instead reduces chances to hit the defender. Hank begins his withdrawal – which is just a form of movement – on segment 1. However. [Attack Routine] Attempt to wrestle his way out of the hold. for example. he may succeed in shaking off some but not others. However. 4. knives or open hand attacks can be used to make this attack (or weapons of similar length and space required). To 39 . using either his strength ‘to hit’ or dexterity attack adjustment as a modifier. prevent that one foe from participating in a chance to establish a pin. What follows is a list of options available to attackers and defenders in the 4 possible wrestling positions (holding. this becomes a less effective option because the defender must throw off all his foes in one burst of strength. if the defender wears a ring of invisibility and activates it. the grappler rolls a 5 for initiative. since he hasn’t gone yet. but rather that he puts the opponent into a hold as well. the orc makes an attack that halts his movement.

. typically 1-2 or 1-3 + strength depending upon whether one’s fist is mailed or not. i. a combatant held by one attacker is +2 to be hit. simply use the more favorable bonus to hit. A defender who is off-balance to start with subtracts an additional –4. this establishes a new Hold Rating and the attacker lands on top of the defender. These bonuses apply only to those not (yet) involved in the grapple. If successful. the attacker has received additional bonuses to hit. Each opponent with a hold on the thief-acrobat (whether as part of a group or with a separate hold) beyond the first lowers the chance of success by 2%. 6. attempt to take him down to a prone position. etc. Maintain the hold. but not the +4 to hit prone foes. In the case of a pinning group against a prone foe. 22 + 10 – 18 = 14. [Standard Action] Force the held defender to drop a held item. [Standard Action] Thief acrobats may still try to use their evasion skill as per hold option #5 above. 2. but without the benefit of the +2 to hit. petrification. stunned for 1 round. but the defender must succeed on an opposed strength check to stay on his feet (see opposed ability checks in the DM Procedures section). he can declare that he is pushing or pulling the defender (strength permitting). at the start of a round in which the attacker has a hold. 3. [Standard Action] Thief-acrobats may use their evasion skill to escape as per UA option #5. Example: An ogre (18 strength) has just attempted to knock down the party’s best fighter. 67. 5. otherwise whatever armor class he hits is his new Hold Rating. start with the strength of the highest and add 1 point of strength for each additional attacker within 2 points of strength of the highest and 1/2 point of strength for those 3 points or more lower round down. This is a vampire’s preferred tactic. can be done as subdual. A successful hit does 1-6 damage + strength adjustment and is maintained each round thereafter. but the strength check is made as if the defender were 4 points of strength worse. [Standard Action] Attempt to free himself by strength as per hold option #4 above. Once again. For the purposes of an opposed strength check. Note that if subsequent to attaining the hold. or perhaps the tentacle they have the hold with can also be used to constrict. the fighter’s 18/76 strength is 22. attacks from the defender. Defender knocked prone. 4 small to try to pin a medium. [Standard Action] Attempt to draw a dagger or knife. Defender options when pinned 1. Alternately. 8. 6. who has strength 18/76. counting all magic bonuses of protection towards the defender’s armor class. this requires a new grappling attack roll similar to a takedown. but the percentage is cut in half (before subtracting 2% per additional attacker).e. Requires winning an opposed strength check. the new Hold Rating can benefit from this. otherwise use the figures listed above. The grappler rolls to hit again with a +2. such as teleporting away with the held opponent.5. For example. Such movement is made at 1/3 normal. [Standard Action] If the attacker has a bite attack. he may attempt to pin the defender. Attacker options when holding: Each of these options can also be made in place of an attack routine. Overbearing As per Unearthed Arcana (except in regards to multiple attackers). Monsters may have a spare natural attack such as a bite or tail sting that is more favorable. Based off the DMG pg. If successful. damage done is 1-2 + strength. [Standard Action] Lift the defender and use his body to make a pummeling attack. The attacker may abort the pin and drop back to a hold to use one of the additional options available there. so the fighter must roll a 14 or below to stay on his feet. 4. The attacker himself is not considered prone vs. but he is considered prone against attacks from others. The attacker can still take certain standard actions. 8 small to pin a large. [Attack Routine] Attempt to damage the held foe. If the grappler misses the defender’s grappling armor class (dex bonus included). in addition to taking 1-4 +4 damage. the prone penalty to hit (-2) is used for attack rolls when applicable. [Attack Routine] If the defender is prone or has his back to a wall and the attacker is not himself the subject of a hold. Attacker options when pinning 1. if an 18/76 strength vampire overbears a character with 12 strength and successfully hits. The grappler makes an attack at +2 to hit and the held foe’s dexterity bonus is ignored. For those in the grapple. Consult the following table for the results of the check: Result of Strength Check Automatic success (check result 20 or higher) Success Failure Automatic failure (check result below 1) Effect Attacker bounces off (spell concentration is not even ruined) Defender staggered. the thief-acrobat manages to wiggle out of all the holds on him. Requires a successful save vs. such as from a prayer spell. Monks use their open hand attacks instead. compute the combined strength of the opponents. 7. damage done is 1-4 + strength and can be done as subdual. This is done via a successful attack roll against the defender. The defender gives the grappler cover against the target of the pummeling attack. 40 . Such bonuses are not cumulative with conditions such as stunned. 2. and a combatant held by two or more attackers is +4 to be hit. This requires a new grappling attack roll similar to attempting to improve a hold. [Attack Routine] If the defender is upright. etc. Damage is as per striking. prone. Note that the ogre’s superior height advantage already played into the to hit roll. 1. granting a +2 bonus. off-balance (+2 to be hit) for balance of round Defender knocked prone. he can use it at +4 to hit. he inadvertently frees the defender. [Attack Routine] Attempt to improve the hold. 12 + 10 – 22 = 0 which means that the character automatically fails the check and is knocked flat and stunned. as per UA. it takes 4 attackers per size category difference to attempt a pin. 2. [Standard Action] Strangle the defender.

