I have started assembling a similar wiki to this one for the Basic Set (specifically Moldvay, though it should hopefully expand to include all iterations). If anyone has any experience with B/X D&D, the help would be appreciated in building out the site, which can be found below.
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There is a slight misinterpretion on the Barbarian page. In the paragraph talking about Two Weapon Attacks it says "They may make one additional attack per round beyond the normal limit. Wielding two weapons, they may make three attacks (two with the main weapon, one with the secondary weapon). When using two weapons simultaneously, the barbarian suffers penalties on both weapons' attack rolls, as indicated on Table 7." In the actual Complete Book of Barbarians this comes an example using a 13 Level Barbarian.
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Cleric (POSP)
Clerics are the most common type of priest character, and they generally are good-aligned. Clerics are sturdy soldiers in the service of their deity. They can wear any type of armor and carry a shield, but they are restricted to using only blunt, bludgeoning weapons. They can use many magical items, including magical versions of their armor and weapons.
Spells are the cleric's primary tool. Normally, a cleric spends character points to gain major access to the spheres of all, astral, charm, combat, creation, divination, guardian, healing, necromantic, protection, summoning, and sun, as wall as minor access to the elemental sphere.
A cleric receives 125 character points to spend on skills and abilities from the following list. Skills cost 3 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game.
Access to spheres: Access to a sphere of spells costs 3 to 15 character points, as shown on the table below:
Casting reduction (5): The cleric's spell casting time is reduced by 1. All spells still retain a minimum casting time of 1.
Detect evil (10): Clerics with this ability can see emanations of evil from creatures or objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions.
Detect undead (10): Clerics can detect all undead within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions. Clerics cannot detect undead through stone or other thick materials.
Expert healer (5): This ability allows the character to cast one cure light wounds spell a day in addition to the number of spells the priest can normally cast.
Followers (5/10): By purchasing this skill, a cleric can gain followers as described in the Player's Handbook if he establishes a stronghold and is at least 8th level. If this is purchased as a 10-point ability, the cleric can attract followers whenever he establishes a stronghold, regardless of level. Refer to the priest section of the Player's Handbook for more details on followers.
Hit point bonus (10): Clerics with this ability use 1d10 to determine their hit points rather than 1d8.
Know alignment (10): This ability allows the character to cast the know alignment spell once a day. This is in addition to the number of spells the priest can normally cast.
Resist energy drain (5): Priests with this ability gain a +1 bonus to saving throws vs. the energy drain spell and the level-draining attacks of undead. If the attack does not normally allow a saving throw, this ability has no effect. This ability's saving throw bonus does apply to characters protected by the negative plane protection spell.
Spell duration increase (10): The duration of all non-instantaneous spells cast by the cleric increases by 1 round for every two experience levels of the cleric. For example, a 6th level cleric has his spells' durations increased by 3 rounds.
Turn undead (10): The cleric is granted power over undead, such as zombies, skeletons, vampires, and liches. Clerics can drive away these creatures, and as clerics advance in faith and experience levels, they can destroy some forms of undead. Below is the chart for turning undead.
Table 36: Turning Undead
Warrior-priests (10): Priests who select this ability use the warrior Strength and Constitution bonuses for exceptional scores. For example, a priest could have an 18/30 Strength, and he could gain bonus hit points for having a Constitution score greater than 16.
Weapon allowance (5): A priest with this ability can choose a favored edged weapon of his deity. For example, a cleric of the elven deity Corellon Larethian could use a long sword, or a priest of the Norse god, Odin might wield a spear. The character must still purchase proficiency in the allowed weapon.
Weapon specialization (15): This priest can specialize in a particular weapon. The character point cost must be met in addition.
Wizardly priests (15): These priests gain access to one school of wizard spells and can cast them as if they were clerical spells. The priests must continue to observe the number of various level spells they can cast each day.
Optional Abilities
A customized specialty priest is constructed from the list of optional abilities and restrictions below. A priest begins with 120 CPs to purchase abilities and may gain additional CPs by taking limitations.
