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.