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680 lines
28 KiB
Plaintext
680 lines
28 KiB
Plaintext
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
|
||
A BBS for text file junkies
|
||
RPGNet GM File Archive Site
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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||
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CLASS: HEALER
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The HEALER is a combination of Magic-User, Cleric and a little bit of
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Fighter Thrown in. They fight as fighter is all ways except that they
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use the Cleric table for the purpose of scoring a hit.
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His prerequisites are scores of 15 in INT, WIS, and DEX. A HEALER can
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only be Lawful or Neutral (No Chaotics). Healers may not wear any armor
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or carry a shield, but may use any weapons and may use and be affected
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by any magical items, with the exception of books. All books except
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those that give bonuses to INT and WIS can only have harmful effects of
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a HEALER.
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At 4th lvl the healer can detect molds, slimes, etc. at a distance of 40
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ft. At 8th lvl the HEALER can identify potions at a chance of INT x 1% +
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2% per level. At 12th lvl the healer can read all scrolls.
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HEALERs can be of the Human, Dwarf, Halfling, Half-Elf or Elf races.
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Dwarven Healers are limited to 10th lvl, while Halflings, Half-Elf and
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Elf can rise only to 14th lvl.
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EXPERIENCE
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LEVEL TITLE EXPERIENCE HD(d8)
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1st Apprentise 0-2,000 1
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2nd Freshman 2,001-4,000 2
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3rd Sophmore 4,001-7,500 3
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4th Junior 7,501-15,000 4
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5th Senior 15,001-25,000 5
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6th Intern 25,001-50,000 6
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7th Resident 50,001-100,000 7
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8th Sr. Resident 100,001-200,000 8
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9th Practitioner 200,001-400,000 9
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10th Medic 400,001-600,000 10
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11th Doctor 600,001-800,000 10+2
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12th Doctor, 12th 800,001-1,000,000 10+4
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13th Doctor, 13th 1,000,001-1,250,000 10+6
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14th Doctor, 14th 1,250,001-1,500,000 10+8
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15th Doctor, 15th 1,500,001-1,750,000 10+10
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16+ Doctor, 16+ +250,000 per lvl +2/LVL
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SPELLS
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Level 1 Level 2 Level 3
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Armor Cure Disease Animate Dead
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Cure Light Wounds Death's Door Cure Blindness
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Detect Charm Haste Cure Serious Wounds
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Detect Disease Hold Person ESP
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Detect Evil Invisibilty Goodberry
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Detect Invisible Irritation Neg. Plane Prot.
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Detect Life Messenger Speak W/Dead
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Detect Magic Mount Strength
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Detect Phase Neutralize Poison
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Detect Poison Purify Food & Drink
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Light Resist Fire
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Preserve Run
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Remove Fear Slow
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Resist Cold
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Slow Poison
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Level 4 Level 5 Level 6
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Awaken Cure Insanity Clone
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Cure Lycanthropy Cure Paralysis Improved Cure SW
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Detect Illusion Fabricate Speak W/Animals
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Dispel Magic Longevity Speak W/Monsters
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Energy Raise Dead Speak W/Plants
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Fly Size Control Water Breathing
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Item Teleport
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Material
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Mind Blank
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Stone to Flesh
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Level 7
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Blade Barrier
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Cure Deafness
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Neutralize Gas
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Remove Charm
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Remove Curse
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Sterilize
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Spell Descriptions
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Level 1
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Armor -
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Cure Light Wounds -1C
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Detect Charm -
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Detect Disease -This spell will tell caster what disease (if any) is
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present within a 30" range.
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Detect Evil -M
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Detect Invisible -M
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Detect Life -
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Detect Magic -M
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Detect Phase -A spell to find secreted treasure hidden by
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out-of-phase equipment (spells); and to find
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creatures that are out-of-phase; duration 6 turns.
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Detect Poison -A spell that allows caster to determine if poison is
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present or is being used within a 30' radius, and
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where. It will also tell what type of poison.
