Dan’s Dungeons and Dragons Player’s Handbook

Chapter 3: Character Classes– Non-Spell Users

Non-Spell Users

         Fighters, Rogues and Thieves are the non-spell users of the D&D world. They have no direct magical ability and are by far the most prevalent characters you will find in any campaign world. Fighters specialize in combat.

Thieves specialize in manipulation. Rogues combine the two. Bards combine elements of all three with some special abilities. Fighters are fairly easy to run while Rogues take a little more experience on the part of the player. Thieves and Bards are fairly complicated and require a great deal of attention from the player.

         All non-spell users have some bonuses to their combat abilities. They all do bonus damage based on their roll to hit. For every two points that the to-hit roll exceeded the armor class of the target by, the non-spell users do 1 additional point of damage. This is subject to a maximum equal to the maximum base damage of the weapon being used.

 

Special Combat Skills

         During character generation, fighters, rogues, thieves and Bards each get to select one combat ability off of combat skill list A. When fighters and rogues reach 6th level, they can select a combat ability off of combat skill list A or B. When a fighter reaches 12th level, he can select a combat ability off of combat skill list A, B or C.

 

Combat Skill List A

         Combat Brute: The character deals +2 damage with a two handed weapon and gains a +2 bonus to his strength checks when involved in a grapple.

         Toughness: The character gets an additional +1 hit point per hit die

         Staunch Defender: The character gains an additional +2 to their AC when parrying and may parry two opponents.

         Combat sense: The character has a +2 bonus to spot invisible or hidden opponents.

         Maneuverability: The character's dexterity bonus allowed by his armor is increased by 1. The maneuver and combat penalties for encumbrance are reduced by 2.

         Acrobat: The character gets a +2 bonus to Jump, Balance, Climb and Tumble skill checks.

         Eagle Eye: The character gets a bonus with all missile and thrown weapons. Long range with the weapon he is using is treated as medium range. Medium range for that weapon is treated as short range. Short range for that weapon has a normal attack roll but gets a +1 to the damage done.

         Shield Master: The character looses the –2 modifier for using a shield as a weapon and only looses the shield’s protection during the phase that he attacks with it.

 

Combat Skill List B

         Berserker: The character can go into a battle frenzy. This gives a +2 to hit, damage, fortitude, reflex and will saves. This can last for a maximum of one round for every two character levels and when it is over, the character must rest for an equal amount of time. During this rest, he is at –4 to hit, damage, fortitude, reflex and will saves.

         Tough Hide: The character gains 1 point of damage reduction

         Deft Hands: The character reduces the penalty for called shots and fighting with 2 weapons by 2.

         Vicious strike: The character can get a critical strike with a melee weapon on a roll of 19 or 20.

         Rapid Fire: The character can get an extra attack with any missile weapon except crossbow or any thrown weapon.

         Stable Defender: The character can use his fortitude save instead of his reflex save to avoid knockback.

         Sweep: The character can attack two adjacent opponents with one of his attacks if he is using a medium or large melee weapon. At 12th level the character can attack a third additional adjacent opponent. If the character is using a weapon that already has sweep listed, He can sweep one additional opponent. Use a new attack roll for each additional opponent.

 

Combat Skill List C

         Last Stand: A fighter can hold his ground beyond normal endurance. If a blow would reduce him to below 1 hit point, a fighter can absorb the damage and stay on his feet. If he makes a fortitude save with a difficulty of 15. He must make a save at the beginning of each new round at a successive -3 to continue to stay on his feet. Any additional hits also require a new save at an additional -3. A hit that takes the fighter to his point of death will kill him immediately. The fighter can attack and defend normally but cannot move while doing this.

         Lucky: The character gains a + 1 bonus to all attack rolls, skill checks and saving throws. Once per day he can re-roll anyone of those rolls.

         Pinpoint shooter: The fighter can make a called shot to score a critical hit with any bow, crossbow or thrown weapon. The character takes a -4 to hit, but if it is successful it scores for the weapon as if the fighter had rolled a 20 on the attack dice.

