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Strongholds Human Strongholds often seek others who might be willing to Herald, Magist, Chief Magistrate, Reeve, Any character of Name level or greater may help, offering h n d and titles in exchange for Sage, Seneschal, and Steward. It may be purchased, built loyalty and ser Jice. If your character settles Other Officials may be needed for the if there is land available , or seized.

A char- in a civilized area, there will be fewer prob- proper handling of a stronghold or dominion, acter can ask a ruler for a territory or strong- lems with survival, but more problems with including a Bailiff, Chamberlain, Equerry, hold, or may find a remote area and settle it. The following background information is When costs are not noted below, the Offi- is not automatically a ruler. Your DM will tell not needed for normal play, but is provided you what must be done to become a ruler.

A If the characters clan has a smaller strong- see Catapult and Ram, Expert Set, page staffs size can vary widely, depending on the This person also advises the ruler on hold than the new one, the clan will want to title of the ruler, the size of the stronghold, move in.

Otherwise, they will still support the some military details. An artillerist is usually and so forth. The following details apply to a fighter, level A Bailiff is a minor official in charge of one The staff is all the same race as the PC. A player character does not normally garrisoned , but again, problems fight- gain any of these titles; they require great tant Retainer who is responsible for all mili- ing among themselves, taking orders will amounts of work and time, leaving none for tary aspects of the stronghold, both offensive arise if they are of a different race.

The Castellan is usually a adventuring. The highest rank normally The ruler is directly served by Retainers achieved by a PC demi-human is that of fighter, level A Clanholder serves the clan, person, or an unusually loyal follower. A Ser- and may indeed own the structure of the clan food serving staff. The many types of Cleric of the stronghold, and possibly of the members. This title is added to the clerics The demi-human races care little for Carpenter, Cellarman Wine Steward , human politics, and Clanmasters and Keep- normal title.

If this tithe is not paid, talman, Potter, Poultryman, Stonemason, the Chaplain will not serve. Baron, Count, etc. Expert cially if the PC owns the stronghold. Set, page More information on the clan Relic is Household servants, herdsmen, and others An Equerry is in charge of the care and given in each demi-human class description are trained and given food, but nothing else is feeding of horses and other animals.

Your Dungeon Master will tell provided-not even a bed. The Guard Captain 4, As an average, posts watches within the stronghold, and is responsible for the safety of the ruler-and Wilderness.

The Guard Captain is usually a Life is hard in the wilderness, but can be 9th or higher level fighter. The wil- ruler. The total habitants of a stronghold is the number of servants plus servitors, seals of most or all dominions near and far. Years may pass before the newly created retainers, and family.

The Herald community can thrive in peace. In large dominions, even The Herald is Civilized lands have owners, who either all at once, except for tournaments. Many established rulers have Advisors and Officials A Magist 3, The most including its defense. The Magist may have a where some may not even believe that their common Advisors are the Artillerist, Castel- Tower elsewhere, serving as needed, or may ruler exists! A Magist. The Seneschal is dominion.

Squires become 1st level fighters a judge of law, acting for the ruler. The Mag- the ruler when the ruler is not there. A Squires dominion if any , and advises the ruler of law enforcement, arrests and investigations. The Magistrate oversees the Sheriffs Cases are brought before a Magistrate for the Squire then returns home, and is usually and lesser Magistrates.

A Marshal is an aging fighter hired to train housekeeping, and so forth. A Lady-in-waiting is the daughter of a troops and guards. A Warden is a person charged with the Noble within the rulers realm, acting as a A Provost is a tax collector. A Reeve is a bookkeeper, responsible for game warden, town warden, etc. From Ladies-in-waiting will be sent to a the records of taxes, tithes, gifts, and so forth.

See Expert Set, hold. The D M and many game situations. One game mechanic players should discuss this, and decide how often used is an ability check-rolling one or much should be played, and how much more dice and comparing the result to one should be assumed. Be careful not to make ability score to determine success or failure. A roll of the Ability score or less on id20 This principle of Character knowledge is means success 3d6, 4d6 or 5d6 for difficult used often in Companion level play.