the defender manages to stay on his feet but is in a hold nonetheless. the tackler falls flat on his face. overbearing. prone. An attempt to overbear counts as a standard action. Striking This is a good ol’ garden variety punch or smack that doesn’t leave the combatant open to a free strike like a pummel does. the foe is considered taken down as per the grappling rules and the tackler can try for a pin on his next attack routine. hence the free attack routine that the defender gets (along with the grappling. so a high level fighter can take multiple strikes per round as he does with any melee weapon. Use the adjusted opposed strength scores for strengths above 18 for both attacker and defender. instead two or more overbearing attacks will be resolved separately in that case. as a foe who succeeds on his check might still be off-balance and can be toppled that much easier by the next attacker. A tackle is made as a standard action. A pummel is a standard action (so it can’t be taken as an off-hand attack). see the Striking rule below. the defender still gets a dodge save (save vs. fist is 1 as per the weapons chart. however. In either case. For example. in which case he just slips off. 41 . a single kobold normally has 9 strength. This is resolved using the overbearing rules. but the defender gets a tumble save to resist the effect. strength within 2 points). If the attacker chooses to push the defender around. and tackling routines). It uses the rules in the pummeling section of UA. A strike counts as an attack. the Hold Rating is recorded. start with the attacker with the highest strength and add 1 for each additional attacker. Arriving later can have benefit. A charging attacker attempts to leap upon his foe and not only get a hold but also knock him down such that he lands on top of him. Pummeling If a character just wants to punch a foe. Weapon speed factor is normal for the weapon used. either due to an attack readied to meet the charge or a remaining attack routine brought forward with a successful speed factor check. If the attacker chooses to stun and the percentage check succeeds. If the strength check is not successful. including allowing a smaller opponent to tackle a larger. If the strength check is successful. unless the attacker is in a smaller size category. results in a (damaging) hit. Tackle A tackle combines both grappling and overbearing. so ignore the rule in UA about using the to hit number of the weakest creature in the group. If the defender’s counterattack. Note that the standing-from-prone rules in the Movement Rates section subsumes the line in the overbearing rules about size L creatures with more than 4 legs. A strike can also be made as an off-hand attack. If the tackler manages to hit. the character leaves himself open when doing so.Multiple Attackers – Group each set of similar creatures together (same to hit needed. then the opposed strength check is made as if the tackler were 2 points of strength higher than actual. but 6 kobolds have effectively 14 strength. All attackers in a group must perform the overbearing maneuver in the same segment to be counted as a group. To compute the strength of a group of similar creatures. the stun percentage numbers are used to indicate potential success in this as well. A pummel has a different purpose: to either knock an opponent silly (stun) or push him around (like knocking him over a cliff). The attacker can push his foe about 5 feet into a rear flank position. petrification adjusted by dexterity) to avoid it. but without the percent chance to stun.

Note that ability checks are made in proactive situations. drop down from a short height. When the party returns to town.000 gp. he sells it for 2. these creatures would still require a silver weapon to hit them. Often the DM will impose a penalty or add a bonus to the die roll based on the circumstances involved. Here are some of the most common checks: • Acrobatics . he must roll equal to or under 16 + 10 – 12 = 14. in a party with 6 player characters and 6 henchmen.DM Procedures Ability Checks This is a basic mechanic to cover a character's attempt to do something that isn't otherwise covered elsewhere (such as thief abilities). If the check can’t possibly be made because the subtraction of the opponent’s score pushes the check below 1. Anti-Magic Anti-magic areas always allow a magic resistance check. Dirk finds another +1 sword. the check succeeds. the DM will use balance checks when the character proactively does something. may choose to invoke an antimagic shell to avoid being hit by that party's weaponry. For instance. Percentile strength doesn’t easily lend itself to such a comparison. a solo adventurer. which also nets him 2. and if the score is equal to the relevant ability score or less. the easiest way to calculate this is that each henchman gets a full share of xp and each player character gets a double share. getting 400 xp for the sword. Without magic resistance blocking the effects of anti-magic. Anti-magic fields block magically animated creatures such as golems and lesser undead in the same way that the protection from evil spell blocks summoned creatures. He gets 2. It is made as a standard ability check. if the creature has another type of weapon immunity. Fairly bulky armor adds a +5 to the roll for the same reason (not cumulative). A clever archdevil who observes a party full of magic weapons. Experience Awards Henchmen get half shares of the party's xp. For instance. let’s say the party member has 16 strength and the orc has the standard 12. Rolling from the party member’s point of view. 42 .29 (add 4 to the base stat) Appendix A can help with determining the strength of most standard humanoid opponents. paralysis.000 gp for the sale. In this case. except you add 10 and subtract the opposed ability score from the character’s stat. and 1.This dexterity check is called for to keep one's footing. Boots or armor worn do not modify this saving throw. Opposed Ability Checks From time to time a situation will warrant an opposed ability score check. such as when an orc attempts to push open the door that a party member is trying to hold shut.000 xp. Thus: Actual Strength Score 18 18/01-25 18/26-50 18/51-75 18/76-00 19 . minus the xp value (which was already given out). Only one roll is made. finds a +1 sword and keeps it. later on. it gives xp equal to the gold sale value. which he keeps and gets 800 xp.This dexterity check is called for whenever the character wants to tumble. lycanthropes and most devils can be hit by silver or magical weapons. Magic items sold off give xp for the gold acquired as if they were normal monetary treasures. but no silver weapons carried at all. that stays in place. Bulky armor adds a +10 the roll! • Balance . the party decides to sell a magic item. etc. If. High boots make it harder for one to use their ankle flexibility and give a +2 penalty to the roll. whereas saving throws are only used in reactive situations. so in certain cases anti-magic can be a boon. This helps to dispel some of the meta-game decisions around whether to keep magic treasure or not. swing from a chandelier. In the next adventure. Dirk finds a +2 sword. A full suit of armor also provides the same bonus.25 Opposed Strength Score 18 19 20 21 22 23 . in the first adventure Dirk. However. In his third adventure. so each 25% of percentile strength for the purpose of opposed strength checks represents a higher strength score. using either point of view. A d20 is rolled. Magic items kept either by a party member or in party treasure grant the xp bonus divided up amongst the whole party. In practice. He also decides to sell his old trusty +1 sword. In this case high boots help to give ankle support and provide a -2 to the roll. A creature who either doesn't have magic resistance or fails the magic resistance check loses their defense against needing magic weapons to be hit. such as taking a step into a known treacherous patch. for instance as a character steps through difficult terrain. xp is calculated for treasure retrieved from the adventure. For instance. Each henchmen gets 1/18th of the xp (556) and each party member gets 1/9th of the xp (1111). a 10000 xp award is divided by 18 (6 pcs x 2 + 6 henchmen).600 xp as well (since he got the first 400 originally). Deciding he does not need a spare. Generally speaking. Reactive balancing such as when the floor suddenly starts to shake or a grease spell is put underfoot calls for a save vs. then the check is failed automatically. A caster with magic resistance who willingly brings up an anti-magic shell must drop his or her magic resistance to do so.

