From 760e07622e75f7160c3a42ca0048910748d1d2e9 Mon Sep 17 00:00:00 2001 From: Old Man Umby Date: Fri, 25 Aug 2023 19:13:31 -0500 Subject: [PATCH] Delete 1. Characters directory --- 1. Characters/0. Player Characters.md | 7 -- 1. Characters/1. Game Statistics.md | 79 --------------- 1. Characters/2. Creating a Character.md | 88 ----------------- 1. Characters/3. Ability Scores.md | 120 ----------------------- 1. Characters/4. Alignment.md | 17 ---- 1. Characters/5. Languages.md | 40 -------- 1. Characters/6. Advancement.md | 75 -------------- 7 files changed, 426 deletions(-) delete mode 100644 1. Characters/0. Player Characters.md delete mode 100644 1. Characters/1. Game Statistics.md delete mode 100644 1. Characters/2. Creating a Character.md delete mode 100644 1. Characters/3. Ability Scores.md delete mode 100644 1. Characters/4. Alignment.md delete mode 100644 1. Characters/5. Languages.md delete mode 100644 1. Characters/6. Advancement.md diff --git a/1. Characters/0. Player Characters.md b/1. Characters/0. Player Characters.md deleted file mode 100644 index 8cfadb0..0000000 --- a/1. Characters/0. Player Characters.md +++ /dev/null @@ -1,7 +0,0 @@ -# Player Characters - -- **Game Statistics:** Player characters are described, in game terms, by a set of statistics that define their abilities, strengths, and weaknesses in the game world. -- **Creating a Character:** To create a character, you'll first need a character sheet—a sheet of paper on which to record all information about the new character. -- **Ability Scores:** A character's score in each ability determines whether they have any bonuses or penalties associated with various actions in the game. -- **Alignment:** All beings, whether PCs, NPCs, or monsters, adhere to one of three philosophies or spheres of behavior, known as alignments. -- **Languages:** The native languages a player character speaks are determined by the character's class. \ No newline at end of file diff --git a/1. Characters/1. Game Statistics.md b/1. Characters/1. Game Statistics.md deleted file mode 100644 index d7cfbad..0000000 --- a/1. Characters/1. Game Statistics.md +++ /dev/null @@ -1,79 +0,0 @@ -# Game Statistics - -Player characters are described, in game terms, by a set of statistics that define their abilities, strengths, and weaknesses in the game world. - -## Ability Scores - -The fundamental physical and mental strengths and weaknesses of the character. There are six ability scores: ***Strength*** (abbreviated STR), ***Intelligence*** (INT), ***Wisdom*** (WIS), ***Dexterity*** (DEX), ***Constitution*** (CON), and ***Charisma*** (CHA). A character is ranked in each ability score by 3–18 (3 being the worst score possible and 18 the best). - -## Class - -An adventuring profession to which the character belongs. A character’s class defines their primary abilities (see ***Character Classes***). - -## Race - -A character may be human or one of several demihuman species. Unless a demihuman class is selected, the character is considered human. - -## Level - -Their experience level denotes the character’s experience as an adventurer. Characters typically start play at 1st level (the lowest level of adventurer) and can increase in level through successful adventuring. As a character goes up in level, they gain more powerful abilities, as defined by their class. - -## Experience Points (XP) - -Accumulated experience points track the character’s advancement in the game. The referee awards experience points after a successful adventure. The character's level increases when the character has accumulated a certain number of experience points. Each class specifies the number of experience points required to achieve each experience level. - -## Prime Requisite - -The ability score (or scores) most important to the character’s class. The character’s score in these abilities can affect the rate at which the character accumulates experience points. - -## Alignment - -The character (and every other creature in the game world) is aligned with one of three cosmic principles: Law, Neutrality, or Chaos (see ***Alignment***). This alignment determines how certain magic influences the character and should be used by the player as a guideline for role-playing the character. - -## Hit Points (hp) - -The character’s ability to avoid dying. The character has a ***maximum hit point total*** and a ***current hit point total***, which are tracked separately. When a character is harmed, their current hit point