CHARACTER CLASSESCHARACTER CLASSESCHARACTER CLASSES TABLE I: HIT DICE, SPELL ABILITY, AND CLASS LEVEL limitClass of Hit Die Maximum Number of Class LevelCharacter Type Hit Dice Spell Ability LimitCLERIC d8 9 Yes noneDruid d8 14 Yes 14 (The Great Druid)MAGIC-USER d4 11 noneIllusionist d4 10 noneMONK d4 (+d4)** 17 (+ l)** no 17 (Grand Master of Flowers)*Clerical spell ability up to 4th level spells, first gained at 9th level.**The ranger beings with two eight-sided hit dice (2d8), but thereafter goes up one die per level, to the indicated maximum, as do all other classes. Themonk begins with two four-sided dice (2d4), and goes up thereafter as do rangers, at one die per level.***Druidic spell ability up to 3rd level spells, first gained at 8th level; and magic-user spell ability up to 2nd level, first gained at 9th level.****At 10th level (72th level with regard to assassins) thieves gain the ability to read magic-users' (and illusionists') spells from scrolls.Notes Regarding Character Classes Table I.:Class of Character is self-explanatory. Multi-classes have been omitted,but certain facts pertaining to them are given hereafter.Hit Dice Type shows the type of die to be rolled by a character of theappropriate class at each level of experience (q.v.) he or she has gainedso as to determine how many hit points (q.v.) the character has. Multiclassedcharacters determine their hit points as fallows:Roll the hit die (or dice) appropriate to each class the character isprofessing.Total the sum of all dice so rolled, and adjust for constitution (q.v.).Divide the total by the character's classes (two or three), droppingfractions under %, rounding fractions of % or greater upwards to thenextwhale number.Not6 that when multi-classed characters are no longer able to progress inany given class, they no longer gain the hit dice for that class. (SeeCHARACTER HIT POINTS).Maximum Number of Hit Dice assumes thot the character has no raciallimitation to prevent rise <strong>com</strong>mensurate with the number of hit dice. Notethat additional hit points are still gained with increase in level, eventhough no additional hit dice can be, in those cases where there is no class(or race) level limit. (See CHARACTER HIT POINTS.)Spell Ability simply indicates whether or not the class of character is ableto employ spells. (For details of spells see CHARACTER SPELLS.)Class Level Limit tells how high in levels the character can progress in theclass in question. As shown, most character classes do not have any upperlimit, although racial limitations might affect non-human or semi-humancharactersThe number derived (quotient) is the number of hit points themulti-classed character gains with the rise in that experience level.CHARACTER CLASSES TABLE 11.:ARMOR AND WEAPONS PERMITTEDClass ofCharacter Armor Shield Weapons*Oil PoisonCLERIC any any club, flail, hammer, mace, staffves never**Druid leather wooden club, dagger, dart, hammer, scimitar, sling, spear, staff ?'This heading includes any magical weapons of the type named unless use by the class in question is specifically proscribed in the description of the magicweopon.**This prohibition is strictly for clerics who are not of evil alignment; the latter may use poison if permitted in the campaign by the referee.***Characters under 5' height cannot employ the longbow or any weopon over 12' in length. Those under 100 pounds of body weight cannot use the heavycrossbow or pole arms in excess of 200 gold piece weight equivalent, including two-handed swords.*"*Athief may use a short sword, broad sword, or long sword but not a bastard sword or a two-handed sword.Note Regarding Poison: The question mark indicates that the use of poisons is possible providing the referee so allows. Uses and limitations are determinedby the referee with suggestions from the DUNGEON MASTERS GUIDE.19
CHARACTER CLASSES (CLERIC)CHARACTER CLASSES (DRUID)the clericAs has been stated previously in the section detailing CHARACTERABILITIES, the principal attribute of a cleric is wisdom. A character musthave a minimum wisdom ability score of 9 (13 if a multi-classed half-elvencleric but 9 if a multi-classed half-orc cleric). If wisdom ability is greaterthan 15, the character adds 10% to experience (9.v.) awarded to him orher by the referee. Example: A cleric character gains an award of 975experience points from the DM after a successful adventure. Because thecharacter has a wisdom ability score in excess of 15, he or she then adds 98experience points (975 X .10 = 97.5, or 98 E.P.) to the 975, for a total of1,073 E.P. Of course, a cleric will benefit in other ways by having a highwisdom score. He or she gains bonus spells from high wisdom, as well as abetter chance to avoid the effects of certain magical attacks.High ability scores in strength and constitution are also desirable for acharacter of this class, and good dexterity is likewise of benefit.This class of character bears a certain resemblance to religious orders ofknighthood of medieval times. The cleric has an eight-sided die (d8) perlevel to determine how many hit points (q.v.) he or she has. The cleric isdedicated to a deity, or deities, and at the same time a skilled <strong>com</strong>batantat arms. The cleric