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Role Playing Games (RPGs): 50 years of Making Math Fun: Heroes

An Exhbit at the Science and Engineering Library Summer-Fall 2024

Dungeons and Dragons

There are a few ways to create a character:

Players choose a race and a class. For help naming your character, you can go here:  Fantasy Name Generator

Racial Traits

Each race has traits which add or subtract from characteristic points

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

ABILITY SCORE INCREASE

Every race increases one or more of a character's ability scores.

AGE

The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores.

For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

ALIGNMENT

Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.

SIZE

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall),which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in the Equipment rules.

SPEED

Your speed determines how far you can move when traveling and fighting.

LANGUAGES

By virtue of your race, your character can speak, read, and write certain languages.

SUBRACES

Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. In the Dragonlance campaign setting, for example, mountain dwarves and hill dwarves live together as different clans of the same people, but in the Forgotten Realms, they live far apart in separate kingdoms and call themselves shield dwarves and gold dwarves, respectively.

Castles and Crusades

CREATING THE CHARACTER

With the exception of the Castle Keeper, each person playing Castles & Crusades creates a character to use during the game. To create this character, the player begins by simply imagining the type of character he or she desires to play, be it a wandering barbarian, reclusive wizard, traveling dwarf, noble elf, a dastardly villain or virtuous

knight. The player begins by generating attribute scores with dice rolls. Attribute scores define the character’s physical and mental traits. Next, the player chooses a class, or profession, for the character that best fits how the character is imagined. In the same manner, the player chooses a race which best fits both the persona and class desired. Lastly, the player fills in the details: examples include technical game-related aspects of the character, such as combat bonuses, as well as the character’s persona and history. 

Choose a Race (See below)

Choose a Class (See below)

Choose an Alignment

ALIGNMENT

There are nine possible alignments: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. Each  alignment, except true neutral, is composed of two aspects.

LAWFUL GOOD: Characters of this alignment are dedicated to following the strictures of society, respecting law and order. They act for the benefit of others and society, placing great value on truth, honor and life.

LAWFUL NEUTRAL: Characters of this alignment place primary importance on ultimate order, structure and regulation of behavior. Good and evil are largely irrelevant for characters of this alignment because everything flows from the order of law.

LAWFUL EVIL: Characters of this alignment value structure and order, and they place no limit on attaining it, especially if the goal is to their own benefit. They do not value life or concern for others. Ultimately, they seek to impose their ideals on others through strict regulation.

NEUTRAL GOOD: Characters of this alignment have a healthy respect for both law and freedom, typically choosing a road betwixt the two in order to achieve benefits and mercy for all.

NEUTRAL: Characters of this broad alignment typically believe in a balance between law and chaos, and between good and evil. Some seek to maintain existing social institutions, while others simply wish to keep to themselves. Some neutral characters disdain the perceptions of other sentient beings, finding that truth lies in nature

and its animals. Others follow their own code, which changes with the situation, tending to favor those that benefit them the most.

NEUTRAL EVIL: Characters of this alignment mirror those of neutral good, but they typically follow a road that benefits themselves instead of others.

CHAOTIC GOOD: Characters of this alignment view the greatest good as being attainable through freedom and individual liberty. Thus they place primary importance on individuality and liberty of action over that of any law or societal structure.

CHAOTIC NEUTRAL: Characters of this alignment value individual freedom. They have no qualms in achieving it by whatever means necessary, good or otherwise.

CHAOTIC EVIL: Characters of this alignment tend not to value anything, disdaining others and often seeking to destroy for their own selfish reasons. They seek power and the ability to wield it as they see fit.

Roll Attributes

ATTRIBUTES

Attributes represent a character’s physical and mental traits.

All characters in Castles & Crusades have six attributes:

STRENGTH (STR)               INTELLIGENCE (INT)

DEXTERITY (DEX)              WISDOM (WIS)

CONSTITUTION (CON)    CHARISMA (CHA)

Hercules and Xena Roleplaying Game

USING A HERO TEMPLATE

If you want to start playing immediately or if you're new to the roleplaying world, you can skip the hero creation process and choose a hero Template. Think of a template as a foundation for a character­ all the ground work has been done for you. You need only supply a few details to customize your hero. and you can then embark upon your first adventure. It's as simple as that.

