Monthly Archives: June 2001

Ranger

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

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

Modified Mystic or Monk

Modified Mystic and Monk from Dragon Magazine 09/1981

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

All abilities and changes not noted here are no longer possessed by monks/mystics. In all other situations, use common sense and the Rules Cyclopedia.

  • Combat Chart: Thief.
  • Saving Throws: Fighter.
  • Find Traps, Climb Walls, Move Silently, and Hear Noise: These work exactly as the Thief abilities with the same name.
  • Armor Class Bonuses: The Armor Class of monks improve with experience.
  • Movement: Monks move faster than normal humans, this rate improves with experience.
  • Martial Arts: Monks are the masters of unarmed combat. They receive multiple attacks when unarmed and bonuses to damage done with their hands and feet.
  • Mystical Abilities: These work exactly the same as those listed in the Rules Cyclopedia.

[easytable]
Level,XP,”Attack Rank”,”Find Traps”,”Climb Walls”,”Move Silently”,”Hear Noise”,Move,AC,”Unarmed Attacks”,Damage,Ability
1,0,,10,60,20,30,120,6,1,1d6,
2,”2,000″,,10,61,25,30,125,5,1,1d6,Awareness
3,”4,000″,,15,62,30,35,130,4,1,1d6,
4,”8,000″,,15,63,35,35,135,3,1,1d6,
5,”16,000″,,20,64,40,40,140,3,1,2d6,Heal Self
6,”32,000″,,20,65,44,40,145,2,2,2d6,
7,”64,000″,,25,66,48,45,150,2,2,2d6,
8,”120,000″,,25,67,52,45,155,1,2,2d6,Speak Animal
9,”240,000″,,30,68,55,50,160,1,2,3d6,
10,”360,000″,,30,69,58,50,165,0,2,3d6,
11,”480,000″,,35,70,61,54,170,0,3,3d6,Resistance
12,”600,000″,,35,71,64,54,175,-1,3,3d6,
13,”720,000″,,40,72,66,58,180,-1,3,4d6,
14,”840,000″,,40,73,68,58,185,-2,3,4d6,Speak Anyone
15,”960,000″,,45,74,70,62,190,-2,3,4d6,
16,”1,080,000″,,45,75,72,62,195,-3,4,4d6,
17,”1,200,000″,,50,76,73,66,200,-3,4,5d6,Mind Block
18,”1,320,000″,,50,77,74,66,205,-4,4,5d6,
19,”1,440,000″,,55,78,75,70,210,-4,4,5d6,
20,”1,560,000″,,55,79,76,70,215,-5,4,5d6,Gentle Touch
21,”1,680,00″,,60,80,77,74,220,-5,5,6d6,
,”1,920,000″,H,,,,,,,,,
,”2,160,000″,I,,,,,,,,,
,”2,400,000″,J,,,,,,,,,
,”2,640,000″,K,,,,,,,,,
,”2,880,000″,L,,,,,,,,,
,”3,120,000″,M,,,,,,,,,
[/easytable]

Druid Spell List

First Level

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

Second Level

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

Third Level

  1. Call Lightning
  2. Growth of Animal (Cleric 3)
  3. Hold Animal
  4. Protection From Poison
  5. Striking (Cleric 3)
  6. Water Breathing

Fourth Level

  1. Control Temperature 10′ Radius
  2. Plant Door
  3. Protection From Lightning
  4. Speak With Plants (Cleric 4)
  5. Sticks to Snakes (Cleric 4)
  6. Summon Animals

Fifth Level

  1. Anti-plant Shell
  2. Control Winds
  3. Create Food (Cleric 5)
  4. Dissolve
  5. Insect Plague (Cleric 5)
  6. Pass Plant

Sixth Level

  1. Anti-animal Shell
  2. Create Normal Animals (Cleric 6)
  3. Find the Path (Cleric 6)
  4. Summon Weather
  5. Transport Through Plants
  6. Turn Wood

Seventh Level

  1. Creeping Doom
  2. Earthquake (Cleric 7)
  3. Metal to Wood
  4. Summon Elemental
  5. Survival (Cleric 7)
  6. Weather Control

Elf Spell List

First Level

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

Second Level

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

Third Level

  1. Clairvoyance (MU 3)
  2. Create Air (MU 3)
  3. Dispel Magic (MU 3)
  4. Hold Animal (Druid 3)
  5. Hold Person (MU 3)
  6. Protection from Poison (Druid 3)
  7. Water Breathing (MU 3)

Fourth Level

  1. Charm Monster (MU 4)
  2. Confusion (MU 4)
  3. Growth of Plants (MU 4)
  4. Hallucinatory Terrain (MU 4)
  5. Massmorph (MU 4)
  6. Plant Door (Druid 4)
  7. Summon Animals (Druid 4)

