ADVENCED DUNGEONS & DRAGONS
PLAYER´S HANDBOOK




Chapter 1:
Player Character Ability Scores
Rolling Ability Scores
Alternative Dice-Rolling Methods
The Ability Scores
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
What the Numbers Mean


Chapter 2:
Player Character Races
Minimum and Maximum Ability Scores
Racial Ability Adjustments
Class Restrictions and Level Limits
Languages
Dwarves
Elves
Gnomes
Half-Elves
Halflings
Humans
Other Characteristics

 

 

 

 

 

 



Chapter 3:
Player Character Classes
Class Ability Score Requirements
Class Descriptions
Warrior
Fighter
Paladin
Ranger
Wizard
Mage
Schools of Magic
Specialist Wizards
Illusionist
Priest
Cleric
Priests of Specific Mythoi
Requirements
Weapons Allowed
Spells Allowed (Spheres of Influence)
Granted Powers
Ethos
Priest Titles
Balancing It All
Druid
Druid Organization
Rogue
Thief
Bard
Multi-Class and Dual-Class Characters
Multi-Class Combinations
Multi-Class Benefits and Restrictions
Dual-Class Benefits and Restrictions
Chapter 4:
Alignment

Law, Neutrality, and Chaos
Good, Neutrality, and Evil
Alignment Combinations
Non-Aligned Creatures
Playing the Character's Alignment Changing Alignment

 


 

 


Chapter 5:
Proficiencies
Acquiring Proficiencies
Training
Weapon Proficiencies
Effects of Weapon Proficiencies
Related Weapon Bonus
Weapon Specialization
Cost of Specialization
Effects of Specialization
Nonweapon Proficiencies
Using What You Know
Secondary Skills
Nonweapon Proficiencies
Using Nonweapon Proficiencies
Nonweapon Proficiency Descriptions

 

 


Chapter 6:
Starting Money
Equipment Lists
Clothing
Daily Food and Lodging
Household Provisioning
Tack and Harness
Transport
Miscellaneous Equipment
Animals
Services
Weapons
Armor
Equipment Descriptions
Tack and Harness
Transport
Miscellaneous Equipment
Weapons
Armor
Armor Sizes
Getting Into and Out of Armor
Creatures with Natural Armor Classes
Encumbrance (Optional Rule)
Basic Encumbrance (Tournament Rule)
Specific Encumbrance (Optional Rule)
Encumbrance and Mounts (Tournament Rule)
Magical Armor and Encumbrance
Effects of Encumbrance

Chapter 7:
Magic

Wizard Spells
Schools of Magic
Learning Spells
Illusions
Priest Spells
Casting Spells
Spell Components (Optional Rule)
Magical Research
Spell Descriptions

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Chapter 8:
Experience
Group Experience Awards
Individual Experience Awards
Training
Where's the Specific Info?

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Chapter 9:
Combat
More Than Just Hack-and-Slash
Definitions
The Attack Roll
Figuring the To-Hit Number
Modifiers to the Attack Roll
Weapon Type vs. Armor Modifiers (Optional Rule)
The Various Types of Weapons
Impossible To-Hit Numbers
Calculating THAC0
Combat and Encounters
The Combat Round
What You Can Do in One Round
The Combat Sequence
Initiative
Standard Initiative Procedure
Initiative Modifiers
Group Initiative (Optional Rule)
Individual Initiative (Optional Rule)
Multiple Attacks and Initiative
Spellcasting and Initiative
Weapon Speed and Initiative (Optional Rule)
Magical Weapon Speeds
Attacking with Two Weapons
Movement in Combat
Movement in Melee
Movement and Missile Combat
Charging an Opponent
Retreat
Attacking Without Killing
Punching and Wrestling
Overbearing
Weapons in Non-Lethal Combat
Non-Lethal Combat and Creatures
Touch Spells and Combat
Missile Weapons in Combat
Range
Rate of Fire
Ability Modifiers in Missile Combat
Firing into a Melee
Taking Cover Against Missile Fire
Grenade-Like Missiles
Types of Grenade-Like Missiles
Special Defenses
Parrying (Optional Rule)
The Saving Throw
Rolling Saving Throws
Saving Throw Priority
Voluntarily Failing Saving Throws
Ability Checks as Saving Throws
Modifying Saving Throws
Magic Resistance
Effects of Magic Resistance
When Magic Resistance Applies
Successful Magic Resistance Rolls
Turning Undead
Evil Priests and Undead
Injury and Death
Wounds
Special Damage
Falling
Paralysis
Energy Drain
Poison
Treating Poison Victims
Healing
Natural Healing
Magical Healing
Herbalism and Healing Proficiencies Character Death
Death From Poison
Death From Massive Damage
Inescapable Death
Raising the Dead
Chapter 10:
Treasure
Treasure Types
Magical Items
Dividing and Storing Treasure
Chapter 11:
Encounters
The Surprise Roll
Effects of Surprise
Encounter Distance
Encounter Options

Chapter 12:
NPCs
Hirelings
Followers
Henchmen
Player Character Obligations

     
Chapter 13:
Vision and Light
Limits of Vision
Light
Infravision
Using Mirrors

Chapter 14:
Time and Movement

Movement
Jogging and Running (Optional Rule)
Cross-Country Movement
Swimming
Holding Your Breath
Climbing
Calculating Success
Climbing Rates
Types of Surfaces
Actions While Climbing
Climbing Tools
Getting Down

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