Just take a photocopy of the Hero Template you want to use, and then follow these steps:

1. Choose a NAME for your hero.

2. Select a UNIQUE POSSESSION.

3. Assign 10D of SKILL DICE.

 

CREATING A HERO

To create a hero from the ground up, photocopy the blank Hero Sheet follow these steps:

1. Choose a NAME for your hero.

2. Designate a hero TYPE. (See below)

3. Select a RACE (See below). Nole any SPECIAL POWERS or VULNERABILITIES.

4. Choose a UNIQUE POSSESSION.

5. Create a GOAL.

6. Assign ATTRlBUTE (24D) and SKILL (10D) DICE.

7. Determine BODY POINTS (20 + Endurance roll).

8. All heroes begin with 15 CHARACTER POINTS, 1 FATE Point, and 0 (zero) FAME.

9. Indicate SPEED as determined by the hero's race.

I 0. Determine the hero's PHYSICAL APPEARANCE.

I I. Create the hero's BACKGROUND and PERSONALITY.

12. Purchase GEAR (heroes begin with 200 dinars).

OPTIONAL STEPS

I). Create or choose SPECIALTIES.

14. Select ADVANTAGES and DISADVANTAGES.

 

All information is found in the following Sources:

Dungeons and Dragons

From DnD Basic Rules / Player's Handbook

Cook David and Gary Gygax. Advanced Dungeons & Dragons Dungeon Master’s Guide. Second edition revised and updated ed. TSR 1989.

Cook, David, et al. Advanced Dungeons & Dragons, Worlds of Adventure : Player’s Handbook for the AD&D Game. TSR, 1995.

https://www.dndbeyond.com

https://forgottenrealms.fandom.com/wiki/Main_Page

Gygax Gary. Advanced Dungeons and Dragons. Random House 1987.

Gygax, Gary. Advanced Dungeons and Dragons:  Player’s Handbook. 2nd ed., TSR, 1980.

Gygax Gary. Advanced Dungeons & Dragons Monster Manual:  An Alphabetical Compedium of All of the Monsters Found in Advanced Dungeons & Dragons Including Attacks Damage Special Abilities and Descriptions. 2nd ed. TSR Hobbies ; Distributed in the U.S. by Random House 1978.

Gygax Gary. Official Advanced Dungeons & Dragons Monster Manual II : An Alphabetical Listing of Monsters Found in Advanced Dungeons & Dragons Adventures Including Attacks Damage Special Abilities Descriptions and Random Encounter Tables. 1st ed. TSR ; Distributed in the U.S. by Random House 1983.

Castles and Crusades

Chenault, Davis, and Stephen Chenault. The Castle Keeper’s Guide. Troll Lord Games, 2010.

Chenault, Davis, et al. Castles & Crusades Players Handbook: A Guide and Rules System for Fantasy Role Playing. Troll Lord Games, 2014.

Hercules and Xena Role Playing Game

Hercules & Xena Roleplaying Game : Hero’s Guide. West End Games 1998.

Hercules & Xena Roleplaying Game : Secrets of the Ancient World. West End Games 1998.

 

Humans

Humans

According to the AD&D Player's Handbook by Gary Gygax, humans are the most common species of the population and usually the default in gameworld. 

"After a player has determined the abilities of his or her character, it is then time to decide of what racial stock the character is to be. For purposes of the game the racial stocks are limited to the following: dwarven, elven, gnome, half-elven, halfling, half-orc, and human*. Each racial stock has
advantages and disadvantages, although in general human is superior to the others for reasons you will discover as you read on. The Dungeon
Master may have restrictions as to which races are allowed in the campaign due to the circumstances of the milieu.

"All of the non-human or part-human races closely resemble humans in many aspects. It is assumed that similarities are sufficiently apparent so as to warrant no further comment, and only special racial characteristics which are dissimilar to humans will be dealt with. Characters differ slightly within their respective races as a whole" (Gygax, Players Handbook, 2nd edition 1978).

