Read e-book online Player's Handbook (Advanced Dungeons & Dragons) PDF

By Gary Gygax

This is often the 1st of the sequence of the area recognized advert & D role-playing aids. to counterpoint the unique model we have asekd new disguise paintings. it's the excellent motor vehicle of mind's eye for intermediate via complicated avid gamers, a while 10 and up. #2010 1978 TSR via Gary Gygax illustrations by means of David C. Sutherland III

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Extra info for Player's Handbook (Advanced Dungeons & Dragons)

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E. a cleric could select a flail and staff, club and mace, or any combination of two permitted weapons. Added Proficiency in Weapons Per level 1/4 levels 1/5 levels 1/3 levels 1/3 levels 1/3 levels 1/6 levels 1/6 levels 1/4 levels 1/4 levels 1/2 levels Non-proficiency Penalty indicates the subtraction from the character’s “to hit“ dice which applies to attacks by the character using such a weapon in missile or melee combat. ) Added Proficiency in Weapons gives the number of additional weapons the character can use with proficiency upon attaining the indicated number of levels above the 1st.

E. 12 turns at 6th level, 14 at 7th, etc. H. 31 Telepathic and mind blast attacks (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Mind Flayer) upon a monk of 10th or higher level are made as if the character had an 18 intelligence, due to the monk's mental discipline. CHARACTER CLASSES (MULTI-CLASSES) CHARACTER CLASSES (MONK) 1. At 11th and higher levels of experience monks are not affected by poison of any type. J. Geas and quest spells have no effect upon monks of 12th or higher level. K. The last ability gained, and perhaps the most terrible power, is that fabled attack which enables the monk to set up vibrations in the body of the victim, and the monk can then control such vibrations so as to cause death to occur when the monk stops them.

P. P. p. p. p. p. p. P. p. p. p. p. p. p. p. p. p. p. p. p. p. 3 + + Tack and Harness Barding, chain Barding, leather Barding, plate Bit and Bridle Harness Armor Class Rating 10 9 8 7 2 For each 1 of magic armor or magic shield, a decrease in armor class of 1 is given. For example, a non-armored character with a 1 shield is AC 8, a + 2 shield AC7, etc. The same is true with regard to pluses of magic armor of any type. A + 1 converts to a 5% probability. Thus + 2 equals a 10% lesser likelihood of being hit.

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