Information specific to some classes/PCs

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GreyWolfVT
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Information specific to some classes/PCs

#1 Post by GreyWolfVT »

Holy Sword
A holy sword is a special type of consecrated weapon that provides a paladin with
unique benefits. Though the sword +5, Holy Avenger (described in the Appendix of the
DMG) is one of the more common examples, others exist as well. A few are described in
Chapter 6 of this book.
Aside from their exceptional craftsmanship, holy swords are often indistinguishable
from ordinary magical weapons. A paladin may not become aware of the sword's special
powers until he uses it. In some cases, a paladin may be able to identify a holy sword by
its cryptic inscription (which may require the Ancient Languages proficiency or a
friendly mage's read magic spell to translate). A skilled weaponsmith or sage may also
recognize a holy sword. Occasionally, a holy sword will glow when touched by a paladin,
or the paladin's arm may tingle when he picks it up.
Holy swords are hard to come by, and a paladin rarely finds more than one in his
entire career. Usually, a paladin acquires a holy sword under difficult or extraordinary
circumstances. A holy sword may be part of a venerable red dragon's treasure horde,
concealed in a cave atop a high mountain. A paladin may hear rumors of a holy sword
buried in a desert ruins; in fact, the ruins contain a map that shows the actual location of
the holy sword, embedded in a glacier in an arctic wilderness. If a paladin reaches a high
level without acquiring a holy sword, his deity might direct him to one in a temple on the
ocean floor or a treasure chest on a remote island. In any case, the DM should treat the
acquisition of a holy sword as a significant campaign event, and design the circumstances
of its discovery accordingly.
When unsheathed and held by a paladin, every holy sword projects a circle of power
10 feet in diameter. The paladin's hand serves as the center of the circle. The circle moves
with the paladin and persists as long as he grips the sword. The sword projects the circle
even if a glove, gauntlet, or bandage covers the paladin's hand.
Note: The first sentence in the paragraph regarding the paladin's holy sword in
Chapter 3 of the PH (page 27) should read: "A paladin using a holy sword projects a
circle of power 10 feet in diameter when the sword is unsheathed and held."
Within its range, the circle of power dispels all hostile magic of a level less than or
equal to the paladin's experience level and creates a magic resistance of 50%.
Specifically:
• All evil opponents within the circle are unable to cast spells, including monsters and
characters of evil alignment; extraplanar, conjured, and summoned evil entities; and
monsters and characters who have been charmed or controlled by evil casters. The circle
neutralizes a spell the instant it's cast. Opponents may not make saving throws to resist
the circle of power.
• Evil opponents have normal use of their spell and spell-like abilities once they leave
the range of the circle. However, the paladin remains immune to their spells, even when
cast from outside the circle. An evil wizard can cast a fireball spell at a paladin, but the
fireball dissipates as soon as it enters the circle. An evil spellcaster's attempts to mentally
probe or control a paladin (with spells such as ESP and magic jar) will also fail.
• Magical items created by evil magic won't work within the circle. Physical
properties remain unchanged, however; a sword +1 may still be wielded as a normal
sword. Outside the circle, magical items function normally, but the paladin remains
immune to their effects.
The following restrictions also apply:
• The paladin is always vulnerable to magic from opponents whose level exceeds his
own. The paladin has the normal chances of avoiding the affects of these magical attacks.
• The circle functions only as long as the paladin grips the holy sword. Should he
sheathe or drop it, he immediately becomes vulnerable to evil magic.
• The paladin must be conscious and in control of his own actions for the holy sword
to project a circle of power. A holy sword doesn't dispel magic in the grip of a comatose
or sleeping paladin.
• An evil spellcaster may temporarily negate the magic of a holy sword, including its
power to project a circle of protection, by casting dispel magic directly on the weapon.
The holy sword may resist the spell with a successful saving throw vs. spell, using the
paladin's saving-throw number. If the throw fails, the holy sword's magic is inert for 1-4
rounds.
• A paladin is still subject to indirect effects of evil magic. If an evil spellcaster uses a
lighting bolt spell to cause an avalanche, the paladin risks damage from falling boulders.
Certain holy swords may have additional benefits and limitations. A Holy Avenger,
for instance, inflicts +10 points of damage on chaotic evil opponents. Each holy sword
described in Chapter 6 has its own special properties. In designing holy swords, the DM
may use the standard benefits and limits described above, perhaps adding a +1 to +5
bonus on attack and damage rolls against certain kinds of evil opponents.
Last edited by GreyWolfVT on Mon Jan 29, 2018 3:36 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Re: Information specific to some classes/PCs