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Light -
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Preserve -
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Remove Fear -
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Resist Cold -
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Slow Poison -
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Level 2
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Cure Disease -
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Death's Door -
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Haste -
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Hold Person -
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Invisibilty -
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Irritation -
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Messenger -
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Mount -
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Neutralize Poison -
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Purify Food & Drink-
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Resist Fire -
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Run -
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Slow -
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Level 3
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Animate Dead -
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Cure Blindness -
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Cure Serious Wounds-
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ESP -
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Goodberry -
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Neg. Plane Prot. -
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Speak W/Dead -
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Strength -
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Level 4
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Awaken -
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Cure Lycanthropy -
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Detect Illusion -
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Dispel Magic -
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Energy -
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Fly -
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Item -
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Material -
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Mind Blank -
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Stone to Flesh -
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Level 5
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Cure Insanity -
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Cure Paralysis -
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Fabricate -
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Longevity -
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Raise Dead -
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Size Control -
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Teleport -
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Level 6
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Clone -
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Improved Cure SW -
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Speak W/Animals -
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Speak W/Monsters -
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Speak W/Plants -
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Water Breathing -
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Level 7
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Blade Barrier -
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Cure Deafness -
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Neutralize Gas -
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Remove Charm -
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Remove Curse -
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Sterilize -
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||
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 {14.4} - (313)558-5517
|
||
A BBS for text file junkies
|
||
RPGNet GM File Archive Site
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
CLASS: HEALER
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||
|
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The HEALER is a combination of Magic-User, Cleric and a little bit of
|
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Fighter Thrown in. They fight as fighter is all ways except that they
|
||
use the Cleric table for the purpose of scoring a hit.
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||
|
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Their prerequisites are scores of 15 in INT, WIS, and DEX. A HEALER can
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only be Lawful or Neutral (No Chaotic). Healers may not wear any armor
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or carry a shield, but may use any weapons and may use and be affected
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by any magical items, with the exception of books. Healers get bonuses
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for high INT and WIS. They use the Cleric's table for number of spells
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per level. All books except those that give bonuses to INT and WIS can
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only have harmful effects of a HEALER.
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A Healer has the use of use a medical bag. This bag gives them the
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ability to heal wounds for 1d4 plus targets CON Bonus (non-fighters get
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full bonus) for a number of rounds equal to his level since the wounds
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had occurred. After that time he may only heal each target not treated
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during that time once for 1d4 Plus targets CON Bonus. Each use of the
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bag cost the Healer 1d6 Gold Pieces. A Healer can get a bonus to his
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healing of up to their level by use of herbs, but this cost 5 GP for
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each +1 added to the die roll.
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A Healer can augment the healing rate of patients each day by the
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patients CON Bonus (for a cost of patients Con Bonus squared in Gold
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Pieces). A Healer also has a chance of INT + WIS + LVL x 3 of closing a
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wound caused by a weapon of wounding.
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At 4th lvl the Healer can identify potions at a chance of INT x 2% + 2%
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per level. At 7th lvl the Healer can read Cleric scrolls. At 10th level
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the Healer can read Magic User scrolls.
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A Healer can be of the Human, Dwarf, Halfling, Half-Elf or Elf races.
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Dwarf Healers are limited to 10th lvl, while Halfling, Half-Elf and Elf
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can rise only to 14th lvl.