Access to spheres (variable): The priest must purchase each sphere of access with character points. He may cast spells only from spheres he has access to and may only cast spells of 4th level or higher if he has major access to a sphere. Normal cleric access costs 100 points; druid access costs 70 points; crusader access costs 55 points; monk access costs 60 points; and shaman access costs 60 points. See Table 6 : Access Costs.
Table 6: Access Costs
SphereMinorMajorSphereMinorMajorAll35Healing510Animal510Law58Astral35Necromantic510Chaos58Numbers510Charm510Plant510Combat510Protection510Creation510Summoning510Divination510Sun35Elemental820Thought510Air25Time510Earth38Travelers35Fire38War35Water25Wards510Guardian35Weather510
Animal empathy (10): This ability is similar to that of the ranger character class. If the priest carefully approaches a natural animal, he can modify the animal's reactions. Domestic or nonhostile animals are befriended automatically, while wild animals or those trained to attack must make a saving throw vs. rod, staff, or wand to resist the priest's overtures. The priest imposes a saving throw penalty of –1 per three experience levels (–1 at 1st to 3rd, –2 at 4th to 6th, and so on.) If the animal fails to save, its reaction is shifted one category as the priest chooses—for example, from hostile to threatening, or neutral to friendly.
Armor Class improvement (15): The priest is trained in avoiding blows through timing and deception. His natural Armor Class improves by one point at every even level (AC 9 at 2nd, 8 at 4th, 7 at 6th, and so on) to a maximum of AC 2. However, this ability is useless if the priest wears any form of armor or magical devices which replace armor, like bracers of defense.
Casting time reduction (5): The casting time of the priest's spells is reduced by 1, to a minimum of 1.
Cold resistance (5): The priest enjoys an unusual resistance to natural and magical cold, gaining a +2 bonus to saving throws versus these effects. Ice-based attacks or effects are included in the priest's resistance.
Combat bonus (20): The priest's THAC0 advances at the warrior rate of 1 per level instead of the normal priest rate of 2 per 3 levels. The effects of this ability become more pronounced at higher levels.
Communication (10): A priest with this ability learns one language per level from a related group of racial tongues. For example, a druid learns the languages of woodland or sylvan races. A priest of a god of the sea might learn the languages of aquatic races instead, while a dwarven priest could learn the languages of mountain races or creatures of stone.
Detect evil (10): This power allows the priest to use detect evil once per day per two levels (twice a day at 3rd, three times a day at 5th, etc.). The priest must stand still and concentrate for one round; in all other respects the ability operates just like a detect evil spell cast by the priest.
Detect undead (10): A priest with this ability may use detect undead once per day per two levels. He need only stand still and concentrate for one round to invoke the power. The duration and area of effect are the same as a detect undead spell cast by the priest.
Expert healer (10): A priest with this power gains one additional cure light wounds per day in addition to any he chooses to memorize.
Extended spell duration (10/15): The duration of any noninstantaneous spell cast by the priest is increased by one time unit per two levels. The unit of time varies, depending on how the spell's duration is normally measured; rounds for rounds, turns for turns, and so on. For 10 points, this applies to spells of one sphere and for 15 points to spells of all spheres.
Fire/electrical resistance (7): The priest gains a +2 bonus to saving throws vs. fire or electrical effects, including both natural phenomena and magical attacks.
Followers (5/10): For 5 points, the priest gains followers as described in the Player's Handbook for the standard cleric—at 8th level, 20 to 200 soldiers arrive to serve the character. If the priest spends 10 CPs on this ability, he gains these followers whenever he establishes a suitable stronghold, regardless of level.
Hit point bonus (10): A priest with this ability uses a d10 for his Hit Die instead of a d8.
Identify plants and animals (5/8): At 3rd level, the character gains the ability to identify natural plants and animals. He may also identify pure water. For an additional 3 CPs, the priest has this ability at 1st level.
