PLAYER’S OPTIONT: Skills &f Powers Book

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Design: Douglas Niles and Dale A Donovan Bionics Design: Bill Slavicrek and Dale A Donovan Development and Editing: Jean Rabe Design Contributions: Rich Baker, Skip Williams Editing Contribution: Dori Hein Project Coordinator: Steve Winter Typography: Angelika Lokotz Graphic Design: Dee Bamett Production: Paul Hanchette Cover Art: Jeff Easley Interior Art: Thomas Eiaxa, Doug Chaffee, Les Doncheid, Jeff Easley, Ken Frank, Eric Hotz Thenks to: Wolf Eiaur, Tim Beach, Michele Carter, Roger E. Moore

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TSR, Inc. TSR Ltd. 201 Sheridan Springs Road 120 Church End, Cherry Hinton Lake Geneva Cambridge CB1 3LB WI 53147 USA United Kingdom

ADuKIDw6DMta(E,mkf.?E. s.wI1IKwruJcr,ad#wDas~ a, . WsOPTLN, OM, M~~~IJst&.riw, PLWSCW andtheisR bgo areaademarkr awned NTSR hx. Random House and m affiliate mmpanks have wci!&i& distribution hghk in the bodr had? for E language produds of TSR, lnc Dismbuted to the book and hobby trade in the UnMKm&m by TSR Ltd. to the toy andY &by aade by re&ml distributors. 01995m. lncN Rghk ReJerved. Thus work is protected under hc tqy@htiaws @the UndSmes of Amenca. bny reproducton or unauthorized use of the mated or Mamwlr pennhd herem is prohibited hutthe express wntten consent of TSR, Inc 2154XXXI 501 RrStpriM&*rly 1995 hinted in UE USA 2 I !,zgan playing the AD&D8 game (more lb"rs ago tht 0 e system seemed to offer rules for every conceivablc I I- the books contained more systems and procedures than any player d possibly need. take long to disabuse myself of that notion. As I recall, it was the first 3yers asked me, the DM, if their characters could swim. How well? How fast, and r how long? And if their characters couldn't swim, could they float for awhile? F i how maiy gold pieces could you carry before you sank like a stone? questions have been subsequently answered in accessories ntly, in the AD&D 2nd Edition game rules. However, for eve new procedure introduced to the gam-, e (dare I say 'devious'?) players, and more OPTION": Skdk L? Powers system will put I

s complexity. The word attempted to add to the number of choices av it adding to the I complications of resolving these chc ' I sincerely hope that you'll decide iiiai w

All things in nature must evolve in order to keep pa ganisms must adapt as their environment changes I ,o is true in gaming The AD&D game IS one of th ;terns around. And it's a greatSample system; its longevi file the time that the AD&D game has existed, gami s the game The original AD&D game evolved from the D&D game in the late 170s. Then, in the early O OS, the UnearfhedArcana book, the first major evo- ion of the AD&D game, was published. More evolutions followed, culminating 1989 with the publication of the AD&D 2nd Edition game rules Now, the AYER'S OPTIONbooks (and the DM" OPTION:H/gh-/eve/ Handbook to be pub- led later this year) represent the latest evolutions of the AD&D game. The central concept behind the PLAYER'SOPTION books is player choice. We mted to expand the AD&D game in ways that had never been explored before e hoped to offer the players and DMs of the AD&D game more options iere's that word again) than they ever had We wanted to give those who play 3 AD&D game more choices, more control over their game and their charac- -s than was previously considerec' sible ?we've succet ' ', but * .+h ++at decision is not in our ha "-08 and players c --- /e the final say in this matter hope you use these rules in 3 ck on these rules and the AI ;that the game will continue