duck. in other words 5” for an ordinary human (10% base + 40% = 50%). breath weapon always are). Otherwise. The DM then rolls for encounter range. treat the first digit of the movement rate as their defensive adjustment (which characters derive from their dexterity). Dodge . and a character with 1 strength moves at 1/3 the normal rate. If surprise is indicated. His chances of passing by undetected are small. The character not only gets 1 segment of automatic surprise. for instance bugbears and rangers surprise 3 in 6. The 1st level thief. the same 3 points are awarded to improve those scores that pcs normally get. but if coming up from behind. The save is made vs. For instance. Strength mainly dips this low due to fatigue or enfeeblement.Listen Checks The Hear Noise ability can be used when on guard (with helmet off) to try to hear the approach of someone trying to move up quietly.e. opposed listen checks are made at –20%. a gnome (60% base) trying to hear an elf sneak by has only a 20% chance to do so. A character with 1 constitution is bed-ridden. In other words. the DM rolls for the actual encounter distance (1” to 3”). will take 3 sets of 5 round chunks to move past the high level thief guard. The guard can hear 80 feet to either side. etc. the skill when used without an intervening structure is increased by 40% and will be referred to as a Listen check. if the move silent check was successful then an ambush has occurred (see the Ambush rules). listen) is made. Hirelings The amount of weapon proficiencies the typical man-at-arms has varies. for a total of 160 feet. another roll (both for move silent. The elf may have to spend the first 2 surprise segments moving up to get within 1” to make a melee attack. but swapping of scores is not allowed. Non-Player Characters Henchmen Henchmen ability scores are rolled 4d6 in order. the more proficiency slots and the more expensive that mercenary is. Range of hearing quiet movement is a tenth of the Listen check percentage expressed in “. and likewise a move silent check to prevent the listen check from even being attempted usually need only be rolled once.When a character has to jump out of the way. Let’s say a 4 is rolled. in general. A character with 0 strength not only can’t move but can’t stand. in addition to the initiative bonus. Additionally.are harder to hear. breath weapon modified by his dexterity defensive adjustment (as saves vs. i. Characters with strength below that cannot move at all while carrying any weight. if the stealthy individual operates for more than 5 rounds in the guard’s hearing radius. elves surprise on a 1-4. A monk’s ability to deflect missiles is a dodge save.This is similar to tumble. Typically this check is made once per stealthy individual per incursion into the guard’s hearing range. 8” for a 13th level human thief with an 80% check. Saving Throws Item Saving Throws Characters only have to make saving throws for their items when they fail a save with a 1 or when the item is unattended. If the character does not have that ability. Orcus who is armor class –6 gets a +6 on such saves. Low Ability Scores Strength A character with 3 strength can maintain his normal movement rate only if he doesn’t carry anything. Other Uses of Save Categories I will often call for the following kinds of saves: Tumble . Once the stealthy party reaches surprise range (3”) and he or she wishes to engage the guard in combat. If a character becomes undead his constitution flips negative. equal to the absolute value of the armor class. As the listed Hear Noise percentages are for listening through a door. a character with 2 strength moves at 2/3 the normal movement rate. Monster Saving Throws Monsters with a negative armor class get a bonus against damaging saving throws in the same way that magic armor and shield provide for. Negative constitution scores are for the undead. and is weakened like characters who have just returned from negative hit points. those who are capable of extremely quiet movement – but not absolutely silent . elves and halflings 4 in 6. the character need only twist his body. he makes a save vs. This capability is generally expressed as the chance to surprise. and if failed. creeping along at the rate of 12 feet per round. Constitution A character with 2 constitution is always sickly. and a 3” is determined. For each additional 1 in 6 chance to surprise beyond 2 in 6. only in order to get out of the way. the better trained. Monsters with a movement rate of 15”+. For example: a 1st level thief with a ring of invisibility attempts to sneak by a 13th level thief guarding a long hallway. petrification and is also modified by the dexterity defensive adjustment. When a henchman is converted into a player’s main character. surprise is rolled for. but not absolutely silently. 0 constitution is death. However. 43 . or fails the roll. can also have moved right up to melee range. or similarly change his profile without significantly changing his position.

