Friday, March 25, 2016

Painting Latest

Some miniature painting lately:

The party's traveling tent:


Some new Wizards:

Some more Wizards, including Abraca-Jesus

Friday, March 11, 2016

ILLUSIONISTS


ILLUSIONISTS

 

Prime Requisite: Intelligence

Experience Bonus: 5% if  Intelligence 13+, 10% if Intelligence 16+.

Hit Dice:  1d4 per level until 9th plus any constitution bonus.  +1 hp per level thereafter, no con. Bonus.

Maximum Level: 36

Armor:  none

Weapons:  club, staff, dagger, dart, torch

Special Abilities:   Illusionist Spells, Bonus Spells, Alchemical Products

 

Illusionists are a group of magic-users who have specialized in the creation of phantasms

 

CLASS DETAILS

Prime Requisite:  An Illusionist's prime requisite is Intelligence.  If the Illusionist has an Intelligence of 13-15 he gains a +5% experience bonus.  If the Illusionist has Intelligence of 16-18 he gains a +10% experience bonus.

Hit Dice: Roll a d4 to determine an Illusionist's hit points, plus Constitution bonus, if any.  He gets 1d4 extra points plus Con bonus for each experience level thereafter until 10th level, where he gains only 1 hit point per level and each level thereafter.

Armor: An Illusionist may not wear armor.

Weapons:  An Illusionist may only use simple weapons, including clubs, staffs, dagger, darts and torches.

 

SPECIAL ABILITIES

Illusionist Spells: Illusionists gain spells on the same schedule as magic-users, except all their spells must appear both in the Hackmaster Player’s Handbook  and the DS Illusionist Spell List.. 

 

Alchemist Products: illusionists can produce alchemical products using the same rules and equipment as NPC alchemists.

 

Bonus Spells:  at 2nd level illusionists gain one bonus first level per day over the normal number for magic users.   At 6th level the illusionist gains one bonus second level spell per day over the normal number for magic users.  And finally, at 10th level, the illusionist gains one bonus third level spell per day over the normal number for magic-users.

 

ILLUSIONISTS EXPERIENCE

Illusionists progress on the same experience table as magic users and can progress to 36th level.

 

ILLUSIONIST COMBAT AND SAVES:

Illusionists use the same attack tables and saving throws as magic-users, and do not gain combat options or maneuvers except those available to all classes.

 

ILLUSIONIST RESTRICTIONS: Illusionists have a narrower range of spells than magic-users (although they have a slightly larger number per day they can cast, see bonus spells--above).  The other restrictions that the Illusionists have are related to magic item use and construction.  Illusionists may make scrolls and foci using the same rules as other casters.  However, they may only use wands and miscellaneous items useable by all classes, or ones limited to magic-users that specifically deal with illusions, invisibility, light, darkness and phantasms.  Illusionists may not make potions or poisons.  They may only create permanent items that they themselves can use.

Thursday, March 10, 2016

LOOT APPRAISAL


APPRAISING LOOT:

 

Coins and Bullion:  all characters can figure out the value of coins and ingots of precious metals, no rolls need to be made.

 

Ordinary Items:  any item that appears in the Gear Book likewise does not need an appraisal.  If the players don’t know the value, it is easily discovered with minimal effort and no cost.

 

Precious and Rare Items:  other items must be appraised in order to get a value.  The character must roll his intelligence or less on a d20 to successfully appraise a piece of loot.  Each character may only attempt to appraise any one object, or group of identical objects, once.  Furthermore, only certain classes are able to even attempt an appraisal, and they are often limited to only certain types of objects.

 

Type of Object
Classes that May appraise
Gems
Thieves, Gnomes
Jewelry
Thieves, Dwarves
Holy Objects
Thieves, Clerics
Books
Thieves, Magic-Users
Fancy Weapons/Armor
Thieves, Dwarves, Fighters
Instruments
Thieves, Bards
Historical Items
Thieves, Bards (but only by using Lore ability)

 

Mystics, Druids, Healers and Berserkers are unable to appraise anything other than items that are specifically associated with their own class or order.   Lackeys think everything is worth a fortune.

Tuesday, March 8, 2016

As requested, Druids

Here's a draft of the Druid rules as requested:






 
DRUIDS
 
Prime Requisite: Wisdom
Experience Bonus: 5% if  Wisdom 13+, 10% if Wisdom 16+.
Hit Dice:  1d6 per level until 9th plus any constitution bonus.  +1 hp per level thereafter, no con. Bonus.
Maximum Level: 36
Armor:  leather and shield (shield must not contain metal elements)
Weapons:  club, staff, sling, net, whip, black jack, torch
Special Abilities:   spells
 
Druids are priests of neutral alignment who have devoted themselves to understanding and protecting nature.
 
CLASS DETAILS
Prime Requisite:  A Druid's prime requisite is Wisdom.  If the Druid has a Wisdom of 13-15 he gains a +5% experience bonus.  If the Druid has Wisdom of 16-18 he gains a +10% experience bonus.
Hit Dice: Roll a d6 to determine a Druid's hit points, plus Constitution bonus, if any.  He gets 1d6 extra points plus Con bonus for each experience level thereafter until 10th level, where he gains only 1 hit point per level and each level thereafter.
Armor: A Druid may only wear leather armor and may use shields, but only if they are made of wood and leather and have not metal parts.
Weapons:  A Druid may only use weapons that have no metal parts.  These include clubs, staffs, slings, nets, whips, black jacks, and torches.
 
SPECIAL ABILITIES
Druid Spells: Druids gain spells on the same schedule as clerics, except all their spells come from the Druid Spell list from the Hackmaster Player’s Handbook.  
 
Turn Undead:  Druids do NOT gain the ability to turn or command undead that most clerics do.  This ability is replaced by a Shape Change ability.
 
