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-
-
- The Complete.Net.Handbook
- Version 1.0
- May, 1993
-
- Editor: Joe Delisle
-
- Welcome to the first release of the Complete.Net.Handbook! It's
- taken a while to get everything put together, but I think you'll be
- happy with the effort.
- I first started the CNH when I noticed that there were a lot of
- net.books available: mage spells, cleric spells, plots, etc, but none
- that specifically addressed kits or classes. Having made up several
- kits, I decided to create my own net.book. Rather than limit it just
- kits and classes, the CNH is the collection of everything that doesn't
- have a collection.
- I'm starting the CNH small, including only new character classes,
- house rules, kits, and races. But with the first release done, I'm
- willing to add on more things that need a collection. If you have
- something you want included in the next release, regardless of whether
- or not it fits into one of the categories covered by this edition, send
- me e-mail to one of the addresses below. I'm especially looking for more
- information on monks (for second edition), and new non-magical weapons;
- there wasn't enough information to put them in this edition.
- I would like to thank Dana Carrol, who sent me an excellent mapper
- program. It's available on the greyhawk.stanford.edu FTP site, in the
- /D_D/incoming directory.
- Finally, I'd like to thank all the contributors to the handbook.
- Without their wonderful material, this book would be much smaller, and
- much less enjoyable. Specifically, they are:
- Tim Larson (TEL002@ACAD.DRAKE.EDU)
- Ken Jenks (kjenks@gothamcity.jsc.nasa.gov)
- Aadne Brunborg (brunborg@alkymi.unit.no)
- Anthony Ross (ross@LCLARK.EDU)
- MNP@ALPHA.SUNQUEST.COM
- Steven R. Hamby (ZA9ZA03@UK.AC.MMU.CS.SA)
-
-
- Joe Delisle
-
- Send E-mail to:
- jdelisle@loyola.edu
- jdelisle@cs.loyola.edu
-
-
-
- INDEX
-
-
-
- Section 0: Introduction and Index
-
-
- Section 1: New Character Classes
-
-
- Section 2: New Kits
-
-
- Section 3: Monks
- (to be included in the next release)
-
- Section 4: Non-Standard Races
-
-
- Section 5: House Rules
-
-
- Section 6: New Weapons
- (to be included in the next release)
-
-
-
- Section 1: New Character Classes
-
-
- --------------------------------------------------------------------------
- --------------------------------------------------------------------------
-
-
- The Alchemist
- From: MNP@ALPHA.SUNQUEST.COM
-
- Hit Die Abilities
- Exp. Points Level (d.3) Level Title Gained
- 0-2,500 1 1 Student Chemist A
- 2,501-5,000 2 2 Graduate Chemist B
- 5,001-10,000 3 3 Journeyman Chemist C
- 10,001-22,500 4 4 Low Chemist D
- 22,501-40,000 5 5 Chemist E
- 40,001-60,000 6 6 High Chemist F
- 60,001-90,000 7 7 Alchemist G
- 90,001-135,000 8 8 Black Alchemist H
- 135,001-250,000 9 9 Grey Alchemist I
- 250,001-375,000 10 10 White Alchemist J
- 375,001-750,000 11 10+1 Silver Alchemist K
- 750,001-1,125,000 12 10+2 Gold Alchemist L
- 1,125,001-1,500,000 13 10+3 High Alchemist M
- 1,500,001-1,875,000 14 10+4 Eldest Alchemist N
- 1,875,001-2,250,000 15 10+5 Star Alchemist O
- + 600,000/level Etc. +1/lvl Etc. -
-
-
- Use no weapons (except for what they make)
- Wear no armor of any kind
-
-
- Alchemists are believers in magic and technology. This makes
- them a very special subclass of sages (a sub-category of the
- "esoteric knowledge" branch). They are well versed in chemical,
- herbal, and metalurgical lore. They use this knowledge to
- manufacture their items.
