By Michael Wallace on May 14, 2005
(Modified Rake from Arena of Thyatis)
- Prime Requisite: Dexterity. Other Requirements: Strength 9, or better.
- Experience Bonus: 5% for Dexterity 13-15; 10% for Dexterity 16-18.
- Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2 hp per level and
- Constitution adjustments no longer apply.
- Maximum Level: 36.
- Armour: Leather armour only; shield not permitted; a dagger (main-gauche) may be used in the off-hand, which will improve the Swashbuckler’s Armour Class by one, exactly like a shield.
- Weapons: Any one-handed melee weapon; any thrown missile weapon (hand axe, dagger, rock, net, etc.)
- Special Abilities: At 1st level – Open Locks, Climb Walls, Move Silently, Hide in Shadows, and Dodge. Fighter Combat Options at higher levels. Bonus to Charisma.
By Angelo on July 12, 2002
Let’s face it, playing a Fighter level after level can get a little boring. A good DM will include some pretty interesting magical items, but aside from that it’s likely that your strategy in battle tends to be “attack the nearest enemy.” A few things have been tried in the history of D&D to make the Fighter a little more interesting and give players something to look forward to.
The Cyclopedia’s Fighter Combat Options seem to have been a combined attempt at codifying the kinds of maneuvers that characters can make in a board game-like battle, and to give fighters a couple of extra moves so they can do something besides roll 1d20 in a fight.
By Michael Wallace on November 23, 2001
- Prime Requisite: Strength. Other Requirements: Constitution 9, or better.
- Experience Bonus: 5% for Strength 13-15; 10% for Strength 16-18.
- Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hp per level and Constitution adjustments no longer apply.
- Maximum Level: 12 (36, if optional rules are used.)
- Armor: Any; shields permitted.
- Weapons: Any.
- Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs. Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); extra languages (Orc and player’s choice of: Ogre or Goblin); infravision; Hear Noise; Detect by Smell
By Michael Wallace on June 26, 2001
Upon reaching 9th level, a Neutral traveling fighter may elect to become a Ranger. The following requirements must be met:
- The character must live in a wild location. Rangers do not live in cities and they rarely visit them. Rangers will occasionally pay visits to the nearby village for supplies and to sell furs, or whatever necessary to maintain contact with rural humans. Rangers must do whatever they can to protect their chosen homeland and the people that live there.
- If the ranger’s Wisdom score is 13, or greater, the character can cast druid spells as if he were a druid of one-third his actual experience level (round any fractions down); if a fighter becomes a ranger right at 9th level, he’ll immediately gain the spells of a 3rd level druid. A 17th level ranger can cast spells as if he were a 5th level druid.
- A ranger may only travel with a number of hirelings equal to, or less than, his druid level. In other words, if he can cast spells as a 5th level druid, he can have five hirelings accompany him.
- Rangers can Move Silently and Hide in Shadows as a thief of one-third his actual experience level (round any fractions down.) Rangers can also Find and Remove Traps as a thief of one-third his actual experience level, but only in a woodland environment.
By Michael Wallace on June 25, 2001
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.
By Angelo on June 10, 2001
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
By Angelo on June 8, 2000
This is based on the idea that players and the DM will build characters for a story line, not just to suit their gaming needs. In other words, characters should have some panache or style of their own. This means the items below are not rules but rather suggestions on how one might play his own character. The player should be able to freely choose to do this, these are not rule changes. The DM may want to offer “rewards” (some are described below, if you look closely). These rewards are not experience rewards, etc. but instead take the form of some sort of reward in the story, or “good luck.” For example, one reward for being an elf and not using your power to the fullest potential (as a ranger) is that you always seem to find food in the wilderness, you are able to befriend animals more easily (not attacked by bears), and you have a faithful pet (such as a dire wolf). And such rewards can increase as you go up level, because it’s one thing to start out as a “ranger” and then not keep up with it, but someone who has been a ranger for 9 levels should at least have a dire wolf to help him. Again, this is not a rule change.