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EXPERIENCE
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LEVEL TITLE EXPERIENCE HD(d8)
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1st Apprentice 0-2,000 1
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2nd Freshman 2,001-4,000 2
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3rd Sophomore 4,001-7,500 3
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4th Junior 7,501-15,000 4
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5th Senior 15,001-25,000 5
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6th Intern 25,001-50,000 6
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7th Resident 50,001-100,000 7
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8th Sr. Resident 100,001-200,000 8
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9th Practitioner 200,001-400,000 9
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10th Medic 400,001-600,000 10
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11th Doctor 600,001-800,000 10+2
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12th Doctor, 12th 800,001-1,000,000 10+4
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13th Doctor, 13th 1,000,001-1,250,000 10+6
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14th Doctor, 14th 1,250,001-1,500,000 10+8
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15th Doctor, 15th 1,500,001-1,750,000 10+10
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16+ Doctor, 16+ +250,000 per lvl +2/LVL
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SPELLS
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Level 1 Level 2 Level 3
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Armor Cure Disease Animate Dead
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Cure Light Wounds Death's Door Cure Blindness
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Detect Charm Haste Cure Serious Wounds
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||
Detect Disease Hold Person ESP
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||
Detect Evil Invisibility Goodberry
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Detect Invisible Irritation Neg. Plane Prot.
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Detect Life Messenger Speak W/Dead
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Detect Magic Mount Strength
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Detect Phase Neutralize Poison
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Detect Poison Purify Food & Drink
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Light Resist Fire
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Preserve Run
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Remove Fear Slow
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Resist Cold
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Slow Poison
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Level 4 Level 5 Level 6
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Awaken Cure Insanity Clone
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Cure Lycanthropy Cure Paralysis Improved Cure SW
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Detect Illusion Fabricate Speak W/Animals
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Dispel Magic Longevity Speak W/Monsters
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Energy Raise Dead Speak W/Plants
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Fly Size Control Water Breathing
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Item Teleport
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Material
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Mind Blank
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Stone to Flesh
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||
Level 7
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Blade Barrier
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Cure Deafness
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Neutralize Gas
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Remove Charm
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||
Remove Curse
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||
Sterilize
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||
|
||
Spell Descriptions
|
||
|
||
Level 1
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||
|
||
Armor -
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||
Cure Light Wounds -1C
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||
Detect Charm -
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||
Detect Disease -This spell will tell caster what disease (if any) is
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||
present within a 30" range.
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||
Detect Evil -M
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||
Detect Invisible -M
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||
Detect Life -
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||
Detect Magic -M
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||
Detect Phase -A spell to find secreted treasure hidden by
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||
out-of-phase equipment (spells); and to find
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||
creatures that are out-of-phase; duration 6 turns.
|
||
Detect Poison -A spell that allows caster to determine if poison is
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present or is being used within a 30' radius, and
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where. It will also tell what type of poison.
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Light -
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Preserve -
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Remove Fear -
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Resist Cold -
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Slow Poison -
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Level 2
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Cure Disease -
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Death's Door -
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Haste -
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Hold Person -
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Invisibility -
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Irritation -
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Messenger -
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Mount -
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Neutralize Poison -
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Purify Food & Drink-
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Resist Fire -
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Run -
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Slow -
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Level 3
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Animate Dead -
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Cure Blindness -
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Cure Serious Wounds-
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ESP -
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Goodberry -
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Neg. Plane Prot. -
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Speak W/Dead -
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Strength -
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Level 4
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Awaken -
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Cure Lycanthropy -
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Detect Illusion -
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Dispel Magic -
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Energy -
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Fly -
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Item -
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Material -
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Mind Blank -
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Stone to Flesh -
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Level 5
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Cure Insanity -
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Cure Paralysis -
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Fabricate -
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Longevity -
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Raise Dead -
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||
Size Control -
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Teleport -
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||
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Level 6
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Clone -
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Improved Cure SW -
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Speak W/Animals -
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Speak W/Monsters -
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Speak W/Plants -
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Water Breathing -
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||
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Level 7
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Blade Barrier -
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||
Cure Deafness -
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||
Neutralize Gas -
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||
Remove Charm -
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||
Remove Curse -
|
||
Sterilize -
|
||
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 {14.4} - (313)558-5517
|
||
A BBS for text file junkies
|
||
RPGNet GM File Archive Site
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
Copywrited 1990 Stan Paszt
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HEALER
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PURPOSE OF THE HEALER
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-----------------------------------------------------------------------------
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A HEALER'S SOLE PURPOSE IN LIFE IS TO HEAL OTHERS AND PROLONG LIFE.