Immunity to charm (5+): At 7th level, the priest becomes immune to charm effects or spells cast by a group of related creatures, such as woodland creatures, undead, plant monsters, extraplanar monsters, or wizards. The priest may gain this power at an earlier level for a cost of +1 CP per level (6 CPs at 6th level, 7 at 5th, and so on.) Each class of monsters or races the priest is immune to costs an additional 5 CPs each.
Immunity to magic (15): The priest enjoys partial immunity to one type of magic—alterations, invocations, necromancy, and so on. Both wizard and priest spells of this type are included. The priest gains a +4 bonus to saving throws against spells of the type chosen, or a normal, nonpenalized saving throw against spells that do not normally allow a save.
Immunity to natural disease (10): The priest is immune to normal diseases, although magical diseases such as lycanthropy and mummy rot still affect him. This is similar to the paladin's ability to resist disease.
Inspire/enrage allies (5/10): Through his prayers and exhortations, the priest can inspire his allies in battle, giving them a +1 bonus to their attack rolls and saving throws. The priest must do nothing but chant for at least three full rounds before his allies gain bonuses, and the effects last for 1d3 rounds after he stops. All allies within 10 feet of the priest are affected. As a 10-point power, his allies become enraged, increasing the bonuses to +2. The priest can do nothing else while using this power.
Know alignment (15): Once per day per two levels, the priest may make use of know alignment. The spell functions exactly as if it was actually cast by the priest.
Lay on hands (10): The priest has the power to lay on hands once per day, curing up to 2 points of damage per experience level. This is identical to the paladin character class ability.
Pass without trace (5/7): At 3rd level, the priest gains the ability to pass without trace, as per the spell, at his normal movement rate. For 7 CPs the character may have this ability at 1st level.
Proficiency group crossovers (5+): Normally, priests may learn nonweapon proficiencies from the priest and general lists at no extra cost. Each additional crossover group costs 5 CPs and allows the priest to learn nonweapon proficiencies from another character group's list with no penalty.
Purify water (5): Once per day, the priest may make use of a purify food and drink spell, applying it to water or brine only. The power operates as a spell cast by the priest in respect to area of effect.
Resist energy drain (5/15): Priests with this ability gain a +1 to saving throws versus the energy drain spell and the level-draining attacks of the undead. If the attack does not normally allow a saving throw, the power has no effect, but the saving throw modifier does apply to characters under a negative plane protection. For 15 points, this ability allows a priest to attempt a saving throw vs. spell with a –4 penalty to avoid a level-draining attack that normally allows no saving throw.
Secret language (5): Priests with this ability share a secret form of communication that only they understand. This permits secure conversations in almost any setting.
Shapechange (15+): This is the druid's normal shapechange power. Beginning at 7th level, he may change into a mammal, reptile, or bird three times per day—each form may be used once. Each transformation heals 10%–60% of any damage the character has sustained. The acquisition of this power may be accelerated for 2 CPs per level, so for 17 CPs the priest may shapechange at 6th level.
Spell-like granted power (special): Many priests have unusual granted powers that simulate the effects of various spells. Unlike spells, these granted powers require no material components. A spell-like granted power may be invoked once per week and has a base cost of 10 CPs, plus the following modifiers:
1 CP/spell level for priest spells
2 CPs/spell level for wizard spells
5 CPs for a once per day use
1 CP/level for each additional daily use
10 CPs for a continuous or persistent power
For example, a priest who wishes to invoke a fireball once per week would pay 10 CPs, plus 6 CPs (3rd-level wizard spell), for a total of 16 CPs. The ability to use the power once per day would cost an additional 5 CPs, for a total of 21 CPs. Using cure light wounds three times per day would cost 10+1+5+2, for a total of 18 CPs.
Regardless of the amount of points paid, a priest may not have a spell-like granted power of 6th or higher level and is limited to no more than one granted power per two levels—one at 1st level, one at 3rd, one at 5th, and so on. The DM should carefully review any proposed granted powers. Note that when the priest invokes a power, factors such as range, damage, duration, and other effects are determined as if he had actually cast the spell.
