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17:35, 26th April 2024 (GMT+0)

Character Creation

Posted by CaladinFor group public
Caladin
GM, 1 post
Nothing Lasts Forever
Strive For Greatness
Fri 13 Mar 2020
at 17:59
  • msg #1

Character Creation

How To Create A Character For This game

1. Roll for ability scores.
Mark down your characters abilities: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma (in that order). Roll 3d6 for each ability and mark the result next to the name of the ability. Rolls below 8 maybe rolled again.

2. Choose a class; note special abilities and spells.
Choose a class which best suits your characters abilities, then mark any special abilities your character possesses because of the class, for future reference (keeping in mind that your character is 1st level). Magic-users and elves should choose one spell, consulting the section on Magic-user and Elf Spells

3. Adjust scores as desired; note bonuses for high scores.
It is possible to raise one's score in a prime requisite by lowering the scores of some of the other abilities. When adjusting abilities, no score may be lowered below 9. When an adjustment is made, a prime requisite ability will be raised 1 point for every 2 points that the adjusted ability is lowered. Consult the table for Bonuses and Penalties and make a note of the results next to exceptional ability scores.

4. Hit points.
Players will receive the maximum number for hit points their character class will allow and no rolling is needed from 1st, 2nd and 3rd level.

5. Roll for money, and equip the character.
Roll 3d6 and multiply the result by 10. This is the total amount of money or gold pieces (gps) your character starts with and can spend on equipment. Consult the table of Costs of Equipment and Weapons and "buy" whatever equipment your character desires, within the limits of his or her starting amount of gps and class restrictions.

6. Find Armor Class, attack, and saving throw numbers.
Find the Character Attacks table and note the scores your character will need to hit the various armor classes when in combat. Check the Saving Throws table and write down the various scores that your character may need to roll as a saving throws during an adventure.

7. Name the character & alignment.
If you have not already done so, name your character. Please keep these names on a serious level as "Killer" and the like will not be acceptable names. Choose an alignment for your character. Record the alignment on your character sheet.

* If any problems have come up while creating your character, PM the GM
This message was last edited by the GM at 03:10, Tue 17 Mar 2020.
Caladin
GM, 2 posts
Nothing Lasts Forever
Strive For Greatness
Fri 13 Mar 2020
at 18:50
  • msg #2

Character Creation

Character Abilities

After rolling the six ability scores for a character, the player should choose a class — that type of adventurer which the player would most like the character to be. One or two abilities are the most important to each character class. The ability most important to a class is called the prime requisite for that class. The higher the prime requisite score, the more successful that character will be in that class.

To choose a class, a player should first look for his or her highest ability scores. If one of the high scores is the prime requisite for a class, the player should consider making his or her character a member of that class.

The six ability scores, and their use as prime requisite, are explained hereafter:

Strength: is a measure of muscle power and the ability to use that power. Any character with a Strength score of 13 or above should consider one of the following four classes: fighter, dwarf, elf, or halfling. Strength is the prime requisite for the classes of fighter and dwarf, and one of the two prime requisites for the classes of elf and halfling.

Intelligence: is the ability to learn and remember knowledge, and the ability to solve roblems. Characters with an intelligence score of 13 or above should consider the classes of magic-user or elf. Intelligence is the prime requisite for magicusers, and one of the prime requisites for elves.

Wisdom: refers to inspiration, intuition, common sense, and shrewdness. Wisdom aids in solving problems when Intelligence is not enough. A character with a Wisdom score of 13 or greater should consider the class of cleric, since Wisdom is the prime requisite of that class.

Dexterity: is a measure of speed and agility. A character with a high Dexterity score is "good with his hands" and has a good sense of balance. A character with a Dexterity score of 13 or greater should consider the classes of thief and halfling. Dexterity is the prime requisite of thieves and one of the prime requisites of halflings.

Constitution: is a combination of health and endurance (the ability to hold up under pressure). It directly influences every class, possibly changing the number of hit points a character has. Constitution is never a prime requisite.

Charisma: is a combination of appearance, personal charm, and leadership ability. It helps the DM decide exactly how a monster will react to a player character. If also affects the number of retainers a character can hire, and the morale.
This message was last edited by the GM at 20:01, Fri 13 Mar 2020.
Caladin
GM, 3 posts
Nothing Lasts Forever
Strive For Greatness
Fri 13 Mar 2020
at 19:58
  • msg #3

Character Creation

Character Classes

CLERIC
Clerics are humans who have dedicated themselves to the service of a god or goddess. They are trained in fighting and casting spells. As a cleric advances in level, they are granted the use of more and more spells. However, clerics do not receive any spells until they reach 2nd level. The prime requisite for clerics is Wisdom.