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A HEALER HAS SWORN ON OATH TO SERVE ANY BEINGS NEEDING HIS OR HER HELP,
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REGARDLESS OF RACE, CLASS, OR ALIGNMENT, FOR FAIR WAGES.
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ALL LIFE IS SACRED TO A HEALER.
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_____________________________________________________________________________
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MANDATORY STATISTICS
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-----------------------------------------------------------------------------
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STRENGTH: NO GREATER THAN 16 ALIGNMENT:
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INTELLIGENCE: NO LESS THAN 16 LAWFUL GOOD
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WISDOM: NO LESS THAN 15 OR LAWFUL EVIL
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DEXTERITY: NO LESS THAN 17 (UPON REACHING 6th LEVEL)
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CONSTITUTION: NO LESS THAN 15
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CHARISMA: NO LESS THAN 14 ARMOR: LEATHER ONLY
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COMELINESS: NO LESS THAN 12 WEAPONS: OPEN HANDS ONLY
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_____________________________________________________________________________
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REQUIREMENTS
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-----------------------------------------------------------------------------
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CHARACTER MUST BE ELVEN (NO HALF-ELVEN)
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CHARACTER MUST BE AMBIDEXTROUS
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CHARACTER MUST HAVE REACHED 6th LEVEL AS A RANGER AND THEN A CLERIC
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AT THIS TIME CHARACTER MAY CHOOSE TO BECOME A 0 LEVEL HEALER.
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CHARACTER MUST SPEND 1 YEAR ALONE IN THE WILDERNESS STUDYING FOR EACH
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LEVEL OF EXPERIENCE GAINED.
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MAY NOT USE RODS, STAFFS,OR WANDS AT ANY TIME AFTER BECOMING A HEALER.
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_____________________________________________________________________________
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TYPE OF ATTACKS
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-----------------------------------------------------------------------------
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THE HEALER STUDIES THE BODIES OF ALL LIVING THINGS, FINDING THE WAYS OF
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HEALING WITHIN THEM. THE NERVOUS SYSTEMS, THE CIRCULATORY SYSTEMS, THE
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GLANDS, AND ORGANS AND TISSUES OF THE BODIES. A HEALER THEN APPLIES
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THIS KNOWLEDGE TO SET BONES, CURE AILMENTS, DISEASES, WOUNDS, POISONS,
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AND OTHER MALADIES.
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_____________________________________________________________________________
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SPECIAL ABILITIES
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-----------------------------------------------------------------------------
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LEVITATION AT WILL-----UNLIMITED DURATION AND TIMES PER DAY 96 MOVEMENT
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INVISIBILITY AT WILL--UNLIMITED DURATION AND TIMES PER DAY
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_____________________________________________________________________________
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_____________________________________________________________________________
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**HEALERS MAY NEVER STRIKE THE FIRST BLOW IN A CONFRONTATION. (i.e.
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THEY PERSONALLY MUST BE HIT BEFORE THEY CAN ATTACK.)**
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_____________________________________________________________________________
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_____________________________________________________________________________
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THE HEALER CLASS GAINS EXPERIENCE ONLY THROUGH HEALING OTHERS,EXCEPT
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FOR THE ANTI-, OR EVIL, VARIETY OF THIS CLASS. THE AMOUNT OF EXPERIENCE
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GAINED IS DETERMINED BY A RANDOM ROLL ON THE TABLE OF DICE FOR THIS
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CLASS ONLY, THOUGH IF THE DUNGEON MASTER FEELS THAT THE INDIVIDUAL ACT
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CARRIED OUT TO PERFORM THE HEALING IN QUESTION IS OF GREAT DIFFICULTY,
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IMPORTANCE TO THE PARTY OR TO A PERSON OF GREAT IMPORTANCE TO THE DUNGEON
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HE MAY GRANT MORE POINTS.
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THE EVIL HALF OF THIS CLASS MAY ONLY GAIN EXPERIENCE THROUGH DOING
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DAMAGE TO OTHERS.
