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Level Slots

Every character begins play with a level slot. Further, every time a character advances a
level, he gains a level slot. The level slots serve numerous purposes, and these are summarized
below. Note: This book provides several example talents that can be gained with level slots,
players should feel free come up with new talents, and the DM can use existing talents to
determine a reasonable level slot cost for the talent. Level slots may be saved for later use.

Multi-class characters and Level Slots


Characters that are multi-class gain level slots slightly differently than single class character.
The player chooses one of the character’s classes to be primary, and gains a level slot for each
level of that class. The secondary class only gains a level slot at levels evenly divisible by 2. If
the character has 3 classes, the third class only gains a level slot at levels evenly divisible by 3. If
the character manages to have 4 classes via talents, the fourth class only gains a level slot at
levels evenly divisible by 4.

Dual-class characters and Level Slots


Dual-class character gain level slots in a manner similar to multi-class characters. The
character gains level slots for their first class as normal, the second class gains level slots at
levels evenly divisible by 2, the third class at levels divisible by 3, and so on. Once the dual-class
character’s current class level exceeds all of his other classes individual levels, he may gain level
slots at every level again.

Level Slots on Credit


Some talents will have the word “credit” listed after their slot cost. These talents can be
taken without having the level slot cost paid up front, however, any further level slots gained by
the character are automatically put toward the talent until the full cost of the talent has been paid.
A character may only have one talent on “credit” at time. Most of these talents are caused by in
game events or an important part of the character’s backstory.

Talents
“Talent” is a catch all term for abilities that can be purchased with level slots. Some are
minor abilities not covered by existing class features, while others allow the character to break
the AD&D games rules in some fashion. Some are unique abilities gained due unique
circumstances of the story going on in the game. Some talents have prerequisites that must be
met before being taken. A prerequisite can be waived, however, for each prerequisite
waived, the level slot cost of the talent increases by one. The DM should be consulted on all
talent selections. A talent may only be purchased once unless its description says otherwise.
Anytime a talent refers to level, use the highest level in one class the character has achieved.
Example Talents

Able Learner (2 level slots, human (credit):


The character has a great aptitude for learning. All non-weapon proficiencies cost 1 less slot for
the character to purchase. For non-weapon proficiencies that would only cost 1 slot to begin
with, 2 such proficiencies may be bought for one slot. When spending an additional slot to
increase the proficiency score by one, increase the score by 2 instead.

Active sense of smell (1 level slot):


The character’s sense of smell is sensitive enough to give a +1 bonus to surprise rolls.

Additional Kit (4 level slots (credit)):


The character may take an extra kit above the one they are normally allowed. This talent may
taken up to three times, allowing the character to have a total of 4 kits. This is considered one
talent, no matter how many extra kits are taken. Remember it is the DM’s call on what kits can
be taken together.

Additional Multi-class (3 level slots (credit), demi-human):


The character may take an extra class above the one they are normally allowed via normal multi-
classing rules. This talent cost 1 additional level slot if the additional class is not one that can
normally be used for multi-classing for your race. This talent will allow a human character to
multi-class, which costs 5 level slots total.

Additional Training (1 level slot):


The character gains a weapon proficiency, or gains 2 non-weapon proficiencies. This talent may
be taken multiple times.

Arcane Affinity (1 level slot, wizard):


The character has a natural affinity for certain incantations. He can automatically learn two spells
(no roll to learn) over the course of his magic-using career. For an additional slot, the character
need not encounter the spell in play. Non-wizards taking this talent instead of learning the spell
gain a +3 bonus on saving throws against 2 spells of his choice. Non-wizards spending an
additional slot also gain the ability to use magic items that mimic the spell in question even if
they are not an appropriate class to use the item in question.

Armored wizard (3 level slots, wizard):


This character can cast wizard spells while wearing the armor of his choice. This talent does not
grant the ability to cast wizard spells, only to use ones they already know in armor. This talent
does grant knowing how to wear the armor.

Blood of the Warrior (3 level slots (credit)):


Character who select this ability use the warrior Strength and Constitution bonuses for
exceptional scores. For example, a priest could have an 18/30 Strength, and he could gain bonus
hit points for having a Constitution score greater than 16.
Clear Sighted (2 level slots (credit)):
Illusions do not fool the character. Due to an inborn insight, the character notices the slightest
flaw in any illusion. The character receives a saving throw against illusions without having to
disbelieve first.