"The human race has one special ability in the AD&D game:  Humans can choose to be of any class -- warrior, wizard, priest, or rogue -- and rise to great level in any class" (Cook, et. al., AD&D, 2nd edition, 1989).

"Humans are the most diverse of the races. Their strength and power derives from their adaptability to different environments, cultures and societies. Where the other races are tied to the world around them in one manner or another, humans alone have no innate affinity for the world,
beyond that of a master craftsman to his tools and creations. Their ability to adapt allows humans to maintain close contact, and even intermingle with demi-humans and humanoids, if they deem it necessary, expedient, or desirable" (Castles and Crusades Player's Handbook, p. 57).


"Humanity has earned a reputation as masters of adaptation. constantly devising new ways to survive in and interact with the environment. Their lust for adventure has taken them far from the mainland to establish colonies in uncivilized regions and thriving trade with foreign territories. On any seaworthy vessel, you would be surprised to find a non-human aboard. Some scholars (especially human ones) consider humans the favored among all of the gods' offspring, and this viewpoint has led to an arrogance displayed by no other race. at times producing ferocious 
warlords intent on conquering the regions they wish to control and laying waste to the rest. But humans also have a great capacity for understanding and compassion, if only they can bring themselves to tap that aspect of their souls. Most heroes throughout the Ancient World have come from human stock. a testament to the tenacity, vitality, and good-heartedness of the race as a whole" (Hercules and Xena RPG, Heroes' Guide, p. 21 1998).


 

* Later editions have since added more races, such as Dragonborn

Fighters

Dungeons and Dragons

Warrior

There are three different classes within the warrior group: fighter, paladin, and ranger. All are well-trained in the use of weapons and skilled in the martial arts. The Fighter is a champion, swordsman, 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 villains. A good fighter needs to be strong and healthy if he hopes to survive.

The Paladin is a warrior bold and pure, the exemplar of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions. Only a human may become a paladin.

The Ranger is a warrior and a woodsman. He is skilled with weapons and is knowledgeable in tracking and woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk. A ranger needs to be strong and wise to the ways of nature to live a full life.

Subclasses

Amazon

Amazons are women warriors in a male dominated world. Their civlization might have been created by a deity who likes women warriors, or they might have been women who rebelled (from male dominations and decided to rule themselves, or they might simply have been matriarchal societies from long before recorded history. Traditionally, Amazons are famous riders and breeders of horses. In their own countries, they wear light armor and carry shields, spears, swords, and bows. In other countries. if they are disadvantaged by their cultural weapons and armor, they quickly adapt to local weapons and armor.

Barbarian

This is not the barbarian of history, but the barbarian of fantasy fiction. He's a powerful warrior from a culture on the fringes of civilization. He's left his home to sell his skills and adventure In the civilized world-perhaps to amass a fortune with which to return home, perhaps to become an important figure In this so-called civilization. He's known for strength, cunning, contempt for the outer world's decadence, and for adhering to his own code of honor.

 

Berserker

The Berserker is a warrior who has special attributes and abilities when he's in combat. In combat, he can achieve an ecstatic state of mind that will enable him to fight longer, harder, and more savagely than any human being has a right to. This makes him a deadly warrior ... who can be as much a menace to himself as to his enemies. In a campaign, he's nearly identical to the Barbarian-except it's obvious from the outset that he has a truly savage and inhuman element in his personality, and he tends to disturb and unsettle other people. In his tribe, the Berserker has a special role. He's been touched by supernatural Forces, and accepted that touch so that he might better defend his people.