For tasks may be used. For example, if a charac- example, a character with a stronghold would ter tries to move a huge boulder, the D M handle routine details of administration, could make a check against the characters inspections, and so forth; so these are consid- Strength score. Some of the puzzles may provide greater things. Avoid getting bogged down When playing the role of a fantasy charac- entertainment for the players, and may be in minor details, and concentrate on having ter, many things are ignored, and rarely or discussed in detail-but the players should fun!

For example, not be required to be the characters in this an adventurer must clean and oil his weapons way. A character with 18 Intelligence should and armor; someone cooks breakfast; and be much smarter than most players! But After reaching Name level, characters these things do not affect the adventure or the know their professions, and would not make game.

Though the player of a thief A character with a high Charisma score might forget to mention some detail of exam- could be a smooth talker in negotiations- ining a treasure chest, the character would whether or not the player could do the same. A adjustment to the reaction roll; the D M con- spell caster would be aware of the proper use siders the actions and abilities of the charac- of the spells known; if the player makes a ter, not those of the player.

Becoming a Land Owner Choosing to Travel 4. The cleric often visits local rulers, and Before building a stronghold, a cleric who A cleric who decides to travel may follow may gain special knowledge rumors, decides not to travel must report to a superior one of two routes: in civilized lands, or in wil- maps, etc.

However, conflicts of some type, either a church official or a derness. Some land is A cleric who travels within the boundaries arise, and they might banish, exile, or usually granted, unless the cleric has had of the civilized world usually looks for ways to imprison the travelling cleric if their dis- problems with his superior in the past; if so, help those of the same Alignment whatever agreements cannot be resolved.

The cleric may travel alone, 5. The cleric gains fame, for better or worse. The fol- Tales of the clerics deeds will remain after The Dungeon Master must decide lowing details exist for a cleric who doesnt the cleric leaves, and these tales may whether the clerics church has the power to own land.

The cleric cannot rise in authority in the tion and politics of the campaign world. A cleric who travels to the wilderness usually Theocracy the rulership of the church. A land-owning cleric gains the ability to 2. The cleric should gain experience points searches for enemies of the church, to convert rise in power among the Theocracy the gov- or destroy.

This cleric normally travels with for helping those of the same Alignment. More lands can be 3. Special adventures are frequent, as the other characters as an adventuring party gained, more Normal Men will settle the problems encountered in other lands often though the others may all be NPCs. The area around the clerics stronghold, and more require a great leader the cleric for a suc- benefits and problems are similar to those of income will result from the settlements.

Duration: Permanent The cleric may discover a new race or civi- Effect: Any one living creature lization. This spell is similar to a cure light wounds The tales of the wilderness clerics deeds spell, but will cure one living creature of 1 are usually more distorted, so that little 3d6.

Myths and legends about The reverse of this spell cause critical the cleric may arise, for possible misun- wounds causes points of damage to any derstandings at a future time. The caster must make a normal options above, or if desired may choose to Hit roll to cause the critical wound. After months of study and medita- When cast at an Undead creature of more tion, the cleric becomes a druid, and may Hit Dice than a vampire, this spell inflicts 3- learn new spells see page The victim may The life of a druid is far different from any- make a Saving Throw vs.

It is a diffi- damage. The reverse, finger o f death, will actually can carry up to 5, cn. It can become ethe- cure points of damage for any Undead real at will, and thus can travel to most places Spells with 10 or more Hit Dice phantom, haunt, easily.

However, it cannot pass a protection All rules on spell casting are given in the spirit, nightshade, or special. Range: 0 cleric only caster. Any reversible cleric spell may be reversed Duration: 1 turn 1 round per level of caster. The spell is Range: 60 including some of 7th level.

Most 5th and 6th quite powerful; the cleric can see all hidden, Duration: 12 turns level spells are explained in the Expert Set; invisible, and ethereal objects and creatures, Effect: Creates whirling hammers additions are explained hereafter.

In addition, any up to 30 in diameter and 30 high. The bar- The Druid description and spells are given things or creatures not in their true form- rier is a wall of whirling and dancing ham- after the normal cleric spells page Commune possibility of deception.

Alignment is also of damage from the whirling hammers no 2. Create Food seen, as is experience and power level or Saving Throw. This spell is often used to 3. Insect Plague will destroy any one barrier created by a Aerial Servant 6. It can also be used to destroy a magic- 7. Truesight Duration: 1 day per level of caster spell effect. It will not affect a wall ofiron. Aerial Servant An aerial servant is a very intelligent human- 2.

