Telengard Fighter s Handbook

Similar documents
Telengard Campaign House Rules

Original concept from:

TRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values

Reference Revised Combat Rules

Race. In D&D, race refers to any intelligent humanoid species

Height. Alignment. Character name. Status. Player name. Weight. Encumbrance. Race. Age. Class. Level. Saving throws.

STEP-BY-STEP RSBM THE FIGHTERS

GOBLIN AMBUSH. Goblin Small Humanoid (Goblinoid), Neutral-Evil. Goblin Small Humanoid (Goblinoid), Neutral-Evil

The Sunless Citadel Combat Reference Document

DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

NUMENERA SYSTEM CHEAT SHEET. Collated by Justin Alexander

Alignment: Any. Hit Die: d8.

Mutants & Masterminds Combat Cheat Sheet (PL 6)

UNEARTHED ARCANA Sidekicks

Level 1 Skirmisher Medium natural beast XP 100. Initiative +4 Senses Perception +7

Death Pit of Moloch. 5E Adventure for Beginner Dungeon Masters & Players.

Feudal Skirmish and Tourney Rules

Brimstone and Iron. Heroic Combat System.

Martial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd

Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, B, Blocking,

WEAPON MASTERY. Acquiring New Weapon Masteries and Increasing Existing Mastered Weapons. Initial Weapon Mastery. Weapon Choices by Level

Night Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take.

"With the power of the Astral Sea flowing through me, and my faith as powerful as a weapon, I fight as my god wills." Prerequisite: Paladin class

Quick Play Rules 1 International Fantasy Gaming Society TABLE OF CONTENTS INTRODUCTION

Prerequisites Name Details Pg. Armor Proficiency (light)

The Pacifist Invented by Edward Couch

COMBAT CARDS. The Easy Way to Assess Your Choices STEVE JACKSON GAMES. An e23 Game Aid for GURPS from Steve Jackson Games

GBH Great Battles Handbook

Aidan Uth Twynam 8 Paladin Character Name Level Class Paragon Path Epic Destiny Total XP

SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web:

TheTomeShow 15 Swordmage 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP

THE WODDAR PROFESSIONS

ALTERNATIVE Witch Hunters

D&D 3.5 Equipment 1. Off hand. Primary hand. Both hands Light STR ½ STR 1 STR 1 One-Handed STR ½ STR 1 STR 1½ Two-Handed (needs both hands) STR 1½

Kingdoms of Kalamar Player s Guide v.3.5 adaptation

MAN-TO-MAN COMBAT WITH ARCHAIC WEAPONS

All Subtiers BARON BOMANDE RUDYAHM CR 3

EN World War of the Burning Sky

Children of Mordheim. Warband Special Equipment. Warband Special Rules

(filler page to properly pair the other pages for online viewing, doesn't exist in printed version, front cover is to the right)

SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web:

Contents Supplement Overview... 2 Using the Supplement... 2 Janshai (Lore Bard)... 3 Roget the Merciful (Life Cleric)... 7.

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom

3 NPCs These are not monsters but rather generic NPCs that you can use as goons. Most of these are not of exceptional skill but focus

Ascendancy LRP Basic Rules

GURPS : COMBAT. Maneuvers

Damage / Current HP. Crit: 3 2-hand, S, Reach, Crit: 3 2-hand, S, Reach,

SHIELD-BEARER. Overview. When a shield-bearer has your back, you feel like you can conquer the Underdark. - General Vingarr Sunderstone

Samurai. Special Ability

Attacks of Opportunity (Part Two) By Skip Williams

Critical Bullet and Melee Hit Chart 2

Force Power Cards (front)

ESCAPE FROM CERANIR A TRUE20 CONVERSION ROBERT J. SCHWALB

Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy.

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Alignment: Any. Hit Die: d10.

B9 Castle Caldwell and Beyond. Dungeons & Dragons 5th Edition Conversion by Kentti

Chief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen

Close Combat Weapons

THE MARTIAL PROFESSIONS

Skaven Clan Eshin v.2.4

by Skip Williams

International Fantasy Gaming Society 7.0 Quick Start Rules

Rune Giant, Samurai DR ACID 30 SKILL NAMES ACROBATICS 2 =DEX APPRAISE 4 =INT BLUFF 9 =CHA = +3 + DEX MODIFIER MISC.

HIVE OF THE DEAD ADVANCED RULES

BLOOD DRAGONS. Vampire: Each Blood Dragon warband must include one Vampire - no more, no less!

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1

Player s Handbook. Burning Hands Page 159: The power now deals half damage on a miss.