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ALL HEALERS MUST BE OF LAWFUL GOOD ALIGNMENT UNTIL THEY
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REACH SIXTH LEVEL AS A HEALER, THEN AT THIS POINT THEY MAY HAVE THEIR
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ALIGNMENT CHANGED TO LAWFUL EVIL ONLY,IF THEY CHOOSE, AND BECOME AN
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ANTI-HEALER.
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THIS CLASS IS CONSIDERED TO BE ONE OF THE MOST HONORABLE CLASSES IN
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EXISTENCE, THEREFORE IF THE DUNGEON MASTER FEELS THAT THE PLAYER IS PLAYING
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THE CLASS OUT OF ALIGNMENT AT ANY TIME DURING THE PLAY OF THE GAME, HE MAY
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STRIP A CHARACTER OF THIS CLASS AND RETURN HIM TO THE SPLIT CLASS
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RANGER/CLERIC AT THE LEVEL OF HIS PRESENT EXPERIENCE UPON ENTERING THE
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HEALER CLASS, AND NONE OF THE ACCUMULATED EXPERIENCE SINCE BECOMING A
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HEALER. A HEALER MAY NEVER RENTER THE CLASS AFTER BEING EJECTED FROM IT.
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A HEALER MAY NEVER STRIKE UNTIL PERSONALLY STRUCK. A HEALER WILL AT ALL
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TIMES ATTEMPT TO AVOID BEING HIT, WHILE TRYING AT HIS GREATEST ABILITY TO
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PREVENT ANY CONFRONTATION UNLESS IT IS A MATTER OF HONOR OR LAW THAT IS THE
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CAUSE.
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-----------------------------------------------------------------------------
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HEALERS EXPERIENCE/LEVEL
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DICE FOR
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LEVEL OF HEALER ACCUM. HIT POINTS TITLE
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EXPERIENCE _____________________________________________________________
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0-18,000 01 1D4 NOVICE TREATER
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18,001-36,000 02 1D4+1 APPRENTICE TREATER
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36,001-54,000 03 1D6 JOURNEYMAN TREATER
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54,001-72,000 04 1D6 JUNIOR TREATER
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72,001-90,000 05 1D6+1 TREATER
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90,001-108,000 06 1D8 SENIOR TREATER
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108,001-126,000 07 1D8+1 NOVICE INTERN
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126,001-144,000 08 1D10 INTERN
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144,001-162,000 09 1D10+1 SENIOR INTERN
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162,001-180,000 10 1D12 MASTER INTERN
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180,001-198,000 11 1D12+1 NOVICE PRACTITIONER
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198,001-216,000 12 1D20 APPRENTICE PRACT.
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216,001-234,000 13 1D20+1D4 JOURNEYMAN PRACT.
