Showing posts with label Character Weapons. Show all posts
Showing posts with label Character Weapons. Show all posts

Monday, February 26, 2018

Thief Combat Abilities

With every level, thieves roll a d6 to determine their hit points. At first level, characters are presumed to have rolled an ‘6’ on the die, starting with ‘full’ hit points. Thieves also gain hit points for their body mass, which is rolled by the DM.

Thieves are able to wear only armor fashioned without metal, including leather or padded armor, and leather gauntlets. They are not permitted to use shields or helmets.

Thieves begin with two weapon proficiencies. A new weapon proficiency is gained for every four levels above 1st, at 5th level, 9th level, 13th level and so on.

Thieves may use only those weapons described on the Thief Proficiencies table. Missile weapons, with thrown and hurl ranges, are shown on the Thief missile weapons table.



For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown and hurl ranges are given below, in hexes:



Thus, if the fighter is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Modifiers to hit due to range are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Thief

Sunday, February 25, 2018

Mage Combat Abilities

With every level, mages roll a d4 to determine their hit points. At first level, characters are presumed to have rolled an ‘4’ on the die, starting with ‘full’ hit points. Mages also gain hit points for their body mass, which is rolled by the DM.

Mages may not wear any type of armor. They are permitted the use of a skull cap, which imparts no improvement of armor class, but will protect them against triple damage attacks against no helmet.

Mages begin with one weapon proficiency. A new weapon proficiency is gained for every six levels above 1st.

As mages have generally dedicated little or no time to the understanding of weapons, they are very limited in what weapons they are able to use. Following is a complete list of melee weapons which a mage may use:


For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown (or hurled) ranges are given below:


Thus, if the mage is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Remember that modifiers to hit are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Mage

Illusionist Combat Abilities

With every level, illusionists roll a d4 to determine their hit points. At first level, characters are presumed to have rolled an ‘4’ on the die, starting with ‘full’ hit points. Illusionists also gain hit points for their body mass, which is rolled by the DM.

Illusionists may not wear any type of armor. They are permitted the use of a skull cap, which imparts no improvement of armor class, but will protect them against triple damage attacks against no helmet.

Illusionists begin with one weapon proficiency. A new weapon proficiency is gained for every six levels above 1st.

As illusionists have generally dedicated little or no time to the understanding of weapons, they are very limited in what weapons they are able to use. Following is a complete list of melee weapons which a illusionist may use:


For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown (or hurled) ranges are given below:



Thus, if the illusionist is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Remember that modifiers to hit are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Illusionist

Friday, February 23, 2018

Fighter Combat Abilities

With every level, fighters roll a d10 to determine their hit points. At first level, player characters are presumed to have rolled an ‘10’ on the die, starting with ‘full’ hit points. fighters also gain hit points for their body mass, which is rolled by the DM.

Fighters are able to wear any type of armor, including helmets and gauntlets.

Fighters begin with four weapon proficiencies. A new weapon proficiency is gained for every three levels above 1st, at 4th level, 7th level, 10th level and so on.

Fighters may use any sort of weapon:


For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown and hurl ranges are given below, in hexes:


Thus, if the fighter is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Modifiers to hit due to range are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Fighter

Druid Combat Abilities

With every level, druids roll a d8 to determine their hit points. At 1st level, druids are presumed to have rolled an ‘8’ on the die, starting with ‘full’ hit points. Druids also gain hit points for their body mass, which is rolled by the DM.

Druids are unable to make use of metal armor of any type (even studding or reinforcing metal, and are therefore limited to leather, wood or turtle-shell for their armor. Turtle-shell armor is equivalent to scale mail.

Druids begin with two weapon proficiencies. A new weapon proficiency is gained for every five levels above 1st.

Druids are more flexible in weapon use than clerics and have a greater range of weapons to choose from. Below is a list of weapons a druid may use:


For additional notes regarding these weapons, see the Weapons List.
Bolas are designed so that if thrown at humanoids, on an adjusted 20, the balls and rope will wrap around arms and legs; the creature so struck must make save vs. petrification or be helpless; otherwise the creature will be able to free itself in 2-5 rounds.

For missile weapons, thrown and hurl ranges are given below, in hexes:


See Druid