#2 Post by GreyWolfVT »

Barbarian
Description: This is not the barbarian of history, but the barbarian of fantasy
fiction. He's a powerful warrior from a culture on the fringes of civilization. He's left
his home to sell his skills and adventure in the civilized world—perhaps to amass a
fortune with which to return home, perhaps to become an important figure in this so-
called civilization. He's known for strength, cunning, contempt for the outer world's
decadence, and for adhering to his own code of honor.
The barbarian is usually very strong; therefore, the barbarian must have a Strength
ability score of 15 or more. A character can come from a barbarian tribe and have a
lower Strength than that—but he cannot have the Barbarian Kit.
Role: The typical RPG barbarian is a powerful, dangerous figure, as though he
were an animal totem in human skin. In a campaign, he's a front-line fighter with
some special skills and a very different outlook than the rest of the characters; his
player should always play him as someone from a different land, someone whose
likes and dislikes and perceptions are based on a different culture. (If you play him as
just another warrior from down the street, you lose a lot of the mystique the character
has.)
If the PC party has no real leader, he may gravitate to that role; if it has a good
enough leader, he'll probably stick to being a specialist in the things he does well.
Secondary Skills: The DM will decide, based on the character's background,
what sort of secondary skill would be required. Most barbarian tribes have a required
skill; a tribe that makes its living by fishing would have Fisher as its required
secondary skill.
Weapon Proficiencies: Required: Battle Axe, Bastard Sword. (These are the
classical fiction-barbarian weapons; the DM may decide to substitute others more
appropriate to his own world.) Barbarian fighters may specialize in any weapon, but
are not likely to encounter unusual weapons (like lances, quarterstaves, flails, peculiar
polearms) until they reach the outer world. Recommended: Bow (any), Sling, Sword
(any), War Hammer.
Nonweapon Proficiencies: Bonus Proficiency: Endurance. Recommended:
General—Animal Handling, Animal Training, Direction Sense, Fire-Building, Riding
(Land-Based), Weather Sense, (Warrior) Blind-Fighting, Hunting, Mountaineering,
Running, Set Snares, Survival, Tracking, (Priest—costs twice the listed number of
slots if Fighter or Ranger, or just the listed number if Paladin) Herbalism, (Rogue—
costs double slots) Jumping. The DM is within his rights to insist that the Barbarian
character take a proficiency in the tribal specialty (Fishing, Agriculture, whatever) if
the DM so wishes.
Equipment: The character, when he spends his starting gold, may not buy armor
heavier than splint mail, banded mail, or bronze plate mail. Outside his tribe, once he
has adventured in the outer world, he can use any type of armor without penalty.
When he spends his starting gold, he must limit himself to weapons the DM says are
appropriate for his tribe—the usual group of weapons includes battle axe, bows (any),
club, dagger or dirk, footman's flail, mace, or pick, hand or throwing axe, sling, spear,
or sword (any).
Special Benefits: Barbarians are impressive because of sheer strength, intensity,
and animal magnetism; this gives them a +3 reaction adjustment bonus in certain
situations.
Whenever the barbarian character achieves a reaction roll of 8 or less (including
Charisma and racial bonuses), you subtract the modifier. That is, if the reaction is
positive at all, it will be even more positive than it otherwise would have been.
Example: Torath the Toranaran is a Barbarian with a Charisma of 15.
Encountering a knight who could be friend or foe to him, he speaks with the knight in
a friendly fashion. The DM rolls his Encounter Reaction and achieves an 11 on 2d10.
On the "Friendly" column of the Encounter Reactions chart from the Dungeon Master
Guide, this is a "Cautious" reaction.
But wait—his charisma gives him a +3 bonus. The 11 becomes an 8, still an
indifferent reaction. But because he's reached an 8, his Barbarian bonus comes into
play, making the final reaction roll a 5: A friendly reaction.
Special Hindrances: All that impressiveness can work against the Barbarian, too.
Whenever the barbarian character achieves a reaction roll of 14 or more, he takes an
additional –3 modifier. That is, if the reaction is negative at all, it will be even more
negative than it otherwise would have been—the barbarian is scary, and the other
person overreacts.
Example: Torath next meets a suspicious witch, and is indifferent toward her. On
the "Indifferent" column of the Encounter Reactions chart, the DM rolls a 17.
Torath's Charisma bonus of 3 reduces the roll to a 14, but it's still enough that his
Barbarian penalty just shoots it right back up to a 17 again. The witch becomes
Threatening.
Wealth Options: The Barbarian gets the starting gold for a Warrior (5d4x10 gp),
but he must spend it all (before starting play) except three gp or less; he can have
some pocket change when he reaches civilization, but must be close to penniless.
Races: Demihuman Barbarians follow the same rules. Dwarves are perhaps the
most admirably suited to being Barbarians. The DM will have to decide whether his
elves, half-elves and gnomes are brooding and menacing enough to be Barbarians; the
question is even harder with the leisure-loving halflings. But if the DM wishes to
allow any or all of these demihuman races to have Barbarians among them, he may.
Final Note: Most classic fantasy-fiction barbarians are male, but this Warrior Kit
can certainly be taken by female characters, with all the Kit's requirements, benefits,
and hindrances in effect.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Re: Information specific to some classes/PCs