Close to the earth (1 level slot, dwarf):


Characters with this ability heal faster in subterranean settings. When this character is
underground, he heals twice as much damage overnight from natural healing. This bonus does
not apply if the character is above ground.

Companion (2 level slots (credit), elf):


The character gains the companionship of a cooshee or an elven cat. See the Animal Master kit
for more specifics on companion animals. Should the companion animal die, the level slots spent
on this talent are regained.

Cold resistance (1 level slot, elf or half-elf):


+1 bonus on saving throws vs. cold- and ice-based attacks, as the character’s body is less
susceptible to extreme temperatures.

Conductivity (3 slots (credit)):


Whenever the character takes damage from an electricity effect, the character may send a line of
electricity arcing from their body at any single target within 30 feet. This bolt deals half the
damage the character just took, a save vs. spell halves this damage.

Daring Reflexes (3 slots, warrior or rogue):


+2 bonus to Armor Class if unarmored and unencumbered. This talent may be taken more than
once.

Dense skin (2 level slots, Str or Con 13+, dwarf or half-orc):


If the character is struck by a blunt weapon, the character suffers only half the damage the attack
would normally inflict.

Detect evil (1 level slot, halfling):


The character is very perceptive. Once a day a character with this ability can detect evil in
creatures or individuals. This ability does not function on items or locations.

Detect magic (3 slots, spellcraft):


Characters purchasing this ability can detect magic once a day for every two levels. For example,
a 7th level mage can detect magic three times a day. This is in addition to any detect magic spells
the mage might carry. The character can spot magical radiations within his line of sight, up to 60'
away. He can determine the intensity of the magic—dim, faint, moderate, strong, and
overwhelming.

Detect poison (1 level slot, dwarf or rogue):


By sniffing food or drink, the character can determine if it has been poisoned. The chance of
success is 1–4 on 1d6.
Detect secret doors (1 level slot):
The character can detect secret and concealed doors, as an elf

Detect undead (3 level slots, priest, religion proficiency):


The character can detect all undead within a path 10 feet wide by 60 feet long. It takes one round
to scan a direction, and the character cannot be attempting other actions. The character cannot
detect undead through stone or other thick materials.

Devout healer (2 level slots (credit), priest):


This ability allows the character to cast one cure light wounds spell a day in addition to the
number of spells the character can normally cast. If not a priest, the character must be a devout
follower of a power that can grant cure light wounds.

Divine Shield (5 level slots):


A character with this talent may expend a prepared divine spell to gain a bonus to AC or to
saving throws equal to the level of the spell expended for one round. It does not take an action to
use this talent, and may be used after an attack or save is rolled, but before the result or damage
is applied. This talent may used up to once per round. A character can spend an additional two
level slots to have the bonus apply to AC and saves at the same time. This talent provides no
benefit to characters without divine spells.

Drow Heritage (4 level slots (credit), elf):


Once a day the character can cast faerie fire, dancing lights, and darkness as a priest or wizard of
the same level. If the character is 4th level or higher, he can add, levitate, detect magic, and
know alignment.

Earth’s Embrace (2 level slots, dwarf or gnome):


+1 to Armor Class when in an underground environment.

Efficient Metabolism (1 level slot, Con 15+):


The character can survive on half the food and water he would normally require. He also can
survive twice as long without food or water before perishing.

Elemental spell bonus (2 level slots, druid):


When the character casts spells from the elemental sphere, all level-based variables (range,
duration, etc.) are calculated as if the character were one experience level higher than the
character’s actual level. This talent may be bought multiple times.

Enhanced Turning (3 level slots, priest):


This talent gives a priest character with turning the option to do an enhanced turning. Enhanced
turning halves the number of undead affected by the turning, but gains a +3 bonus on the d20 roll
for the turning check. A character without turning instead gains the ability to turn as priest of
their level -4.
Eternity (2 level slots, Con 15+ (credit)):
A quirk of the character’s birth or tramatic event has altered the character’s life span. The ages
for the characters aging effects are multiplied by 10, including their maximum age. For an
additional 2 level slots, the character does not have a maximum age.

Fast Healer (2 level slots, Con 13+):


This highly useful talent allows a character to recover 1 hit point of damage within 2–12 turns of
receiving a wound. Also, the character naturally heals at a rate of 2 hit points, not 1, per day.

Fast Turning (3 level slots, Dex 13+, Wis 13+):


This talent allows a character with turning to turn without using up their action for a round.
Characters without turning gain no benefit from this talent.

Fearless (3 level slots, Cha 13+):


The character is immune to fear effects, magical or otherwise.

