5327 lines
234 KiB
Plaintext
5327 lines
234 KiB
Plaintext
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The Complete.Net.Handbook
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Version 1.0
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May, 1993
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Editor: Joe Delisle
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Welcome to the first release of the Complete.Net.Handbook! It's
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taken a while to get everything put together, but I think you'll be
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happy with the effort.
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I first started the CNH when I noticed that there were a lot of
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net.books available: mage spells, cleric spells, plots, etc, but none
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that specifically addressed kits or classes. Having made up several
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kits, I decided to create my own net.book. Rather than limit it just
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kits and classes, the CNH is the collection of everything that doesn't
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have a collection.
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I'm starting the CNH small, including only new character classes,
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house rules, kits, and races. But with the first release done, I'm
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willing to add on more things that need a collection. If you have
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something you want included in the next release, regardless of whether
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or not it fits into one of the categories covered by this edition, send
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me e-mail to one of the addresses below. I'm especially looking for more
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information on monks (for second edition), and new non-magical weapons;
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there wasn't enough information to put them in this edition.
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I would like to thank Dana Carrol, who sent me an excellent mapper
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program. It's available on the greyhawk.stanford.edu FTP site, in the
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/D_D/incoming directory.
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Finally, I'd like to thank all the contributors to the handbook.
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Without their wonderful material, this book would be much smaller, and
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much less enjoyable. Specifically, they are:
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Tim Larson (TEL002@ACAD.DRAKE.EDU)
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Ken Jenks (kjenks@gothamcity.jsc.nasa.gov)
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Aadne Brunborg (brunborg@alkymi.unit.no)
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Anthony Ross (ross@LCLARK.EDU)
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MNP@ALPHA.SUNQUEST.COM
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Steven R. Hamby (ZA9ZA03@UK.AC.MMU.CS.SA)
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Joe Delisle
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Send E-mail to:
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jdelisle@loyola.edu
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jdelisle@cs.loyola.edu
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INDEX
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Section 0: Introduction and Index
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Section 1: New Character Classes
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Section 2: New Kits
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Section 3: Monks
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(to be included in the next release)
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Section 4: Non-Standard Races
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Section 5: House Rules
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Section 6: New Weapons
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(to be included in the next release)
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Section 1: New Character Classes
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--------------------------------------------------------------------------
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--------------------------------------------------------------------------
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The Alchemist
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From: MNP@ALPHA.SUNQUEST.COM
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Hit Die Abilities
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Exp. Points Level (d.3) Level Title Gained
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0-2,500 1 1 Student Chemist A
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2,501-5,000 2 2 Graduate Chemist B
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5,001-10,000 3 3 Journeyman Chemist C
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10,001-22,500 4 4 Low Chemist D
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22,501-40,000 5 5 Chemist E
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40,001-60,000 6 6 High Chemist F
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60,001-90,000 7 7 Alchemist G
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90,001-135,000 8 8 Black Alchemist H
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135,001-250,000 9 9 Grey Alchemist I
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250,001-375,000 10 10 White Alchemist J
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375,001-750,000 11 10+1 Silver Alchemist K
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750,001-1,125,000 12 10+2 Gold Alchemist L
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1,125,001-1,500,000 13 10+3 High Alchemist M
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1,500,001-1,875,000 14 10+4 Eldest Alchemist N
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1,875,001-2,250,000 15 10+5 Star Alchemist O
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+ 600,000/level Etc. +1/lvl Etc. -
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Use no weapons (except for what they make)
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Wear no armor of any kind
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Alchemists are believers in magic and technology. This makes
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them a very special subclass of sages (a sub-category of the
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"esoteric knowledge" branch). They are well versed in chemical,
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herbal, and metalurgical lore. They use this knowledge to
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manufacture their items.
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Alchemists usually don't go adventuring but can be persuaded
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(not too often) or go on their own free will if some sort of
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alchemical relic is involved. They are induced more easily in
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going adventuring if they are hired for making, figuring out,
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and/or using their items.
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Alchemists acquire experience by using the items that they
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made (less for somebody else's), by figuring out items, and
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the money they get from services and items sold at a ratio of
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10 gold pieces/1 experience point.
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Acquired Abilities:
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A. Smoke bombs, low glues, and poison
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B. Stink bombs, medium glues, alcohol, alloys, and matches
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C. Poison gas bombs, high glues, acetone, poison antidote, and
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food preservatives
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D. Medicinal products and water putrification elements
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E. Slippery liquids physical, attributes boosters, and flash
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powder
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F. Low acid and basic fire retardents
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G. Medium acid, ultimate fire retardents, and 100% chance to
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identify poisons
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H. Gunpowder, chemical welding agents, and 100% chance to
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identify any basic potion
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I. "Bombs" and stone disolving agents
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J. Highly sophisticated poisons and metal burning agents
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K. Make any potion, cold bombs, and high acid
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L. Combination bombs, lightning bombs, and stone gas bombs
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M. Make any potion at double strength and basic electronics
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N. Dynamite and combination time bombs
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O. Intermediate electronics and rocket propulsion systems
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Item Cost Days Required Effects
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Smoke bomb 5 3 20'+1'/level x 20'+1'/level cloud.
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Obscures vision up to 3 feet.
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Low glues 1 1 1/2 Elmer's glue.
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Poison 7/die 2/die Does 1d8+1/level. Half damage if
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save vs. poison is made.
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Stink bomb 11 7 25'+1'/level x 25'+1'/level cloud.
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Same effect as a stinking cloud.
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Medium glue 5 3 1/2 Super glue (the cheap stuff).
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Alcohol 10 3 Burns as oil. Can heal 1-4 points.
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Alloys Varies Varies Can make a successful combination
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of any 2 metals.
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Matches 7 4 100 matches.
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Poison gas 25/die 2/die 40'+2'/level x 40'+2'/level cloud.
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bomb Does same damage as poison.
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High glue 50 15 Tough glue (like on cartoons).
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Acetone 50 10 Disolves any sticky material.
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Poison 47 12 As it says.
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antidote
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Food pres- 12 6 1/2 Preserves food for up to 30 days.
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ervatives
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Medicinal 75 10 Heals 1d.8+1 point/level. Can cure
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products disease.
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Water puke* 11 2 1/2 Poisons water or other liquids up
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to 1,000 cubic feet (*=reverse).
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Slippery 17 7 As an oil of slipperiness.
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liquids
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Attribute 750 21 Can raise strength, constitution,
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boosters dexterity, or charisma 1 + 1
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point/5 levels (lasts 1 turn).
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Item Cost Days Required Effects
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Flash 27 9 As the spell fireworks + 1 point
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powder of damage/level.
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Low acid 72 12 Does 1-6 damage/round Lasts 1-10
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rounds.
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Basic fire 150 4 Adds a +3 saving throw vs. fire to
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retardents the item it's applied to.
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Medium acid 97 23 Does 1-6 damage/round. Lasts 2-20
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rounds.
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Ultra fire 112 14 Makes item 100% fire proof.
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retardents
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Gunpowder 202 11 When made into a crude bomb, does
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5-50 damage in a 30'x30' area.
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Chem. weld. 47 19 1/2 Instantly fuses 2 elements.
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agents
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"Bombs" 572 29 Does 10-100 damage in a 40'x40'
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area (anything flammable catches
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fire if save is failed).
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Stone dis. 86 10 Instantly disolves 10 cubic feet
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agents of stone.
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Highly 20/die 4/die It's up to you (i.e. delayed
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soph. poisons action, die or take damage, etc.).
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Metal burn. 279 23 Sets any metal aflame for 1-6
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agents rounds. Unstoppable!!
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Make potions Varies Varies Can make potion of your choice.
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Cold bomb 623 34 40'x40' area cloud. 11d.8 damage.
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High acid 520 23 2-8 points/round. Lasts until
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cleansed or object is eaten away.
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Comb. bomb Varies Varies Varies
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Lightning 12,937 50 Black lightning covers victim's
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bomb body. If save vs. magic is made,
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all but 1-4 hit points gone, if
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save is failed, death.
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Stone gas 729 7 40'x40' area cloud. All in it
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bomb save vs. stoning at -2.
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Make 2x Varies Varies As it says.
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potion
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Basic elec- see see see
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tronics techno techno techno
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Dynamite 1,572 12 45'x45' area blast. 1-100
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damage + 10-100 structural damage.
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Comb. time Varies Varies It's up to you.
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bomb
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Intermediate see see see
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electronics techno techno techno
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Rocket 2,050 3 Makes a bazooka type of delivery
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propulsion weapon that can shoot any type of
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system bomb or potion. Has the range of a
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heavy crossbow. Add 500 g.p. to
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the cost of any bomb to be shot.
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Additional Notes:
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An alchemist's mobile laboratory will be a large wagon with all
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his/her materials. This will be paid for by the employer(s).
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Alchemists can be any alignment.
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Alchemists can use barbaric weapons (such as swords and the
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like) but not get any experience for it.
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--------------------------------------------------------------------------
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--------------------------------------------------------------------------
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The Archer
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From: MNP@ALPHA.SUNQUEST.COM
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Hit Die Abilities
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Exp. Points Level (d.8) Level Title Gained
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0-1,100 1 1 Novice A
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1,101-2,200 2 2 Bravo -
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2,201-4,400 3 3 Bowman B
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4,401-10,000 4 4 Quickdraw C
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10,001-20,000 5 5 Sureshot D
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20,001-40,000 6 6 Deadeye -
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40,001-80,000 7 7 Marksman E
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80,001-150,000 8 8 Expert -
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150,001-300,000 9 9 Archer F
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300,001-500,000 10 9+2 Master Archer -
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500,001-700,000 11 9+4 Master Archer(11) G
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700,001-900,000 12 9+6 Master Archer(12) -
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900,001-1,100,000 13 9+8 Master Archer(13) H
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+ 200,000/level Etc. +2/lvl Etc. -
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Use any pull bow and short swords
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Wear wear only leather and no shield
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Archers are users of mainly bows (except short swords as
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noted) and wear little armor. They increase their number of bow
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shots (noted below) as they increase in level. They are mostly a
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subclass of thief but they hit on the fighters' chart.
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Acquired Abilities:
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A. +1 shot/round
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B. +1/2 shot/round
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C. 1st level thief abilities
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D. +1/2 shot/round
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E. +1/2 shot/round
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F. +1/2 shot/round
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G. +1/2 shot/round
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H. +1/2 shot/round
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Additional notes:
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Archers may be any alignment but good.
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When archers get thief abilities they go up at a rate of 1
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level of ability per 1 level experience.
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Archers get their backstabbing ability with bows when they get
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thief abilities.
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--------------------------------------------------------------------------
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--------------------------------------------------------------------------
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The Barbarian
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From: MNP@ALPHA.SUNQUEST.COM
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Hit Die Abilities
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Exp. Points Level (d. 10) Level Title Gained
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0-2,000 1 1 Battler A
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2,001-4,000 2 2+1 Warrior -
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4,001-8,000 3 3 Madman B
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8,001-18,000 4 4 Slayer C
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18,001-35,000 5 5 Victor D
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35,001-70,000 6 6 Champion E
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70,001-125,000 7 7+1 Cutthroat -
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125,001-250,000 8 8 Beserker F
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250,001-500,000 9 9+1 Death Dealer -
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500,001-750,000 10 10 Barbarian G
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750,001-1,000,000 11 10+3 Barbarian(11) -
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+ 250,000/level Etc. +3/lvl Etc. -
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Use any two handed weapon and any bow or crossbow
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Wear any armor up to chain but no shields
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Barbarians are uncivilized warrior types that intensely dis-
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like technology or any weapons more complicated than a crossbow.
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They love to fight and get a +3 save vs. fear. They have a
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50% chance to discard their missile weapons and charge in glee.
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They can choose at any time in combat to go beserk, adding 4
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to their hit probability but -3 to their armor class. Once bes-
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erk, they will fight blindly for 1 round per level below 20th
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that they are, even if the enemy is dead. There is a 60% chance
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for a 1st level barbarian to go beserk uncontrollably. This
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chance is decreased by 5%/level, with a 13th level barbarian
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going beserk only by choice. This chance is rolled at the beg-
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inning of every round until the battle is over or the barbarian
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goes beserk.
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Barbarians also have a great fear of undead, which they
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regard in awe. Use the table below everytime any undead is
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encountered.
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01-60 retreat in an orderly fashion
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61-90 stand fast and fight at -1 (cannot go beserk)
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91-00 retreat in complete disarray
|
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Acquired Abilities:
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A. Hear as a 1st level thief
|
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B. Climb as a 1st level thief
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C. Move silently as a 1st level thief
|
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D. +1 to constitution
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E. Can "smell" enemies within 25'
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F. +1 to dexterity
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G. +1 to strength
|
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Additional Notes:
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Barbarians can only be neutral/neutral or neutral/evil.
|
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Barbarians can never learn more than 2 languages.
|
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Barbarians cannot start the game with more than 60 g.p.
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Thief abilities acquired go up at a rate of 1 level/level of
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experience.
|
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--------------------------------------------------------------------------
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--------------------------------------------------------------------------
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The Blademaster
|
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|
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From: MNP@ALPHA.SUNQUEST.COM
|
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|
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Hit Die Abilities
|
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Exp. Points Level (d. 10) Level Title Gained
|
||
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0-3,000 1 1 Veteran -
|
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3,001-6,000 2 2 Contester A
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6,001-12,000 3 3 Duelist B
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12,001-24,000 4 4 Warrior C
|
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24,001-45,000 5 5 Champion D
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45,001-90,000 6 6 Expert E
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90,001-140,000 7 7 General Expert F
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140,001-200,000 8 8 Master Expert G
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200,001-260,000 9 9 Swordsman H
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260,001-550,000 10 10 Master Swordsman I
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550,001-850,000 11 11 True Swordsman J
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850,000 + 12 12 Guildmaster of Swordsmen K
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Use any kind of sword
|
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Wear any kind of armor up to studded leather and shield
|
||
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Blademasters are fighters that use only swords and become
|
||
|
extremely profficient with them. As their levels increase, so
|
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does bonuses to hit probability and damage. All blademasters
|
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belong to the Swordsmen's Guild and must attend a meeting at
|
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least once a month. The highest level a blademaster can obtain
|
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is 12th. When the blademaster has enough experience to become
|
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12th level he/she must find the nearest Guildmaster of Swords-
|
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men and fight to the death, the winner being 12th level. There
|
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are 25 such guildmasters existing, each controlling a 200 mile
|
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radius area. The guildmaster is in charge of all the guilds in
|
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his/her area. Also the guildmaster in charge of paying all fees
|
||
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but gets all the dues.
|
||
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|
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|
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Acquired Abilities:
|
||
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|
||
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bonus on
|
||
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Hit prob Damage Other
|
||
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A. - +1
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||
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B. +1 +1
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||
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C. +1 +2 Hits as a +1 magic weapon
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D. +2 +2
|
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E. +2 +3
|
||
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F. +3 +3
|
||
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G. +3 +4 Hits as a +2 magic weapon
|
||
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H. +4 +4
|
||
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I. +4 +5
|
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J. +5 +5
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||
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K. +5 +6 Hits as a +3 magic weapon
|
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|
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|
Additional notes:
|
||
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|
||
|
Blademasters can be any alignment.
|
||
|
Blademasters that have reached 12th level can still increase
|
||
|
abilities and hit points but by magical means only (not by
|
||
|
experience).
|
||
|
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
CHRONOMANCER----
|
||
|
From: TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
A chronomancer is a wizard who specializes in the school of chrono-
|
||
|
mancy. Chronomancy deals with everything concerning time or one's perception
|
||
|
of it. Since space/time is one of the least understood things there is, a
|
||
|
character must have an INT of 13 to be a chronomancer. When one lays his hands
|
||
|
on space/time, he is tampering with the most powerful forces in nature, so
|
||
|
a chronomancer must also have a WIS of 16. The school of chronomancy is most
|
||
|
closely linked to alteration, but it also contains divination spells (seeing
|
||
|
into different parts of space/time), necromancy spells (death is a significant
|
||
|
event in time), and enchantment/charm spells (changing how time is perceived).
|
||
|
Spells that make permanent changes are much favored and also included. The
|
||
|
school has few spells, but they tend to be fairly powerful at higher levels.
|
||
|
The barred schools for a chronomancer are abjuration and conjuration/
|
||
|
summoning.
|
||
|
A character must be a human or elf to be a chronomancer, as half-elves
|
||
|
do not have the unique sense of time that elves do, and gnomes are not adept
|
||
|
enough at magic. They have a +1 to save against spells of this school and
|
||
|
others save at -1 against these spells when cast by a chronomancer. Elves
|
||
|
can advance to 15th level.
|
||
|
At 17th level a chronomancer can withdraw once per day as per the 2nd
|
||
|
level priest spell. He can tell you with 95% accuracy what time of day it is.
|
||
|
If he fails the check, he is off 5 minutes for every number over 95. Since
|
||
|
this ability depends on the positions of the sun, moon, stars, along with the
|
||
|
tides and weather patterns, being underground reduces the accuracy. Every day
|
||
|
spent underground reduces this chance 10%. Every day spent above ground
|
||
|
improves this chance again 15% per day up to 95%. At 20th level he gains an
|
||
|
additional +1 to his saves vs. chronomancy. From now on, they do not experience
|
||
|
the aging side effects of certain spells.
|
||
|
Chronomancers, as a group, tend towards neutrality moreso than any
|
||
|
other group of wizards. They know that time is largely unaffected by the
|
||
|
actions of the petty doing of mere mortal creatures, so they just sit back and
|
||
|
let it roll by. If anything there is a slight tendency towards law and good
|
||
|
because they create less disturbance, but most are still at least partially
|
||
|
neutral.
|
||
|
CHRONOMANCY SPELLS
|
||
|
1st: Cantrip, Lasting Breath, Sleep
|
||
|
2nd: Continual Light, Death Recall, Forget, Past Life
|
||
|
3rd: Delay Death, Haste, Slow
|
||
|
4th: Dimension Door, Extension I, Mordekainen's Celerity, Rary's Mnemonic
|
||
|
Enhancer, Replay*
|
||
|
5th: Extension II, Stone Shape, Teleport
|
||
|
6th: Contingency, Death Spell, Extension III, Legend Lore, Mordekainen's
|
||
|
Lucubration, Permanent Illusion, Reincarnation
|
||
|
7th: Delayed Blast Fireball, Dramij's Instant Summons, Finger of Death,
|
||
|
Limited Wish, Reverse Gravity, Teleport without Error, Vanish
|
||
|
8th: Permanency
|
||
|
9th: Chain Contingency, Temporal Stasis, Time Stop
|
||
|
|
||
|
Replay is a new spell of my own for the chronomancy school. Only
|
||
|
chronomancers may learn it. Other spells (perhaps adapted from the new
|
||
|
priest sphere of Time, but go easy on this) could easily be created for this
|
||
|
school. Time is a big subject to deal with. Replay is rather closely related
|
||
|
to the wild magic spell Alternate Reality.
|
||
|
|
||
|
Replay
|
||
|
Range: 0 Components: V,S Duration: Instantaneous CT: 4
|
||
|
AoE: the caster Saving Throw: None
|
||
|
This spell has two versions, which I call the combative and
|
||
|
investigative versions.
|
||
|
In the combative version, the caster causes the events of the last
|
||
|
round to come undone for him. He gets to re-do the events of the previous
|
||
|
round, re-rolling damage inflicted or saving throws, or anything else that
|
||
|
depends on chance. For instance, let's say Rummo the chronomancer just cast a
|
||
|
fireball but did miserable damage (hardly fazed his opponent) and later that
|
||
|
round got hit by a blindness spell and missed his save. In round two he casts
|
||
|
a Replay and can re-roll the damage of his fireball and try again to save
|
||
|
versus the blindness. If a successful check is made on d20 against half his
|
||
|
intelligence he can even change his actions of the previous round. For
|
||
|
example, Rummo realized that casting his fireball at that red dragon wasn't
|
||
|
too smart. In round two he casts Replay. If he successfully rolls a d20
|
||
|
under half his intelligence he can decide to cast a cone of cold instead, or
|
||
|
some other spell.
|
||
|
In the investigative version the caster gets a renewed clarity of the
|
||
|
past up to a number of minutes or rounds equal to his level. In essence this
|
||
|
allows the DM to remind the chronomancer of pertinent details in recent
|
||
|
happenings that have been overlooked. In this reverie he remembers only things
|
||
|
that he actually did witness in that time. For example, if Rummo is 10th
|
||
|
level the DM can remind him of details that he's seen in the last 10 minutes
|
||
|
that he might not have paid attention to, or saw out of the corner of his eye,
|
||
|
or heard faintly but ignored. The DM should be careful not to give too much
|
||
|
away, however. If the sound was too faint or the object too small to be
|
||
|
witnessed normally at that time the chronomancer cannot enhance it through use
|
||
|
of this spell. He just remembers more fully and with more clarity.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
DEATH MASTER----
|
||
|
From: TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
Yes, this is a remake of the 1st ed. NPC class (weren't NPC classes
|
||
|
just the dumbest idea?)
|
||
|
Death masters may start as any alignment but every even-numbered level
|
||
|
roll d10. 1 means he moves one step towards chaos, 2-3 means he moves one step
|
||
|
towards evil. These alignment changes do not incur XP penalties. If the
|
||
|
character commits acts that vary from his alignment in the direction of law
|
||
|
or good, the DM can warrant rolling a smaller die, with 1's and 2's having the
|
||
|
same effect (penalizing the death master for being too goodie-goodie). This
|
||
|
would cause alignment penalties to XP. The character may also of his own
|
||
|
volition become more evil or chaotic. This incurs XP penalties also. If, when
|
||
|
rolling, the die comes up 1 and the character is already as chaotic as
|
||
|
possible, ignore it. Likewise for rolls of 2 and evil. The DM should keep
|
||
|
the player informed of his alignment (at least advise him when it's changed)
|
||
|
so that he can play the character more efficiently.
|
||
|
Death masters must have a 9 STR, 12 DEX, 14 CON, 16 INT, and LESS THAN
|
||
|
AN 8 CHA! They must also be human AND MAY NOT EVER DUAL-CLASS!
|
||
|
Weapons allowed: knife, dagger/dirk, sickle, scythe, whip, scourge,
|
||
|
scimitar. May use any magical version of these except flame-tongue scimitars.
|
||
|
When touching aligned weapons treat him as chaotic evil. If he touches some
|
||
|
weapon more evil or chaotic than he actually is, he takes no damage and an
|
||
|
alignment check (on d10, as above) must be made right then and there. He
|
||
|
takes no damage for touching CE weapons. Otherwise he takes 2x the ego damage.
|
||
|
Armor allowed: none and no shields.
|
||
|
Magic: may learn any of the following wizard spells to be transcribed
|
||
|
into his spellbook (must follow the same rules as a mage for learning and
|
||
|
casting spells): all Necromancy, as well as low-level (3rd and less)
|
||
|
abjuration, invocation/evocation, and conjuration/summoning. Also divination
|
||
|
(up to 4th). Can only use rings, rods, staves, wands, and other magic that
|
||
|
concerns death, undead, or protection (and absolutely none that concern fire
|
||
|
unless it is directly related to one of these--a wand of fireballs is not
|
||
|
allowed even though it's probably used to cause death--a wand of corpse
|
||
|
cremation would be OK). Spells of Elemental Fire are a no-no, regardless of
|
||
|
school.
|
||
|
Psionics: they have the following psionic powers (and these only, no
|
||
|
extra wild talents): life draining (and 11 PSP's) at 4th level, aging (and 8
|
||
|
PSP's) at 5th level, death field (and 13 PSP's) at 13th level. Beginning at
|
||
|
4th level they gain 3 PSP's per level (they do not get PSP's for the levels
|
||
|
they already have). Using these powers does NOT make them more evil--it's
|
||
|
natural for a death master to explore these areas.
|
||
|
Abilities: can identify a potion of undead control by tasting a single
|
||
|
drop--they get twice the effect and duration
|
||
|
they can command unintelligent undead (skeletons, zombies) as an evil
|
||
|
cleric of equal level (they do not have to be evil)
|
||
|
at 4th level they can speak with intelligent undead telepathically
|
||
|
at 7th level they may speak with dead as cleric of the same level, with
|
||
|
out the spell, once per day
|
||
|
at 9th level they are immune to undeads paralysis and holds
|
||
|
at 11th level they save vs. death to avoid undeads level draining
|
||
|
at 18th level they can command any undead as a cleric of half their
|
||
|
level (they do not have to be evil)
|
||
|
they learn necromancy spells at +10% chance, other spells at -25% chance
|
||
|
they can research necromancy spells as if they were 1 level less
|
||
|
difficult for the purposes of time and expense
|
||
|
Followers: henchman must be evil and human, hirelings cannot be more
|
||
|
good or lawful than the death master currently is
|
||
|
If a 13th or greater level death master is killed on Orcus' Feast
|
||
|
(Halloween) he is animated by Orcus as undead (because he will eventually come
|
||
|
to worship Orcus).
|
||
|
Death masters save and fight as wizards, unless noted otherwise.
|
||
|
Spells by level
|
||
|
Level XP HD (d4) 1 2 3 4 5 6 7 8 9
|
||
|
1 0- 1+1 1 - - - - - - - -
|
||
|
2 1333- 2+1 1 1 - - - - - - -
|
||
|
3 2666- 3+2 2 1 1 - - - - - -
|
||
|
4 5333- 4+2 2 1 1 - - - - - -
|
||
|
5 13333- 5+3 3 2 1 1 - - - - -
|
||
|
6 26667- 6+3 3 2 2 1 - - - - -
|
||
|
7 53333- 7+4 3 3 3 1 1 - - - -
|
||
|
8 113333- 8+4 4 3 3 2 1 - - - -
|
||
|
9 233333- 9+5 4 3 3 2 1 - - - -
|
||
|
10 466667- 10+5 5 4 4 2 1 1 - - -
|
||
|
11 933333- 10+6 5 4 4 3 2 1 - - -
|
||
|
12 1333333- 10+7 6 5 4 3 2 1 - - -
|
||
|
13 1833333- 10+8 6 5 5 3 3 1 1 - -
|
||
|
14 2333333- 10+9 6 5 5 4 3 2 1 - -
|
||
|
15 2833333- 10+10 7 6 5 4 3 2 1 - -
|
||
|
16 3333333- 10+11 7 6 6 4 3 3 2 - -
|
||
|
17 3833333- 10+12 8 7 6 5 4 3 2 1 -
|
||
|
18 4333333- 10+13 8 7 6 5 4 3 2 1 -
|
||
|
19 4833333- 10+14 9 7 7 5 5 3 3 1 -
|
||
|
20 5333333- 10+15 9 8 7 6 5 4 3 2 -
|
||
|
21 5833333- 10+16 9 8 7 6 5 4 3 2 1
|
||
|
+500,000 for every level hereafter
|
||
|
at 22nd they get an additional 1, 2, and 3rd level spell
|
||
|
at 23rd they get an additional 4 and 5th level spell
|
||
|
at 24th they get an additional 6 and 8th level spell
|
||
|
at 25th they get an additional 7 and 9th level spell
|
||
|
continue this pattern for higher levels
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
The Demon/Devil/Undead Hunter
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d. 10) Level Title Gained
|
||
|
0-2,500 1 1 Seeker A
|
||
|
2,501-5,000 2 2 Finder B
|
||
|
5,001-10,000 3 3 Destroyer C
|
||
|
10,001-22,000 4 4 Evil Slayer D
|
||
|
22,001-40,000 5 5 Hunter E
|
||
|
40,001-75,000 6 6 Full Hunter F
|
||
|
75,001-130,000 7 7 Master Hunter G
|
||
|
130,001-250,000 8 8 General Hunter H
|
||
|
250,001-450,000 9 9 Holy Man I
|
||
|
450,001-700,000 10 10 Exorciser J
|
||
|
700,001-1,000,000 11 10+2 Exorciser(11) K
|
||
|
1,000,001-1,300,000 12 10+4 Exorciser(12) L
|
||
|
1,300,001-1,600,000 13 10+6 Exorciser(13) M
|
||
|
+ 300,000/level Etc. +2/lvl Etc. -
|
||
|
|
||
|
|
||
|
Use any kind of weapon
|
||
|
Wear any kind of armor
|
||
|
|
||
|
|
||
|
Demon/devil/undead hunters, easier known as D/D/U hunters,
|
||
|
are mainly a religious class. They show considerable amounts of
|
||
|
respect for the gods they choose. Often they will donate large
|
||
|
sums of treasure to the temple of their god. This class can show
|
||
|
no contempt of evil types, such as demons, devils, and undead as
|
||
|
the name states. The D/D/U hunter gets bonuses on the following
|
||
|
evil types: demons,devils,undead,evil clerics, and evil magic-
|
||
|
users. Until they reach a certain level, D/D/U hunters do not
|
||
|
have to save vs. fear except from greater devils,demon princes,
|
||
|
gods, etc. They have a 50% base chance to attack evil -5%/
|
||
|
level. They also hate barbarians, but they get no attack bonus.
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. Detect demon/devil/undead/evil within 90' and attacks "evil"
|
||
|
at +1
|
||
|
B. Detect magic once a day
|
||
|
C. Cure light wounds once a day
|
||
|
D. Protection from evil 10' radius once a day and attacks "evil"
|
||
|
at +2
|
||
|
E. Remove curse once a week (as the spell)
|
||
|
F. Totally resistant to all fear
|
||
|
G. +3 on all saves vs. evil creatures, +1 vs. magic, and attacks
|
||
|
"evil" at +3
|
||
|
H. Bless once a day
|
||
|
I. Detect charm or posession 75% chance
|
||
|
J. Exorcise once a week
|
||
|
K. Save vs. everything at +1 and attacks all "evil" at +4
|
||
|
L. +3 to armor class (blessed by the gods)
|
||
|
M. Cure critical once a day and attacks "evil" at +5
|
||
|
|
||
|
|
||
|
Additional notes:
|
||
|
|
||
|
D/D/U hunters *MUST* be lawful good.
|
||
|
D/D/U hunters will give at least half of all treasure obtained
|
||
|
(excluding magic items) to the temple of their god.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Dirksman
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d. 10) Level Title Gained
|
||
|
0-2,000 1 1 Novice A
|
||
|
2,001-4,000 2 2 Parrier B
|
||
|
4,001-8,000 3 3 Foiler C
|
||
|
8,001-18,000 4 4 Thruster D
|
||
|
18,001-35,000 5 5 Fencer E
|
||
|
35,001-70,000 6 6 Skewerer F
|
||
|
70,001-125,000 7 7 Veteran G
|
||
|
125,001-250,000 8 8 Expert H
|
||
|
250,001-500,000 9 9 Dirksman I
|
||
|
500,001-750,000 10 10 Master Dirksman J
|
||
|
750,001-1,000,000 11 11 Master Dirksman(11) K
|
||
|
1,000,001-1,250,000 12 11+3 Master Dirksman(12) L
|
||
|
+ 250,000/level Etc. +3/lvl Etc. -
|
||
|
|
||
|
|
||
|
Use only rapier, dirk, and composite bow
|
||
|
Wear no kind of armor
|
||
|
|
||
|
|
||
|
Dirksmen are a combination fighter-thief, mostly fighter,
|
||
|
that use rapiers and dirks. Rapiers do 1-8 1-8 damage and hit as
|
||
|
a long sword while dirks do 1-3 1-4 damage and hit as a dagger.
|
||
|
The amazing thing about these weapons is that they get both
|
||
|
dexterity and strength bonuses on them. Dirksman increase their
|
||
|
number of swings as they increase in level, not to hit and damage
|
||
|
bonuses. Dirksmen wear no armor but their base armor class de-
|
||
|
creases as levels increase (dexterity bonuses do count).
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
# of swings/round
|
||
|
Rapier Dirk
|
||
|
attack parry attack parry Other
|
||
|
A. 1/1 1/4 1/4 0/1 base a.c. 10
|
||
|
B. 1/1 1/4 1/3 0/1
|
||
|
C. 1/1 1/3 1/2 1/4
|
||
|
D. 1/1 1/3 1/1 1/4 base a.c. 9
|
||
|
E. 3/2 1/2 1/1 1/3 1st level thief abilities
|
||
|
F. 2/1 1/2 1/1 1/3
|
||
|
G. 2/1 1/1 3/2 1/2
|
||
|
H. 2/1 1/1 2/1 1/2 base a.c. 8
|
||
|
I. 5/2 3/2 2/1 1/1 ability to dodge as a monk
|
||
|
J. 3/1 3/2 2/1 1/1
|
||
|
K. 3/1 2/1 5/2 1/1
|
||
|
L. 3/1 2/1 3/1 1/1 base a.c. 7
|
||
|
|
||
|
|
||
|
Additional notes:
|
||
|
|
||
|
Dirksmen may be any alignment.
|
||
|
Dirksmen get backstabbing bonuses with rapier and dirk when
|
||
|
thief abilities are gained.
|
||
|
Dirksmen do not get the backstabbing bonuses with bows.
|
||
|
Thief abilites for a dirksman go up at a rate of 1 level/3
|
||
|
levels of experience.