Shape Change:  druids have the power to transform into various animal or elemental shapes based on their level.   Each transformation lasts up to one hour, and the number and types of transformations increases with level.  The druid keeps his own hit points, but the attack rating and all attacks, movement, AC and special abilities of the creature are gained by the druid while transformed.  The statistics for the transformed creatures are always derived from the  D&D Rules Cylopedia versions.
 
Level of the Druid
Transformations per Day
New Forms
1
1
Normal Bird, Rodent, Fish
3
2
 
5
3
Wolf, Giant Bass, Small Pterosaur
8
4
 
10
5
Grizzly Bear, Giant Rock Fish, Hippogriff
15
6
Sabre Tooth Tiger, Griffon, Giant Sturgeon
20
7
8 HD elemental
25
8
12 HD elemental
30
9
16 HD elemental
 
 
 MAXIMUM EXPERIENCE LEVEL
Druids progress on the same experience table as clerics.  However, to advance to 30th level, and each level thereafter, the druid must defeat the druid of that level in single combat.
 
DRUID SAVING THROWS:
Druids use the same saving throw tables as clerics.
 
DRUID COMBAT:
Druids use the same attack tables as clerics, and do not gain combat options or maneuvers except those available to all classes.
 
 
DRUID EXPERIENCE TABLE
Same as for clerics.
 
DRUID RESTRICTIONS:
Druids may not use tools or weapons made out of non-organic material.   Their training and philosophy make such a thought repugnant.   Druids must be and remain of Neutral alignment.  Druids may not live in a town or city of any sort.  At ninth level they must chose a woodland or other such wild place and swear an oath to protect that land from destruction and vandalism, placing such protection at a higher priority than all other concerns.   If any of these restrictions are broken, the druid loses his spell casting and shape change abilities until appropriate repentance is demonstrated.
 



Monday, March 7, 2016

Healers, Druids, Books and so forth

Okay, so I have the healers.   Jason wants me to whip up a Druid class that can be run from level 1, and I need to codify the "loot appraisal" system a little bit more.  I'd also might want to add a few more categories to the NPC reaction tables (or not).


The question is, do I just keep sending out Rules Updates, or do I try to edit everything together into one final rules' document?   Any opinions?

Tuesday, March 1, 2016

Healer NPC

I thought that an NPC class, similar to Alchemists and Lackeys, but aimed at healing and curing might be appreciated.  Here's a draft:




HEALERS (NPC CLASS)


 


Prime Requisite: Wisdom


Experience Bonus: 5% if  Wisdom 13+, 10% if Wisdom 16+.


Hit Dice:  1d4 per level until 6th


Maximum Level: 6


Armor:  none


Weapons:  club, staff and dagger.   


Special Abilities:   


Healers are those trained in the mundane and herbalistic traditions of caring for injuries.  Unlike other classes, Healers can be in almost any race from humans to halflings to goblins.




CLASS DETAILS


Prime Requisite:  A Healer's prime requisite is Wisodm.  If the Healer has a Wisdom of 13-15 he gains a +5% experience bonus.  If the Healer has Wisdom of 16-18 he gains a +10% experience bonus.


Hit Dice: Roll a d4 to determine a Healer's hit points, plus Constitution bonus, if any.  He gets 1d4 extra points plus Con bonus for each experience level thereafter until 6th level, the maxmimum level for Healers.


Armor: A Healer cannot wear armor or use a shield. 


Weapons:  A Healer may use clubs, staffs or daggers in combat


SPECIAL ABILITIES




Skilled Nurse: up to 4 patients under the healer’s care will double their natural healing rate while resting.




Herbal Healer: adds one additional hit point of healing when using comfrey root, also adds 20% to the chance of success when using birthroot, chaulmoogra oil, golden rod, tamarind, or white byrony,


 


 Battlefield Surgeon:, a Healer has developed sufficient skill at sewing up wounds that he can cure 1d6 hit points of damage, once per person (1 turn—10 minutes-- of work each) after each battle that is fought.  This requires needle and thread, a supply of cloth for bandages and 1 pint of wine or strong waters per patient.  The attempt is not automatic, he must roll the highest of his Intelligence, Wisdom or Dexterity or less on a d20.




Treat Poison: roll Wisdom or less on d20 to successfully reduce a deadly poison attack into unconsciousness and sickness that will incapacitate victim for 1d6 days or until magical cure or successful treatment with White Lotus.


 


Treat Disease:  roll Wisdom or less on d20 to successfully reduce a deadly disease into feebleness which lasts 1d6 days.  Success on a non-lethal disease reduces the duration by half.




Master Herbalist: the healer can make potions of healing and potions of extra healing using simple pots and gourds and secret herbal remedies.   A healing potion takes 1d4 weeks to concoct, an extra healing potion takes 2d6 weeks to concoct.  The healer must be undisturbed during the entire process.  He must have access to a supply of fresh herbs to try this.




Master Surgeon:  the healer’s surgery attempts cure 2d6 hit points instead of 1d6.


 
MAXIMUM EXPERIENCE LEVEL


Since Healers are specifically trained and function as peaceful healers, they cannot progress past the 6th level of experience.


 


HEALER SAVING THROWS:


Healers use the same saving throw tables as clerics.



HEALER COMBAT:


Healers use the same attack tables as magic-users, and do not gain combat options or maneuvers except those available to all classes.


 
HEALER EXPERIENCE TABLE


EXP LEVEL
EXP POINTS
HD
POWERS
1
0
1d4
Skilled Nurse, Herbal Healer
2
1200
2d4
Battlefield Surgeon
3
2400
3d4
Treat Poison
4
4800
4d4
Treat Disease
5
9600
5d4
Master Herbalist
6
19.200
6d4
Master Surgeon