DWARF
Dwarves are short, stocky demi-humans about four feet tall. All dwarves have long beards. They weigh about 150 pounds. Their skin is earth-colored and their hair is dark brown, gray, or black. Dwarves are sturdy fighters and are especially resistant to magic, as shown by their better saving throws against magical attacks. The prime requisite for a dwarf character is Strength.

ELF
Elves are slender, graceful demi-humans with delicate features and slightly pointed ears. They are an average of 5 feet tall and weigh about 120 pounds. They can be dangerous opponents, able to fight with any weapon and use magic spells as well. The prime requisites for an elf are Strength and Intelligence.

FIGHTER
Fighters are humans who train for battle. It is their job to fight monsters and to protect the weaker members of a party. Great heroes such as Hercules were fighters. The prime requisite for a fighter is Strength.

HALFLING
Halflings are small, good-natured demi-humans averaging only 3 feet in height and weighing about 60 pounds. They are outgoing but not unusually brave, seeking treasure as a way of gaining the comforts of home which they so dearly love. The prime requisites for a halfling are Strength and Dexterity.

MAGIC-USER
Magic-users are humans who, through study and practice, have learned how to cast magic spells. The prime requisite for magic-users is Intelligence.

THIEF
Thieves are humans who are trained in the arts of stealing and sneaking. They are the only characters who can open locks and find traps without using magic to do so. Due to these abilities, a thief is often found in a normal group of adventurers. The prime requisite of a thief is Dexterity.
This message was last edited by the GM at 22:47, Fri 13 Mar 2020.
Caladin
GM, 75 posts
Nothing Lasts Forever
Strive For Greatness
Wed 25 Mar 2020
at 19:34
  • msg #4

Character Creation

Bonuses and Penalties Due to Abilities

Prime Requisite:
Score Adjustment
3-5    -20% from earned experience points
6-8    -10% from earned experience points
9-12  No adjustment to experience points
13-15 + 5% to earned experience points
16-18 + 10% to earned experience points
Adjustments for classes with two prime requisites are explained in the class descriptions. Any adjustments to earned experience are used when the DM gives experience points at the end of an adventure.


Strength:
Score Adjustment
3      -3 to hit, damage, and opening doors 
4-5    -2 to hit, damage, and opening doors 
6-8    -1 to hit, damage, and opening doors 
9-12  No adjustments due to Strength
13-15 + 1 to hit, damage, and opening doors
16-17 + 2 to hit, damage, and opening doors
18    + 3 to hit, damage, and opening doors
Regardless of adjustments, any successful hit will always do at least 1 point of damage. All Strength adjustments apply only to hand-to-hand combat and to opening doors. Missile fire combat is adjusted by Dexterity according to the chart hereafter.


Intelligence:
Score Use of Languages
3      Has trouble with speaking, cannot read or write
4-5    Cannot read or write Common
6-8    Can write simple Common words
9-12  Reads and writes native languages (usually 2*)
13-15 Reads and writes native languages, + 1 added language
16-17 Reads and writes native languages, + 2 added languages
18    Reads and writes native languages, + 3 added languages
* Humans know two native languages: the Common and Alignment languages. Demi-humans know a number of native languages, as explained in the class descriptions.


Wisdom:
Score Saving Throw Adjustments
3      -3 on magic-based saving throws
4-5    -2 on magic-based saving throws
6-8    -1 on magic-based saving throws
9-12  Normal magic-based saving throws
13-15 + 1 on magic-based saving throws
16-17 + 2 on magic-based saving throws
18    + 3 on magic-based saving throws
Adjustments to magic-based saving throws do not apply to saving throws vs. Dragon Breath. They might (or might not) affect saving throws vs. Death Ray or Poison, depending on whether the attack is magical. These adjustments do affect a saving throw vs. Turn to Stone, vs. Wands, and vs. a Rod, Staff, or Spell.


