Category Archives: Character Classes

Swashbuckler

(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.

A swashbuckler is a combination of a thief and a fighter. They are the lightly armoured “gentlemen” from the upper classes (occasionally middle). It is a particularly popular class among noble or senatorial families, whose members are above petty thievery and (literal) backstabbing as a matter of honour.

  • Combat Chart: Swashbucklers attack as Thieves.
  • Saving Throws: Swashbucklers save as Thieves.
  • Open Locks, Climb Walls, Move Silently and Hide in Shadows: These work exactly as the Thief abilities of the same name.
  • Charisma: Swashbucklers receive a bonus of +1 to their initial Charisma score.
  • Dodge: This ability allows the swashbuckler to dodge (D) one melee attack, per round, by rolling his or her “Dodge” percentage. If he or she declares no attacks, they can try to dodge all incoming melee attacks during the round. Ranged spells, area effect attacks, and missiles cannot be dodged.
                 Open   Climb  Move    Hide in
Level     XP     Locks  Walls Silently Shadows  Dodge
1          0      10      77     15       5      10
2      1,200      15      78     20      10      15
3      2,400      20      79     25      15      20
4      4,800      25      80     30      20      24
5      9,600      30      81     35      24      28
6     20,000      35      82     40      28      32
7     40,000      40      83     44      32      35
8     80,000      45      84     48      35      38
9    160,000      50      85     52      38      41
10   280,000      54      86     55      41      44
11   400,000      58      87     58      44      47
12   520,000      62      88     61      47      50
13   640,000      66      89     64      50      53
14   760,000      69      90     66      53      56
15   880,000*     72      91     68      56      58
16  1,000,000     75      92     70      58      60
17  1,120,000     78      93     72      60      62
18  1,240,000     81      94     74      62      64
19  1,360,000     84      95     76      64      66
20  1,480,000     86      96     78      66      68
21  1,600,000     88      97     80      68      70
22  1,720,000     90      98     82      70      72
23  1,840,000     92      99     84      72      74
24  1,960,000     94     100     86      74      76
25  2,080,000     96     101     88      76      78
26  2,200,000     98     102     89      78      80
27  2,320,000**  100     103     90      80      81
28  2,440,000    102     104     91      82      82
29  2,560,000    104     105     92      84      83
30  2,680,000    106     106     93      86      84
31  2,800,000    108     107     94      88      85
32  2,920,000    110     108     95      90      86
33  3,040,000    112     109     96      92      87
34  3,160,000    114     110     97      94      88
35  3,280,000    116     111     98      96      89
36  3,400,000    118     112     99      98      90

* = Gain Fighter combat options: Two attacks are possible at this level.
** = Three attacks are possible per round at this level.

Fighter Combat Skills

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.

Then there are the optional Weapon Mastery rules. This complicated rule set certainly does add a lot more for Fighters, but seems to unbalance the game too much in the favor of Fighters in general–giving them not only increased weapon damage, but a slew of other techniques for disarming, deflecting weapons, and stunning opponents–all at relatively low levels.

So here is another idea: a set of skills that Fighters get as they increase in level. These skills are mostly maneuvers like the Fighter Combat Options, and you can consider them to be a revised version. (You may want to allow Fighters to always Set Spear vs. Charge, etc.) Comments are appreciated, and I will update this post if I think I can fit the changes in. One particular question is whether or not some of these should be replaced with archery or other ranged skills (aimed attacks, etc.)

Level			Skill
-----			-----
8			Bash
10			Parry
12			Second Attack
14			Disarm
16			Grip
18			Third Attack
20			Dual Weild
22			Dodge
24			Fourth Attack
26			Smash
28			Berserk
30			Fifth Attack
32			Circle
34			Counter
36			Sixth Attack

Bash (level 8) – With this maneuver, the character attempts to bash his opponent with a shield in an attempt to stun the opponent briefly. A bash receives a -2 penalty to hit, and if successful, the opponent must make a Save vs. Paralysis or be unable to take action for one round. A bash maneuver counts as an attack.

Parry (level 10) – Allows a fighter to block a small or medium sized weapon, and thrown missiles, with their own weapon. The player must make a counter “hit roll” (including normal to-hit bonuses). If the player’s roll is higher than the attacker’s roll, the attack is deflected. Thrown missiles are parried with a -2 to the roll. This counts as an attack.

Second Attack (level 12) – Allows a fighter to make a second attack per round. These are attacks, and do not give the fighter two full “moves” including movement, etc. They may be used for other combat options. The DM may also allow some movement (up to 5′) between attacks.

Disarm (level 14) – Allows a fighter to disarm an opponent of an armed weapon, using their own weapon. The player must make a hit roll using bonuses from both Strength and Dexterity. If the hit roll is successful, the victim must make a counter roll using bonuses from both Strength and Dexterity to avoid being disarmed. This counts as an attack.

Grip (level 16) – This skill is not a maneuver, but gives the character a +4 bonus against being disarmed.

Third Attack (level 18) – Allows a fighter to make a third attack per round.

Dual Wield (level 20) – Allows a fighter to wield two weapons and make an extra attack with the second weapon. The extra attack makes hit rolls at a -4 penalty.

