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Character Classes


Eric

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Fighter

Prime Requisite: Strength

Hit Dice: 1d8

Armor: Any, including shield

Weapons: Any

Special Abilities: None

Saving Throws: Death 12; Wands 13; Paralysis 14; Breath 15; Spells 16

Cleric

Prime Requisite: Wisdom

Hit Dice: 1d6

Armor: Any, including shield

Weapons: Mace, Club, War hammer, or Sling

Special Abilities: Turn Undead, Cleric Spells

Saving Throws: Death 11; Wands 12; Paralysis 14; Breath 16; Spells 15

Magic-User

Prime Requisite: Intelligence

Hit Dice: 1d4

Armor: None

Weapons: Dagger only

Special Abilities: Magic-User Spells

Saving Throws: Death 13; Wands 14; Paralysis 13; Breath 16; Spells 15

Thief

Prime Requisite: Dexterity

Hit Dice: 1d6

Armor: Leather only, no shield

Weapons: Any missile weapon, any one-handed melee weapon

Special Abilities: Open Locks, Find Traps, Remove Traps, Climb Walls, Move Silently, Hide in Shadows, Pick Pockets, Hear Noise, Backstab

Saving Throws: Death 13; Wands 14; Paralysis 13; Breath 16; Spells 15

Dwarf

Prime Requisites: Strength

Minimum Scores: Strength 9, Constitution 9

Hite Dice: 1d8

Armor: Any, including shield

Weapons: Any except two-handed swords or longbows

Special Abilities: Infravision, Detect Construction

Saving Throws: Death 8; Wands 9; Paralysis 10; Breath 13; Spells 12

Elf

Prime Requisites: Strength and Intelligence

Minimum Score: Intelligence 9

Hite Dice: 1d6

Armor: Any, including shield

Weapons: Any

Special Abilities: Infravision, Detect Secret Doors, Immunity to Ghoul Paralysis, Magic-User Spells

Saving Throws: Death 12; Wands 13; Paralysis 13; Breath 15; Spells 15

Halfling

Prime Requisites: Strength and Dexterity

Minimum Scores: Dexterity 9, Constitution 9

Hit Dice: 1d6

Armor: Any, but must be made halfling-sized

Weapons: Any small weapon (dagger, short sword, short bow)

Special Abilities: Small Size Combat Advantages, Hiding

Saving Throws: Death 8; Wands 9; Paralysis 10; Breath 13; Spells 12

 

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