With this 3. Create Normal Animals which appears immediately. The cleric must Duration: 10 turns 5. Cureall then describe one creature or item to the ser- Effect: Creates loyal animals 6. Find the Path vant, or else it will depart.

The approximate The cleric is able to create normal animals 7. The animals will 8. Earthquake creature and bring it to the cleric. The ser- away, if desired. The animals created 2. Holy Word vant will take as much time as needed, up to will understand and obey the cleric at all 3. They will fight if so commanded, and 4. They to shake, and opens large cracks in the This spell is similar to the 5th level raise dead are normal animals, and may attack others ground.

A 17th level caster can affect an area spell, except that it can raise any living crea- unless their instructions are carefully up to 60 square, adding 5 to each dimen- ture. Any human or demi-human recipient worded. For One large elephant, hippopotamus, etc. Earthen fully. If any other living creature other than be created.

Giant animals cannot be cre- formations hills, cliffsides, etc. The animals disappear when slain or slides. Cracks in the earth may open and guidelines given in the raise dead spell apply when the spell duration ends. Cureall A 17th level cleric can use this spell on a Holy Word human or demi-human body that has been Range: Touch Range: 0 dead up to 4 months; for each level of experi- Duration: Permanent Duration: Instantaneous ence above 17th, 4 months are added to this Effect: Cures anything Effect: All creatures within 40 time.

Thus, a 19th level cleric could cast raise This spell is the most powerful of the healing This spell affects all creatures, friend or foe, dead fully on a body that has been dead up to spells.

When used to cure wounds, it cures within a circular area of 40 radius, centered 12 months. When the cleric casts this spell, only points of damage. It will remove a all creatures of alignments other than the or less, the creature is immediately destroyed curse, neutralize a poison, cure paralysis, clerics are affected as follows: no Saving Throw.

An Undead creature of cure a disease, cure blindness, or even Hit Dice must make a Saving Throw vs. However, it will up to 5th level: Killed Spells, with a -4 penalty to the roll, or be cure one thing only; if the recipient is suffer- level Stunned turns destroyed. An Undead of more than 12 Hit ing from two or more afflictions such as level Deafened turns Dice takes 6d10 points of damage, but wounds and a curse , the cleric must name level Spells to take the one to be cured.

If cast on the recipient of Any victim of 13 levels or more or of the same damage. Spells to avoid the effect entirely. This powerful spell cannot be blocked by form affects Undead destroy 7 Hit Dice or stone, nor by any other solid material except less, et al. It can be blocked by an antimagic any type, obliterate has the same effect as a Earthquake shell. It will not restore more than one level, nor will it add a level if none have been lost. Furthermore, the casting of this spell causes the cleric to lose 1 level of experience, as if struck by a wight; however, this effect is not permanent, and the cleric may rest for days to regain the loss.

The reverse of this spell life drain will drain one level of experience from the victim touched, just as if touched by a wight or wraith. The casting of this spell does not cause any loss to the cleric, nor does it require any rest, but it is a Chaotic act, avoided by Lawful clerics. Call Lightning Druid Philosophy 2. Hold Animal A druid character studies life itself-the 3. Water Breathing balance of Nature and all living things.

Control Temperature 10 radius that were once alive leather, wood, etc. Plant Door Dead things that have never been alive are 3. Protection from Lightning repulsive to the druid; the character simply wont want to use or touch them. Anti-Plant Shell dead things. Thus, a druid can be a chal- 2. Control Winds lenging character to play, but the role can be 3. Pass Plant very entertaining.

Druids have no power to Turn 2. Transport Through Plants choose to study nature instead of remaining Undead and may contact town churches if 3. Summon Weather among civilized areas. This type of cleric is Undead threaten their realms.

The cleric must find and live Every druid lives in, protects, and tends a 1. Creeping Doom in a woodland home, meditating for section of woodlands. Druids do not think of 2. Metal to Wood months. During that time, the cleric is found, themselves as owners, but rather as care- 3. Weather Control tested, and taught by a higher level druid takers. Nearly every tree in every woodland usually 25th level or greater , and then joins is cared for by a druid.