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Expert
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d. 10) Level Title Gained
|
||
|
0-2,000 1 1 Trump -
|
||
|
2,001-4,000 2 2 Scimp A
|
||
|
4,001-8,000 3 3 Galliard B
|
||
|
8,001-18,000 4 4 Halycion C
|
||
|
18,001-35,000 5 5 Rapscallion D
|
||
|
35,001-70,000 6 6 Harridan E
|
||
|
70,001-125,000 7 7 Puissant F
|
||
|
125,001-250,000 8 8 Rogue G
|
||
|
250,001-500,000 9 9 Expert H
|
||
|
500,001-750,000 10 10 Expert(10) I
|
||
|
750,001-1,000,000 11 11 Expert(11) J
|
||
|
+ 250,000/level Etc. +2/lvl Etc. -
|
||
|
|
||
|
|
||
|
Use any one weapon
|
||
|
Wear any kind of armor up to studded leather and shield
|
||
|
|
||
|
|
||
|
Experts are fighters that choose one weapon type to use for
|
||
|
all time. For example: at the start of the game the expert
|
||
|
chooses a 2 handed sword. The only weapon he can use and get
|
||
|
experience with is a 2 handed sword (he/she could use a long
|
||
|
sword but not get any experience). The expert, however, can use
|
||
|
any 2 handed sword with no problem (if a magic one is found).
|
||
|
The expert gains to hit and damage bonuses as levels increase.
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
bonus on
|
||
|
Hit prob Damage
|
||
|
A. +1 -
|
||
|
B. +1 +1
|
||
|
C. +2 +1
|
||
|
D. +2 +2
|
||
|
E. +3 +2
|
||
|
F. +3 +3
|
||
|
G. +4 +3
|
||
|
H. +4 +4
|
||
|
I. +5 +4
|
||
|
J. +5 +5
|
||
|
|
||
|
|
||
|
Additional notes:
|
||
|
|
||
|
Experts can be any alignment.
|
||
|
Experts do not get more natural bonuses after 11th level.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Healer
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.8) Level Title Gained
|
||
|
0-2,000 1 1 Galmant A
|
||
|
2,001-4,000 2 2 Farrier -
|
||
|
4,001-8,000 3 3 Consultant B
|
||
|
8,001-18,000 4 4 Dresser -
|
||
|
18,001-35,000 5 5 Medico C
|
||
|
35,001-70,000 6 6 Reviver -
|
||
|
70,001-125,000 7 7 Affecter D
|
||
|
125,001-250,000 8 8 Paralogist -
|
||
|
250,001-500,000 9 9 Pundit E
|
||
|
500,001-750,000 10 10 Chiurgeon -
|
||
|
750,001-1,000,000 11 10+2 Chiurgeon(11) F
|
||
|
+ 250,000/level Etc. +2/lvl Etc. -
|
||
|
|
||
|
|
||
|
Use any kind of weapon
|
||
|
Wear no armor of any kind
|
||
|
|
||
|
|
||
|
Healers are mostly clerical in nature. Their weapon use,
|
||
|
armor use, and some of the spells are a noticable difference.
|
||
|
They can also fight on the fighter's table when a certain level
|
||
|
is obtained.
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. Detect magic 75% base chance + 5%/level
|
||
|
B. +1 to constitution
|
||
|
C. Now fights as a fighter and not as a cleric
|
||
|
D. +1 to wisdom
|
||
|
E. Read magic at will
|
||
|
F. Identify magic (as the spell)
|
||
|
|
||
|
Spell Table:
|
||
|
|
||
|
Spell
|
||
|
Level 1 2 3 4 5 6 7
|
||
|
1 2 - - - - - -
|
||
|
2 2 1 - - - - -
|
||
|
3 2 2 - - - - -
|
||
|
4 3 2 1 - - - -
|
||
|
5 4 2 2 - - - -
|
||
|
6 4 3 2 - - - -
|
||
|
7 4 3 2 1 - - -
|
||
|
8 4 4 3 1 - - -
|
||
|
9 4 4 3 2 - - -
|
||
|
10 5 4 3 2 1 - -
|
||
|
11 5 4 3 3 2 - -
|
||
|
12 5 5 3 3 2 1 -
|
||
|
13 5 5 4 4 3 2 1
|
||
|
14 6 5 5 5 4 3 2
|
||
|
15 6 6 6 6 5 4 3
|
||
|
|
||
|
|
||
|
1st level spells 2nd level spells 3rd level spells
|
||
|
|
||
|
Bless Augury Animate dead
|
||
|
Command Detect charm Continual light
|
||
|
Cure light wounds Detect illusion Create food &
|
||
|
Detect evil* Find traps water
|
||
|
Protection/evil* Hypnotism Cure blindness*
|
||
|
Purify food & water Know alignment Dispell magic
|
||
|
Remove fear* Resist fire Feign death
|
||
|
Resist cold Silence 15' radius Locate object
|
||
|
Sanctuary Slow poison Remove curse*
|
||
|
Snake charm Sleep
|
||
|
Speak with animals Speak with the
|
||
|
dead
|
||
|
Strength*
|
||
|
Water breathe
|
||
|
|
||
|
|
||
|
4th level spells 5th level spells 6th level spells
|
||
|
|
||
|
Cure serious wounds* Cure critical wounds* Animate object
|
||
|
Confusion* Dispell evil Emotion*
|
||
|
Detect lies Dispell illusion Find the path
|
||
|
Divination Flame strike Heal*
|
||
|
Exorcise Feeblemind* Part water
|
||
|
Lower water Insect plague Stone tell
|
||
|
Neutralize poison* Quest Restore life level*
|
||
|
Protection/evil* Raise dead*
|
||
|
Speak with plants Stone to flesh*
|
||
|
Sticks to snakes True seeing
|
||
|
Tounges
|
||
|
|
||
|
|
||
|
7th level spells
|
||
|
|
||
|
Control weather
|
||
|
Earthquake
|
||
|
Finger of death
|
||
|
Gate
|
||
|
Regenerate*
|
||
|
Resurrection*
|
||
|
Restoration*
|
||
|
Symbol
|
||
|
Temporal stasis
|
||
|
Wind walk
|
||
|
|
||
|
|
||
|
Additional notes:
|
||
|
|
||
|
Healers cannot be evil.
|
||
|
Healers do get wisdom bonuses on the spell table.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
HEALER-----
|
||
|
From: TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
A healer must have at least a 9 CON, 14 INT, and 13 WIS. Prime req's
|
||
|
are INT and WIS; a 16 or better in these two areas gains 10% bonus exp. A
|
||
|
healer must be smart enough to know certain doctoring skills, wise enough to
|
||
|
make tough judgment decisions related to his duties, and tough enough to stand
|
||
|
the conditions he will be subjected to. Character race may be dwarf, elf,
|
||
|
gnome, halfling, or human (half-elves have problems with their weird anatomy).
|
||
|
Multi-classing is not possible, although dual-classing always is. Healers may
|
||
|
not be of any evil alignment.
|
||
|
Healers may not use any edged or pointed weapons other than knives,
|
||
|
daggers, and dirks. They have taken up this profession because they highly
|
||
|
respect life; taking it for no purpose sickens them. Only in extreme circum-
|
||
|
stances will a healer take an intelligent life, although he will defend himself
|
||
|
and his compatriots. They realize the necessity of hunting, and killing
|
||
|
animals for human use raises no qualms with them. They always make weapon
|
||
|
attacks last unless hasted (or the enemy is slowed) when they may roll
|
||
|
initiative normally. Healers may never wear armor that is entirely metal (any
|
||
|
chain but elven, any plate, scale, etc) for this hampers their ability to
|
||
|
rush to the aid of comrades or others that need attention. Shields are
|
||
|
allowed. They may use any magical armor of a type allowed them as well as
|
||
|
any magical defensive items. When healers do enter melee they get a +2 to
|
||
|
damage simply because they know where to hit.
|
||
|
Healers advance in the following fashion (with a few exceptions): a
|
||
|
healer is equivalent to a priest 2/3 his level, rounded normally; he is
|
||
|
equivalent to a wizard of half his level, rounded down; he is equivalent to
|
||
|
a psionicist of half his level, rounded down. For example, Marcus the
|
||
|
halfling is a 7th level healer. He has spells like a 5th level priest, a 3rd
|
||
|
level wizard and PSP's like a 3rd level psionicist. For the most part,
|
||
|
healers are restricted to healing and protective powers. They must follow
|
||
|
the normal rules for acquiring spells and powers (praying, studying from spell
|
||
|
books, etc). They are hesitant about using powerful magicks obviously
|
||
|
contrary to their alignment (animate dead, destruction, etc). Healers may
|
||
|
use rod/staves/wands or healing or protection, or any other that may not
|
||
|
be used offensively. Healers can use scrolls and other miscellaneous magic
|
||
|
allowed to either priests or wizards. Healers do not need a holy symbol to
|
||
|
cast priest spells. If some magical effect affects mages and priests
|
||
|
differently, the effects should be merged into something between the two to
|
||
|
be applied to healers. Since healers do not have to meet all the ability
|
||
|
requirements for being psionicists use the following table (an extension of
|
||
|
Table 5 in The Complete Psionics Handbook) for PSP's:
|
||
|
|
||
|
Ability Score Base Score Ability Modifier
|
||
|
13 13 0
|
||
|
14 17 0
|
||
|
|
||
|
Healers have healing proficiency as a bonus. This should be allowed
|
||
|
them even if the proficiency rules aren't used. They must also choose
|
||
|
herbalism by 3rd level. A person under the care of a healer heals at 3 times
|
||
|
the normal rate, 2 times if engaged in nonstrenuous activity or traveling (4
|
||
|
times and 3 times if he also has herbalism, see below). If nonweapon
|
||
|
proficiencies are used, characters under the care of a healer have a +3 to
|
||
|
their save vs. poison (see healing proficiency, 2nd Ed. AD&D Players'
|
||
|
Handbook).
|
||
|
They can turn undead as a cleric of 1/3 their level, rounded down.
|
||
|
This is because even though they are not clerics, healing deities show special
|
||
|
favor on them (doctors should be fairly spiritual people, after all that's how
|
||
|
they're getting their spells in this system). At 10th level level-draining
|
||
|
attacks do not affect healers beyond normal hit point damage, if they
|
||
|
successfully save vs. death magic.
|
||
|
Healers are NOT clerics of a healing deity. Clerics of a healing
|
||
|
deity are out to serve their god, and they do it by healing people. Healers
|
||
|
are out to heal people, and they do it by praying to get spells (and some
|
||
|
other stuff, too). They are people concerned with the physical welfare of
|
||
|
others. They will study and use any method that can possibly help them do
|
||
|
better in their chosen role. Healers may find a deity of healing such as
|
||
|
Apollo appropriate to be worshipped, however, and they must worship some
|
||
|
deity to turn undead. At 3rd level they can detect slimes, molds, jellies,
|
||
|
and fungi (not type, just presence) at a distance of 40' by concentrating
|
||
|
one round (can scan one quadrant per round--scanning 360 degrees takes 4
|
||
|
rounds). At 8th level the healer can brew non-magical healing potions that
|
||
|
cure 1d(die closest to healer's level, but not more than 12) per flask drunk.
|
||
|
Brewing is slow, no more than 1 flask per week can be brewed. At 14th level
|
||
|
their desire to help life is strong enough that they can survive on the Pos.
|
||
|
Mat. Plane without being consumed by the life-giving forces there. At 17th
|
||
|
level their ties to the Pos. Mat. Plane are strong enough that they can
|
||
|
survive on the Neg. Mat. Plane. If survival from elemental forces is taken
|
||
|
care of, these powers allow existance on the Pos. and Neg. quasi-planes, also.
|
||
|
Healers have a base 10% chance to read languages that increases by
|
||
|
5% per level to a maximum of 95%.
|
||
|
Healers get 1 XP for every hit point healed by proficiency or spell
|
||
|
use. They get XP equal to twice the max hps of any character they raise from
|
||
|
death in any manner.
|
||
|
Healers make saves on the priest's scale with a +3 vs. paral/pois/d.
|
||
|
magic.
|
||
|
Dwarves are restricted to 11th level and cannot learn wizard spells
|
||
|
of greater than 1st level strength (stopping wizard advancement at healer level
|
||
|
5). This is due to their nonmagical nature. Halflings can advance to 12th
|
||
|
level, with the same wizard spell restrictions as dwarves. Gnomes can get to
|
||
|
14th level and 2nd level wizard ability, stopping wizard advancement at healer
|
||
|
level 9. Elves can work up to 17th level, but cannot advance in psychic
|
||
|
powers past healer level 6.
|
||
|
At tenth level healers attract 1d6 first level healers as understudies,
|
||
|
provided that he's built some kind of clinic. He may build the clinic before
|
||
|
10th level but doesn't get followers for it then. They also attact 1d3 mage/
|
||
|
thieves of 1st level ability in each class. Dwarves has a 75% chance to
|
||
|
attract psionicist/thieves instead of mage/thieves. 50% of the time these
|
||
|
followers are of the same race as the healer.
|
||
|
A healer's primary reason for adventuring will probably be to look
|
||
|
for new treatment methods and rare herbs, tending the unfortunate sick along
|
||
|
the way. And treasure troves are good for financing clinics and finding old
|
||
|
tomes with healing recipes.
|
||
|
It was mentioned before that healers cannot be evil. If one does change
|
||
|
to an evil alignment (intentionally or not) he loses all ability to affect
|
||
|
undead, all saving throw bonuses for being a healer (except vs. poison), but
|
||
|
they gain a +2 to save vs. acid. They can brew poison instead of healing
|
||
|
potion. They gain Neg. Mat. Plane survival at 13th level but never get Pos.
|
||
|
Mat. Plane protection. Normal alignment change penalties apply, of course.
|
||
|
All healers start as non-evil. Evil healers are called leeches (since they
|
||
|
like to use them more than healers) and may use polearms and scythes.
|
||
|
Remember, this is just a guide. Extraordinary circumstances may
|
||
|
dictate atypical behavior, as may historical events in the character's life.
|
||
|
The key to having fun with any character is the quality of the role-playing,
|
||
|
which may be tough with a class like this. (Who said being a doctor was easy?)
|
||
|
|
||
|
Priest spells learnable, by sphere:
|
||
|
Major to All, Healing, Necromantic. Minor to Protection. Total INT,
|
||
|
WIS, and CON of 44 or better, 30 of which must be INT and WIS, gains first
|
||
|
level access to 2 of the following (one PC choice, one DM choice): Divination,
|
||
|
Plant, Elemental, Sun. Healers can learn 6th and 7th level spells from the
|
||
|
Healing sphere regardless of WIS.
|
||
|
Wizard spells learnable, by school:
|
||
|
Lesser Divination, Necromancy, 1st-4th level Abjuration, 1st level
|
||
|
Invocation/Evocation.
|
||
|
Psionicist disciplines learnable:
|
||
|
Psychometabolism, and the defense modes.
|
||
|
***Wizard specialization and WIS spell bonuses are not applicable.***
|
||
|
Experience Level XP HD (d4)
|
||
|
1 0- 3
|
||
|
2 2250- 4
|
||
|
3 4750- 5 Proficiency Slots
|
||
|
4 10000- 6 WP Penalty NWP
|
||
|
5 22500- 7 Init #Lev Init #Lev
|
||
|
6 47500- 8 0 5 -5 5 3
|
||
|
7 97500- 9 from General, Wizard, and
|
||
|
8 200000- 10 and Priest groups--may not take
|
||
|
9 350000- 11 any that pertain directly to a
|
||
|
10 500000- 11+2 combat skill
|
||
|
11 750000- 11+3
|
||
|
12 1000000- 11+5 THAC0 is as psionicist, but can
|
||
|
13 1250000- 11+6 never get better than 10
|
||
|
14 1750000- 11+8
|
||
|
15 2250000- 11+9 starting money as wizard
|
||
|
16 2750000- 11+11
|
||
|
17 3250000- 11+12
|
||
|
18 4000000- 11+14
|
||
|
19 4500000- 11+15
|
||
|
20 5000000- 11+17 every additional, 350,000 XP
|
||
|
|
||
|
Level Priest Wizard Psionic
|
||
|
Priest Equiv. Spell Spell Power
|
||
|
Wizard Equiv. Prog. Prog. Prog.
|
||
|
Psi Equiv. 1 2 3 4 5 6 7 1 2 3 4 5 Sc Dv DefM
|
||
|
1 1 - - 1 - - - - - - - - - - - - - -
|
||
|
2 1 1 1 1 - - - - - - 1 - - - - 1 3 1
|
||
|
3 2 1 1 2 - - - - - - 1 - - - - 1 3 1
|
||
|
4 3 2 2 2 1 - - - - - 2 - - - - 1 5 1
|
||
|
5 3 2 2 2 1 - - - - - 2 - - - - 1 5 1
|
||
|
6 4 3 3 3 2 - - - - - 2 1 - - - 2 7 2
|
||
|
7 5 3 3 3 3 1 - - - - 2 1 - - - 2 7 2
|
||
|
8 5 4 4 3 3 1 - - - - 3 2 - - - 2 9 2
|
||
|
9 6 4 4 3 3 2 - - - - 3 2 - - - 2 9 2
|
||
|
10 7 5 5 3 3 2 1 - - - 4 2 1 - - 3 10 3
|
||
|
11 7 5 5 3 3 2 1 - - - 4 2 1 - - 3 10 3
|
||
|
12 8 6 6 3 3 3 2 - - - 4 2 2 - - 3 11 3
|
||
|
13 9 6 6 4 4 3 2 1 - - 4 2 2 - - 3 11 3
|
||
|
14 9 7 7 4 4 3 2 1 - - 4 3 2 1 - 4 12 4
|
||
|
15 10 7 7 4 4 3 3 2 - - 4 3 2 1 - 4 12 4
|
||
|
16 11 8 8 5 4 4 3 2 1 - 4 3 3 2 - 4 13 4
|
||
|
17 11 8 8 5 4 4 3 2 1 - 4 3 3 2 - 4 13 4
|
||
|
18 12 9 9 6 5 5 3 3 2 - 4 3 3 2 1 5 14 5
|
||
|
19 13 9 9 6 6 6 4 2 2 1 4 3 3 2 1 5 14 5
|
||
|
20 13 10 10 6 6 6 4 2 2 1 4 4 3 2 2 5 15 5
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
HOLY FIGHTER
|
||
|
|
||
|
From: brunborg@alkymi.unit.no
|
||
|
|
||
|
Ability Requirements: Strength 17
|
||
|
(before racial adjustments)
|
||
|
Constitution 14
|
||
|
Wisdom 14
|
||
|
|
||
|
Prime requisite: Strength
|
||
|
Wisdom
|
||
|
|
||
|
Races allowed: All (Optional: only demihumans)
|
||
|
|
||
|
|
||
|
The Holy Fighter is a warrior, much like a paladin, under direct command of
|
||
|
the church. He is not bound to LG alignment, but must have the same alignment
|
||
|
as his deity. He uses the XP progression of paladins. He may use all types of
|
||
|
armor, but is restricted in his choice of weapons. A Holy Fighter may only be
|
||
|
multi- or dulaclassed if that is for the good of the church (a Holy
|
||
|
Fighter/Speciality Priest combination should not normally be allowed).
|
||
|
The Holy Fighter is as strongly bound to his church as the paladin.
|
||
|
|
||
|
The Holy Fighter must always seek to further the belief of his deity. A CE
|
||
|
Holy Fighter of grief and pain must always cause as much pain and grief as
|
||
|
possible, and a CN Holy Fighter of thievery may very well be a multi- or dual
|
||
|
class thief. A N Holy Fighter must fight to keep the balance, etc...
|
||
|
Use the guidelines for the Speciality Priests when deciding this.
|
||
|
|
||
|
If the Holy Fighter ever comits an act knowingly against the interests of his
|
||
|
deity, he loses all powers _and_ one level of experience. This level may not
|
||
|
be restored by a "Restoration" spell, but may be regained in the normal
|
||
|
fashion. The lost powers may only be regained if the deity wants, and that is
|
||
|
concidered very unlikely, as the character has shown himself unworthy.
|
||
|
If he comits such an act unknowingly and/or unwillingly, he must seek a
|
||
|
priest of the same deity as soon as possible and atone.
|
||
|
|
||
|
The Holy Fighter has the following benefits:
|
||
|
|
||
|
May specialise as a normal fighter in his god's preferred weapon(s).
|
||
|
(A Holy Fighter of Thor is probably specialised in warhammer.)
|
||
|
|
||
|
Upon reaching 4th level, he may call upon the power of his deity to aid
|
||
|
him in combat. The Fighter may only do this once per day, and may not
|
||
|
do anything else the round he calls for this aid. The call is not
|
||
|
disturbed if the Fighter recieves damage. The Aid starts at the very
|
||
|
start of the next round.
|
||
|
The power manifests itself as a "Prayer"-spell, with the duration of 2
|
||
|
rounds per level of the Fighter.
|
||
|
|
||
|
For every 4th level attained, the Holy Fighter must attain a quest to
|
||
|
prove himself worthy.
|
||
|
|
||
|
The first quest, at 4th level, will, if successful, grant him a Special
|
||
|
Mount (as for Paladin).
|
||
|
|
||
|
The second quest, at 8th level, will give him a +2 weapon, with the
|
||
|
alignment of his Deity and 1d3+3 curing spells of level 1-2.
|
||
|
|
||
|
The third quest, at 12th level, will give him a +4 weapon, with the
|
||
|
alignment of his Deity and 1d6+4 curing spells of level 2-3.
|
||
|
|
||
|
The 4th quest, at 16th level, will grant him a Holy Avenger-type weapon
|
||
|
of uniqe design.
|
||
|
|
||
|
The spells of the first two weapons may be recharged by a Speciality
|
||
|
Priest of 12th level or greater.
|
||
|
|
||
|
These weapons are not given to the Fighter from the Church, but placed
|
||
|
at the end of the adventure by one minion of the deity (at 8th and 12th
|
||
|
level) or by the deity himself (the Holy Weapon). The spell functions
|
||
|
of the weapons work only when the Holy Fighter is using the weapon.
|
||
|
Furthermore, if the weapons are used by any other character, they lose
|
||
|
one "plus" (the two first) or is a +2 weapon (the Holy Weapon)
|
||
|
If the Holy fighter fails in one of these quests, he may try again
|
||
|
after advancing at least one level.
|
||
|
|
||
|
These quests should be modified by the DM to fit the level of magic in
|
||
|
his campaign. The exact powers mentioned here are mere suggestions. If
|
||
|
he feels that the Holy Fighter should not get these weapons at these
|
||
|
specific levels, or get them at all, he may modify the levels and/or
|
||
|
the wereabouts of these weapons.
|
||
|
|
||
|
The Holy Fighter is immune to all diseases upon reaching 5th level.
|
||
|
|
||
|
Holy "Preferred Weapon" gives basically the same benefits as Holy Sword
|
||
|
for paladin, but the powers that depends on alignment (protection, +10
|
||
|
damage, etc.) works only vs. Holy Fighters, paladins or priests of an
|
||
|
enemy deity (Ex: Holy Fighter of Thor vs. a Frost or Fire Giant
|
||
|
Shaman).
|
||
|
|
||
|
The DM in encouraged to design new Holy Weapons for these fighters. A
|
||
|
"Hammer of Thunderbolts" would be a nice base for "Holy Hammer of
|
||
|
Thor", and to balance it all perhaps lower the MR rate.
|
||
|
|
||
|
Cast priest spells from the war and combat spheres upon reaching 9th
|
||
|
level (use spell progression for paladins, no bonus spells for high
|
||
|
wisdom).
|
||
|
|
||
|
He attracts a body of fanatic elite soldiers upon reaching 9th level.
|
||
|
(If he has a stronghold, that is.)
|
||
|
To decide what units he attracts, use the "Elite Units"-table on pg. 27
|
||
|
of the PH, or design your own.
|
||
|
|
||
|
Upon reaching 9th level, he recieves a power called "Enhance Weapon".
|
||
|
This power adds +1 one weapon of the Fighter's choice. The weapon may
|
||
|
only be used by the fighter. If anybody else use it while this power
|
||
|
is in operation, the duration expires. This power have a duration of
|
||
|
2 rounds/level, and may be used only once per day.
|
||
|
|
||
|
|
||
|
The Holy Fighter has the following restrictions:
|
||
|
|
||
|
May only be proficent in his deity's preferred weapon(s).
|
||
|
|
||
|
May not posses more than 8 magical items, any items exeding this must
|
||
|
be given to the church.
|
||
|
|
||
|
He must give all his incoming money, gems and art (exept maximum 20 gp
|
||
|
of cash per level) to the church, who will pay for his equipment. He
|
||
|
may borrow money from the church to pay for expences on missions that
|
||
|
further the belief and attitudes of his deity. Abuse of this confidence
|
||
|
will cause loss of all XP for the adventure. The churh will help him
|
||
|
build a stronghold when they feel the time for that has come.
|
||
|
|
||
|
May only employ NPC's of same alignment and, as far as possible, of the
|
||
|
same faith.
|
||
|
|
||
|
|
||
|
I would like to thank Ronald E. Kijewski (kijewskir@pgate.boeing.com) for
|
||
|
helping me tuning the Fighter in.
|
||
|
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Knight
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d. 10) Level Title Gained
|
||
|
0-2,000 1 1 Novice A
|
||
|
2,001-4,000 2 2 Servant -
|
||
|
4,001-8,000 3 3 Believer B
|
||
|
8,001-18,000 4 4 Gallant -
|
||
|
18,001-35,000 5 5 Hero C
|
||
|
35,001-70,000 6 6 Watcher -
|
||
|
70,001-125,000 7 7 Protector D
|
||
|
125,001-250,000 8 8 Keeper E
|
||
|
250,001-500,000 9 9 Saviour F
|
||
|
500,001-750,000 10 9+2 Knight G
|
||
|
750,001-1,000,000 11 9+4 Sir Knight H
|
||
|
1,000,001-1,250,000 12 9+6 Lord Knight I
|
||
|
1,250,001-1,500,000 13 9+8 King J
|
||
|
+ 250,000/level Etc. +2/lvl Etc. -
|
||
|
|
||
|
|
||
|
Use any kind of weapon
|
||
|
Wear any kind of armor
|
||
|
|
||
|
Knights, for the most part, are minor paladins. They need
|
||
|
less to change levels, but do not get as many abilities. Their
|
||
|
nature is the same being do-gooders and helping out people at
|
||
|
almost every opportunity. The notes above say that knights can
|
||
|
use any weapon and wear any armor but favor plate armor and 2
|
||
|
handed swords (the reason being is that they get +1 a.c. and +1
|
||
|
on to hit and damage respectively).
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. Make all saves at +1
|
||
|
B. Cure light wounds once a day
|
||
|
C. Track as a ranger at 50% base chance + 3%/level
|
||
|
D. Make all saves at +2
|
||
|
E. Detect enemies within 60'
|
||
|
F. Cure light wounds twice a day
|
||
|
G. Detect magic at 20% base chance + 5%/level
|
||
|
H. +1 hit prob., damage, and parry on any one weapons (+2 on
|
||
|
2 handed swords)
|
||
|
I. Detect illusions at 20% base chance + 2%/level
|
||
|
J. Cure light wounds thrice a day, and receive a kingdom (must
|
||
|
first fulfill a quest to the king that originally knighted
|
||
|
the character).
|
||
|
|
||
|
|
||
|
Additional notes:
|
||
|
|
||
|
Knights, of course, must be lawful good.
|
||
|
Knights strongly worship their gods and the same evil actions
|
||
|
taken by a knight is subject to the same discrediting as a
|
||
|
paladin.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Magus
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.4) Level Title Gained
|
||
|
0-3,000 1 2 Page -
|
||
|
3,001-6,000 2 3 Prentice -
|
||
|
6,001-12,000 3 4 Seer A
|
||
|
12,001-24,000 4 5 Sage -
|
||
|
24,001-47,000 5 6 Namer B
|
||
|
47,001-96,000 6 7 Changer C
|
||
|
96,001-190,000 7 8 Summoner D
|
||
|
190,001-380,000 8 9 Enchanter E
|
||
|
380,001-725,000 9 10 Sorcerer -
|
||
|
725,001-1,050,000 10 11 Mage -
|
||
|
1,050,001-1,400,000 11 12 Arch Mage F
|
||
|
1,400,001-1,750,000 12 12+1 Lord Wizard G
|
||
|
1,750,001-2,100,000 13 12+2 Lord Wizard(13) H
|
||
|
+ 350,000/level Etc. +1/lvl Etc. -
|
||
|
|
||
|
Use any kind of weapon
|
||
|
Wear no armor of any kind
|
||
|
|
||
|
Magi (maguses) are a combination magic-user, illusionist,
|
||
|
and fighter in that order. Magi are a class that can cast both
|
||
|
magic-user and illusionist spells at the rate they're limited to.
|
||
|
On the spell table below, the number given is the number of
|
||
|
either magic-user or illusionist spells that can be told. The
|
||
|
fighter part stands out is there because the magus can use and
|
||
|
weapon and hits on the clerics' table.
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. Gain the ability to use rings.
|
||
|
B. Detect magic 25% base chance +5%/level and gains the name of
|
||
|
a demon/devil at 1/2 levels here after
|
||
|
C. Detect poison 10% base chance + 5%/level
|
||
|
D. +1 to dexterity
|
||
|
E. Casts any charm spells at -3 on saving throws
|
||
|
F. +1 to intelligence
|
||
|
G. Gain the ability to use potions, cast polymorph spells at -2
|
||
|
on saving throws
|
||
|
H. +1 to strength, and gains a familiar (it's possible to have 2)
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Spell Table:
|
||
|
|
||
|
Spell
|
||
|
Level 1 2 3 4 5 6 7 8 9
|
||
|
1 1 - - - - - - - -
|
||
|
2 2 - - - - - - - -
|
||
|
3 2 1 - - - - - - -
|
||
|
4 3 2 - - - - - - -
|
||
|
5 4 2 1 - - - - - -
|
||
|
6 4 3 1 - - - - - -
|
||
|
7 4 3 2 - - - - - -
|
||
|
8 4 3 2 1 - - - - -
|
||
|
9 5 3 3 2 - - - - -
|
||
|
10 5 4 3 2 1 - - - -
|
||
|
11 5 4 3 3 2 - - - -
|
||
|
12 5 5 4 3 2 1 - - -
|
||
|
13 5 5 4 3 2 2 - - -
|
||
|
14 5 5 4 3 2 2 1 - -
|
||
|
15 5 5 4 4 2 2 2 - -
|
||
|
16 5 5 5 4 3 2 2 1 -
|
||
|
17 5 5 5 4 3 3 2 2 -
|
||
|
18 5 5 5 4 4 3 3 2 1
|
||
|
|
||
|
|
||
|
|
||
|
Additional Notes:
|
||
|
|
||
|
Magi can be any alignment.
|
||
|
Magi can use cleric scrolls.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Ninja
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.6) Level Title Gained
|
||
|
0-3,200 1 1 Disciple A
|
||
|
3,201-6,400 2 2 Brother B
|
||
|
6,401-15,000 3 3 Master C
|
||
|
15,001-30,000 4 4 Genin D
|
||
|
30,001-60,000 5 5 Dragon Genin E
|
||
|
60,001-120,000 6 6 Master Genin F
|
||
|
120,001-240,000 7 7 Chunin G
|
||
|
240,001-480,000 8 8 Dragon Chunin H
|
||
|
480,001-750,000 9 9 Master Chunin I
|
||
|
750,001-1,000,000 10 10 Jonin J
|
||
|
1,000,001-1,375,000 11 10+2 Dragon Jonin K
|
||
|
1,375,001-1,750,000 12 10+4 Master Jonin L
|
||
|
1,750,001-2,125,000 13 10+6 Ninja M
|
||
|
2,125,001-2,750,000 14 10+8 Dragon Ninja N
|
||
|
2,750,001+ 15 10+10 Master Ninja O
|
||
|
|
||
|
|
||
|
Use any kind of weapon but prefer light weapons
|
||
|
Wear only heavy cloth (+1)
|
||
|
|
||
|
Ninjas are the oldest order of spies. They are profficient
|
||
|
in the ways of disguise, espionage, concealment, assassination,
|
||
|
and very profficient in martial arts. Ninjas gain special abil-
|
||
|
ities that pertain to the 4 elements; earth, wind, water, and
|
||
|
flame, plus ninjas believe in a fifth element, ku, which they
|
||
|
consider to be what binds all the other elements together (per-
|
||
|
haps this could be considered the ethereal plane). They are al-
|
||
|
so very similar to monks because of their knowledge in the mar-
|
||
|
tial arts.
