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Dungeons and Dragons for dummies - Jacson S.

Jacson S. Dungeons and Dragons for dummies - John Wiley & Sons, 2003. - 49 p.
ISBN 1-55634-667-0
Download (direct link): dungeonsanddragonsfordummies2003.pdf
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Evasion: A monk who makes a Reflex save against damaging spells and similar effects (breath weapons, for instance) takes no damage. At 9th level, even a failed save results in half damage rather than full, as the monk dances away on nimble feet.
Ki Strike: At 10th level, the monk’s unarmed strike may injure monsters only hurt by +1 or better magical weapons. At 13th level, this expands to include those monsters hurt by +2 or better, and at 16th level, this goes up to +3. The unarmed strike itself does not have any magical bonus.
Phantasmal Form: A monk’s training allows him to project an aura of confidence and strength; once per day, the monk may add his level to all his unarmed attacks for the round, as the monk appears to his opponent to be an older, stronger member of the opponent’s race. This is a supernatural ability.
In the final two columns, the first number is for Small monks (gnomes and halflings), and the second is for Medium-sized monks.
Monks in Munchkin
Monks may be added to the Munchkin card game. Use the text below:
Ki Strike: The Monk gets +5 to any combat in which he does not use weapons.
Phantasmal Form: During any unassisted combat, the Monk may play monster-enhancing cards on himself! The cards go away at the end of the combat.
Monks cannot wear armor or helmets, or use shields. A Super Munchkin monk may ignore this limitation!
Warriors learn very quickly indeed to stay out of the monk’s way, as a wayward circle-kick can render even the most virile combatant insensible for an embarrassing length of time. Many warriors would
love to learn how monks achieve many of their combat feats; they are doomed to be disappointed.
Wizards have done everything up to and including probing monks’ minds for secrets, and still don’t understand them. All they know is that monks make excellent bodyguards while they’re casting spells ...
Thieves are unusual in that they usually steal from living victims, instead of looting the bodies and lairs of foes who had the decency to go ahead and die
- it’s more sporting. (Not that thieves turn down a treasure hoard in a long-disused dungeon - mercy no!
- but they hope for at least a few traps to add some spice to the lives of the people marching in the front of the party.) Thieves are like warriors, only more subtle and less effective; they are like bards, only quieter; they are like clerics, only less-pious; they are like monks, only less inscrutable; and they are ... uh ... nothing like wizards at all, really, except that they try to stay at the back of the group.
Thief Class Features
Abilities: Dexterity is crucially important for thieves. Intelligence is also important, as it controls many thiefly skills and gives extra points to put in those skills.
Hit Die: d6.
Table 3.6: Thief abilities
Thief Bonus Uncanny
Level Damage Dodge
1 ld6 -
2 ld6 -
3 2d6 Does not lose DEX bonus to AC, even when flatfooted
4 2d6 -
5 3d6 -
6 3d6 Cannot be flanked
7 4d6 -
8 4d6 -
9 5d6 -
10 5d6 -
11 6d6 +1 to saves vs. all traps
12 6d6 -
13 7d6 -
14 7d6 +2 to saves vs. all traps
15 8d6 -
16 8d6 -
17 9d6 +3 to saves vs. all traps
18 9d6 -
19 10d6 -
20 10d6 +4 to saves vs. all traps
Thieves are proficient in small, easily concealed weapons - even the longsword is well beyond their ken. Thieves are proficient in light armor, but not shields; leather armor is practically the official uniform of the thief.
Backstab: A thief who flanks an opponent, or whose opponent is in a situation negating its Dexterity bonus to AC (even if that bonus is 0), may make a backstab - even if he’s not attacking his opponent’s back. A successful backstab does extra damage as on Table 3-6. (This damage is not multiplied on a critical hit.) A creature without discernible anatomy, or which is immune to critical hits, is also immune to backstabs.
Traps: Only thieves can use the Search skill to locate traps with a DC higher than 20. Thieves can even find magical traps, with a DC of 25 + the spell level. Thieves can then use the Disable Device skill to disarm the trap.
Evasion: Thieves gain this ability at level 2. For effects such as fireballs that allow Reflex saves, thieves avoid damage entirely on a successful save.
Uncanny Dodge: Starting at level 3, thieves begin to react to events almost before they occur. The thief gains benefits as listed on Table 3-6.
No Honor Among Thieves: A thief who successfully steals an item from a party member gets an experience bonus of 50 XP per thief level. This bonus rises to 100 XP per level if the person he steals from is also a thief.
“That's OK, I know I’ve got this trap
- Last words ofNilos Quickfingers
Thieves and toddlers live by the same credo: “Anything that isn’t nailed down is mine. Anything that I can pry out of the tomb of the first king of the land, after disabling eight traps, dodging his skeletal minions, and losing 10 years of my life to his ghost... isn't nailed down.” The main difference is that thieves usually have more tools with which they accomplish their transfers of property and more skills at evading the notice of the rightful owners.
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