total is reduced. If this number reaches 0, the character is dead! Rest or healing can restore lost hit points (see ***Damage, Healing, and Death***), but never above the character’s maximum hit point total (this is only increased when the character increases in level). - -## Hit Dice (HD) - -The number of dice used to determine the character’s maximum hit point total. The character’s level determines the number of Hit Dice, and their class determines the type of dice rolled (i.e., d4, d6, d8). Some classes also grant a flat bonus to hit points at certain levels. - -## Armor Class (AC) - -The character’s ability to avoid damage in combat. AC is determined by the character’s armor and their Dexterity score. Lower Armor Class scores are better, so bonuses decrease the character’s AC, and penalties increase it. - -**Dual format:** The equivalent ascending AC is listed in square brackets for groups using the optional rule for Ascending AC. (e.g., AC 5 [14] — an AC of 5 or 14 if using the optional rule for Ascending AC.) - -**Unarmored AC:** An unarmored character has AC 9 [10]. - -## Ascending AC (Optional Rule) - -Some groups are more familiar with an Armor Class system where higher scores are better. This system is known as Ascending Armor Class (abbreviated AAC) and works as follows: - -- **Armor Class:** When using AAC, higher scores are better. Bonuses to Armor Class increase the AAC score, and penalties decrease it. -- **Attack rolls:** When using AAC, the procedure for resolving attack rolls involves using an attack bonus instead of a THAC0 score and attack matrix. - -**Note:** Using Ascending Armor Class results in slightly different attack probabilities than using the traditional approach of descending AC with an attack matrix. - -## Attack Roll “to Hit AC 0” (THAC0) - -Their class and level determine the character’s ability to hit foes in combat. The THAC0 score indicates which row of the attack matrix (see ***Combat Tables***) to use when attacking. Lower THAC0 scores are better. - -**Dual format:** The equivalent attack bonus is listed in square brackets for groups using the optional rule for Ascending AC. (e.g., THAC0 15 [+4] — a THAC0 of 15, or an attack bonus of +4 if using the optional rule for Ascending AC.) - -**Attacking:** The procedure for making attack rolls is described in ***Combat***. - -## Saving Throw Values - -The character’s ability to avoid specific dangerous or detrimental effects. There are five saving throw categories: death (or poison), wands, paralysis (or petrification), breath attacks, and spells (or magic rods or staves). The character’s saving throw values are determined by class and level (see ***Saving Throws***). - -## Movement Rate - -The speed at which the character can move when exploring, traveling, or during combat. Every character has a ***base movement rate*** and an ***encounter movement rate*** (noted in parentheses). The encounter movement rate is one-third of the base movement rate. The default movement rate for characters is 120’ (40’)—a base movement rate of 120’ and an encounter movement rate of 40’. - -- **Overland:** The number of miles a character can travel in a day in the wilderness is determined by dividing their base movement rate by five. -- **Exploration:** When exploring unknown areas of a dungeon, characters can move their base movement rate in feet per turn (10 minutes) - -## Class Abilities - -Finally, the character’s class denotes a set of special abilities that the character may use, including the ability to use certain types of armor and weapons and to speak one or more languages. \ No newline at end of file diff --git a/1. Characters/2. Creating a Character.md b/1. Characters/2. Creating a Character.md deleted file mode 100644 index 392afc1..0000000 --- a/1. Characters/2. Creating a Character.md +++ /dev/null @@ -1,88 +0,0 @@ -# Creating a Character - -To create a character, you’ll first need a character sheet—a sheet of paper on which to record all information about the new character. - -A selection of different character sheet PDFs is available at necroticgnome.com. These may be downloaded and printed for use in your games. - -## 1. Roll Ability Scores - -Roll 3d6 in order of your character’s ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma (see ***Ability Scores***). - -### Sub-Par Characters - -If you roll a character with abysmal ability scores—for example, an 8 or less in every score or a meager rating in more than one ability—the referee