Posts Tagged ‘shield’

Fighter Combat Skills

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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Spell Variations: Wizards' Panache

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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Half-orc

Friday, November 23rd, 2001
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  • Prime Requisite: Strength. Other Requirements: Constitution 9, or better.
  • Experience Bonus: 5% for Strength 13-15; 10% for Strength 16-18.
  • Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hp per level and Constitution adjustments no longer apply.
  • Maximum Level: 12 (36, if optional rules are used.)
  • Armor: Any; shields permitted.
  • Weapons: Any.
  • Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs. Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); extra languages (Orc and player’s choice of: Ogre or Goblin); infravision; Hear Noise; Detect by Smell

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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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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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The Isle of Dread

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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The Wizard's Codex

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…)

Character Class Variations

Thursday, June 8th, 2000
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This is based on the idea that players and the DM will build characters for a story line, not just to suit their gaming needs. In other words, characters should have some panache or style of their own. This means the items below are not rules but rather suggestions on how one might play his own character. The player should be able to freely choose to do this, these are not rule changes. The DM may want to offer “rewards” (some are described below, if you look closely). These rewards are not experience rewards, etc. but instead take the form of some sort of reward in the story, or “good luck.” For example, one reward for being an elf and not using your power to the fullest potential (as a ranger) is that you always seem to find food in the wilderness, you are able to befriend animals more easily (not attacked by bears), and you have a faithful pet (such as a dire wolf). And such rewards can increase as you go up level, because it’s one thing to start out as a “ranger” and then not keep up with it, but someone who has been a ranger for 9 levels should at least have a dire wolf to help him. Again, this is not a rule change.

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Magic Item Tables

Thursday, September 9th, 1999
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1d100Sword
01-13sword+1, +3 vs dragons
14-26sword+1, +3 vs lycantheropes
27-39sword+1, +3 vs undead
40-49sword+1, +3 vs spellcasters
50-59sword+1, +3 vs regeneration
60-65sword+1, cure lt wounds 1/day
66-71sword+1, light 1/day
72-77sword+1, darkness 1/day
78-82sword+1, locate object 1/day
83-86sword+2, flames on command
87-90sword+2, charm person on hit
95-97sword+1, haste user 1/day
98-99sword+1, drain life energy (1d4+4)
100sword+1, wishes (1d4)
1d100Weapon
01-07dagger+1, +3 vs kobolds, goblins, orcs
08-20dagger+1, +3 vs elementals
15-21dagger+1, +3 vs enchanted
22-27mace+1, +4 vs undead
28-33war hammer+1, +4 vs dragons
34-39war hammer+1, +4 vs regeneration
40-45battle axe+1, +4 vs dragons
46-51battle axe+1, +4 vs giants
52-57battle axe+1, +4 vs kobolds, goblins, orcs
58-63polearm+1, +4 vs dragons
64-69polearm+1, +4 vs giants
70-73staff+1, read magic (unlimited)
74-77staff+1, detect magic (unlimited)
78-81mace+1, locate object 1/day
82-85mace+1, cure lt wounds 1/day
86-88whip+1, hold person on hit
89-91spear+2, light 1/day
92-94hand axe+2, double range
95-97war hammer+2, striking 1/day
98-99dagger+1, invisibility 1/day
100war hammer+3, boomerang
1d100Missile/Weapon
01-1420 arrows+1, +4 vs dragons
15-2220 arrows+1, +4 vs lycantheropes
23-3220 arrows+1, +4 vs regeneration
33-4220 arrows+1, +4 vs spellcasters
43-5220 arrows+1, +4 vs undead
53-6010 arrows+2, charm person on hit
61-6710 stones+2, hold person on hit
68-7410 arrows+2, flame (2d6 dmg)
75-8010 arrows+2, lightning (2d6 dmg)
81-8710 quarrels+3, leech (-1 hp/rnd)
88-91sling+1, +3 vs giants
92-94sling+1, +3 vs spellcasters
95-96crossbow+1, darkness on impact
97-98short bow+1, light on impact
99-100long bow+1, dispel magic on impact
1d100Armor
01-11shield+1, +3 vs breath
12-22shield+1, +3 vs spells
23-32shield+1, +3 vs paralysis/stone
33-42leather armor+1, +4 vs poison/death
43-52leather armor+1, +4 vs paralysis/stone
53-60plate mail+1, +3 vs breath
61-68plate mail+1, +3 vs spells
69-75plate mail+1, +3 vs paralysis/stone
76-81chain mail+1, +4 vs poison/death
80-83chain mail+1, +4 vs spells
84-87chain mail+1, +4 vs paralysis/stone
88-91shield+2, +5 vs breath
92-93shield+3
95-97chain mail+2, absorb 2 dmg/attack
98-99plate mail+2, absorb 2 dmg/attack
100leather armor+3, absorb 3 dmg/attack

Notes:

  • 1 in 20 chance of being cursed
  • Hold Person on hit: operates just like the spell, but there is no -2 penalty to save
  • Flame and lightning arrows turn into a bolt of flame or lightning when fired,doing 2d6 dmg.
  • Leech arrows do 1 hp/round after the initial strike until the arrow is removed or healing is applied.
  • Light/darkness on impact: if a creature is hit, he is the victim of the spell, and must save or be blinded.

Optional Rules for Classic Games

Monday, September 6th, 1999
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Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.

Attributes

Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check. (more…)