Spirit powers (30+): A priest with this ability commands spirit powers , as described for the shaman earlier in this chapter. For 30 CPs, the shaman may contact one class of spirit: dead, animal, or nature. For each additional 5 CPs, the shaman may contact one more class, so 40 CPs gives the character full spirit powers.
Thief ability (10+): For 10 CPs, the priest may select one thief ability. Each additional 5 CPs allows the priest to select an additional ability, up to a maximum of four abilities. (Backstab and thieves' cant may be selected as abilities.) The priest's percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Turn undead (15): A priest with this power may turn undead, using Table 61 : Turning Undead in the PHB. Priests of evil alignment may command undead.
Unarmed combat skills (15): The priest is a specialist in unarmed combat , as described under the monk entry earlier in this chapter. At 1st level, the character is a specialist; at 5th level, a master; at 9th level, a high master; and at 13th level, a grand master.
Warrior ability bonuses (15/20): If the priest has a Constitution score of 17 or 18, he gains the additional +3 or +4 hit point adjustment allowed for warriors instead of the normal +2. For an additional 5 points, the priest may roll an exceptional Strength score of up to 18/50 if he has a strength of 18.
Weapon selection (5/10): For 5 CPs, the priest is allowed to include one edged weapon in his list of permissible weapons, or instead he may have access to a list of tribal or special weapons approved by the DM—for example, the druid or thief selections. For 10 CPs, the priest may wield any weapon he wishes to.
Weapon specialization (25): This ability allows a priest to specialize in a weapon using the normal specialization rules. Note that the priest must still spend the required number of proficiency slots or character points to actually gain proficiency and specialization in a weapon.
Wizardly priest (25): A priest with this power may treat one school of wizard spells as another sphere of access. Spells memorized from this school count against the priest's memorization limits, just as if they were additional priest spells.
Optional Limitations
By choosing limitations, a priest character can gain extra character points to select class abilities, thus balancing out any “overspending” in the previous step. For example, if a priest selected abilities totalling 135 CPs, he would be 15 CPs over the normal limit of 120, so he would have to select 15 CPs of limitations to pay for his additional abilities.
If a priest character begins with a standard package (i.e., the player chooses to begin with a cleric, crusader, druid, monk, or shaman), he can add new abilities by taking limitations on a one-for-one basis. For example, a standard cleric with the wizardly priest advantage must come up with 25 points of limitations to balance the 25-point ability. The available limitations are as follows:
Armor restriction (5+): The priest is limited in his choice of armor. As a 5-point limitation, the priest is restricted to chain mail or lighter armor; for 10 points, he is limited to studded leather or lighter armor; and for 15 points, the priest may not wear any armor at all.
Awkward casting method (5): Spells cast by the priest are unusually obvious—the priest may be surrounded by a glowing halo of divine light, he may have to invoke his deity's power with peals of thunder and tremors in the ground, or some sensation (fear, cold, elation) may be noticed by anyone nearby. Any intelligent creature in earshot automatically notices the priest's spellcasting, even if they weren't paying attention to him before. Casting spells from ambush or without being observed is nearly impossible with this limitation.
Behavior/taboo (2): The priest's religion has an unusual code of behavior or conduct that may hinder him in certain situations. For example, a priest may be required to speak a ten-minute prayer every time he crosses a river, which could be very inconvenient if he was being pursued. Another priest might be required to use cure spells on anyone in need, expending spells on strangers or NPCs instead of his companions. A priest who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing.
Ceremony/observance (5): The priest's faith demands the observance of a special event or ceremony every day, such as a prayer at sunrise, a small sacrifice or libation performed in a certain way, or a lengthy atonement for the day's thoughts and actions. The priest must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A priest who skips the ceremony may lose his memorized spells or suffer some other sign of his deity's disfavor until he finds a way to atone.