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
base # o.h.
|
||
|
a.c. move attacks damage misc.
|
||
|
A. 9 17 1 1-4 way of the earth I and misc.
|
||
|
B. 8 18 1 1-6 way of the wind I
|
||
|
C. 7 19 1 2-7 way of the water I
|
||
|
D. 6 20 3/2 2-8 way of the flame I
|
||
|
E. 5 21 3/2 3-9 way of the earth II
|
||
|
F. 4 22 3/2 2-12 way of the wind II
|
||
|
G. 3 23 2 3-12 way of the water II
|
||
|
H. 2 24 2 3-13 way of the flame II
|
||
|
I. 1 25 2 4-13 way of the earth III
|
||
|
J. 0 26 5/2 4-16 way of the wind III
|
||
|
K. -1 27 5/2 6-17 way of the water III
|
||
|
L. -2 28 5/2 5-20 way of the flame III
|
||
|
M. -3 29 3 6-24 way of the mind I
|
||
|
N. -4 30 4 5-30 way of the mind II
|
||
|
O. -5 33 5 8-32 way of the mind III
|
||
|
|
||
|
|
||
|
|
||
|
Explanation of Abilities:
|
||
|
|
||
|
Miscellaneous (gets all at start of game)
|
||
|
I...has all assassin abilities at equal level
|
||
|
II..has all thief abilities at -1 level
|
||
|
III.can be profficient with 6 weapons + 1 weapon/2 levels
|
||
|
IV..has saving throws, dodging ability, and hits as a monk
|
||
|
|
||
|
The way of the earth:
|
||
|
I...can in effect cast a tree spell (as a druid) at will
|
||
|
II..transfer 1 hit point/level in damage to the earth
|
||
|
III.can jump 30' in any direction and 15' high
|
||
|
|
||
|
The way of the wind:
|
||
|
I...can go without breathing for 5 rounds + const. bonus
|
||
|
II..can in effect cast an invisibility spell
|
||
|
III.the ability to wind walk once/week (as the cleric spell)
|
||
|
|
||
|
The way of the water:
|
||
|
I...ability to swim at same speed as ground movement
|
||
|
II..water breathe 1 level/round
|
||
|
III.can move and fight underwater as per ring of free-action
|
||
|
|
||
|
The way of the flame:
|
||
|
I...can alter body temperature +-5 degrees/level
|
||
|
II..locate and identify anybody in a 20' radius
|
||
|
III.ability to create fire seeds 1 seed/level/week
|
||
|
|
||
|
The way of the mind:
|
||
|
I...gets one of the selected abilities from the list below
|
||
|
II..gets one additional ability (total of 2)
|
||
|
III.gets one additional ability (total of 3)
|
||
|
|
||
|
Selected abilities:
|
||
|
1. body equilibrium as per psionic ability
|
||
|
2. cell adjustment as per psionic ability (on self only)
|
||
|
3. domination as per psionic ability
|
||
|
4. hypnotism as per psionic ability
|
||
|
5. mind over body as per psionic ability
|
||
|
6. body control as per psionic ability
|
||
|
7. mind bar as per psionic ability
|
||
|
8. E.S.P. as per magic-user spell
|
||
|
9. telempathic emotion as per psionic ability
|
||
|
10. ku, which is the special ninja ability to place his/her
|
||
|
mind and body in ku. What happens is their body molecules
|
||
|
break their bonds but retain their respective positions,
|
||
|
making the ninja a "spirit". In this state nothing may con-
|
||
|
tact the ninja and visa-versa. Finally the ninja can move
|
||
|
only at half speed. This ability can be used once/week and
|
||
|
lasts for 5 + 1 round/level for 5 rounds minimum.
|
||
|
|
||
|
Additional notes:
|
||
|
|
||
|
Ninjas must be lawful and cannot be good.
|
||
|
Ninjas will not tell their occupation but only to their best
|
||
|
friends.
|
||
|
Ninjas will not go back on their word.
|
||
|
Ninjas in effect get 10 psionic points/level when ways of the
|
||
|
mind are achieved to determine duration and other factors.
|
||
|
Ninjas may use poison.
|
||
|
There are only a limited number of ninjas starting at 10th
|
||
|
level. There are 9 at 10th and from then on there's 5 at 11th,
|
||
|
4 at 12th, etc. up to 1 at 15th. Like monks, the character must
|
||
|
fight the ninja (or any one of the ninjas) that already occupy
|
||
|
that level. This fight is performed honorably (no dirty stuff)
|
||
|
and will be decided by the challenged ninja whether it will be
|
||
|
fought by hand or with weapons.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Outlaw
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.6) Level Title Gained
|
||
|
0-2,000 1 1 Clod -
|
||
|
2,001-4,000 2 2 Chump A
|
||
|
4,001-8,000 3 3 Creep -
|
||
|
8,001-18,000 4 4 Punk -
|
||
|
18,001-35,000 5 5 Crumb B
|
||
|
35,001-70,000 6 6 Hood -
|
||
|
70,001-125,000 7 7 Crook -
|
||
|
125,001-250,000 8 8 Bastard C
|
||
|
250,001-450,000 9 9 Convict D
|
||
|
450,001-650,000 10 9+2 Outlaw E
|
||
|
650,001-850,000 11 9+4 Master Outlaw F
|
||
|
850,001-1,050,000 12 9+6 Master Outlaw(12) G
|
||
|
+ 200,000/level Etc. +2/lvl Etc. -
|
||
|
|
||
|
Use only thief weapons
|
||
|
Wear only thief armor
|
||
|
|
||
|
Outlaws are a thief subclass. As noted above, they use thief
|
||
|
weapons and armor bur they get some special abilities that
|
||
|
thieves do not get. The character choosing this class is not
|
||
|
necessarily a breaker of the law initially but must become one to
|
||
|
achieve 10th level. One problem with this class is that the law
|
||
|
is always giving outlaw types a hassle. Even if the outlaw isn't
|
||
|
doing anything wrong, they can still get arrested and have very
|
||
|
bad times in court (usually winding up guilty even if totally
|
||
|
innocent). Outlaws get normal thief abilities also.
|
||
|
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A Evade at 25% base chance +5%/level and 50% base chance of
|
||
|
getting true or near true rumors every hour
|
||
|
B. Add 2 languages learned and track as a ranger at -2 levels
|
||
|
C. Gain the ability to use any weapon
|
||
|
D. Detect poison 50% base chance + 5%/level
|
||
|
E. Gain the ability to use magic-user scrolls with 15% chance of
|
||
|
backfire
|
||
|
F. +1 to strength and +1 to dexterity
|
||
|
G. Add 2 languages learned
|
||
|
|
||
|
|
||
|
Additional notes:
|
||
|
|
||
|
Outlaws can be neutral at best.
|
||
|
Outlaws cannot use holy water.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Psychic
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.3) Level Title Gained
|
||
|
0-2,500 1 1 Beginner A
|
||
|
2,501-5,000 2 2 Trainer B
|
||
|
5,001-10,000 3 3 Intuitor C
|
||
|
10,001-22,500 4 4 Tracker D
|
||
|
22,501-40,000 5 5 Discoverer E
|
||
|
40,001-60,000 6 6 Projector F
|
||
|
60,001-90,000 7 7 Master G
|
||
|
90,001-135,000 8 8 Mental Expert H
|
||
|
135,001-250,000 9 9 Brain Crusher I
|
||
|
250,001-375,000 10 9+1 Death Projector J
|
||
|
375,001-750,000 11 9+2 Psychic K
|
||
|
750,001-1,125,000 12 9+3 Black Psychic L
|
||
|
1,125,001-1,500,000 13 9+4 Gray Psychic M
|
||
|
1,500,001-1,875,000 14 9+5 White Psychic N
|
||
|
1,875,001-2,250,000 15 9+6 High Psychic O
|
||
|
+ 375,000/level Etc. +1/lvl Etc. -
|
||
|
|
||
|
|
||
|
Use only staves and daggers
|
||
|
Wear no armor of any kind
|
||
|
|
||
|
Psychics are naturally psychic beings. Being of this nature,
|
||
|
they get a 20% bonus when rolling for psionics at the start of
|
||
|
the game. If they don't get psionics at the start, they roll
|
||
|
once per increase in level (normal roll) until they do get it.
|
||
|
Psychics tend to be "out of it", thus acting dreamily, but still
|
||
|
semi-aware of what's happening. Even if psychics do not have
|
||
|
regular psionics they still acquire minor and major devotions.
|
||
|
The psychic gets psionic points to work these devotions depend-
|
||
|
ing on the intelligence and the level of the character:
|
||
|
|
||
|
|
||
|
Int. Pts./level
|
||
|
16 4
|
||
|
17 5
|
||
|
18 6
|
||
|
19 7
|
||
|
20 8
|
||
|
|
||
|
Should the psychic have normal psionics, he/she still
|
||
|
receives points in the above manner as a bonus. These bonus
|
||
|
points are divided by 2 and added on to attack and defense
|
||
|
strengths.
|
||
|
Psychics are not very good fighters. They hit on the
|
||
|
magic-users' table but at -2 to hit.
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
# of
|
||
|
Minor Dev. Major Dev. Other
|
||
|
A. 1 - Intuit traps and secret doors
|
||
|
B. 2 - Intuit poison and evil
|
||
|
C. 2 1 Unlock chests and doors
|
||
|
D. 3 1 Mental confusion
|
||
|
E. 4 1 Tracking ability and intuit magic
|
||
|
F. 4 2 Psychic chains and locate objects
|
||
|
G. 5 2 Mental scream and mental fist
|
||
|
H. 6 2 True seeing and nightmare
|
||
|
I. 6 3 Telekinesis and suggestion
|
||
|
J. 7 3 Yogi and self-healing
|
||
|
K. 8 3 Astral projection
|
||
|
L. 8 4 Project insanity
|
||
|
M. 9 4 Teleportation
|
||
|
N. 10 4 Death projection
|
||
|
O. 10 5 +1 to intelligence
|
||
|
|
||
|
|
||
|
Explanation of Abilities:
|
||
|
|
||
|
Intuits(all)....begin at 50% base chance + 2%/level
|
||
|
Unlock..........25% base chance + 5%/level
|
||
|
Confusion.......as the spell
|
||
|
Tracking........25% base chance + 2%/level
|
||
|
Chains..........holds up to 5+1 h.d. + 1 die/level
|
||
|
Locate..........as the spell
|
||
|
Scream..........stun up to 12 h.d. + 1 die/level for 1-4 rounds
|
||
|
Fist............2-16 points damage + 1-4/level
|
||
|
True seeing.....as the spell
|
||
|
Nightmare.......a phantasmal killer (once every other day)
|
||
|
Telekinesis.....as the spell
|
||
|
Suggestion......as the spell
|
||
|
Yogi............gives back 6 hits/hour, takes total concentration
|
||
|
Self-healing....restores 5 hits/round, lasts 1 round/2 levels
|
||
|
Astral..........as the spell
|
||
|
Insanity........as the spell
|
||
|
Teleportation...as the spell
|
||
|
Death...........kills instantly 12 hit dice + 1 die/7 levels
|
||
|
worth of non-psionic creatures (once every other
|
||
|
day)
|
||
|
|
||
|
|
||
|
Additional Notes:
|
||
|
|
||
|
Psychics can be any alignment.
|
||
|
Psychics use their abilities once a day unless otherwise noted.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Rune Weaver
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.4) Level Title Gained
|
||
|
0-3,000 1 1 Initiate A
|
||
|
3,001-6,000 2 2 Novice -
|
||
|
6,001-12,000 3 3 Spell Spinner -
|
||
|
12,001-24,500 4 4 Spell Weaver -
|
||
|
24,501-47,000 5 5 Runeling -
|
||
|
47,001-96,000 6 6 Rune Weaver -
|
||
|
96,001-190,000 7 7 Master Rune Weaver -
|
||
|
190,001-380,000 8 8 High Rune Weaver -
|
||
|
380,001-725,000 9 9 Red Rune Weaver B
|
||
|
725,001-1,050,000 10 9+1 White Rune Weaver -
|
||
|
1,050,001-1,400,000 11 9+2 Gray Rune Weaver -
|
||
|
1,400,001-1,750,000 12 9+3 Black Rune Weaver -
|
||
|
1,750,001-2,100,000 13 9+4 Silver Rune Weaver -
|
||
|
2,100,001-2,450,000 14 9+5 Gold Rune Weaver -
|
||
|
2,450,001-2,800,000 15 9+6 Death Weaver C
|
||
|
2,800,001-3,150,000 16 9+7 Moon Weaver -
|
||
|
3,150,001-3,500,000 17 9+8 Star Weaver D
|
||
|
+ 350,000/level Etc. +1/lvl Etc. -
|
||
|
|
||
|
Use only staves and daggers
|
||
|
Wear no armor of any kind
|
||
|
|
||
|
Rune weavers were the original magic-users, learning their
|
||
|
craft from the reptilian races of eld. Their magic, however,
|
||
|
is lengthy in its conjuration (taking 50% longer rounded up).
|
||
|
Rune weavers may cast spells higher than they currently have.
|
||
|
When trying to cast a spell 1 level higher than normal there is a
|
||
|
30% chance of failure. When trying 2 levels above normal there
|
||
|
is a 90% chance of failure. If failure occurs use the following
|
||
|
chart:
|
||
|
01-50 nothing happens
|
||
|
51-85 goes off in random direction at partial strength
|
||
|
86-99 boomerangs back onto spell caster
|
||
|
00 spell goes off as planned
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. 100% chance of dispell magic (takes 1 round/level of magic)
|
||
|
B. 100% chance to fully identify any magic item (20 rounds)
|
||
|
C. can transport rune weaver and up to 4 people to any plane of
|
||
|
existance
|
||
|
D. can banish any creature to its original plane of its existance
|
||
|
(creature cannot return to plane banished from for 1 year)
|
||
|
|
||
|
|
||
|
Additional Notes:
|
||
|
|
||
|
Rune weavers can be any alignment.
|
||
|
Rune weavers can use their special abilities only once a day
|
||
|
unless otherwise noted.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Sage
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.4) Level Title Gained
|
||
|
0-2,500 1 1 Novice -
|
||
|
2,501-5,000 2 2 Student -
|
||
|
5,001-10,000 3 3 Bookworm A
|
||
|
10,001-22,500 4 4 Memorizer B
|
||
|
22,501-40,000 5 5 Learner -
|
||
|
40,001-60,000 6 6 Reader -
|
||
|
60,001-90,000 7 7 Translator C
|
||
|
90,001-135,000 8 8 Researcher -
|
||
|
135,001-250,000 9 9 Scholar D
|
||
|
250,001-500,000 10 9+1 Professor -
|
||
|
500,001-875,000 11 9+2 Sage -
|
||
|
875,001-1,250,000 12 9+3 Sage(12) E
|
||
|
+ 375,000/level Etc. +1/lvl Etc. -
|
||
|
|
||
|
|
||
|
Use only staves and daggers
|
||
|
Wear no armor of any kind
|
||
|
|
||
|
Sages are characters devoted to learning. They are well
|
||
|
versed in history, natural sciences, and languages. They are
|
||
|
intermediately acquainted with all aspects of books, scrolls,
|
||
|
and manuscripts. As they increase in level, they increase their
|
||
|
limits in the fields that they choose to work with. Sages also
|
||
|
seek out all things that they might feel would increase their
|
||
|
knowledge in such fields, thus being easily persuaded into going
|
||
|
adventuring.
|
||
|
Sages, like alchemists, are hired for their knowledge and
|
||
|
abilities to find out and get information on certain things.
|
||
|
Thus, sages get 1 experience point/10 gold pieces made.
|
||
|
As the sage increases in levels, he/she chooses the categor-
|
||
|
ies that is wanted and the amount of knowledge the sage wishes
|
||
|
to have devoted to such fields chosen. The sage gets to start
|
||
|
out with 3 categories and 30 percent points to divide up among
|
||
|
these categories. Then, at every increase in level, the sage
|
||
|
can choose 1 more category and gets 20 more percent points to
|
||
|
divide among the rest of the categories.
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. Sage receives set of books from teacher to add to knowledge
|
||
|
of categories (determined by D.M.)
|
||
|
B. Sage can add to abilities by means other than reading (i.e.
|
||
|
talking, witnessing, etc.)
|
||
|
C. Can instantly tell what form of language is being spoken,
|
||
|
is written, etc.
|
||
|
D. Sage receives second set of books from teacher (as above)
|
||
|
E. Can obtain information from local sage at either discount
|
||
|
or can trade information for information
|
||
|
|
||
|
Fields of Study:
|
||
|
|
||
|
I. History II. Languages III. Natural IV. Worship
|
||
|
A. General A. Humankind A. Druidism A. General
|
||
|
Events B. Demihumans B. Biology B. True Names
|
||
|
B. Geography C. Special C. Fauna C. Clericism
|
||
|
C. Theology & Types D. Flora (Spells)
|
||
|
Myths D. Runes & D. Summonings
|
||
|
D. Laws & Symbols
|
||
|
Customs
|
||
|
E. Legend Lore
|
||
|
|
||
|
|
||
|
V. Magic VI. Alchemy VII. Phys. Sci. VIII. Misc.
|
||
|
A. General A. General A. Architecture A. Guilds/
|
||
|
B. Abjuration B. Elements B. Electronics Groups
|
||
|
C. Alteration C. Compounds C. Physics B. Planes
|
||
|
D. Conjuration/ D. States of D. Geology/ (Inner)
|
||
|
Summoning Matter Minerology C. Planes
|
||
|
E. Divination E. Chemical E. Meteorology (Outer)
|
||
|
F. Enchantment/ Construction D. Planes
|
||
|
Charm (Spec.)
|
||
|
G. Evocation
|
||
|
H. Illusion/
|
||
|
Phantasm
|
||
|
I. Necromatic
|
||
|
J. Posession
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Shaman
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.6) Level Title Gained
|
||
|
0-2,250 1 1 Acolyte A
|
||
|
2,251-4,500 2 2 Acolothist B
|
||
|
4,501-9,000 3 3 Healer C
|
||
|
9,001-20,000 4 4 Curer D
|
||
|
20,001-40,000 5 5 Lama E
|
||
|
40,001-80,000 6 6 Priest F
|
||
|
80,001-135,000 7 7 High Priest G
|
||
|
135,001-250,000 8 8 Priest-Wizard H
|
||
|
250,001-500,000 9 8+3 Miracle Man I
|
||
|
500,001-775,000 10 8+6 Shaman J
|
||
|
775,001-1,200,000 11 8+9 Shaman (11) K
|
||
|
+ 300,000/level Etc. +3/lvl Etc. -
|
||
|
|
||
|
Use only daggers and staves
|
||
|
Wear no kind of armor
|
||
|
|
||
|
Shamans are a cleric sub-class, thus using the clerics' hit-
|
||
|
ting table. Shamans cast mostly cleric spells but they also have
|
||
|
some magic-user spells. They have the natural ability to raise
|
||
|
the dead, with only one chance of raising the intended victim.
|
||
|
This class does not have a large number of spells in each book,
|
||
|
but only the most necessary are chosen. Shamans use daggers at a
|
||
|
bonus of +1 to hit.
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. 1% chance/level of experience of raising the dead
|
||
|
B. Make poisons at 1 die/level
|
||
|
C. Tracking as a ranger at 30% base chance + 2%/level
|
||
|
D. Natural cure light wounds once a day
|
||
|
E. Sense undead within 60'
|
||
|
F. Detect magic 50% base chance + 1%/level
|
||
|
G. Detect poison 70% base chance + 1%/level
|
||
|
H. Natural cure serious wounds once a day
|
||
|
I. Natural cure disease once a week
|
||
|
J. Natural cure serious wounds twice a day
|
||
|
K. Natural speak to the dead once a week
|
||
|
|
||
|
|
||
|
Spell Table:
|
||
|
|
||
|
Spell
|
||
|
Level 1 2 3 4 5 6 7
|
||
|
1 2 - - - - - -
|
||
|
2 2 1 - - - - -
|
||
|
3 3 2 1 - - - -
|
||
|
4 4 2 2 - - - -
|
||
|
5 4 3 2 - - - -
|
||
|
6 4 3 2 1 - - -
|
||
|
7 4 4 3 1 - - -
|
||
|
8 4 4 3 2 - - -
|
||
|
9 5 4 3 2 1 - -
|
||
|
10 5 4 3 3 2 - -
|
||
|
11 5 5 3 3 2 1 -
|
||
|
12 5 5 4 4 3 2 1
|
||
|
13 6 5 5 5 4 3 2
|
||
|
14 6 6 6 6 5 4 3
|
||
|
|
||
|
|
||
|
1st level spells 2nd level spells 3rd level spells
|
||
|
|
||
|
Detect evil* Augury Animate dead
|
||
|
Detect magic Charm person Dispell magic
|
||
|
Light Command Enfeeblement
|
||
|
Magic missile Cure light wounds* Read magic
|
||
|
Resist cold Hold person Resist fire
|
||
|
Shocking grasp Knock Strength
|
||
|
Sleep Shield Trip
|
||
|
Slow poison Water breathe
|
||
|
Web
|
||
|
|
||
|
|
||
|
4th level spells 5th level spells 6th level spells
|
||
|
|
||
|
Cure serious wounds* Darkness Cone of cold
|
||
|
Feeblemind Ice storm Cure critical
|
||
|
Haste Invisibility wounds*
|
||
|
Lightning bolt Neutralize poison* Polymorph others
|
||
|
Locate object Remove curse* Rock to mud
|
||
|
Phantasmal force Suggestion Stone to flesh*
|
||
|
Slow
|
||
|
Tounges
|
||
|
|
||
|
|
||
|
7th level spells
|
||
|
|
||
|
Heal
|
||
|
Legend lore
|
||
|
Maze
|
||
|
Passwall
|
||
|
Permanent curse
|
||
|
Polymorph self
|
||
|
Regenerate
|
||
|
Teleport
|
||
|
|
||
|
|
||
|
|
||
|
Additional notes:
|
||
|
|
||
|
Shamans cannot be evil.
|
||
|
Shamans do get wisdom bonuses.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Techno
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.4) Level Title Gained
|
||
|
0-2,500 1 1 Probationer A
|
||
|
2,501-5,000 2 2 Student -
|
||
|
5,001-10,000 3 3 Student Tinkerer B
|
||
|
10,001-22,500 4 4 Tinkerer's Assistant -
|
||
|
22,501-40,000 5 5 Tinkerer C
|
||
|
40,001-75,000 6 6 Master Tinkerer -
|
||
|
75,001-130,000 7 7 Techno Apprentice D
|
||
|
130,001-250,000 8 8 Techno 3rd class -
|
||
|
250,001-450,000 9 9 Techno 2nd class E
|
||
|
450,001-700,000 10 9+1 Techno 1st class -
|
||
|
700,001-1,000,000 11 9+2 Techno F
|
||
|
1,000,001-1,300,000 12 9+3 Master Techno -
|
||
|
1,300,001-1,600,000 13 9+4 Laboratory Assistant G
|
||
|
1,600,001-1,900,000 14 9+5 Assistant Scientist -
|
||
|
1,900,001-2,200,000 15 9+6 Scientist H
|
||
|
2,200,001-2,500,000 16 9+7 Research Scientist -
|
||
|
2,500,001-2,800,000 17 9+8 Inventor I
|
||
|
2,800,001-3,100,000 18 9+9 Master Inventor -
|
||
|
3,100,001-3,400,000 19 9+10 Master Manufacturer J
|
||
|
+ 300,000/level Etc. +1/lvl Etc. -
|
||
|
|
||
|
|
||
|
Use bows and crossbows (also what they make)
|
||
|
Wear no armor (except special armor they make)
|
||
|
|
||
|
|
||
|
Technos are specialists that initially disbelieve in magic
|
||
|
100% and work from a strictly scientific point of view. They are
|
||
|
constantly dismembering dragons to see where the flamethrower
|
||
|
was hidden. They initially don't trust magic-users and grudg-
|
||
|
ingly tolerate clerics.
|
||
|
Since technos' views and equipment is so much different than
|
||
|
that of everybody else's, they are often ridiculed or held in
|
||
|
belief as being something "evil".
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. 75% base chance + 5%/level of figuring out mechanisms (clocks,
|
||
|
crossbows, mechanical traps, etc.)
|
||
|
B. 25% base chance + 5%/level of detecting mechanical traps,
|
||
|
ability to build better bows, and beginning architecture
|
||
|
C. ability to build even better bows, build better armor, and
|
||
|
25% base chance + 5%/level of detecting structual weak points
|
||
|
D. intermediate architecture, beginning chemistry, build best
|
||
|
bows, beginning biology, and build even better armor
|
||
|
E. advanced architecture, intermediate chemistry, build best
|
||
|
armor, intermediate biology, and beginning electronics
|
||
|
F. advanced chemistry, advanced biology, intermediate electron-
|
||
|
ics, simple costruction, and beginning physics
|
||
|
G. advanced electronics, intermediate construction, and inter-
|
||
|
mediate physics
|
||
|
H. advanced construction and advanced physics
|
||
|
I. +3 to intelligence, +2 to wisdom, ability to believe and
|
||
|
start to understand the qualities of magic and magic-use,
|
||
|
and believes in the existance of divine beings
|
||
|
J. can continue to keep advancing in any of the previous fields
|
||
|
mentioned (biology, chemistry, etc.)
|
||
|
Explanation of Abilities:
|
||
|
|
||
|
figuring.......as it states
|
||
|
detecting......as it states
|
||
|
better bows....adds + 1/2 point/level of damage to any bow
|
||
|
beginning arch.understanding how buildings are made, what mat-
|
||
|
erials are used, and price estimation
|
||
|
even bet.bows..adds +1 point/level of damage (must build bow)
|
||
|
better armor...makes any armor or shield +1
|
||
|
detecting w.p..as it states
|
||
|
int.arch.......ability to build or supervise the construction
|
||
|
of edifices
|
||
|
beg.chemistry..understanding what elements and compounds are
|
||
|
best bows......same as above but adds 1 shot/4 rounds/level
|
||
|
beg.biology....understanding what living things are and what
|
||
|
they are composed of
|
||
|
even bet.armor.make any armor or shield +2
|
||
|
adv.arch.......can build or have built edifices structually
|
||
|
sound using lighter and less inexpensive materials
|
||
|
int.chemistry..ability to concoct simple solutions; alcohol, low
|
||
|
acid, etc. (see alchemist)
|
||
|
best armor.....same as above but +1 to initiative and can build
|
||
|
flack jacket (a.c.6, init. adj. -1)
|
||
|
int.biology....understanding how life evolved, the effects of
|
||
|
certain conditions on any given species, and the
|
||
|
scientific characteristics of any given species
|
||
|
beg.elect......understanding the concept of positive and nega-
|
||
|
tive, what materials will conduct electricity, and
|
||
|
+2 on all electrical saves and -1/die of damage
|
||
|
adv.chemistry..ability to concoct complex solutions; medium acid,
|
||
|
physical attribute boosters, gunpowder, etc. (see
|
||
|
alchemist)
|
||
|
adv.biology....ability to understand basic biochemistry thus
|
||
|
giving the ability to bind wounds on anyone (or
|
||
|
thing) for 2d.8 + 1 point/level, cure natural
|
||
|
diseases, and +2,+3 on all attacks (knows how ner-
|
||
|
vous systems are arranged, where vital organs are,
|
||
|
etc. giving knowledge of weak spots)
|
||
|
int.elect......ability to construct crude power cells (batteries)
|
||
|
and crude electromagnets
|
||
|
simp.constr....ability to make crude bombs and alloys (see
|
||
|
alchemist)
|
||
|
beg.physics....understanding the concepts of potential and kin-
|
||
|
etic energies and simple motion concepts
|
||
|
adv.elect......ability to construct simple electronic parts,sim-
|
||
|
ple circuits, good power cells, and good electro-
|
||
|
magnets
|
||
|
int.constr.....hand grenades (4-48 damage goes off in 1-4
|
||
|
rounds, 2" rad.) and dynamite (see alchemist)
|
||
|
int.physics....understanding the properties of light, sound, and
|
||
|
gravity (magnetism)
|
||
|
adv.constr.....bazookas, fireworks, sterno, gasoline, flash-
|
||
|
lights (along with light bulbs), and magnets
|
||
|
adv.physics....understanding the qualities of light, sound, and
|
||
|
gravity (magnetism)
|
||
|
cont.fields....the techno can pursue knowledge in any of the
|
||
|
fields available but must tell the D.M. what
|
||
|
aspect of what field he/she attempts to pursue
|
||
|
and what the techno expects to gain from such
|
||
|
knowledge
|
||
|
Additional Notes:
|
||
|
|
||
|
Technos may be any alignment.
|
||
|
Any kind of cure or heal done on a techno has a 50% chance of
|
||
|
not working due to the disbelief the techno has concerning
|
||
|
divine beings (this changes in time).
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
TECHNOLOGIST----
|
||
|
From: TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
Master of technology, such as it is. Dwarves are the true builders and
|
||
|
craftsman, advancing to 13th. Gnomes, however, like to tinker (no, I made this
|
||
|
up before I ever heard of Krynn) and putter around, advancing to 14th. Elves
|
||
|
think it's interesting but don't take it very seriously (10th). Must have a
|
||
|
14 INT and 13 WIS. High DEX and STR are also useful.
|
||
|
They are allowed weapons that have some degree of complexity in their
|
||
|
use or manufacture: arquebus, battle axe, bow (any), crossbow (any), dagger,
|
||
|
hand axe, mancatcher, sickle, sword (any). They can use any armor of a type
|
||
|
that they have proficiently made (in the time of the campaign, things made
|
||
|
before don't count) because they've spent enough time with that type to know
|
||
|
it fairly well. To use an 'across-the-board' magical protective device such
|
||
|
as bracers or a cloak they must roll successful WIS *and* INT checks, or they
|
||
|
are never allowed to use that type of device. A generous DM may allow new
|
||
|
checks for times when the character's INT or WIS is boosted. They may
|
||
|
specialize in one weapon of a type they have proficiently made and get the
|
||
|
bonuses with that type of weapon. However they do not get the attack/round
|
||
|
bonus that all warriors get without having to specialize.
|
||
|
A technologist will, of course, try to do a service to everyone by
|
||
|
attempting to get them to use his devices more often. However, most people
|
||
|
will be distrustful of this technology, and won't use it. You should not
|
||
|
allow the technologist character to totally reshape the world! Only in
|
||
|
extreme circumstances should his devices be accepted and used for any length
|
||
|
of time (even the scientist gets to save the day!). An example of this would
|
||
|
be where he saves a starving village by inventing a steel-bottom plow and
|
||
|
new irrigation procedures, that when combined with his new pumping system,
|
||
|
saves the people from slow, painful death.
|
||
|
They have the ability to open locks and remove (not find) traps like a
|
||
|
thief. Their base chance is like a thief's base chance, modified for race and
|
||
|
DEX and armor. These abilities increase 5% per level to a maximum of 95%.
|
||
|
Technologists cannot multi-class with priests or wizards.
|
||
|
Starting funds are (2d4+1)x10 gp.
|
||
|
Saving Throws:
|
||
|
Level Para/Pois/DMagic R/S/W Petr/Poly Breath Spell
|
||
|
1-4 15 13 17 18 19
|
||
|
5-8 13 11 14 15 18
|
||
|
9-12 12 9 12 13 17
|
||
|
13-16 10 7 9 10 15
|
||
|
17-20 9 5 8 8 13
|
||
|
21+ 7 4 6 5 10
|
||
|
Proficiencies: TECHNOLOGIST NWP GROUP
|
||
|
Weapon Penalty Nonweapon appraising 1 int/0
|
||
|
Initial #Levels Initial #Levels armorer 2 int/-1
|
||
|
2 5 -4 5 2 artistic ability 1 wis/0
|
||
|
Advancement: blacksmithing 1 str/+1
|
||
|
Level XP HD (d4) THAC0 bowyer/fletcher 1 dex/0
|
||
|
1 0- 2 20 brewing 1 int/+1
|
||
|
2 2500- 3 20 carpentry 1 str/+1
|
||
|
3 5000- 4 20 cobbling 1 dex/+1
|
||
|
4 9000- 5 19 gem cutting 2 dex/-1
|
||
|
5 18000- 6 19 leatherworking 1 int/+1
|
||
|
6 32000- 7 19 mining 2 wis/-2
|
||
|
7 64000- 8 18 pottery 1 dex/-1
|
||
|
8 100000- 9 18 reading/writing 1 int/+1
|
||
|
9 200000- 10 18 seamstress/tailor 1 dex/0
|
||
|
10 400000- 11 17 stonemasonry 1 str/-1
|
||
|
11 600000- 11+1 17 weaponsmithing 2 int/-4
|
||
|
12 800000- 11+2 17 weaving 1 int/0
|
||
|
13 1250000- 11+3 16
|
||
|
14 1500000- 11+4 16 BONUS: engineering na int/-3
|
||
|
15 2100000- 11+5 16 some of the listed modifiers are
|
||
|
16 2400000- 11+6 15 different than the ones listed in the
|
||
|
17 2700000- 11+7 15 PH--only Technologists get THESE values
|
||
|
18 3000000- 11+8 15
|
||
|
19 3300000- 11+9 14 Of course, they may also take NWP from
|
||
|
20 3600000- 11+10 14 the General group.
|
||
|
+1 +300000 +1 hp
|
||
|
One of my favorite ideas for a technological weapon (easy to make,
|
||
|
besides) is a Leyden jar charged full of static electricity. You throw it and
|
||
|
it breaks (it's glass) on contact, doing 1d3+(his level) damage to everyone
|
||
|
within 5 feet. A friend I mentioned this class to said, "Awesome! I'm gonna
|
||
|
build a tank or maybe a mech-suit!" DM's, DO NOT ALLOW THIS! A fully
|
||
|
hydraulic suit of mechanized battle armor that is mobile and still agile
|
||
|
enough to fight in, that protects you besides, is much too powerful for a mere
|
||
|
PC to make. *Perhaps* some 2,000th level NPC genius, but not a PC. If he
|
||
|
tries he's gonna have to restructure the world's economy by introducing
|
||
|
assembly lines and precision made parts, and remember these didn't even come
|
||
|
about in our world until around 1900. That's at least 350 years of development
|
||
|
our world had between the era AD&D is played in and "the present". I doubt
|
||
|
one man should be allowed to make that sort of jump.
