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CHARACTER CLASSES (RANGER)4. Rangers may own only those goods and treasure which theycan carry on their person and/or place upon their mount; allexcess must be donated to a worthy <strong>com</strong>munal or institutionalcause (but never to another player character). (cf. Paladinabove.)Although rangers do not attract a body of mercenaries to serve themwhen, and if, rangers construct strongholds, they conform to the fighterclass in other respects.RANGERS (FIGHTERS) TABLE 1.&SidedDice forexperience Accumulated10,001 - 20,000 4 5 Courser20.001 ~ - 40.000 5 6 Tracker40,001 - 90,000 6 7 Guide325,001 - 650,000 10 11 Ranqer Lord650,001 - 975,000 11 11 + 2 Ranger Lord (1 1 th level)975,001 - 1,300,000 12 11 + 4 Ranger Lord (12th level)325,000 experience points per level for each additional level above the12th.Rangers gain 2 h.p. per level after the 10th.SPELLS USABLE BY CLASS AND LEVEL - RANGERS (FIGHTERS)Spell LevelRanger Druidic Magic-User**Level 1 2 3 1 28 19 1 110 2 111 2212 2 1213 2 1 2 117* 2 2 2 2 2‘maximum spell ability‘The ranger must check as to which spells he or she can learn, just as if heor she were a magic-user.FIGHTERS’, PALADINS’, 8 ‘RANGERS’ ATTACKSPER MELEE ROUND TABLELevelFighter 7-12Paladin 7-12Ranger 8-14*With any thrusting or striking weaponNote:Attacks perMelee Round*3/2 rounds3/2 rounds3/2 roundsThis excludes melee <strong>com</strong>bat with monsters (q.v.) of less than onehit die (d8) and non-exceptional (0 level) humans andsemi-humans, i.e. a11 creatures with less than one eight-sided hitdie. All of these creatures entitle a fighter to attack once for eachof his or her experience levels (See COMBAT).The Magic-UserCHARACTER CLASSES (MAGIC-USER)It is absolutely essential to have high intelligence for a character who is amagic-user - especially if a broad selection of spells is to be had, as wellas the use of the highest level spells. A magic-user must have anintelligence of no less than 9 and a minimum dexterity of 6. For details ofthe effects of intelligence an spell use, see CHARACTER ABILITIES. Amagic-user with intelligence of 16 or mare also gains the benefit of adding10% to experience points awarded to him or her by the Dungeon Master.Magic-users draw upon arcane powers in order to exercise theirprofession. While they have mighty spells of offensive, defensive, andinformational nature, magic-users are very weak in <strong>com</strong>bat. They have butfour-sided dice (d4) to determine how many hit points of damage they canwithstand, and magic-users have the least favorable table and progressionas regards missile and melee <strong>com</strong>bat. Furthermore, they can wear noarmor and have few weapons they can use, for martial training is soforeign to magic-use as to make the two almost mutually exclusive. Magicuserscan be of any alignment (explained hereafter).When a magic-user begins his or her profession, the character is usuallyassumed to possess a strange tome in which he or she has scribed theformulae for some of the spells known to the character. This spell book,and each book later added (as the magic-user advances in levels ofability, a book of spells for each higher level of spells which be<strong>com</strong>eusable will have to have been prepared through study and research), mustbe maintained by the magic-user. He or she must memorize and preparefor the use of each spell, and its casting makes it necessary to reabsorb theincantation by consulting the proper book of spells before it can again becast. (See CHARACTER SPELLS for more details.) As with a11 other types ofspells, those of magic-users must be spoken or read aloud.There are many powerful items of magic which only this class of charactercan employ. Most magic scrolls, wands, staves, and many of themiscellaneous items of magic are usable only by this class. Thus, whilemagic-users are not strong in <strong>com</strong>bat with weapons, they are possibly themost fearsome of all character classes when high levels of ability arefinally attained. Survival to that point can be a problem, however, as lowlevelmagic-users are quite weak.When a magic-user attains 1 lth level (Wizard) or higher, he or she mayenchant items or scribe magic scrolls. This process requires the undividedattention of the magic-user for quite long periods of time - weeks tomonths - and it is also costly. As the Dungeon Master is carefullyinstructed to keep exact record of game time spent in such activity, themagic-user will effectively remove himself or herself from a number ofadventures while enchanting items or inscribing scrolls of magic spells. Asthis relative inactivity means that the character will not get experiencepoints and treasure (monetary or magical) gained from adventures whichtoke place during the inactive period, it is not usual for a Wizard tomanufacture many items or scrolls. However, as occasional enchantmentof items or penning of magic scrolls will take place, your referee has<strong>com</strong>plete information on the process, including probabilities, timerequired, materials needed, and costs.It is possible for a magic-user of 12th or higher level to construct astronghold and clear the countryside in a 10 or 20 mile radius of allmonsters, thus ruling an area much as a noble. If this is ac<strong>com</strong>plished, arevenue of 5 silver pieces per inhabitant per month is generated in theterritory ruled.MAGIC-USERS TABLE 1.4-sidedDice forExperience AccumulatedExperience Points Level Hit Paints level title0 - 2,500 1 1 Prestidigitator2,501 5,000 2 2 Evoker5,001 - 10,m 3 3 Coniurer10,001 - 22,500 4 4 Theurgist22,501 - 40,000 5 5 Thaumaturgist40.001 - 60.000 c 6 Maaician -60.001 - 90,000 7 7 Enchanter90,001 135,Ooo 8 8 Warlock135,001 - 250,000 9 9 Sorcerer250,001 - 375.000 10 10 Necromancer3751001 - 750;000 11 11 Wizard750,001 - 1.1 25,000 12 11+1 Wizard (12th level)25

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