QUICK REFERENCE SHEETS

Ride - Sense Motive 1 Spellcraft 1 Stealth 4 Survival - Swim - Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, P/S

SWORDSMAN WEAPON TYPE SKILL POINTS

Errata to the Second Printing

Damage / Current HP. Crit: 3 2-hand, S, Reach. Crit: 19-20/ 2 1-hand, S. Crit: 2 Light, P. Crit: 3 Rng: 110' 2-hand, P

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Goblin Dog CR 1 Init Senses Defense AC Fort Ref Will Immune Offense Speed Melee Statistics Str Dex Con Int Wis Cha Base Atk CMB

Converting Classic D&D to SIMGENS

D&D 5TH BASE CLASSES AND PATHS

DIPLOMACY (Cha CR 93 94) Use to change the initial attitude of an NPC. For every 5 by which your check

Legends of the Untamed West

Fighting and Magic Skills

Dungeons & Dragons 3.5 Edition Index Equipment

Some Minor Corrections for the 2nd Edition Palladium RPG

ATTACK WORKSPACE DEATH SAVING THROW FAILURES CURRENT CONDITIONS AND EFFECTS. RESISTANCES Resist 13 Fire

Siege of Serpents Tier 5-6. A2 Menagerie Run Amok!

Legends of the Ancient World

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

Where fun isn't just in the sweat meats. By Tim Hartin

is yours aione in acter levels 4-6.

Dungeon Delver s Handbook

QRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table

Iroquois Warband. Special Rules. All Iroquois are subject to the following special rules.

D&D Denizens: Goblins

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR

OFFICIAL TORTURED EARTH ERRATA (02JULY2017)

THE CARAVANSERAI. The Caravanserai version /2004 1

INFANTRY. Dark elf infantry (base size: 2.5 x 2.5 cm)

by Cindy Moore A Dungeon Master's Guild Adepts Adventure for use with

Table of Contents. Introduction 1 Character Creation 2 Equipment 3 Adventuring 6 Combat 8 Bestiary 12

Transcription:

Telengard Fighter s Handbook 2/11/2011

Fighter Level Progression Experience Level Hit Dice Attack bonus (d8) 0 1 1 +1 2,000 2 2 +1 4,000 3 3 +2 8,000 4 4 +3 16,000 5 5 +4 32,000 6 6 +5 64,000 7 7 +6 120,000 8 8 +6 240,000 9 9 +7 360,000 10 9+2 +8 480,000 11 9+4 +8 600,000 12 9+6 +9 720,000 13 9+8 +10 840,000 14 9+10 +11 960,000 15 9+12 +12 1,080,000 16 9+14 +13 1,200,000 17 9+16 +14 1,320,000 18 9+18 +15 1,440,000 19 9+20 +16 1,560,000 20 9+22 +16 Breath Attacks Poison or Death Fighter Saving Throws Petrify or Paralyze Spells or Spell-like Devices Level Wands 0 (hireling) 17 14 16 15 18 1-3 15 12 14 13 16 4-6 13 10 12 11 14 7-9 9 8 10 9 12 10-12 7 6 8 7 10 13-15 5 4 6 5 8 16-18 4 4 5 4 7 19+ 4 3 4 3 6

Ability checks, Skills and Special abilities Ability checks will occasionally come into play and I will tell you to roll under a relevant ability score on 2 or more dice (something like simple tasks = 2 dice, moderate tasks = 3 dice, hard = 4 dice, phenomenal = 5 dice, superhuman = 6 dice). I ll take your class and preparation/description into account when assigning difficulty but I have no set list of difficulties. Skills rely on more specialized knowledge than ability checks. Skill checks all require rolling equal or lower than the skill on d6. You will generally only need to make a skill roll when you don t have the time or knowledge to automatically succeed or want to do something extraordinary. For example, you don t need to roll to climb a tree or a rope, but you need to roll to scale a wall without equipment. A skill of 6 fails on a roll of 12 on 2d6. For fighters, the skills will all start at one, but you also get one point at creation to increase a skill which is your hobby/talent/special training. At every even level you gain one more point to assign to that skill. When it reaches 6 you may begin training another skill. The skill list is: 1. Climb: Climbing sheer surfaces with minimal equipment. 2. Hear noise: Hearing muffled sounds through doors, at great distances, or made by stealthy or invisible creatures. 3. Read Languages: Decipher unknown scripts, ciphers, etc. 4. Search: Find secret doors, hidden items, etc., but not traps as this involves touching things. 5. Sleight of Hand: Pick pockets, palm objects, etc. 6. Stealth: Move without noise and hide in the slightest shadow or cover. 7. Survival: Includes tracking, identifying natural poisons, and is added to foraging checks. 8. Tinkering: Pick locks, disarm traps, and other mechanical operations. 9. Traps: Find or set traps. Other special abilities: These rules (and the skills above) replace the standard Labyrinth Lord and B/X rules regarding racial and class abilities. The Cleric s ability to turn undead remains as written in the B/X rules. Back Stab: Any character with surprise or who is attacking an unaware foe gets +2 to hit.