may allow you to discard the character and start again. - -## 2. Choose a Class - -Select one of the classes available (see ***Character Classes***), bearing in mind some classes' minimum ability score requirements. The chosen class determines your character’s race—unless a demihuman class is selected, the character is human. - -## 3. Adjust Ability Scores - -If you wish, you may raise your character’s prime requisite of your character by lowering other (non-prime requisite) ability scores. One point may be added to a prime requisite for every two points by which an ability score is reduced. The following restrictions apply: - -- Only Strength, Intelligence, and Wisdom may be lowered in this way. -- No score may be lowered below 9. -- Some character classes may have additional constraints. - -## 4. Note Ability Score Modifiers - -Now that your character’s ability scores are fixed, note any associated bonuses or penalties (see ***Ability Scores***). - -## 5. Note Attack Values - -The level progression chart for your character’s class lists your THAC0 score. This indicates your chance of hitting opponents in combat, as determined by the ***Attack Matrix***. - -For quick reference, it is convenient to look up the values in the attack matrix row corresponding to the character’s THAC0 (determined by class and level) and record them on your character sheet. 1st level characters have a THAC0 of 19 [0], resulting in the attack values below. - -### Ascending AC (Optional Rule) - -If using the optional rule for ***Ascending AC***, record your attack bonus on your character sheet, instead of the attack matrix quick reference. - -| Attack Roll | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | -| ----------: | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | -| AC Hit | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | - -## 6. Note Saving Throws and Class Abilities - -Record any special abilities possessed by your character as a result of their class, as well as your character’s saving throws. If your character has a spell book, ask your referee which spells are recorded. The referee may allow you to choose. - -## 7. Roll Hit Points - -Determine your character’s hit points by rolling the die type appropriate to the chosen class. Modifiers for high or low Constitution apply (see ***Ability Scores***). Your character always starts with at least 1 hit point, regardless of the CON modifier. - -### Re-Rolling 1s and 2s (Optional Rule) - -If your roll for hit points comes up 1 or 2 (before applying any CON modifier), the referee may allow you to re-roll. This is to increase the survivability of 1st-level PCs. - -## 8. Choose Alignment - -Decide whether your character is Lawful, Neutral, or Chaotic (see ***Alignment***), and note this on your character sheet. - -## 9. Note Known Languages - -Your character’s native languages are listed in the class description. This includes the common tongue and the character’s alignment language—see ***Languages***. Characters with high INT may also choose additional languages from the list available in the setting. - -## 10. Buy Equipment - -Your character starts play with 3d6 × 10 gold pieces (see ***Wealth***). You may spend as much of this money as you wish to equip your character for adventure, consulting the equipment lists under ***Equipment & Services***. - -**Remember:** Your chosen class may restrict your use of some equipment (e.g., weapons and armor). - -## 11. Note Armor Class - -Two factors determine your character’s Armor Class: - -- **Armor:** The armor worn determines your character’s base AC. See the equipment lists under ***Armor***. -- **Dexterity:** A nimble character is more difficult to attack (see ***Dexterity*** under ***Ability Scores***). - -### Unarmored AC - -If your character has no armor, their base AC is 9 [10]. - -## 12. Note Level and XP - -Your character begins play at 1st level with 0 XP. - -## 13. Name Character - -Finally, choose a name for your character. You are now ready for adventure! \ No newline at end of file diff --git a/1. Characters/3. Ability Scores.md b/1. Characters/3. Ability Scores.md deleted file mode 100644 index 350ba74..0000000 --- a/1. Characters/3. Ability Scores.md +++ /dev/null @@ -1,120 +0,0 @@ -# Ability Scores - -A character’s score in each ability determines whether they have any bonuses or penalties associated with various actions in the game. The tables below list the modifiers associated with each ability score, with the