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234,001-252,000 14 1D20+1D6 JUNIOR PRACTITIONER
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252,001-270,000 15 1D20+1D8 PRACTITIONER
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270,001-288,000 16 1D20+1D10 SENIOR PRACTITIONER
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288,001-306,000 17 1D20+1D12 NOVICE SURGEON
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306,001-324,000 18 2D20 APPRENTICE SURGEON
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324,001-342,000 19 2D20+1 JOURNEYMAN SURGEON
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342,001-360,000 20 2D20+1D4 SURGEON
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||
360,001-378,000 21 2D20+1D6 SENIOR SURGEON
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||
378,001-396,000 22 2D20+1D8
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396,001-414,000 23 2D20+1D10
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414,001-432,000 24 2D20+1D12
|
||
432,001-450,000 25 3D20
|
||
450,001+ 26 3D20+1
|
||
_____________________________________________________________________________
|
||
|
||
|
||
|
||
|
||
HEALERS ATTACKS/ROUND
|
||
LEVEL OF HEALER
|
||
01-03 04-06 07-09 10-11 12 13 14 15 16
|
||
__________________________________________________________
|
||
NUMBER OF ATTACKS 2/3 2/1 5/2 3/1 7/2 4/1 9/2 5/1 11/2
|
||
|
||
_____________________________________________________________________________
|
||
|
||
|
||
SAVING THROWS
|
||
|
||
LEVEL OF CHARACTER
|
||
|
||
ATTACKS 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16
|
||
SAVED AGAINST ______________________________________________________________
|
||
|
||
PARALYZATION,
|
||
POISON OR 07 06 05 05 04 04 04 03 03 03 02 02 02 02 01 01
|
||
DEATH MAGIC
|
||
PETRIFICATION 10 10 09 09 08 08 07 06 06 05 05 04 04 03 03 02
|
||
OR POLYMORPH
|
||
ROD, STAFF 09 09 09 08 08 08 07 07 06 06 05 05 04 04 04 03
|
||
OR WAND
|
||
BREATH WEAPON 12 12 11 11 11 10 10 10 09 09 09 08 07 07 06 05
|
||
|
||
SPELL 11 11 11 11 11 10 10 10 10 10 09 09 09 08 08 07
|
||
_____________________________________________________________________________
|
||
|
||
TO HIT TABLE
|
||
|
||
LEVEL
|
||
|
||
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
|
||
---------------------------------------------------------------
|
||
-10 20 20 20 20 20 20 20 20 20 20 19 18 17 14 14
|
||
-09 20 20 20 20 20 20 20 20 20 19 18 17 16 14 13
|
||
-08 20 20 20 20 20 20 20 20 19 18 17 16 15 13 12
|
||
-07 20 20 20 20 20 20 20 19 18 17 16 15 14 12 11
|
||
-06 20 20 20 20 20 20 20 18 17 16 15 14 13 11 10
|
||
A -05 20 20 20 20 20 20 19 17 16 15 14 13 12 10 09
|
||
R -04 20 20 20 20 20 20 18 16 15 14 13 12 11 09 08
|
||
M -03 20 20 20 20 20 19 17 15 14 13 12 11 10 08 07
|
||
O -02 20 20 20 20 19 18 16 14 13 12 11 10 09 07 06
|
||
R -01 20 20 20 19 18 17 15 13 12 11 10 09 08 06 05
|
||
00 20 20 19 18 17 16 14 12 11 10 09 08 07 05 04
|
||
C 01 20 19 18 17 16 15 13 11 10 09 08 07 06 04 03
|
||
L 02 19 18 17 16 15 14 13 10 09 08 07 06 05 03 02
|
||
A 03 18 17 16 15 14 13 12 09 08 07 06 05 04 02
|
||
S 04 17 16 15 14 13 12 11 08 07 06 05 04 03