 

Fighter

         A fighter is a champion, soldier and brawler. He lives or dies by his knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe to toe with monsters and vi1lains.

         The prime stats for a fighter are Str and Con.

         Fighters can use any weapon.

         Fighters can wear any Armor and use any Shield.

         Fighters get up to nine hit dice and a hit point bonus of 4 hit points per level.

         Fighters can select five class skills of their choice.

         Fighters attract a large body of followers when they reach name level.

         A fighter character gets one selection off of combat skill list A during character generation. At 6th level, he gets one selection off of combat skill list A or B. At 12th level he gets one selection off of combat skill list A, B or C

 

Blundig

Bill sees Blundig as a warrior. A quick Glance at table 5 shows him that the best class that will allow him to build his character concept is Fighter, so that is the choice he makes.

 

Skill Selections

         These are suggestions for running a particular type of fighter. You are free to pick different skills that fit your character concept.

         Standard: Open Doors, Endurance, Knowledge (Local History), Direction Sense, Ride.

         Swasbbuckler: Swim, Balance, Climb, Bluff and Gather Info.

         Brawler: Open Doors, Tumble, Knowledge(Local Underworld), Knowledge(Local History), Gather Info

         Noble Warrior: Knowledge(Local History), Knowledge(Healdry), Ride, Diplomacy and Perform(Dance, Sing, etc.).

         Witch Hunter: Open Doors, Decipher Script, Knowledge(Arcane), Spellcraft, Spot.

 

Blundig

         Bill notes his needed info from the class info and  table 5 on his character sheet. These are a +1 attack bonus and a +2 to fortitude saves. He also notes that Blundig has Strength and Constitution as his prime stats. He can use any armor, any weapon and any shield. He selects open doors, Endurance, Knowledge (Local History), Direction Sense and Spot as his class skills. He notes these things on his character sheet and prepares to move into the next phase of character generation.

 

Table 1: Fighter Experience Levels

                            Attack         Hit               Save Bonus   Attacks/

Level       Exp     Bonus         Dice         [Fort Ref Will]      Rnd

1                    0         +1             1+4              +2     +0     +0             1

2                  20         +2             2+8              +3     +0     +0             1

3                  50         +3             3+12            +3     +1     +1             1

4                  90         +4             4+16            +4     +1     +1             1

5                140         +5             5+20            +4     +1     +1             1

6                200         +6             6+24            +5     +2     +2             1

7                300         +7             7+28            +5     +2     +2             1

8                500         +8             8+32            +6     +2     +2             1

9                900         +9             9+36            +6     +3     +3             2

10           1,500         +10          9+40            +7     +3     +3             2

11           2,500         +11          9+44            +7     +3     +3             2

12           3,700         +12          9+48            +8     +4     +4             2

13           5,100         +13          9+52            +8     +4     +4             2

14           6,700         +14          9+56            +9     +4     +4             2

15           8,500         +15          9+60            +9     +5     +5             2

16         10,500         +16          9+64            +10  +5     +5             2

17         12,700         +17          9+68            +10  +5     +5             3

18         15,100         +18          9+72            +11  +6     +6             3

19         17,700         +19          9+76            +11  +6     +6             3

20         20,500         +20          9+80            +12  +6     +6             3

 

Rogue

         A rogue is a good warrior but cannot stand up in full combat like a fighter. He can be a slippery character and is always hard to pin down, His ability to move quickly and deliver a devastating attack is his greatest asset.

         The prime stats for a rogue are Str and Dex.

         Rogues can use any simple, martial or heavy weapon.

         Rogues can wear any armor up to Leather and any Shield.

         Rogues get up to nine hit dice and a bonus of +3 hit points per level.

         Rogues can select ten class skills of their choice. Four of these can be selected as “specialty skills”. These gain a +3 bonus. The Rouge can select an additional specialty skill at 7th level and again at 15th level.

         Rogues attract a few followers when they reach name level.

