Superseded House Rules (circa 2010)

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Post by waysoftheearth » Wed Mar 30, 2011 10:43 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Alchemists
An alchemist must be intelligent and wise but never earns an XP bonus. An alchemist is always literate and has 4 chances in 6 of identifying poisons and potions, and 2 chances in 6 of neutralising identified poisons. He suffers only half damage from any acid or fire which would cause him direct harm and adds +2 to saving throws versus wands, staves and poisons. For all this an alchemist is a non-combatant. He does not wear armour, nor have any particular mastery of any weapon. Instead, he can prepare compounds from alchemical recipes, and can memorise one wizard spell per 2 experience levels (adjusted by intelligence) so long as no memorised spell's level exceeds half his own (or 1, whichever is greater).

An alchemist begins with as many recipes as his chance in 6 due to intelligence + adjustment due to wisdom. He will unlock the secrets of one new recipe with each experience level gained.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:43 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Alchemists
An alchemist must be intelligent and wise but never earns an XP bonus. An alchemist is always literate and has 4 chances in 6 of identifying poisons and potions, and 2 chances in 6 of neutralising identified poisons. He suffers only half damage from any acid or fire which would cause him direct harm and adds +2 to saving throws versus wands, staves and poisons. For all this an alchemist is a non-combatant. He does not wear armour, nor have any particular mastery of any weapon. Instead, he can prepare compounds from alchemical recipes, and can memorise one wizard spell per 2 experience levels (adjusted by intelligence) so long as no memorised spell's level exceeds half his own (or 1, whichever is greater).

An alchemist begins with as many recipes as his chance in 6 due to intelligence + adjustment due to wisdom. He will unlock the secrets of one new recipe with each experience level gained.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:54 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Warlocks
A warlock is the last practitioner of an ancient art, a spell-sword. He must be strong, intelligent and wise and must not be of lawful alignment. A warlock is always literate and has 4 chances in 6 chance of performing any feat of great lore. He also has the use of light armour, the dagger, spear, staff and sword. For his magical prowess, a warlock suffers half damage from any magic which would cause him direct harm, and adds +2 to saving throws versus wands, staves, and magic spells. He can memorise one spell for each odd-numbered level attained (adjusted by intelligence) so long as no memorised spell's level exceeds his own.

A warlock begins with as many spells as his chance in 6 due to wisdom. He will unlock the secrets of one new spell with each even numbered experience level gained.

A warlock's HD advancement is as per the thief class.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:54 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Warlocks
A warlock is the last practitioner of an ancient art, a spell-sword. He must be strong, intelligent and wise and must not be of lawful alignment. A warlock is always literate and has 4 chances in 6 chance of performing any feat of great lore. He also has the use of light armour, the dagger, spear, staff and sword. For his magical prowess, a warlock suffers half damage from any magic which would cause him direct harm, and adds +2 to saving throws versus wands, staves, and magic spells. He can memorise one spell for each odd-numbered level attained (adjusted by intelligence) so long as no memorised spell's level exceeds his own.

A warlock begins with as many spells as his chance in 6 due to wisdom. He will unlock the secrets of one new spell with each even numbered experience level gained.

A warlock's HD advancement is as per the thief class.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:54 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Warlocks
A warlock is the last practitioner of an ancient art, a spell-sword. He must be strong, intelligent and wise and must not be of lawful alignment. A warlock is always literate and has 4 chances in 6 chance of performing any feat of great lore. He also has the use of light armour, the dagger, spear, staff and sword. For his magical prowess, a warlock suffers half damage from any magic which would cause him direct harm, and adds +2 to saving throws versus wands, staves, and magic spells. He can memorise one spell for each odd-numbered level attained (adjusted by intelligence) so long as no memorised spell's level exceeds his own.

A warlock begins with as many spells as his chance in 6 due to wisdom. He will unlock the secrets of one new spell with each even numbered experience level gained.