|
||
S 05 16 15 14 13 12 11 10 07 06 05 04 03 02
|
||
06 15 14 13 12 11 10 09 06 05 04 03 02
|
||
07 14 13 12 11 10 09 08 05 04 03 02
|
||
08 13 12 11 10 09 08 07 04 03 02
|
||
09 12 11 10 09 08 07 06 03 02
|
||
10 11 10 09 08 07 06 05 02
|
||
_____________________________________________________________________________
|
||
|
||
|
||
TO HEAL PERCENTAGES
|
||
LEVEL OF HEALER
|
||
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
|
||
---------------------------------------------------------
|
||
BIPEDAL 70 72 74 76 78 80 82 85 86 88 90 94 96 97 97
|
||
QUADRUPEDAL 55 58 60 63 65 68 70 74 78 82 86 88 90 94 98
|
||
REPTILIAN 38 40 43 46 48 51 54 58 62 66 69 73 76 79 84
|
||
AVIAN 30 34 36 38 40 42 44 46 48 53 56 59 65 69 74
|
||
AMPHIBIOUS 34 37 39 02 44 47 50 57 60 64 68 74 77 80 85
|
||
AQUATIC 27 30 34 39 43 47 51 55 59 63 68 75 80 89 99
|
||
PLANTS 25 29 34 39 46 52 57 63 68 74 79 84 88 94 99
|
||
SLIMES/PUDDINGS 12 18 23 27 34 37 45 48 54 58 63 69 74 79 85
|
||
ELEMENTALS 28 31 34 36 39 42 45 48 51 54 57 60 64 68 72
|
||
MAGICAL 08 14 23 32 36 43 47 52 57 62 66 68 71 74 78
|
||
|
||
PERCENTAGES TO PARALYZE
|
||
LEVEL OF HEALER
|
||
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
|
||
----------------------------------------------------------
|
||
BIPEDAL 50 53 56 58 61 64 68 73 76 81 87 94 98 99 99
|
||
QUADRUPEDAL 45 48 51 53 56 58 72 74 76 78 80 82 84 89 91
|
||
REPTILIAN 39 42 45 48 52 55 58 62 65 67 70 72 76 86 89
|
||
AVIAN 23 27 30 35 38 40 43 46 49 54 58 63 67 74 78
|
||
AMPHIBIOUS 18 20 24 27 30 34 37 40 45 49 52 57 61 69 72
|
||
AQUATIC 13 16 19 23 26 30 34 36 41 46 49 53 59 65 69
|
||
PLANTS 35 38 42 45 49 53 57 63 69 74 78 83 87 92 97
|
||
SLIMES/PUDDINGS 05 09 12 17 21 27 33 39 45 54 63 72 81 99 99
|
||
ELEMENTALS 01 03 07 10 14 21 25 29 32 36 42 48 55 65 82
|
||
MAGICAL 01 02 03 10 14 18 20 24 30 33 39 43 48 65 80
|
||
_____________________________________________________________________________
|
||
DIE TO:
|
||
DAMAGE/HEAL PARALYZE GET EXPERIENCE
|
||
_________________________________________________________
|
||
|
||
01 1D4 1D4 1D20X10
|
||
02 1D6 1D4 1D20X10
|
||
03 1D8 1D4 1D20X10
|
||
04 1D10 1D6 1D20+1D4X10
|
||
05 1D12 1D6 1D20+1D4X10
|
||
L 06 1D20 1D8 1D20+1D4X10
|
||
E 07 1D20+1D4 1D8 1D20+1D6X10
|
||
V 08 1D20+1D4 1D12 1D20+1D6X10
|
||
E 09 1D20+1D6 1D12 1D20+1D8X10
|
||
L 10 1D20+1D8 1D20 1D20+1D10X10
|
||
11 1D20+1D8 1D20 1D20+1D10X10
|
||
O 12 1D20+1D10 1D20+1D4 1D20+1D12X10
|
||
F 13 1D20+1D10 1D20+1D4 1D20+1D12X10
|
||
14 1D20+1D12 1D20+1D6 2D20X10
|
||
H 15 1D20+1D12 1D20+1D6 2D20X10
|
||
E 16 2D20 1D20+1D8 2D20+1D4X10
|
||
A 17 2D20+1D4 1D20+1D8 2D20+1D4X10
|
||
L 18 2D20+1D6 1D20+1D10 2D20+1D6X10
|
||
E 19 2D20+1D8 1D20+1D12 2D20+1D10X10
|
||
R 20 2D20+1D10 2D20 2D20+1D12X10
|
||
21 2D20+1D12 2D20+2D4 3D20X10
|
||
22 3D20 2D20+2D6 3D20+2D4X10
|
||
23 3D20+2D6 2D20+3D12 3D20+2D12X10
|
||
24 3D20+2D10 3D20+2D10 4D20X10
|
||
25 4D20+3D12 4D20+3D6 4D20+2D10X10
|
||
26 4D20+4D10 4D20+4D12 4D20+3D12X10
|
||
|
||
|
||
HEALERS ARE ABLE TO RESURRECT BEINGS OF ALL TYPES, SO LONG AS IT HAS
|
||
NOT BEEN DEAD FOR MORE THAN ONE DAY.