         Rogues are efficient at doing a sneak attack. If they ambush or surprise an enemy or even launch an unseen attack on an enemy's rear with a slashing or piercing melee weapon, they negate any shield or dex bonus and they gain an additional +4 to hit. The Rogue will do Multiple damage with a successful hit. See Table 2 for damage multiples. This only applies to the first such attack.

         A rogue character gets one selection off of combat skill list A during character generation. At 6th level, he gets one selection off of combat skill list A or B.

 

Skill Selections

         These are suggestions for running a particular type of Rogue. You are free to pick different skills that fit your character concept.

         Standard: Jump, Swim, Climb, Disable Device, Hide, Move Silently, Open Locks, Tumble, Appraise and Spot.

         Pickpocket: Jump, Disable Device, Escape Artist, Hide, Move Silently, Open Locks, Pick Pockets, Appraise, Spot and Bluff.

         Thug: Climb, Disable Device, Hide, Move Silently, Open Locks, Appraise, Knowledge(Underworld), Spot, Gather Information and Intimidate.

         Second Story Man: Jump, Balance, Climb, Disable Device, Hide, Move Silently, Open Locks, Appraise, Spot and Bluff.

         Assassin: Jump, Climb, Hide, Move Silently, Open Locks, Forgery, Spot, Bluff: Disguise and Gather Information.

         Spy: Balance, Climb, Disable Device, Hide, Move Silently, Open Locks, Knowledge (Local History), Spot, Disguise and Gather Info.

         Scout: Jump, Swim, Climb, Hide, Move Silently, Direction Sense, Spot, Ride, Track and wilderness Lore.

         Swashbuckler: Jump, Swim, Balance, Climb, Tumble, Knowledge (Local History), Spot, Ride, Bluff and Gather Info.

         Brawler: Jump, Open Doors, Swim, Tumble, Endurance, Knowledge (Local Underworld), Knowledge (Local History), Spot, Gather Info and Intimidate.

         Social Climber: Swim, Escape Artist, Decipher Script, Knowledge(Local History), Knowledge(Heraldry), Ride, Bluff, Diplomacy, Gather Info and Perform (Dance, Sing, etc.).

         Witch Hunter: Jump, Open Doors, Hide, Move Silently, Decipher Script, Knowledge(Arcane), Scry, Spellcraft, Spot, and Gather Info.

 

Table 2: Rogue Experience Levels

                              Attack       Hit           Save Bonus     Att/        Sneak

Level       Exp        Bonus       Dice     [Fort Ref Will] Rnd        Attack

1                    0         +0             1+3          +2     +2     +0         1               X2

2                  15         +1             2+6          +3     +3     +0         1      

3                  40         +2             3+9          +3     +3     +1         1      

4                  75         +3             4+12        +4     +4     +1         1      

5                120         +4             5+15        +4     +4     +1         1      

6                175         +4             6+18        +5     +5     +2         1      

7                250         +5             7+21        +5     +5     +2         1      

8                400         +6             8+24        +6     +6     +2         1               X3

9                600         +7             9+27        +6     +6     +3         1      

10           1,000         +8             9+30        +7     +7     +3         1      

11           1,500         +8             9+33        +7     +7     +3         1      

12           2,500         +9             9+36        +8     +8     +4         2      

13           3,700         +10          9+39        +8     +8     +4         2      

14           5,100         +11          9+42        +9     +9     +4         2      

15           6,700         +12          9+45        +9     +9     +5         2               X4

16           8,500         +12          9+48        +10  +10  +5         2      

17         10,500         +13          9+51        +10  +10  +5         2      

18         12,700         +14          9+54        +11  +11  +6         2      

19         15,100         +15          9+57        +11  +11  +6         2      

20         17,700         +16          9+60        +12  +12  +6         3

 

Thief

         A Thief can be an expert burglar, scout or spy. He could also be a simple bandit who feels that the world and everyone in it owes him a living.

         The prime stats for a thief are Dex and Int.