Difficult spell acquisition (5): The priest's deity is particularly demanding about granting spells, and the priest can pray for spells only in very specific circumstances. For example, the priest might only be able to gain spells in a temple of his deity, he might have to wait for certain celestial alignments or phases of the moon, or he might be required to fast and pray for a minimum of three days before gaining spells. In general, this limitation should make it hard for the priest to gain spells while traveling or adventuring.
Fanaticism (5): A priest with this limitation comes from an intolerant faith. Followers of other powers must convert or forfeit their lives. The priest absolutely refuses to accept any companion who does not worship the power he represents and suffers a –4 reaction adjustment with any NPCs not of his faith—the priest can't hide his contempt for nonbelievers.
Hazardous spells (10): Channeling the power of a deity can be dangerous, and a priest with this limitation can sustain harmful side-effects from casting spells. The priest might suffer 1 point of damage per spell level when he casts a spell, with a saving throw vs. breath weapon for half damage. Another option would be a chance (5% per spell level, –2% per character level, minimum 1%) of losing all spells in memory and being feebleminded for 1d3 days.
Limited magical item use (5+): The priest is banned from using certain types of magical items. For each category of magical item he cannot use, he gains a 5-point limitation. The categories are: potions, oils, and scrolls; rings; rods, staves, and wands; miscellaneous magic; and weapons and armor.
Limited spell selection (5): The prayers required to petition the priest's deity for spells are extremely complex. In fact, they are as complex as a wizard's spells, and as a result the priest is required to build a “spell book” of priest spells. First, this limits the priest to a maximum number of spells per level, as indicated by his Intelligence score. Secondly, the priest must make a learn spells roll in order to add a new spell to his selection; if the priest fails to learn a spell, he may not try to learn it again until he gains another level.
Reduced hit points (10/20): A priest with this limitation uses a smaller Hit Die than normal. For 10 points, the priest uses a d6 Hit Die; for 20 points, the priest uses a d4 Hit Die.
Reduced spell progression (15): A priest with this restriction memorizes one less spell of each level than normal; a 1st-level priest gains 0 1st-level spells instead of 1, and so on. If the priest's spell allocation for any given level is reduced to 0 by this limitation (like the 1st-level priest above), he gains no bonus spells for an exceptional Wisdom score for that character level.
Slower casting times (5): The priest's spells are unusually long-winded; all casting times are increased by 3. A casting time of one round or longer is simply doubled.
Talisman/symbol (8): The priest's spell powers are focused through one specific talisman or holy symbol. Without this symbol, he is incapable of casting spells. If his talisman is destroyed or stolen with no hope of recovery, he may create a new one with 1d4 weeks of prayer, meditation, and fasting in his home temple.
Weapon restriction (5/15): Unless otherwise stated, a priest character has access to the cleric's weapon selection of any Type B weapon. A priest with this limitation is further restricted to the staff, club, war hammer, horseman's mace, and horseman's flail. For 15 points, the priest is not allowed to gain proficiency in any weapon.
What should a DM do about a situation where a character does not have any thief skills, yet has gotten themselves into a situation where he must us one?
Heres the raw text from the oriantal addventuers bookil make a 2nd poast with the a clip of the exp table
A samurai is first and foremost a warrior, one who lives and dies by his sword. The prime duty in his life is to serve and obey his daimyo (lord) in all things. In doing so, the samurai gains honor and experience, increasing in power and importance in the world. However, bushido (the code of the samurai) is hard and unrelenting. A samurai must be willing to accept his own death at any moment. There can be no failure for a samurai when serving his daimyo, for his only choices are to succeed or die in the attempt. If the samurai accepts these choices, he cannot fail since death is not failure; it is the ultimate service a samu- rai can render to his daimyo.
To properly serve his daimyo, a samurai must be skilled in many things. He is routinely expected to know the use of the katana (sword) and daikyu (great bow). He must be adept at horsemanship. Ideally, he must also be accomplished in the arts. These include calligraphy, music, noh, poetry, and painting. Indeed, these skills are almost as important as his combat training. A samurai character must strive for perfection in all these things, since they reflect upon his honor, the honor of his daimyo, and the honor of his family.