|
||
THE HEALER IS LIMITED TO THE NUMBER OF TIMES A DAY THAT HE MAY
|
||
RESURRECT OTHERS BY THE FOLLOWING TABLE.
|
||
UPON ANY RESURRECTION ATTEMPT THE HEALER MUST REST FOR
|
||
AT LEAST THREE DAYS OR DIE FROM EXHAUSTION.
|
||
IF THE HEALER IS ALLOWED, DUE TO HIS LEVEL, TO RESURRECT MORE THAN ONCE
|
||
PER DAY, HE MAY DO SO, BUT THEN REST FOR THE APPROPRIATE NUMBER OF DAYS,
|
||
PLUS AN ADDITIONAL DAY FOR EACH EXTRA ATTEMPT, AS WELL AS THE DAYS INCURRED
|
||
BY EACH ATTEMPT.(i.e. 1 ATTEMPT=3 DAYS REST, 2 ATTEMPTS=7 DAYS REST.)
|
||
|
||
LEVEL OF HEALER
|
||
|
||
01-04 05-07 08-12 13-14 15-18 19-26
|
||
__________________________________________________
|
||
|
||
NUMBER OF ATTEMPTS: 1/DAY 3/2DAY 2/DAY 5/2DAY 3/DAY 7/2DAY
|
||
CONSTITUTION 17-18: 1/DAY 2/DAY 5/2DAY 7/2DAY 4/DAY 9/2DAY
|
||
" 19-20 3/2DAY 2/DAY 3/DAY 7/2DAY 4/DAY 5/DAY
|
||
" 20+ 2/DAY 5/2DAY 3/DAY 4/DAY 9/2DAY 11/2DAY
|
||
_____________________________________________________________________________
|
||
|
||
HEALER ARMOR CLASS AT LEVEL
|
||
LEVEL
|
||
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16
|
||
______________________________________________________________
|
||
|
||
ARMOR CLASS 10 10 10 10 10 09 08 07 06 05 04 03 02 01 00 -1
|
||
WITH ARMOR 08 08 08 08 08 07 06 05 04 03 02 01 00 -1 -1 -1
|
||
MAX W/DEX
|
||
18 BONUS 04 04 04 04 04 03 02 01 00 -1 -2 -2 -2 -2 -3 -4
|
||
|
||
********** MAXIMUM ARMOR CLASS -5. **********
|
||
_____________________________________________________________________________
|
||
|
||
|
||
HEALERS HAVE LIMITED SPELL USE OF CLERICAL SPELLS, ATTAINED AT 6th
|
||
LEVEL, AS SHOWN ON THE FOLLOWING TABLE:
|
||
|
||
LEVEL OF HEALER
|
||
|
||
SPELL LEVEL 6 7 8 9 10 11 12 13 14 15 16 17
|
||
-----------------------------------------------------
|
||
FIRST 3 3 3 4 4 5 6 6 6 7 7 8
|
||
SECOND 3 3 3 4 4 4 5 6 6 7 7 8
|
||
THIRD 2 2 3 3 3 4 5 6 6 7 7 8
|
||
FOURTH - 1 2 2 3 3 3 4 5 5 6 6
|
||
FIFTH - - - 1 2 2 2 2 3 4 5 5
|
||
SIXTH - - - - - 1 2 2 2 2 3 3
|
||
SEVENTH - - - - - - - - - - 1 1
|
||
_____________________________________________________________________________
|
||
|
||
HEALERS THAT REACH NINTH LEVEL RECEIVE THIEVING ABILITIES AS A FIRST
|
||
LEVEL THIEF, AND MAY GO UP IN LEVELS AT A RATE OF ONE LEVEL OF THIEVING
|
||
?ck EACH LEVEL AS A HEALER THEY GAIN.(I.E. A NINTH LEVEL HEALER MAY TRAIN
|
||
AS A FIRST LEVEL THIEF, A FIFTEENTH LEVEL HEALER MAY TRAIN AS A SIXTH LEVEL
|
||
THIEF.)
|
||
|