Weapons, Armor, and Combat See the back cover of this booklet for the weapons and armor lists. Class-based damage As a fighter, you do d8 with most weapons, although light or throwable weapons (torches, javelins, and daggers) do d4. Two-handed weapons roll two 2d8 and use the higher die. Missile weapons will use fixed damages listed on the weapons table. Fighters may use any weapon 1. Shields shall be splintered! Any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit. 1 Magical shields will resist splintering: for each +1, they can take an extra hit before being destroyed. Every day, the magical strength of the shield recovers on its own. 2. Weapons Two-handed Weapons: Wielding any melee weapon with two hands gives an attacker +1 to hit. Polearms: Polearms (including long spears and pikes) may attack from the rear rank. Two Weapons: Characters fighting with two weapons add +1 to hit. If encumbrance is at medium of lower, they also add one point to AC, but only in melee (not against missiles). But they only make one attack (player chooses which weapon to use for hit and damage rolls). 3. Combat Maneuvers The attacker declares that he wants to attempt a combat maneuver, such as disarming an opponent, forcing him back, knocking him down, etc. He makes an ordinary, unmodified to-hit roll. A miss means it failed. If the to-hit is a success, but not a critical, the defender can avoid the effect by making a successful to-hit roll against the attacker. (No damage is scored in any case). Here are some sample maneuvers: Disarm ; Knock Down ; Force back a pace ; Grab and pull forward ; Bind weapon/grab weapon arm ; Pin arms ; Prevent attack on comrade ; Switch places ; Slip past opponent ; Trip ; Unhorse. 4. Zero Hit Points: At zero hit points, a PC (& certain NPCs, at DM s discretion) is not necessarily dead. They are hovering on the edge of consciousness, and fall to the ground. They can talk, crawl, or be carried, but any other movement (including making an attack or casting a spell) inflicts further damage (see below). 5. Death & Dismemberment : When a PC is reduced to zero hit points and takes further damage, they must roll on the Death & Dismemberment table. 6. Save or Die! Save or die effects such as poisons reduce a character to zero hit points. 1 http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html

Initiative Each side rolls a d6 to determine who goes first (high die wins). If you are the only character acting, you can add your Dex bonus to the roll. If ALL characters on a side have an initiative bonus, you may add the lowest bonus to the roll. Combat options On your turn, you can do one of the following: 1. Make a full move (walking or running). 2. Make a ½ move (walking rate) and attack. 3. Charge: a full move attack at +2, but -2 AC. If you charge, the defender gets to attack first if he has a longer weapon, and will do double damage with a polearm of any kind. 4. Make a ½ move (walking rate) and throw a weapon. 5. Fire a missile weapon (or cast a spell, read a scroll, use a potion or other magic item). 6. Hold your action. If you want to wait for an opponent to come into range or line of sight, you may state you are holding you action and will act once the condition you are waiting for happens. If it does not happen in this round, your action is wasted. 7. Make a fighting retreat: move up to ½ your normal move away from an enemy. 8. Make a full retreat: move more than ½ your normal move away fro man enemy. The opponent gets a free hack an attack at +2, and your shield doesn t count. 9. Drawing a weapon takes no time, but readying a shield counts as an attack.

The Guilds The cost to join a Guild varies from 0 to 450 GP, depending on circumstances and reaction rolls. The Adventurers Guild can train characters to any level. All other Guilds can train only to 4 th level. However, there are other benefits to joining one of the fighters guilds. Adventurers Guild (Open to all): Members pay 5% of the value of all coins, jewelry, gems and other valuables retrieved from dungeons, monster lairs, and other adventure sites, and 5% of the bounty or reward for any Guild approved quest. Members must not accept quests not approved by the Guild. Members must yield right of way to more senior parties, and may not attack other Guild members except in self-defense or in an official duel or tournament. Templars (Lawful Fighters only): The Templars tithe 10% of all monetary treasures gained. In addition to training, the Templars can provide healing and cure diseases, free for members and for a fee to others. They require their members to swear to always help innocents in need, avenge injustice, keep their word, and punish evildoers. 4 th level Templars may become Paladins. Fire Guard (Neutral Fighters only): 5% tithe. Members may stay for free in the Jomsburg, which is a veritable fortress within the city. They swear to defend their Guild brothers, avenge their deaths, never speak ill of his fellows or quarrel with them, never show fear or to flee in the face of an enemy of equal or inferior strength (though orderly retreat in the face of vastly superior forces is acceptable). Marauders (Chaotic Fighters only): 10% tithe. The Marauders provide training and free axes, arrows, and shields to members. Members must swear to respect the rules of dueling (no interfering once a duel begins, and no magical aids may be used) and never turn down a challenge to combat. Fourth level Marauders may become Berserkers.

