Archive for June, 2001
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:
- 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.
- 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.
- 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.
- 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.
Tags: character, druid, fighter, ranger, spells, thief, trap
Posted in Character Classes | No Comments »
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.
(more…)
Tags: armor, chart, dice, fighter, mage, mystic, rules, shield, thief, trap, weapons
Posted in Character Classes | No Comments »
Saturday, June 23rd, 2001

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First Level
- Cure Light Wounds (Cleric 1)
- Detect Danger
- Faerie Fire
- Locate
- Predict Weather
- Purify Food and Water (Cleric 1)
Second Level
- Heat Metal
- Obscure
- Produce Fire
- Snake Charm (Cleric 2)
- Speak With Animal (Cleric 2)
- Warp Wood
Third Level
(more…)
Tags: cleric, druid, poison, spell list
Posted in Celestial & Arcane | No Comments »
Saturday, June 23rd, 2001

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First Level
- Charm Person (MU 1)
- Detect Magic (MU 1)
- Light (MU 1)
- Locate (Druid 1)
- Predict Weather (Druid 1)
- Read Languages (MU 1)
- Read Magic (MU 1)
Second Level
- Continual Light (MU 2)
- Detect Evil (MU 2)
- Entangle (MU 2)
- ESP (MU 2)
- Locate Object (MU 2)
- Obscure (Druid 2)
- Warp Wood (Druid 2)
(more…)
Tags: druid, magic, poison, spell list
Posted in Celestial & Arcane | No Comments »
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.
| Weapon | 1-handed | 2-handed | Other |
| Battle Axe | 1d8 (-2) | 1d10 (+0) | |
| Hand Axe | 1d6 (+0) | 1d8 (+0) | |
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| Short Bow | n/a | 1d6 (-1) | |
| Long Bow | n/a | 1d8 (-1) | |
| Lt. Crossbow | n/a | 1d6 (+0) | |
| Hv. Crossbow | n/a | 3d4 (+0) | fire 1 per 2 rounds |
| Composite Short Bow | n/a | 1d8 (+0) | STR modifies damage |
| Composite Long Bow | n/a | 1d10 (+0) | STR modifies damage |
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| Blackjack | 1d2 (+0) | 1d4 (+0) | knockout |
| Club | 1d4 (+0) | 1d6 (+0) | |
| Throwing Hammer | 1d4 (+0) | n/a | |
| War Hammer | 1d6 (+0) | 1d8 (+0) | |
| Mace | 1d6 (+0) | 2d4 (+0) | |
| Staff | 1d6 (-2) | 1d8 (+0) | |
| Torch | 1d2 (+0) | 1d4 (+0) | 1d4/1d6 damage when lit |
| Flail | 1d6 (+0) | 2d4 (+0) | |
| Morning Star | 1d6+1 (+0) | 2d4+1 (+0) | |
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| Dagger | 1d4 (+0) | n/a | |
| Katar | 1d4+1 (+0) | n/a | |
| Butterfly Knife | 1d4 (+0) | n/a | throw +2 to hit |
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| Polearm | 1d10 (-2) | 2d6 (+0) | dwarves -3 to hit |
| Javelin | 1d6 (+0) | 1d8 (+0) | small creatures can use |
| Lance | 1d10* (-2) | 2d6 (+0) | double damage for charge |
| Pike | 1d10 (-2) | 1d12 (+0) | |
| Spear | 1d6 (+0) | 1d10 (+0) | |
| Trident | 1d6 (+0) | 1d10 (+0) | |
| Tlacochtli | 1d6 (+0) | 1d10 (+0) | pull out causes 1d6 extra damage |
| Naginata | 1d8 (-2) | 2d6 (+2) | |
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| Sword (Long) | 1d8 (+0) | 1d10 (+0) | |
| Short Sword | 1d6 (+0) | 1d8 (+0) | |
| Bastard Sword | 1d6+1 (+0) | 1d8+1 (+0) | |
| Two-handed Sword | 1d10 (-2) | 1d12 (+0) | |
| Rapier | 2d4-1 (+0) | 2d4 (-2) | -2 to hit vs plate armor |
| Broadsword | 2d4 (+0) | 3d4 (+1) | |
| Katana | 1d8 (+0) | 3d4 (+1) | |
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| Bola | 1d2 (+0) | n/a | entangle |
| Cestus | 1d4 (+0) | n/a | |
| Sling | 1d4 (+1) | n/a | |
| Whip | 1d2 (+0) | n/a | entangle |
| Barbed Whip | 1d4 (+0) | n/a | entangled, save +2 |
| Hooked Net | 1d4 (+0) | n/a | entangle, save -2 |
| Chain Net | nil (+0) | n/a | entangle, save -3 |
| Shurikin | 1d3 (+0) | n/a | |
| Chakram | 1d4 (+0) | n/a | |
Tags: character, dm, katana, mace, mage, sword, weapons
Posted in Equipment | 1 Comment »
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.
(more…)
Tags: armor, chart, katana, mace, mage, rules, sword, weapons
Posted in Equipment | 1 Comment »
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
(more…)
Posted in Printable Sheets | No Comments »
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
(more…)
Tags: armor, Character Classes, chart, dice, dm, fighter, mystic, shield, thief, weapons
Posted in Character Classes | No Comments »