Beast Rider

The Beast Rider is a warrior in a tribe or clan (usually a barbarian tribe) which has a strong affinity for one type of animal. The animal Is the totem of the Tribe and the Beast-Rider makes friends very easily with that type of animal and can train it into a riding beast . .. even if it's a type of animal not normally considered a riding-beast. In a campaign  the Beast Rider is an exotic warrior who is notable for his kinship with his animal;  like the Barbarian  he brings a wild, outsider 's attitude into the adventuring party. His animal also has abilities which can benefit the adventuring party. However, the more unusual the animal is, the harder it is to accommodate in all situations: It's no problem to stable a horse at the inn, but just try stabling a great white wolf,  a wild boar, or a dolphin! In his own society, the Beast Rider is the elite warrior and he commands a lot of respect among his own kind. Outside his Tribal grounds, however, he's very definitely an outsider. His barbarian mannerisms and his obvious and very unusual friendship with his animal set him apart from most societies. Because of this, the Beast Rider may become especially attached to the other player characters (If they treat him as an equal and not a freak), even if he'd never admit it to them.

Cavaliers

The Cavalier is the ultimate mounted warrior of civilized cultures. Especially those of Middle Ages technology and outlook. ln a campaign , he's the shining knight who leads his fellows on an eternal quest for truth, justice, and the elimination of evil. To the world at large, he's a mighty hero. To his friends and allies. he's a staunch friend, a tireless cheerleader, and often an overenthusiastic pain in the neck.  In his own and similar cultures, the Cavalier is a mighty hero who has the respect of the majority of the population (the criminal classes and evil characters excepted). He has the good will of the people, (reflected as bonuses to his reaction rolls), but the people also make many demands of him:  When there's danger, when someone is in trouble, the people turn to the Cavalier for help. This character does not get much time for rest and relaxation.

Gladiator

The gladiator is a showman-warrior from a society where public combat competitions are a popular sport. The gladiator is a professional warrior in this high-profile arena: for the delight (and bloodlust) of the crowds, for his own personal wealth and aggrandizement (or, if he is a slave, for the profits of his owner), he fights  organized matches against human, demi-human, and even monstrous opponents.

Noble Warriors 

This character is of the nobility, and theoretically represents everything the ruling class stands for. In classic medieval fantasy, this means chivalry, the protection of women (those who want to be protected, that is - it's a bad idea to try to protect a woman warrior anxious to prove herself in combat), and (especially) upholding the rights of the ruling class to rule (and upholding the rights of the other classes to serve ..) Noble Warriors in most campaigns are called Knights or Squires, though specific campaigns may have different designations and be based on different sources than Medieval European history. In a campaign, the Noble Warrior is a romantic ideal which most of society looks up to. The Noble Warrior is supposed to be courageous, gallant, protective of the defenseless, dedicated to honorable ideals. But that's just what society expects of the Noble Warrior. Some theoretically Noble Warriors are mere brutes in shiny armor, warriors who take what they want, murder the innocent, and continually betray the oaths they took when they first won their spurs.

Monks

This priest belongs to an order devoted in large part to the study of fighting styles, especially barehanded martial arts. These monks live and study in monasteries devoted to their orders. If, for example, they are priests of the god of War, these monks do not live and study in ordinary temples of that god; they have their own secluded monastery away from the normal temples. These monks do not confine their war-training to the monasteries, however. They travel the wide world in order to learn the secrets of life, the world, magic and the gods. As an order, they sometimes volunteer their services to rulers in times of war, and act as elite forces against the enemy. In the campaign, this priest is the philosophical warrior whose principal duty is self-enlightenment. He is less concerned with the ordinary priestly duties (such as guidance, marriage, community service) than those priests, but will still perform them:  he just won’t go out of his way to look for them, nor will he normally volunteer for them.  Such characters are usually wanderers, which help make them appropriate for adventuring parties.

Castles and Crusades

The Assassin is an expert at killing and eliminating targeted enemies.

The Fighter is a warrior with great prowess on the battlefield.

The Knight is a natural leader and strong combatant.

The Monk conditions his body to withstand the rigors of war and the elements.

The Paladin is a warrior blessed by divinity, a paragon of good.

The Ranger is an extraordinary woodsman and warrior.

