ADVENTURER’S GUIDE
Advent urer’ s Guide Credits
Enhanced Edition Leads: Alex Tomovic, Keith Soleski, Scott Brooks,
Phillip Daigle, Jonathan Hill, Alan Miranda, Je Payne Adventurer’s Guide Lead: Dee Pennyway Writing: Andrew Foley, Dee Pennyway, Amber Scott Editing: Andrew Foley Additional Addition al Proofreading: Jamie Beadle, Filip Flechtner,
Special Than Thanks ks We’d like to extend special recognition to David Gershman, John
Feil, Kate Irwin, Shauna Narciso, Ben Petrisor Petrisor,, Nathan Stewart, Emi Tanji, and all our friends at Wizards of the Coast.
Richard Hilton, Keith Marshall, Je Payne, Robert Rath Producer: Alan Miranda Publishing and Marketing Coordinator: Amber Scott Cover Illustrator: Thea Kent Interior Illustrators: Mad Bee, Nat Jones, Thea Kent, Tom Rhodes Original Manual Writing & Compilation Compilation:: Drew Karpyshyn,
Ray Muzyka, Lukas Kristjanson, and James Ohlen, with Ross Gardner and Kevin Martens, and with thanks to Greg Peterson, Chris Parker, and Wizards of the Coast.
Disclaimer: The miniature giant space hamsters in Baldur’s Gate: Enhanced Edition are professionals. Beamdog is not liable for damages incurred by you or your miniature giant space hamster attempting to replicate the great feats or epic deeds featured in the game. We honestly can’t believe we even have to write this, but as we apparently do, it really cannot be overemphasized: please, PLEASE do NOT take your miniature giant space h amster into pitched battle.
© 2016 Beamdog. © 2016 Hasbro, Inc. All Rights Reserved. Baldur’s Gate, Dungeons & Dragons, D&D, Forgotten Realms, Wizards of the Coast and their logos are trademarks of Wizards of the Coast LLC in t he U.S.A. and other countries, and are used with permission. Hasbro and its logo are trademarks of Hasbro, Inc. and are used with permission. ©1998 BioWare Corp. All Rights Reserved. Bioware, the BioWare Innity Engine and the BioWare BioWare logo are trademarks of Bioware Corp. Black Isle Studios and the Black Isle Studios logo are trademarks of Interplay Entertainment Corp..All other trademarks are the property of their respective owners.
From the Cover: In the heart of a ruined temple, a wizard matches power with a terrifying behir in this scene illustrated by Thea Kent.
Advent urer’ s Guide Credits
Enhanced Edition Leads: Alex Tomovic, Keith Soleski, Scott Brooks,
Phillip Daigle, Jonathan Hill, Alan Miranda, Je Payne Adventurer’s Guide Lead: Dee Pennyway Writing: Andrew Foley, Dee Pennyway, Amber Scott Editing: Andrew Foley Additional Addition al Proofreading: Jamie Beadle, Filip Flechtner,
Special Than Thanks ks We’d like to extend special recognition to David Gershman, John
Feil, Kate Irwin, Shauna Narciso, Ben Petrisor Petrisor,, Nathan Stewart, Emi Tanji, and all our friends at Wizards of the Coast.
Richard Hilton, Keith Marshall, Je Payne, Robert Rath Producer: Alan Miranda Publishing and Marketing Coordinator: Amber Scott Cover Illustrator: Thea Kent Interior Illustrators: Mad Bee, Nat Jones, Thea Kent, Tom Rhodes Original Manual Writing & Compilation Compilation:: Drew Karpyshyn,
Ray Muzyka, Lukas Kristjanson, and James Ohlen, with Ross Gardner and Kevin Martens, and with thanks to Greg Peterson, Chris Parker, and Wizards of the Coast.
Disclaimer: The miniature giant space hamsters in Baldur’s Gate: Enhanced Edition are professionals. Beamdog is not liable for damages incurred by you or your miniature giant space hamster attempting to replicate the great feats or epic deeds featured in the game. We honestly can’t believe we even have to write this, but as we apparently do, it really cannot be overemphasized: please, PLEASE do NOT take your miniature giant space h amster into pitched battle.
© 2016 Beamdog. © 2016 Hasbro, Inc. All Rights Reserved. Baldur’s Gate, Dungeons & Dragons, D&D, Forgotten Realms, Wizards of the Coast and their logos are trademarks of Wizards of the Coast LLC in t he U.S.A. and other countries, and are used with permission. Hasbro and its logo are trademarks of Hasbro, Inc. and are used with permission. ©1998 BioWare Corp. All Rights Reserved. Bioware, the BioWare Innity Engine and the BioWare BioWare logo are trademarks of Bioware Corp. Black Isle Studios and the Black Isle Studios logo are trademarks of Interplay Entertainment Corp..All other trademarks are the property of their respective owners.