effects described below. - -## Strength (STR) - -Brawn, muscle power, and physical might. - -- **Melee:** This is applied to attack and damage rolls with melee weapons. -- **Open doors:** The chance of success with attempts to force open a stuck door (see ***Dungeon Adventuring***). - -| STR | Melee | Open Doors | -| :---: | :---: | :--------: | -| 3 | -3 | 1-in-6 | -| 4–5 | -2 | 1-in-6 | -| 6–8 | -1 | 1-in-6 | -| 9–12 | None | 2-in-6 | -| 13–15 | +1 | 3-in-6 | -| 16–17 | +2 | 4-in-6 | -| 18 | +3 | 5-in-6 | - -## Intelligence (INT) - -Learning, memory, and reasoning. - -- **Spoken languages:** Denotes the number of languages the character can speak. -- **Literacy:** Indicates the character’s ability to read and write their native languages. - -| INT | Spoken Languages | Literacy | -| :---: | :--------------------- | :--------- | -| 3 | Native (broken speech) | Illiterate | -| 4–5 | Native | Illiterate | -| 6–8 | Native | Basic | -| 9–12 | Native | Literate | -| 13–15 | Native + 1 additional | Literate | -| 16–17 | Native + 2 additional | Literate | -| 18 | Native + 3 additional | Literate | - -## Wisdom (WIS) - -Insight, common sense, and intuition. - -- **Magic saves:** Is applied to saving throws (see ***Saving Throws***) versus magical effects. This does not typically include saves against breath attacks but may apply to any other saving throw category. - -| WIS | Magic Saves | -| :---: | :---------: | -| 3 | -3 | -| 4–5 | -2 | -| 6–8 | -1 | -| 9–12 | None | -| 13–15 | +1 | -| 16–17 | +2 | -| 18 | +3 | - -## Dexterity (DEX) - -Agility, reflexes, speed, and balance. - -- **AC:** Modifies the character’s AC (a bonus lowers AC, a penalty raises it). -- **Missile:** Applied to attack rolls (but not damage rolls) with ranged weapons. -- **Initiative:** Modifies the character’s initiative roll if the optional rule for individual initiative is used (see ***Combat***). - -| DEX | AC | Missile | Initiative | -| :---: | :--: | :-----: | :--------: | -| 3 | -3 | -3 | -2 | -| 4–5 | -2 | -2 | -1 | -| 6–8 | -1 | -1 | -1 | -| 9–12 | None | None | None | -| 13–15 | +1 | +1 | +1 | -| 16–17 | +2 | +2 | +1 | -| 18 | +3 | +3 | +2 | - -## Constitution (CON) - -Health, stamina, and endurance. - -- **Hit points:** Applies when rolling a character’s hit points (i.e., at 1st level and every time a level is gained thereafter). A character always gains at least 1 hit point per Hit Die, regardless of the CON modifier. - -| CON | Hit Points | -| :---: | :--------: | -| 3 | -3 | -| 4–5 | -2 | -| 6–8 | -1 | -| 9–12 | None | -| 13–15 | +1 | -| 16–17 | +2 | -| 18 | +3 | - -## Charisma (CHA) - -Leadership potential, personal magnetism, and physical appearance. - -- **NPC reactions:** Applies when hiring retainers and when interacting with monsters. -- **Max # of retainers:** Determines the number of retainers a character may have at any time. -- **Retainer loyalty:** Determines retainers’ loyalty to the character. - -| | Retainers | | | -| :---: | :-----------: | :---: | :-----: | -| CHA | NPC Reactions | Max # | Loyalty | -| 3 | -2 | 1 | 4 | -| 4–5 | -1 | 2 | 5 | -| 6–8 | -1 | 3 | 6 | -| 9–12 | None | 4 | 7 | -| 13–15 | +1 | 5 | 8 | -| 16–17 | +1 | 6 | 9 | -| 18 | +2 | 7 | 10 | - -## Prime Requisite - -Each character class has one or more prime requisites—ability scores of particular importance to that class’ function. A character’s score in their prime requisites affects how quickly they gain XP. - -- **XP modifier:** Applied to all XP awarded to characters with a single prime requisite. The modifiers for classes with multiple prime requisites are noted in the class description. - -| Prime Requisite | XP Modifier | -| :-------------: | :---------: | -| 3–5 | -20% | -| 6–8 | -10% | -| 9–12 | None | -| 13–15 | +5% | -| 16–18 | +10% | \ No newline at end of file diff --git a/1. Characters/4. Alignment.md b/1. Characters/4. Alignment.md deleted file mode 100644 index db7e9b8..0000000 --- a/1. Characters/4. Alignment.md +++ /dev/null @@ -1,17 +0,0 @@ -# Alignment - -Alignments are cosmic principles that represent broad worldviews. All beings are categorized under three alignments: Law, Neutrality, or Chaos. - -**Law:** The belief in goodness, order, truth, and justice as the natural order of the universe. Lawful beings are trustworthy, believe in protecting others, and act for the good of the group. They obey the rules of society and strive for fairness and justice. - -**Neutrality:** The belief in a balance between the forces of Law and Chaos, with