can be of any alignment (q.v.) save (true) neutral (seeDruid hereafter) alignment, depending upon that of the deity the clericserves. All clerics have certain holy symbols which aid them and givepower to their spells. All are likewise forbidden to use edged and/orpointed weapons which shed blood. All clerics have their own spells,bestowed upon them by their deity for correct and diligent prayers anddeeds.A study of the spells usable by clerics (see CHARACTER SPELLS) will conveythe main purpose of the cleric. That is, the cleric serves to fortify, protect,and revitalize. The cleric also has a limited number of attack spells,some of which are simply the reverse form of curative incantations. Notethat all spells must be spoken or read aloud. In addition, the cleric has theability to wear armor, carry effective weaponry, and engage inhand-to-hand (melee) <strong>com</strong>bat with a reasonable chance of success.Another important attribute of the cleric is the ability to turn away (oractually <strong>com</strong>mand into service) the undead and less powerful demons andconstruction will be only one-half the usual for such a place because ofreligious help. If the cleric then clears the surrounding territory andhumans dwell in this area, there will be a monthly revenue of 9 silverpieces per inhabitant from trade, taxation, and tithes.CLERICS TABLE I8-sideddice forexperience experience accumulated levelPoints level Hit Points title0-1,500 1 1 Acolyte1,501--3,000 2 2 Adept3,0016,000 3 3 Priest6.001--13,000 4 4 Curate13,001-27,500 5 527,501-55.000 6 6 Canon55,001-1 10,OOO 7 7 Lama110.001 -225,000 8 8 Patriarch225,001450,000 9 9 High Priest450,001675,000 10 9+2 High Priest (10th level)675,001--900,000 11 9+4 High Priest (1 lth level)225,000 experience points per level for each additional level beyond the11 th.Clerics gain 2 h.p. per level after the 9th.SPELLS USABLE BY CLASS AND LEVEL-CLERICSclericspell levellevel 1 2 3 4 5 6 71 12 23 2 14 3 25 3 3 1devils. 6 3 3 27 3 3 2 1The undead are: ghasts, ghosts, ghouls, liches, mummies, shadows, 8 3 3 3 2skeletons, spectres, wights, wroiths, vampires, and zombies. These 9 4 4 3 2 1creatures, as well as demons and devils. are detailed in ADVANCED in .- A - A - " 7 " 7 3DUNGEONS DRAGONS, MONSTER MANUAL. The matrix showing what 11 5 4 4 3 2 1*effect clerics of various levels have upon such creatures is for use by the 12 6 5 5 3 2 2Dungeon Master only. As a rule of thumb, a cleric is effective against anyundeod monster whose hit dice are not greater than those of the cleric.Only high level clerics have any hope of driving away or influencingdemons or devils. 16 7 7 7 6 5 3 1 **17 8 8 8 6 5 3 1Onlv humans will normallv hove clericism as their sole class: thus thev are 18 .- 8 8 R 7 b - A 1the only clerics with unlimited advancement in level. 19 9 9 9 7 6 4 2m 9 9 9 8 7 5 2Clerics have nearly as good a prospect of success in melee <strong>com</strong>bat as 21 9 9 9 9 8 6 2, .fighters (the best in such situations). They move upwards in <strong>com</strong>bat ability 22~~9 9 9 9 9 6 3in- steps consisting of three ability levels. similarly they make saving 23 9 9 9 9 9 7 3.. , " ., -. - "throws la.v.\ aaainst moaical and poison attacks in like steps 74 0 0 0 0 0 R 725 9 9 9 9 9 8 4Clerics can employ a fair number of magic items including most potions; 26 9 9 9 9 9 9 4clerical and "protection" scrolls; most rings; some wonds, rods, and 27 9 9 9 9 9 9 5staves; many other magical items; and all of the non-edged, non-pointed 28 9 9 9 9 9 9 6magical weaponry. As they are able to wear armor, clerics can employ all 29 9 9 9 9 9 9 7forms of magic armor and magic shields, too.When a cleric achieves 8th level (Patriarch or Matriarch) he or sheautomatically attracts followers if the cleric establishes a place of worship-a building of not less than 2,000 square feet in floor area with an altar,shrine, chapel, etc. These followers are fanatically loyal and serve withoutpay so long as the cleric does not change deities and/or alignment. Thesefollowers number between 20 and 200 (2d10, totaled, and multiplied by10). In addition, there will be followers who are men-at-arms (q.v.), andyour referee will relay the types and numbers at the appropriate time.Upon reaching 9th level (High Priest or High Priestess), the cleric has theoption of constructing a religious stronghold. This fortified place mustcontain a large temple, cathedral, or church of not less than 2500 squarefeet on the ground floor. It can be a castle, a monastery, an abbey or thelike. It must be dedicated to the cleric's deity (or deities). The cost of20*Usable only by clerics of 17 or greater wisdom**Usable only by clerics of 18 or greater wisdomTho DruidThe druid is a sub-class of clerics. They are the only absolute neutrals (seeALIGNMENT), viewing good and evil, law and chaos, as balancing forcesof nature which are necessary for the continuation of all things. As priestsof nature, they must have a minimum wisdom of 12 and a charisma of 15.Both of these major attributes must exceed 15 if a druid is to gain a 10%bonus to earned experience.It will be noted that the spells usable by druids are more attuned to natureand the outdoors than are the spells of other clerics or magic-users.