Although minor dam- the realm of the druids. The druids way of life is devoted to ished by druids. Even Chaotic monsters the balance of all things, and the study of nat- Range: 60 know this, and avoid harming things of the ure. Any change of alignment results in the Duration: 1 round per level of caster woods lest they incur the wrath of the local loss of all druid benefits given below until Effect: Illuminates creatures or objects druid. Neutral alignment is restored. The DM and players should be sure not to With this spell, the druid can outline one or The main differences between a druid and abuse this role; druids are not all-powerful, more creatures or objects with a pale, flicker- a normal cleric are: and believe in the balance of all things.

For ing greenish fire. The fire does not inflict any 1. A druid cannot cast any spell that affects example, a party foraging for food would not damage. The objects or creatures need only good or evil personal or ranged protec- be attacked by a druid unless they killed more be detected in some way such as by detect tion from evil or dispel evil. New spells only for druids may be cast. When characters perform good The druid can outline 1 man-sized crea- druid lists.

A druid must live in a woodland home, wounded animals, this does not make the rather than in a town or city.

However, 4. A druid may not wear metal armor of any assistance in fighting a huge disaster-such type, nor use metal items. Leather is the as a magical storm or major forest fire-could only possible armor for druids, and while earn the gratitude and help of a druid. The standard weapon The following druid spells may be learned restrictions for clerics apply to druids, and and cast along with normal cleric spells. The they may only use wooden weapons a total number of spells usable in one day does specially made wooden hammer, wooden not change from those of a cleric; the charac- staff, etc.

Druid spells are not reversible. Faerie Fire the character loses, 30th level is not gained 2. Locate but a new challenge may be issued every 3. Predict Weather 3 months. Warp Wood. Thus, at 20th level, 48 of fire oil, etc. For example, a 20th level druid can be produced outlining one dragon-sized While holding the flame, the caster can cause could cast the spell at 10 giant toads 2.

Note that the spell can affect sum- tures. Other items may be held and used in the Locate Water Breathing hand while the fire is out. If desired, the fire Range: 0 druid only may be dropped or thrown to 30 range, but Range: 30 Duration: 6 turns disappears 1 round after leaving the druids Duration: 1 day Effect: Detects 1 animal or plant within hand. Effect: One air-breathing creature feet This spell allows the recipient to breathe This spell allows the druid to sense the direc- Warp Wood while under water at any depth.

It does not tion of one known normal animal or plant. Range: affect movement in any way, nor does it inter- The druid can locate similar to the locate Duration: Permanent fere with the breathing of air. Control Temperature 10 radius He must name the exact type of animal or The spell will affect one arrow for each level Range: 0 druid only plant, but does not need to see the specific of the caster; a spear, javelin, or magic wand Duration: 1 turn per level of the caster one he wishes to locate.

The animal or plant is treated as two arrows worth, and any club Effect: Cools or warms air within 10 gets no Saving Throw. This spell is most or staff magical or otherwise as four. The often used to find special plants. This spell allows the druid to alter the tem- spell will not affect any wooden items other perature within an area 20 across.

The max- Predict Weather than weapons. If a magical wooden item is imum change is 50 degrees Farenheit , Range: 0 druid only the target such as a s t a q , the wielder may either warmer or cooler.

The change occurs Duration: 12 hours make a Saving Throw vs. Spells to avoid the immediately, and the effect moves with the Effect: Gives knowledge of coming weather effect. Items carried but not held get no Sav- druid. It the spell lasts. Third Level Druid Spells radius.

The spell does not give any control Plant Door over the weather, merely predicting what is to Call Lightning Range: 0 druid only come. Range: Duration: 1 turn per level of the caster Duration: 1 turn per level of the caster Effect: Opens a path through growth Second Level Druid Spells Effect: Calls lightning bolts from a storm For the duration of this spell, no plants can Obscure This spell cannot be used unless a storm of some any type is within range of the druid.

Even trees will bend or magically open Duration: 1 turn per level of the caster If a storm is present, the druid may call 1 lightning bolt per turn 10 minutes to strike to allow the druid to pass. All equipment car- Effect: Creates a huge misty cloud ried can also be moved through such barriers, at any point within range. The lightning bolt This spell causes a misty vapor to arise from descends from the sky, hitting an area 20 but no other creature can use the passage.

