Posts Tagged ‘mage’
Thursday, February 5th, 2009

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Let’s face it, playing a Fighter level after level can get a little boring. A good DM will include some pretty interesting magical items, but aside from that it’s likely that your strategy in battle tends to be “attack the nearest enemy.” A few things have been tried in the history of D&D to make the Fighter a little more interesting and give them something to look forward to.
Fighter Combat Options seem to have been a combined attempt at codifying the kinds of maneuvers that characters can make in a board game-like battle, and to give fighters a couple of extra moves so they can do something besides roll 1d20 in a fight.
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Tags: character, dm, fighter, game, mage, magic, player, rules, shield, table, weapons
Posted in Character Classes | No Comments »
Friday, June 13th, 2008

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Nunchucku – 1d6 – (F,C,T,E,D,H,My) Small, 2-handed weapon that doesn’t lose initiative. Can be used to give +1 in wrestling for choking.
Tetsubo – 1d8 – (F,C,E,D,My,Dr) – Large, 2-handed weapon that loses initiative; pole arm rules.
Sode Garami – 1d4 – (F,E,My,Dr) Large, 2-handed weapon that loses initiative. Can be used to catch the sleeves of the opponent; opponent gets save vs. paraysis.
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Tags: katana, mage, magic, mystic, rules, sword, weapons
Posted in Equipment | No Comments »
Tuesday, July 30th, 2002

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The Color of Magic was an excellent article from Dragon Magazine issue no. 200 by Dan Joyce. I particularly liked it because it showed how the real game isn’t about rules and dice rolling–it’s about story and wonder. It explained how the mechanics of various spells (do damage, heal, improve AC, etc.) are really all the same, it’s how the spells are perceived that make the real difference. Additionally, I have found it a useful technique to tweak certain spells that seem “broken” for a particular campaign.
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Tags: dice, game, mage, magic, rules, shield, spells, trap, wizard
Posted in Celestial & Arcane | No Comments »
Monday, July 30th, 2001

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First of all, this system may seem a little complex at first, but try to read it and see where it’s going. If it’s too much, simplify to suit your needs, but try to keep game balance (either through the rules, or through who obtains chi powers).
Chi (Ki) Powers
Chi powers increase by (level – level_you_learned_power)/2
Chi powers is an ability added for OD&D, providing much of the same kinds of ideas that psionics/sorcerors do. As psionics in D&D3, chi powers are considered to be equivalent of magic and are subject to similar restrictions (dispelled by dispel magic, cancelled by anti-magic, blocked by anti-magic shell, etc).
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Tags: character, dm, game, mage, magic, rules, spells
Posted in Celestial & Arcane | 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.
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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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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.
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Tags: armor, chart, katana, mace, mage, rules, sword, weapons
Posted in Equipment | 1 Comment »
Wednesday, May 30th, 2001

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by BAHUMUTH
Duch Year: 982
The huge saber crashed against the center of the iron sword, throwing its holder back a few steps, and then again in an overhand strike. The tall, plate-mailed knight brought down his steel broadsword down with all his might. The muscular, dark-skinned island-man threw his crude sword to parry, catching the broadsword at its hilt.
The Kikapa island-man, although naked, was very seasoned with his hilt less sword. Comparatively, the knight, mailed in white satin-draped field plate, definitely held the advantage. The Kikapa allowed the knight to come in at him and then fell back against the weight of the knight, causing the knight to lose his balance. He then used this advantage by stopping the collapse of the armor on himself with his leg and then swiped his sword hard against the knight’s head.
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Tags: armor, barbarian, character, cleric, curse, dm, dragons, dungeons, Equipment, fighter, game, mace, mage, magic, map, Monsters, player, poison, random, rogue, shield, spells, sword, table, thief, trap, treasure, weapons, wizard
Posted in Myths & Legends | No Comments »
Thursday, May 3rd, 2001

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The purpose of this document is to provide the DM with a system for handling poisons that can be as complicated or as simple as desired. Different ways of handling poisons range from instant death (as found in the Dungeons and Dragons game) and the simple 1 point of damage per round (as found in video games like the Ultima series). These are both very simple, but not realistic ways of handling ALL poisons. Some games have cumbersome charts that still have their limitations. And even with a chart, poisons shouldn’t be completely random. So hopefully this document will help the DM come up with a satisfactory method of handling poisons. This is by no means a scientific analysis of poison or any attempt for reality. This is merely for game play.
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Tags: character, chart, dm, dragons, dungeons, game, games, mage, player, poison, random, spells
Posted in Rules Hints & Tips | 2 Comments »
Saturday, February 17th, 2001

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Originally published by February 2001, the Wizard’s Codex contains a collection of custom spells created by authors at Heroes Only. All of these spells have been used and tested within the gaming environment, but of course you should consider their effects on your own campaign before adopting them.
This list of spells is updated from time to time, with the “last modified” timestamp appearing at the end of the article. (more…)
Tags: character, dm, game, games, mage, magic, Monsters, random, rpg, shield, spells, table, trap, wizard
Posted in Celestial & Arcane | No Comments »