Dexterity:
Score Missile Fire Adjustment Armor Class Adjustment Initiative Adjustment
3      -3 to hit + 3 penalty -2
4-5    -2 to hit + 2 penalty -1
6-8    -1 to hit + 1 penalty -1
9-12  No adjustments No adjustments No adjustments
13-15 + 1 to hit - 1 penalty +1
16-17 + 2 to hit - 1 penalty +1
18    + 3 to hit - 3 penalty +2
Missile fire combat adjustments affect the chances to hit; they do not affect the amount of damage done. Dexterity may affect Armor Class, raising (penalizing) or lowering (improving) the Armor Class of the character. *This applies only to individual initiative (who will strike first, not party initiative.


Constitution:
Score Hit Point Adjustment
3      -3 points per hit die
4-5    -2 points per hit die
6-8    -1 points per hit die
9-12  No adjustment to hit points
13-15 + 1 points per hit die
16-17 + 2 points per hit die
18    + 3 points per hit die
These adjustments are used whenever a player rolls to determine a character's hit points. No hit die roll may be adjusted below 1, regardless of the adjustments.


Charisma:
Score Adjustment to Reactions Maximum number of retainers Morale of retainers
3      -2 1 4
4-5    -2 2 5
6-8    -1 3 6
9-12  None 4 7
13-15 + 1 5 8
16-17 + 1 6 9
18    + 2 7 10
The adjustment to reactions may help or hinder "first impressions" when talking to an encountered creature or person. Charisma also affects the number of NPC retainers a player character may hire, and the morale of those persons.

This message was last edited by the GM at 23:10, Wed 01 Apr 2020.
Caladin
GM, 91 posts
Nothing Lasts Forever
Strive For Greatness
Tue 31 Mar 2020
at 21:02
  • msg #5

Character Creation

Character Class

The information in the following posts is discussed further the CHARACTER CLASSES. The tables below give the official name of each level in each character class or profession and the experience points necessary for a character to rise to the next level of experience.

The charts also give the type (and number) of dice used to determine the hit points for each class. Special tables are also given, listing the special abilities for the class. The posts are arranged in alphabetical order, by class.
This message was last updated by the GM at 20:27, Wed 01 Apr 2020.
Caladin
GM, 92 posts
Nothing Lasts Forever
Strive For Greatness
Tue 31 Mar 2020
at 21:05
  • msg #6

Character Creation

CLERIC:
Level Title Exp Points Hit Dice Spells
1 Acolyte 0 1D6 None
2 Adept 1500 2D6 1st Level
3 Priest/Priestess 3000 3D6 2nd Level

Clerics vs. Undead
Cleric's Level Skeletons Zombies Ghouls Wights Wraiths
1 7 9 11 No Effect No Effect
2 T 7 9 11 No Effect
3 T T 7 9 11
T means that the cleric automatically Turns the undead; a number is the roll needed (on 2d6) to Turn. A complete explanation of Turning undead will be given below in the class description of clerics.


Clerics are humans who have dedicated themselves to the service of a god or goddess. They are trained in fighting and casting spells. As a cleric advances in level, he or she is granted the use of more and more spells. However, clerics do not receive any spells until they reach 2nd level (and have proven their devotion to their god or goddess). A list of clerical spells and their explanations is given in link to a message in this game. The prime requisite for clerics is Wisdom. A Wisdom score of 13 or greater will give the cleric a bonus on earned experience points.

RESTRICTIONS: Clerics use six-sided dice (d6) to determine their hit points. They may wear any armor and may use shields. Clerics are forbidden by their religious codes from using edged weapons, such as swords and arrows. A cleric may only use a weapon without an edge, such as a mace or sling.

SPECIAL ABILITIES: Clerics are very helpful when undead monsters (such as skeletons, zombies, and ghouls) are encountered. When a cleric encounters an undead monster, the cleric may attempt to "Turn" (scare) the monster instead of fighting it. If a cleric Turns an undead monster, the monster will not touch the cleric and will flee from the area if it can.

When a cleric attempts to Turn one or more of the undead, consult the Clerics vs. Undead table above. Cross-index the cleric's level with the type of undead encountered. The result will be "no effect", a number, or a T.
   
  • "No effect" means that the cleric cannot Turn that type of undead monster (the cleric has not yet gained enough experience to do so).
  • A number means that the cleric has a chance at Turning some or all of the undead monsters. If the player rolls the given number (or greater) on 2d6, then some of the undead monsters are Turned. If the cleric rolls less than the given number, the attempt to Turn the undead monster fails (as in "no effect").
  • A "T" means that the cleric automatically Turns some or all of the undead monsters.

