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Best of
Lake Geneva, Wis.
Vol. IV
May 1985
TSR, Inc. Publications Division
DRAGON, ADVAMCED DUNGEONS & DRAGONS, AD&D, and FIEND FOLIO are registered trademarks owned by TSR, Inc.
s 1985 TSR, Inc. All Rights Reserved.
RUNEQGEST is a registered trademark owned by Chaosium Inc.
ISBN 0-88038-135-3
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Contents
Part I. It takes all kinds
3
The bandit by Tom Armstrong and Roger E. Moore
4
The bounty hunter by Scott Bennie
6
The cloistered cleric by Lenard Lakofka
7
The death master by Lenard Lakofka
14
The duelist by Arthur Collins
18
The jester by Roger E. Moore
21
The scribe by Ed Greenwood
23
The smith by Ed Greenwood
26
Part II. Players' perspectives
29
Be aware, take care by Lew Pulsipher
30
It's a material world by Michael Dobson
35
Finish fights by Roger E. Moore
42
Two-fisted fighting by Roger E. Moore
45
The whole half-ogre by Roger E. Moore
46
Riding high by Roger E. Moore
48
Part III. Creative campaign
51
Five keys to success by Mike Beeman
52
A PC and his money by Lew Pulsipher
55
The care of castles by Katharine Kerr
58
Saintly standards by Scott Bennie
63
These are the breaks by John R. Shaw
65
Repair or beware by Arthur Collins
67
Wounds and weeds by Kevin J. Anderson
68
Runes by Phil Taterczynski and Roger Raupp
72
Runestones by Ed Greenwood
77
2
BEST OF DRAGON
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Part I. It takes all kinds
Player characters in the ADVANCED
DUNGEONS & DRAGONS® game are
developed as members of special classes: fighters,
clerics, rangers, thieves, magic-users, and so forth.
Each character class is separate and distinct
from all others, having distinctive powers
and skills that give it a special appeal and
flavor.
But why should player characters have
all the fun? Non-player character classes for
the AD&D® game have been developed over
years by the readers of DRAGON® Magazine.
These NPCs are flexible enough to challenge and
assist player characters of any level, and they offer
much-needed variety to gaming sessions. Need a
new suit of armor? See Ed Greenwood's smith
character. Want to settle an old score? Talk to
Arthur Collins's duelist or Scott Bennie's bounty
hunter. Looking for a really dangerous opponent for
the good guys in your group? Lenard Lakofka's death
master fills the bill.
Some gaming groups may want to experiment /
with these classes as player characters. But,
i
both Dungeon Masters and players should be
forewarned that these classes have not been exten-^
sively tested for balance or playability as PCs; in
fact, they were designed exclusively for use as
NPCs, and some of them (the death master, smith,
cloistered cleric, and scribe) are, by their nature,
only usable in that fashion. The duelist, bandit, bounty
hunter, and jester might prove more adaptable as
player characters, though some adjustments may need tof
be made to better their playability.
However you use them, these variant classes were
designed to enrich the gaming campaigns of all AD&D
players. We hope they work well for you.
j
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The bandit
A shifty non-player character
by Tom Armstrong and Roger E. Moore
From issue #63, July 1982
The bandit is a non-player character class containing aspects of
both the lighter and the thief classes. Bandits practice their profes-
sion of thievery by force, rather than by stealth as do normal thieves.
Bandits operate in the open countryside, making them similar in
some ways to rangers. Bandits develop wilderness survival skills and
certain thief-like abilities to enable them to further their ends. Ban-
dits art typically involved in highway robbery, raids on small villages
or isolated habitations, kidnapping for ransom, and similar sorts of
activities.
Humans, half-ores, and half-elves may become bandits. Humans
are unlimited in level advancement. Half-ores may advance to 10th
level. Half-elves may achieve 8th level if they have a strength of 18,
7th level with a strength of 17 or less, and 6th level with any lesser
strength.
A bandit must have minimum ability scores in four areas:
strength 12, intelligence 10, dexterity 12, and constitution 12. Ban-
dits with scores of 16 or higher in strength, intelligence, and dexter-
ity gain a 10% bonus to all experience points earned.
Bandits may be of any neutral or evil alignment. On rare occa-
sions and in special circumstances, neutral good bandits may be
found {in the tradition of Robin Hood), either as individuals or in
small groups.