o many years. of Conter-4

AC Chapter 1 : Character Points ...... -6 Chapter 4: Character Classes...... I Warriors ...... Character Generation ...... 7 .47 Character Backgrounds ...... Fighter ...... 47 Paladin ...... 48 Ranger ...... 49 Chapter 2: Ability Scores ...... Rogues ...... 51 Thief Strength, Stamina, Muscle ...... ,13 ...... 51 Bard Dexterii, Aim, Balance ...... ,14 ...... 54 Priests .56 Consftution, Health, Fitness ...... 15 ...... Clerics Intelligence, Reason, Knowledge ...... 16 ...... 57 Specialty Priests .58 Wisdom, Intuition, Willpower ...... 17 ...... Charisma, Leadership, Appearance ...... 18 Druids ...... -58 Wizards .60 Alternate Subability Method ...... 19 ...... Wizard Subability Checks ...... 2O ...... -60 More About Ability Checks ...... 21 Specialist Wizards ...... 61 Multiclassed and Dual-classed Characters. .. . . , .63 Lnapter 3: Racial Requirements ...... 22 Non-adventurers ...... 63 Racial Ability Adjustments ...... 23 Racial Level Limits...... 23 Chapter 5: Character Kits ...... 64 Character Points ...... 23 The Social Ranks System Dwarves ...... Sample 23 file ...... __ Elves ...... 26 Kits ...... 65 Acrobat, Amazon.. Gnomes ...... 30 ...... 66 ...... 32 Animal Master, Assassin ...... ~....67 Halfelves ...... 34 Barbarian, Beggar ...... 68 Half- ...... 34 Cavalier ...... 69 Half-ogres Diplomat, Explorer ...... 36 .71 i Humans ...... 36 Gladiator, Jester...... 72 I Other Races ...... 37 Mariner, Merchant ...... 73 The Races ...... 41 Mystic, Noble ...... Aarakocra, Alaghi, Bugbear, Bullywug, Outlaw, Peasant Hero ...... Centaur, Flind, Ciff ...... 41 Pirate, Pugilist ...... Cithzerai, Gnoll ...... 42 Rider ...... Goblin, Hobgoblin, Kobold, Lizard man, Savage, Scholar ...... Minotaur, Mongrelman ...... 43 Scout, Sharpshooter ...... Ogre, , satyr, Swanmay, Smuggler ...... Thri-kreen, Wemic . , ..., .44 Soldier, Spy ...... Thble of Contents A Thug ...... 84 Chapter 8: New Schools of Magic ...... 136 Weapon Master ...... 85 The Alchemist ...... 138 Creating New Kits ...... 85 The Geometer ...... 138 The Shadow Mage ...... 140 Chapter 6: Noweapon Proficiencies ...... 86 The Song Wizard ...... 141 Proficiencies and the Character Point System ...... 87 Chapter 9: Psia 12 Improving Proficiencies ...... 88 Using Psionics ...... 13 Acquiring Character Traits ...... 88 Closed and Open Minds ... 13 Selecting Character Disadvantages ...... 89 Mental Armor Class ...... 13 Using Proficiencies in Play ...... 89 Psionic Strength Points ...... 14 Modifying Proficiency Rolls ...... Psionic Combat ...... Proficiencies and Level Advancement ...... 92 15 The Five Psionic Attacks ...... 16 Use of Proficiencies by The Fwe Psionic Defenses ...... 147 Nonproficient Characters ...... 93 Adding Substance to Psionic Combat .....148 Using Disadvantages ...... 93 Using Psionic Powers ...... 149 Proficiency Descriptions ...... 94 Closing an Open Mind ...... 149 Trait Descriptions ...... 104 Psionics in a Round 150 Disadvantage Descriptions ...109 ...... Limitations to Psionic Powers ...... -150 Psionics and Magic ...... 150 Chapter 7: SamplePsionicists file and Wild Talents ...... 551 Weapon Proficiency and Mastery ...... 1 12 Psionicists ...... 15 1 Wild Talents ...... 155 Selecting Weapon Proficiencies 1 13 I ...... Psionic Powers ...... 157 Character Class Restrictions ...... 113 Clairsentient Powers ...... 158 Weapon Groups 1 13 ...... Psychokinetic Powers ...... 161 Nonproficiency and Weapon Familiarity .....114 Psychometabolic Powers ...... 164 Weapon Group Proficiencies ...... 115 Psychoportive Powers ...... 168 Shield Proficienq ...... 115 Telepathic Powers ...... 172 Armor Proficiency ...... 115 Psionic Powers Summary ...... 175 fighting Style Specialization ...... 116 Weapon Specialization and Mastery ...... 1 18 Monsters and Weapon Mastery ...... 119 Appendm: Compiled Tables ...... 178 Equipment ...... 120 Different Forms of Wealth ...... 122 Index ...... 188 Ways to Spend and Save Money ...... 122 Encumbrance and Movement ...... 124 Equipment Tables ...... 126 r charactc rhanw VI

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