#3 Post by GreyWolfVT »

Sharpshooter (Dwarf Kit)
A Sharpshooter is highly skilled with either the light or heavy crossbow. He has spent the
majority of his youth training as a Bowyer/Fletcher, and has had regular practice with his
crossbow. He is skilled in rapid loading and expert at inflicting the most damage possible with
his weapon. Exuding confidence in his abilities, he tends to disdain those who resort to hand-tohand
combat.
Role: Sharpshooters form either part of a crossbow unit or make their living shooting for
prize money at fairs. When in battle, a Sharpshooter's targets are enemy officers, wizards, and
clerics, to prevent them from coordinating attacks or casting spells.
Secondary Skills: He should have the Bowyer/Fletcher secondary skill.
Weapon Proficiencies: A Sharpshooter must be a specialist with either a light or heavy
crossbow (and, therefore, must be a fighter). He may not begin play with any hand weapon
specializations, but may learn them later in his career. If gunpowder weapons are used, a
sharpshooter may specialize in the arquebus. All the special benefits for crossbows are available
for arquebuses; the character has a supply of perfectly molded arquebus balls and superior
gunpowder.
Bonus Nonweapon Proficiencies: Artistic Ability, Bowyer/Fletcher, Endurance.
Recommended Nonweapon Proficiencies: Alertness, Appraising, Direction Sense, Rope
Use, Sign Language, Signalling.
Equipment: Sharpshooters start with the crossbow of their choice, at no cost.
Distinctive Appearance: They are set apart from other dwarves by the care they lavish on
their crossbows and bolts. The crossbow is made of the finest materials and the butt is often
inlaid with intricate patterns. The bolts have only the finest flights, and they burnish the points to
a fine, razor sharpness.
Special Benefits: In addition to his crossbow specialization, he gains a further +1 to attack
rolls. He fires faster than other specialists as shown on the Sharpshooter Attacks Table.

Code: Select all

Sharpshooter Attacks Table
             Light       Heavy
 Level    Crossbow  Crossbow
 1-6          3/2           1/1
 7-12         2/1          3/2
 13+         5/2           2/1

This increased rate of fire assumes that the Sharpshooter has time to lay out his bolts in easy
reach, minimizing the time required to nock a bolt. He gains these advantages only with the type
of crossbow in which he has specialized.
When using his personal weapon and sharpened bolts, a Sharpshooter can inflict extra
damage. In his hands, a light crossbow causes 1d6 damage vs. any size creatures. A heavy
crossbow causes 1d6+1 vs. S/M, and 1d8+1 against larger creatures. He only gains these
bonuses when he uses his personally built and maintained crossbow and his own sharpened
bolts.
Special Hindrances: Sharpshooters may not start with any hand weapon specialization,
and are limited to short weapons, daggers, and hand axes.
If a Sharpshooter loses his custom-built crossbow or has no time to sharpen his bolts, he
loses his ability to increase damage. He cannot just pull out another crossbow previously built; it
must first be used for 1d4 weeks to "break it in." In addition, it takes one hour to sharpen each
bolt and they must be carefully stowed, if they are not to become dulled.
Wealth Options: Sharpshooters start with 5d4x10 gp, plus their own customized
crossbow.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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