Alignment is a major factor in determining how a particular ban-
dit or group of bandits operates. Those of neutral alignment (with
respect to good and evil) are most likely to allow their robbery or
kidnap victims to live, preferring to collect their possessions (or a
ransom) and then release the victims, avoiding a possible death
penalty for murder and, at the same time, leaving open the possibil-
ity of victimizing the same people all over again.
Evil bandits have no such reservations ahoul killing. Generally,
they will take fewer captives than neutral bandits, unless they are
sure that a victim is worth enough (in ransom) to make the trouble
and risk oi'kidnapping worthwhile. In such cases, they will usually
wait until after the ransom has been paid before killing their victim.
When neutral good bandits are found, this is frequently in the
territories of evil kings or dictators, where the bandits attack evil
persons and donate the "earnings" to the poor and needy of the
area, or to charity (but never to a player character).
Lawful bandits lend to operate in large groups; chaotic ones will
either form small bands or operate singly. No matter what size a
group of bandits is, the rule is "leadership by the strongest,"
Bandits roll different hit dice than do lighters or thieves, reflecting
the fact that, while not as good in close combat as regular fighters,
they are better than thieves in such respects. They use an eight-sided
die plus one point per level up to the 9th level. The hit-point average
for a bandit is very close to that of a fighter of equal level, but a ban-
dit's maximum number of hil points is lower than a fighter's.
BANDIT EXPERIENCE LEVEL TABLE
Hit
Experience
points
0—1,800
1,801—3,600
3,601 — 7,500
7,501 — 15,000
15,001—30,000
30,001—60,000
60,001—110,000
no, ooi— 200,000
200,001—300,000
300,001—450,000
450,001—650,000
650,001-900,000
Level title
Looter
Raider
Marauder
Highwayman
Outlaw
Desperado
Reaver
Brigand
Robber
Bandit
Bandit Lord
Bandit Lord (12th)
250,000 experience points per level for each additional level
above the 12th.
Bandits gain 2 hit points per level after the 9th.
Cover tracks percentage increases 3% per level to a maximum
of 98% at 17th level.
level
I
2
3
dice
(dS)
1 + 1
2 + 2
3 + 3
4 + 4
5 + 5
6 + 6
7 + 7
8 + 8
9 + 9
9+ U
9+13
9+15
Cover
tracks
50%
53%
56%
5
6
7
8
9
10
11
12
62%
65%
68%
71%
74%
77%
2. They can hide in natural terrain using camouflage techniques
and concealment as well as a thief of the same level can hide in
shadows. Bonuses for high dexterity and race also apply here. (For
instance, a half-elf bandit with dexterity of 17 has a 20% chance of
hiding in natural terrain at 1st level.) This ability is not usable
indoors or in subterranean environments,
3. Pits, snares, and other traps set outdoors may be detected and
removed by bandits with the same chance for success as a thief of
equal level has to find and remove traps. Again, racial and dexterity
bonuses apply to this ability. A bandit may only attempt to find and
remove any given trap once. This ability cannot be used indoors or
underground, and does not apply to traps on chests, doors, etc.
4. Bandits are adept at covering their tracks when passing through
the countryside. In some ways, this ability is similiar to the druid
spell pass without trace, however, the source of the bandit's ability is
not magical.
When this ability is used successfully, the bandit can pass through
any sort of terrain (grass, snow, ash, dust, sand) without leaving any
footprints or other visible evidence of the passage. To make the
ability work, the bandit must first reduce his movement rate to one-
half of his current normal rate. (He is presumed to be taking the
time to conceal or obscure his tracks as he goes.) Then a successful
dice roll (equal to or less than the required percentage) enables the
bandit to keep covering his tracks in this manner for a maximum
duration of 1 turn per level of experience per day. As many attempts
as desired can be made each day, as long as the total elapsed time of
all the successful attempts does not exceed the daily maximum. To
discontinue the covering of his tracks, all a bandit needs to do is
resume his full normal movement rate.
Special abilities
Bandits have no spell abilities or spell-like powers, but they do
have a combination of seven other sorts of special abilities:
1. Bandits can climb walls as a thief of equal level. Bonuses for
high dexterity apply.
4
BEST OF DRAGON
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