         Thieves can use any simple or martial weapon.

         Thieves can wear any armor up to leather and a small Shield.

         Thieves get up to ten hit dice and a bonus of +2 hit points per level.

         Thieves can select up to fifteen class skills of their choice. Five of these can be selected as “specialty skills”. These gain a +5 bonus. The Thief can select an additional specialty skill at 7th level and again at 15th level.

         Thieves attract a small body of followers when they reach name level.

         Thieves are masters of the sneak attack. If they ambush or surprise an enemy or even launch an unseen attack on an enemy's rear, they negate any shield or dex bonus just as any other character would but a thief will also gain a +4 to hit. He will also do multiple damage based on his level: This can be done with any piercing or slashing weapon. If this is done with a ranged attack, the thief must be within the weapon's short range or one third of it's normal listed range. See table 3 for Sneak Attack damage. This only applies to the first such attack.

         A Thief character gets one selection off of combat skill list A during character generation.

         Thieves have a special way of communicating called Thieves Cant. This is not a distinct language but rather a lot of slang words and implied meanings that can be worked into any language. This is known by all thieves and their associates.

         The vocabulary of thieves cant limits it's use to discussing things of interest to thieves such as stolen loot, easy marks, finding a fence, etc. Two thieves cannot communicate with thieves cant unless they know a common language.

         Thieves can use wizard and priest scrolls. A thief’s understanding of magical writings is far from complete so he has to use his decipher script ability to use the spells on a scroll. The target is "simple" text for spells of levels 1-3, "Standard" text for levels 4-6 and "Complex" text for levels 7-9. He can fail by up to 10 with no ill effect and the spell remains uncast, but failing by 11 or more or rolling a 1 in any case could bring some unexpected results.

         The thief is a complicated character to run. They have a lot of versatility. The player running a thief character must be willing to pay close attention to the tactical situation as well as operate on his own from time to time.

 

Skill Selections

         These are suggestions for running a particular type of Thief. You may pick different skills that fit your character.

         Standard Thief: Jump, Swim, Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, Open Locks, Pick Pockets, Appraise, Decipher Script, Spellcraft, Spot and Gather Information.

         Pickpocket: Jump, Disable Device, Escape Artist, Hide, Move Silently, Open Locks, Pick Pockets, Appraise, Decipher Script, Read Lips, Spellcraft, Spot, Bluff, Empathy and Gather Information.

         Thug: Jump, Swim, Climb, Disable Device, Escape Artist, Hide, Move Silently, Open Locks, Endurance, Appraise, Knowledge (Underworld), Spot, Empathy, Gather Information and Intimidate.

         Second Story Man: Jump, Balance, Climb, Disable Device, Hide, Move Silently, Open Locks, Tumble, Appraise, Decipher Script, Forgery, Spot, Bluff, Empathy and Gather Information.

         Assassin: Jump, Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, Open Locks, Forgery, Knowledge (Local History), Spot, Bluff, Disguise, Gather Information and Perform (Sing, Dance, etc.)..

         Spy: Jump, Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, Open Locks, Decipher Script, Knowledge(Local History), Knowledge(Heraldry), Spot, Bluff, Disguise and Gather Information.

         Scout: Jump, Swim, Balance, Climb, Escape Artist, Hide, Move Silently, Tumble, Endurance, Knowledge(Heraldry), Spot, Direction Sense, Ride, Track and Wilderness Lore.