neither side becoming dominant. Neutral beings will cooperate with others as long as it is not to their detriment. They treat others as they are themselves treated and believe in living by their talents rather than relying on others. - -**Chaos:** The belief in evil and the meaninglessness and randomness of the universe, wherein the individual’s selfish desires are utmost. Chaotic beings lie and use others as is suitable to their own ends, with no concern for the good of the group. They casually break laws, and are driven by whims and the belief in luck. - -## Revealing Alignment - -The player must inform the referee of their character’s alignment but does not have to tell other players. - -## Role-Playing Alignment - -Players should consider the chosen alignment when determining their character’s actions. The referee may call the player’s attention to deeds against the chosen alignment and suggest that the character changes to an alignment better fitting their behavior. Deviation from alignment may also be penalized as the referee sees fit. \ No newline at end of file diff --git a/1. Characters/5. Languages.md b/1. Characters/5. Languages.md deleted file mode 100644 index 9170eb1..0000000 --- a/1. Characters/5. Languages.md +++ /dev/null @@ -1,40 +0,0 @@ -# Languages - -The native languages spoken by a player character are determined by the character’s class. These typically include the common tongue and an alignment language. Characters with high INT may learn additional languages (see ***Ability Scores***). - -## The Common Tongue - -The common tongue (sometimes simply called ***Common***) is a language that is widespread among intelligent species. All player character races—as well as many monsters—are able to speak Common. - -In some settings, the referee may rule that different cultures in the campaign world have different languages, in which case a particular language must be chosen instead of Common. - -## Alignment Languages - -All intelligent beings know a secret, unwritten language of gestures, signs, and code words associated with their alignment. This secret language allows beings of the same alignment to communicate. Beings of another alignment will recognize when an alignment language is being used, but will not understand. It is not possible to learn another alignment language except by changing alignment, in which case the former language is forgotten. - -## Other Languages - -Many demihuman and intelligent monster species have their own language, which player characters may be able to learn. The following languages are common and may be chosen by player characters with high Intelligence (at the referee’s discretion): - -| d20 | Language | -| :--: | :----------------------------------------------------------- | -| 1 | Bugbear | -| 2 | Doppelgänger | -| 3 | Dragon | -| 4 | Dwarvish | -| 5 | Elvish | -| 6 | Gargoyle | -| 7 | Gnoll | -| 8 | Gnomish | -| 9 | Goblin | -| 10 | Halfling | -| 11 | Harpy | -| 12 | Hobgoblin | -| 13 | Kobold | -| 14 | Lizard man | -| 15 | Medusa | -| 16 | Minotaur | -| 17 | Ogre | -| 18 | Orcish | -| 19 | Pixie | -| 20 | Human dialect | \ No newline at end of file diff --git a/1. Characters/6. Advancement.md b/1. Characters/6. Advancement.md deleted file mode 100644 index d7c5159..0000000 --- a/1. Characters/6. Advancement.md +++ /dev/null @@ -1,75 +0,0 @@ -# Advancement - -# Experience - -All characters who survive an adventure and return to safety gain experience points (XP) due to any treasure recovered or monsters defeated. Experience points are awarded by the referee (see ***Awarding XP***). - -## Prime Requisite Modifiers - -Characters with especially low or high scores in their class’ prime requisites receive a bonus or penalty for XP earned (see ***Ability Scores***). These modifiers are applied to the total XP gained by each character following an adventure. - -## Level Up - -When a character gains enough XP to reach the next experience level, the player should consult the description of the character’s class and note any improvements in saving throws, attack probabilities, spells per day, and other class abilities. If the character’s Hit Dice increases, a new Hit Die of the specified type should be rolled, adding the result to the character’s maximum hit point total. - -## Maximum XP in One Session - -Characters can advance up to one level in one session. Any additional XP that would take a character two or more levels above their current level is lost, leaving the character