If a cleric is successful at Turning some undead monsters, the player must roll 2d6 to find how many hit dice of undead monsters are Turned. A successful attempt at Turning undead will always affect at least one undead monster, no matter how few hit dice are affected.
This message was last edited by the GM at 23:12, Wed 01 Apr 2020.
Caladin
GM, 97 posts
Nothing Lasts Forever
Strive For Greatness
Wed 1 Apr 2020
at 13:42
  • msg #7

Character Creation

Dwarves:
Level Title Exp Points Hit Dice Spells
1 Dwarven Veteran 0 1D8 None
2 Dwarven Warrior 2200 2D8 None 
3 Dwarven Swordmaster 4400 3D8 None 


Dwarves are short, stocky demi-humans about four feet tall. All dwarves have long beards. They weigh about 150 pounds. Their skin is earth-colored and their hair is dark brown, gray, or black. Stubborn but practical, dwarves love hearty meals and strong drink. They value good craftsmanship, and are very fond of gold. Dwarves are sturdy fighters and are especially resistant to magic, as shown by their better saving throws against magical attacks. The prime requisite for a dwarf character is Strength. A Strength score of 13 or greater will give a dwarf a bonus on earned experience points.

RESTRICTIONS: Dwarves use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 12th level of experience. Dwarves may use any type of armor and may use shields. They may use any type of weapon of normal or small size, but may not use long bows nor two-handed swords. A dwarf character must have a minimum Constitution score of 9.

SPECIAL ABILITIES: Dwarves are very hardy creatures and have better saving throws than most other character classes. Dwarves often live underground, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. They are expert miners and are able to find slanting passages, traps, shifting walls, and new construction one-third of the time (a roll of 1 or 2 on 1d6) when looking for them. All dwarves speak Common, Dwarvish, and the alignment tongue of the character, plus the languages of gnomes, kobolds, and goblins.
This message was last edited by the GM at 20:34, Wed 01 Apr 2020.
Caladin
GM, 98 posts
Nothing Lasts Forever
Strive For Greatness
Wed 1 Apr 2020
at 13:45
  • msg #8

Character Creation

Elves are slender, graceful demi-humans with delicate features and slightly pointed ears. They are 5 to 5V2 feet tall and weigh about 120 pounds. They can be dangerous opponents, able to fight with any weapon and use magic spells as well, but prefer to spend their time feasting and frolicking in wooded glades. They rarely visit the cities of men. Elves are fascinated by magic and never grow tired of collecting spells and magic items, especially if the items are beautifully crafted.

The prime requisites for an elf are Strength and Intelligence. If an elf has a score of 13 or greater in both Strength and Intelligence, the character will gain a 5% bonus on earned experience points. If the elf's Strength is 13 or greater and his or her Intelligence is 16 or greater, that character will earn a 10% bonus on earned experience.

RESTRICTIONS: Elves use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 10th level of experience. Elves have the advantages of both fighters and magicusers. They may use shields and can wear any type of armor, and may fight with any kind of weapon. They can also cast spells like a magic-user, and use the same spell list. A character must have an intelligence of 9 or greater to be an elf.

SPECIAL ABILITIES: Elves have infravision (heat-sensing sight) and can see 60 feet in the dark. When looking for secret or hidden doors, elves are able to find them one-third of the time (a roll of 1 or 2 on 1d6). Elves cannot be paralyzed by the attacks of ghouls. All elves speak Common, Elvish, and the alignment tongue of the character, plus the languages of ores, hobgoblins, and gnolls.
Caladin
GM, 99 posts
Nothing Lasts Forever
Strive For Greatness
Wed 1 Apr 2020
at 13:46
  • msg #9

Character Creation

Fighters are humans who train for battle. It is their job to fight monsters and to protect the weaker members of a party. Great heroes such as Hercules were fighters. The prime requisite for a fighter is Strength. Strong fighters can kill monsters more easily with their powerful blows. A Strength score of 13 or greater will give the fighter a bonus on earned experience points.

RESTRICTIONS: Fighters use eight-sided dice (d8) to determine their hit points. In addition to this advantage, they may use any weapon, wear any type of armor, and may use shields.