 

Hercules and Xena

Amazon

“The collective Amazon Culture encompasses many individual tribes of human warrior women. Each Tribe has its own tenets, history, fighting styles, and goals, but all stand for the proliferation of women’s rights to one degree or another in an otherwise male dominated world. Paradoxically, most Amazons ascribe their origins to the daughters of Ares, God of War, though they all agree Artemis initiated the Amazon cause … Most Amazon tribes reside in forested regions where they use trees and plant life as natural defenses. Tracking an Amazon through her own woodland is a nearly impossible task, especially the Amazon penchant for travelling through the upper branches of the forest canopy. Each tribe tends to select a single weaopn as its weapon of choice – crossbow, lasso, javelin, or other – but this does not mean that they shun other types. Rather, it indicates a preference and therefore expertise, but no Amazon worth her blood would be found without at least three different weapons on her body. “

Archer

“Warriors specialized in the use of the bow or crossbow are rare across the Ancient World. The training time required to produce such skilled marksmen precludes the development of large units of archers, especially during war time, when new soldiers must be recruited as quickly as possible. As a result, most archers are mercenaries hiring themselves out to armies, warlords, or individuals who can afford their services (which can vary from one to ten dinars per day, depending on the locale, type of work, and danger level). In some city­ states, archers act as members of the city's police force, able to ‘apprehend’ criminals at distance.

“While most Greek Archers employ the standard thumb-and-forefinger grip. the Scythianss (nomads based around the Caspian Sea north of Thrace) have perfected a technique they call the ‘Mediterranean loose’ in which the first three fingers of the hand are curled around the bowstring, allowing them lo draw more powerful bows (known as Scythian bows). Archers do not wear armor or carry other weapons (though they may have a knife used to construct new arrows).”

Charioteer

“Driving a chariot takes skill and courage, and few people across the Ancient World dare to accept the challenge. As a result, most charioteers have learned their skills from the military or a well-paid instructor. Chariot races throughout the lands draw huge crowds who pay to watch the charioteers compete for hefty purses (which often result in deadly collisions. especially near the finish line). The charioteer leads an exciting life. traveling from hippodrome to hippodrome. continually streamlining his chariot and honing his skills so that he can win the next big prize, with an eye always toward the Olympic Games.”

Gladiator

“The gladiator is a true fighter in its most basic sense. lie lives to battle. using his time between contests only to practice his combat skills. While the majority of gladiators have short life spans, the successful (and therefore long-lived) ones often find themselves given positions of power in the military or government or lauded as heroes and patrons of their home city-states.”

Hoplite

Monster Slayer

“Monster slayers journey across the Ancient World seeking out supernatural creatures who plague civilization. Woe to the fiend who crosses paths with such fearsome, dedicated warriors, for they will not relent until every monster on the face of the earth has been destroyed.  Some would suggest that monster slayers are nothing more than obsessive, bigoted thugs intent on eradicating anything possessing morals and appearance different than their own. And, at times, this persepective appears to hold some truth. But many heroes, including Hercules and Perseus have risked their lives battling creatures who would have killed hundreds if not thousands of innocents. Monster slayers, therefore, must walk a fine line between heroism and hatred.

"Over time. the monster community comes lo learn of these slayers and their deeds. After a few successful encounters against such creatures. a slayer may find that the roles have reversed-the monsters have become the hunters and he has become the prey. A slayer must therefore constantly be on guard...”

Myrimidon

“The myrimidon is at heart a mercenary, ready to carry out any military command regardless of its nature. Most cultures view myrimidons as ruthless thugs, tolerated only for their skill in combat and their willingness to act as a first line of defense against warlords' armies. According to scholars, the first myrimidons were created by Zeus himself from ants when King Aeacus of Aeginil, one of Zeus’s sons, requested that his father replenish Aegina's population after Hera sent a plague to destroy all its citizens. King Aeacus then sent these new soldiers to accompany Achilles in the fight against the Trojans.”

Warrior

“The warrior is the ultimate fighting machine, focusing her entire life on battle. She trains daily, honing her skills, heightening her senses, preparing for the next melee with whatever force dares to challenge her. The physical prowess of such heroes can lead to difficulties down the line, however. Often times a warrior comes to rely solely on battle to settle any conflict. when compromise, trickery, or bribery might work just as well (and without as much spilled blood). Some warriors may even become addicted to the rush of adrenaline that surges through their veins during combat. causing them to crave battle constantly-these are the men and women who eventually become fearless warlords intent on the subjugation of all they see. Only the strong of mind and heart can hope to resist this preternatural urge.”