Each victim within that area takes 8- Note that a druid can hide inside a large cloud. The cloud is 1 high per level of the tree after casting this spell. The druid cannot 48 8d6 points of electrical damage, but may druid, and is 10 across for each level. For see what is happening while he is in the tree. The druid need not call the light- Protection from Lightning obscure 20 tall and radius. The cloud ning every turn unless desired; it remains has no ill effects except to block vision.

The Range: Touch available until the spell duration or the Duration: 1 turn per level of the caster caster, and all creatures able to see invisible storm ends. All other creatures within the cloud Hold Animal Any recipient of this spell is immune to a will be delayed and confused by the effect. The exact Range: amount is determined by the level of the Produce Fire Duration: 1 turn per level of the caster druid: for each level of experience, one Die of Range: 0 druid only Effect: Paralyzes several animals damage is negated.

Thus, a 20th level druid Duration: 2 turns per level This spell will affect any normal or giant- could be protected against 2 full call lightning Effect: Creates fire in hand sized animal, but will not affect any fantastic attacks of 8 dice each , plus half of a third. This spell causes a small flame to appear in creature, nor one of greater than animal Any electrical attacks partially negated are the druids hand. It does not harm the caster intelligence.

Each victim must make a Saving handled normally for the remaining damage; in any way, and sheds light as if a normal Throw vs. Spells or be paralyzed for 6 turns. The flame can be used to ignite com- The druid can affect 1 Hit Die of animals for 24 points ofdamage, or points ifthe Sav- bustible materials touched lantern, torch, each level of experience, ignoring plusses ing Throw were made.

Fifth Level Druid Spells This spell creates an invisible barrier around Severe weather hurricane, severe heat Anti-Plant Shell the druids body less than an inch away. The range of Range: 0 druid only normal and giant-sized, as well as insects and summoning is 5 miles at levels 12 to 15, add- Duration: 1 round per level of the druid all other non-fantastic creatures of animal ing 1 mile for each level of the caster above Effect: Personal barrier which blocks plants intelligence or less.

The druid cannot attack 15th. For example, a 20th level druid could This spell creates an invisible barrier around animals while protected except by use of summon weather from up to 10 miles away. Creeping Doom damage. If the caster pushes through normal Range: Transport Through Plants but dense growth while protected, an open- Duration: 1 round per level of the caster ing will result, passable by others.

While pro- Range: Infinite Effect: Creates a 20 x 20 insect horde tected, the druid cannot attack plants except Duration: Instantaneous This spell magically creates a huge swarm of by magic spells; the plants are protected from Effect: Long-range teleportation 1, creeping insects, appearing anywhere the druids physical attacks, just as the druid This spell may be used once per day at most.

The druid must be near a plant of any size , caster. They fill an area 20 x 20 at least, Control Winds and must choose either a general location or a and can be ordered to fill any area up to After casting 60 at most. They vanish With this spell, the druid can cause all the air domly if not specified.

There is no limit to after the duration ends, or whenever the within range to behave as desired, either the range, but the plants must both be living druid is more than from them. One full turn of concentration cant same Plane of Existence. If either plant is everything in their path, inflicting 1 point of move or attack is needed to change the wind dead, the spell fails. Otherwise, the caster damage per 10 insects-a total of points completely calm to gale, for example.

The immediately reappears at the new location. Normal attacks such as fire level caster using the same spell. The effect ing creatures. The creeping elemental , the victim may make a Saving Range: 5 miles or more doom can be destroyed by a dispel magic spell Throw vs. If this is failed, the druid Duration: 6 turns per level at normal chances for success , but it can may slay or control the air creature by proper Effect: Brings weather to druids area penetrate a protection from evil effect, and use of the wind force.

The creature will only When this spell is cast, some known nearby can move over most obstacles at the normal obey as long as concentration is maintained; weather is pulled to the druids location. The movement rate. The amount that With this spell, the druid can enter one tree, can be transmuted is 50 cn per level of the teleport, and immediately step out of another caster. The trees must be large ant to the magic.

The effect is permanent, enough to enclose the druid. The range a and cannot be changed back with a dispel druid can teleport varies by the type of tree, magic spell. Any armor changed to wood falls off the Oak yards wearer and any weapons affected turn to Ash, Elm, Linden, Yew yards non-m -a1 wooden clubs. Evergreen trees yards Other trees yards Weather Conti Range: 0 druid only Sixth Level Druid Spells Duration: Concentration Anti-Animal Shell Effect: All weather within yards Range: 0 druid only This effect is identical to the 6th level magic- Duration: 1 turn per level of the caster user spell see page Effect: Personal barrier which blocks animals.