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The Trader
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.6) Level Title Gained
|
||
|
0-2,500 1 1 Learner -
|
||
|
2,501-5,000 2 2 Farer A
|
||
|
5,001-10,000 3 3 Traveller B
|
||
|
10,001-22,500 4 4 Pioneer C
|
||
|
22,501-45,000 5 5 Accessor D
|
||
|
45,001-90,000 6 6 Trader of Experience E
|
||
|
90,001-145,000 7 7 Master F
|
||
|
145,001-265,000 8 8 Jack of all Trades G
|
||
|
265,001-400,000 9 9 Trader H
|
||
|
400,001-850,000 10 9+1 Leader of Traders I
|
||
|
850,001-1,500,000 11 9+2 Master of Traders J
|
||
|
1,500,001-1,950,000 12 9+3 Guildmaster of Traders K
|
||
|
+ 450,000/level Etc. Etc. Etc. -
|
||
|
|
||
|
Use any non-missile or non-pole arm weapon
|
||
|
Wear only leather and shield
|
||
|
|
||
|
Traders are an unusual class. They seem to have bits of all
|
||
|
characters in them. They can bargain for reduced prices of many
|
||
|
things, sell for commission hard to find items, and gain many
|
||
|
abilities from other classes. This class hits on the clerics'
|
||
|
table and can use any magic item of any other class if the trader
|
||
|
has gained any abilities from that class. The traders get an am-
|
||
|
azing ability to start talking fast and babble. The other person
|
||
|
will either: 1) help you, 2) be so confused as not to hinder you,
|
||
|
or 3) flee in confused agitation.
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. Bargaining and appraising abilities
|
||
|
B. Directional and 1st level thief abilities
|
||
|
C. Read magic ability and add 2 languages learned
|
||
|
D. Equivocate ability and add 1 to intelligence
|
||
|
E. May use crossbows and add 5 languages learned
|
||
|
F. 1st level monk abilities and 3rd mate seafarer abilities
|
||
|
G. Bribery ability and 1st level assassin abilities
|
||
|
H. May use any missile or pole arm weapon
|
||
|
I. Add 7 languages learned
|
||
|
J. 1st level illusionist abilities
|
||
|
K. Detect magic ability and automatic guildmaster
|
||
|
|
||
|
Explanation of Abilities:
|
||
|
|
||
|
Bargaining.....base 5% discount + 2%/level (50% maximum)
|
||
|
Appraising.....50% base accuracy + 2%/level
|
||
|
Directional....35% base chance + 1%/level
|
||
|
Read magic.....20% base chance + 1%/level
|
||
|
Equivocate.....15% base chance + 2%/level (50% maximum)
|
||
|
Bribery........30% base chance + 2%/level
|
||
|
Guildmaster....500 g.p./month kickbacks, maintains a residence
|
||
|
in a city
|
||
|
Detect magic...10% chance base + 1%/level
|
||
|
|
||
|
Additional Notes:
|
||
|
|
||
|
Traders can be any alignment.
|
||
|
Traders that are guildmasters gain 1,000 g.p./month in wages
|
||
|
in a large city.
|
||
|
|
||
|
|
||
|
|
||
|
The True Weaponsmaster
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d. 10) Level Title Gained
|
||
|
0-3,200 1 1 Rogue -
|
||
|
3,201-6,400 2 2 Contemplator A
|
||
|
6,401-15,000 3 3 Veteran B
|
||
|
15,001-30,000 4 4 Puissant C
|
||
|
30,001-60,000 5 5 Armipotence D
|
||
|
60,001-120,000 6 6 Expert E
|
||
|
120,001-240,000 7 7 Tactical Warrior F
|
||
|
240,001-480,000 8 8 Master G
|
||
|
480,001-750,000 9 9 Weaponsmaster H
|
||
|
750,001-1,000,000 10 10 True Weaponsmaster I
|
||
|
1,000,001-1,250,000 11 10+3 True Weaponsmaster(11) J
|
||
|
1,250,001-1,500,000 12 10+6 True Weaponsmaster(12) K
|
||
|
1,500,001-1,750,000 13 10+9 True Weaponsmaster(13) L
|
||
|
1,750,001-2,000,000 14 10+12 True Weaponsmaster(14) M
|
||
|
+ 250,000/level Etc. +3/lvl Etc. -
|
||
|
|
||
|
|
||
|
Use any kind of weapon
|
||
|
Wear any kind of armor up to studded leather and shield
|
||
|
|
||
|
|
||
|
True weaponsmasters are a class that actually can obtain the
|
||
|
full potential of any weapon. Unlike other fighter types that
|
||
|
choose a certain weapon type, this class gets its bonuses on all
|
||
|
weapons. This class gets to hit/damage and parry bonuses of
|
||
|
all weapons and also increases the # of swings a round. The
|
||
|
character can also hit as plus weapons (on monsters that need
|
||
|
+1 or better to hit, for example).
|
||
|
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
bonus on
|
||
|
Hit prob Damage Parry Swings/rnd Other
|
||
|
A. - +1 +1 1/1
|
||
|
B. +1 +1 +1 5/4
|
||
|
C. +1 +2 +1 5/4
|
||
|
D. +2 +2 +2 4/3 Hits as +1
|
||
|
E. +2 +3 +2 4/3
|
||
|
F. +3 +3 +2 3/2
|
||
|
G. +3 +4 +3 3/2
|
||
|
H. +4 +4 +3 3/2 Hits as +2
|
||
|
I. +4 +5 +3 2/1
|
||
|
J. +5 +5 +3 2/1
|
||
|
K. +5 +6 +4 2/1
|
||
|
L. +6 +6 +4 2/1 Hits as +3
|
||
|
M. +6 +7 +4 5/2
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Additional notes:
|
||
|
|
||
|
True weaponsmasters can be any alignment.
|
||
|
True weaponsmasters get no additional bonuses after 15th
|
||
|
level.
|
||
|
|
||
|
|
||
|
|
||
|
The Witch
|
||
|
|
||
|
From: MNP@ALPHA.SUNQUEST.COM
|
||
|
|
||
|
Hit Die Abilities
|
||
|
Exp. Points Level (d.4) Level Title Gained
|
||
|
0-2,500 1 1 Medium A
|
||
|
2,501-5,000 2 2 Soothsayer B
|
||
|
5,001-10,000 3 3 Sibyl C
|
||
|
10,001-22,500 4 4 Mystic D
|
||
|
22,501-40,000 5 5 Oracle E
|
||
|
40,001-60,000 6 6 Siren F
|
||
|
60,001-90,000 7 7 Enchantress G
|
||
|
90,001-135,000 8 8 Sorceress H
|
||
|
135,001-250,000 9 9 Witch I
|
||
|
250,001-500,000 10 9+1 Amethyst Witch J
|
||
|
500,001-875,000 11 9+2 Topaz Witch K
|
||
|
875,001-1,250,000 12 9+3 Sapphire Witch L
|
||
|
1,250,001-1,625,000 13 9+4 Ruby Witch M
|
||
|
1,625,001-2,000,000 14 9+5 Emerald Witch N
|
||
|
2,000,001-2,375,000 15 9+6 Diamond Witch O
|
||
|
2,375,001-2,750,000 16 9+7 Crystal Witch P
|
||
|
2,750,001-2,125,000 17 9+8 Eternal Witch Q
|
||
|
3,125,001-3,500,000 18 9+9 Demonette R
|
||
|
+ 375,000/level Etc. +1/lvl Etc. -
|
||
|
|
||
|
Use only staves and daggers
|
||
|
Wear no armor of any kind
|
||
|
|
||
|
Witches are pretty self-explanatory. This class does most
|
||
|
of the things witches are fabled to. They can make certain
|
||
|
potions, learn languages, enchant, and make magic items. This
|
||
|
class uses a combination of clerics' and magic-users' spells.
|
||
|
As the name implies, this class can only be occupied by females.
|
||
|
|
||
|
Acquired Abilities:
|
||
|
|
||
|
A. Brew poisons, narcotics, and hallucinogens
|
||
|
B. Make a bag of holding
|
||
|
C. Brew love potions
|
||
|
D. +1 to charisma
|
||
|
E. Dance of seduction
|
||
|
F. Brew truth drugs
|
||
|
G. Read and use magic-user, druid, and illusionist scrolls
|
||
|
H. Gain familiar
|
||
|
I. Add 5 languages learned
|
||
|
J. Disguise
|
||
|
K. Brew control potions
|
||
|
L. Brew other potions
|
||
|
M. Brew acids
|
||
|
N. Gain the voice
|
||
|
O. +1 to charisma
|
||
|
P. Transfer hit points
|
||
|
Q. Enchant items
|
||
|
R. +1 to charisma
|
||
|
|
||
|
|
||
|
Explanation of Abilities:
|
||
|
|
||
|
Brew poisons,etc......for each level the witch is, she can brew
|
||
|
1 d.8 strength poison, narcotics are sleep
|
||
|
drugs, hallucinogens cause confusion
|
||
|
Bag of holding........there may be only 1 bag of holding for
|
||
|
each witch, if lost or destroyed it takes
|
||
|
1 month to make a new one
|
||
|
Love potions..........they act as a rod of beguiling, if the
|
||
|
ratio of brew points (1d.8/lvl) is 1 or
|
||
|
more than the victims, the effect last 1
|
||
|
week (15% chance/day of wearing off)
|
||
|
Dance.................all humanoids are susceptible, it takes 1
|
||
|
turn to perform, victims are entranced as
|
||
|
long as the witch is present unless at-
|
||
|
tacked, there's a 10% chance/lvl that it's
|
||
|
successful -10%/level over 5th of victim(s)
|
||
|
Truth drugs...........save vs. poison or answer accurately a # of
|
||
|
questions = to the witch's level, then a
|
||
|
deep sleep sets in
|
||
|
Familiar..............the witch automatically gains a familiar as
|
||
|
the spell (it's possible to have 2)
|
||
|
Disguise..............as an assassin
|
||
|
Brew acid.............as an alchemist's low acid
|
||
|
Voice.................a witch may shout a command no more than 10
|
||
|
words long (count them out beforehand) and
|
||
|
those failing to save vs. magic at -2 will
|
||
|
obey the command for 1-4 rounds, the voice
|
||
|
cannot be used more than 1/3 rounds on the
|
||
|
same person
|
||
|
Transfer hit points...a witch may permanently transfer her hit
|
||
|
points to anyone else, if done within 1
|
||
|
turn of death it will revive that person
|
||
|
giving them that many hit points, char-
|
||
|
acteristics of others may also be raised
|
||
|
at a cost of 4/1 up to 13, 6 for 13 to 14,
|
||
|
7 for 14 to 15, 8 from 15 to 16, 9 from 16
|
||
|
to 17, 10 from 17 to 18, and 12 from 18 to
|
||
|
19 (loss of hit points is permanent)
|
||
|
|
||
|
Spell Table:
|
||
|
|
||
|
Spell
|
||
|
Level 1 2 3 4 5 6 7 8 9
|
||
|
1 1 - - - - - - - -
|
||
|
2 2 - - - - - - - -
|
||
|
3 2 1 - - - - - - -
|
||
|
4 3 2 - - - - - - -
|
||
|
5 4 2 1 - - - - - -
|
||
|
6 4 3 1 - - - - - -
|
||
|
7 4 3 2 - - - - - -
|
||
|
8 4 3 2 1 - - - - -
|
||
|
9 5 3 3 2 - - - - -
|
||
|
10 5 4 3 2 1 - - - -
|
||
|
11 5 4 3 3 2 - - - -
|
||
|
12 5 5 4 3 2 1 - - -
|
||
|
13 5 5 4 3 2 2 - - -
|
||
|
14 5 5 4 3 2 2 1 - -
|
||
|
15 5 5 4 4 2 2 2 - -
|
||
|
16 5 5 5 4 3 2 2 1 -
|
||
|
17 5 5 5 4 3 3 2 2 -
|
||
|
18 5 5 5 4 4 3 3 2 1
|
||
|
|
||
|
|
||
|
1st level spells 2nd level spells 3rd level spells
|
||
|
|
||
|
Cure light wounds* Charm person Clairavoyance
|
||
|
Dancing lights Detect invisible Color spray
|
||
|
Detect evil* ESP Cure disease*
|
||
|
Detect illusion Locate object Hold person
|
||
|
Detect magic Purify wine & water Invisibility
|
||
|
Detect poison Read languages Magic missile
|
||
|
Faerie fire Sleep Phantasmal force
|
||
|
Shocking grasp Speak in tounges Fly
|
||
|
|
||
|
|
||
|
4th level spells 5th level spells 6th level spells
|
||
|
|
||
|
Cure serious wounds* Animate dead Control plants
|
||
|
Fear Anti-magic shell Cure critical
|
||
|
Hallucinatory terrain Plant growth wounds*
|
||
|
Infravision Lightning bolt Destroy life
|
||
|
Neutralize poison Produce flame level*
|
||
|
Polymorph self Protection from evil* Flesh to stone*
|
||
|
Remove curse* Ray of enfeeblement Hypnosis
|
||
|
Summon elemental Vision
|
||
|
|
||
|
|
||
|
7th level spells 8th level spells 9th level spells
|
||
|
|
||
|
Astral projection Antipathy/sympathy Control weather
|
||
|
Dispell illusion Blindness Dispell magic
|
||
|
Earthquake Death spell Fireball
|
||
|
Improved invisibility Feeblemind Gate
|
||
|
Polymorph others Heal* Monster summoning
|
||
|
Quest Maze V
|
||
|
Spirit wrack Passwall Otto's irresist-
|
||
|
True sight Permanent curse able dance
|
||
|
Reincarnation Prismatic sphere
|
||
|
Shape change Prismatic spray
|
||
|
Shades
|
||
|
Wish
|
||
|
|
||
|
|
||
|
Additional Notes:
|
||
|
|
||
|
Witches can be neutral at best.
|
||
|
Witches do not get a wisdom bonus on spells for they are more
|
||
|
magic-user than cleric.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Section 2: New Kits
|
||
|
|
||
|
|
||
|
Warrior Kits
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
Backbiter (fighter kit)
|
||
|
jdelisle@loyola.edu
|
||
|
|
||
|
Description: Backbiters are a type of fighter who has joined a thief
|
||
|
guild, and accompanies the thieves out on "jobs" not as an extra sword,
|
||
|
but as an expert swordsman. Backbiters are often used as guards when on
|
||
|
an assignment, since they can most effectively fight the city watch with
|
||
|
the greatest chance of success (and survival).
|
||
|
Backbiters must have a minimum Dexterity of 10, Intelligence of 8,
|
||
|
and Strength _two_ points greater than Dexterity. What's the point of
|
||
|
being a fighter if a character is more agile than strong? Backbiters
|
||
|
suffer a 10% penalty to experience point totals, since they are
|
||
|
performing activities better suited to thieves. A Backbiter _never_
|
||
|
gains experience for using his thief-like abilities.
|
||
|
To earn a 10% experience point bonus, the Backbiter must have a
|
||
|
Strength of 16 or more, and his/her Dexterity must be four or more
|
||
|
points less than strength.
|
||
|
The kit can be abandoned, but all thief abilities are halved and
|
||
|
can never again be improved. In addition, all armor penalties (including
|
||
|
shield restrictions) are kept, and the fighter still cannot specialize
|
||
|
in a weapon, but he/she can learn formerly prohibited weapons.
|
||
|
|
||
|
Role: The Backbiter is almost always the best fighter in the guild, even
|
||
|
at low levels, and is considered the "anchor" on an assignment. A mage's
|
||
|
spells may not work, or a psionicist's powers might fail, but a good
|
||
|
fighter is always a good fighter, and can be depended on to help pull
|
||
|
the thieves' fat out of the fire. When a doorway needs to be defended,
|
||
|
it is the Backbiter who is entrusted with the task, simply because
|
||
|
he/she is the best at physical combat.
|
||
|
There are as many reasons for becoming a Backbiter as there are
|
||
|
Backbiters. Unlike Sneakspells, who must go through years of
|
||
|
apprenticeship to gain magical abilities, Backbiters need only minor
|
||
|
training to become fighters. As a result, a large guild may have over a
|
||
|
dozen Backbiters, but only one or two Sneakspells.
|
||
|
Unlike Sneakspells, Backbiters must be first or second level when
|
||
|
this kit is picked up, and can be played any way the player chooses.
|
||
|
|
||
|
Secondary Skills: Usually none, since the Backbiter is a professional
|
||
|
thief, but any warrior or rogue skill can be chosen.
|
||
|
|
||
|
Weapon Proficiencies: Backbiters can use almost any weapon. Polearms are
|
||
|
prohibited (due to their size, and inability to easily conceal them in
|
||
|
nearby surroundings). Likewise, any missile weapon with a firing rate
|
||
|
under 1 (heavy crossbow, arquebus, etc) are prohibited, since the don't
|
||
|
offer enough firepower.
|
||
|
One of the first weapon proficiencies must be spent on the dagger
|
||
|
and a sword of any type.
|
||
|
|
||
|
Armor Allowed: Only leather armor is allowed, and a shield can never be
|
||
|
used. A Backbiter can wear heavier armor, but loses all thief abilities
|
||
|
since he/she is untrained to deal with heavy armor. Also, the heavier
|
||
|
armor is treated as being one armor class worse than it usually is, due
|
||
|
to the fighter not being used to wearing it. A Backbiter could wear
|
||
|
chainmail, but he would be AC 6, and would not be able to use any of his
|
||
|
special skills.
|
||
|
If the Backbiter goes without armor, his ability scores improve the
|
||
|
same way a thief's would.
|
||
|
|
||
|
Non Weapon Proficiencies: Backbiters can use any NWPs in the general and
|
||
|
warrior categories. Rogue NWPs can be used, provided they give the
|
||
|
Backbiter some direct, physical advantage; tumbling and disguise would
|
||
|
be acceptable, while appraising, forgery, and gaming do not.
|
||
|
|
||
|
Equipment: Backbiters can buy any equipment he/she likes, but will not
|
||
|
normally buy a shield, armor heavier than leather, or weapons that
|
||
|
cannot be used. Backbiters will _never_ carry thieves' tools (like
|
||
|
lockpicks, crowbar, etc); if caught by local authorities, a Backbiter
|
||
|
would rather be assumed to be a ruffian than a thief (especially in
|
||
|
areas with harsh penalties against thieving).
|
||
|
Also, Backbiters like magical weapons and defensive devices, like
|
||
|
swords, axes, bracers, and rings, and make every attempt to get such
|
||
|
items if found. (The argument "How am I supposed to defend you guys if
|
||
|
I don't have the best sword?" works quite well.)
|
||
|
|
||
|
Special Bonuses: Backbiters get several thief abilities as part of their
|
||
|
training. Their abilities are inferior to those of bards, but superior
|
||
|
to Sneakspells by far.
|
||
|
Starting Scores:
|
||
|
Move Silently: 15%
|
||
|
Hide in Shadows: 15%
|
||
|
Climb Walls: 40%
|
||
|
Backstab: 10%
|
||
|
All of these abilities work the same as they would for a thief, except
|
||
|
for the backstab ability, for which the kit is named. When a Backbiter
|
||
|
wants to backstab an opponent, he/she _must_ be behind the opponent,
|
||
|
have surprise, and make a successful backstab roll. If the roll is
|
||
|
successful, the damage is doubled, but if the backstab roll fails, only
|
||
|
normal damage is done. It's important to note that without the ability
|
||
|
to successfully move silently and hide in shadows, the character can't
|
||
|
gain surprise, and can't backstab effectively.
|
||
|
When this kit is first assumed, the Backbiter gains 20% to add as
|
||
|
seen fit. For every level a Backbiter gains after picking up this kit,
|
||
|
he/she gains 5% to add to any ability score. These gains are only
|
||
|
received if a thief is available to train the Backbiter.
|
||
|
|
||
|
Special Hindrances: The most obvious hindrance is the inability to wear
|
||
|
non-leather armor and use a shield. The other serious threat is that
|
||
|
Backbiters cannot use polearms, which are among the cheapest and
|
||
|
deadliest weapons available, because they can't be hidden on one's body
|
||
|
(like a dagger), or hidden in an alley or cart (like a sword). A third
|
||
|
type of weapon that cannot be used are the higher damage missile
|
||
|
weapons, like heavy crossbows, arquebuses, and other firearms.
|
||
|
|
||
|
|
||
|
*******************************************************
|
||
|
|
||
|
|
||
|
JUGGERNAUT
|
||
|
TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
Juggernaut is a fighter kit. Juggernauts are very intimidating, so a
|
||
|
16 STR and 16 CON is required. They epitomize everything big, dumb, ugly, and
|
||
|
menacing. The character desiring to be a juggernaut must also be in the top
|
||
|
quarter of the possible height and weight for his race. The sum of INT and
|
||
|
WIS cannot be more that 15 to qualify for this kit, and neither can be more
|
||
|
than 10. Halfling and gnome fighters cannot take this kit, for reasons that
|
||
|
should be obvious. If your campaign allows non-standard races, half-ogres
|
||
|
would be great.
|
||
|
Juggernauts are the masters of hack-and-slash. Once they get started,
|
||
|
nothing can stop them. They prefer to use the largest weapons possible, so
|
||
|
large they have to be wielded two-handed. Size S weapons are forbidden, as
|
||
|
juggernauts associate them with thieves, who are always hiding them and using
|
||
|
stealth. That is not the way of the juggernaut. Straight-forward attack is.
|
||
|
Furthermore, missile weapons that are not cast directly from the hand are
|
||
|
forbidden. Therefore, slings, bows, and crossbows are forbidden, but javelins
|
||
|
and spears are not. Juggernauts do not like to stand off at a distance to
|
||
|
kill enemies, they'd rather have the gore squelch beneath their blades. For
|
||
|
the same reason, the longer polearms will not be used by juggernauts (limiting
|
||
|
them to very few pole weapons at all). One initial WP slot must be spent on
|
||
|
two-handed sword (for size M creatures, a size L weapon) or on a bastard
|
||
|
sword (for size S creatures, a size M weapon). As for armor, they must take
|
||
|
the most expensive they can afford that gives the most protection. This, of
|
||
|
course, makes them look even more intimidating. The quality of impressiveness
|
||
|
is more important to them than protection. In fact, they will use normal
|
||
|
bronze plate armor with a normal shield rather than elfin chain +5 because
|
||
|
plate looks better (DM's enforce this, this is their big penalty). They will
|
||
|
also spend extra money to have sinister designs scrolled or inlaid into the
|
||
|
armor. Deaths' heads, horned and spiked helms, anything to intimidate.
|
||
|
The unstoppable slaughterhouse called a juggernaut is allowed to keep
|
||
|
on fighting pas 0 hps. As long as his hit point total is above -10 the
|
||
|
juggernaut keeps right on going. If he drops below -10 he dies instantly and
|
||
|
the opponents killing him get a +1 to morale. A juggernaut killed this way
|
||
|
can only be resurrected/raised by a cleric of at least half again his level.
|
||
|
If the juggernaut stops fighting between 0 and -10 hps, he instantly falls into
|
||
|
the coma-like state described in the Player's Handbook under the optional
|
||
|
Hovering on Death's Door rules. However, he loses 3 hit points every 2 rounds
|
||
|
instead of 1 per 1.
|
||
|
If nonweapon proficiencies are used juggernauts must chose
|
||
|
Intimidation (from the Complete Thief Handbook) at first level (it costs them
|
||
|
only one slot).
|
||
|
They dislike all magic intensely, figuring brawn is better than brain.
|
||
|
They have only a half normal chance for a wild psionic talent. They save
|
||
|
against all magic that allows saves at a -2 (death magic, r/s/w, spells). Even
|
||
|
if the juggernaut is the willing receipient of the spell he must still save
|
||
|
with a +2 (successfully saving means the spell DOES affect him). In addition,
|
||
|
magical items other than weapons must be successfully saved against vs. spell
|
||
|
to be used (with a +2) success meaning useable.
|
||
|
The juggernaut's primary bonus is the use of d12 hit dice.
|
||
|
|
||
|
|
||
|
*******************************************************
|
||
|
|
||
|
|
||
|
MOUNTAIN RANGER
|
||
|
TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
The mountain ranger is a hunter and mountain man who lives not only by
|
||
|
his sword, but by his wits. Mountain rangers may be of any good alignment. A
|
||
|
mountain ranger with STR, CON, and WIS scores of 16 or better earns 10% bonus
|
||
|
experience. They have the typical ranger two-weapon fighting ability when
|
||
|
wearing studded leather or lighter armour. This type of ranger is not so much
|
||
|
a woodsman as a mountain man. Even if the optional proficiency rules are not
|
||
|
used the mountain ranger gets mountaineering proficiency. This skill improves
|
||
|
like the ranger's tracking proficiency. When wearing studded leather or
|
||
|
lighter armor a mountain ranger can try to move silently, hide in shadows, or
|
||
|
detect noise. The chance to succeed in natural surroundings is given below; in
|
||
|
unnatural surroundings the chance is halved. They select a species enemy as
|
||
|
do normal rangers. They have the same ability with animals as do normal
|
||
|
rangers. Mountain rangers can learn priest spells, but only of the animal and
|
||
|
elemental (earth and air) spheres, when he reaches 8th level. Mountain
|
||
|
rangers naturally have more affinity for stone than plants. The elven races
|
||
|
seem at home in the woods; likewise a dwarf is at home in the hills. He
|
||
|
follows the ranger rules for using his priest spells. In all other respects
|
||
|
they are identical to rangers.
|
||
|
Mountain rangers must have a 13 STR, 12 DEX, 15 CON, and 14 WIS. They
|
||
|
may be dwarvish or human. Their prime requisites are STR, CON, and WIS.
|
||
|
Level Hide Shadow Move Casting Spell Levels Mt. Ranger's Followers
|
||
|
Detect Noise SilentlyLevel 1 2 3 01-10 Bear, black
|
||
|
1 5% 15% - - - - 11-20 Bear, brown
|
||
|
2 7% 21% - - - - 21 Bear, cave*
|
||
|
3 10% 27% - - - - 22-26 Cleric (dwarf)
|
||
|
4 12% 33% - - - - 27-38 Dog/Wolf
|
||
|
5 15% 40% - - - - 39-40 Dwarnoi
|
||
|
6 18 47 - - - - 41-50 Falcon
|
||
|
7 21 55 - - - - 51-53 Fighter (dwarf)
|
||
|
8 24 62 1 1 - - 54-55 Figther (gnome)
|
||
|
9 28 70 2 2 - - 56-57 Ftr (halfling)
|
||
|
10 31 78 3 2 1 - 58-65 Fighter (human)
|
||
|
11 35 86 4 2 2 - 66 Ftr/mage (h-elf)
|
||
|
12 38 94 5 2 2 1 67-72 Great cat*
|
||
|
13 42 99 6 3 2 1 73 Hippogriff*
|
||
|
14 46 99 7 3 2 2 74 Mountain lion*
|
||
|
15 49 99 8 3 3 2 75 Pixie*
|
||
|
16 53 99 9 3 3 3 76-80 Mt Rngr (dwarf)
|
||
|
17 57 99 9 3 3 3 81-90 Mt Rngr (human)
|
||
|
18 61 99 9 3 3 3 91-94 Raven
|
||
|
19 65 99 9 3 3 3 95 Ranger (human)
|
||
|
20 70 99 9 3 3 3 96 Thief (gnome)
|
||
|
97 Thief (human)
|
||
|
98 Earth elemental#
|
||
|
99 Werebear*
|
||
|
* If ranger already has a follower of this type 00 Other wilder-
|
||
|
ignore and roll again. ness creature (up to DM)
|
||
|
# The earth elemental has minimum hit dice. The ranger may only have one
|
||
|
of these.
|
||
|
|
||
|
|
||
|
*******************************************************
|
||
|
|
||
|
|
||
|
SQUIRE
|
||
|
TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
Squire is the demi-human version of the paladin. As they are not
|
||
|
allowed to be true paladins (that is the humans' bonus) the truly devout
|
||
|
fighters must settle for this. It requires at least an 11 STR, 9 CON, 11 WIS,
|
||
|
and 13 CHA. A squire cannot be evil or chaotic.
|
||
|
If a squire commits a chaotic act, he must go to a lawful good cleric,
|
||
|
confess his error, atone, and do penance, just as a paladin. However, the
|
||
|
penance is likely to be less. If he does an evil act while under enchantment
|
||
|
he loses his status and powers; until he can atone he is a fighter. If he
|
||
|
willingly and knowingly commits an evil act he is permanently a fighter of
|
||
|
equal level (dropping experience above that required to be a figher of equal
|
||
|
level) ever after.
|
||
|
Squires may detect evil within 30' if concentrating. They are allowed
|
||
|
a saving throw vs. breath to avoid catching a disease. They can heal 2 hp
|
||
|
per level by laying on of hands once per week. They have a limited ability to
|
||
|
turn undead. At eighth level they gain a limited ability to cast spells from
|
||
|
the priest spheres of combat and protection. They may not have more than 10
|
||
|
magic items including not more than 1 suit of armor, 1 shield, and 4 weapons.
|
||
|
They must tithe to an NPC institution of choice and retain only enough wealth
|
||
|
to live modestly.
|
||
|
They attract the same type of followers as fighters but in lesser
|
||
|
numbers. Roll as you would for a fighter, then divide the number by 3.
|
||
|
Hirelings must be non-chaotic, non-evil; lawful good preferred.
|
||
|
A human squire may, at any time up to tenth level, choose to change
|
||
|
alignment to lawful good and become a true paladin (if his abilities are
|
||
|
high enough). He does not suffer alignment change penalties because of this
|
||
|
(since it's actually a step up for him) except that he no longer feels the
|
||
|
need for followers and he releases any he has from service. He is not dual-
|
||
|
classed, he is now simply a paladin and not a squire.
|
||
|
Dwarves may advance to 14th, elves to 13th, gnomes to 11th, half-elves
|
||
|
to 15th, and halflings to 10th. Humans, of course, are unlimited.
|
||
|
LEVEL HD (d10)XP Casting Spell Progression Turning Undead
|
||
|
Level 1 2 3 4 1 Z 2 4 5 G 6 7 8 9
|
||
|
1 1 0- - - - - - - - - - - - - - - -
|
||
|
2 2 2250- - - - - - - - - - - - - - - -
|
||
|
3 3 4500- - - - - - 1920- - - - - - - -
|
||
|
4 4 9000- - - - - - 13161920- - - - - -
|
||
|
5 5 18000- - - - - - 1013161920- - - - -
|
||
|
6 6 36000- - - - - - 7 1013161920- - - -
|
||
|
7 7 75000- - - - - - 7 1013161920- - - -
|
||
|
8 8 150000- 1 1 - - - 4 7 1013161920- - -
|
||
|
9 9 300000- 1 2 - - - 4 7 1013161920- - -
|
||
|
10 9+3 600000- 2 2 1 - - 4 7 1013161920- - -
|
||
|
11 9+6 900000- 2 2 2 - - t 4 7 1013161920- -
|
||
|
12 9+9 1210000- 3 2 2 1 - t 4 7 1013161920- -
|
||
|
13 9+12 1375000- 3 3 2 1 - t 4 7 1013161920- -
|
||
|
14 9+15 1650000- 4 3 2 2 - t 4 7 1013161920- -
|
||
|
15 9+18 1925000- 5 3 3 2 1 t t 4 7 1013161920-
|
||
|
16 9+21 2200000- 6 3 3 3 1 t t 4 7 1013161920-
|
||
|
17 9+24 2475000- 6 3 3 3 1 t t 4 7 1013161920-
|
||
|
18 9+27 2750000- 6 3 3 3 1 t t 4 7 1013161920-
|
||
|
19 9+30 2925000- 6 3 3 3 1 t t 4 7 1013161920-
|
||
|
20 9+33 3300000- 6 3 3 3 1* d t t 4 7 1013161920*
|
||
|
*Best possible turning and casting.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Mage Kits
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
POWERMAGE
|
||
|
TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
Powermages must have a 9 INT and 15 STR. Being physically mighty
|
||
|
themselves they like spells that are magical representations of sheer force
|
||
|
and physical power. They tend to be a bit brash and arrogant, knowing they
|
||
|
are powerful and liking it. Some like it too much and start to dip into evil.
|
||
|
Others use their power to help others. Still other powermages don't care for
|
||
|
anything except the magicks of power themselves. Thus powermages are probably
|
||
|
the most diverse in alignment of any wizard group. Half-elves and humans may
|
||
|
become powermages. They learn power spells at +10% and other spells at -10%.
|
||
|
They have a +1 to their saves vs. power spells and inflict a -1 to other
|
||
|
people's saves when they cast power spells. They can memorize an extra spell
|
||
|
of each spell level they know every day if it is a power spell. At 17th level
|
||
|
they gain an additional +1 to their saves vs. power spells. At 20th level
|
||
|
they gain the ability to dispel power spells once per day. All 1st, 2nd, & 3rd
|
||
|
level power spells in a 10' path are dispelled up to a 90' range.
|
||
|
Spells in the school of power (another lousy name) are similar to
|
||
|
those of invocation/evocation. They create force from nothing. A powermage's
|
||
|
oppositional schools are enchantment/charm and illusion/phantasm. (They
|
||
|
don't like those so-called "weak" magicks.)
|
||
|
I think that's all that needs to be said. Now for their spell list,
|
||
|
which at low levels isn't too good (you can't have big massive force spells
|
||
|
at low levels).
|
||
|
1st: Cantrip, Hold Portal, Shield, Tenser's Floating Disk
|
||
|
2nd: Choke, Ray of Enfeeblement, Strength
|
||
|
3rd: Hold Person, Wind Wall
|
||
|
4th: Leomund's Secure Shelter, Minor Globe of Invulnerability, Otiluke's
|
||
|
Resilient Sphere, Shout, Solid Fog, Wind Breath
|
||
|
5th: Avoidance, Bigby's Interposing Hand, Dismissal, Von Gasik's Refusal,
|
||
|
Wall of Force
|
||
|
6th: Bigby's Forceful Hand, Globe of Invulnerability, Repulsion
|
||
|
7th: Bigby's Grasping Hand, Forcecage, Mordekainen's Sword, Reverse Gravity
|
||
|
8th: Bigby's Clenched Fist, Binding, Otiluke's Telekinetic Sphere
|
||
|
9th: Bigby's Crushing Hand
|
||
|
|
||
|
|
||
|
|
||
|
***************************************************************
|
||
|
|
||
|
|
||
|
Sneakspell (wizard kit)
|
||
|
jdelisle@loyola.edu
|
||
|
|
||
|
Description: The Sneakspell is a mage who has some thief training, and
|
||
|
is almost always a member of a thieves' guild. Sneakspells became mages
|
||
|
because they had more brains than agility, but ended up joining the
|
||
|
guild for one reason or another. Guildmasters give Sneakspells a greater
|
||
|
share of loot, since they possess different skills from the other guild
|
||
|
members, and tend to contribute more to an assignment. Once the mage's
|
||
|
apprenticeship for magic is done, he/she joins a guild (or is drafted
|
||
|
into one) and begins an apprenticeship to learn some stealth skills.