Dodge (level 22) – The fighter receives a -4 bonus to AC vs one attacking opponent using melee or thrown missile weapons. The fighter must sacrifice one attack to dodge.

Fourth Attack (level 24) – Allows a fighter to make a fourth attack per round.

Smash (level 26) – Allows a fighter to make a devastating blow, using both hands. This move suffers a -2 penalty to initiative, and a -2 penalty to hit. If successful, the fighter adds entire strength score to damage. This move is done in lieu of all attacks other attacks and maneuvers for that round.

Berserk (level 28) – When going into a berserker rage, the fighter must be focused on one opponent, and may not attack other opponents. The fighter must then fight the opponent to the death–the rage lasts until either the fighter or the opponent is killed. While enraged, the fighter receives a +2 bonus to hit rolls, a +2 bonus to damage rolls, and two extra attacks per round, but suffers a +4 penalty to AC. The fighter may not parry, disarm, circle, or counter. Furthermore, the fighter can continue fighting and does not fall dead until reaching -10 hit points. If the rage ends with the fighter at zero hit points or lower, the fighter will collapse dead.

Fifth Attack (level 30) – Allows a fighter to make a fifth attack per round.

Circle (level 32) – Similar to the theif’s backstab, the fighter attempts to circle around his opponent in battle and attack from behind. This cannot be achieved unless the opponent is distracted by other attackers, and only when there is room to move around. In such cases, the fighter may make his attacks with a -4 penalty to hit, but doing double normal weapon damage. Circling itself counts as one maneuver, while the attack also counts as one. (A successful circle and and backstab maneuver requires two attacks.)

Counter (level 34) – Allows a fighter to make a counter attack after any attack is made. This is allowed in addition to fighter’s own moves, and happens on the opponent’s turn.

Sixth Attack (level 36) – Allows a fighter to make a sixth attack per round.

* SMAUG MUD players may notice some similarities.


Seems like a bit much? Ok, here’s a lite version for the less ambitious:

Level			Skill
-----			-----
9			Bash
12			Second Attack
15			Parry
18			Disarm
21			Grip
24			Third Attack
27			Dual Weild
30			Smash
33			Berserk
36			Fourth Attack

Half-orc

  • 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

Half-orcs stand between 5 1/2 and 6 feet tall, weighing in around 200 pounds. They are stocky, with course black or brown hair, dark skin and dark eyes. Some half-orcs have reddish hair, and lighter color eyes are not unknown, just very rare.

  • Combat Chart: Dwarf, if optional rules are used, half-orcs attack as fighters.
  • Saving Throws: Fighter. Half-orcs receive a +3 bonus on saves vs. Poison.
  • Hear Noise: This ability works exactly the same as the Thief ability with the same name.
  • Detect by Smell: This ability allows the half-orc to detect, and possibly follow, various scents that are beyond the smell of humans. The half-orc may be able to detect someone who is following the party (provided they have a scent,) or poisons in food, etc.
Level	XP	Attack Rank	Hear Noise	Detect Smell
1	0			25		5
2	2,200			30		10
3	4,400			35		15
4	8,800			40		20
5	17,000			45		25
6	35,000			50		30
7	70,000			54		34
8	140,000			58		38
9	270,000			62		42
10	400,000			66		46
11	530,000			70		50
12	660,000*	C	74		53
	800,000		D		
	1,000,000	E		
	1,200,000	F		
	1,400,000	G		
	1,600,000	H		
	1,800,000	I		
	2,000,000	J		
	2,200,000**	K		
	2,400,000	L		
	2,600,000	M

* Gain Fighter Combat Options: Two attacks are possible at this level.
** Three attacks per round are possible at this level.

If optional rules are used for level advancement, half-orcs advance exactly as do dwarves (page 266, Rules Cyclopedia.)

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]

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

Character Class Variations

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.

Palidin/Avenger: war-like cleric who goes on missions and uses weapons/armor to full potential. Note: paladins and avengers can go both for very war-like clerics, or very holy fighters. (war hammer, plate, shield)

Clerics: most don’t care to wear armor since they don’t really use it. (mace, holy symbol, holy water, sling; bandaging)

Druid: cleric who is very neutral and uses natural weapon and armor, and can use druid spells. (usually has pet; herbs, plant, and animal knowledge, poisons, animal frienship)

Ranger: rural elf, often vigilante who takes care of the forest. (leather armor, thief weapons, moderate spells, may have a pet; hunting, navigation)

Bard: one who is adept at playing music, esp. thief

Barbarian: fighter with good STR, CON, and HP, who doesn’t wear armor much (or a lot of clothes for that matter). (big weapons, sometimes shield/chain mail)

Knight: special dubbed fighter loyal to a king, expected to maintain code of his knighthood, and given special priviledges (and honor) in the kingdom.

Monk: fighter with good DEX, wears traditional equipment to his particular monastery, and keeps attuned to honor. Multiple attacks can be multiple moves. (traditional weapons, robes)

Elves: most common elves don’t use spell books. Those of the fighting persuasion utilize armor and weapons to potiential and may know a few misc spells. Those of the magic persuasion travel light and utilize spells and spell books. (plate mail, shield, any weapon, poor spells) vs (little or no armor, 1 or 2 weapons–no large, good spells)