Elves

Elves

"Elven player characters are always considered to be high elves, the most common sort of elf. A character of elven stock can opt to be a fighter (maximum of 7th level), o magic-user (maximum of 11th level), a thief, or on assassin (maximum of 10th level). An elven character can also be multi-classed, i.e. a fighter/magic-user, a fighter/thief, a magic-user/thief, or a fighter/magic-user/thief. If the character is multi-classed, the following
restrictions and strictures apply: Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any thieving is restricted to the armor and
weaponry usable by the thief class. All earned experience is always divided equally among the classes of the character, even though the character is no longer able to gain levels in one or more of the classes.

"Elven characters have a 90% resistance to sleep and charm spells (if these spells are cost upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell).

"All elven characters are able to speak the following languages in addition to that of their chosen alignment: elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll, and the "common tongue" of mankind.

"Elven characters of above 15 intelligence are able to learn one additional language for every point of intelligence over 15, i.e. a character with an 18 intelligence score could learn three additional languages (q.v.).
 

"Elves have the ability to see into the infra-red spectrum, so they are able to see up to 60' in darkness, noting varying degrees of heat radiation. Secret or concealed doors are difficult to hide from elves. Merely passing within 10' of the latter makes an elven character 16 213% (1 in 6) likely to notice it. If actively searching for such doors, elven characters are 33 1/3% (2 in 6) likely to find o secret door and 50% likely (3 in 6) to discover a concealed portal. "As has been shown previously, elven characters add a bonus of + 1 to their initial dexterity score. Likewise, as elves are not as sturdy as humans, they deduct 1 from their initial constitution score. (Gygax, Players' Handbook, p16. 1978).

Magic Wielders

Magic Wielders

Wizards

Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.

Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.

The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. (https://www.dndbeyond.com/sources/dnd/free-rules/character-classes#Wizard)

Sorcerers

 

 

Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.

Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.

Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.

Sorcerer Subclasses

A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass. This section presents the Draconic Sorcery subclass.

Draconic Sorcery

Breathe the Magic of Dragons

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

Level 3: Draconic Resilience

The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Level 3: Draconic Spells

When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.

 

Dwarves

Dwarves

"The race of dwarves typically dwells in hilly or mountainous regions. For details of the race in general the reader is referred to ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. As player characters, both dwarves and their cousins the "mountain dwarves" can be considered.
 

"A character of the dwarven race can be a fighter (maximum of 9th level), a thief, or an assassin (maximum of 9th level). It is also possible for a dwarven character to opt to work simultaneously in the fighter and thief classes; in the latter event the dwarf will be limited to the armor permitted a thief when performing any functions of that class. Experience will always be divided between the two classes also, even though the dwarf may no longer advance upwards in fighting ability level.

"Because of their very nature, dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their saving throws against attacks by magic wands, staves, rods and spells. Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected Therefore, all dwarven characters make saving throws against poison in the same manner and with the same bonuses as they do against magical attacks from wands, staves, rods, and spells.

"All dwarves are able to speak the following languages : dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters are able to speak the "common tongue" of all humankind. However, except
for their alignment language , they are unable to learn more than two additional languages regardless of their intelligence ability.

"Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60' in the dark noting varying degrees of heat radiation. This ability is known as 'infravision'. Dwarves are miners of great skill" (Gygax, Players' Handbook, p. 15-16. 1978).

Priests

Dungeons and Dragons

Cleric

The most common type of priest is the cleric. The cleric may be an adherent of any Religion. Clerics are generally good, but are not restricted to good; they can have any alignment acceptable to their order. The cleric is a generic priest (of any mythos) who tends to the needs of a community. He is both protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well-suited to seek it out on its own ground and destroy it. Clerics are sturdy soldiers, although their selection of weapons is limited. They can wear any type of armor and use any shield. Standard clerics, being reluctant to shed blood or spread violence, are allowed to use only blunt , bludgeoning weapons. They can use a fair number of magical items including clerical scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order.