- Alchemists usually don't go adventuring but can be persuaded
- (not too often) or go on their own free will if some sort of
- alchemical relic is involved. They are induced more easily in
- going adventuring if they are hired for making, figuring out,
- and/or using their items.
- Alchemists acquire experience by using the items that they
- made (less for somebody else's), by figuring out items, and
- the money they get from services and items sold at a ratio of
- 10 gold pieces/1 experience point.
-
- Acquired Abilities:
-
- A. Smoke bombs, low glues, and poison
- B. Stink bombs, medium glues, alcohol, alloys, and matches
- C. Poison gas bombs, high glues, acetone, poison antidote, and
- food preservatives
- D. Medicinal products and water putrification elements
- E. Slippery liquids physical, attributes boosters, and flash
- powder
- F. Low acid and basic fire retardents
- G. Medium acid, ultimate fire retardents, and 100% chance to
- identify poisons
- H. Gunpowder, chemical welding agents, and 100% chance to
- identify any basic potion
- I. "Bombs" and stone disolving agents
- J. Highly sophisticated poisons and metal burning agents
- K. Make any potion, cold bombs, and high acid
- L. Combination bombs, lightning bombs, and stone gas bombs
- M. Make any potion at double strength and basic electronics
- N. Dynamite and combination time bombs
- O. Intermediate electronics and rocket propulsion systems
-
-
- Item Cost Days Required Effects
- Smoke bomb 5 3 20'+1'/level x 20'+1'/level cloud.
- Obscures vision up to 3 feet.
- Low glues 1 1 1/2 Elmer's glue.
- Poison 7/die 2/die Does 1d8+1/level. Half damage if
- save vs. poison is made.
- Stink bomb 11 7 25'+1'/level x 25'+1'/level cloud.
- Same effect as a stinking cloud.
- Medium glue 5 3 1/2 Super glue (the cheap stuff).
- Alcohol 10 3 Burns as oil. Can heal 1-4 points.
- Alloys Varies Varies Can make a successful combination
- of any 2 metals.
- Matches 7 4 100 matches.
- Poison gas 25/die 2/die 40'+2'/level x 40'+2'/level cloud.
- bomb Does same damage as poison.
- High glue 50 15 Tough glue (like on cartoons).
- Acetone 50 10 Disolves any sticky material.
- Poison 47 12 As it says.
- antidote
- Food pres- 12 6 1/2 Preserves food for up to 30 days.
- ervatives
- Medicinal 75 10 Heals 1d.8+1 point/level. Can cure
- products disease.
- Water puke* 11 2 1/2 Poisons water or other liquids up
- to 1,000 cubic feet (*=reverse).
- Slippery 17 7 As an oil of slipperiness.
- liquids
- Attribute 750 21 Can raise strength, constitution,
- boosters dexterity, or charisma 1 + 1
- point/5 levels (lasts 1 turn).
-
- Item Cost Days Required Effects
- Flash 27 9 As the spell fireworks + 1 point
- powder of damage/level.
- Low acid 72 12 Does 1-6 damage/round Lasts 1-10
- rounds.
- Basic fire 150 4 Adds a +3 saving throw vs. fire to
- retardents the item it's applied to.
- Medium acid 97 23 Does 1-6 damage/round. Lasts 2-20
- rounds.
- Ultra fire 112 14 Makes item 100% fire proof.
- retardents
- Gunpowder 202 11 When made into a crude bomb, does
- 5-50 damage in a 30'x30' area.
- Chem. weld. 47 19 1/2 Instantly fuses 2 elements.
- agents
- "Bombs" 572 29 Does 10-100 damage in a 40'x40'
- area (anything flammable catches
- fire if save is failed).
- Stone dis. 86 10 Instantly disolves 10 cubic feet
- agents of stone.
- Highly 20/die 4/die It's up to you (i.e. delayed
- soph. poisons action, die or take damage, etc.).
- Metal burn. 279 23 Sets any metal aflame for 1-6
- agents rounds. Unstoppable!!
- Make potions Varies Varies Can make potion of your choice.