The samurai class has no prime requisite, and thus samurai characters do not gain experience point bonuses for having high ability scores. A samurai must have minimum scores of 13 in Strength, Wisdom, and Constitution, and 14 in Intelligence. A samurai must be of lawful alignment, although he can be good, evil, or neutral. The samurai fights and makes saving throws as a fighter.
Human or spirit folk samurai belong to the highest caste and are com- monly of noble birth. As such they gain a + 10 bonus to their die roll on Table 38: Character Birth when determining their social position. Korobo- kuru who wish to become samurai must first find a daimyo who will act as their sponsor and obtain his permission to become part of his household. Accordingly, korobokuru samurai do not use Table 38, but automatically begin at Upper Class. Until a sponsor is found, the korobokuru samurai is treated as if he were a bushi, unable to advance beyond 1st level. He must choose the weapon specializations and proficiencies required of a samu- rai, but does not gain any other advantages of the class.
Samurai characters roll 10-sided dice to determine their hit points, gain- ing one hit die per level. At 1st level they have five proficiency slots. Every samurai must specialize with the katana. The remaining four slots can be used for daikyu specialization or any non-weapon proficiencies. Only samurai are allowed to specialize in two weapons at once, and these must be katana and daikyu. A samurai can wear any armor but cannot use a shield. Gaining proficiency with and using weapons favored by ninja causes a samurai to lose honor.
At 2d level every samurai character must have proficiency in horseman- ship.
By 3d level every samurai must have proficiency with the bow. By 6th level the samurai must have proficiencies in calligraphy, painting, and poetry.
The samurai has several special abilities that he gains as he increases in level. These abilities can only be used when the samurai reaches or sur- passes the stated level.
The samurai has several special abilities that he gains as he increases in level. These abilities can only be used when the samurai reaches or sur- passes the stated level.
At 1st level the samurai begins to learn the art of focusing his ki (the energy of his body). By concentrating on his breathing and using a kiai (a loud, fierce shout), the samurai increases his Strength score to 18/00. This effect lasts only one round. A samurai can focus his ki a number of times per day equal to his level. Thus, a 7th-level samurai can focus his ki seven times in a single day.
Starting at 2d level a samurai gains a + 1 bonus to his damage dice rolls. This bonus increases by an additional point for every three levels beyond 2nd ( + 2 at 5th level, + 3 at 8th level, etc.).
At 3d level the samurai character is surprised only on a roll of 1 on 1 d6. At 5th level the samurai is immune to all types of fear.
At 6th level the appearance of the samurai can cause fear in all crea- tures with 1 HD or less (saving throw versus breath weapon is allowed). The samurai can control this power, turning it on and off (as it were) at will. Any characters or creatures struck by fear flee from the samurai or surren- der to him, depending on the circumstances. A creature that passes its saving throw is immune to this effect for the remainder of the encounter.
At 7th level the samurai is offered jito (stewardship) over one of the properties of his daimyo. He is not required to accept. If he does, the char- acter is watched over and directed by the daimyo's shugo (constable of the province). As jito, the samurai must watch over the area for his dai- myo, protecting property, settling disputes, quelling rebellions, and col- lecting taxes. In return, he receives one-quarter of all the taxes he collects.
The daimyo also provides the new jito with 10 bushi and one to four samurai, all of 1st to 3rd level. These men are ultimately loyal to the dai- myo, but will faithfully serve the character unless and until the daimyo intervenes. The samurai character retains his position of jito over this land from this point on, even if he increases in level and establishes his own family and property. He can assign his duties to an underling (in exchange for a portion of the tax) and is not required to remain on the property. This grant of land can only be lost if the samurai fails to turn over the daimyo's portion of the taxes or if he blatantly mismanages the property. Even then, it is the daimyo's responsibility to regain control of the property, and it is not unknown for a jito to usurp the property of his master, claiming it as his own.