SPECIAL ABILITIES: Though they have no special abilities like special sight or bonuses, fighters are very powerful characters. Their greater endurance (more hit points), strong armor, many weapons, and great strength make them a necessary part of every party of adventurers.
Caladin
GM, 100 posts
Nothing Lasts Forever
Strive For Greatness
Wed 1 Apr 2020
at 13:52
  • msg #10

Character Creation

Halflings are small, good-natured demi-humans averaging only 3 feet in height and weighing about 60 pounds. They are outgoing but not unusually brave, seeking treasure as a way of gaining the comforts of home which they so dearly love. The prime requisites for a halfling are Strength and Dexterity. A halfling character whose Strength or Dexterity score is 13 or greater will receive a 5% bonus to earned experience. Halflings whose Strength and Dexterity scores are 13 or greater will receive a bonus of 10% to earned experience.

RESTRICTIONS: Halflings use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 8th level of experience. Halflings can use any type of weapon and armor which has been "cut down" to their size. Thus, they cannot use a two-handed sword or a long bow, but may use a sword or short bow. Halflings must have a minimum score of 9 in both Dexterity and Constitution.

SPECIAL ABILITIES: Halflings have better saving throws than most other character classes. They are very accurate with all missile weapons and gain a bonus of + 1 , in addition to Dexterity adjustments, on their "to hit" rolls when using them. Due to their small size and skills at dodging, halflings have a bonus of -2 on their Armor Class when being attacked by creatures larger than man-sized. When rolling for individual initiative halflings add +1, in addition to any Dexterity adjustments. Outdoors, halflings are difficult to spot, having the ability to seemingly vanish into woods or underbrush. Halflings have only a 10% chance of being detected in this type of cover, and even in dungeons there is a one-third chance (a roll of 1 or 2 on 1d6) that a halfling will not be seen in normal light if the character finds some cover (such as shadows), and remains absolutely quiet and still.
Caladin
GM, 101 posts
Nothing Lasts Forever
Strive For Greatness
Wed 1 Apr 2020
at 13:54
  • msg #11

Character Creation

Magic-users are humans who, through study and practice, have learned how to cast magic spells. Merlin the Magician was a Famous magic-user. The prime requisite for magic-users is Intelligence. A magic-user with an Intelligence score of 13 or greater will gain a bonus on
earned experience.

RESTRICTIONS: Magic-users use four-sided dice (d4) to determine their hit points. They may not wear armor nor use shields and may only carry a dagger for a weapon.

SPECIAL ABILITIES: Magic-users use many powerful spells. As they gain levels of experience, they also gain the ability to cast more and more spells. Magic-user spells are discussed in link to a message in this game. Though they are weak at first, magic-users can eventually become very powerful.
This message was last edited by the GM at 13:54, Wed 01 Apr 2020.
Caladin
GM, 102 posts
Nothing Lasts Forever
Strive For Greatness
Wed 1 Apr 2020
at 14:15
  • msg #12

Character Creation

Alignment
Alignment:
Three basic ways of life guide the acts of both player characters and monsters. Each way of life is called an alignment. The three alignments are named Law, Chaos, and Neutrality. Each alignment has a language that includes hand signals and other body motions. Player characters always know how to speak their alignment language in addition to any others they may know. If a monster is able to speak, it will also be able to use its alignment language.

Players may choose the alignments they feel will best fit their characters. A player does not have to tell other players what alignment he or she has picked, but must tell the DM. Most Lawful characters will reveal their alignment if asked. When picking alignments, the characters should know that Chaotics cannot be trusted, even by other Chaotics. A Chaotic character does not work well with other player characters.

The alignments give guidelines for characters to live by. The characters will try to follow these guidelines, but may not always be successful. If a DM feels that a player is not keeping to a character's chosen alignment, the DM may suggest a change of alignment or give the character a punishment or penalty.

Lawful is the belief that everything should follow an order, and that obeying rules is the natural way of life. Lawful creatures will try to tell the truth, obey laws, and care about all living things. Lawful characters always try to keep their promises. They will try to obey laws as long as such laws are fair and just. If a choice must be made between the benefit of a group or an individual, a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good of the group. Lawful characters and monsters often act in predictable ways. Lawful behavior is usually the same as behavior that could be called "good".

Chaotic is the opposite of Law. It is the belief that life is random, and that chance and luck rule the world. Everything happens by accident, and nothing can be predicted. Laws are
made to be broken, as long as a person can get away with it. It is not important to keep promises, and lying and telling the truth are both useful.