- Cold bomb 623 34 40'x40' area cloud. 11d.8 damage.
- High acid 520 23 2-8 points/round. Lasts until
- cleansed or object is eaten away.
- Comb. bomb Varies Varies Varies
- Lightning 12,937 50 Black lightning covers victim's
- bomb body. If save vs. magic is made,
- all but 1-4 hit points gone, if
- save is failed, death.
- Stone gas 729 7 40'x40' area cloud. All in it
- bomb save vs. stoning at -2.
- Make 2x Varies Varies As it says.
- potion
- Basic elec- see see see
- tronics techno techno techno
- Dynamite 1,572 12 45'x45' area blast. 1-100
- damage + 10-100 structural damage.
- Comb. time Varies Varies It's up to you.
- bomb
- Intermediate see see see
- electronics techno techno techno
- Rocket 2,050 3 Makes a bazooka type of delivery
- propulsion weapon that can shoot any type of
- system bomb or potion. Has the range of a
- heavy crossbow. Add 500 g.p. to
- the cost of any bomb to be shot.
-
-
- Additional Notes:
-
- An alchemist's mobile laboratory will be a large wagon with all
- his/her materials. This will be paid for by the employer(s).
- Alchemists can be any alignment.
- Alchemists can use barbaric weapons (such as swords and the
- like) but not get any experience for it.
-
-
- --------------------------------------------------------------------------
- --------------------------------------------------------------------------
-
-
- The Archer
-
- From: MNP@ALPHA.SUNQUEST.COM
-
- Hit Die Abilities
- Exp. Points Level (d.8) Level Title Gained
- 0-1,100 1 1 Novice A
- 1,101-2,200 2 2 Bravo -
- 2,201-4,400 3 3 Bowman B
- 4,401-10,000 4 4 Quickdraw C
- 10,001-20,000 5 5 Sureshot D
- 20,001-40,000 6 6 Deadeye -
- 40,001-80,000 7 7 Marksman E
- 80,001-150,000 8 8 Expert -
- 150,001-300,000 9 9 Archer F
- 300,001-500,000 10 9+2 Master Archer -
- 500,001-700,000 11 9+4 Master Archer(11) G
- 700,001-900,000 12 9+6 Master Archer(12) -
- 900,001-1,100,000 13 9+8 Master Archer(13) H
- + 200,000/level Etc. +2/lvl Etc. -
-
-
- Use any pull bow and short swords
- Wear wear only leather and no shield
-
-
- Archers are users of mainly bows (except short swords as
- noted) and wear little armor. They increase their number of bow
- shots (noted below) as they increase in level. They are mostly a
- subclass of thief but they hit on the fighters' chart.
-
-
- Acquired Abilities:
-
- A. +1 shot/round
- B. +1/2 shot/round
- C. 1st level thief abilities
- D. +1/2 shot/round
- E. +1/2 shot/round
- F. +1/2 shot/round
- G. +1/2 shot/round
- H. +1/2 shot/round
-
-
- Additional notes:
-
- Archers may be any alignment but good.
- When archers get thief abilities they go up at a rate of 1
- level of ability per 1 level experience.
- Archers get their backstabbing ability with bows when they get
- thief abilities.
-
-
- --------------------------------------------------------------------------
- --------------------------------------------------------------------------
-
-
-
- The Barbarian
-
- From: MNP@ALPHA.SUNQUEST.COM
-
- Hit Die Abilities
- Exp. Points Level (d. 10) Level Title Gained
- 0-2,000 1 1 Battler A
- 2,001-4,000 2 2+1 Warrior -
- 4,001-8,000 3 3 Madman B
- 8,001-18,000 4 4 Slayer C
- 18,001-35,000 5 5 Victor D
- 35,001-70,000 6 6 Champion E
- 70,001-125,000 7 7+1 Cutthroat -
- 125,001-250,000 8 8 Beserker F
- 250,001-500,000 9 9+1 Death Dealer -
- 500,001-750,000 10 10 Barbarian G
- 750,001-1,000,000 11 10+3 Barbarian(11) -
- + 250,000/level Etc. +3/lvl Etc. -
-
-
- Use any two handed weapon and any bow or crossbow
- Wear any armor up to chain but no shields
-
-
- Barbarians are uncivilized warrior types that intensely dis-
- like technology or any weapons more complicated than a crossbow.