Follow-through Healing (1 level slot, priest or paladin):


The character can make better use of his healing magics. If a creature cannot absorb the entire
total of healing, the character can apply the excess points to another creature, provided the
character can touch both recipients at the same time. Only one additional creature may cured
using this talent. A paladin may use this talent with lay on hands. A character without healing
magics that takes this talent instead gains a minor lay on hands ability that heals 1d4 hit points of
damage once per day.

Forest movement (1 level slot, elf or gnome):


The ability to pass without trace through woodlands as the druidic ability.

Gift of Magic (3 level slots, Int 17+):


The character is especially gifted in understanding magic. All time and monetary costs for
learning and/or developing spells are halved (round down). This talent provides no benefit for
non-spellcasters.

Gift of the World Mind (4 level slots, Wis 17+, Lycanthrope Mind):
Characters with this talent can contract multiple strains of lycanthropy. Checks to shapeshift are
still required.

Hardy (3 level slots, Con 13+):


The character gains additional hit points equal to their highest current class level, and gain one
additional hit point each time the character attains a new level in his highest class. This includes
high levels when hit dice are no longer gained.

Heat resistance (1 level slot, elf or half-elf):


+1 bonus on saving throws vs. heat- and fire-based attacks, as the elf’s body is less susceptible to
extreme temperatures.
Hide in Woods (1 level slot, elf or gnome or halfing):
The ability to hide in woods with a chance equal to a thief of the same level’s hide in shadows
ability.

Illusion Resistant (1 level slot, dwarf):


Characters with this talent gain a +2 bonus on attempts to disbelieve illusions.

Improved Attack (5 level slots):


Characters with this talent use a better Thac0 progression improving to the next better rate as
follow: wizard>rogue>priest>warrior>monster. This talent may be gained multiple times, to a
maximum of the monster Thac0 progression.

Increased movement (2 slots, Dex 16+):


The character’s base movement score is increased by 3. This talent may be taken multiple times.

Insensible to Pain (3 level slots, Con 15+):


The character ignores the hovering at death’s door rules and may act normally until reduced to -
10 hit points and then he dies as normal.

Instant Casting (8 level slots, spellcraft):


This talent allows a spellcaster to cast spells with a single word instead of complex verbal and
somatic components. The casting of a spell using this talent does not use up the character’s
action for the turn. The caster must still provide material components if required for the spell.
The caster can use this talent on a number of spells each day equal to ½ their level, but he need
not choose the spells beforehand, however he cannot use this talent on the highest spell level he
can cast. This talent may only be used once per round. Spells that take longer than one round to
cast cannot be affected by this talent. Non-spellcasters gain no benefit from this talent.

Item Savant (3 level slots):


This talent allows a character with a class that can create magic items can start attempting to
create the items 4 levels sooner than normal, the character still needs any necessary spells to
create the item. Characters that do not have a class that allows for magic item creation instead
gain the ability to detect if an item is cursed with chance equal to their Wisdom score plus 5%
per level.

Karmic Blessing (3 level slots (credit)):


The character is blessed with extraordinary good fortune. Whenever you make a d20 roll, roll a
separate d20, known as your karmic die. If the karmic die comes up with a natural 20, if that
would be a beneficial result, you treat the original roll as if you had a rolled a natural 20. If the
karmic die comes up with a natural 1, if that would be a beneficial result, you treat the original
roll as if you had rolled a natural 1.

King of Thieves (3 level slots):


The character gains 30 discretionary percentage points to add to their thieving abilities. A
character without any thieving abilities gains no benefit from this talent.
Less sleep (3 level slots, Con 13+, Wis 13+):
The character requires only four hours worth of sleep to be rested. This is especially valuable to
spellcasters.

Life Smite (3 level slots, priest or paladin):


Characters with this talent add 2d6 points of holy magical energy to all successful melee attacks
against undead if the character has at least 50% or more of their hit points. This energy affects
those undead that are hit only by magic or holy weapons, even if the weapon would not normally
damage those undead (only the 2d6 gets through, not the base weapon damage and bonuses).

Loose Morals (2 level slots (credit):


The character may be an alignment one step further than normal for the class and still be able to
be that class.

Lucky (3 level slots):


Characters with this ability gain a +1 bonus to all saving throws.