e. For example.Temporary Hit Points Damage taken that is absorbed by temporary hit points. his constitution may be lower when the check is made. thus if the aging pushes the character into a new age category. Thus. and a ghost’s aging always requires one. The system shock check is made on the new age. a haste spell has only a 1 in 10 chance of requiring the roll. When a character is aged from a spell. if a wizard casting a spell with 6 temporary hit points is hit for 6 points of damage. from that point on two ages must be tracked. after a spell such as haste wears off). Therefore. such as that granted from the aid spell. a wish 50%. constitution) aging adjustments when crossing into a different category. does not affect a caster's concentration. 44 . the amount of years aged out of 10 is the percent chance a system shock roll must be made for survival. Unnatural Aging A character who is unnaturally aged must apply the physical (strength. the check is made after the spell is completed (i. the physical (actual) and mental age. he won't lose his spell as the temporary points absorb it all. When a character is unnaturally aged. dexterity. but not the mental.

Just as for golems. let’s say the party goes up against Juiblex. rather he has 88 hit points. 8 9 10 11 12 13 14 15 16 17 18 1801 1851 1876 1891 Halfling x Kobold x Gnome x Goblin x Human x Elf x Orc x Dwarf x Hobgoblin x Hobgoblin x Subchief Hobgoblin x Chief Gnoll x Gnoll Leader x Gnoll Chieftain x Bugbear x Bugbear x Leader Bugbear x Chieftain Ogre x Ogre Leader x Ogre Chieftain x Troll x Ogre Mage x Ogre Mage Leader 1800 x Appendix B: Extended Monster To-Hit Chart The adventure WG6 Isle of the Ape included an official extension to the monster attack chart: Hit Dice: THAC0: 18-19+ 5 20-21+ 4 22-23+ 3 24-25+ 2 26 & up 1 When the ‘to hit’ number is negative (such as for hitting ac 2 for a 26+ hit die monster). As an example of when to use this chart. 15 and the various entries in the Monster Manual. This chart is extremely useful for using the overbearing rules and of course for weapon wielding foes.5. 88 / 4.Appendix A – Average Demihuman/Humanoid Strength Ratings The starting point for the chart below comes from the DMG pg. 45 . Juiblex does not have hit dice listed. it indicates additional damage inflicted to an automatic hit.5 = 19. so his THAC0 is 4. his hit dice are computed by dividing his hit points by 4.55 which rounds up to 20.

also 12' tall. For instance. a Gigantic creature can two-weapon fight with a giant-sized halberd in the primary and a giant-sized shortsword in the off-hand). For instance. Halfling. but I infer from various stat blocks that the by the book rule is that when using a weapon. Strength bonuses for damage are added to this roll. thus he can't wield a giant-sized two-handed sword (but he can use a human-sized two-handed sword in one or two hands). Kobold Human. For instance. • They can use any weapon 2 feet or shorter in length as an off-hand weapon for the purposes of two-weapon fighting. Bugbear Ogre. Gnome. ** Gigantic creatures use the same handedness with regards to giant-sized weapons as Large creatures do with human-sized (i. Size categories for monster weapon usage Weapons come in 3 sizes: human-sized. Human-sized damage 1-2 1-3 1-4 2-5 1-6 2-7 1-8 2-8 2-9 1-10 1-12 2-12 2-16 3-18 Giant-sized damage 1-3 2-4 1-6 2-8 2-8 2-11 1-12 3-12 3-13 2-14 (1d8+1d6) 2-16 3-18 3-24 5-26 (3d8+2) Titan-sized damage 2-4 2-6 2-8 4-10 2-12 4-14 2-16 4-16 4-18 2-20 2-24 4-24 4-32 6-36 Additionally: • Human-sized weapons held in two hands do +1 strength damage. *** Colossal creatures use the same handedness with regards to titan-sized weapons as Large creatures do with human-sized.but the strength bonus to damage should be used when doing damage 'by weapon type'. and titan-sized. Height 2’6” to 4’5” 4’6” to 6’11” 7’ to 8’11” 9’ to 11’11” 12’ to 14’11” 15’ to 17’11” 18’ to 20’11” 21’ to 24’ Category Small Medium Large Huge Giant Gigantic Titan Colossal Example Goblin. Hill Giant. Storm Giant Weapon type used Small human-sized Medium human-sized Large human-sized* Small giant-sized or all human-sized in one hand Medium giant-sized Large giant-sized** or small titan-sized Medium titan-sized or all giant-sized in one hand Large titan-sized*** * Large creatures are treated as follows: • They can use any melee weapon 12 feet and under in one hand. Fire Giant. Balor. Hobgoblin Gnoll. Weapon Damage Increase Chart This chart is derived using certain findings in the MM books.e. Ogre Mage. Mountain Dwarf. giant-sized. Baphomet. Note that the damage derived either from the provided range in the Monster Manual or from this system comes out about equal. a 12' balor uses a giant-sized longsword that does 1-12. using a two-handed sword doing 2-20: Fixed range average: 8 + 48 = 56 / 2 = 28 Two-handed sword: 2 + 20 = 22 / 2 = 11 + 14 (25 strength) + 3 (additional strength for two-handed weapon) = 28 Multiple Targets It is perfectly reasonable for exceptionally large weapons to hit more than one opponent at a time. Use the chart below to determine what a creature can hold. Cloud Giant Greater Titan. unless it weighs over 200 gold piece weight. a monster's strength bonus to hit is not used . 46 . Ice Devil Stone Giant. let's take a greater titan whose fixed range is 8-48 vs. Pit Fiend Frost Giant Lesser Titan. uses a giant-sized bardiche doing 3-12. • Giant-sized weapons held in two hands do +2 strength damage.its strength is already included in its hit dice . • Titan-sized weapons held in two hands do +3 strength damage. Giant-sized weapons do 50% more damage than human ones. and titan-sized do fully double that of human-sized. Elf. a storm giant wielding a titan-sized club could possibly hit 3 adventurers clumped together. I prefer to use weapon damage + strength bonus rather than a fixed range. an ogre (huge size creature) uses giant-sized weapons on the small column.Appendix C – Monsters Using Weapons The rule is never spelled out. Orc. For all monsters that use weapons. Hill Dwarf.

