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C H A R A C T E R
C L A S S

Written by: XENO


mlsheltn@cc.memphis.edu
http://www.people.memphis.edu/~mlsheltn
Created: 20 February 1997
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=>> NATURE OF THE MAGICIANS
The Magician combines the qualities of a wizard with the qualities of a rogue. A
magician is more than just a spellcaster, and he is more than a mere thief or b
ard that can do parlor tricks.
The Magician relies on sleight of hand and illusion for his survival. Examples o
f a magician run the gamut of history, from the ancient Egyptian magicians of Ph
araoh (Exodus 7:11-12) to modern ones like Houdini and David Copperfield. Magici
ans can make an object "disappear" by sleight of hand or trick, but could also r
ely on magical powers to perform the same trick.
>> REQUIREMENTS AND RESTRICTIONS
The Magician's edge is his dexterity and intelligence, for performing the deft m
ovements of the hand and of mechanical "false bottomed" boxes, mirrors, and so f
orth, as well as the smarts required to fool his opponents into believing what h
e wants them to believe.
ATTRIBUTE PREREQUISITES. A minimum Dexterity, Intelligence, and Wisdom of 12 are
required for a character to be a Magician.
RACIAL LIMITATIONS. Humans, Elves, Half - Elves, and Gnomes may be Magicians. El
ves have a maximum of Xth level in this class, Half - Elves can rise up to XIIth
level, and Gnomes can attain XIVth level.
EQUIPMENT LIMITS. Magicians can use any weapon allowed to thieves, but are forbi
dden armor better than leather, and cannot cast spells while in armor at all. Th
ey may use any magical item except for weapons, armor, and rods, staves, and wan
ds without restriction. Magical weapons not usable by thieves are forbidden, as
is any armor of a class better than 2. Rods, staves, and wands may be used but w

ith the penalty as incurred by Dwarves using magical items outside their class (
20% of device malfunction whenever it is used or activated), but cursed items ca
nnot be gotten rid of like Dwarves can.
>> SPELLCASTING
SCHOOLS. Magicians can learn and cast any spell from the school of Illusion/Phan
tasm as a wizard of equal level. He can also learn and cast spells from the Alte
ration and Enchantment/Charm schools as a wizard of two levels lower; a Magician
must be at least IIIrd level before he can cast spells of these schools. The on
ly exception to these rules are the Alteration Polymorph spells *Polymorph Other
*, *Polymorph Self*, and *Polymorph Any Object*, which can be cast at normal lev
el.
CANTRIPS. A Magician gains extra memorization slots for cantrips equal to his ex
perience level. These extra slots can be used only for cantrips, and do not coun
t towards his usual allotment of spell progression slots.
>> THIEF SKILLS
Magicians acquire a few thief skills as well as spellcasting abilities. They hav
e the following: Pick Pockets (or Sleight of Hand), Open Locks, Find / Remove Tr
aps (to undo complex puzzles like the "three rings" trick), and Escape Bonds (as
found in the Player's Option: Skills & Powers book on pp. 52 - 54). They get th
e normal base of each skills as a thief does, but receives 20 points at Ist leve
l to distribute and 10 points for each additional level.
For those who do not have the Player's Option book mentioned above, here is a br
ief description of this particular skill, as quoted from its source.
"Escape Bonds: There comes a time in every thief's career when his luck runs out
and... he is apprehended. The ability to escape bonds such as ropes, leather th
ongs, manacles, chains and even straight jackets is a feat of contortion and det
ermination. The thief must roll to break every device binding him. If he's tied
at the wrists and at the ankles, then he must make two successful rolls to free
himself. This skill takes five rounds to use. A thief might hurry his efforts, b
ut he suffers a -5% penalty for each round he tries to shave. Locked items also
require the thief to successfully pick the locks. A failure on any attempt means
that the thief cannot loose that bond or pick the lock." (Player's Handbook: Sk
ills and Powers, pp. 52)
The Escape Bonds skill has a base chance of 10%. Half - ogres add 5% to their Es
cape Bonds, and Halflings add 10% to their scores. For every point of DEX below
12, subtract 5% from Escape Bonds; for every point of DEX above 16, add 5%.
>> MISCELLANEOUS
Here are the standard statistics for the class:
HIT DICE SIZE: 1d5 (1d6, reroll 6's, or 1d10 / 2 and round up fractions), gainin
g +1 hp every level above IXth.
THAC0 PROGRESSION: As Rogue.
SAVING THROWS: As Wizard.
PROFICIENCY SLOTS: as Rogue.

PROFICIENCY GROUP ACCESS: Wizard, Rogue, General.


EXPERIENCE LEVEL PROGRESSION:
LEVEL
Ist
IInd
IIIrd
IVth
Vth
VIth
VIIth
VIIIth
IXth
Xth
XIth
XIIth
XIIIth
XIVth
XVth
XVIth
XVIIth
XVIIIth
XIXth
XXth
XIIst

XP NEEDED
-

0
5,000
10,000
25,000
50,000
75,000
100,000
200,000
350,000
750,000
1,150,000
1,550,000
1,950,000
2,450,000
2,850,000
3,250,000
3,650,000
4,050,000
4,450,000
4,850,000
5,250,000

HD
-

1d5
2d5
3d5
4d5
5d5
6d5
7d5
8d5
9d5
9d5+1
9d5+2
9d5+3
9d5+4
9d5+5
9d5+6
9d5+7
9d5+8
9d5+9
9d5+10
9d5+11
9d5+12

* 400,000 per level above IXth.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=(c) 1997 by Xeno, where applicable.
E-MAIL ADDRESS: mlsheltn@cc.memphis.edu
WEB PAGE: http://www.people.memphis.edu/~mlsheltn
Creator of the NetBook of Heretic and the Puritan class.
Created: 20 February 1997

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