Lycanthrope Mind (4 level slots, Wis 15+ (credit)):


Characters with this talent retain control of themselves and their mind if they contract
lycanthropy. Their alignment will not shift just from the lycanthropy. The character also gains a
percentage chance equal to their Wisdom to control their shapeshifting. The character may spend
additional level slots on this talent, increasing their control by their Wisdom score again for each
level slot spent. These additional level slots may not be bought on credit. If the character fails to
control their shapeshifting, they may not try again for one hour.

Magic identification (3 level slots, Int 16+, Spellcraft proficiency):


A 5% chance per experience level of identifying the general purpose and function of any magical
item, reflecting their interest in the arcane. This is as per the bard ability—see The Player’s
Handbook for more information.

Magic resistance (2 slots, fighter or dwarf):


Gain a 2% Magic Resistance for each level.

Mass Turning (3 level slots, priest):


This talent gives a priest character with turning the option to do a mass turning. Mass turning
doubles the number of undead affected by the turning, but suffers a -3 modifier on the d20 roll
for the turning check. A character without turning instead gains the ability to turn as priest of
their level -4.

Meld into stone (3 level slots, dwarf):


Once a day a character with this ability can meld into stone as a priest of the same level.
Mnemonically Gifted (3 level slots):
Spellcasters with this talent can memorize more spells than they are normally allowed per day.
This does not allow them to cast more spells than normal, simple to prepare more so they can
choose. The character may memorized one additional spell of each spell level they can cast. This
talent may be purchased more than once. Non-spellcasters gain no benefit from this talent.

Multiple specialization (3 level slots, fighter, Wis 13+):


A fighter with this ability can specialize in as many weapons as he desires, paying the
proficiency cost each time. Non fighters instead gain the ability to specialize, provided they have
the weapon proficiency slots to do so.

Nature’s Bite (3 level slots, ranger):


If a character successfully moves silently and hides in shadows, he can sneak-attack in natural
settings, as the thief’s backstab ability. The character strikes and does backstab damage as a thief
of the same level. The character can attempt to backstab in non-natural setting, but only as a thief
of half his character level.

Poison resistance (1 level slot, warrior):


Characters with poison resistance gain a +1 bonus to all saving throws versus poison. This talent
may be bought more than once.

Potion identification (1 level slot, gnome):


A character with this ability has a percentage chance equal to his Wisdom score of identifying a
potion by appearance and scent. This chance increases by 5% for each level.

Precocious (1 level slot, Int 15+):


The character learns very quickly despite distractions. You may convert your level times 1000
XP into a weapon or non-weapon proficiency slot with a day’s study. You may not spend XP in
this way if it would cause you to drop a level.

Psionic Prodigy (2 level slots):


Psionicists with this talent may treat their level as 2 levels higher for determining psionic powers
known. Wild talents with this talent instead gain 8 additional PSPs. Characters with no psionic
ability instead gain a pool of 4 PSPs. They do not gain any powers known, but may gain a
benefit from other psionic talents.

Psionic Projection (3 level slots, Psionic Reinforcement):


Characters with this talent may use psionics to project the force of their weapons. If the character
spends 1 PSP while making a melee attack, the attack has a range of twice their Wisdom score in
feet. Line of effect is required. The character may spend a PSP for each attack they may make in
a round. This talent has no benefit to characters without PSPs.
Psionic Reinforcement (1 level slots):
Characters with this talent may use psionics to reinforce their weapons. If the character has at
least half of the PSPs remaining to him, weapons he wields ignore penalties to attack and
damage rolls that come from the weapons being made of inferior materials or from the weapon
being damaged. This talent does not affect the projectiles of weapons.

Quick Change (1 level slot):


A character with this talent can change his outfit with amazing speed. The time required to dress,
don, or doff armor is reduced by 75%.

Range boost (1 level slot, wizard):


Choose a school of magic. The reach of all ranged spells (spells with a range other than 0, self, or
touch) from the character’s chosen school is increased by 25%. For example, the 1st level wizard
spell charm person has a range of 120 yards. That range is increased to 150 yards. This talent
may be taken multiple times.

Read magic (1 level slot, Spellcraft, spellcasting):


Characters purchasing this ability can read magic once a day for every two levels. For example,
a 4th level mage can read magic twice a day. This is in addition to any read magic spells the
mage might carry.

Receptive Healer (2 level slots, Wis 13+):


The character gains +1 hit point per die from magical healing. Magical healing that does not use
dice causes the character to heal one additional hit point.

Simultaneous Backstab Attacks (2 level slots, Dex 15+):


This talent allows a character to backstab with two weapons if using two-weapon fighting. All
other conditions of backstab apply. This talent does not provide any benefit to characters without
backstab.