at 1 XP below the total for the next level. - -# Level Titles - -In some campaigns, characters gain the right to bear specific titles as they advance in level. Such titles may be granted by the guilds, colleges, or temples that PCs are associates of. Level titles often vary significantly between campaign worlds, but the following lists may be used as inspiration: - -- **Cleric:** Acolyte, Adept, Priest(ess), Vicar, Curate, Elder, Bishop, Lama, Matriarch (Patriarch). -- **Dwarf:** Dwarven Veteran, Dwarven Warrior, Dwarven Swordmaster, Dwarven Hero, Dwarven Swashbuckler, Dwarven Myrmidon, Dwarven Champion, Dwarven Superhero, Dwarven Lord (Lady). -- **Elf:** Medium/Veteran, Seer/Warrior, Conjurer/Swordmaster, Magician/Hero, Enchanter (Enchantress)/Swashbuckler, Warlock (Witch)/Myrmidon, Sorcerer (Sorceress)/Champion, Necromancer/Superhero, Wizard/Lord (Lady). -- **Fighter:** Veteran, Warrior, Swordmaster, Hero, Swashbuckler, Myrmidon, Champion, Superhero, Lord (Lady). -- **Halfling:** Halfling Veteran, Halfling Warrior, Halfling Swordmaster, Halfling Hero, Halfling Swashbuckler, Halfling Myrmidon, Halfling Champion, Sheriff. -- **Magic-user:** Medium, Seer, Conjurer, Magician, Enchanter (Enchantress), Warlock (Witch), Sorcerer (Sorceress), Necromancer, Wizard. -- **Thief:** Apprentice, Footpad, Robber, Burglar, Cutpurse, Sharper, Pilferer, Thief, Master Thief. - -# High-Level Play (Optional Rule) - -Human character classes are listed as having a maximum level of 14. This range of levels presents the best play experience regarding challenge and reward. However, some groups may wish to continue playing at extremely high levels. This must be considered carefully, as demihuman PCs will be left behind due to their strict level limits. If the referee allows continued play into higher levels, the following guidelines—allowing human characters to advance to a maximum of 36th level—may be used. - -## Clerics - -Clerics require an additional 100,000 XP per level beyond 14th and gain 1 hit point per level gained. Spells of higher levels become available as the character advances. - -## Fighters - -Fighters require an additional 120,000 XP per level beyond 14th and gain 2 hit points per level gained. Fighters of 20th level may make two attacks per round. This increases to three attacks per round at 25th level and four per round at 30th level. - -## Magic-Users - -Magic-users require an additional 150,000 XP per level beyond 14th and gain 1 hit point per level gained. Spells of higher levels become available as the character advances. - -## Thieves - -Thieves require an additional 120,000 XP per level beyond 14th and gain 2 hit points per level gained. Additional skills become available to high-level thieves, including the ability to climb upside down or horizontally, voice skills such as mimicry and ventriloquism, and other skills of deception. - -| Class and Level | Attack Roll to Hit AC | | | | | | | | | | | | | | | -| :-------------: | :-------------------: | :--------: | :--: | :--: | :--: | :----: | :--: | :--: | :--: | :--: | :--: | :--: | :--: | :--: | :--: | -| Fighter | Cleric, Thief | Magic-User | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | -| 1–3 | 1–4 | 1–5 | 20 | 20 | 20 | **19** | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | -| 4–6 | 5–8 | 6–10 | 20 | 19 | 18 | **17** | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | -| 7–9 | 9–12 | 11–15 | 17 | 16 | 15 | **14** | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | -| 10–12 | 13–16 | 16–20 | 15 | 14 | 13 | **12** | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | -| 13–15 | 17–20 | 21–25 | 13 | 13 | 11 | **10** | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 2 | -| 16–18 | 21–24 | 26–30 | 11 | 10 | 9 | **8** | 7 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 2 | -| 19–21 | 25–28 | 31–35 | 9 | 8 | 7 | **6** | 5 | 4 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | -| 22–24 | 29–32 | 36 | 7 | 6 | 5 | **4** | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | -| 25–27 | 33–36 | — | 5 | 4 | 3 | **2** | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | -| 28–30 | — | — | 3 | 2 | 2 | **2** | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | -| 31–33 | — | — | 2 | 2 | 2 | **2** | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | -| 34–36 | — | — | 2 | 2 | 2 | **2** | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | - - - -# Wealth - -See Wealth. - -# Hirelings - -See Hirelings. \ No newline at end of file