From the Cover: In the heart of a ruined temple, a wizard matches power with a terrifying behir in this scene illustrated by Thea Kent.
C Introduction
5
Magic Resistance
42
AD&D Rules
5
Lore
42
Real-Time and AD&D
5
Turning T urning Undead
42
Chapter 1: Ability Scores
7
Chapter 6: Adventuring
43
Strength
7
Movement
43
Dexterity
8
Dialogue
43
Constitution
9
Fighting
43
Intelligence
10
Resting
43
Wisdom
10
Fatigue
43
Charisma
11
Encumbrance
44
13
Intoxication
44
Human
13
Reputation
44
Dwarf
13
Experience Points
45
Elf
13
Gnome
14
Personal Initiative Rounds
47
Half-Elf
14
Initiative
47
Half-Orc
14
Speed Factor
47
Haling
14
Casting Time
47
15
THAC0 and Armor Armor Class
47
Hit Dice
15
Critical Hits and Misses
47
Maximum Hit Dice
15
Saving Throws
48
Primary Abilities
15
Improving the Odds
48
Multi-Classing
15
Morale
48
Fighter
16
Paralysis
49
Ranger
18
Poison
49
Paladin
20
Death and Resurrection
49
Cleric
22
Healing
49
Druid
24
Chapter 8: Magic
51
Bard
25
Wizard Spells
51
Monk
26
Priest Spells
51
Thief
28
Schools of Magic
51
Mage
30
Range
52
Sorcerer
33
Duration
52
Shaman
34
Casting Time
52
Multi-Class Characters
35
Area of Eect
52
Chapter 4: Alignments
37
Saving Throw
52
Starting Reputation
37
Chapter 9: Spells
53
Lawful Good
37
Wizard Spells
53
Neutral Good
37
Priest Spells
54
Chaotic Good
37
Lawful Neutral
37
Ability Descriptions
106
True T rue Neutral
37
10th-Level Spells
109
Chaotic Neutral
38
Quest-Level Spells
109
Lawful Evil
38
Chapter 11: Equipment
113
Neutral Evil
38
Armor and Shields
113
Chaotic Evil
38
Weapons W eapons
115
Chapter 2: Races
Chapter 3: Classes
Chapter 5: Skills and Abilities
39
Chapter 7: Combat
Chapter 10: High-Level Abilities
Appendix: Player’s Player’s Bestiary
47
105
121
Weapon W eapon Prociencies
39
Creatures by Spell
121
Fighting Styles
40
Familiars
122
Thieving Abilities
40
Summoned Monsters
124
Detecting Secret Doors
42
Spirit Animals
135
Infravision
42
Appendix: Class Tables Tables
141
Fighter Class Progression
142
Paladin Class Progression
143
Ranger Class Progression
144
Cleric Class Progression
145
Druid Class Progression
146
Monk Class Progression
147
Shaman Class Progression
148
Shaman Spells Known
149
Sorcerer Class Progression
150
Sorcerer Spells Known
151
Mage Class Progression
152
Thief Class Progression
153
Bard Class Progression
154
I B’ G , � � game that uses modied Advanced Dungeons & Dragons® rules as its foundation. This book provides information about what that means for you as a player, and how to best make use of the game’s rules and mechanics to play the game.
AD&D R The Advanced Dungeons & Dragons game is a system of rules that allows players to explore worlds of fantasy and high adventure. The setting of Baldur’s Gate, called the Forgotten Realms, is one of these worlds. The rules of AD&D can be complex at times; thankfully, most of the math is handled by the Innity Engine so you can focus on immersing yourself in the story. This book explains the underlying mechanics of this system so that you can build your characters and plan your strategies accordingly.
R�T AD&D Unlike AD&D, Baldur’s Gate is played in real-time, which means among other things that instead of t aking turns, combatants perform actions simultaneously. To maintain a sense of turn-based combat, each character follows t heir own personal series of initiative rounds. In practical terms, this means that you can’t cast a new spell immediately after casting your previous one; you must wait for the start of your character’s next round before they will begin casting their next spell. Performing melee and ranged attacks are similarly restricted; once your character makes their allowed attacks for the round, they will not attack again until their next round begins. Movement is not limited in this way; characters can move at any time, interrupting existing actions to get to a more tactically advantageous location. Be aware that you cannot attack or cast spells and move at the same time; if your character is in the middle of casting a spell, moving that character will cancel the spellcasting.
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A’ G