Spells are the main tools of the cleric, however, helping him to serve, fortify, protect, and revitalize those under his care. He has a wide variety of spells to choose from, suitable to many different purposes and needs. (A priest of a specific mythos probably has a more restricted range of spells. A cleric has major access to every sphere of influence except the plant, animal, weather, and elemental sphere (he has minor access to the elemental sphere and cannot cast spells of the other three spheres). 

The cleric receives his spells as insight directly from his deity (the deity does not need to make a personal appearance to grant the spells the cleric prays for), as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment.

The cleric is also granted power over undead - evil creatures that exist in a form of non-life, neither dead nor alive. The cleric is charged with defeating these mockeries of life. His ability to turn unddead enables him to drive away these creatures or destroy  them utterly (though a cleric of evil alignment can bind the creatures to his will). Some of the more common undead creatures are ghosts, zombies, skeletons, ghouls, and mummies. Vampires and liches (undead sorcerers) are two of the most powerful undead.

Monk

 

Description This priest belongs to an order devoted in large part to the study of fighting styles, especially barehanded martial arts. These monks live and study in monasteries devoted to their orders. If, for example, they are priests of the god of War, these monks do not live and study in ordinary temples of that god; they have their own secluded monastery away from the normal temples. These monks do not confine their war-training to the monasteries, however. They travel the wide world in order to learn the secrets of life, the world, magic and the gods. As an order, they sometimes volunteer their services to rulers in times of war, and act as elite forces against the enemy.

Druid

The druid is an example of a priest designed for a specific mythos. His powers and beliefs are different from those of the cleric. The druid is a priest of nature and guardian of the wilderness, be it forest, plains, or jungle.

Mysterious guardian of a sacred grove, wise counselor to monarchs, cunning master of many shapes, friend of animals, and terrible defender of unspoiled Nature: This is the druid of the ADVANCED DUNGEONS AND DRAGONS game. Although the priests of the Celtic Tribes of Western Europe in the time of Rome called themselves druids, the druids of the AD&D game are not Celtic priests, nor do they practice the bloody rites that made the ancient druids infamous in the eyes of Rome. Rather, these druids more closely resemble creatures of Victorian romance and modern fantasy, Merlin figures who revere Nature and wield power over plants, animals, the weather,  and the elements.

The traditional druid is a guardian of the woodlands. Nature, however, is vast and diverse; druids might live their lives protecting jungle rain forests, arctic tundra, or even the subterranean Underdark. As a result, several distinct branches of druid are presented here, each essentially a new subclass built around the basic concept of the druid class. As a player, choose your druidic branch right after deciding to play a druid character.

All druids can speak a secret language in addition to other tongues they know. Not only can druids use the secret language to provide passwords, they can speak this private tongue when they wish to baffle non-Druidic eavesdroppers. It is a precise tool for discussing Nature; a druid can say ”dense, old-growth pine forest” in one word rather than a whole phrase.

Subclasses

Arctic Druid

Desert Druid

Gray Druid

Forest Druid

Jungle Druid

Mountain Druid

Plains Druid

Swamp Druid

Amazon Priestess

 

Description: Amazons are women warriors in a world where most cultures are male-dominated or ruled more or less equally by men and women. The Amazon civilization is different from the cultures of the rest of the world in that women occupy all the most important occupations and positions in their society: men are either second-class citizens, or are all kept as slaves, or are exiled from the culture altogether. Amazons continually have to defend themselves from the efforts of surrounding civilizations to “return them to normal:’ and therefore they are  very good at war. Such civilizations often have one or two specific patron or matron gods. (The deity does not have to be female; in classical mythology, for instance, the Amazons’ patron was Ares, the very male god of War.) The priestesses of this god interpret the god’s will for the Amazons, fight alongside them in times of combat, perform the usual service of guidance (and even marriage, if this is still a function of this specific Amazon society): and sometimes travel through the outer world in an effort to learn what they can of the world of men-in order to protect themselves from it, or to educate themselves and the outer-worlders to reduce misunderstandings between the cultures. Among player-character adventurers, the Amazon-priestess is likely to prove herself to be a doughty fighter and an effective spellcaster.

