Archive for June, 2001

Ranger

Tuesday, June 26th, 2001
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Upon reaching 9th level, a Neutral traveling fighter may elect to become a Ranger. The following requirements must be met:

  1. The character must live in a wild location. Rangers do not live in cities and they rarely visit them. Rangers will occasionally pay visits to the nearby village for supplies and to sell furs, or whatever necessary to maintain contact with rural humans. Rangers must do whatever they can to protect their chosen homeland and the people that live there.
  2. If the ranger’s Wisdom score is 13, or greater, the character can cast druid spells as if he were a druid of one-third his actual experience level (round any fractions down); if a fighter becomes a ranger right at 9th level, he’ll immediately gain the spells of a 3rd level druid. A 17th level ranger can cast spells as if he were a 5th level druid.
  3. A ranger may only travel with a number of hirelings equal to, or less than, his druid level. In other words, if he can cast spells as a 5th level druid, he can have five hirelings accompany him.
  4. Rangers can Move Silently and Hide in Shadows as a thief of one-third his actual experience level (round any fractions down.) Rangers can also Find and Remove Traps as a thief of one-third his actual experience level, but only in a woodland environment.

Modified Mystic or Monk

Monday, June 25th, 2001
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Modified Mystic and Monk from Dragon Magazine 09/1981

  • Prime Requisite: Strength and Dexterity. Other Requirements: Wisdom 9, or better.
  • Experience Bonus: 5% for Strength or Dexterity 16-18; 10% for Strength and Dexterity 16-18.
  • Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2/level after 9 with no CON adjustments.
  • Maximum Level: 21.
  • Armor: None; shield not permitted.
  • Weapons: Any.
  • Special Abilities: At 1st level — Armor Class bonuses, increased Movement, Find Traps, Climb Walls, Move Silently, Hear Noise, Martial Arts and Mystical Abilities.

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Druid Spell List

Saturday, June 23rd, 2001
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First Level

  1. Cure Light Wounds (Cleric 1)
  2. Detect Danger
  3. Faerie Fire
  4. Locate
  5. Predict Weather
  6. Purify Food and Water (Cleric 1)

Second Level

  1. Heat Metal
  2. Obscure
  3. Produce Fire
  4. Snake Charm (Cleric 2)
  5. Speak With Animal (Cleric 2)
  6. Warp Wood

Third Level

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Elf Spell List

Saturday, June 23rd, 2001
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First Level

  1. Charm Person (MU 1)
  2. Detect Magic (MU 1)
  3. Light (MU 1)
  4. Locate (Druid 1)
  5. Predict Weather (Druid 1)
  6. Read Languages (MU 1)
  7. Read Magic (MU 1)

Second Level

  1. Continual Light (MU 2)
  2. Detect Evil (MU 2)
  3. Entangle (MU 2)
  4. ESP (MU 2)
  5. Locate Object (MU 2)
  6. Obscure (Druid 2)
  7. Warp Wood (Druid 2)

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New Weapon System

Saturday, June 23rd, 2001
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This system is based on the premise that characters may try to use weapons either 1 handed or 2 handed, and may have some amount of success. Wherever the damage is not applicable (n/a) it means the damage would be the same or it is impossible to use the weapon this way.

Weapon1-handed2-handedOther
Battle Axe1d8 (-2)1d10 (+0)
Hand Axe1d6 (+0)1d8 (+0)




Short Bown/a1d6 (-1)
Long Bown/a1d8 (-1)
Lt. Crossbown/a1d6 (+0)
Hv. Crossbown/a3d4 (+0)fire 1 per 2 rounds
Composite Short Bown/a1d8 (+0)STR modifies damage
Composite Long Bown/a1d10 (+0)STR modifies damage




Blackjack1d2 (+0)1d4 (+0)knockout
Club1d4 (+0)1d6 (+0)
Throwing Hammer1d4 (+0)n/a
War Hammer1d6 (+0)1d8 (+0)
Mace1d6 (+0)2d4 (+0)
Staff1d6 (-2)1d8 (+0)
Torch1d2 (+0)1d4 (+0)1d4/1d6 damage when lit
Flail1d6 (+0)2d4 (+0)
Morning Star1d6+1 (+0)2d4+1 (+0)




Dagger1d4 (+0)n/a
Katar1d4+1 (+0)n/a
Butterfly Knife1d4 (+0)n/athrow +2 to hit




Polearm1d10 (-2)2d6 (+0)dwarves -3 to hit
Javelin1d6 (+0)1d8 (+0)small creatures can use
Lance1d10* (-2)2d6 (+0)double damage for charge
Pike1d10 (-2)1d12 (+0)
Spear1d6 (+0)1d10 (+0)
Trident1d6 (+0)1d10 (+0)
Tlacochtli1d6 (+0)1d10 (+0)pull out causes 1d6 extra damage
Naginata1d8 (-2)2d6 (+2)




Sword (Long)1d8 (+0)1d10 (+0)
Short Sword1d6 (+0)1d8 (+0)
Bastard Sword1d6+1 (+0)1d8+1 (+0)
Two-handed Sword1d10 (-2)1d12 (+0)
Rapier2d4-1 (+0)2d4 (-2)-2 to hit vs plate armor
Broadsword2d4 (+0)3d4 (+1)
Katana1d8 (+0)3d4 (+1)




Bola1d2 (+0)n/aentangle
Cestus1d4 (+0)n/a
Sling1d4 (+1)n/a
Whip1d2 (+0)n/aentangle
Barbed Whip1d4 (+0)n/aentangled, save +2
Hooked Net1d4 (+0)n/aentangle, save -2
Chain Netnil (+0)n/aentangle, save -3
Shurikin1d3 (+0)n/a
Chakram1d4 (+0)n/a

Exotic Weaponry

Saturday, June 23rd, 2001
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This post updates and replaces the previous exotic weapons chart.  Morning Star and Flail are both weapons in original D&D that somehow got left out of the Cyclopedia.  Broadsword is taken from AD&D where it is 2d4.  Rapier stats are also from D&D described in Dragon #175.

The optional rules are provided to add something unique to the weapons, so they’re a little more interesting than just finding “a different kind of sword” that different in name only.

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Character Record Sheets

Friday, June 22nd, 2001
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Here are three different styles of character sheets that I’ve made for my own games in the past.

Simple Character Sheet

This is a simple, portrait-style character sheet that I designed long before very powerful WYSIWG editors.  I used a rudimentary version of Word Perfect 5.1 and early versions of Word for this one.

Simple Character Sheet

Simple Character Sheet

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New Mystic Class

Sunday, June 10th, 2001
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This is a combination of the Mystic/Monk classes I have posted before.

  • Prim Req: Wis and Dex; Other Requirements: Wis 13+, Dex 13+
  • Experience Bonus: 5% for Wis or Dex 16-18; 10% for Wis and Dex 16-18
  • Hit Dice: 1d6/level, +2/level after level 9 with no Con bonus
  • Maximum Level: 16
  • Armor: None; shield not permitted
  • Weapons: Any
  • Hit Rolls: as Fighter
  • Saving Throws: as Fighter

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