Post by Dead Greyhawk on Sept 24, 2004 20:48:18 GMT -5
Mage/Illusionist Spell Rules
Mages and Illusionists receive the ability to cast additional spells of low level if their INT is greater than 12. Mages and Illusionists receive additional spells according to Wisdom Table II: Adjustments for Clerics found on p. 11 Player’s Handbook, substituting INT for WIS.
Scribing of Magic-user or Illusionist Spells
Mages and Illusionists may attempt to scribe spells from scrolls or other spellbooks into their own personal spellbook. The cost of doing so is 100 GP/spell level/spell in specially compounded ink. Each spell scribed requires the use of the Write spell. The rate of success is determined from the INT based Chance to Know Each Listed Spell, found on p. 10 Player’s Handbook. Failure results in the loss of all components and one page from the writer’s spellbook. No other spells in the spellbook are damaged.
Interrelatedness of Illusionist and Magic-user Spells
Mages may scribe illusionist spells that are also listed as mage spells with a success rate equal to the INT based Chance to Know Each Listed Spell, found on p. 10 Player’s Handbook. Only illusionist spells which have a magician equivalent can be scribed. The converse applies equally for illusionists.
Thief Skill Rules
Thieves and those classes with Thief-like abilities (Assassin, Bard, and Monk) may elect to allocate thieving skill points rather than accept the standard allotments. This is performed in the following manner.
The base starting percentages for classes with Thief-like abilities are:
To determine the initial value of each skill, start with the base scores listed above. To these base scores, add (or subtract) any appropriate modifiers for race, Dexterity, and armor worn.
The scores arrived at in the preceding paragraph do not reflect the effort a thief has spent honing his skills. To simulate this extra training, all 1st level thieves receive 65 discretionary percentage points that they can add to their base scores. (Assassins receive these points at 3rd level. Monks receive 50 discretionary points at 1st level.) No more than 30 points can be assigned to any single skill. Other than this restriction, the player can distribute the points however he wants, though a skill less than 1% can never be used.
Each time the thief rises a level in experience, the player receives another 35 points to distribute. (Monks receive 25 points per level.) No more than 15 points per level can be assigned to a single skill, and no skill can be raised above 95 percent.
Paladin Sub-class
Paladins are sub-classes of the fighter, not the cavalier, class, as per the Player’s Handbook. Cavalier-based skills found in Unearthed Arcana are not granted to them.
Fighter Specialization
Specialization, as per Unearthed Arcana, is allowed to all fighters and their subclasses, including paladins. Double specialization may not occur prior to fourth level.
Mages and Illusionists receive the ability to cast additional spells of low level if their INT is greater than 12. Mages and Illusionists receive additional spells according to Wisdom Table II: Adjustments for Clerics found on p. 11 Player’s Handbook, substituting INT for WIS.
Scribing of Magic-user or Illusionist Spells
Mages and Illusionists may attempt to scribe spells from scrolls or other spellbooks into their own personal spellbook. The cost of doing so is 100 GP/spell level/spell in specially compounded ink. Each spell scribed requires the use of the Write spell. The rate of success is determined from the INT based Chance to Know Each Listed Spell, found on p. 10 Player’s Handbook. Failure results in the loss of all components and one page from the writer’s spellbook. No other spells in the spellbook are damaged.
Interrelatedness of Illusionist and Magic-user Spells
Mages may scribe illusionist spells that are also listed as mage spells with a success rate equal to the INT based Chance to Know Each Listed Spell, found on p. 10 Player’s Handbook. Only illusionist spells which have a magician equivalent can be scribed. The converse applies equally for illusionists.
Thief Skill Rules
Thieves and those classes with Thief-like abilities (Assassin, Bard, and Monk) may elect to allocate thieving skill points rather than accept the standard allotments. This is performed in the following manner.
The base starting percentages for classes with Thief-like abilities are:
Pick Pockets 15%
Open Locks 10%
Find/Remove Traps 5%
Move Silently 10%
Hide in Shadows 5%
Hear Noise 15%
Climb Walls 60%
Read Languages 0%
To determine the initial value of each skill, start with the base scores listed above. To these base scores, add (or subtract) any appropriate modifiers for race, Dexterity, and armor worn.
The scores arrived at in the preceding paragraph do not reflect the effort a thief has spent honing his skills. To simulate this extra training, all 1st level thieves receive 65 discretionary percentage points that they can add to their base scores. (Assassins receive these points at 3rd level. Monks receive 50 discretionary points at 1st level.) No more than 30 points can be assigned to any single skill. Other than this restriction, the player can distribute the points however he wants, though a skill less than 1% can never be used.
Each time the thief rises a level in experience, the player receives another 35 points to distribute. (Monks receive 25 points per level.) No more than 15 points per level can be assigned to a single skill, and no skill can be raised above 95 percent.
Paladin Sub-class
Paladins are sub-classes of the fighter, not the cavalier, class, as per the Player’s Handbook. Cavalier-based skills found in Unearthed Arcana are not granted to them.
Fighter Specialization
Specialization, as per Unearthed Arcana, is allowed to all fighters and their subclasses, including paladins. Double specialization may not occur prior to fourth level.