a spell-like ability. have 19 strength. Tail attack . but in order to place darkness at range it counts as an at-will ability usage. this just requires a to hit roll and the whip is considered to be wrapped around the victim’s waist. but they do separate him.8 tails) 27% or less on %-dice. armor type adjustments. The damage they do with their two-tined fork is 2-12 +2 used two-handed +3 strength plus the weapon bonus (usually +1). he cannot make the attack. Balor and Wendonai. and each tail beyond the first adds an additional 3% to the chance for success.Some scholars believe that Demogorgon has one or more of these additional abilities: Each head can breathe like a gorgon 4/day If Demogorgon chooses not to use his rot or energy drain abilities. They can also attempt to entangle a victim’s limb like a regular whip can. The two largest. leaving him with 1 effective hit point. Rumored powers . and commands strange tyrannosaurus-baboon like creatures. His levitate ability. +6. Much like with a black pudding.The text reads "striking as a flail for hit determination". from 5-8 tails will effectively entangle one opponent. etc. Demogorgon • • Two heads are better than one . Casting level . so they are +1 to hit and damage with each of their 6 weapons. Ter-Soth and Ndulu. Rumored powers . Remember that their respective damage modifier (+5. This means his tail attacks use the footman's flail for weapon vs. Note that Demogorgon can attack opponents in front of him with the tail. if Juiblex has taken 46 hit points of real damage (from spells and what not) and 45 hit points of physical damage. and does damage as a footman's flail. weapon hits do no real damage. Arch-Devil. Casting level . He can however spend a round reforming.Some scholars believe that Juiblex has one or more of these additional powers: any who gaze on him are confused any touched by him are horribly burned. is still treated as 20th for dispel magic purposes. including the check for severance. he is actually capable of increasing the physical damage that these attacks do Demogorgon has total control over animals and can summon them at will.Juiblex's powers are at the 16th level of ability (-2 on saves). or some say are affected like he's green slime anyone who is so unfortunate as to be encompassed by him is devoured without a trace • • • • Devils Greater – Greater devils shed fear as a free action. (b) Balrogs usually use their many-tailed whips to entangle an opponent and draw them into contact with the flame surrounding them (5’ radius). Demons can maintain the darkness they shed indefinitely. The tails of this whip are not made out of leather but actually a malleable metal. With the whip they do 1-4 +3 plus the weapon bonus. He may also combine his head's powers if he so chooses to psionically attack (thus max 300 instead of 150) or telekinese at 14. Rumor even has it that he has bred an army of mixed warm and cold-blooded animals. Few humans have seen a demon because of their darkness ability. minus the number of tails entangling the character. gaze. This includes his gaze ability. For instance. The middle two. and it uses military fork weapon vs. so he needs a (5 base + 17 strength + 13 bend bars . Caustic secretions . When he energy drains a victim. Duke – Those with a gaze or voice ability can do so as a free action. thus the save is at -3. Ex.Note that demonic darkness mimics either the 1st level clerical darkness spell or the 3rd level clerical continual darkness spell as specified and does not preclude infravision or ultravision. thus demons can see through their own darkness.000 gp weight. if the combination of real damage plus physical weaponry damage equals or exceeds his hit points.The smell that Juiblex gives off has the effect of a stinking cloud in a 20 foot radius. Horned – They have 18/51 strength. as strong as steel. Noisome secretions .).If Demogorgon chooses not to physically attack in a given round. 47 . or +7) is added to their weapon damage. Follow the rules for whip entanglement from Unearthed Arcana. he will not have to declare an action of reforming for the next round if he wants to physically attack since his regeneration will heal those totals to 44 real damage and 43 physical damage.Demogorgon's powers are at the 20th level of ability for the purpose of determining any saving throw penalties or for dispel magic. his two heads can each declare a separate action (use psionics. His regeneration ability of 2 hit points per melee round applies to BOTH his real damage and his physical damage.: a character with 17 strength is entangled by 8 tails and opts to break out. The chance to break out is as for other whips. in which case he heals up all his physical damage (think T2). armor adjustments.Appendix D – Monster Errata Demons All . The balrogs are 10th level in their proficiency. Errtu and Alzoll. Type V – They have 17 strength. • • Juiblex • No set form .Keep track of the damage done to Juiblex via physical weaponry separately.Juiblex has the powers of a black pudding in regards to eating away wood and armor. so each tail is effectively armor class 0 for the purposes of attack. have 18/00 strength. Type VI – (a) The two smallest. Due to his reliance on gathering himself together to make his lash out melee attack. All demons can shed darkness around them as a free action. have 18/91 strength. he temporarily gains the powers of the levels that he stole. listed at 16th level.