Level Titles and Subclasses Level Adventurer s guild only Templars (Lawful) Fireguard (Neutral) Marauders (Chaotic) 1 Veteran Templar Fireguard Reaver 4 Champion Paladin* Hellbrand Berserker* Fireguard* 8 Hero Defender Captain of Destroyer the Guard 10 Lord Paladin Lord General of the Guard Warlord At fourth level and above, aligned fighters guild members may become the subclass associated with their guild: Paladins, Hellbrand Fireguards, or Berserkers. Paladins gain the following benefits: Protection from evil as the spell Protection from evil, 10 radius, once per day. +1 to all saving throws. The ability to turn undead as if they were a cleric two levels lower than their current level. The ability to use magic items normally usable only by clerics. However Paladins may own no more than: two magical weapons, one suit of magical armor, one magical shield, one magical helmet, and two miscellaneous items. The ability to lay on hands, healing 2 HP/level, or curing a disease, or removing fear or paralysis, once per day. Paladins lose these abilities if they intentionally commit a chaotic act. Atonement may be possible depending on the severity of the infraction.

Berserkers gain the following benefits: They may enter a berserk state intentionally, one time per day per level. This requires one round of bark, shield-biting, etc. to enter the berserkergang. They are also required to go berserk after losing ½ or more of their HP in combat. While berserk, a berserker is protected from fire and weapons, and strikes with unnatural power. While berserker they gain a +2 armor class, take only half damage from firebased attacks (and may save for none against effects that normally allow saves for ½ damage), and add their level to damage rolls. While berserk, a berserker gains a +2 save against mind-affecting spells. However once all foes are eliminated (fleeing faster than the berserk can move, dead, or unconscious), the berserk must roll under his Wisdom on four dice to recover his senses. Otherwise he will attack friends and allies. He may make this roll every round until he succeeds or all allies and friends are eliminated. Berserkers may not wear armor of any kind, but may use shields and helmets.

Hellbrand Fireguard gain the following benefits: As law enforcement officials, they may make arrests and carry out searches anywhere within the city of Skara Brae. Only the Adventurer s Guild and Scriptorium are off limits. For political reasons they do not exercise this power in the Citadel of Law, the Citadel of Chaos, the Tower of Xutia, or the Dwarven ghetto. Immune to all magical fear, suggestion, sleep, and charm. Subdual expertise: as guardsmen they are trained to take prisoners rather than kill. Any opponent reduced to zero HP can be automatically knocked out for 2 turns rather than dying (monsters & minor NPCs) or rolling on the Death & Dismemberment table (PCs and major NPCs).

Weapon Damage ENC (cn) Range (+1/0/-1) Burning Oil / Holy Water 1d8 10 10/30/50 Thrown Rock 1d3 10 20/40/60 Cross Bow ( 30 quarrels) 1d8 50 60/120/180 Sling (20 stones) 1d4 20 40/80/160 Short Bow (20 arrows) 1d6 30 50/100/150 Long Bow (20 arrows) 1d8 30 70/140/210 Dagger 1d4 10 10/20/30 Javelin 1d4 50 20/40/60 Torch 1d4 20 - Hand weapon HD 50 10/20/30 Great weapon HD(2) 100 - Pole Arm (one handed) (two-handed) HD HD(2) 150 - Crossbows (and slings used with a shield) require one round to ready before shooting. Bows halve all ranges indoors. HD means damage is equal to the character s hit die. HD(2) means roll two dice and take the higher one. Dwarves and Halflings cannot use pole arms and long bows. Clerics may use only blunt weapons (no bows, crossbows, spears, polearms, etc.). Armor AC GP Enc Shield +1 10 100 Leather +1 5 150 Helmet +1 20 50 Mail +3 70 350 Plate Mail +5 450 450 Full Plate +7 1980 650 Shields do not add AC for characters in Full Plate but may still be used to negate a blow and splinter. AC Armor ENC GP 11 None 0 0 12 Leather or Shield or Helm 150/100/50 5/10/20 13 Leather & Shield, Leather & Helm, 250/200/150 15/25/30 or Helm & shield 14 Leather & Helm & Shield, or Mail 300/350 35/70 15 Mail & Shield, or Mail & Helm 450/400 80/90 16 Mail & Shield & Helm or Plate Mail 500 /450 100/450 17 Plate Mail & Shield or Plate Mail & Helm 550/500 460/470 18 Plate & Helm & Shield or Full Plate 600/650 480/1980 19 Full Plate & Helm or Full Plate & Helm & Shield 700/800 2000/2010