|
||
|
Sneakspells must have a Dexterity of 10 or more, Strength of 8 or
|
||
|
more, and Intelligence that is _three_ points higher than dexterity.
|
||
|
Sneakspells suffer a 10% penalty to experience point totals, since they
|
||
|
are performing activities better suited to thieves. A Sneakspell _never_
|
||
|
gains experience for using his thief-like abilities.
|
||
|
To earn a 10% experience bonus, not only must the Sneakspell's
|
||
|
Intelligence be greater than 16, it must be 5 or more points higher than
|
||
|
the Dexterity score. This is due to the fact that characters with higher
|
||
|
dexterity will either favor their thieving abilities, or will become
|
||
|
thieves outright instead of mages. After all, wouldn't you rather learn
|
||
|
by doing than spend 2-3 years looking at books?
|
||
|
This kit can be abandoned, but all thief abilities are halved, all
|
||
|
penalties are kept, and thief abilities can no longer be improved. A
|
||
|
mage can become a Sneakspell at any time, but all special abilities are
|
||
|
considered to start at first level.
|
||
|
|
||
|
Preferred Magical Schools: Sneakspells usually carry spells hand-picked
|
||
|
for an "job" (like Knock, Invisibility, Detect Magic, etc), or a random
|
||
|
assortment of spells. Sneakspells of any decent level will always carry
|
||
|
one offensive and one defensive spell, regardless of the situation.
|
||
|
|
||
|
Barred Magical Schools: No schools are barred for the Sneakspell, but
|
||
|
many spells in certain kits are discouraged. The spells least desired
|
||
|
are those that have no purpose while on a job, like many of the
|
||
|
Abjuration, Divination, and Necromancy schools. These spells are only
|
||
|
carried if they will have special uses while on a job, like Detect
|
||
|
Disease, Protection from Evil, and Hold Undead.
|
||
|
Specialists, whether from one of the nine schools of magic, wild
|
||
|
mages, or elementalists, cannot become Sneakspells. Being a Sneakspell
|
||
|
requires as much work (if not more) than being a specialist, and the
|
||
|
nature of the kit requires great flexibility.
|
||
|
|
||
|
Role: Sneakspells serve as the "jack-of-all-trades" in a thieves' guild.
|
||
|
They serve as heavy firepower, door openers, and magical trap disarmers.
|
||
|
Low level Sneakspells tend not to live long, especially if a trap goes
|
||
|
off or there is any combat, but those who do reach higher levels tend to
|
||
|
command quite a bit of respect, due not only to their power, but their
|
||
|
usefulness.
|
||
|
Mages become Sneakspells for many reasons. Perhaps thieving is
|
||
|
considered a respectable (or honorable) job where the mage grew up. A
|
||
|
mage without a copper to his name might join to make some money. The
|
||
|
guild may do favors for the mage, in return for the mage's services, or
|
||
|
perhaps they made him/her "an offer that couldn't be refused"
|
||
|
A mage can become a Sneakspell at any level, but the thief
|
||
|
abilities are considered to start from first level.
|
||
|
The Sneakspell should be played as a "fallen mage" (a mage who has
|
||
|
became a Sneakspell unwillingly (he needed the money, was coerced,
|
||
|
etc)), a "mystical thief" (who is a thief at heart, but possess
|
||
|
incredible powers), or the "bored mage" (looking for excitement, the
|
||
|
mage started hanging around thieves).
|
||
|
|
||
|
Secondary Skills: None. The Sneakspell earns a living through being a
|
||
|
thief. He/she might pick up a few things, but not enough to be
|
||
|
considered a true secondary skill.
|
||
|
|
||
|
Weapon Proficiencies: Same as a regular mage
|
||
|
|
||
|
Non-Weapon Proficiencies: Bonus: none
|
||
|
Choices: All General NWPs
|
||
|
Rogue: appraising, disguise, forgery, jumping, tightrope walking,
|
||
|
and tumbling (all for one slot).
|
||
|
Mage: herbalism, gem cutting, reading/writing, and spellcraft. Any
|
||
|
additions to either the Mage or Rogue categories is usable by the
|
||
|
Sneakspell under the following conditions:
|
||
|
1. It is directly usable on a thieving job
|
||
|
2. It does not require a lot of "after-job" work or research
|
||
|
(the Sneakspell has enough to do already, with spell
|
||
|
memorization and practice)
|
||
|
3. It does not involve fighting, traps, or snares
|
||
|
|
||
|
Equipment: The Sneakspell can buy any equipment he/she wants, but tends
|
||
|
to shy away from loose robes or colorful clothing. Sneakspells dress as
|
||
|
would a thief, and when on a job, prefer to wear dark clothing
|
||
|
(especially leather).
|
||
|
|
||
|
|
||
|
Special Benefits: The primary benefit of being a Sneakspell is gaining
|
||
|
several thief abilities, although to a more limited degree than even
|
||
|
bards. The Sneakspell learns to Hide in Shadows, Move Silently, Climb
|
||
|
Walls, and Read Languages (having a mage with you is no good if he
|
||
|
sticks out like a sore thumb or can't get over a 20' wall!).
|
||
|
Starting Scores:
|
||
|
Move Silently: 5%
|
||
|
Hide in Shadows: 10%
|
||
|
Climb Walls: 35%
|
||
|
Read Languages: 0%
|
||
|
When this kit is first assumed, the Sneakspell gains 20% to add as seen
|
||
|
fit. For every level a Sneakspell gains after picking up this kit,
|
||
|
he/she gains 5% to add to any ability score. These gains are only
|
||
|
received if the Sneakspell is trained by another thief.
|
||
|
Sneakspells can get racial and dexterity bonuses for their thief
|
||
|
abilities, but do NOT get any bonus for wearing no armor. Also,
|
||
|
Sneakspells cannot backstab.
|
||
|
|
||
|
Special Hindrances: Sneakspells are action oriented, and dislike being
|
||
|
holed up in a room for any reason. As a result, their research skills
|
||
|
have suffered. Any time research is involved, all times and costs are
|
||
|
doubled. Spell research, research in a library, or even a Legend Lore
|
||
|
spell all have their times doubled. Likewise, Sneakspells' dislike of
|
||
|
research prevents them from having "useless" knowledge non-weapon
|
||
|
proficiencies, like religion, ancient history, or ancient languages.
|
||
|
Sneakspells also suffer from an alignment problem. Like thieves, it
|
||
|
is hard for a Sneakspell to be of good alignment, but the Sneakspell has
|
||
|
the additional problem of being tied to the guild for training. As a
|
||
|
result, most Sneakspells are of neutral alignment.
|
||
|
Spells must also be chosen carefully. A Sneakspell will _never_
|
||
|
choose a spell that cannot be directly applied to the thieving job he or
|
||
|
she is leaving on. Offensive and defensive spells can be learned
|
||
|
normally, but the Sneakspell's sense of utility prevents learning spells
|
||
|
that may not get used. For example, a Sneakspell will learn Knock and
|
||
|
Invisibility before Wizard Lock or Magic Mouth.
|
||
|
Compared to other mages, Sneakspells are reckless, undisciplined,
|
||
|
and untrustworthy, but relate well to thieves, assassins, and other
|
||
|
outlaws.
|
||
|
|
||
|
|
||
|
|
||
|
Priest Kits
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
The DWARNOI (Dwarven Stone Priests)
|
||
|
TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
This is a new character class open to dwarves only. Stone is to the
|
||
|
Dwarnoi as nature is to the druid. The Dwarnoi use the magic within stones to
|
||
|
protect and serve their race, and are well regarded by other dwarves.
|
||
|
|
||
|
Requirements:
|
||
|
A Dwarnoi, besides having to be a dwarf (the DM may even wish to limit
|
||
|
the class to Mountain Dwarves ), must have an Intelligence of at least 10 and
|
||
|
a Wisdom of at least 12. The latter is a prime requisite. Dwarnoi use the
|
||
|
same table for level advancement, hit dice and saving throws as do priests.
|
||
|
The level limit on the class is 15th, which few Dwarnoi have ever attained.
|
||
|
|
||
|
Weapons Allowed:
|
||
|
Dwarnoi may wear any type of armor and shield, and may use only battle
|
||
|
axes, clubs, mace (any), morning stars, broad and short swords, warhammers,
|
||
|
and any weapon made of stone. They attack on the same table as priests.
|
||
|
|
||
|
Spells:
|
||
|
Dwarnoi have access to spells regarding stone in both priest and wizard
|
||
|
classes, with some additional spells unique to their class. A full list is
|
||
|
given below.
|
||
|
|
||
|
Granted Powers:
|
||
|
The Dwarnoi have a secret language consisting of stone-tapping. It is
|
||
|
rudimentary, at best, but is sufficiently developed to transmit simple
|
||
|
messages. Like all secret tongues, it is jealously guarded.
|
||
|
The Dwarnoi are resistant to earthquakes, and run no risk of being
|
||
|
swallowed by them, natural or otherwise.
|
||
|
The Dwarnoi receive a +2 saving throw against petrification attacks,
|
||
|
and any such attack becomes ineffective after the 7th level.
|
||
|
The Dwarnoi is at a +1 to hit and damage when employing a hammer only.
|
||
|
Additional powers are gained at the following levels.
|
||
|
|
||
|
- At 3rd level, the Dwarnoi can automatically perform all the detects
|
||
|
on page 21 of the PHB with 75% + 2%/level accuracy.
|
||
|
- At 3rd level and beyond, he can turn stone-related creatures
|
||
|
(Gargoyles, Margoyles, Umber Hulks, but this is to the DM's discretion) as if
|
||
|
they were undead on the priest turning chart. The Dwarnoi can turn them as
|
||
|
if he was a priest two levels lower.
|
||
|
- At 5th level, he can converse with any creatures that make their
|
||
|
homes within stone.
|
||
|
- At 10th level, the Dwarnoi can call for an earthquake, but with dire
|
||
|
consequences. He is stripped of all spell-casting and rune-carving abilities
|
||
|
for a month at least, and till that time must not step foot within a Dwarnoi
|
||
|
sanctuary. To do so is to run the risk of being killed by members of its own
|
||
|
sect.
|
||
|
- Dwarnoi _cannot_ turn undead.
|
||
|
|
||
|
Proficiencies:
|
||
|
The Dwarnoi use the priest table for both WP's and NWP's. They must
|
||
|
take the proficiency of stonemasonry initially, and mining by 3rd level. They
|
||
|
can take on craftsman skills from the warrior table (armorer and
|
||
|
weaponsmithing) without paying the double cost in slots.
|
||
|
|
||
|
Ethos:
|
||
|
The Dwarnoi respect the mountains and stones, and the treasures they
|
||
|
conceal within. They consider these metals to have been placed in stone to
|
||
|
be shaped, and carved into new and wonderful works. Mining solely for
|
||
|
profit is detested by the Dwarnoi, though they will avoid getting entangled in
|
||
|
such affairs.
|
||
|
The holy symbol of the Dwarnoi is simply a piece of stone. As an
|
||
|
acolyte, the Dwarnoi receives his stone from the mother rock. This is a
|
||
|
boulder from which all members gain their holy symbol from. As time goes by
|
||
|
and the caster rises in level, the rock becomes more smooth and well-rounded.
|
||
|
Losing the stone require a penance of some sort; probably some minor quest
|
||
|
if the loss was due to a good reason, a major endeavor if not.
|
||
|
Sanctuary
|
||
|
The Dwarnoi center of worship is typically set apart from the rest of a
|
||
|
dwarven stronghold. The dwarnoi may have a location near to the rest of
|
||
|
their kin, but this is used mainly as a location where the Dwarnoi can create
|
||
|
or smith items.
|
||
|
The actual Dwarnoi temple can be reached only by members of the sect
|
||
|
through special doorways, similar to permanent phase doors.
|
||
|
|
||
|
New Spells
|
||
|
1st lvl:
|
||
|
Break Fall ( Alteration )
|
||
|
R : Special Comp: V,S
|
||
|
Duration: Special CT : 1
|
||
|
AOF : Special ST : N/A
|
||
|
This causes the floor ( if rock or stone ) beneath the Dwarnoi to become soft
|
||
|
and cushion his fall. He will only take 1/4 of normal damage from such
|
||
|
impact.
|
||
|
|
||
|
Sharpen ( Alteration )
|
||
|
R : Held Comp: V,S,M
|
||
|
Duration: 6 months / lvl CT : 1 turn
|
||
|
AOF : 1 weapon ST : N/A
|
||
|
This keeps a sharp edge on any one weapon for at least the time period
|
||
|
specified.
|
||
|
|
||
|
3rd lvl:
|
||
|
Strengthen ( Alteration )
|
||
|
R : Touch Comp: V,S,M
|
||
|
Duration: 10 yrs/lvl ( spe ) CT : 1 week
|
||
|
AOF : See below ST : N/A
|
||
|
This enables the Dwarnoi to carve a special rune on some structure, a wall,
|
||
|
well, or other stone design, that will keep it sturdy and strong for the
|
||
|
duration specified. About 250 cubic feet of stone per level can be affected.
|
||
|
Earthquakes will not damage the structure. After the 10th level, the spell
|
||
|
becomes permanent until dispelled. The material components for this spell
|
||
|
are a piece of chalk, and a set of arches constructed of steel. The Dwarnoi
|
||
|
must analyze the structure beforehand, to place the spell appropriately.
|
||
|
|
||
|
WarStone ( Alt )
|
||
|
R : 0 Comp: V,S,M
|
||
|
Duration: Special CT : 4
|
||
|
AOF : Special ST : N/A
|
||
|
This spell enchants up to three small pebbles, which can be no larger than
|
||
|
sling bullets. They can then be hurled or slung at an opponent. The
|
||
|
warstones have a +3 to hit and damage, and are considered to be enchanted
|
||
|
for purposes for determining if a creature can be struck. Upon striking, the
|
||
|
stone shatters and flings shards in a 5'radius, inflicting 1-3 points damage.
|
||
|
The stone will still shatter if it misses. (Less if smaller than sling bullet
|
||
|
sized). The material components are three unworked stones.
|
||
|
|
||
|
5th Level:
|
||
|
Stone Bridge ( Alt )
|
||
|
R : 10' Comp: V,S,M
|
||
|
Duration: 1 turn/level CT : 6
|
||
|
AOF : Special ST : N/A
|
||
|
This creates a bridge of up to 50 square feet + 25 sq ft /lvl, across any gap
|
||
|
the Dwarnoi desires. It is sturdy and safe to walk across, and can bear the
|
||
|
weight of an elephant. The material component of this spell is a piece of
|
||
|
rope, which should be knotted together when the spell is cast.
|
||
|
|
||
|
7th Level:
|
||
|
Dwarf Golem ( Conj / Summoning )
|
||
|
R : 0 Comp: V,S,M
|
||
|
Duration: Perm CT : 3 months
|
||
|
AOF : Special ST : N/A
|
||
|
This enables the Dwarnoi to construct a dwarf sized stone golem with the
|
||
|
following stats. ( AC 2; MV 6"; HD 10; HP 45; #AT 2; Da/At 4-10/4- 10; SA
|
||
|
Hurl Rocks for 2-8 points damage; SD None; MR Special; AL N; Sz S ). This
|
||
|
golem is immune to all spells that stone golems are. It can produce rocks
|
||
|
from its body and throw them up to a 30' range. It can not take any other
|
||
|
actions this round if it decides to do so, however. The golem costs 8,000 gp to
|
||
|
make, and after casting, the Dwarnoi must make a d20 roll and add 2 to it. If
|
||
|
the score is above his level, the spell fails and all the gold is used up. If
|
||
|
it is less or equal, the spell succeeds.
|
||
|
|
||
|
WarBoulder ( Alt )
|
||
|
R : 0 Comp: V,S,M
|
||
|
Duration : Special CT : 1 turn
|
||
|
AOF : Special ST : N/A
|
||
|
This creates a similar enchantment as the WarStone on a single boulder ( up
|
||
|
to large catapult size ). The Dwarnoi can then make this boulder hurl itself
|
||
|
up to a distance of 10'/level, doing damage as if hurled by a catapult. Upon
|
||
|
striking, the boulder shatters and inflicts 2-h damage in a 30' radius.
|
||
|
|
||
|
Dwarnoi Spell Level
|
||
|
Level 1 2 3 4 5 6 7 8
|
||
|
1 - - - - - - - -
|
||
|
2 - - - - - - - -
|
||
|
3 1 - - - - - - -
|
||
|
4 2 1 - - - - - -
|
||
|
5 2 2 - - - - - -
|
||
|
6 3 2 1 - - - - -
|
||
|
7 3 2 1 1 - - - -
|
||
|
8 3 3 2 1 - - - -
|
||
|
9 3 3 2 2 - - - -
|
||
|
10 3 3 3 2 1 - - -
|
||
|
11 4 3 3 2 1 - - -
|
||
|
12 4 4 3 2 2 1 - -
|
||
|
13 4 4 4 3 2 1 - -
|
||
|
14 5 4 4 3 3 1 - -
|
||
|
15 5 5 5 4 3 2 1 -
|
||
|
16 5 5 5 4 4 2 1 -
|
||
|
17 5 5 5 5 4 2 1 -
|
||
|
18 6 6 6 5 4 3 1 1
|
||
|
19 6 6 6 6 5 3 2 1
|
||
|
20 7 6 6 6 5 3 2 1
|
||
|
Can learn spells from the wizard school of elemental earth, and from
|
||
|
the priest spheres of All and Elemental (earth), as well as the spells Feather
|
||
|
Fall, Magic Stone, Locate Animals or Plants (rocky environments only), Pass
|
||
|
without Trace (rocky environments only), Resist Fire, Shatter, Spider Climb
|
||
|
(rocky environments only), Locate Object (rocky environments only), Protection
|
||
|
from Fire, Phase Door. They can never learn ninth level spells.
|
||
|
They can memorize an extra spell of each level if it's one of the
|
||
|
special dwarnoi spells.
|
||
|
ACKNOWLEDGMENTS:
|
||
|
John Hilden (who created it)
|
||
|
Tim Larson (who modified it)
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Psionicist Kits
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
Fraud (psionicist kit)
|
||
|
jdelisle@loyola.edu
|
||
|
|
||
|
Description: Frauds are psionicists who use their powers to dupe
|
||
|
others. They tend pass themselves off as exorcists, diviners,
|
||
|
healers, mystics, or whatever else their powers make them suited
|
||
|
to. They typically take advantage of the towns they visit, milking
|
||
|
the residents for all the gold, items, and favors they're worth,
|
||
|
and never even giving a hint of falsehood.
|
||
|
Frauds have the same primary requirements as psionicists, but
|
||
|
they also need a Charisma of 14 or more. Also, Frauds cannot be of
|
||
|
good alignment (tricking people for money is _not_ a good action!).
|
||
|
This kit is almost impossible to be abandoned, because the
|
||
|
ways of duplicity and lies are hard to give up, especially when a
|
||
|
character is just so damn good at them. The only way a character
|
||
|
can stop being a Fraud is to change to a good alignment, and stop
|
||
|
tricking people (thus loosing all the benefits of this kit).
|
||
|
|
||
|
Preferred Disciplines: Frauds take disciplines based on what can be
|
||
|
done with them. Clairsetient powers allow for information gathering
|
||
|
from a distance. Telepathic powers can be used to gather personal
|
||
|
information from a person (through Probe and ESP). Informational
|
||
|
powers are used to become "fortune tellers", "psychics", and
|
||
|
"personal readers", whose knowledge of a character's past makes
|
||
|
people think their predictions for the future are valid. Telepaths
|
||
|
can also pass themselves off as "exorcists", who rid people of
|
||
|
personal "demons" (caused by the psionicist)
|
||
|
Psychometabolic powers can be used for a variety of guises,
|
||
|
like a "healer". Psychokinetic powers are used to dispel (after
|
||
|
creating) mischievous spirits.
|
||
|
|
||
|
Barred Disciplines: Frauds cannot have Metapsionic or Psychoportive
|
||
|
disiplines as their primary discipline.
|
||
|
|
||
|
Role: Frauds make their living from duping people into believing
|
||
|
their plans. Frauds may masquerade as healers, fortune tellers,
|
||
|
exorcists, or anything else they can think of, but always charge
|
||
|
high prices for services rendered, and always find a way for people
|
||
|
to need their help. For example, a "healer" (a psi with Cell
|
||
|
Adjustment) could perform "miracles", claiming to be the priest of
|
||
|
a new god, and ask for donations to build a temple (which will
|
||
|
never be built). An "exorcist" could, during a bogus exorcism,
|
||
|
telekinetically make things happen (knocked over chairs, ghostly
|
||
|
moaning, etc).
|
||
|
Psionicists pick up this kit because they realize the
|
||
|
potential their powers have, and how easily duped most people can
|
||
|
be. Frauds trick others into paying for their expensive lifestyle,
|
||
|
and live from town to town, leaving well before being discovered.
|
||
|
|
||
|
Secondary Skills: Any.
|
||
|
|
||
|
Weapons Allowed: Same as a psionicist.
|
||
|
Armor Allowed: Leather armor only, no shields.
|
||
|
|
||
|
Non-Weapon Proficiencies: Frauds have access to all General and
|
||
|
Psionicist NWP categories, and can also select the following
|
||
|
without penalty: ancient history, appraising, forgery, local
|
||
|
history, and spellcraft. (These are not granted automatically.)
|
||
|
Frauds begin with the disguise proficiency at no cost, as well
|
||
|
as the Improvise and Persuasion proficiencies. (see special
|
||
|
bonuses).
|
||
|
|
||
|
Equipment: A Fraud must have equipment consistent with his/her
|
||
|
current guise. A fortune teller would have cards, tea, and other
|
||
|
predictive devices, a healer would have herbs and (fake)
|
||
|
prayerbooks, etc.
|
||
|
|
||
|
Special Bonuses: Fruads have the ability to make not only make up
|
||
|
facts quickly, but to convince people of the validity of their
|
||
|
statements. As such, they have two unique proficiencies
|
||
|
automatically: Improvise and Persuasion.
|
||
|
Improvise's score is Wisdom + Intelligence, divided by two.
|
||
|
Improvise is the Fraud's ability to take a small amount of
|
||
|
information, and extrapolate as much as possible from it, using
|
||
|
both reasoning powers and intuition. Modifiers to this score can be
|
||
|
assigned by the DM; for example, if the victim is someone well
|
||
|
known to the Fraud, there might be a bonus of +3, but against
|
||
|
someone the Fraud has only talked to once, there might be a -10
|
||
|
penalty. On a failed check, the Fraud gains no insight. On a 20,
|
||
|
the Fraud's insight is 100% wrong, and is quite often the opposite
|
||
|
of the truth.
|
||
|
NOTE: Improvise should not replace role-playing!! It should
|
||
|
only be used to give the Fraud more information to role-play with.
|
||
|
Persuasion's score is Charisma minus two. Persuasion is the
|
||
|
ability to convince people of something other than what they know,
|
||
|
especially when it comes to what the Fraud does and says. Modifiers
|
||
|
should be based on what the Fraud did (killing the king cannot be
|
||
|
easily explained, but making a social faux pas could be explained
|
||
|
more easily). Also, if an intended victim has more intelligence
|
||
|
than the Fraud, use the difference between the two as a negative
|
||
|
modifier to a Persuasion check; someone smarter than you is more
|
||
|
likely to catch such a mistake. For example, a Bob (a 20th level
|
||
|
Fraud) tries to improvise in a conversation, and rolls a 20, and
|
||
|
says something regrettable. Bob then succeeds a Persuasion check,
|
||
|
and manages to convince the person he's talking to that he didn't
|
||
|
mean what was said ("The words came out wrong."). Again, the
|
||
|
Persuasion NWP should not replace role-playing, only enhance it.
|
||
|
|
||
|
Special Hindrances: The primary disadvantage of this kit is the
|
||
|
amount of knowledge about psionics people possess. Those familiar
|
||
|
with psionics will almost never fall for a Fraud's tricks, but
|
||
|
where psionics are unknown, a Fraud may never be uncovered. As a
|
||
|
result, Frauds are almost never seen in Grayhawk or on Athas, are
|
||
|
uncommon in the Forgotten Realms, and relatively common on Krynn,
|
||
|
compared to "plain vanilla" psionicists.
|
||
|
Another hindrance is the magic aura given off by magic items.
|
||
|
Frauds know that magic detection spells reveal nothing when they
|
||
|
use their powers, but are aware that having magic items on one's
|
||
|
person will reveal magic to anyone who can detect magic (and
|
||
|
possibly end the psi's current performance). As a result, Frauds
|
||
|
will not willingly have any magic items on them when they perform
|
||
|
their "magic". Of course, if a Fraud doesn't know an item is
|
||
|
magical, or if he/she can't get rid of it (like a cursed item),
|
||
|
then he/she won't put it down. There is no restriction of having or
|
||
|
using magic items when not in a guise, or not "performing" for the
|
||
|
public.
|
||
|
|
||
|
|
||
|
*******************************************************
|
||
|
|
||
|
|
||
|
Rogue Thoughts (psionicist kit)
|
||
|
jdelisle@loyola.edu
|
||
|
(name inspired by Scott [bloodgor@maria.wustl.edu])
|
||
|
|
||
|
Description: Rogue Thoughts are psionicists in the thieves' guild. The
|
||
|
Rogue Thoughts can be used in different ways, depending on the powers
|
||
|
known. Telepathy allows for information gathering and trickery,
|
||
|
Psychokinetics are the ultimate door openers, and Psychometabolics give
|
||
|
improved combat abilities and other powers. This makes the Rogue
|
||
|
Thoughts more flexible than a Sneakspell, and more desirable for a
|
||
|
variety of jobs, since powers can be re-used.
|
||
|
Rogue Thoughts must have a Constitution of 11, Dexterity of 11,
|
||
|
Intelligence of 13, and Wisdom of 16. Rogue Thoughts suffer a 10%
|
||
|
penalty to experience point totals, since they are performing activities
|
||
|
better suited to thieves. A Rogue Thought _never_ gains experience for
|
||
|
using his thief-like abilities.
|
||
|
Rogue Thoughts cannot earn a 10% bonus for Wisdom of 17 or greater,
|
||
|
and a Constitution of 15 or greater.
|
||
|
This kit cannot be abandoned. A Rogue Thoughts spends much of his
|
||
|
time learning the ways of stealth, to the point of combining his thief
|
||
|
training and psionic powers in some cases.
|
||
|
|
||
|
Preferred Disciplines: Rogue Thoughts can have only one of these three
|
||
|
disciplines as their primary discipline: Telepathic, Psychokinetic, or
|
||
|
Psychometabolic. All of these are directly usable, in a variety of
|
||
|
situations.
|
||
|
|
||
|
Barred Disciplines: Rogue Thoughts cannot have Psychoportive or
|
||
|
Clairsetient disciplines as their primary discipline. While information
|
||
|
gathering or quick escapes are useful, the Rogue Thought is capable of
|
||
|
bigger and better things.
|
||
|
Rogue Thoughts are prevented from learning powers from one
|
||
|
discipline: Metapsionics, which don't do "enough" for the psionicist
|
||
|
(quite a few powers don't "stand alone", like Gird or Splice). At the
|
||
|
DM's option, some Metapsionic powers, like Receptacle and Wrench can be
|
||
|
made available to the player, if "useless" powers in other disciplines
|
||
|
are made unavailable (like Taste Link or Banishment, for example).
|
||
|
|
||
|
Role: Rogue Thoughts are the wild cards of a guild. Depending on the
|
||
|
primary discipline, a Rogue Thought may be best at running cons or
|
||
|
information gathering (Telepathic), breaking doors and locks open
|
||
|
(Psychokinetic), or combat/true wild card abilities (Psychometabolic).
|
||
|
Mid level and high level Rogue Thoughts look down on the thieves in
|
||
|
their guild, since the thieves are common lackeys, but a Rogue Thought
|
||
|
can be considered a "special operative." They think of both Sneakspells
|
||
|
and Backbiters as bodyguards and additional firepower, since both are
|
||
|
better at combat, but lack the finesse a Rogue Thought has (or thinks he
|
||
|
does).
|
||
|
A psionicist picks up this kit for a variety of reasons. Perhaps
|
||
|
his or her mentor was a dual-class thief, or a Rogue Thought. The
|
||
|
psionicist could worship a god of thieves, and join the guild to
|
||
|
"worship better."
|
||
|
A psionicist must start with this kit, or he/she will lose the
|
||
|
Stealth thieving ability (see Special Bonuses). Otherwise, the level the
|
||
|
psionicist picks the kit up at is considered to be first level as far as
|
||
|
thief abilities are concerned. If the psionicist has any Metapsionic
|
||
|
powers, there are lost without any replacements.
|
||
|
|
||
|
Secondary Skills: The Rogue Thought is a job all by itself, requiring
|
||
|
the psionicist's full attention. A secondary skill can be assigned, but
|
||
|
it will have fallen into disuse.
|
||
|
|
||
|
Weapons Allowed: Same as a psionicist.
|
||
|
|
||
|
Armor Allowed: Leather armor only, no shields.
|
||
|
|
||
|
Non-Weapon Proficiencies: Rogue Thoughts have access to all General,
|
||
|
Rogue, and Psionicist non-weapon proficiencies without penalty.
|
||
|
|
||
|
Equipment: A Rogue Thought must have leather armor, and two weapons
|
||
|
before going adventuring. If a missile weapon is chosen, sufficient
|
||
|
ammunition must be carried at all times (at least enough for five rounds
|
||
|
of firing).
|
||
|
|
||
|
Special Bonuses: Rogue Thoughts get several thief abilities as part of
|
||
|
their training.
|
||
|
Starting Scores:
|
||
|
Move Silently: 10%
|
||
|
Hide in Shadows: 15%
|
||
|
Climb Walls: 35%
|
||
|
Stealth: 15%
|
||
|
All of these abilities work the same as they would for a thief, except
|
||
|
for the Stealth ability. When the Stealth ability is invoked, the Rogue
|
||
|
Thought tries to use any psionic power based on camouflage or confusion
|
||
|
more effectively. The Stealth roll and power check occur simultaneously,
|
||
|
but there is an initiative modifier of +1. If the Stealth roll is
|
||
|
successful, the psionic power gains a bonus of 1 (or 5%) in all ways:
|
||
|
power check, saving throw bonuses, penalty on victims' saving throws,
|
||
|
etc. Camouflage based powers conceal something or cloak it in illusion;
|
||
|
Chameleon Power, Invisibility, Create/Control Sound, and Animate Shadow
|
||
|
are examples. Confusion based powers are powers that cause the victim to
|
||
|
lose his understanding of the current situation, and are mostly
|
||
|
telepathic in nature; Daydream, Awe, Repugnance, False Sensory Input,
|
||
|
and Phobia Amplification are good examples. Psionic attack modes,
|
||
|
defense modes, and telepathic powers which do NOT change the victim's
|
||
|
perceptions are not considered confusion powers.
|
||
|
When this kit is first assumed, the Rogue Thought gains 20% to add
|
||
|
as seen fit. For every level a Rogue Thought gains after picking up this
|
||
|
kit, he/she gains 5% to add to any ability score. These gains are only
|
||
|
received if a thief is available to train the psionicist.
|
||
|
|
||
|
Special Hindrances: The Rogue Thought does not have as many hindrances
|
||
|
as a Sneakspell does, but there are problems. First, the inability to
|
||
|
learn Metapsionic powers prevents the psionicist from creating
|
||
|
psionically endowed items, creating receptacles, or battling undead
|
||
|
effectively. The inability to have Clairsetient or Psychoportive powers
|
||
|
limits the psionicist's information gathering abilities, and ability to
|
||
|
enter and exit restricted areas.
|
||
|
A more important hindrance is alignment. A psionicist can never be
|
||
|
chaotic, so Rogue Thoughts have the difficulty of breaking laws against
|
||
|
theft but not becoming chaotic. How this is handled is up to the player,
|
||
|
because there are so many ways of handling it.
|
||
|
|
||
|
|
||
|
|
||
|
Section 4: Non-Standard Races
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
The Falloy.
|
||
|
From:ZA9ZA03@SYSA.COMPUTING-SERVICES.MANCHESTER-METROPOLITAN-UNIVERSITY.AC.UK
|
||
|
|
||
|
This new race was inspired by the Lyonesse books by Jack Vance.
|
||
|
The Falloy is the off-spring of the mating of a female elf and a male halfling.
|
||
|
This is not as strange as it sounds. Both are creatures of Faerie rather than
|
||
|
human stock (in my world at least) and are allowed to mate, if they choose,
|
||
|
once a year upon the night that humans call Samhain Eve. This is the Faerie
|
||
|
festival of essence, when any of true Faerie blood may change form to that of
|
||
|
pure fey (the life force of Faerie folk), thus allowing the mating of diverse
|
||
|
races. Falloys are raised by their elven mothers, but inherit many of the
|
||
|
characteristics of their halfling fathers.