Fighter not be aided, and if the Paladin is on a mission for a higher authority such as a A 15thth level fighter is called a Lord if Quest, serving a Duke, etc. The following X P amount of help need be given, along with and Saving Throw tables apply to fighters of an explanation.

In return, the ruler will 15 , declare the character a Knight; that ruler 16 1,, then becomes the Knights liege.

Lawful 17 1,, and Chaotic fighters may become Knights if 18 1,, they do not become Paladins or Avengers 19 1,, either by choice or by failure to meet the 20 1,, requirements. If summoned by his liege, the Knight 25 2,, must report as quickly as possible, and must serve as the liege orders. The DM may increase this penalty Level: 25 if the offense warrants it; the previous Death Ray or Poison 6 5 5 4 4 liege may even order the offender slain.

In Magic Wands 6 6 5 5 4 addition, rumors and tales of the traitor- Paralysis or Turn to Stone 7 6 6 5 5 ous Knight may haunt the character for- Dragon Breath 8 7 6 5 4 ever after. Rod, Staff, or Spell 9 8 7 6 5 If his liege dies, the Knight is free to choose another. Additional benefits lands, money, etc. A Paladin can detect evil as the cleric rare, and rarely granted.

The Knight people. They may remain inde- 3. If the Paladins Wisdom score is 13 or 3. A Knight may visit any castle, of any ter- pendent or swear fealty to another ruler. The castle Your DM will tell you what system of gov- as if a cleric of one-third the level of the owner must, by the customs of the land, ernment is used in his campaign, and what fighter rounded down. If the Wisdom give the Knight a place to stay for up to the character must to do obtain land and rule score is 12 or less, the fighter can still be a three days, along with food and drink.

No a dominion. Paladin, but cannot cast spells. For exam- friendliness need be shown, but the ple, a 17th level Paladin can cast spells as Knight cannot be challenged, attacked, or Travelling if a 5th level cleric. This custom is nearly The alignment of a wandering fighter The Paladin learns how to meditate and universal.

If a Call to Arms sounds a call for knights and so forth. The clerics will refuse any offer of com- to battle for justice , the Knight must A LAWFUL wandering fighter may be pensation or payment for this service. This declaration can only be known as a Paladin if he meets the following 4. A Paladin can Turn Undead, as if a cleric issued by the ruler of a large town requirements.

Otherwise, he may be a of one-third the level of the fighter, Mayor or territory Archduke or greater Knight. A fighter must swear fealty an oath of 5. A Paladin may only travel with a number ing. When the Call to Arms sounds, the service to a Lawful church to gain Pala- of hirelings equal to no more than his cler- Knight must immediately travel as fast as din status.

The fighter must be Name ical level. A Paladin must assist anyone who asks for and fight as ordered by the ruler. The church. Thereafter, the Paladin may be for help-with two exceptions: evil need Knight is entitled to compensation for this. An Avenger may not have human or normal damage inflicted based on the issuing the Call to Arms, if the Knight demi-human hirelings. However, the weapon used , plus magic and Strength demands it although this is not required Avenger may try to persuade monsters of bonuses if applicable.

Chaotic alignment. If a Chaotic creature Parry: The character does not attack at all, There are two notable exceptions to this is not immediately hostile, the Avenger but spends the round blocking attacks with custom. In lands where civilization is may offer food or treasure, indicating his weapon.

All who attack hand-to-hand unknown, this custom might not be used. If against a Parrying character suffer a -4 pen- More commonly, if the Knight is within a ter- this fails, threats or combat resulting in alty to their Hit rolls. This does not apply to ritory that has declared itself hostile to the surrender may accomplish nearly the any device-hurled missile, but does apply to Knights liege, the Knight need not respond.

If the creatures Reaction roll hand-hurled missiles. The Knight may, in fact, be a known enemy, indicates friendship, the creature is per- Disarm: This action may only be used and may be in great danger when the Call to suaded to follow and obey the Avenger. Creatures Arms sounds. The effect lasts for a duration identical to whose weapons are natural claws, teeth, a charm magic-user spell; once it ends, it etc. If the become an Avenger if he meets the following 6.

