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Part 8 • Core p187 • book p.187

Weapon and Armor Restrictions

Several races and classes have weapon and/or armor restrictions applied to them. What happens when a player declares that their character is going to use a prohibited weapon or wear prohibited armor? Clerics: The prohibition against edged weapons is a matter of faith for Clerics. Therefore, if a Cleric uses a prohibited weapon, they immediately lose access to their spells as well as the power to Turn the Undead. A higher-level NPC Cleric of the same faith must assign some quest to the miscreant which must be completed in order for the fallen Cleric to atone and regain their powers. If unrepentant, the character is changed permanently from a Cleric to a Fighter. Re-calculate the character's level, applying the current XP total to the Fighter table to determine this. Hit points and attack bonus remain the same; change the attack bonus only after a new level is gained as a Fighter, and roll Fighter hit dice as normal when levels are gained. Magic-Users: These characters are simply untrained in any weapon other than those normally allowed to them, and should suffer a -5 attack penalty when using any prohibited weapon. A Magic-User in armor can't cast spells at all; any attempt fails, and the spell is lost. Thieves: Wearing armor heavier, more restrictive and/or noisier than leather armor prevents the use of any Thief ability, including the Sneak Attack ability. Thieves may choose to wear such armor, but this only makes them a poor excuse for a Fighter. Dwarves and Halflings: These characters are prohibited from using large weapons, mainly due to their small stature and relatively low weight. It's hard to swing a weapon when the weapon is trying to swing you. If such a character tries to use a prohibited weapon, the Game Master may either apply a -5 attack penalty based on the difficulty of using the weapon, or alternately declare the attempt unsuccessful, at their option.