Fifth Level

  1. Anti-plant Shell (Druid 5)
  2. Conjure Elemental (MU 5)
  3. Contact Outer Plane (MU 5)
  4. Feeblemind (MU 5)
  5. Hold Monster (MU 5)
  6. Pass Plant (Druid 5)
  7. Woodform (MU 5)

New Weapon System

This system is based on the premise that characters may try to use weapons either 1 handed or 2 handed, and may have some amount of success. The number in parenthesis is the modifier to hit roll.

damage (hit roll adjustment)

Weapon                 1-handed       2-handed       other
----------------       --------       --------       -----
Battle Axe             1d8 (-2)       1d10 (+0)      1-handed requires 15 str
Hand Axe               1d6 (+0)       1d8 (+0)

Short Bow              n/a            x2* (+0)
Long Bow               n/a            x3* (+0)
Lt Crossbow            n/a            x2* (+0)
Hv Crossbow            n/a            x4* (+0)
Sling                  x2* (+1)       n/a

Arrow                  n/a            n/a            d3 dmg
Quarrel/Bolt           n/a            n/a            d3 dmg
Stone/Shot             n/a            n/a            d2 dmg

Blackjack              1d2 (+0)       1d4 (+0)       knockout
Club                   1d4 (+0)       1d6 (+0)
Throwing Hammer        1d4 (+0)       n/a
War Hammer             1d8 (+0)       1d10 (+0)
Mace                   1d6 (+0)       1d8 (+0)
Staff                  1d6 (-1)       1d8 (+0)
Torch                  1d4 (+0)       1d6 (+0)       +1 damage when lit
Dagger                 1d4 (+0)       n/a

Polearm                1d8 (-2)       2d6 (+0)       -3 to hit for dwarves
Javelin                1d6 (+0)       1d8 (+0)       small creatures can use
Pike/Lance             1d10** (-2)    2d6 (+0)       -2 to hit for dwarves
Spear                  1d6 (+0)       1d10 (+0)
Trident                1d6 (+0)       1d10 (+0)

Short Sword            1d6 (+0)       1d8 (+0)
Sword                  1d8 (+0)       1d10 (+0)
Bastard Sword          1d6+1 (+0)     1d8+1 (+0)
2H Sword               1d8 (-2)       2d6 (+0)

Bola                   1d2 (+0)       n/a            entangle
Cestus                 1d3 (+0)       n/a
Whip                   1d2 (+0)       n/a            entangle, save +1

Katar                  1d4+1 (+0)     n/a
Hooked Net             1d4 (+0)       n/a            entangle, save -1, cont. dmg
Chain Net              nil (+0)       n/a            entangle, save -2
Shurikin               1d3 (+0)       n/a
Barbed Whip            1d4 (+0)       n/a            entangle, save +1, cont. dmg
Butterfly Knife        1d4 (-1)       n/a            +1 (+2) when thrown
Flail                  1d6 (+0)       1d8 (+0)
Morning Star           1d6+1 (+0)     1d8+1 (+0)
Rapier                 2d4-1 (+0)     2d4 (-1)       -1 to hit vs plate armor
Tlacochtli             1d6 (+0)       1d10 (+0)      pull out causes 1d6 extra damage
Chakram                1d4 (+0)       n/a
Broadsword             2d4 (+0)       3d4 (+0)
Composite Bow          n/a            x3* (-1)       add str bonus to dmg
Katana                 1d8 (+0)       3d4 (+1)
Naginata               1d8 (-1)       2d6 (+1)

* Ammunition damage multiplier

** A Lance 1-handed mounted from a horse does 1d10 (+0), charging for 2d10 (+0)

Optional: This is another option in which ANY class can try to use ANY weapon. If the class is restricted from using that weapon, they receive a -2 to hit, and do half damage.