A warlock's HD advancement is as per the thief class.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:54 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Warlocks
A warlock is the last practitioner of an ancient art, a spell-sword. He must be strong, intelligent and wise and must not be of lawful alignment. A warlock is always literate and has 4 chances in 6 chance of performing any feat of great lore. He also has the use of light armour, the dagger, spear, staff and sword. For his magical prowess, a warlock suffers half damage from any magic which would cause him direct harm, and adds +2 to saving throws versus wands, staves, and magic spells. He can memorise one spell for each odd-numbered level attained (adjusted by intelligence) so long as no memorised spell's level exceeds his own.

A warlock begins with as many spells as his chance in 6 due to wisdom. He will unlock the secrets of one new spell with each even numbered experience level gained.

A warlock's HD advancement is as per the thief class.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Mon Jun 13, 2011 10:11 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Marksmen

A marksman is a professional shooter or missile-Man. He must be strong and dexterous, but does not earn any experience bonus. A marksman adds +2 to saving throws that require great fortitude as a fighter, though his HD advancement is as per the ranger (see http://odd74.proboards.com/index.cgi?ac ... ge=1#46430here).

The marksman has the use of all arms and all armour as does a regular fighter, but does not add damage to melee attacks, nor make multiple attacks per round in melee combat.

Instead he can shoot accurately or quickly with his favoured type of missile weapon, which he must choose at 1st level. In any round of shooting a marksman may choose to either shoot accurately -- adding +1 to hit per 2 experience levels, or else shoot quickly -- increasing his rate of fire as follows:

ExperienceLevel12-34-56-78-9Crossbow*1/23/415/43/2Bow**13/225/23

* Sequence of firing and reloading with a crossbow is:
  • 1 shot per 2 rounds: (1) Fire, (2) Reload.
  • 3 shots per 4 rounds: (1) Fire, (2) Reload, (3) Fire+Reload, (4) Fire+Reload.
  • 1 shot per round: (1) Fire+Reload.
  • 5 shots per 4 rounds: (1) Fire+Reload, (2) Fire+Reload, (3) Fire+Reload+Fire, (4) Reload+Fire+Reload.
  • 3 shots per 2 rounds: (1) Fire+Reload+Fire, (2)Reload+Fire+Reload.
** Sequence of firing with a bow is:
  • 3 shots per 2 rounds: (1) Fire, (2) Fire+Fire.
  • 5 shots per 2 rounds: (1) Fire+Fire, (2) Fire+Fire+Fire.
edit: centred table.
edit: added sequence of firing.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Mon Jun 13, 2011 10:11 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Marksmen

A marksman is a professional shooter or missile-Man. He must be strong and dexterous, but does not earn any experience bonus. A marksman adds +2 to saving throws that require great fortitude as a fighter, though his HD advancement is as per the ranger (see http://odd74.proboards.com/index.cgi?ac ... ge=1#46430here).

The marksman has the use of all arms and all armour as does a regular fighter, but does not add damage to melee attacks, nor make multiple attacks per round in melee combat.

Instead he can shoot accurately or quickly with his favoured type of missile weapon, which he must choose at 1st level. In any round of shooting a marksman may choose to either shoot accurately -- adding +1 to hit per 2 experience levels, or else shoot quickly -- increasing his rate of fire as follows:

ExperienceLevel12-34-56-78-9Crossbow*1/23/415/43/2Bow**13/225/23

* Sequence of firing and reloading with a crossbow is:
  • 1 shot per 2 rounds: (1) Fire, (2) Reload.
  • 3 shots per 4 rounds: (1) Fire, (2) Reload, (3) Fire+Reload, (4) Fire+Reload.
  • 1 shot per round: (1) Fire+Reload.
  • 5 shots per 4 rounds: (1) Fire+Reload, (2) Fire+Reload, (3) Fire+Reload+Fire, (4) Reload+Fire+Reload.
  • 3 shots per 2 rounds: (1) Fire+Reload+Fire, (2)Reload+Fire+Reload.
** Sequence of firing with a bow is:
  • 3 shots per 2 rounds: (1) Fire, (2) Fire+Fire.
  • 5 shots per 2 rounds: (1) Fire+Fire, (2) Fire+Fire+Fire.
edit: centred table.
edit: added sequence of firing.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Mon Jun 13, 2011 10:11 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Marksmen