|
||
|
Falloys take after their elven mothers in looks and stature, and after their
|
||
|
halfling fathers in terms of build and hardiness. Colouring amongst Falloys
|
||
|
tends to be rather pale for both hair and skin; however, their eyes are always
|
||
|
dark, either a dark brown or even almost black. They are frivolous to the
|
||
|
extreme, lack much in the way of self discipline, and generally do as they
|
||
|
please; in all, a very chaotic race. Thus, Falloys as PCs are always chaotic or
|
||
|
neutral; they are never lawful, though they may be good and evil as these
|
||
|
concepts mean little to them. Due to their chaotic nature Falloys may not be
|
||
|
clerics or mages (except wild mages). They may be Fighters, Thieves, Bards, or
|
||
|
Wild Mages.
|
||
|
Falloys gain a bonus of +1 to dexterity and charisma, but also a -1 penalty
|
||
|
to intelligence and wisdom. Falloys live to be approximately 250 years old.
|
||
|
They have the magical resistances normal for a half-elf i.e. 30% resistance to
|
||
|
sleep and charm. They also gain the saving throw bonuses due to constitution
|
||
|
that a normal halfling gains, but only against poison and not spells or rods,
|
||
|
staffs, or wands. Falloys are born with infravision, and can see upto 30 feet
|
||
|
when using it. Falloys are liked by elves and halflings, humans find them
|
||
|
mystifying but tolerate them, as do gnomes, but dwarves find their lack of
|
||
|
moral fibre annoying and dislike them.
|
||
|
Falloys may choose from the same languages as elves. They gain a bonus to
|
||
|
surprise when not wearing metal armour and is alone or among similarly clad
|
||
|
elves/halflings. They do not gain the ability to detect secret/concealed doors.
|
||
|
Due to their capricious nature Falloys never gain a 10% experience bonus for
|
||
|
high stats in any class.
|
||
|
|
||
|
Average height and weight
|
||
|
height in inches weight in pounds
|
||
|
base modifier base modifier
|
||
|
50/47 1d8 115/93 2d12
|
||
|
|
||
|
Age
|
||
|
starting age maximum age range
|
||
|
base age variable base+variable
|
||
|
15 2d4 190 + 5d12
|
||
|
|
||
|
Aging effects
|
||
|
middle old venerable
|
||
|
95 124 190
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------------------
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
Rules for using non-standard races as Player Characters
|
||
|
From: TEL002@ACAD.DRAKE.EDU
|
||
|
|
||
|
BROWNIE
|
||
|
initial requirements-- 3/12 S, 8/18 D, 3/16 C, 6/18 I, 3/18 W, 3/18 Ch
|
||
|
ability modifiers-- -3 S, +2 D, +1 I
|
||
|
thief score modifiers-- +15% HS, +10% MS, -20% CW, +5% PP, +5% DN, +5% RL
|
||
|
special abilities--
|
||
|
automatic 5% + 1%/level magic resistance (max 15%)
|
||
|
if a mage can cast the following spells (must be in spell book) as if the
|
||
|
brownie were one exp. level higher: prot. from evil,
|
||
|
ventriloquism, dancing lights, cont. light, mirror image, confusion,
|
||
|
dimension door -- non-mage classes roll one of these randomly as a
|
||
|
natural talent (it is automatically memorized each day, needs no
|
||
|
components (only concentration), can be cast in one segment, as if the
|
||
|
PC was a mage of one-half his exp level) on a d8 with an 8 meaning no
|
||
|
magic talent, it can only be cast 1/day
|
||
|
have a -1 to first hit die
|
||
|
are size T (tiny)--must use size S weapons two-handed--wpns
|
||
|
may be specially crafted to their small size, but of course these will have a
|
||
|
reduced damage potential
|
||
|
level cutoff-- can advance to level 13 mage, level 10 thief, level 5 fighter
|
||
|
move-- 12
|
||
|
initial languages learnable-- brownie, elf, pixie, sprite, halfling
|
||
|
|
||
|
BUGBEAR
|
||
|
initial requirements-- 11/18 S, 3/18 D, 9/18 C, 3/16 I, 3/16 W, 3/14 Ch
|
||
|
ability modifiers-- +1 S, +1 C, -1 I, -1 W, -1 Ch
|
||
|
thief score modifiers-- +10% HS, +10% MS, -5% PP, +5% DN, -10% RL
|
||
|
special abilities--
|
||
|
impose -3 to others surprise rolls
|
||
|
60' infravision
|
||
|
+2 to first hit die
|
||
|
take size L damage
|
||
|
level cutoff-- can advance to level 13 fighter, level 5 thief, level 8 priest
|
||
|
(major access to All, Combat, Guardian, Protection, Summoning, Sun
|
||
|
(reversed only), and minor to creation, divination, war)
|
||
|
move-- 9
|
||
|
initial languages learnable-- bugbear, goblin, hobgoblin
|
||
|
|
||
|
CENTAUR
|
||
|
initial requirements-- 10/18 S, 3/15 D, 8/18 C, 3/15 I, 3/18 W, 3/18 Ch
|
||
|
ability modifiers-- +1 S, -1 D, -1 I, +1 W
|
||
|
special abilities--
|
||
|
+1 to hit with long bows
|
||
|
can rear kick for 1d4/1d4 (directed at same opponent):
|
||
|
however, kicking in the same round as making a forward attack reduces
|
||
|
the forward attack's to hit roll by 1 and missile attacks are totally
|
||
|
out that round--too unstable
|
||
|
+3 to first hit die
|
||
|
are size L, take larger-than-man-size damage--however, the
|
||
|
human part of them is only man-sized so they must still use man-size
|
||
|
weapons odd shape makes armor extremely expensive--something between
|
||
|
horse barding and normal armor but more costly than either
|
||
|
level cutoff-- can advance to level 11 fighter, level 13 ranger, level 10
|
||
|
druid (well, not exactly druid, but VERY close, priest of nature anyway,
|
||
|
play as druid for simplification)
|
||
|
move-- 18
|
||
|
initial languages learnable-- centaur, elf
|
||
|
|
||
|
HALF-DWARF (MUL)
|
||
|
initial requirements-- 8/18 S, 3/18 D, 8/18 C, 3/18 I, 3/18 W, 3/17 Ch
|
||
|
ability modifiers-- +1 S, -1 Ch
|
||
|
thief score modifiers-- +5% OL, +5% FRT, -5% RL
|
||
|
special abilities--
|
||
|
60' infravision
|
||
|
save vs. poison at +1 for every 3 1/2 points of CON
|
||
|
magical items do NOT have a chance to malfunction
|
||
|
+1 to hit (half)orcs, (hob)goblins
|
||
|
+1 to hit with battleaxe, whip
|
||
|
giants and giant-kin have a -4 to hit
|
||
|
detect new tunnel/passage construction, 1-4 on d6
|
||
|
detect sliding/shifting walls, 1-3 on d6
|
||
|
detect stonework traps/pits, 1-2 on d6
|
||
|
level cutoff-- level 14 fighter (16 if gladiator kit is taken), level 9 mage
|
||
|
or earth elementalist, level 12 priest (human or dwarf god), level 10
|
||
|
thief, level 9 psionicist
|
||
|
move-- 9
|
||
|
initial languages learnable-- dwarf, common, gnome, goblin, orc
|
||
|
|
||
|
AVARIEL
|
||
|
initial requirements-- 3/18 S, 6/18 D, 7/18 C, 8/18 I, 3/18 W, 8/18 Ch
|
||
|
ability modifiers-- +2 D, -2 C
|
||
|
special abilities--
|
||
|
they cannot use normal cloaks or armor because it interferes with their
|
||
|
wings
|
||
|
+1 to hit with crossbows, and long and short swords
|
||
|
they cannot fly if under half hit points
|
||
|
wings are susceptible to fire, they take an extra point of damage per
|
||
|
die from fire
|
||
|
they are claustrophobic and must make a WIS check every day spent
|
||
|
underground or go temporarily insane until they reach the open
|
||
|
while flying they can carry a weight up to their own body weight, if
|
||
|
more than lightly encumbered their maneuverability class drops to D,
|
||
|
if carrying more than half their weight it drops to E
|
||
|
they must make a CON check for every hour of flight, if they fail they
|
||
|
must spend 1/2 hour resting for every two hours of flight
|
||
|
60' infravision
|
||
|
visual range is double, all ranges for sight given in the PH are doubled
|
||
|
(movement 3000, spotted 2000, etc)
|
||
|
they impose the standard elf -4 to others surprise rolls
|
||
|
(avariel are basically elves with large feathered wings)
|
||
|
level cutoff-- 12th level fighter, 15th level mage, 12th level priest (with
|
||
|
major access to All, Animal, Elemental (a), Sun, Weather and minor access
|
||
|
to Charm, Healing, Summoning)
|
||
|
move-- 9, Fl 18 (C)
|
||
|
initial languages learnable-- elf, common, eagle
|
||
|
|
||
|
HALF-ELF
|
||
|
initial requirements-- 3/18 S, 6/18 D, 6/18 C, 4/18 I, 3/18 W, 3/18 Ch
|
||
|
ability modifiers-- by sub-race
|
||
|
DROW-- +1 D, -1 Ch
|
||
|
GREY-- +1 I, -1 C
|
||
|
other-- none
|
||
|
thief score modifiers-- as normal half-elf
|
||
|
special abilities-- as normal half-elf
|
||
|
level cutoff-- as normal half-elf
|
||
|
move-- 12
|
||
|
initial languages learnable-- as normal half-elf
|
||
|
|
||
|
ETTIN
|
||
|
initial requirements-- 12/18 S, 3/18 D, 6/18 C, 3/14 I, 3/14 W, spec Ch
|
||
|
ability modifiers-- +2 S, +1 C, -2 I, -1 W, 3d4-2 Ch
|
||
|
special abilities--
|
||
|
90' infravision
|
||
|
only surprised on a 1 on a d10
|
||
|
do not suffer penalties for fighting with 2 weapons
|
||
|
suffer larger-than-man-sized damage from weapons
|
||
|
bonus 9 hps at first level
|
||
|
level cutoff-- can advance to level 13 fighter, level 7 priest (with major
|
||
|
access to All, Combat, Elemental (earth), Healing (reversed only),
|
||
|
Summoning, and minor access to Animal, Necromantic (reversed only), Sun
|
||
|
(reversed only), War)
|
||
|
move-- 12
|
||
|
initial languages learnable-- none, really - speak a garbled version of several
|
||
|
languages mixed together, 50% of which is orcish
|
||
|
|
||
|
HALF-GIANTS
|
||
|
initial requirements-- 14/18 S, spec D, 6/18 C, 3/18 I, spec W, spec Ch
|
||
|
ability modifiers-- by sub-race
|
||
|
FIRE-- +2 S (+40% to exc Str if warranted), 2d8 D, -1 I, 2d8-1 W,
|
||
|
2d6 Ch
|
||
|
FROST-- +2 S (+40% to exc Str if warranted), 2d8 D, -1 I, 2d8-1 W,
|
||
|
2d6 Ch
|
||
|
HILL-- +2 S (+30% to exc Str if warranted), 2d8 D, -2 I, 2d8-1 W,
|
||
|
2d6 Ch
|
||
|
STONE-- +2 S (+35% to exc Str if warranted), 3d6-1 D, normal W, 2d6 Ch
|
||
|
special abilities-- by sub-race
|
||
|
FIRE-- 5 bonus hps at first level
|
||
|
+1 to save vs. fire or red dragon breath
|
||
|
natural AC of 8
|
||
|
suffer larger-than-man-sized damage from weapons
|
||
|
+1 to hit with 2-handed swords
|
||
|
FROST-- 5 bonus hps at first level
|
||
|
+1 to save vs. cold or white dragon breath
|
||
|
natural AC of 8
|
||
|
suffer-larger-than-man-sized damage from weapons
|
||
|
+1 to hit with battleaxes
|
||
|
HILL-- 5 bonus hps at first level
|
||
|
natural AC of 8
|
||
|
suffer larger-than-man-sized damage from weapons
|
||
|
+2 to hit with clubs
|
||
|
10% malfunction rate with magic items not related to their class
|
||
|
STONE-- 5 bonus hps at first level
|
||
|
natural AC of 8
|
||
|
suffer larger-than-man-size damage from weapons
|
||
|
+1 to hit with clubs
|
||
|
level cutoff-- can advance to level 13 fighter, level 6 in the priesthood
|
||
|
of the giant parent's god, fire giants to level 11 fire elementalist,
|
||
|
frost giants to level 11 water elementalist, stone giants to level 11
|
||
|
earth elementalist, hill giants to level 6 thief
|
||
|
move-- 15
|
||
|
initial languages learnable-- giant, common
|
||
|
|
||
|
CYCLOPS
|
||
|
initial requirements-- spec S, spec D, 3/18 C, spec I, spec W, spec Ch
|
||
|
ability modifiers--d6+13 S (+20% to exc Str if warranted), 2d8 D, +1 C, 2d8 I,
|
||
|
3d4 W, 3d4 Ch
|
||
|
special abilities--
|
||
|
get 4 bonus hps at first level
|
||
|
natural AC of 7
|
||
|
suffer larger-than-man-sized damage from weapons
|
||
|
+1 to hit with clubs, bardiches
|
||
|
-2 to hit with range weapons
|
||
|
level cutoff-- can advance to level 13 fighters
|
||
|
move-- 12
|
||
|
initial languages learnable-- cyclops, hill giant, stone giant
|
||
|
|
||
|
VERBEEG
|
||
|
initial requirements-- spec S, 3/18 D, 3/18 C, 3/18 I, spec W, spec Ch
|
||
|
ability modifiers-- (for Str, roll d6: 1=16, 2,3=17, 4,5,6=18), -1 D, 2d6-1 W,
|
||
|
1d6 Ch
|
||
|
special abilities--
|
||
|
may not multiclass
|
||
|
get 4 bonus hps at first level
|
||
|
level cutoff-- can advance to level 12 fighter, level 11 priest
|
||
|
(major access to All, Animal, Combat, Healing (reversed only), War, and
|
||
|
minors in Protection, Sun (reversed only))
|
||
|
move-- 18
|
||
|
initial languages learnable-- verbeeg, hill giant, ogre
|
||
|
|
||
|
VOADKYN
|
||
|
initial requirements-- spec S, spec D, 3/18 C, 3/18 I, 3/18 W, 3/18 Ch
|
||
|
ability modifiers-- (for Str, roll d6: 1=16, 2,3=17, 4,5,6=18), 2d6+7 D, -1 C,
|
||
|
-1 W, -2 Ch
|
||
|
thief ability modifier-- -10% PP, -5% OL, +5% MS, +5% HS, +5% DN, +5% CW
|
||
|
special abilities--
|
||
|
+1 to hit with long bows
|
||
|
90% resistant to sleep, charm, etc
|
||
|
90' infravision
|
||
|
take larger-than-man-sized damage from weapons
|
||
|
when traveling alone (at least 90' away from party members) or with elves
|
||
|
or halflings wearing nonmetal armor they impose a -4 to others surprise
|
||
|
rolls
|
||
|
get 6 bonus hps at first level
|
||
|
level cutoff-- 13th level ranger, 11th level fighter, 11th level thief,
|
||
|
9th level mage
|
||
|
move-- 12
|
||
|
initial languages learnable-- voadkyn, sylvan elf
|
||
|
|
||
|
GNOLL
|
||
|
initial requirements-- 9/18 S, 3/18 D, 6/18 C, 3/14 I, 3/14 W, 3/14 Ch
|
||
|
ability modifiers-- +1 S, -2 I
|
||
|
thief ability modifiers-- +5% HS, +5% DN, -5% PP, -5% RL
|
||
|
special abilities--
|
||
|
+1 to hit with any polearm
|
||
|
+1 to first hit die
|
||
|
+1 to hit any of the normal PC races
|
||
|
level cutoff-- can advance to level 13 fighter, level 6 thief, level 9 priest
|
||
|
(major to All, Chaos, Combat, Protection, Summoning and minor access to
|
||
|
Guardian, Healing, Sun (reversed only))
|
||
|
move-- 9
|
||
|
initial languages learnable-- gnoll, flind, troll, orc, hobgoblin
|
||
|
|
||
|
GOBLIN
|
||
|
initial requirements-- 3/18 S, 3/18 D, 9/18 C, 3/15 I, 3/15 W, 3/15 Ch
|
||
|
ability modifiers-- -1 S, +2 C, -1 I, -1 Ch
|
||
|
thief ability modifiers-- +5% OL, +10% F/RT, -10% CW, -5% RL
|
||
|
special abilities--
|
||
|
60' infravision
|
||
|
-1 to hit in sunlight or continual light
|
||
|
can detect new or unusual construction 25% of the time
|
||
|
+1 to hit gnomes and dwarves
|
||
|
Cha is one higher to other goblins
|
||
|
+1 to hit with maces, clubs, and hammers
|
||
|
30% resistance to natural diseases, in addition to any save applicable
|
||
|
level cutoff-- can advance to level 12 fighter, level 11 thief, level 7 priest
|
||
|
(major access to All, Combat, Divination, Healing, Sun (reversed only),
|
||
|
War, and minor access to Charm, Creation, Guardian, Necromantic,
|
||
|
Protection, Summoning, Wards)
|
||
|
move-- 6
|
||
|
initial languages learnable-- goblin, kobold, orc, hobgoblin
|
||
|
|
||
|
HALF-IMP
|
||
|
initial requirements-- 3/17 S, 3/18 D, 6/18 C, 3/17 I, 3/16 W, spec Ch
|
||
|
ability modifiers-- -3 S, +1 D, +1 C, -2 W, 1d4 Ch
|
||
|
special abilities--
|
||
|
30' infravision
|
||
|
regenerate 2 hp/turn
|
||
|
10% magic resistance
|
||
|
+1 to first hit die
|
||
|
save as if 1 level higher
|
||
|
unable to reproduce
|
||
|
level cutoff-- can advance to level 13 mage, level 5 priest (must be evil),
|
||
|
level 5 specialist wizard
|
||
|
move-- 9
|
||
|
initial languages learnable-- common
|
||
|
notes: birth tends to kill the mother, exceedingly ugly, must be evil unless
|
||
|
blessed before birth by a high (18) level priest of a good religion, tend
|
||
|
towards lawfulness
|
||
|
|
||
|
HALF-QUASIT
|
||
|
initial requirements-- see half-imp
|
||
|
ability modifiers-- -2 S, +1 D, +1 C, -1 I, -2 W, 1d4 Ch
|
||
|
thief ability modifiers-- +5% HS
|
||
|
special abilities--
|
||
|
see half-imp
|
||
|
+2 to first hit die, not +1
|
||
|
level cutoff-- can advance to level 12 mage, level 5 priest (must be evil),
|
||
|
level 5 specialist wizard, level 5 thief
|
||
|
move-- 9
|
||
|
initial languages learnable-- common
|
||
|
notes: see half-imp, tend towards chaos
|
||
|
|
||
|
KENKU
|
||
|
initial requirements-- 3/18 S, 9/18 D, 3/18 C, 3/18 I, 3/18 W, 3/18 Ch
|
||
|
ability modifiers-- +1 D, -1 Ch
|
||
|
thief ability modifiers-- -25% CW, -25% RL, +10% all others
|
||
|
special abilities--
|
||
|
+2 to save vs. spell, rod/staff/wand, and death magic
|
||
|
if a mage can cast these spells (must be in spell book) as if he were one
|
||
|
exp. level higher: magic missile, shocking grasp, mirror image, web
|
||
|
(pertaining to duration, etc--must be of sufficient level to cast them)
|
||
|
non-thieves have a 10% chance in all thief abilities but climb walls and
|
||
|
read languages
|
||
|
+1 to first hit die
|
||
|
level cutoff-- can advance to level 7 fighter, level 11 mage, level 9 priest
|
||
|
(major access to All, Chaos, Creation, Divination, Plant, Weather, and
|
||
|
minor access to Animal, Charm, Healing), level 13 thief
|
||
|
move-- 6, Fl 18 (maneuverability class D)
|
||
|
|
||
|
KOBOLD
|
||
|
initial requirements-- 3/18 S, 3/18 D, 6/18 C, 3/15 I, 3/15 W, 3/15 Ch
|
||
|
ability modifiers-- -1 S, +1 D, +1 C, -2 Ch
|
||
|
thief ability modifiers-- -5% OL, +5% MS, +10% HS, +10% DN, -15% CW, -5% RL
|
||
|
special abilities--
|
||
|
60' infravision
|
||
|
-1 to hit in sunlight and other bright light
|
||
|
+1 to hit brownies, pixies, sprites, gnomes
|
||
|
Cha is 2 higher to other kobolds
|
||
|
detect grade/slope in passage 1-5 on d6
|
||
|
detect unsafe walls, ceiling, floors 1-7 on d10
|
||
|
determine approx depth underground 1-4 on d6
|
||
|
determine approx direction underground 1-3 on d6
|
||
|
+1 to hit with short swords
|
||
|
-1 on first hit die
|
||
|
size L or larger creatures (ogres, trolls, giants, titans, etc.) are -4 to
|
||
|
hit kobolds
|
||
|
level cutoff-- can advance to level 9 fighter, level 13 thief, level 9 priest
|
||
|
(major accesses in All, Combat, Elemental (earth), Protection, Summoning,
|
||
|
Sun(reversed only), War, and minor access to Divination, Healing,
|
||
|
Necromantic, Wards)
|
||
|
move-- 6
|
||
|
initial languages learnable-- kobold, orc, goblin
|
||
|
|
||
|
LIZARD MAN
|
||
|
initial requirements-- 9/18 S, 3/18 D, 6/18 C, 3/18 I, 3/15 W, 3/12 Ch
|
||
|
ability modifiers-- +1 S, -2 I
|
||
|
level cutoff-- can advance to level 12 fighters, level 7 priest (major access
|
||
|
to All, Animal, Healing, Plant, and minors in Combat, Divination,
|
||
|
Necromantic, Protection, Weather)
|
||
|
move-- 6, Sw 12
|
||
|
initial languages learnable-- lizard man
|
||
|
|
||
|
MINOTAUR
|
||
|
initial requirements-- 12 S, 8 D, 12 C, 5 I, 3 W, 3 Ch
|
||
|
ability modifiers-- +2 S, +2 C, -2 W, -2 Ch
|
||
|
special abilities--
|
||
|
immune to maze spells
|
||
|
+2 on their surprise rolls
|
||
|
60' infravision
|
||
|
+2 to tracking proficiency checks
|
||
|
bonus 5 hps at first level
|
||
|
level cutoff-- can advance to 14th level fighter
|
||
|
move-- 12
|
||
|
initial languages learnable-- minotaur, common
|
||
|
|
||
|
MONGRELMAN
|
||
|
inital requirements-- 9/18 S, 9/18 D, 9/18 C, 3/18 I, 3/18 W, spec Ch
|
||
|
ability modifiers-- +1 D, +1 C, -1 I, 1d4 Ch
|
||
|
thief ability modifiers-- +5% MS, +5% DN, -15% F/RT, -15% OL, -25% RL
|
||
|
special abilities--
|
||
|
30' infravision
|
||
|
can imitate creature sounds they've encountered (perfect accuracy, no
|
||
|
special sounds)
|
||
|
natural thief abilities: 3%/level PP, 4%/level HS (thief characters get
|
||
|
this in addition to all other bonuses)
|
||
|
level cutoff-- can advance to level 8 fighters, level 13 thieves, level 10
|
||
|
priests (with major access to All, Charm, Divination, Guardian, Healing,
|
||
|
Law, Protection, Thought, Wards, and minor to Astral, Creation,
|
||
|
Necromantic, Plant, Time)
|
||
|
move-- 9
|
||
|
initial languages learnable-- mongrelman
|
||
|
|
||
|
HALF-NYMPH
|
||
|
initial requirements-- 3/18 S, 6/18 D, 3/17 C, 3/18 I, 3/18 W, 9/18 Ch
|
||
|
ability modifiers-- -1 S, -2 C, +1 I, -1 W, +3 Ch
|
||
|
thief ability modifiers-- +10% HS, +10% MS, +5% DN, -10% F/RT, -10% OL, +5% CW
|
||
|
special abilities--
|
||
|
sight of them does NOT cause blindness or death
|
||
|
immune to effects of looking at a nymph
|
||
|
save at +2 vs. gaze attacks
|
||
|
get 1 bonus hp at first level
|
||
|
level cutoff-- can advance to level 5 fighter, level 11 ranger (males only),
|
||
|
level 12 enchanter (not mage), level 7 priest (of love, beauty, nature,
|
||
|
etc), level 12 druid (females only), level 5 thief, level 10 bard (12 if
|
||
|
meister-singer kit)
|
||
|
move-- 12
|
||
|
initial languages learnable-- nymph, common
|
||
|
notes: offspring of human and nymph or elf and nymph, makes no fundamental
|
||
|
difference - one oddity: 85% are female
|
||
|
|
||
|
HALF-OGRE
|
||
|
initial requirements-- all special
|
||
|
ability modifiers-- d6+13 S (add 25% to exc Str if warranted), 3d4 D, d6+13 C,
|
||
|
3d4 I, 2d6 W, 2d4 Ch (if S or C comes up 19 it's an 18)
|
||
|
special abilities--
|
||
|
60' infravision
|
||
|
effective Cha is doubled vs. ogres and half ogres
|
||
|
original rules give them 2 hit dice at first level, but to fit in with 2nd
|
||
|
Ed. rules they get a bonus 3 hit points at first level
|
||
|
level cutoff-- can advance to level 5 priest (with major access to All,
|
||
|
Combat, Divination, Healing, Protection, Sun (reversed only)), 14th level
|
||
|
fighter, 12th level thief (if he takes the thug kit)
|
||
|
move-- 12
|
||
|
initial languages learnable-- ogre, human
|
||
|
|
||
|
HALF-ORC
|
||
|
initial requirements-- 6/18 S, 3/14 D, 13/18 C, 3/17 I, 3/14 W, 3/12 Ch
|
||
|
ability modifiers-- +1 S, +1 C, -2 Ch
|
||
|
thief ability modifiers-- -5% PP, +5% OL, +5% F/RT, +5% DN, +5% CW, -10% RL
|
||
|
special abilities--
|
||
|
60' infravision
|
||
|
level cutoff-- can advance to level 14 fighter, level 5 priest (with major
|
||
|
access to All, Combat, Law, Summoning, Sun (reversed only), War, and minor
|
||
|
access to Divination, Elemental (earth, fire), Healing, Necromantic,
|
||
|
Protection, Wards), level 9 thief (12 if assassin)
|
||
|
move-- 9
|
||
|
initial languages learnable-- orc, common, goblin
|
||
|
|
||
|
THRI-KREEN
|
||
|
initial requirements-- 6/18 S, 8/18 D, 6/18 C, 3/17 I, 3/17 W, 3/16 Ch
|
||
|
ability modifiers-- +1 D, -1 Ch
|
||
|
thief ability modifiers-- -10% OL, -10% FRT, +15% MS, +15% HS, +10% DN,
|
||
|
-15% RL
|
||
|
special abilities--
|
||
|
naturally ambidextrous (only two hands, the others get in the way)
|
||
|
+1 to hit elves
|
||
|
+1 to hit with thrown weapons
|
||
|
+4 to jumping NWP checks
|
||
|
level cutoff-- can advance to level 11 fighter, level 12 ranger, level 7
|
||
|
thief, level 9 psionicist
|
||
|
move-- 15
|
||
|
initial languages learnable-- thri-kreen
|
||
|
|
||
|
URD
|
||
|
initial requirements-- 3/12 S, 8/18 D, 3/16 C, 3/18 I, 3/18 W, 3/15 Ch
|
||
|
ability modifiers-- -1 S, +2 D, -2 I
|
||
|
thief ability modifiers-- -5% OL, +20% MS, +10% DN, -10% CW, -10% RL
|
||
|
level cutoff-- can advance to level 5 fighter, level 5 priest (major access
|
||
|
to All, Animal, Charm, Elemental (air), Guardian, Sun (reversed only),
|
||
|
minors in Combat, Divination, Healing), 8th level thief
|
||
|
move-- 6, Fl 15 (maneuverability class C)
|
||
|
initial languages learnable-- urd, kobold, common
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Section 5: House Rules
|
||
|
|
||
|
----------------------------------------------------------------------
|
||
|
Non-Standard Rules
|
||
|
From: jdelisle@loyola.edu
|
||
|
|
||
|
Character Generation: To generate the stats, I use 3d6, arranged to
|
||
|
the player's tastes. For two of the stats, I'm nice and use 4d6,
|
||
|
dropping the lowest die. Of course, if a class/subclass has some
|
||
|
prerequisite (like Stupidity 15 or Sneakiness 14), then I'll make
|
||
|
sure all the requirements are met.
|
||
|
|
||
|
Weapons: Crossbows do more damage than listed in the standard
|
||
|
books. Here's how the new damages break down (ranges and rates of
|
||
|
fire are the same); the left side is for damage against medium
|
||
|
creatures or smaller, the right is for size large creatures or
|
||
|
bigger.
|
||
|
Light Crossbow: 1-8 / 1-8
|
||
|
Heavy Crossbow: 2-11 / 2-13
|
||
|
Repeating Crossbow: 1-6 / 1-6
|
||
|
(very expensive)
|
||
|
Hand Crossbow: 2-5 / 1-4
|
||
|
(very rare)
|
||
|
|
||
|
As far as bows are concerned, the only "standard" arrows are
|
||
|
flight arrows. The rest are special purpose arrows, but all have
|
||
|
the same ranges and can be fired from any bow.
|
||
|
|
||
|
Target size
|
||
|
Arrow type S-M L
|
||
|
Armor Piercing 1-4 1-3
|
||
|
Fire 2-7 2-7
|
||
|
Flight (regular) 1-6 1-6
|
||
|
Frog's Crotch 1-4 1-3
|
||
|
Hummingbulb 1-3 1-2
|
||
|
Leaf Head 1-8 1-6
|
||
|
Bird 1-4 1-2
|
||
|
Hollow-tip 1-2 1-2
|
||
|
Fishing* 1-6 1-4
|
||
|
|
||
|
* This arrow does an extra 1-6 hp damage
|
||
|
if removed without proper precautions.
|
||
|
Careful removal takes 2-5 rounds.
|
||
|
|
||
|
Armor Piercing: These have a sharp, pointed tip, giving them a +1
|
||
|
to hit (non-magical), but reducing their damage.
|
||
|
|
||
|
Fire: Fire arrows can be used against creatures directly, or to set
|
||
|
combustibles aflame.
|
||
|
|
||
|
Flight: These have a slightly wedge-shaped head, and are the most
|
||
|
commonly available.
|
||
|
|
||
|
Frog's Crotch: Having two blades, this arrow can cut through ropes
|
||
|
and thin chains. They are shaped like a circle with a "V" shape cut
|
||
|
out of the front.
|
||
|
|
||
|
Hummingbulb: This arrow type has a beehive-like tip, which makes it
|
||
|
much harder to carry. Unlike the other arrows, this is not intended
|
||
|
to be aimed at a creature. Instead, it is fired straight up and
|
||
|
produces a high-pitched whistle that can be heard a mile away in
|
||
|
good weather conditions. Hummingbulbs arrows can double as fire
|
||
|
arrows in an emergency, by filling them with straw or paper and
|
||
|
igniting it. Once fired, a hummingbulb arrow is 100% certain to
|
||
|
break on impact, so it can't be re-used.
|
||
|
|
||
|
Leaf Head: Leaf head arrows have a broad but flat tip, and do more
|
||
|
damage when they hit.
|
||
|
|
||
|
Bird: Used for hunting fowl.
|
||
|
|
||
|
Hollow-tip arrows: These are used to carry some a small quantity of
|
||
|
some substance to the target. Listed are some of the non-magical
|
||
|
substances that are used.
|
||
|
Acid: Target area affected by the acid is a 5" diameter
|
||
|
circle. The arrow does an additional 1-3 hp to living targets and
|
||
|
exposed objects will also be affected.
|
||
|
Dust: The target has a +2 saving throws bonus vs. the effects
|
||
|
of magical or mundane dusts contained within.
|
||
|
Flash: Target blinded for 1-6 rounds by flash powder.
|
||
|
Gas: Gas affects target in same round, expanding in a 5'
|
||
|
radius centered on target. All others in area of effect affected
|
||
|
in next round. Gas dissipates on third round.
|
||
|
Pepper: Target gains +2 bonus to save vs. effects (usually a
|
||
|
save vs. poison or else sneezing for 2-8 segments, preventing spell
|
||
|
casting and placing a -1 "to hit" penalty on all attacks that
|
||
|
round.
|
||
|
Poison: 5 inch diameter circle, large enough for one being.
|
||
|
Only insinuative or contact poisons work with this arrow.
|
||
|
|
||
|
Fishing arrows: Hold in wood better (only come out on a roll of 1-2
|
||
|
on 1d6 instead of 1-4 on 1d6 of normal arrows).
|
||
|
|
||
|
|
||
|
Combat
|
||
|
|
||
|
The rumors are true -- I do use critical hits and critical failures
|
||
|
for saving throws. And what characters get, so do the monsters...
|
||
|
|
||
|
For critical hits, I use the Giles crit chart (should be available
|
||
|
at several archives), plus these few modifiers.
|
||
|
|
||
|
Critical Hit Modifiers
|
||
|
|
||
|
The character must first roll a 20 on his/her attack roll, and be able to hit
|
||
|
on a 20 normally. If the weapon has a special power activated on a 20 (like
|
||
|
a vorpal sword), then there is no critical hit -- the magic effect takes
|
||
|
precedence.