Scholar Priest

Description This character is a researcher. He’s most at home when he’s poring over books, scrolls, papyri, clay tablets and other old writings. He’s not forbidden from fighting, but is more likely to try to straighten out a bad situation with reason, personal charisma, or even trickery than with a weapon. His life is dedicated to the assimilation of knowledge (and, usually, the transmission of that knowledge to new generations).

Castles and Crusades

CLERIC (Wisdom)

The Cleric is avowed to a deity and dispenses divine justice. 

The Druid

The Druid owes allegiance to the elemental powers of the world.

 

Gnomes and Halflings

Gnomes

Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years.
Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.
     Gnomes prefer to live in areas of rolling, rocky hills, well wooded and uninhabited by humans. Their diminutive stature has made them suspicious of the larger races—humans and elves—although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins’ aversion to surface dwellers foolish.
     A gnome character can elect to be a fighter, a thief, a cleric, or an illusionist. A gnome can have two classes, but not three:  fighter/thief, illusionist/thief, etc.
   Due to his upbringing, a beginning gnome character can choose to know the following languages, in addition to any others allowed by the DM: common, dwarf, gnome, halfling, goblin, kobold, and the simple common speech of burrowing mammals (moles, badgers, weasels, shrews, ground squirrels, etc.). The actual number of languages a character begins with depends upon his Intelligence score or the proficiency slots he allots to languages (if that optional system is used). Like their cousins the dwarves, gnomes are highly magic resistant. A gnome player character gains a bonus of +1 for every 31⁄2 points of Constitution score, just as dwarves do. This bonus applies to saving throws against magical wands, staves, rods, and spells.

Halflings

(Think Tolkien's Hobbits)

Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years.
     Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. Halflings are not forward, but they are observant and conversational if in friendly company. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need.
   Halfling homes are well-furnished burrows, although most of their work is done on the surface. Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with
other races far better.
   There are three types of halflings: Hairfeets, Tallfellows, and Stouts. Hairfeets are the most common type, but for player characters, any of the three is acceptable.
   A halfling character can choose to be a cleric, fighter, thief, or a multi-class fighter/thief. Through their contact with other races, halfling characters
are allowed to choose initial languages from common, halfling, dwarf, elf, gnome, goblin, and orc, in addition to any languages
the character knows is limited by his Intelligence or by the number of proficiency slots he allots to languages (if that optional system is used).
All halfling characters have a high resistance to magical spells, so for every 31⁄2 points of Constitution score, the character gains a +1 bonus on saving throws vs. wands, staves, rods, and spells. 
     Halflings have a similar resistance to poisons of all sorts, so they gain a Constitution bonus identical to that for saving throws vs. magical attacks when they make saving throws vs. poison (i.e., +1 to +5, depending on Constitution score). Halflings have a natural talent with slings and thrown weapons. Rock pitching is a favorite sport of many a halfling child. All halflings gain a +1 bonus to their attack rolls when using thrown weapons and slings.

Thieves/Rogues

Rogues

 

The rogue can be found throughout the world, wherever people gather and money changes hands. While
many rogues are motivated only by a desire to amass fortune in the easiest way possible, some rogues have noble aims; they use their skills to correct injustice, spread good will, or contribute to the success of an adventuring group.
     There are two types of rogues: thieves and bards. To accomplish his goals, for good or ill, the thief is a skilled pilferer. Cunning, nimbleness, and stealth are his hallmarks. Whether he turns his talent against innocent passers-by and wealthy merchants or oppressors and monsters is a choice for the thief to make.


     The bard is also a rogue, but he is very different from the thief. His strength is his pleasant and charming personality. With it and his wits he makes his way through the world. A bard is a talented musician and a walking storehouse of gossip, tall tales, and lore. He learns a little bit about everything that crosses his path; he is a jack-of-all-trades but master of none. While many bards are scoundrels, their stories and songs are welcome almost everywhere.