 

Table 3: Thief Experience Levels

                              Attack       Hit           Save Bonus     Att/ Sneak

Level       Exp       Bonus        Dice     [Fort Ref Will] Rnd Attack

1                    0         +0             1+2          +0     +2     +0         1         X2

2                  10         +1             2+4          +0     +3     +0         1      

3                  25         +1             3+6          +1     +3     +1         1      

4                  45         +2             4+8          +1     +4     +1         1      

5                  70         +2             5+10        +1     +4     +1         1         X3

6                110         +3             6+12        +2     +5     +2         1      

7                170         +4             7+14        +2     +5     +2         1      

8                250         +4             8+16        +2     +6     +2         1      

9                350         +5             9+18        +3     +6     +3         1         X4

10              500         +6             9+20        +3     +7     +3         1      

11              700         +6             9+22        +3     +7     +3         1      

12           1,200         +7             9+24        +4     +8     +4         1      

13           2,200         +7             9+26        +4     +8     +4         1         X5

14           3,400         +8             9+28        +4     +9     +4         1      

15           4,800         +9             9+30        +5     +9     +5         1      

16           6,400         +9             9+32        +5     +10  +5         2      

17           8,200         +10          9+34        +5     +10  +5         2         X6

18         10,200         +11          9+36        +6     +11  +6         2      

19         12,400         +11          9+38        +6     +11  +6         2      

20         14,800         +12          9+40        +6     +12  +6         2

 

Bards

         Bards are a unique class. The bard is a story teller and poet. He is an entertainer and a walking storehouse of gossip and loose tidbits of knowledge. A bard makes his way through life by his charm, talent and wit. A good bard should be glib of tongue, light of heart and fleet of foot (when all else fails).

         The prime stats for a bard are Int and Cha.

         Bards can use any simple or martial weapon.

         Bards can wear leather and can use a small shield.

         Bards get 12 hit dice plus 2 bonus hit points per level.

         Bards have Hide, Move Silently, Ancient History, Empathy, Diplomacy, Perform Poetry and Perform with an instrument of his choice as class skills. They also have gather info and local history as class skills as long as they are in area in which they speak the local language. The          Bard can also select 4 class skills of the player’s choice. 

         Bards can use any magic Items that can be used by a fighters, Rogue or thief.

         Bards can learn 10 additional languages. These are in addition to the additional languages that can be learned based on the character’s intelligence. The difference is that these languages do not require a teacher. The Bard acquires these languages over time through his own studies. The Bard is able to teach these languages to others if he desires. Thieves Cant is normally restricted to non-thieves but the bard can learn it this way. See chart 13

         Bards have a special bonus to their knowledge checks concerning anything of legendary status. This bonus replaces the normal class skill bonus that would apply in these circumstances. This bonus does not apply to any other knowledge checks. See chart 13.

         Bards attract a few followers when they reach name level.

 

Table 4: Bard Experience Levels

                      Attack   Hit               Save Bonus       Att/      Legend   Lang

Level   Exp  Bonus   Dice         [Fort Ref Will]     Rnd       Lore      uages

1                0     +0         1+2          +2         +2         +0         1           10             1

2              20     +1         2+4          +3         +3         +0         1           11                         

3              50     +2         3+6          +3         +3         +1         1           11             2          

4              90     +3         4+8          +4         +4         +1         1           12                         

5            140     +4         5+10        +4         +4         +1         1           12             3          

6            200     +4         6+12        +5         +5         +2         1           13                         

7            300     +5         7+14        +5         +5         +2         1           14             4          

8            500     +6         8+16        +6         +6         +2         1           14            

9            900     +7         9+18        +6         +6         +3         1           15             5          

10       1,500     +8         9+20        +7         +7         +3         1           16                         

11       2,500     +8         9+22        +7         +7         +3         1           16             6          

12       3,700     +9         9+24        +8         +8         +4         1           17                         

13       5,100     +10      9+26        +8         +8         +4         1           17             7          

14       6,700     +11      9+28        +9         +9         +4         2           18                         

15       8,500     +12      9+30        +9         +9         +5         2           19             8

16     10,500     +12      9+32        +10      +10      +5         2           19                         

17     12,700     +13      9+34        +10      +10      +5         2           20             9          

18     15,100     +14      9+36        +11      +11      +6         2           21                         

19 17,700     +15      9+38        +11      +11      +6         2           21             10

20 20,500     +16      9+40        +12      +12      +6         2           22            

 

Performances:

         The bard is a poet, storyteller, musician and entertainer. He can entertain audiences as well as stir the emotions of others. When reciting poetry or telling a story he can attempt to inspire allies or shift the reactions of an audience. When singing or playing his instrument he can attempt to charm audiences and counter song based attacks.