armor adjustments (aka none). Bahamut is -7.2 Hit Dice . wall of force. Pit fiends have no two-weapon fighting penalties. don’t actually serve them justice. while sounding formidable. but with weapons. Dragons Statistics The combat statistics presented for dragons vary by size and age.Ice – They have 18/76 strength. slow. Most dragons do not use spell books. In addition. dragon statistics vary by age as listed below: Armor Class Adjustment Very Young -3 / bite – 6 damage -5 Young -2 / bite – 4 damage -3 Sub-Adult -1 / bite – 2 damage -1 Young-Adult 0 0 Adult +1 +1 Old +2 +2 Very Old +3 +3 Ancient +4 +4 Venerable** +4 +4 Great Wyrm** +4 +4 * Damage is never reduced below 1 point by penalties. we are not using the rules for dragons breathing more than their max hit points at any one time or being able to double their physical attacks when pressed.1 Hit Dice Hit Dice + 1 Hit Dice + 2 Hit Dice + 3 Hit Dice + 4 Hit Dice + 5 Hit Dice + 6 Special Abilities Dragon breath does damage equal to the maximum hit points of the dragon. The jagged-toothed club is most similar to a morning star. This elephant goad looks like: The ancus does 2-8 damage +5 strength (off-hand) + the weapon bonus (usually +1 or +2). but otherwise they have a set of default spells known that they wake up with refreshed and ready to cast like any other spell-using dragon. His casting level is 25. 48 . detect magic. The area of effect of the cloud of vapor is 10”x 8”x 6”. Those dragons who do use spell books (half of gold. Pit Fiend – The 5-8/7-12 damage numbers. All the listed figures are base lined for a young adult dragon of small size (a dragon’s saving throws also begin to improve beyond its hit dice at Adult age). Pit Fiends are one size category short of being able to use a giantsized morning star in one hand. a quarter of silver) can prepare spells like any other magic-user if they take the time to memorize spells in the morning. red – dismissal. armor and clothing totally disintegrated (magic items are allowed a saving throw). so we’ll use that for base damage and weapon vs. Medium dragons are +1 to the listed damage figures and large dragons are +2. so I’ll give it 2-11 base damage +6 strength + the weapon bonus (usually +2). Tiamat is -4. blue – stoneskin. black – invisibility. The sonic vibration disintegrates 150 hit points. A dragon may always choose to use its breath weapon over its physical attacks. Unique Dragons Tiamat: with the armor class bonus. armor adjustment. so we’ll use that for weapon vs. armor adjustments. ** Forgotten Realms setting only Age To Hit and Damage* Armor Type 7 6 5 4 3 2 1 0 0 0 Casting Level Hit Dice . casting spells as spell-like abilities instead. not the current. as it needs to refill its lungs. The ancus-like weapon is similar to a bill-guisarme.3 Hit Dice . save at -3 for half. vocalize. and I recommend using partisan weapon vs. Even when playing in the Forgotten Realms. Therefore the damage comes out to 2-12 +2 used two-handed +4 strength + the weapon bonus (usually +2). green – dispel magic. His listed attacks are +4 to hit and +6 to damage. Creatures not killed outright by loss of hit points would survive. minor globe of invulnerability. Her spells known are: white – magic missile. 2-12 damage is a bit high for a giant-sized spear (1-6 up a size category is 2-8) but I think we can assume it is more pole-arm-like than spear. Bahamut: with the armor class bonus. Her caster level is 20. Her listed attacks are +4 to hit and +6 to damage. however a dragon cannot breathe in consecutive rounds. but this should be more potent than just a giant-sized club.