An Avenger may visit any castle, ruin, or attack hits, no damage is inflicted. Instead, requirements. Otherwise, a Chaotic wander- ing fighter may become a Knight. If the modified roll is greater than 1. The fighter must make an alliance with a Chaotic church.

This is not a swearing an Sanctuary see Knight, above. The victim may either switch oath of fealty, but a loose agreement of other alignments and check for normal weapons, using another weapon carried suf- loyalty and support; the church may reactions.

The Ruler may be deceived, fering only the loss of initiative for the next decline the offer. If the church accepts, the believing the Avenger to be a Knight round , or try to retrieve the weapon dropped churchs leaders may summon the unless forewarning or some magical see below. Avenger at any time, and he must do as means reveals the Avengers true status ; When retrieving a weapon, a victim must they command.

If they are disobeyed, all benefits of the Avenger are lost. Note: Many situations may make it tus by negotiating with a different church. An Avenger can detect evil as the cleric spell up to once per round, simply by T h e following characters may use the up weapon, etc. If the Avengers Wisdom score is 13 or 1.

Any wandering fighter who gains Pala- victim is an NPC. For monsters, assume a greater, the Avenger can learn to cast din, Knight, or Avenger status; Dexterity score of The DM may modify cleric spells as if a cleric of one-third the 2. Any land owning fighter who swears this, considering the creatures general char- level of the fighter rounded down. If the fealty to a ruler; acteristics small and quick, large and Wisdom score is 12 or less, the fighter can 3.

Any demi-human character who achieves clumsy, and so forth. Knight status, either within or outside of For example, a 20th level Avenger can the clan. Other human classes may not use these The Avenger learns how to meditate maneuvers including fighters who do not and cast spells from the clerics of the achieve any special status because they church-but at a price DMs choice, but require special study of the art of hand-to- a minimum of 10, gp per spell level hand combat, taught only by Knights, Pala- gained is recommended.

An Avenger may Turn Undead as if a Multiple Attacks: The character gains cleric of one-third the fighters level, but this ability at 12th level. Demi-humans gain with an important difference. If the result this ability at certain XP levels, as given in is Turn or Destroy, the Avenger may the class descriptions. If the character can hit choose to control them instead of gaining an opponent with a Hit roll of 2 calculated the usual result.

If control is chosen, it including all adjustments , he may make 2 lasts for 1 turn per level of the Avenger. At level 24 and Undead thus controlled behave as if higher, he may make 3 attacks; at level 36, he charmed, obeying the Avenger as if may make 4 attacks each round. This applies friends. If Smash: The character using a Smash auto- the duration of the control ends without matically loses initiative, and accepts a -5 incident, the Undead will flee as if penalty to his Hit roll.

If the attack hits, add the characters entire Strength score to the Turned. Paralysis or Turn to Stone 9 7 5 4 Becoming a Land Owner Dragon Breath 12 10 8 6 Rod, Staff, or Spell 9 6 4 3 A magic-user who wants to settle down, rather than travel, may choose to remain independent or to live with an existing ruler. This must be A Magist may go on normal adventures if Independent magic-users often ignore done carefully, lest the remaining monsters the ruler gives permission.

The ruler knows titles completely, which adds to their mysteri- be scared away. They are commonly referred Occasionally, wandering magic-users may Magist, and will usually give permission if no to as Wizards, whatever their actual names come and offer to help with Magical immediate magical needs are pressing. Part 3 is all about magic. Part 4 is about tools for Dungeon Masters. It includes information and stat blocks for monsters, advice for building combat encounters, and magic items.

By Shelly Mazzanoble and Greg Tito. More info. Make sure you click Jeff Easley. Editrice Giochi. Protocol Productions. Wizards of the Coast. Fans: 5 Become a Fan. Record a Play. Nick: PDF version. Size: Nick: French Version. Nick: Italian Version. Nick: Ausbau Set. Nick: Box Set. Description Edit History. More Information Edit History.

Category: Language:. No Files Found. Linked Items. Dragon Issue 84 - Apr Polyhedron Issue 20 - Vol. Polyhedron Issue 22 - Vol. White Dwarf Issue 61 - Jan Dragon Issue - Apr Dragon Issue - Jun Dragon Issue - May Game Weight: 2.

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