Sunday, April 22, 2012
Stare into my Robes of Classiness!
"New" abilities and changes to the classes from the 2e AD&D rulebooks are described below.
Charm Resistance: You gain a +1 bonus to saving throws against charm-like spells and effects.
Healing Strike: Your martial zeal bolsters your healing powers. Once per combat when you damage a foe with a melee or ranged weapon, you or one of your allies within 30 feet heal 1d8 hit points.
Disease Resistance: You gain a +1 bonus per level to saving throws to resist natural diseases. At 7th level, you are immune to all natural diseases.
Mighty Strike: Once per combat you can make two damage rolls for a successful attack and choose the better of the two results. Declare the use of this ability before you roll damage.
Challenge Enemy: On your turn in the combat round you can declare you are “challenging” an enemy you are engaged in melee combat with. So long as you are engaged with it, if that enemy attacks anyone else but you, it suffers a -2 penalty to its attacks. You can only have one challenge active at a time.
Find/Remove Wilderness Traps: You can find and remove traps in the wilderness. Your chance to do both is equal to your move silently ability.
Opportunist: Any combatants who have not yet acted in combat are considered off-balance to you. You gain a +2 bonus to attack them.
Sneak Attack: Your backstab ability is removed, you now have a sneak attack. You deal extra damage whenever you flank or surprise an opponent. If you have multiple attacks, the extra damage applies only to the first attack.
Level Sneak Attack Damage
Read/Detect Magic: You can use read magic or detect magic once per day for every two levels you have in the wizard class. This ability is in addition to any read magic or detect magic spells you prepare for the day.
Read Languages: You have the ability to read languages you do not know at 1st level. This ability functions as the thief and bard ability. Your base chance to read languages starts at 10%, and rises by 5% per level until level 17 when it is 95%; at level 18 it is 96%, at level 19 it is 97%, and at level 20 it is 98%.
Saving Throw Bonuses: If you are a gnome or halfling wizard, you lose your racial saving throw bonus against magic.