Exotic Weaponry

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

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

[easytable]
Weapon,Damage,Range,Weight,Value,Notes/Optional Rules,Flags
Katar,1d4+1,,20,5,melee only,”w,S”
Hooked Net,1d4,5/10/15,80,15,”10′ diameter, struggle=damage, saves -2″,”s,t,w,M”
Chain Net,0,5/10/15,160,25,”10′ diameter, saves -6, enc x2″,”c,s,t,w,M”
Shurikin,1d3,10/20/30,5,1,,”t,w,S”
Barbed Whip,1d4,,80,15,8′ long,”s,w,M”
Butterfly Knife,1d4,20/40/60,10,5,”missile double dmg on 20, melee dropped on 1″,”s,t,w,S”
Flail,1d6,,40,5,”double dmg on 20, hit self on 1″,”c,M”
Morning Star,1d6+1,,30,5,”double dmg on 20, hit self on 1″,M
Rapier,2d4-1,,60,10,-1 AC for thieves,”s,M”
Tlacochtli,1d6,20/40/60,60,5,1d6 to pull out,”s,t,v,L”
Chakram,1d4,20/40/60,20,3,,”t,w,S”
Broadsword,2d4,,60,10,”double damage on 20, trip on 1″,M
Composite Bow,1d6,70/140/210,40,60,”strength affects damage”,”a,m,s,2H,L”
Katana,1d8,,50,12,”double dmg on 20, no penalty on 1″,M
Naginata,1d10,,80,15,,”2H,L”
[/easytable]

Descriptions

  • Katar: Also known as a “punch dagger,” this blade is much like a dagger, except that it has an H-shaped handle, allowing the wielder to deliver more powerful blows.
  • Hooked Net: This net’s mesh is entwined with hooks which do damage to the victim within. This net is 10′ in diameter. Struggling to break free inflicts normal damage each round. Victims make saves at -2 to avoid capture.
  • Chain Net: This net is 10′ in diameter and made of inter-linking chains instead of rope. It is heavier, but victims must save with a -6 penalty to escape.
  • Shurikin: These are small, sharp throwing starts, or similar object, originating from the far east.
  • Barbed Whip: This 8′ long whip is studded with thorn-like barbs, doing more damage than a normal whip.
  • Butterfly Knife: Butterfly knives are light, well balanced daggers. They receive a +2 on their hit rolls when thrown.
  • Flail: A flail is simply a heavy object, swung on a rope or chain.
  • Morning Star: This is typically a spiked ball swung on a rope or chain, however mace-like variations can be found.
  • Rapier: This is a well-balanced, fencing sword. It receives a -2 penalty to hit vs plate armor.
  • Tlacochtli: This weapon is a jagged harpoon on the end of a rope. The weilder scores a hit and pulls the harpoon back out for an extra 1d6 points of damage.
  • Chakram: A chakram is a sharp throwing disc, or often more of a ring. The edge of the chakram is sharpened enough to split hairs.
  • Broadsword: This heavy sword is used more to crush through the enemy.
  • Composite Bow: This well-made bow fires with equal pressure according to how far back the wielder can stretch the string. The wielder’s strength modifier affects damage.
  • Katana: This is a lighter, well-balanced eastern sword.
  • Naginata: This is a spear-like, eastern weapon. The blade at the end of the long pole-like handle is curved.

Download Character Sheets

Simple Character Sheet

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

Simple Character Sheet
Simple Character Sheet

Sheet of Special Characters

This accommodates non-traditional classes or monsters that should be able to gain levels with the players. It contains places to put the level, max level, which saving throw chart to follow, xp chart, hit roll chart, etc. so that you can keep a record of that special character.

Special  Character Sheet
Special Character Sheet

Landscape Character Sheet

This uses a landscape layout in the traditional style (also see the one made with Scribus below).

Traditional Character Sheet
Traditional Character Sheet

Traditional Character Sheet

A landscape oriented character sheet based on the classic D&D character sheet.

Simple Character Sheet made with Scribus
Simple Character Sheet made with Scribus

If you want to modify it for your own use, here is the Scribus source file.

New Mystic Class

This is a combination of the Mystic/Monk classes I have posted before.

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

[easytable]
Level,Attacks,Damage,AC,Ability
1,1,1d4,9,
2,1,1d4,8,Awareness
3,1,1d4,8,
4,1,1d6,7,Acrobatics
5,2,1d6,7,
6,2,1d6,6,Heal Self
7,2,1d8,6,
8,2,1d8,5,Dodge
9,3,1d8,4,
10,3,1d10,3,Disarm
11,3,1d10,2,
12,3,1d10,1,Resistance
13,4,1d12,0,
14,4,1d12,-1,Mindblock
15,4,1d12,-2,
16,4,1d20,-3,Gentle Touch
[/easytable]
Notes:

  • No enchanted hand attacks
  • No increased movement
  • Can only Climb Walls, Move Silently, and Hide in Shadows as a thief
  • Multiple attacks are multiple actions: the mystic acts as if hasted, being able to perform more than one action
  • Gain XP normally, use Mystic XP chart from the Cyclopedia
  • No option to gain acrobatics at -20%
  • Acrobatics: same as the optional acrobatics of Mystics from the Cyclopedia
  • Dodge: similar to the Fighter Combat Option “parry”
  • Disarm: same as the Fighter Combat Option