Although he collects rent from it, the property does not belong to the player character-it is still held by the daimyo. The daimyo (and only the daimyo) has the right to dispose of the property as he wishes.
Should the samurai refuse the offer of stewardship, his daimyo offers a fitting homes in the city or bakufu (camp office) where he makes his head- quarters.
At 8th level the daimyo offers the samurai the position of shugo (consta- ble of a province). If he accepts, the samurai takes on the duties of arrang- ing for the protection of an entire province and looking after the daimyo's affairs in the province. He is expected to administer justice and supervise the jito in the area. The samurai automatically attracts 1Od10 bushi as fol- lowers. There is a 20% chance that one of these bushi is also a ninja sent to infiltrate the household. No more than one ninja will ever operate in any household. These bushi will be loyal to the samurai so long as they are
adequately paid, housed, and fed, and the fortunes of their samurai mas- ter do not look too bleak.
At 9th level the samurai automatically attracts 2d 1 O samurai of 1st level. These samurai will be absolutely loyal to the player character samurai, as befits his station. In addition, 2-7 specialists (armorers, weapon-smiths, etc.) request to be taken into the character's service. There is a 10% chance that one of these is a ninja sent to spy on the activities of the char- acter (as a precaution).
At 9th level the samurai also gains the ability of the great kiai, or paralyz- ing shout. This power draws upon the character's ki, exploding in a fero- cious, warlike shout. The samurai's Strength score is raised to 18/00 for two rounds and all enemies within 1 O feet must save vs. paralyzation or be stunned for one round. Stunned charactes cannot move or attack and gain no Armor Class bonuses for Dexterity or shields. The great kiai can be used only once per day. The character cannot use his normal ki power and the great kiai on the same day, as the great kiai severely taxes his inner strength.
As noted before, bushido (the way of the warrior) is a difficult road to fol- low. At its center are the principles of honor, loyalty, and courage.
Some of the basic beliefs of this ethic are:
The samurai is obedient to his lord.
It is a samurai's right to protest against bad judgements or orders from his lord, and death is the final protest a samurai can make.
The samurai is ready to die at any time.
There is no such thing as failure, only death or success.
To die in the service of one's lord is the greatest service a samurai can ren- der.
No dishonor can go unavenged.
Dishonor to lord or family is also dishonor to the samurai.
Mercy is not due the enemy.
All debts, both of vengeance and of gratitude, are repaid.
Cowardice is dishonorable.
These precepts are embodied in the rules on honor presented later. Samurai characters must maintain their honor above set values. Failure to do so will result in the character losing his samurai status, becoming a ronin. The ronin is a samurai without a master. He may have disgraced himself and been expelled from his daimyo's service as a consequence. He may voluntarily leave his master's service, especially if he must per- form some act that would normally bring disgrace to his lord (such as slay- ing an ally of the daimyo who also murdered a member of the character's family). Thereafter, the character is treated as a ronin in all respects. He retains the abilities of a samurai (except those relating to property and attracting fighting men). He can still advance in level as a samurai charac- ter, but at double the normal experience point cost.
A ronin can return to full samurai status, either with his old daimyo or a different one, provided his honor is above the required level and the dai- myo accepts him. Once a ronin secures a position, he is treated as a nor- mal samurai once again. However, dishonorable actions will make him distrusted, hated, and (worst of all) ridiculed by others. A samurai gains lit- tle respect or power through reprehensible actions.
I see theres 3 classes with no icon or link whats the refrance book for
Solamnic Knight
Wizard of High Sorcery
Holy Order of the Stars
Dragon lace setting but i know not where find them
Just stumbled on this and I have a fairly respectable backlog of raws downloaded and in-person, is there any type of data I can contribute to get it added onto here?
Good evening!
I'm translating all spells, magic items and monsters in italian, and i create a db for my personal use.
If you want, i can help you to put these info in this wiki.
Here's a link to all the spells in the compendiums. Help us fill it out if you'd please.