         Many of a Bard’s performances can influence groups of creatures at one time. When making a save for a group, average the bonuses in the crowd and make 1 roll for the group. The crowd will save or fail together. If an individual in the crowd had a high enough bonus to make the save by 5 or more, they can save even if the crowd fails. If the crowd fails the saving throw, they are affected by the performance. Those who make a successful save will often have a hostile reaction to the bard.

 

Charm Audience:

         This ability is used to enthrall a group of people that can hear the song and possibly affect their behavior through a suggestion implanted in the song. The duration of the song can be chosen by the bard and will typically run from 18-30 rounds (3-5 minutes). The bard must begin the song in an appropriate moment, and if all those able to hear it stop to listen, They will be required to make a will save half way through it. At that point, the bard will know if they are not enthralled at all, somewhat enthralled or thoroughly enthralled. It is at this point that he can implant a suggestion into the song. Use the following chart:

 

Die   Effect

10     Decent song- No effect

16     Good song- Will save 15 or the audience is enthralled while the song continues.

22     Great song- Will save 18 or the audience is enthralled while the song continues and for 1-6 rounds after it is over.

28     Memorable song- Will save 21 or the audience is enthralled and subject to a suggestion implanted in the song while the song continues and for 2-12 rounds after it is over.

34     Extraordinary song- Will save 21 or the audience is completely enthralled while the song continues and they will obey a suggestion implanted in the song after it is over.

 

Countersong:

         This ability is used to counter music and song based attacks. As soon as the bard realizes there is an attack of this nature in progress he can play and or sing and consult the following chart. The bard must continue playing or singing as long as the attack continues. He can do nothing else when doing this.

 

Die   Effect

10     Good song- No effect.

16     Some Protection- Effects are at 50% duration.

22     Good Protection- Effects are at 25% duration.

28     Complete Protection- Effect is negated.

34     True Counter- Effect is negated and turned on the source.

 

Inspire allies:

         This ability is used to inspire the bard’s allies for the duration of one battle. The bard must begin and continue reciting for 5 rounds. He may not engage in melee for the first two rounds. The bard can begin reciting and after two rounds the performance check is rolled. The results are applied as follows on the third round and after. The bard must engage in melee in rounds three, four and five. After that the bard can do other things but the effect continues for all those that were within hearing range of the bard for those first five rounds. This includes the bard. This ability can only be used once per day.

 

Die   Effect

10     Good poem- No effect

16     Stirring poem- Listeners gain +1 to hit, damage, saves and moral rolls for the rest of the current battle.

22     Moving poem- Listeners gain +2 to hit, damage, saves and moral rolls for the rest of the current battle.

28     Rousing poem- Listeners gain +3 to hit, damage, saves and moral rolls for the rest of the current battle.

34     Epic poem- Listeners gain +4 to hit, damage, save

         and moral rolls for the rest of the current battle.

 

 Shift Reactions:

This ability is used to affect the reactions of others to the bard, his party and sometimes others. The bard must say something to get the attention of his audience. This is up to the player to roll play. The player must state the intended shift before he rolls for the success of his story. After he has their attention he can begin. The story will hold their attention until he is finished if it is successful. This ability can only be used once per day.

 

Die   Effect

10     Good story- Bard interrupted after 1-6 rounds.

16     Stirring story- Listeners reaction to the bard is shifted one level in the direction of the bard’s choice. 3-18 rounds

22     Moving story- Listeners reaction to the bard is shifted two levels in the direction of the bard’s choice. 4-10 minutes

28     Rousing story- Listeners reaction to the bard and his companions is shifted three levels in the direction of the bard’s choice. 1-3 turns.

34     Epic story- Listeners reaction to the people of the bard’s choice is shifted four levels in the direction of the bard’s choice. 4-10 turns

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