|
||
|
Once a character gets a 20, roll another d20, trying to roll his/her
|
||
|
level or less. The modifiers below are _cumulative_ (so a wizard using a
|
||
|
cursed dagger -1 and a Dexterity of 5 would have a -4 penalty on the level
|
||
|
check roll). The modifiers are added to the character's level, so negative
|
||
|
modifiers are penalties, and positive ones are bonuses.
|
||
|
|
||
|
|
||
|
CLASS:
|
||
|
wizard (and kits or subclasses): -2
|
||
|
thief, or psionicist (and kits or subclasses): -1
|
||
|
fighter (not a multiclass, subclass, or kit): +3
|
||
|
fighter (multiclass/subclass/kit): +1
|
||
|
cleric of a battle/warrior god: +1
|
||
|
cleric of a non-violent diety: -2
|
||
|
cleric (any other diety): +0
|
||
|
|
||
|
AGILITY:
|
||
|
Dexterity under 8: -1
|
||
|
Dexterity 14 to 18: +1
|
||
|
Dexterity 19 or more: +2
|
||
|
|
||
|
WEAPON USE:
|
||
|
using weapon not proficient in: -1
|
||
|
specialized in weapon: +1
|
||
|
|
||
|
UNUSUAL SITUATIONS:
|
||
|
special reason for poor grip or footing (like weather or magic):
|
||
|
-1 to -4
|
||
|
fighting while under a fear, scare, or pain effect: -1 to -3
|
||
|
fighting while mind is altered (charm, domination, etc): -1
|
||
|
fighting while under an anger or berserk effect: +1
|
||
|
vitally important battle (defending home, death feud, etc): +1
|
||
|
not taking battle seriously: -1 to -10 (DM's discretion)
|
||
|
not wishing to inflict a crit (practice, etc): -1 to -10
|
||
|
(accidents _do_ happen!)
|
||
|
|
||
|
MAGICAL/CURSED WEAPONS:
|
||
|
above average magic weapon (+2 to +4): +1
|
||
|
extremely powerful magic weapon (+5 or more): +2
|
||
|
cursed weapon: -1, +1 if used against friends or allies
|
||
|
powerfully cursed weapon: -3, +3 if used against friends or allies
|
||
|
unique or special magic weapon: +2 to +4 (includes artifacts, and
|
||
|
special purpose weapons (mace of disruption, sword of slay evil))
|
||
|
|
||
|
HIT POINTS:
|
||
|
attacker at only 50% - 25% of normal hit points: -1
|
||
|
attacker at less than 25% of normal hit points: -3
|
||
|
attacker at less than 10% of normal hit points: -5
|
||
|
|
||
|
Multiclassed characters use the best critical hit modifier value (a
|
||
|
fighter/mage uses the multiclassed fighter value).
|
||
|
|
||
|
|
||
|
|
||
|
Classes
|
||
|
|
||
|
All classes, except Priest, are assumed to be "proficient" with a
|
||
|
knife as a weapon, because it is a normal part of life and used
|
||
|
quite often in most cases. If the knife is not chosen as one of the
|
||
|
character's weapons, it can be used with a -1 to hit.
|
||
|
|
||
|
Warrior: Plain fighters (not multiclassed) get what I call
|
||
|
"strength scaling". When the character is rolled, the strength
|
||
|
scores are scaled upwards, so that if a 12 is used as the strength
|
||
|
score, it's treated as a higher score (like a 16 or so), since a
|
||
|
fighter has more time to develop muscular strength than the warrior
|
||
|
subclasses. And it helps give fighters high strength bonuses
|
||
|
without needing a 16+.
|
||
|
|
||
|
Wizard: Mages get several advantages over specialists. First, they
|
||
|
have more weapon proficiency opportunities, being able to learn the
|
||
|
starwheel pistol, balisard, or short sword in addition to the
|
||
|
dagger, sling, or staff.
|
||
|
When generating a mage, three stats are rolled using the 4d6
|
||
|
(drop one) instead of two.
|
||
|
|
||
|
|
||
|
|
||
|
Magic
|
||
|
|
||
|
Memorization: A mage, specialist, or bard can have as many spells
|
||
|
in his spellbook as desired, and as many spellbooks as he can
|
||
|
afford. The character can memorize as many spells per level as
|
||
|
indicated by the "Maximum Number of Spells per Level" chart under
|
||
|
Intelligence. A wizard with Intelligence of 18 can memorize 18 1st
|
||
|
level spells, 18 2nd level spells, etc.
|
||
|
If a wizard (but not bard) has a spell that is not memorized,
|
||
|
but in his spellbook, he can try to remember it on a successful
|
||
|
Intelligence and level check (both on a d20), plus modifiers. If
|
||
|
the attempt fails, the wizard can do something else that round. The
|
||
|
modifiers for the level check are quite large for low level spells
|
||
|
(a 50% bonus for 1st level spells), so low level characters have a
|
||
|
good chance of remembering a spell.
|
||
|
|
||
|
Casting: Wizards and bards use the standard Player's Handbook
|
||
|
charts for spellcasting, but the same spell can be cast over.
|
||
|
Material components are used only for higher level spells, or
|
||
|
"specialized" ones (that require a component -- like bodies for
|
||
|
Animate Dead). Spells of a certain level can be "exchanged" for
|
||
|
those of another level, but that doesn't matter to first or second
|
||
|
level characters...
|
||
|
|
||
|
Resting: To restore casting abilities, a wizard (or bard) must
|
||
|
study his spells for one hour per day, and get enough sleep --
|
||
|
either 7 hours of uninterrupted sleep or 10 hours of sleep with one
|
||
|
interruption of less than two hours.
|
||
|
|
||
|
Clerics: To see how many spells a cleric can know, use the "Maximum
|
||
|
Number of Spells per Level" chart under Intelligence, but use the
|
||
|
character's Wisdom instead. Bonus spells mean more spells per day
|
||
|
can be cast; for example, a first level cleric with a bonus 1st
|
||
|
level spell can cast two 1st level spells per day.
|
||
|
To regain spells, a cleric needs to spend 3 hours per day
|
||
|
praying, but this time can be spread out however seen fit.
|
||
|
|
||
|
|
||
|
----------------------------------------------------------------------
|
||
|
----------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
Ken Jenks' AD&D House Rules, updated 12/02/92
|
||
|
From: kjenks@gothamcity.jsc.nasa.gov
|
||
|
|
||
|
I play by AD&D (version 1) rules (PHB, DMG, MM, DDG), with a few spells
|
||
|
from the Unearthed Arcana. This is my list of interpretations and
|
||
|
variations from the rules in the books. These have been play-tested in
|
||
|
many dungeons by many DM's over the years. Feel free to copy, modify,
|
||
|
and use them as you wish. Attribution is polite and appreciated.
|
||
|
|
||
|
ASSASSINS
|
||
|
|
||
|
Player characters may not be Assassins.
|
||
|
|
||
|
BOOKS
|
||
|
|
||
|
No player may open any Dungeons and Dragons book except the Player's
|
||
|
Handbook or Unearthed Arcana without explicit permission from the DM.
|
||
|
|
||
|
CHARACTERS WITH TWO CLASSES
|
||
|
|
||
|
Only Humans can switch character classes. Switching character classes
|
||
|
requires lengthy training in the new class:
|
||
|
|
||
|
Magic-User 4 years
|
||
|
Cleric, Monk 2 years
|
||
|
Fighter 1 year
|
||
|
Thief 1 year
|
||
|
|
||
|
The character retains his hit points, saving throws, and to-hit scores
|
||
|
from his previous class. When the saving throws or to-hit scores from
|
||
|
the new class exceed those from the previous class, the character can
|
||
|
use the most favorable number. The character only gains more hit
|
||
|
points when the level in the new class exceeds the level in the old
|
||
|
class. Except for Bards, humans can only have two classes. Psionic
|
||
|
disciplines increase in level of mastery every time the character
|
||
|
advances one level. If a character with two classes is affected by
|
||
|
Energy Drain, levels from the second class are affected first, then the
|
||
|
previous class.
|
||
|
|
||
|
CLERICS
|
||
|
|
||
|
Clerics may not use cutting or stabbing weapons. The only exception is
|
||
|
that a cleric whose holy symbol is a cutting or stabbing weapon (cleric
|
||
|
of Tyr, cleric of Poseidon) may use a non-magical version of that
|
||
|
weapon.
|
||
|
|
||
|
Spell variances and interpretations:
|
||
|
|
||
|
All Cure Wounds spells cure a minimum number of hit points equal to
|
||
|
half the level of the cleric casting the spell (round even), so a
|
||
|
seventh level cleric casting a Cure Serious Wounds (2d8+1) cures a
|
||
|
minimum of 7/2 -> 4 HP.
|
||
|
|
||
|
1
|
||
|
LIGHT
|
||
|
|
||
|
See "LIGHT AND DARKNESS SPELLS" above.
|
||
|
|
||
|
RESIST COLD
|
||
|
|
||
|
This spell is not cumulative with other Resist Cold spells.
|
||
|
|
||
|
2
|
||
|
RESIST FIRE
|
||
|
|
||
|
This spell is not cumulative with other Resist Fire spells.
|
||
|
|
||
|
SLOW POISON
|
||
|
|
||
|
This spell can counter the effects of Stinking Cloud or Cloudkill.
|
||
|
Note that it must be cast on bare feet.
|
||
|
|
||
|
3
|
||
|
CURE DISEASE
|
||
|
|
||
|
This spell has a casting time of one round, not one turn as stated.
|
||
|
|
||
|
DISPEL MAGIC
|
||
|
|
||
|
See "DISPEL MAGIC" below.
|
||
|
|
||
|
PRAYER
|
||
|
|
||
|
Prayer is not cumulative, except with Chant spells cast by clerics
|
||
|
of the same deity.
|
||
|
|
||
|
5
|
||
|
RAISE DEAD
|
||
|
|
||
|
Note that Elves and Half-Orcs cannot be Raised.
|
||
|
|
||
|
CRITICAL HITS AND FUMBLES
|
||
|
|
||
|
There are no critical hits or fumbles; they only hurt the player
|
||
|
characters in the long run. A 20 doesn't always hit, and a 1 doesn't
|
||
|
always miss.
|
||
|
|
||
|
DEATH AND RESURRECTION
|
||
|
|
||
|
If a character dies and is brought back to life with a Raise Dead or
|
||
|
Resurrection spell, he loses a point of Constitution, and must either
|
||
|
rest at least one week or get a Heal spell cast on him. If he is
|
||
|
brought back by Wish or divine intervention, he suffers no ill
|
||
|
effects. A properly-phrased Limited Wish (just prior to the Raise Dead
|
||
|
or Resurrection) can prevent the Consitution loss.
|
||
|
|
||
|
Elves and Half-Orcs cannot be Raised or Resurrected.
|
||
|
|
||
|
DISARMING
|
||
|
|
||
|
According to the PHB, a creature weilding a Ranseur or a Spetum can
|
||
|
disarm his opponent by rolling a to-hit against AC 8. I add the
|
||
|
following restrictions to this: 1) that armor class is modified by the
|
||
|
defender's DEX and items of protection (rings, cloaks, etc.) 2) After
|
||
|
a successful roll, the opponents square off STR vs. STR in Champions
|
||
|
style: each opponent (disarmer and defender) roll 1d6 for each point of
|
||
|
Strength, counting each category for STR over 18 (see table). Add two
|
||
|
dice for each "plus" of magic weapons. Add up the totals; the one with
|
||
|
the higher total wins.
|
||
|
|
||
|
So if a fire giant (Strength 22, 25 dice) using a Ranseur tries to
|
||
|
disarm a fighter (Strength 17 with +2 sword, 17+4=19 dice), the fire
|
||
|
giant rolls 27 dice, and the fighter rolls 19. If the giant wins, the
|
||
|
sword goes shwing! but if the fighter wins, he keeps his weapon and
|
||
|
gets to beat up the giant.
|
||
|
|
||
|
STR Dice
|
||
|
--- ----
|
||
|
17 17d6
|
||
|
18 18d6
|
||
|
18/01-18/50 19d6
|
||
|
18/51-18/75 20d6
|
||
|
18/76-18/90 21d6
|
||
|
18/91-18/99 22d6
|
||
|
18/00 23d6
|
||
|
19 24d6
|
||
|
20 25d6
|
||
|
21 26d6
|
||
|
22 27d6
|
||
|
23 28d6
|
||
|
24 29d6
|
||
|
25 30d6
|
||
|
|
||
|
DISPEL MAGIC
|
||
|
|
||
|
Dispel Magic can be cast either on an area or on one particular magic
|
||
|
item. If the spell is cast on an area, all spells within the area of
|
||
|
affect are subject to being dispelled, but magic items and the affects
|
||
|
of potions which have already been imbibed are not affected. If the
|
||
|
spell is cast on one particular magic item, the item will be made
|
||
|
inoperative for one round (if it's in the possession of a creature, it
|
||
|
gets a saving throw.)
|
||
|
|
||
|
Dispel Magic has no affect on Wall of Force, Anti-Magic Shell, or
|
||
|
potions contained in a closed Bag of Holding or Portable Hole or
|
||
|
similar magical device.
|
||
|
|
||
|
Dispel Magic can only affect spells within its area of effect, so a
|
||
|
Dispel Magic might only be able to eat small holes out of a large Wall
|
||
|
of Stone.
|
||
|
|
||
|
DROPPING THINGS
|
||
|
|
||
|
As per DMG1, p. 64, a dropped boulder (or any heavy weight) will do
|
||
|
damage as follows: each 14 lbs. of weight will inflict one point of
|
||
|
damage per foot of distance dropped between 10' and 60'.
|
||
|
|
||
|
DRUIDS
|
||
|
|
||
|
At fourth level, Druids can communicate with non-magical animals, but
|
||
|
they still need the Speak with Animals spell to encourage the animals
|
||
|
to be friendly.
|
||
|
|
||
|
EXPERIENCE POINTS
|
||
|
|
||
|
Characters gain experience for completing missions, solving clues,
|
||
|
evading enemies, making allies, dealing with traps, and many other
|
||
|
things in addition to killing monsters and taking home treasure.
|
||
|
|
||
|
Characters may only gain enough experience in one adventure to place
|
||
|
them at the top of the next level. For example, if a starting
|
||
|
Prestidigitator manages to Charm an Archmage, he may only gain 5000 xp
|
||
|
from the feat (plus the immediate, but not lasting, friendship of
|
||
|
the Mage).
|
||
|
|
||
|
When a character gains sufficient experience to reach the next level,
|
||
|
he may continue gaining experience until he reaches the top of that
|
||
|
level, but may gain no more until trained up to that level.
|
||
|
|
||
|
Training must be guided by a name level character or a character two
|
||
|
levels greater than the trainee's destination level, whichever is
|
||
|
less. If this guided training is not used, self-training is possible,
|
||
|
but will take twice the time and twice the expense (normally 1500
|
||
|
gp/level -- that's the PREVIOUS level). With guided training, it
|
||
|
actually costs the trainer only 1000 gp/level to train a lower-level
|
||
|
character, and some trainers will pass along only that cost to
|
||
|
trainees.
|
||
|
|
||
|
FIGHTERS
|
||
|
|
||
|
Fighters, but not Paladins and Rangers, are allowed to use the "per
|
||
|
level advancement" option (DMG1, p. 74), which basically allows
|
||
|
even-level Fighters +1 to hit.
|
||
|
|
||
|
HIT POINTS
|
||
|
|
||
|
When a player character rolls his starting hit points, the first die
|
||
|
must be re-rolled until it is greater than 50% of the maximum for that
|
||
|
die (i.e. 3 or more on a d4, 4 or more on a d6, 5+ on d8, 6+ on d10).
|
||
|
|
||
|
First level Rangers and Monks get their HP bonus due to Constitution
|
||
|
twice -- once for each Hit Die. Characters above name level still get
|
||
|
their Constitution bonus for gaining hit points at each level, even
|
||
|
when they no longer roll Hit Dice.
|
||
|
|
||
|
Hit
|
||
|
Points State
|
||
|
1 or more Concious, active
|
||
|
0 to -4 Unconcious, stable (not "bleeding")
|
||
|
-5 to -9 Unconcious, unstable (losing 1 HP/round)
|
||
|
-10 or less Dead
|
||
|
|
||
|
If a creature is Cured, Healed, etc. in the same round he reaches -10
|
||
|
HP (exactly), he'll live. If he goes below -10, he's dead.
|
||
|
|
||
|
Binding wounds stabilizes the creature and stops the 1 HP/round loss,
|
||
|
but does not restore any lost Hit Points.
|
||
|
|
||
|
ILLUSIONISTS
|
||
|
|
||
|
Illusionists must roll their chances to learn spells in the same
|
||
|
manner as magic-users (see below).
|
||
|
|
||
|
INITIATIVE
|
||
|
|
||
|
Each party (usually characters and monsters) rolls 1d6 for initiative.
|
||
|
One Player rolls initiative until he loses initiative to the Monsters,
|
||
|
then the roll passes to the next Player to the left. In each melee
|
||
|
round, the Player to the left of the person who rolled initiative goes
|
||
|
first, and so on around the table to the left. Between the Players and
|
||
|
the Monsters, highest roll goes first, with two modifiers:
|
||
|
|
||
|
(1) dexterity bonus/penalty for creatures hurling missiles,
|
||
|
(2) weapon speed factor and spell casting time when spell casters
|
||
|
are in combat,
|
||
|
|
||
|
INITIATIVE TIES AND WEAPON SPEED FACTOR
|
||
|
|
||
|
DMG1, p 66, sez:
|
||
|
|
||
|
"When weapon speed factor is the determinant of which opponent strikes
|
||
|
first in a melee round, there is a chance that one opponent will be
|
||
|
entitled to multiple attacks. [...] If the difference [in speed
|
||
|
factors between fast and slow weapons] is at least twice the factor of
|
||
|
the [faster], or 5 of more factors in any case, the opponent with the
|
||
|
[fast] weapon is entitled to 2 attacks before the opponent with the
|
||
|
[slow weapon] is entitled to any attack whatsoever. If the difference
|
||
|
is 10 or more, the [fast weapon gets] 2 attacks before [...] and 1
|
||
|
further attack at the same time as [the slow weapon]."
|
||
|
|
||
|
Sheesh. No wonder the second edition is selling so well. The whole
|
||
|
section is very poorly written, and open to many interpretations.
|
||
|
Here's how I interpret it:
|
||
|
|
||
|
The only time weapon speed factors give multiple attacks is during
|
||
|
initiative ties. On a tie, we compare speed factors. If the
|
||
|
difference in speed factors between slower (S) and faster (F) weapons
|
||
|
is either twice the faster weapon (S - F >= 2 x F) or five (S - F >= 5)
|
||
|
then the faster weapon gets two attacks.
|
||
|
|
||
|
However, if the difference in speed factors between slower (S) and
|
||
|
faster (F) weapons is 10 or more (S - F >= 10) then the faster weapon
|
||
|
gets three attacks.
|
||
|
|
||
|
This is of great advantage to monks (open hand speed factor = 1) and
|
||
|
dagger users (Speed 2), especially since most fighters use short swords
|
||
|
(Speed 4) or longswords or broadswords (Speed 5). Monks love
|
||
|
initiative ties, especially in their multiple attack rounds.
|
||
|
|
||
|
The only other interpretation is what to do when there's more than one
|
||
|
attack routine. I only allow the first attack routine to get these
|
||
|
multiple attacks due to speed factors.
|
||
|
|
||
|
INITIATIVE: WEAPON SPEED FACTOR vs. SPELL CASTING TIME
|
||
|
|
||
|
The next paragraph (DMG1, p. 66) talks about weapon speed factors vs.
|
||
|
spell casting times, and using weapon strikes to disrupt spell casting,
|
||
|
which I loosely interpret as follows:
|
||
|
|
||
|
Take the weapon speed factor (W) spell casting time (C), and the
|
||
|
initiative die rolls of the weaponeer and the spell caster (DW and DC).
|
||
|
If DW-W < DC-C, the spell caster goes first;
|
||
|
if DW-W > DC-C, the weapon slinger goes first;
|
||
|
if DW-W = DC-C, tie.
|
||
|
If it's a tie or the weaponeer goes first, spell caster gets no
|
||
|
dexterity bonus to armor class. If the spell caster is hit with a
|
||
|
weapon before his spell goes off, it's disrupted and lost. Bummer. If
|
||
|
it's a tie, the spell goes off even if the spell caster gets hit.
|
||
|
(Picture both parties lying on the floor.)
|
||
|
|
||
|
Missile weapons have speed factor zero minus the missile-slinger's
|
||
|
Reaction/Attacking Adjustment due to dexterity. So for a thief with a
|
||
|
17 DEX throwing daggers, that's a speed factor of -2. This disrupts
|
||
|
spells easily.
|
||
|
|
||
|
To follow the examples in DMG1, p. 67, Abner (MU 5) and Gutboy
|
||
|
Barrelhouse (F 6) are quareling. Abner is planning to use a Fireball
|
||
|
(casting time C=3), Barrelhouse is swinging a longsword (Speed W=5)
|
||
|
(don't ask ME how a 48 inch tall dwarf can swing a 42 inch long
|
||
|
sword one-handed; this is fantasy).
|
||
|
|
||
|
Abner rolls his initiative die, DC = 5; Barrelhouse rolls DW = 4.
|
||
|
DW - W = 4 - 5 = -1
|
||
|
DC - C = 5 - 3 = 1
|
||
|
|
||
|
DW-W < DC-C so the Fireball goes first (at melee range, yet).
|
||
|
|
||
|
Now, suppose Barrelhouse is using a dagger (Speed W=2). Same rolls.
|
||
|
DW - W = 4 - 2 = 2
|
||
|
DC - C = 5 - 3 = 1
|
||
|
|
||
|
Now, DW-W > DC-C so the dagger goes first, and Abner gets no DEX bonus
|
||
|
to AC. If Barrelhouse hits, the Fireball is disrupted. Good luck,
|
||
|
Abner.
|
||
|
|
||
|
Just to illuminate my missile weapon interpretation, suppose
|
||
|
Barrelhouse has a 17 DEX (racial maximum for a dwarf) and is
|
||
|
hurling a dagger at Abner. Same rolls.
|
||
|
DW - W = 4 - (-2) = 6
|
||
|
DC - C = 5 - 3 = 1
|
||
|
|
||
|
Again, DW-W > DC-C so the dagger goes first.
|
||
|
|
||
|
LIGHT AND DARKNESS SPELLS
|
||
|
|
||
|
Light spells and Darkness spells (both temporary and Continual
|
||
|
varieties) are inherently different. Light spells radiate from a
|
||
|
point, and the light is blocked by opaque barriers (walls, etc.), but
|
||
|
Darkness spells permeate the whole area, regardless of intervening
|
||
|
physical barriers.
|
||
|
|
||
|
When a Darkness spell is cast after a Light spell, the whole area goes
|
||
|
dark, and any Light spells in the area are dispelled. When a Light
|
||
|
spell is cast after a Darkness spell, the Darkness is dispelled in the
|
||
|
area where they overlap. If two rocks with Continual Darkness and
|
||
|
Continual Light spells cast on them are brought within 60 feet, the one
|
||
|
which was cast most recently takes precedence, and the other (older)
|
||
|
spell is dispelled.
|
||
|
|
||
|
MAGIC JAR AND POSSESSION
|
||
|
|
||
|
The spell caster cannot cast spells or use psionics if he's not in his
|
||
|
own body. While the spell caster inhabits a body, the soul of that
|
||
|
body is trapped in the Soul Gem. If the body dies or has a successful
|
||
|
Exorcism, the spell caster either "snaps" back to his own body or, if
|
||
|
it has been destroyed while he's away, snaps back to the Soul Gem, from
|
||
|
which he can attempt to possess creatures within line of sight of the
|
||
|
Gem at a rate of one attempt per round. If the Gem is destroyed while
|
||
|
a soul is in it, the soul is destroyed (no Raise Dead, Resurrection, or
|
||
|
Reincarnation).
|
||
|
|
||
|
MAGIC RESISTANCE
|
||
|
|
||
|
As stated in the front of the Monster Manual (MM1), magic resistance
|
||
|
varies with the level of the spell caster by -/+5% per level difference
|
||
|
from 11th level. Magic resistance generally only applies to spells and
|
||
|
magical effects which duplicate spells. It does not apply to dragon
|
||
|
breath weapons, magical swords, magic items, etc., but it would apply
|
||
|
to spells cast by spell-using dragons or special abilities of
|
||
|
intelligent swords.
|
||
|
|
||
|
MAGIC USERS
|
||
|
|
||
|
Magic-users do not have to roll their "chance to know" spells for spells
|
||
|
they gain during initial training or when training up to the next level.
|
||
|
|
||
|
Reversible spells and their normal counterparts are both memorizable
|
||
|
from the same entry in the spell book, but only one roll "to know" is
|
||
|
needed for a spell and its reversal, and the pair only takes one entry
|
||
|
in the spell book.
|
||
|
|
||
|
Spell variances and interpretations:
|
||
|
1
|
||
|
ENLARGE (REVERSAL)
|
||
|
|
||
|
This spell will reduce the size of the target by dividing the
|
||
|
initial size by (1 + 0.2/level) on creatures or (1 + 0.1/level)
|
||
|
on non-living objects. (This eliminates any confusion about
|
||
|
Reduce making objects reduce by 100% so that they disappear.)
|
||
|
|
||
|
FIND FAMILIAR
|
||
|
|
||
|
The familiar stays with the Magic-User for one year. At the end of
|
||
|
each year, if both the familiar and the magic-user want to remain
|
||
|
together, they must go through the same ceremony to renew the spell.
|
||
|
Otherwise, the mystical bond is broken. When a familiar is within
|
||
|
one mile of the Magic-User, they can share each other's senses at
|
||
|
will.
|
||
|
|
||
|
LIGHT
|
||
|
|
||
|
See "LIGHT AND DARKNESS SPELLS" above.
|
||
|
|
||
|
NYSTUL'S MAGIC AURA
|
||
|
|
||
|
This spell is permanent until dispelled.
|
||
|
|
||
|
2
|
||
|
INVISIBILITY
|
||
|
|
||
|
If you become invisible, then pick up a bottle of beer, the bottle of
|
||
|
beer becomes invisible, too. When you put down that bottle of beer,
|
||
|
it becomes visible again. If you drink the beer, the beer becomes
|
||
|
invisible. You can't read a book or a scroll while invisible unless
|
||
|
you're not carrying it.
|
||
|
|
||
|
Note that there are two ways to find invisible opponents: (1) Detect
|
||
|
Invisibility, True Seeing, Gem of Seeing, pseudo-dragon familiar, or
|
||
|
similar magics, and (2) the "natural" chance to see invisible creatures
|
||
|
(DMG1, p. 60). The first way shows exactly what's there, what he looks
|
||
|
like, and gives the detector no penalties for combatting the invisible
|
||
|
opponent. The second way gives vague hints that there's an invisible
|
||
|
creature around and allows the detector to attack at -4 on to-hit
|
||
|
dice.
|
||
|
|
||
|
3
|
||
|
DISPEL MAGIC
|
||
|
|
||
|
See "DISPEL MAGIC" above.
|
||
|
|
||
|
HASTE
|
||
|
|
||
|
Haste does not age recipients if used to counter the effects of a
|
||
|
Slow spell or similar magical effect.
|
||
|
|
||
|
INVISIBILITY 10' RADIUS
|
||
|
|
||
|
All of the creatures within a 10' radius of the target creature AT
|
||
|
THE TIME OF THE CASTING are affected as if by an Invisibility spell,
|
||
|
even if they leave the 10' radius after the spell is cast. If the
|
||
|
target creature attacks, the whole group becomes visible. If any
|
||
|
other affected creatures attack, only that creature becomes visible.
|
||
|
|
||
|
5
|
||
|
MAGIC JAR
|
||
|
|
||
|
See "MAGIC JAR AND POSSESSION" above.
|
||
|
|
||
|
WALL OF FORCE
|
||
|
|
||
|
Blocks Teleport and related spells in both directions, but does
|
||
|
not extend to Astral or Ethereal planes, so plane travel can
|
||
|
bypass the Wall.
|
||
|
|
||
|
6
|
||
|
ANTI-MAGIC SHELLS
|
||
|
|
||
|
An Anti-Magic Shell spell moves with the spell caster. Magic
|
||
|
Resistance does not apply to Anti-Magic Shells. Creatures who are
|
||
|
only struck by magic weapons may be hard to hurt inside of Anti-Magic
|
||
|
Shells, but monsters with sufficient Hit Dice will be able to harm
|
||
|
them. Psionics function normally in Anti-Magic Shells. Anti-Magic
|
||
|
Shell spells cannot be made permanent except via Wish. Anti-Magic
|
||
|
Shell spells are not affected by Dispel Magic. If an Anti-Magic
|
||
|
Shell overlaps a Prismatic Sphere, Prismatic Wall or a Wall of Force,
|
||
|
whichever was in that location first will take precedence. If an
|
||
|
Anti-Magic Shell is moved into contact with a Prismatic Sphere,
|
||
|
Prismatic Wall or Wall of Force, the Sphere or Wall will not be
|
||
|
affected.
|
||
|
|
||
|
9
|
||
|
PRISMATIC SPHERE
|
||
|
|
||
|
I don't allow Blink, Teleport, Dimension Door, or Teleport w/o Error
|
||
|
through a Prismatic Sphere (or Wall of Force). I do allow
|
||
|
plane-shifting spells like Plane Shift, Astral Spell, and the
|
||
|
equivalent psionic disciplines, since they don't go "through" the
|
||
|
sphere.
|
||
|
|
||
|
The spell caster can move in/out at will, but he can't see
|
||
|
through the sphere (it's opaque to everyone) and nobody can cast
|
||
|
spells through it (even if they make their MR).
|
||
|
|
||
|
The Sphere filters out all gasses except O2 going in and an equal
|
||
|
volume of CO2 going out. These can pass through at a "gentle breeze"
|
||
|
(no hurricanes).
|
||
|
|
||
|
Anybody or anything inside a Prismatic Sphere CANNOT be found
|
||
|
or detected by anybody or anything outside the Sphere. It takes
|
||
|
the personal intervention of a Greater God to locate something
|
||
|
inside a Prismatic Sphere.
|
||
|
|
||
|
WISH
|
||
|
|
||
|
See "WISHES" below.
|
||
|
|
||
|
OIL, FLAMING
|
||
|
|
||
|
A hurled glass flask of flaming oil must MISS a saving throw vs.
|
||
|
crushing blow (20 on d20) in order to break and catch fire. Flaming
|
||
|
oil does 2d4 hit points of damage, maybe more against especially
|
||
|
flamable opponents.
|
||
|
|
||
|
PARRYING
|
||
|
|
||
|
If you choose to parry (PHB1, p. 104, "Melee Combat" paragraph),
|
||
|
subtract all of the following from your Armor Class:
|
||
|
1) Your strength bonus "to-hit"
|
||
|
2) Any magical bonus(es) in the weapon(s)
|
||
|
3) two
|
||
|
For example, a thief with an 18 DEX, wearing leather armor (AC 8)
|
||
|
chooses to parry instead of attacking. He's using a +1 sword and
|
||
|
a +2 dagger, and has a 17 STR. His base AC (leather and DEX) is
|
||
|
AC 4. When parrying, he subtracts:
|
||
|
1) 1 (because 17 STR gives +1 to-hit)
|
||
|
2) 3 (1 from sword, 2 from dagger)
|
||
|
3) 2 (because he's parrying)
|
||
|
so his total AC is 4 - 6 = -2. (Pretty good, for a thief.)
|
||
|
|
||
|
PSIONICS
|
||
|
|
||
|
Only Humans and monsters can be psionic. The "Psionic Ability" listed
|
||
|
for monsters is the total of attack strength plus defense strength.
|
||
|
|
||
|
Energy Control is not allowed (roll again).
|
||
|
|
||
|
Psionic disciplines are gained at odd levels (first Minor at first
|
||
|
level, next discipline at 3rd, etc.). Level of Mastery is first when
|
||
|
the character gains the discipline, and increases once each character
|
||
|
level thereafter. For example, Angellica discovers she is psionic.
|
||
|
She rolls an 82 and gets 3 Minors, 2 Majors. They are: (1) Detection
|
||
|
of Magic, (2) Cell Adjustment, (3) Animal Telepathy, (4) Astral
|
||
|
Projection, and (5) Telepathy. At first level, she gets Detection of
|
||
|
Magic at 1st Level of Mastery. At third level, she gains Cell
|
||
|
Adjustment at 1st Level of Mastery, but Detection of Magic is now at
|
||
|
3rd Level of Mastery.
|
||
|
|
||
|
If they concentrate for one round, psionics can sense other psionics
|
||
|
or psionic-related powers within a radius equal to the longest range
|
||
|
of their psionic attack modes (between 5" and 18").
|
||
|
|
||
|
During psionic combat, each combatant can sense the attack mode of
|
||
|
every attacker during each segment and may choose the most efficient
|
||
|
defense mode from the table. A psionic who takes physical damage in a
|
||
|
segment may defend, but may not attack psionically for the rest of the
|
||
|
round.
|
||
|
|
||
|
Psionic creatures are immune to psionic attack while asleep or
|
||
|
unconcious.
|
||
|
|
||
|
Psionic creatures may either attack psionically (once per segment) or
|
||
|
use a psionic discipline (once per round), but not both, during a
|
||
|
round.
|
||
|
|
||
|
REGENERATION
|
||
|
|
||
|
If a character is wearing a Ring of Regeneration, he can only
|
||
|
regenerate damage he takes while wearing the Ring. (This precludes
|
||
|
passing the Ring around the party until everybody is healed up.)