- They love to fight and get a +3 save vs. fear. They have a
- 50% chance to discard their missile weapons and charge in glee.
- They can choose at any time in combat to go beserk, adding 4
- to their hit probability but -3 to their armor class. Once bes-
- erk, they will fight blindly for 1 round per level below 20th
- that they are, even if the enemy is dead. There is a 60% chance
- for a 1st level barbarian to go beserk uncontrollably. This
- chance is decreased by 5%/level, with a 13th level barbarian
- going beserk only by choice. This chance is rolled at the beg-
- inning of every round until the battle is over or the barbarian
- goes beserk.
- Barbarians also have a great fear of undead, which they
- regard in awe. Use the table below everytime any undead is
- encountered.
-
- 01-60 retreat in an orderly fashion
- 61-90 stand fast and fight at -1 (cannot go beserk)
- 91-00 retreat in complete disarray
-
-
- Acquired Abilities:
-
- A. Hear as a 1st level thief
- B. Climb as a 1st level thief
- C. Move silently as a 1st level thief
- D. +1 to constitution
- E. Can "smell" enemies within 25'
- F. +1 to dexterity
- G. +1 to strength
-
-
- Additional Notes:
-
- Barbarians can only be neutral/neutral or neutral/evil.
- Barbarians can never learn more than 2 languages.
- Barbarians cannot start the game with more than 60 g.p.
- Thief abilities acquired go up at a rate of 1 level/level of
- experience.
-
-
- --------------------------------------------------------------------------
- --------------------------------------------------------------------------
-
-
-
- The Blademaster
-
- From: MNP@ALPHA.SUNQUEST.COM
-
- Hit Die Abilities
- Exp. Points Level (d. 10) Level Title Gained
- 0-3,000 1 1 Veteran -
- 3,001-6,000 2 2 Contester A
- 6,001-12,000 3 3 Duelist B
- 12,001-24,000 4 4 Warrior C
- 24,001-45,000 5 5 Champion D
- 45,001-90,000 6 6 Expert E
- 90,001-140,000 7 7 General Expert F
- 140,001-200,000 8 8 Master Expert G
- 200,001-260,000 9 9 Swordsman H
- 260,001-550,000 10 10 Master Swordsman I
- 550,001-850,000 11 11 True Swordsman J
- 850,000 + 12 12 Guildmaster of Swordsmen K
-
-
- Use any kind of sword
- Wear any kind of armor up to studded leather and shield
-
-
- Blademasters are fighters that use only swords and become
- extremely profficient with them. As their levels increase, so
- does bonuses to hit probability and damage. All blademasters
- belong to the Swordsmen's Guild and must attend a meeting at
- least once a month. The highest level a blademaster can obtain
- is 12th. When the blademaster has enough experience to become
- 12th level he/she must find the nearest Guildmaster of Swords-
- men and fight to the death, the winner being 12th level. There
- are 25 such guildmasters existing, each controlling a 200 mile
- radius area. The guildmaster is in charge of all the guilds in
- his/her area. Also the guildmaster in charge of paying all fees
- but gets all the dues.
-
-
- Acquired Abilities:
-
- bonus on
- Hit prob Damage Other
- A. - +1
- B. +1 +1
- C. +1 +2 Hits as a +1 magic weapon
- D. +2 +2
- E. +2 +3
- F. +3 +3
- G. +3 +4 Hits as a +2 magic weapon
- H. +4 +4
- I. +4 +5
- J. +5 +5
- K. +5 +6 Hits as a +3 magic weapon
-
-
-
-
-
- Additional notes:
-
- 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.
-
-
-