To a Chaotic creature, the individual is the most important of all things. Selfishness is the normal way of life, and the group is not important. Chaotics often act on sudden desires and whims. They cannot be trusted, and their behavior is hard to predict. They have a strong belief in the power of luck. Chaotic behavior is usually the same as behavior that could be called "evil".

Neutral is the belief that the world is a balance between Law and Chaos. It is important that neither side get too much power and upset this balance. The individual is important, but so is the group; the two sides must work together.

A Neutral character is most interested in personal survival. Such characters believe in their own wits and abilities rather than luck. They tend to return the treatment they receive from others. Neutral characters will join a party if they think it is in their own best interest, but will not be overly helpful unless there is some sort of profit in it. Neutral behavior may be considered "good" or "evil" (or neither!), depending on the situation.

This message was last edited by the GM at 20:14, Wed 01 Apr 2020.
Caladin
GM, 104 posts
Nothing Lasts Forever
Strive For Greatness
Wed 1 Apr 2020
at 20:13
  • msg #13

Character Creation

Languages
Languages:
When player characters wish to speak with monsters, it is often useful to be able to speak several languages. All characters and monsters capable of speech speak the language of their alignment (Lawful, Neutral, or Chaotic). The "common tongue" (or more simply "Common") is spoken by most humans, dwarves, elves, and halflings. Many monsters speak their own language, named after the monster. Any monster with its own language has a 20% chance of also speaking Common (except dragons, who always speak Dragon and Common if able to speak at all).

A character with an above-average Intelligence score (13-18) may learn additional languages. Note that as a part of the special abilities of the class, both dwarves and elves already speak additional languages. Some suggested languages besides Common and the alignment languages are:
Bugbear Gargoyle Harpy Minotaur 
Doppleganger Gnoll Hobgoblin Ogre
Dragon Gnome Kobold Ore
Dwarvish Goblin Lizard Man Pixie
Elvish Halfling Medusa Human Dialect

Alignment Languages:
Each alignment has a secret language of passwords, hand signals, and other body motions. Player characters and intelligent monsters will always know their alignment languages. They will also recognize when another alignment language is being spoken, but will not understand it. Alignment languages are not written down, nor may they be learned unless a character changes alignment. When this happens, the character forgets the old alignment language and starts using the new one immediately.

Note that playing an alignment does not mean a character must do stupid things. A character should always act as intelligently as the Intelligence score shows, unless there is a reason to act otherwise (such as a magical curse).
Law
Chaos
Neutrality

This message was last edited by the GM at 20:17, Wed 01 Apr 2020.
Caladin
GM, 105 posts
Nothing Lasts Forever
Strive For Greatness
Wed 1 Apr 2020
at 20:24
  • msg #14

Character Creation

Saving Throws

A saving throw represents the chance that a special attack may be avoided or will have less than the normal effect. This chance is given as a number on the Saving Throws chart (hereafter). A saving throw is made by rolling a twenty-sided die (ld20) (similar to "to hit" rolls). If the result of the roll is equal to or greater than the number given on the chart, the saving throw is successful. If the result is less than the number given, the saving throw is failed.

If a saving throw is successful against or versus a special attack which could cause damage, the victim will only take 1/2 damage from the attack. EXAMPLE: If a character makes a successful saving throw or "save" vs. a dragon's 20 point Breath, that character will only take 10 points of damage. If a saving throw is successful against a special attack that has a special effect but does not cause special damage such as Turn to Stone, the victim will avoid
these special effects. EXAMPLE: A character who saves vs. a
charm person spell is not affected by it.

Some attacks are both normal and special (damage plus poison, for example). In this case, even if the saving throw is successful, the attack will still do the normal damage unless noted otherwise; only the special attack is avoided. EXAMPLE: A rattlesnake bites for 1-4 points of damage plus poison. Even if a bitten character saves vs. Poison, he or she will still take 1-4 (1d4) points of damage from the bite.

If a poisoned attack hits a creature (such as the sting of a killer bee), the victim must save vs. Poison or die, unless the poison is neutralized. The DM should not allow players to make use of poisoned weapons. If they want to use poisoned weapons, they are likely to meet opponents who also use them! Most characters of Lawful alignment would object to the use of poisoned weapons.
This message was last edited by the GM at 20:28, Wed 01 Apr 2020.
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