i. 5-7 as shadows. (b) As stated in the description.000 years before deteriorating into demi-liches unless steps are taken to overcome that. Mind Flayer – Note that mind flayers do not have the psionic blast attack mode. Their touch is cold. Lich – (a) Its hit dice is listed as 11+ to reflect the fact that a magic-user has 11 hit dice with +1 hit point per level beyond. and 16 or 17th level -2. 4-6 as ghouls. They use their strength to try to achieve grappling pins against victims they couldn’t charm so that the victims cannot fight back while being drained. Flesh – Flesh golems are armor type 8. not all of the eyestalks can look down at the same spot. Iron – Iron golems are armor type 0.Golems Just to make weapon vs. Giant Slugs . When attacking those below. Other Beholder – (a) The casting level of the eye rays is equal to its hit dice: from 10 to 17. use the normal arc rule of thumb to determine the number of eye beams effective. armor type a little more useful … Clay – Clay golems are armor type 5. Groaning Spirit (aka Banshee) – These creatures require +1 or better weapon to hit. the next claw or bite does not then go against a potentially paralyzed foe. their structure is equivalent to plate +1 and shield +1. (d) Liches have a lifespan of roughly 2. see the DM Procedures section for more information on anti-magic. double the hit points from the 11 hit dice. but I’m out of old Romanian synonyms for vampire to give them as titles. 7-10 as shadows. divide by 4. but not damaging. Elemental – These beings are immune to energies of their native element. Zombies – Zombies with 3-4 hit dice are turned as ghouls.The Monster Cards provide the errata needed for this creature: the breath weapon does 4-48 damage with a save for half. 119 for a discussion of master vampires and lesser vampires. and the creature’s description states that upon becoming a lich. Therefore. Otherwise.5 and round. Psionic opponents caught in the 49 . One such method is reputedly the drinking (somehow) of ki-rin blood. Skeletons – Skeletons with 2-3 hit dice are turned as zombies. Carrion Crawler . Their mind blast is an at-will special ability. but they can gradually improve their power over the centuries: Requirements 100 years old & 9th level 200 years old & 10th level 300 years old & 11th level 400 years old & 12th level Hit Dice 9 10 11 12 Armor Class 0 -1 -2 -3 Strength 18/76 18/76 18/91 (1d6+5 damage) 18/00 (1d6+6 damage) Title Strigoi Vampyr Moroi Nosferatu Whether further advancement is possible at 500 years old for vampires with 13+ class levels is anybody’s guess. Undead Ghouls/Ghasts – The Monster Cards provide the errata needed for this creature: paralysis lasts 2d6 turns for regular ghouls and 3d6 turns for ghasts.e. Stone – Stone golems are armor type 1. Vampire – (a) Vampires do not drain energy levels on a regular attack. It does not cost them any psionic attack strength points to use and it simulates the effect of a psionic blast. to compute the hit dice of a magic-user turned lich. Elf – They can shoot-move or move-shoot-move as pc elves can. (b) Anyone struck by the central ray’s anti-magic eye cannot be affected by the magic powers of the other eye rays that round. (c) Vampires with 9+ class levels are turned as liches. however in combat against an elemental of the same type they still take half damage from the force of the blow. 8-11 as wights. remove the hit points due to constitution. so if a claw hits. and add the fixed remainder (1 per level beyond 11th). Master vampires are initially limited to 8+3 hit dice even if their class level is higher than that. (c) Lich paralyzation is permanent until dispelled. (d) See DMG pg. hit dice become 8-sided. (c) The beholder cannot turn upside down or sideways and use all of its eye beams at targets below.The Monster Cards provide the errata needed for this creature: paralysis lasts 2d6 turns. Remember that between 13 to 15th casting level invites a -1 penalty to all saves. like that of a corpse. and is considered to have their magic nullified for the remainder of that round. and 11+ as wights. and 12+ as ghasts. All attacks are rolled before victim’s must save against paralysis. and are turned only as Special. They attack in PostRound. (b) Vampires have a bite attack that latches on and does 1-3 damage + 1 level of energy drain per round. This gives them armor type 2 and a +2 magic bonus to resist damaging saving throws.

VII/2000 +12/hp Human-head Abomination . but only if he knows the location in which it will do so or (b) delay his attack until the spider comes into phase. Phase Spider – They shift into the prime material plane the segment before making an attack and they shift back to the ethereal the segment afterwards.VI/700 + 8/hp 7 HD Human-head Halfbreed . the mind flayer will likely choose a mind blast for its action declaration. For instance.VII/2400 + 12/hp 50 . the bonus to the saving throw listed for intellect fortress and tower of iron will only applies to allies in the defense mode’s area of effect. Speed factor also determines whether any attacks can be brought to bear in the segment in which the spider phases back to the ethereal. However.VI/600 + 6/hp 7 HD Snake-head Halfbreed . VALUE: Pureblood . a phase spider that rolls a 3 for initiative shifts into the prime on segment 2. In this case. A character who gets an earlier initiative result may (a) ready an attack to strike the phase spider when it appears. After being mind blasted. Yuan-Ti – LEVEL/X. at which time the opponent can lock on and continue psionic combat segment by segment all over again. then when its initiative segment comes it makes its mind blast.mind blast can psionically defend against it normally as if it was a psionic blast. if locked psionic combat continues into the next round. and shifts back to the ethereal on segment 4.VII/1100 + 10/hp 8 HD Human-head Halfbreed . psionic foes may lock on and conduct psionic combat in the next segment. attacks on segment 3.P.VII/1375 + 10/hp Snake-head Abomination . weapon speed factor usually determines who strikes first. A mind flayer may not use its mind blast during locked psionic combat. At this point.VI/875 + 8/hp 8 HD Snake-head Halfbreed . it will likely suffer one segment of a free psionic attack from its opponent.

+1 level for each plus of the weapon: Nine Lives Stealer – 16 (so standard +2 version is 18) Wounding – 14 (so standard +1 version is 15) Life Stealing – 14 (so standard +2 version is 16) Sharpness – 15 (so standard +1 version is 16) Vorpal – 16 (so standard +3 version is 19) Magic Armor A suit of magical armor is assumed to include a helmet as well. the Wand of Orcus has 2 more minor benign powers than minor malevolent powers that brings it up to 19. One can easily imagine that when the time came to add the additional weapons table in UA. For instance.1/2 level per minor malevolent effect. Unlike the unique magic helmets from the miscellaneous items section. the prime power of death upon contact which brings it up to 22. i. and +2 levels per prime power. and are non-encumbering so that any class can wear them. It is possible for a crossbow of accuracy +3 to fire +3 bolts for a +6 weapon. In this case. Artifacts Casting level is 18 base. Crossbows – Not only is the total bonus the sum of the firing weapon and missile itself. During that time it can be attacked. -1 level per major malevolent effect and side effect. I leave it as an exercise to the reader to calculate the casting level of possessing all 32 of Dahlver-Nar’s teeth .Appendix E – Treasure Errata Miscellaneous Items Bag of Tricks – The creature takes 1 round to grow. The helm of brilliance will provide a +2 bonus if the armor worn on the body (if any) has less than that. if one’s magic helmet is lost and replaced by a non-magical one. Casting level base for these weapons is as follows. It is also prized for medical operations and childbirthing. (2) It provides immunity to wounding effects like a hit from a sword of wounding or a horned devil’s tail. +1 level per major benign power. . but it’s not really a big deal anyway. the head has superior protection that will come into play every 1 in 6 hits. +1/2 level per minor benign power (rounded up). the unique magical helmets match the armor type and magical bonus of what the character wears for armor on his body. Magical helmets always match the armor type and bonus of what is worn on the body. for 1 in 6 hits). these helmets provide armor type 5 protection for the head (again.e. in Unearthed Arcana the best bow is +1 and the best arrow is +4. (Note that UA added the +3 bolt. a +1 bow firing a +1 arrow can hit +2 or better opponents. Periapt of Wound Closure – This item provides 2 concrete benefits: (1) The character automatically stabilizes if struck down to negative hit points. Miscellaneous Weapons Bows. Magical Helmets – In general. which would have capped a +3 crossbow at +5 total. the DMG has just +2 bolts. Note that the treasure tables reflect this. etc.) 51 . then the head hit location rules come into play (1 in 6 or 3 in 6 hits the head depending upon the opponent’s intent). 1 more major benign power than major malevolent power that brings it up to 20. the reasoning for such caps was forgotten. but it requires a +1 or better weapon to hit. and one side effect which gives it a final total of 21. standard magic helmets are encumbering like regular ones are. but that also reflects what creatures it can hit. However. a +1 bow firing a normal arrow can hit a creature that can only be hit by +1 or better weapons. such as resisting the chopping power of a sword of sharpness or the life draining effect of a sword of life stealing. If armor is not worn. Swords Magic resistance can offset the effect of swords that deliver an effect beyond damage when striking.

