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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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Warriors can use any armor and any shield - and they need the help, because lots of nasty fell beasties are attempting to poke them in tender spots or squish them into goo. An unarmored warrior might as well be
clerics have a lot in common with warriors, though . . . they’re both on the front line.
Monks think warriors are wussies when you get them out of that armor.
Thieves think warriors are great distractions. Let the warriors romp and stomp while the thief is preparing a nice backstab ... or just going straight for the loot.
Wizards look at warriors exactly the way a warrior looks at his shield. It’s there to take damage. Valuable, necessary, and completely expendable.
naked . . . and that’s nothing no one should ever have to see.
Bonus Feats: In addition to the feat gained at every odd character level, warriors gain a bonus feat at the first and second character levels and then every even warrior level after that (fourth, sixth, etc.). These feat slots must, as if we had to tell you this, be used on some form of martial feat - if it doesn’t directly relate to bashing, poking, sticking, skewering, or otherwise causing life-threatening injury to someone, warriors aren’t interested.
Weapons Specialization: Starting at 4th level, the warrior may take the warrior-only feat Weapon Specialization, which adds +2 to damage with a chosen type of weapon (longsword, bastard sword, short sword, etc.). This may be taken either as a regular feat or as a warrior-specific bonus feat.
At last, the nerds get their revenge. The introverted, bookish stereotype of gamers ties very neatly into the introverted, bookish stereotype of wizards, which probably explains their popularity. Or perhaps it’s the innate desire of every person to be able to immolate a particularly annoying neighbor (especially a bard) without getting caught. Regardless, for sheer visceral joy, there’s nothing that beats a well-crafted spell going off and obliterating your foes. Warriors deal death in person; wizards sell it wholesale, with a discount if you also buy the “writhing in flames” package.
The most satisfying part of being a wizard is being able to chum out magic items when they’re needed (or when you need a few hundred extra gold to cover the rent). Seems like every adventuring party in the world needs a few potions and a magic sword or two; you’d
be doing adventurers everywhere a disservice if you refused. Besides, it’s a good way to unload cursed stuff onto people who aren’t going to live long enough to find out.
Bards think wizards are weird, greedy, and unappreciative. A warrior who doesn’t like your music may give you an honest thump, but a wizard will turn your belly button into an eyeball. Clerics and wizards have spellcasting in common, but that makes them competitors too. A munchkin cleric will have his own mass-death spells but knows the wizard has more, and is jealous. On the other hand, the cleric is the one who can heal, and he won’t let the wizard forget it.
Monks say “Wizards are just like us, but they study magic instead of combat. I could have been a wizard if I’d wanted to.” The wizards just smile quietly.
". . . An eye of newt, some tears from a scorned lover, and a pinch of bat guano.” [Pause.]
“Class, remember that when you cast this spell, you are advised to use dried bat guano."
- Elmunchster, remembering why he hated that spell in the first place
Thieves think wizards are great customers for the magic stuff they steal. Too bad that stealing from a wizard is so risky.
Warriors are very, very leery of enemy wizards, who provide the greatest and most terrifying threat to their continued careers. They know that the wizards of their own party are a necessary counter to the Other Guys, but distrust lingers. And when the fighter is hopping around after a combat, looking for his left leg, while the party’s wizard came through unscratched and expects an equal share of the goodies ... This can breed resentment.
Wizard Class Features
Abilities: Bar none, Intelligence is the single most important ability for wizards. It governs bonus spells and many wizardly skills. Second in importance are Dexterity, which allows wizards to dodge out of the way of unfriendly attacks, and Constitution, which gives bonus hit points and controls the wizard’s Concentration checks when he gets jostled by the oaf in the plate armor.
Hit Die: d4.
Wizards are proficient in a paltry collection of weapons: club, light and heavy crossbows, dagger, and quarterstaff. They aren’t proficient with any armor or shields, and wearing armor screws up spellcasting. The best protection for a wizard in combat is a warrior right in front of him. Wizards cast arcane spells; Table 3.7 tells how many spells of each level a wizard can cast each day. Wizards may know any number of spells of each level. Wizards do not have to prepare spells beforehand.
Table 3.?= Wizard Spells
Scribe Scroll: All wizards can write magic scrolls. This should give you an idea of how potent a power this is.
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