A marksman is a professional shooter or missile-Man. He must be strong and dexterous, but does not earn any experience bonus. A marksman adds +2 to saving throws that require great fortitude as a fighter, though his HD advancement is as per the ranger (see http://odd74.proboards.com/index.cgi?ac ... ge=1#46430here).

The marksman has the use of all arms and all armour as does a regular fighter, but does not add damage to melee attacks, nor make multiple attacks per round in melee combat.

Instead he can shoot accurately or quickly with his favoured type of missile weapon, which he must choose at 1st level. In any round of shooting a marksman may choose to either shoot accurately -- adding +1 to hit per 2 experience levels, or else shoot quickly -- increasing his rate of fire as follows:

ExperienceLevel12-34-56-78-9Crossbow*1/23/415/43/2Bow**13/225/23

* Sequence of firing and reloading with a crossbow is:
  • 1 shot per 2 rounds: (1) Fire, (2) Reload.
  • 3 shots per 4 rounds: (1) Fire, (2) Reload, (3) Fire+Reload, (4) Fire+Reload.
  • 1 shot per round: (1) Fire+Reload.
  • 5 shots per 4 rounds: (1) Fire+Reload, (2) Fire+Reload, (3) Fire+Reload+Fire, (4) Reload+Fire+Reload.
  • 3 shots per 2 rounds: (1) Fire+Reload+Fire, (2)Reload+Fire+Reload.
** Sequence of firing with a bow is:
  • 3 shots per 2 rounds: (1) Fire, (2) Fire+Fire.
  • 5 shots per 2 rounds: (1) Fire+Fire, (2) Fire+Fire+Fire.
edit: centred table.
edit: added sequence of firing.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Mon Jun 13, 2011 10:11 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Marksmen

A marksman is a professional shooter or missile-Man. He must be strong and dexterous, but does not earn any experience bonus. A marksman adds +2 to saving throws that require great fortitude as a fighter, though his HD advancement is as per the ranger (see http://odd74.proboards.com/index.cgi?ac ... ge=1#46430here).

The marksman has the use of all arms and all armour as does a regular fighter, but does not add damage to melee attacks, nor make multiple attacks per round in melee combat.

Instead he can shoot accurately or quickly with his favoured type of missile weapon, which he must choose at 1st level. In any round of shooting a marksman may choose to either shoot accurately -- adding +1 to hit per 2 experience levels, or else shoot quickly -- increasing his rate of fire as follows:

ExperienceLevel12-34-56-78-9Crossbow*1/23/415/43/2Bow**13/225/23

* Sequence of firing and reloading with a crossbow is:
  • 1 shot per 2 rounds: (1) Fire, (2) Reload.
  • 3 shots per 4 rounds: (1) Fire, (2) Reload, (3) Fire+Reload, (4) Fire+Reload.
  • 1 shot per round: (1) Fire+Reload.
  • 5 shots per 4 rounds: (1) Fire+Reload, (2) Fire+Reload, (3) Fire+Reload+Fire, (4) Reload+Fire+Reload.
  • 3 shots per 2 rounds: (1) Fire+Reload+Fire, (2)Reload+Fire+Reload.
** Sequence of firing with a bow is:
  • 3 shots per 2 rounds: (1) Fire, (2) Fire+Fire.
  • 5 shots per 2 rounds: (1) Fire+Fire, (2) Fire+Fire+Fire.
edit: centred table.
edit: added sequence of firing.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

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