second gets 1/3 Three classes: first class gets 3/6. The remaining experience points are divided between the classes as follows: Two classes: first class gets 2/3. Many classed characters assume that all levels were gained in each class before adding the next. but instead of dicing for level. For now we will use the list and prices from module C1 (the numbers in parenthesis indicate the limit of how many of that specific item can be purchased): 52 . With the remaining gold. Magic items are diced for using the character’s highest-level class. third gets 2/10. so those who chose a single-classed character have an advantage in this regard. Many-classed characters should take care to remember to account for the training costs incurred while each class was added. the character may now purchase magic items. fourth gets 1/10 Etc. second gets 2/6. the experience point total(s) are adjusted for the character’s ability scores and the level is determined. Those choosing a multi-classed character divide the experience points evenly between their classes. It is possible for a character to end up with untrained levels because they lack the gold to pay for all their levels. using the n(n+1)/2 formula for the denominator After the character class(es) are determined. I give out an experience point total.Appendix F – Creating Characters Above 1st Level I am a big fan of Appendix P in the Dungeon Master’s Guide. Then the player decides in what order the classes were added. Each character then subtracts all training costs for their character levels from this total to arrive at the number of gold pieces they actually have. Those choosing a many-classed character must first subtract from the initial total the experience point cost of each added class. subject to the character’s ability scores. third gets 1/6 Four classes: first class gets 4/10. second gets 3/10. Miscellaneous items are not (yet) awarded. Half the initial experience point total in gold (before adjusting by ability scores) is then awarded to each character. so hit point determination usually uses just the level of the first class.

000 gp Boots of Levitation: 15.000 gp. his training cost is 10.000 xp / 100. Finally.667 in fighter and 64. To reach magic-user 1. A magic-user or illusionist starts with these spells in his spell book: 53 . Folding (small rowboat): 25.000 gp for his training. Burke is therefore a fighter 8 // magic-user 7. He decides to play a human who starts out as a fighter. and 9 charisma. Now he must pay for the training in those levels out of the 100.To this list I am adding all the miscellaneous items listed in Appendix P that are not included above: Wand of Negation: 15. leaving him with 32. He rolls 17 strength. Burke pays 1250 gp 3 times as he advances through the 0 levels for 3750 gp.000 gp (15 intelligence grants a rating of 8). To gain magic-user 0.250 gp for training up to magic-user 7. These items are in addition to what the character is awarded via the charts in appendix P.000 gp Brooch of Shielding: 10.000 gp Bag of Holding (500 pound capacity): 25. All told he pays 68. so his experience point totals are 146.000 gp Boat.000 gp Cloak of Elvenkind: 6. 8 wisdom.000 gp Example: Burke is created with 200. Burke pays (7 * 6)/2 * 1250 gp * 1 = 26. 15 intelligence.000 gp as a base.000 gp to purchase magic items with. Here we can again make use of the cumulative series formula: the total cost is n*(n-1)/2 * training cost * training rating. 2/3 of his xp goes into fighter with a 10% bonus for high strength and 1/3 goes into magic-user with a 2000 xp deficit to account for 0th level. To reach level 8 in fighter.000 gp he started with. 12 constitution.000 gp Wand of Wonder: 10. 11 dexterity.000 gp Trident of Warning: 10.667 in magic-user.000 gp Robe of Useful Items (see appendix P for contents): 15. it costs Burke (8 * 7)/2 * 1000 gp * 1 = 28. then adds the magic-user class.

Any scrolls purchased as magic items may be learned and copied into the spell book before play begins. and one 5th level spell to pick. large cat or bear. wolf. 54 . Hunters get to choose one animal companion from the list of dog. with a hit dice quota of twice his level. three 3rd level.• • • • • Read magic or Read illusionist magic Two random first level spells. provided it does not have more hit dice than the hunter has levels. provided the chance to learn roll is made if the character is at or above the minimum spells known for that level. three 2nd level. the player chooses a spell for each spell that he or she can memorize according to the chart. Druids start play with up to 4 animal friends of his choice. so a 9th level magic-user gets four 1st level. Roll the intelligence ‘chance to learn’ for each spell level the character can memorize a spell at to have a chance at getting a random spell of that level. two 4th level. After the random spells are diced for.

Sign up to vote on this title
UsefulNot useful