Speak with animals (1 level slot, ranger or druid):


Once a day the character can speak with animals, as the spell.

Speak with plants (3 level slots, elf):


Once a day, the character can use the speak with plants ability, as a priest of the same level.

Speed of Arms (2 level slots, warrior):


A character with this talent counts as two levels higher for the purpose of determining his
number of attacks per round. Non-warriors purchasing this talent instead can count their level-6
as warrior levels for determining his number of attacks per round.

Spell duration increase (3 level slots):


The duration of all non-instantaneous spells cast by the character increases by 1 round for every
two experience levels of the casting class. For example, a 6th level cleric has his spells’ durations
increased by 3 rounds.
Spell Razor (4 level slots):
The character’s spells deal an additional one point of damage per die. Non-spellcasters gain no
benefit from this talent.

Spell resistance (1 level slot, warrior):


Characters with spell resistance gain a +1 bonus to all saving throws versus spells. This talent
may be bought more than once.

Sponge (2 level slots, human, Int 13+, Wis 13+):


+5% experience point bonus. This is cumulative if the character meets the class requirements to
gain a 10% experience point bonus. This talent may be taken up to twice.

Still Casting (4 level slots, spellcraft):


This talent allows a spellcaster to cast spells that have somatic components without actually
moving. The caster must still provide verbals and material components if required for the spell.
The caster can use this talent on a number of spells each day equal to their level, but he need not
choose the spells beforehand. Non-spellcasters gain no benefit from this talent.

Stone tell (3 level slots, dwarf):


Once a day a character with this ability can use the stone tell ability, as a priest of the same level.

Taunt (1 level slot, halfling):


Once a day the character can taunt someone, as per the 1st level wizard spell.

Teacher took pity (1 level slot):


The character may be a class that they do not meet the ability score minimums for.

Thieves’ cant (1 level slot):


Thieves use slang terms when referring to their illegal operations. This lets them converse about
such dealings in the open without others knowing what they are talking about. The character
understands thieves’ cant.

Tough hide (1 level slot, dwarf or half-orc, Con 13+):


The characters has a natural Armor Class of 8. If the character wears armor that would improve
his AC to better than 8, this ability has no effect. If the character wears armor that gives him an
AC of 8 or worse, he may add a +1 bonus to his Armor Class.

Trap Sense (2 level slots):


The character receives a Find Traps roll at -10% whenever he comes within 10 feet of a trap
without having to declare that he is looking for traps. Characters without the Find Trap ability
instead gain Find Traps with a 5% plus 2% per level, modified for Race and Dexterity. This
talent does not affect Remove Traps in any way.

Unlocked Potential (4 level slots):


The character may increase one of his ability scores by one. This talent may be taken multiple
times.
Unorthodox Training (4 level slots (credit), Cha 13+):
The character may be a class normally barred to their race.

Voiceless Casting (4 level slots, spellcraft):


This talent allows a spellcaster to cast spells that have verbal components without actually
speaking. The caster must still provide somatic and material components if required for the spell.
The caster can use this talent on a number of spells each day equal to their level, but he need not
choose the spells beforehand. Non-spellcasters gain no benefit from this talent.

Weapon Focus (2 level slots, warrior, base Thac0 of 19 or less):


Characters with this talent may choose one type of weapon. They gain a +1 bonus on attack rolls
with that weapon. Spellcasters may choose spells and instead gain a +1 bonus on attack rolls
with spells.

Weapon Mastery (3 level slots, warrior, base Thac0 of 11 or less):


Characters with this talent may roll twice and take the higher result when rolling damage for a
weapon

Weather Sense (1 level slot):


The character can subconsciously sense impending bad weather. The DM makes a Survival or
Wisdom check for your character to give up to several hours’ notice of storms and other weather
problems before they manifest.

Wild Talent (3 level slots (credit), Con 15+ or Int 15+ or Wis 15+):
The character need not make a wild talent check, but must roll randomly to determine what the
wild talent is. For each additional slot assigned to this talent, the character may reroll a result on
the wild talent tables. Alternatively, the character may choose the wild talent at a cost of 10 level
slots, 11 if the ability requirement is not met. Note: This talent is 3 slots cheaper for Dark Sun
characters.

Wizardly priests (4 level slots, priest): These characters gain access to one school of wizard
spells and can cast them as if they were clerical spells. The character must continue to observe
the number of various level spells they can cast each day. This talent has no effect on characters
that cannot cast clerical spells.

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