|
||
|
Damage from acid or fire must be logged separately, since it cannot be
|
||
|
regenerated (this also applies to other forms of regeneration).
|
||
|
|
||
|
SCROLLS
|
||
|
|
||
|
When read by the writer, spells are cast at the reader's current
|
||
|
level. When read by anybody else, spells are cast at either 6th level
|
||
|
or the minimum necessary to cast the spell (whichever is greater),
|
||
|
unless special preparations (costing double) are made to allow ANY
|
||
|
reader to cast the spell at the level of the writer. Scribing scrolls
|
||
|
normally costs 100 gp per spell level.
|
||
|
|
||
|
STATS
|
||
|
|
||
|
Starting player characters roll 4d6 and add the highest three dice for
|
||
|
stats. Repeat this six times; one each for Strength, Intelligence,
|
||
|
Wisdom, Dexterity, Constitution, and Charisma. Rearrange scores at
|
||
|
will within these stats. When you're done, you may roll 4d6 adding the
|
||
|
highest three dice for a Comliness score, but I ignore Comliness
|
||
|
completely.
|
||
|
|
||
|
While you're rolling and arranging, choose a race and a class. Most of
|
||
|
my world is Human, and most magic items are sized for Humans. I'm
|
||
|
strict about level restrictions for non-Humans, too. Elves and
|
||
|
Half-Orcs cannot be Raised or Resurrected. (I recommend Human.)
|
||
|
|
||
|
When you've chosen a race and a class, roll for age then apply aging
|
||
|
adjustments to your stats. They usually help. They are cumulative, so
|
||
|
a Mature character gains +1 Strength and +1 Con. (Human Rangers are
|
||
|
automatically Mature, and with a 14 Con minimum, raised to a 15 by
|
||
|
Aging, Rangers always have at least +1 HP to each Hit Die.)
|
||
|
|
||
|
SURPRISE
|
||
|
|
||
|
When two parties encounter each other, each rolls a d6. If either
|
||
|
party rolls a 1 or a 2, that party is surprised. Subtract dice to find
|
||
|
out how many "surprise segments" are granted to the surprising party.
|
||
|
If members of the surprised party have a 16 or greater Dexterity, they
|
||
|
will negate one or more segments of surprise. Each surprise segment is
|
||
|
treated as a complete round for melee combat, but spell casting is
|
||
|
unaffected except that the surprising spell caster can BEGIN casting
|
||
|
spells during the first surprise segment. Missile combat is at triple
|
||
|
normal fire rate if the missile weapons are in-hand in sufficient
|
||
|
number (DMG1, p. 62).
|
||
|
|
||
|
THIEVES
|
||
|
|
||
|
Thieves can find and remove magical traps with their normal
|
||
|
percentages.
|
||
|
|
||
|
During a backstab attack, ALL damage inflicted by the attack routine is
|
||
|
multiplied, including second weapon, strength and magical bonuses, but
|
||
|
excluding damage caused by a Shocking Grasp spell.
|
||
|
|
||
|
TWO WEAPONS
|
||
|
|
||
|
Any character class may use two weapons, but the second weapon must be
|
||
|
either a dagger or handaxe (precluding most clerics). See DMG1, p. 70,
|
||
|
for details. The second weapon may be used once per attack routine.
|
||
|
Thieves using two weapons are allowed their damage multiplier on each
|
||
|
weapon that hits during the first attack routine.
|
||
|
|
||
|
UNEARTHED ARCANA
|
||
|
|
||
|
The only things I use from the Unearthed Arcana are a few spells and
|
||
|
magic items. No weapon specialization, no Cavaliers, no Barbarians.
|
||
|
No "full plate armor."
|
||
|
|
||
|
Magic-users and Illusionists will occasionally receive UA
|
||
|
spells, but no cantrips. Clerics and Druids (etc.) may memorize or
|
||
|
cast the following UA spells:
|
||
|
|
||
|
Cleric:
|
||
|
1: Ceremony (Clerics [not Paladins] can cast this at will),
|
||
|
Combine
|
||
|
2: Detect Life, Enthrall, Holy Symbol, Messenger
|
||
|
3: Death's Door, Negative Plane Protection, Remove Paralysis,
|
||
|
Water Walk
|
||
|
4: Abjure, Cloak of Fear
|
||
|
5: Animate Dead Monsters, Golem, Magic Font
|
||
|
6: Forbiddance
|
||
|
7: Exaction
|
||
|
|
||
|
Druid:
|
||
|
1: Ceremony (Druids [not Rangers or Bards] can cast this at will),
|
||
|
Detect Poison, Precipitation
|
||
|
2: Flame Blade, Reflecting Pool, Slow Poison
|
||
|
3: Spike Growth, Starshine
|
||
|
5: Moonbeam, Spike Stones
|
||
|
6: Loveoak, Transmute Water to Dust
|
||
|
7: Changestaff, Sunray
|
||
|
|
||
|
Other UA spells may adversely affect the balance or flavor of the game.
|
||
|
|
||
|
WISDOM BONUS TO NUMBER OF SPELLS MEMORIZABLE
|
||
|
|
||
|
All classes able to cast clerical-type spells may gain bonus spells
|
||
|
from high Wisdom, including Clerics, Druids, Paladins, Rangers and
|
||
|
Bards.
|
||
|
|
||
|
WISHES
|
||
|
|
||
|
Any reasonably worded Wish to (a) bring back dead party members, (b)
|
||
|
heal the party, or (c) transport the party to a safe location will
|
||
|
probably work. Any greedy Wish is subject to the DM's whim. All Wish
|
||
|
spells cast by magic-users except (a) through (c) will cause 3 years of
|
||
|
aging and require a lengthy recovery time. Any Wish spell put into a
|
||
|
Ring of Wishes or similar device will likewise cause aging at the time
|
||
|
when the device is created.
|
||
|
|
||
|
One Wish can raise one stat one point up to a maximum of 16, then
|
||
|
1/10th of a point (or 10% on Exceptional Strength) thereafter.
|
||
|
One Wish is required to go from 18/00 to 19 Strength.
|
||
|
|
||
|
One Wish can allow a non-human to exceed his racial maximum level by
|
||
|
one level. Note that the Wish doesn't give the character the
|
||
|
experience or training to go up another level; it just by-passes the
|
||
|
maximum for this level.
|
||
|
|
||
|
ERRATA
|
||
|
|
||
|
One of the old Dragon Magazines -- I forget which issue -- published a
|
||
|
list of "Errata" to the DMG1. I dutifully incorporated these in my
|
||
|
DMG1 (I believe mine is from the second printing, 1979), and they form
|
||
|
part of the rules I play by. I have similar corrections for the PHB1.
|
||
|
Since not everybody has these corrections, I'll include them in this
|
||
|
file.
|
||
|
|
||
|
DMG1, p. 13.
|
||
|
In the paragraph marked "Middle Aged:" delete the words in
|
||
|
parenthesis. The CUMULATIVE aging adjustments are:
|
||
|
Young Adult: Wis-1, Con+1
|
||
|
Mature: Str+1, Con+1
|
||
|
Middle Aged: Int+1, Wis+1
|
||
|
Old: Str-2, Dex-2, Con-1, Wis+2
|
||
|
Venerable: Str-3, Dex-3, Con-2, Int+1, Wis+3
|
||
|
|
||
|
DMG1, p. 21.
|
||
|
There's an inserted paragraph about bonus (beyond the table on p. 85)
|
||
|
experience point value for assassinating a character. Since only
|
||
|
NPC's can be Assassins in my game, and since NPC experience points
|
||
|
are really assigned by the DM (me), I'll just summarize: Assassin
|
||
|
receives 100 xp per level of deceased +/- 50 xp times (level of
|
||
|
Assassin minus level of deceased). These xp are multiplied by some
|
||
|
"degree of difficulty of the mission" values: times 0.5 for "simple,"
|
||
|
times 1 for "difficult," and times 1.5 for "extraordinary" (see
|
||
|
SPYING, p.18).
|
||
|
|
||
|
DMG1, p. 39.
|
||
|
After the section on "Acquisition of Magic-User Spells," there's
|
||
|
an insertion entitled "Acquisition of Illusionist Spells."
|
||
|
|
||
|
"Illusionists do not need the spell Read Magic or anything like it in
|
||
|
pursuit of their profession. All illusionist spell books and scrolls
|
||
|
are written in a secret tongue which every apprentice learns from his
|
||
|
or her mentor. This arcane and difficult language is common to all
|
||
|
phantasmal magics, and is necessary for illusionistic conjuring.
|
||
|
When an illusionist gains Read Magic at the 14th level (along with
|
||
|
several other 1st level magic-user spells), this merely allows him or
|
||
|
her to utilize magic-user scrolls that contain spells different from
|
||
|
those on the illusionists' list.
|
||
|
|
||
|
"When a 1st level illusionist receives his first level spell book
|
||
|
from his master, it contains only three spells (Read Magic being
|
||
|
unnecessary). The DM should require the player's character to roll a
|
||
|
d12 on the table of 1st level illusionist spells, rolling three times
|
||
|
and ignoring any rolls that result in duplication. If a DM feels his
|
||
|
or her campaign is unusually difficult, he or she may allow the
|
||
|
player to choose one or even two of these initial spells."
|
||
|
|
||
|
DMG1, p. 42.
|
||
|
There's a further explanation of the fourth level Clerical spell,
|
||
|
Sticks to Snakes:
|
||
|
|
||
|
"Poison: AC 5, MV 15", HD 1, D: 1+poison
|
||
|
Normal: AC 5, MV 12", HD 3, D: 2-5"
|
||
|
|
||
|
DMG1, p. 43.
|
||
|
Restoration ages the caster by 2 years.
|
||
|
Resurrection ages the caster by 3 years.
|
||
|
|
||
|
DMG1, p. 46.
|
||
|
Reincarnation: change to "See the DRUIDICAL spell..." (not CLERIC).
|
||
|
|
||
|
DMG1, p. 52.
|
||
|
Change first sentence of paragraph entitled "Fly spell:"
|
||
|
|
||
|
"Utilizing a Fly spell takes as much concentration as walking, so
|
||
|
most spells could be cast while Flying, either while hovering or
|
||
|
moving slowly (3" or less)."
|
||
|
|
||
|
DMG1, p. 62.
|
||
|
Change table marked "Party's Die"/"Monster's Die" to read:
|
||
|
|
||
|
Party's Monsters' Surprise
|
||
|
Die Die Effect
|
||
|
3 to 6 3 to 6 none
|
||
|
1 1 both surprised
|
||
|
2 2 both surprised
|
||
|
1 or 2 3 to 6 party surprised
|
||
|
3 to 6 1 or 2 monsters surprised
|
||
|
2 1 monsters surprised
|
||
|
1 2 party surprised
|
||
|
|
||
|
DMG1, p. 71.
|
||
|
There are numerous errors in the Example of Melee. For example,
|
||
|
Arlanni the Thief is using a sling with bullets (not a bow with
|
||
|
arrows -- she's a Thief!). Aggro needs a base 8 to hit Balto, and
|
||
|
his adjusted amount is only 6. Later on, Balto uses a staff (he's a
|
||
|
Monk!) and gets the -7 AC adjustment for staff vs. plate & shield.
|
||
|
When Arkayn chooses to attempt to hit Gutboy, Arkayn needs a base 17
|
||
|
to hit AC 1. When Blastum's Shocking Grasp "kills" Arlanni, and
|
||
|
Aggro's axe "kills" Balto, they're really only knocked negative by a
|
||
|
few HP (-2 and -3 respectively), and p. 82 ("Zero Hit Points") says
|
||
|
they're just unconcious, not dead.
|
||
|
|
||
|
(I find it amusing that the bottom of that same page states that "An
|
||
|
experienced DM can do it with only an occasional reference to the
|
||
|
tables (though it is not recommended that you try this -- wait until
|
||
|
it comes naturally).")
|
||
|
|
||
|
DMG1, p. 73.
|
||
|
There's a change to the "Opponents With Weapons Used Normally"
|
||
|
paragraph:
|
||
|
|
||
|
"If the opponent of a grappling, pummeling or overbearing attack has
|
||
|
a weapon, the opponent will always strike first unless the attacker
|
||
|
has surprise. Any weapon hit does NO damage, but it does indicate
|
||
|
that the attacker trying to grapple, pummel or overbear has been
|
||
|
fended or driven off, and the attack is unsuccessful. The
|
||
|
weapon-wielder then has the opportunity to strike at the weaponless
|
||
|
one "for real," if he or she so chooses. Surprised opponents with
|
||
|
weapons have no chance for a fending-off strike, unless the attacker
|
||
|
must use all surprise segments to close to grapple, pummel or
|
||
|
overbear."
|
||
|
|
||
|
DMG1, p. 74.
|
||
|
There's a change to the note under the Fighter's table, "I.B.":
|
||
|
|
||
|
"*Note: Half-elves use the attack matrix as elves do, while non-player
|
||
|
character half-orcs use the attack matrix for monsters.
|
||
|
Dwarves, elves and gnomes are never lower than 1st level
|
||
|
(unlike halflings and humans, which may be 0 level). Bards
|
||
|
fight at their highest level of FIGHTER experience."
|
||
|
|
||
|
DMG1, p. 116.
|
||
|
Change the "Poison" paragraph:
|
||
|
|
||
|
"Only assassins of 9th level or higher may concoct "potions" of
|
||
|
poison -- or any other sort of poison for that matter. Refer to the
|
||
|
section on assassins for details on special forms of poison. No
|
||
|
laboratory or alchemist is needed, but cost and time are found as if
|
||
|
a normal potion was [sic] being prepared."
|
||
|
|
||
|
DMG1, p. 118.
|
||
|
After "Fabrication Of Magic Items By Charmed Or Enslaved Magic-Users:"
|
||
|
paragraph:
|
||
|
|
||
|
"FABRICATION OF MAGIC ITEMS BY ILLUSIONISTS:
|
||
|
Though different spells are employed, the process of fabrication of
|
||
|
magic items which illusionists use is not really very different from
|
||
|
that used by magic-users. It is almost exactly similar [huh?] as
|
||
|
regards costs in both time and money. Some processes are also nearly
|
||
|
identical, such as the making of scrolls, which may be done at the
|
||
|
7th level and up.
|
||
|
|
||
|
"At the 11th level illusionists may be able to create one-shot or
|
||
|
charged magic items, things without a permanent dweomer, such as
|
||
|
potions or a Wand of Illusion, for example. Such items are really
|
||
|
merely storehouses of magical energy which can be released in various
|
||
|
ways. Like any other spell-caster, the illusionist must fashion the
|
||
|
item out of rare and expensive materials, but instead of using
|
||
|
Enchant an Item to prepare the item to receive its enchantment, the
|
||
|
illusionist uses Major Creation to subtly alter its structure in a
|
||
|
magical direction so that it can receive and retain the necessary
|
||
|
spells. During the next 16 hours after casting the Major Creation,
|
||
|
the illusionist instills the primary initial dweomer into the item,
|
||
|
and if his concentration is disrupted even once during this period,
|
||
|
the item instantly fades and forever disappears, like an illusion
|
||
|
that has been dispelled.
|
||
|
|
||
|
"Beginning at 14th level an illusionist may attempt to make items
|
||
|
with a truly permanent dweomer, such as a +1 dagger or a Ring of
|
||
|
Protection, for example. This entails a similar process to the one
|
||
|
described above. The crucial difference is that after a Major
|
||
|
Creation spell has been used to adjust the material object, an
|
||
|
Alter Reality spell must be cast to fix it permanently in place
|
||
|
and make it able to contain a permanent magic. Thus, with a
|
||
|
great expense in time, money and preparation, Major Creation,
|
||
|
Alter Reality, and True Sight spells, and an unflawed gem of not
|
||
|
less than 10,000 g.p., an illusionist might be able to create a
|
||
|
Gem of Seeing.
|
||
|
|
||
|
"The basic thing to remember if details are in question is that
|
||
|
illusionists are a sub-class of magic-users, and except for what
|
||
|
has been outlined above, what applies to magic-users applies to
|
||
|
illusionists as well."
|
||
|
|
||
|
DMG1, p. 121.
|
||
|
G.P. sale values for Giant Control and Giant Strength potions were
|
||
|
reversed; the table should read:
|
||
|
|
||
|
35-36 Giant Control* 400-900 900-1,400
|
||
|
37-39 Giant Strength* (F) 500-750 1,000-6,000
|
||
|
|
||
|
(In my campaign, I also change potion of Polymorh to 500 xp/1500 gp.)
|
||
|
|
||
|
DMG1, p. 123.
|
||
|
Dust of Disappearance 2,000 8,000
|
||
|
Dust of Sneezing and Choking --- 1,000
|
||
|
|
||
|
(In my campaign, I also change Girdle of Giant Strength considerably.)
|
||
|
|
||
|
DMG1, p. 125.
|
||
|
The "drink-half-a-potion" rule: The corrected rule comes after the
|
||
|
paragraph which ends:
|
||
|
|
||
|
"might smell, taste, and look differently [sic]."
|
||
|
|
||
|
Corrected rule:
|
||
|
"Unless otherwise stated, the effects of a potion will last for 4
|
||
|
complete turns plus 1-4 additional turns (d4). If half of a potion
|
||
|
is quaffed, the effects will last one-half as long in some cases.
|
||
|
Potions take effect 2-5 segments AFTER they are imbibed."
|
||
|
|
||
|
DMG1, p. 145.
|
||
|
Change table for Girdle of Giant Strength to be consistent with
|
||
|
Potion of Giant Strength:
|
||
|
|
||
|
Weight Base Rock Bend Bars/
|
||
|
Type Allowance Range Damage Wt.** Lift Gates
|
||
|
Hill +4,500 8" 1-6 140 50%
|
||
|
Stone +5,000 16" 1-12 198 60%
|
||
|
Frost +6,000 10" 1-8 156 70%
|
||
|
Fire +7,500 12" 1-8 170 80%
|
||
|
Cloud +9,000 14" 1-10 184 90%
|
||
|
Storm +12,000 16" 1-12 212 100%
|
||
|
|
||
|
DMG1, p. 167.
|
||
|
Replace Table 3.: Sword Primary Abilities:
|
||
|
|
||
|
Die
|
||
|
Roll Ability
|
||
|
01-11 detect "elevator"/shifting rooms/walls in a 1" radius
|
||
|
12-22 detect sloping passages in a 1" radius
|
||
|
23-33 detect traps of large size in a 1" radius
|
||
|
34-44 detect evil/good in a 1" radius
|
||
|
45-55 detect precious metals, kind, and amount in a 2" radius
|
||
|
56-66 detect gems, kind, and number in a 1/2" radius
|
||
|
67-77 detect magic in a 1" radius
|
||
|
78-82 detect secret doors in a 1/2" radius
|
||
|
83-87 detect invisible objects in a 1" radius
|
||
|
88-92 Locate Object in a 12" radius
|
||
|
93-98 roll twice on this table ignoring scores of 93 to 00
|
||
|
99-00 roll on the Extraordinary Power Table instead
|
||
|
|
||
|
[Ever notice that most of the munchkin-owned intelligent swords
|
||
|
in the world somehow managed to roll 99-00 on this table?]
|
||
|
|
||
|
DMG1, p. 169.
|
||
|
Replace description of Mace of Disruption with:
|
||
|
|
||
|
"Mace of Disruption appears to be a +1 mace, but it has a neutral
|
||
|
good alignment, and any evil character touching it will take 5-20
|
||
|
points of damage due to the powerful enchantments laid upon the
|
||
|
weapon. If a Mace of Disruption strikes any undead creature or evil
|
||
|
creature from one of the lower planes it functions similarly to a
|
||
|
cleric turning undead (see ATTACK MATRICES). The Mace causes all
|
||
|
such creatures to roll on matrix III., MATRIX FOR CLERICS AFFECTING
|
||
|
UNDEAD, as if the wielder were 12th level, and if the creature
|
||
|
struck scores equal to or below [they mean "above"] the number
|
||
|
shown, it is disrupted and slain. Thus, skeletons, zombies, ghouls,
|
||
|
shadows, and wights are instantly blasted out of existence, as are
|
||
|
ghasts and even wraiths; and mummies have only a 20% chance,
|
||
|
spectres 35%, vampires 50%, ghosts 65%, liches 80%, and other
|
||
|
affected evil creatures 95% chance of saving. Even if these saving
|
||
|
throws are effective, the Mace of Disruption scores double damage
|
||
|
upon opponents of this sort, i.e., 2x bonus and 2x dice."
|
||
|
|
||
|
DMG1, p. 174.
|
||
|
In paragraph starting "Greater monsters on higher levels..." change
|
||
|
"trolls" to "shadows."
|
||
|
|
||
|
DMG1, p. 223.
|
||
|
Add table for Monster Summoning VII (land):
|
||
|
|
||
|
01-03 Chimera (couatl)
|
||
|
04-06 Demon, succubus
|
||
|
07-09 Demon, type I
|
||
|
10-12 Demon, type II
|
||
|
13-15 Demon, type III
|
||
|
16-18 Devil, barbed
|
||
|
19-21 Devil, bone
|
||
|
22-23 Devil, horned
|
||
|
24-26 Ettin
|
||
|
27-29 Giant, fire
|
||
|
30-32 Giant, frost
|
||
|
33-35 Giant, hill
|
||
|
36-38 Giant, stone
|
||
|
39-41 Gorgon
|
||
|
42-43 Groaning spirit
|
||
|
44-46 Hydra, 10 heads
|
||
|
47-49 Hydra, pyro-, 8 heads
|
||
|
50-52 Intellect Devourer
|
||
|
53-55 Invisible stalker
|
||
|
56-58 Lamia
|
||
|
59-61 Lizard, fire
|
||
|
62-64 Mind flayer
|
||
|
65-67 Mummy
|
||
|
68-70 Naga, spirit
|
||
|
71-73 Neo-otyugh
|
||
|
74-76 Night hag
|
||
|
77-79 Roper (shedu)
|
||
|
80-82 Shambling mound
|
||
|
83-85 Slug, giant
|
||
|
86-88 Spectre
|
||
|
89-91 Sphinx, hieraco- (andro-)
|
||
|
92-94 Umber hulk
|
||
|
95-97 Will-o-wisp
|
||
|
98-00 Xorn
|
||
|
|
||
|
Replace Monster Summoning VI water table:
|
||
|
|
||
|
Dice Score Monster Summoned
|
||
|
Fresh or Salt
|
||
|
01-33 Octopus, giant
|
||
|
34-00 Snake, sea, giant
|
||
|
|
||
|
Add table for Monster Summoning VII (water):
|
||
|
|
||
|
Dice Score Monster Summoned
|
||
|
Fresh
|
||
|
01-20 Morkoth
|
||
|
21-00 Naga, water
|
||
|
Salt
|
||
|
01-15 Morkoth
|
||
|
16-70 Ray, manta
|
||
|
71-00 Squid, giant
|
||
|
|
||
|
DMG1, end.
|
||
|
Add Appendix O: Encumbrance of Standard Items
|
||
|
|
||
|
PHB1, p. 11.
|
||
|
In the Dexterity table, delete the text next to Dexterity 14. Next
|
||
|
to Dexterity 17, add "or half-orc." Next to 18, add "Maximum
|
||
|
dexterity for a halfling." Add a new row for a dexterity of 19, with
|
||
|
the text "Maximum dexterity for a elf."
|
||
|
|
||
|
PHB1, p. 15.
|
||
|
In Character Race Table III: Ability Score Minimums & Maximums,
|
||
|
change the maximum dexterity of a half-orc to 17.
|
||
|
|
||
|
PHB1, p. 20.
|
||
|
After the table "Spells usable by class and level -- Clerics,"
|
||
|
there's a note:
|
||
|
"** Usable only by clerics of 18 or greater wisdom"
|
||
|
Add the phrase: "who worship greater gods" (per DDG1, p. 9).
|
||
|
|
||
|
PHB1, p. 27.
|
||
|
Under a thief's "Additional abilities" number 2, change the title
|
||
|
of a 4th level thief to "Robber."
|
||
|
|
||
|
PHB1, p. 30.
|
||
|
In the right-hand column, fourth paragraph, "With respect to
|
||
|
combat, monks attack on the same table as CLERICS" (was THEIVES).
|
||
|
|
||
|
PHB1, p. 46.
|
||
|
Change casting time of Cure Disease from 1 turn to 1 round.
|
||
|
|
||
|
PHB1, p. 58.
|
||
|
Under Snare spell, "The snare is magical, so for 1 hour it is
|
||
|
breakable only by CLOUD giant..." (was STORM).
|
||
|
|
||
|
PHB1, p. 73.
|
||
|
Fireball has components VS and M (was just VS).
|
||
|
|
||
|
PHB1, p. 88.
|
||
|
Duration of Reverse Gravity is 1 SECOND (was 1 SEGMENT).
|
||
|
|
||
|
PHB1, p. 103.
|
||
|
Replace the second table with the following:
|
||
|
|
||
|
Party's Monsters' Surprise
|
||
|
Die Die Effect
|
||
|
3 to 6 3 to 6 none
|
||
|
1 1 both surprised
|
||
|
2 2 both surprised
|
||
|
1 or 2 3 to 6 party surprised
|
||
|
3 to 6 1 or 2 monsters surprised
|
||
|
1 2 party surprised
|
||
|
2 1 monsters surprised
|
||
|
|
||
|
|
||
|
----------------------------------------------------------------------
|
||
|
----------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
Disarming Rules
|
||
|
|
||
|
From: brunborg@alkymi.unit.no (Aadne Brunborg)
|
||
|
|
||
|
This system is based on the princip that it's harder to disarm ar opponent when
|
||
|
he's a better fighting man than you, and is not based on what armor type he's
|
||
|
wearing.
|
||
|
|
||
|
|
||
|
In order to disarm an opponent, the attacker must make a successful attack vs.
|
||
|
DAC (DAC=DisArmorClass).
|
||
|
|
||
|
DAC = baseTHAC0
|
||
|
-19("disarm-factor")
|
||
|
-(to-hit-bonus for strenght and specialisation)
|
||
|
-(penalty for non-proficency)
|
||
|
-(AC-bonus for dexterity)
|
||
|
-(magical bonuses on defender's armor (not counting shield)
|
||
|
-1(if defender's weapon has a basket hilt)
|
||
|
|
||
|
|
||
|
The "disarm-factor" is decided like this:
|
||
|
Joe Average is fighting his cousin Bill Average. They both have Average
|
||
|
ability scores (8-12). Joe decides to disarm Bill. They are both 1st
|
||
|
level fighters using long swords, in which they are proficent. The
|
||
|
question is: What number need Joe to roll to disarm Bill? This number
|
||
|
is the "disarm-factor". In my ruling, this number is 19, and this
|
||
|
_includes_ the -4 penalty for called shot to arm. So, Joe tells the DM
|
||
|
that he will disarm Bill. He rolls a 17. He hits the hilt of Bill's
|
||
|
sword, but not good enough to disarm him.
|
||
|
The DM may modify this factor as he likes.
|
||
|
|
||
|
|
||
|
Any disarm attempt causes no damage, as the blow is directed against the weapon
|
||
|
and not the man behind it. A disarm MUST be declared in advance, before
|
||
|
initiative is rolled, or the attack is concidered a normal attack.
|
||
|
|
||
|
Example:Dr Izt Igot Euf, an 8th level ranger armed with a long sword +3 and a
|
||
|
strenght of 18(64) (+2/+3), decides to try to disarm Timok Swordhawk,
|
||
|
an 8th level fighter with long sword +3, strenght of 18(76) (+2/+4),
|
||
|
dex of 16 and double-specialist in longsword (+3/+3).
|
||
|
Dr Izt's modified THAC0 is: 13(base)-3(magic)-2(strenght)=8
|
||
|
|
||
|
Timok's DAC is: 13(baseTHAC0)-19-(2+3)(strenght and specialisation)
|
||
|
-2(AC bonus for dex)=-13
|
||
|
|
||
|
ie. the ranger must hit AC-13 to disarm the fighter.
|
||
|
|
||
|
|
||
|
----------------------------------------------------------------------
|
||
|
----------------------------------------------------------------------
|
||
|
|
||
|
Death's Door Rules
|
||
|
|
||
|
|
||
|
From: ross@LCLARK.EDU (Anthony Ross)
|
||
|
|
||
|
INTRODUCTION
|
||
|
Over christmas break I was in Syria visiting my parents with
|
||
|
little to do (except for my thesis and graduate school applications!)
|
||
|
except read over net stuff and think about rules. The following is a
|
||
|
synthesis of three different house rules posted in the last several months
|
||
|
for characters who are on "death's door." I realize that I am violating
|
||
|
netequitte in not citing the origional poster's names, especially since a
|
||
|
lot of what is below are direct quotes from their posts, but I lost their
|
||
|
names in the process of ging through a mountina of stuff on disk. In any
|
||
|
event, I hope they won't mind as all I'm trying to do is further the game
|
||
|
of AD&D and spread some ideas. With that long-winded introduction and
|
||
|
disclaimer...here goes:
|
||
|
|
||
|
THE RULES
|
||
|
You are fully active and whole from what ever your current maximum
|
||
|
might be to 1 Hit Point. You are envigorated and almost otherworldly if you
|
||
|
some how have more that your maximum hit points..from an AID spell or a potion
|
||
|
of HEROISM, etc.
|
||
|
|
||
|
At 0 hit points you are stable and unconscious. This means that you will
|
||
|
lie there breathing shallowly, faint heart beat, and flickering eyelids
|
||
|
until you have rested enough to regain that 1 hit point. Then you awaken fully
|
||
|
healthy and hale, ready to do battle and fully active, but with only 1 hit
|
||
|
point.
|
||
|
|
||
|
A charecter does not die untill the negative hit points of damage
|
||
|
he/she has taken reaches 1 over his/her constitution. This way "healthier"
|
||
|
charecters have better odds of surviving than weak and frail ones.
|
||
|
|
||
|
If you should take damage to -1 or lower then you are automatically
|
||
|
unconscious AND FALLING!! This means that unless one of the following is
|
||
|
being done, you continue to drop 1 hit point per round:
|
||
|
|
||
|
1. Someone is actively trying to save your life with bandages, CPR and
|
||
|
clearing your throat of blood and other unpleasantries, in doing this
|
||
|
they may restore one hit point per round until you reach 0 hitpoints.
|
||
|
2. Someone casts a healing spell bringing you to 0 hit points.*
|
||
|
3. Someone uses a magical salve bringing you to 0 hit points.*
|
||
|
4. Someone forces a potion down his lips bringing you to 0 hit points.**
|
||
|
|
||
|
*If you try this option, the character has to roll system shock to
|
||
|
avoid choking and gagging on it. If the roll is unsuccessful the charecter has
|
||
|
to make a save vs. death to keep from choking to death. Either way the potion
|
||
|
is lost)
|
||
|
**Magic can only bring the character up to 0 hit points and no
|
||
|
further regardless of how may spells, potions, or devices are used.
|
||
|
|
||
|
If one of the above actions occurs, bringing you to 0 hit points, you
|
||
|
are now stable but unconcious, effectively in a coma. You must be moderately
|
||
|
tended to, wounds checked at least once an hour, new bandages and so on
|
||
|
until you have revived. You will be uncouncious for a number of days equal to
|
||
|
the number of points below 0 you were taken, plus one.
|
||
|
|
||
|
Know these rules, and know when to rush to your comrades aid!
|
||
|
|
||
|
TABLE
|
||
|
Maximum >= 1 hitpoints Perfectly healthy
|
||
|
0 hitpoints Stable but Unconscious
|
||
|
-1 up to -CON hitpoints Bleeding to death
|
||
|
-CON+1 hitpoints DEAD -- only magic will save!
|
||
|
|
||
|
These same rules can be applied to monsters as deemed appropriate
|
||
|
by the DM, of course an approximate CON score will have to be figured out.
|
||
|
|
||
|
These rules obviously add a huge incentive to have a good CON
|
||
|
score. They also have the effect of forcing characters to hack away at
|
||
|
creatures they aren't sure if they've killed yet. In general this probably
|
||
|
moves the game a little further away from "high fantasy" and more towards
|
||
|
"low fantasy," but hey some people prefer that.
|
||
|
|
||
|
EXAMPLES
|
||
|
#1: Bozo the Fighter has 12hp and a 11 Constitution. Fighting an ogre, he
|
||
|
takes a blow for 12 hit points of damage. Bozo drops unconsious and is bleeding.
|
||
|
7 rounds pass while his party dispatches the Ogre. Glinda the Mage then
|
||
|
rushes to Bozo and tends to him (taking one round to get there). Bozo is
|
||
|
stabilized at -8 hp and is alive, Ginda tends to him for eight consecutive
|
||
|
rounds bringing him to 0 hit points. It will be 9 days(9 + -8 = 1) before he
|
||
|
recovers conciousness and then he will be at 1 hp. If they cast a couple cures
|
||
|
on him and bring his hp to 0 he will still be unconcious and will be so for
|
||
|
nine days. If they had been delayed for 4 rounds longer to reach him, he would
|
||
|
have died (-8 + -4 = -12 > 11).
|
||
|
|
||
|
#2: Glinda the Mage has 3 hp and an 18 Con. In a later battle with the ogre's
|
||
|
brother she is hit for 12 hit points. Glinda is now unconcious and is bleeding
|
||
|
at -9 hit points. 2 rounds later (she is now at -11) the ogre maliciously
|
||
|
bashes her again, for another 7 hp of damage. She is now at -18 hp. If she is
|
||
|
not healed THAT round (cure light wounds, salve, staunch the bleeding) she
|
||
|
will reach -19 hp next round and die.
|
||
|
|
||
|
|
||
|
|