|No. Slots||Attacks/round||To Hit Mod.||Damage Mod.|
For bows or thrown weapons like daggers:
|No. Slots||Attacks/round||To Hit Mod.||Damage Mod.||Other Mods.|
|2||2/1||+1||0||+2 to hit point blank, 1 shot before initiative.|
|3||2/1||+2||0||+2 to hit point blank, 1 shot before initiative.|
Percentage chance of pregnancy = 2 x Female’s CON + male CON.
Eg: female with Con 12 and male with Con 10 have:
2 x (12) + 10 = 34% chance of pregnancy per ‘session’
. Due to the differences in longevity between the races, the following modifiers also apply:
|Race of Female||Race of Male||Modifier|
|DIE ROLL||TYPE OF POISON||DAMAGE|
|4||Paralysis||d4 turns + 2d4 damage|
|10||Fast-acting||(doubles speed) Reroll|
Thus, to apply a poison, first roll the percentiles for effectiveness (include bonuses and penalties for method of application) and then roll the damage. This damage is then multiplied by the percentage to get the total damage that the victime will sustain. Once done, the victim makes it's save vs poison and then takes the appropriate damage at the rate specified by the DM.
Example: Zeroth fires a poison tipped arrow at an orc, hittin it successfully and doing 3 points of damage (for the arrow). He rolls for the effectiveness of the posion and gets 36%. The DM rules that poison on an arrow head is a pretty effective method of application for an injecting poison and grants him a 45% bonus, totalling his effectiveness at 81%. The poison was a 3d8 poison, so he rolls his damage and gets 13. Multiplying this by his effectiveness (and rounding all fractions up) he gets 11 hp damage. The orc then rolls his save vs poison and passes and so takes 6 hp damage. The DM states that the poison is fast-acting and does 2 hp damage per round.
Priest spells are divinely given and hence do not have to be specified
each day. A priest may use up to his/her spell limit and no more: any
spell can be used more than once if their level and allocation allow it.
For example: Tasha is permitted to cast 5 first level spells per day. Thus she can cast up to five cure light wounds if she wishes, provided she has cast no other first level spells.
The Assidilent: An assidilent is a watcher, a caretaker almost, a gatherer of knowledge and languages. They are usually wanderers, quite often pacifists, or certainly not fighters, people with a thirst for knowledge about everything. They cannot cast spells (unless multi-classed, obviously), cannot specialize like fighters and can only do a few of the things that Rogues can do. They can take Non-Weapon proficiencies from the General, Priest, Wizard and Rogue groups (paying double for Fighter group proficiencies) and can use any weapons they so desire.
|Prime Requisite:||Wisdom 12.|
|Hit Points after 9th lvl||1 hp/lvl|
|Weapon Proficiencies:||Initial: 2|
|Non-weapon Proficiencies:||Initial: 4|
|Abilities:||DN, RL, HIS as table 19, DMG.|
|Saving Throws:||As Cleric.|
|Level:||Experience Points Required:|