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15:47, 19th April 2024 (GMT+0)

Character Creation & Rules Info.

Posted by DM HedgeknightFor group 0
DM Hedgeknight
GM, 4 posts
Old-timer
Rules-lite DM
Sat 28 May 2011
at 16:26
  • msg #1

Character Creation & Rules Info

Character Creation:

> Core Books: Players Handbook, Dungeon Masters Guide, & Unearthed Arcana; may also use some info from Dragon magazine or other 1E sources.
> Core Classes: Cleric, Druid, Illusionist, Fighter, Magic-User, Monk, Paladin, Ranger, Thief - no Assassin, Barbarian, or Cavalier characters for now. Multi-class characters are acceptable.
> Core Races: NO LEVEL LIMITS!
However, there will be an 10% xp penalty once a race moves beyond the normal (PHB) limits for its class.

Rolling the dice:
> 4d6 - drop lowest, make 1's and 2's a "3"; arrange to suit your character choice.
> Hit Points:  All characters will receive maximum hit points at 1st level. Thereafter, you may roll, or take average hit points instead:
Hit Die      Average Hit Points
d4                  3
d6                  4
d8                  5
d10                 6
d12                 7
(Don't forget to add in your CON bonuses!)

Level of character:
>Start at 1st level: Fighter, Paladin, Ranger

>Start at 2nd level: All arcane/divine spellcasters, Monk, Thief
(With just enough XP to be at the beginning of the level.)

Starting Equipment/Gold/Magic:
> Use table on page 35 of PHB; half gold for 1st level, then roll on table for levels beyond 1st.
> Each character will have 1-2 magic items. 1st level characters have one magic item; 2nd level characters have two magic items. Roll 1d4 to determine which list, then roll from the lists below:

On a roll of 1 or 2:
Potion (roll d20):
1/ Animal Control
2/ Clairaudience
3/ Clairvoyance
4/ Climbing
5/ Diminution
6/ Fire Resistance
7/ Flying
8/ Gaseous Form
9/ Growth
10/ Healing
11/ Heroism
12/ Invisibility
13/ Invulnerability
14/ Levitation
15/ Oil of Slipperiness
16/ Plant Control
17/ Polymorph Self
18/ Speed
19/ Super-Heroism
20/ Sweet Water

On a roll of 3 or 4:
Minor Magic Weapons/Items: (Roll d100)
01-75 - +1 Ranged Weapon (arrow, bolt, sling bullet, dart; half-dozen)
76-95 - Bracers of Defense AC7, Shield +1, or Melee Weapon +1 (your choice)
96-00 - Ring of Water Walking, Boots of Elvenkind, Javelin of Lightning, or +1 Armor (your choice)

Some additions to Armor/Equipment/Weapons:

Armor:
Leather Coat - Cost 7gp, AC 9, Wt. 10 lbs
Mail Shirt - Cost 100 gp, AC 6, Wt. 25 lbs
Steel Breastplate - Cost 300 gp, AC 5, Wt. 30 lbs

Weapons:
Axe, Two-Handed - Cost 20 gp, Damage 1d12, Wt. 20 lbs
Flail, Heavy - Cost 15 gp, Damage 1d10, Wt. 20 lbs
Katar (punching dagger) - Cost 3 gp, Damage 1d4+1, Wt. 1 lb
Mace, Heavy - Cost 12 gp, Damage 1d8, Wt. 12 lbs
Sword, Rapier - Cost 20 gp, Damage 1d6, Wt. 2 lbs

Missile Weapons:
Arrows (quiver of 20) - 2 gp, Wt. 3 lbs
Arrows (quiver of 12) - 15 sp, Wt. 2 lbs
Arrows (silver) 2 gp each, Wt. 0.2 lbs
Bolts (quiver of 12) - 1 gp, Wt. 1 lb
Hand Crossbow - 100 gp, Damage 1d4, Wt. 3 lbs

Miscellaneous Equipment:
I could list 100 or more items to add to the list from the PHB. Items such as winter blanket, grappling hook, horn, parchment, whistle, etc. It might be simpler just to say that if there is an item you want your character to have that is not on the 1E PHB list, just let me know and we'll work it out. Cool?
This message was last edited by the GM at 10:58, Mon 20 June 2011.
DM Hedgeknight
GM, 5 posts
Old-timer
Rules-lite DM
Sat 28 May 2011
at 23:10
  • msg #2

Re: Character Creation & Rules Info

House Rules

Many of these are by Ken-do-nim (of the Dragonsfoot.org Forums), edited by jaseclimb7, tweaked by me. Some are my own and some I stole...er...borrowed from other sources, namely the Castles & Crusades Players Handbook. And...these are up for discussion, change, addition, etc. Remember: this is OUR game!

Races and Class Options:

> Dwarf: Dwarves hail from the depths of the earth, and have lived there for ages beyond count. Much like the stone they resemble, dwarves possess great fortitude and an indomitable will of granite. Dwarves feel bound by codes of honor that obligate them to kin and kingdom. Dwarves are meticulous and patient. All possess an expert's attention to detail, and granite determination, regardless of the undertaking at hand. Their expertise in the crafting of metal is without equal in the world, and their steadfastness in battle is as certain as a mountain is strong; they are also adept in crafting stone. The dwarven personality stems from a sense of duty, loyalty and just compensation enforced by centuries of tradition.
Racial Traits: Deepvision 120' - can see in total darkness with no light source at all.
Class Options: Cleric, Fighter, Thief


> Elf: An ancient and timeless race, Elves embody the grace and beauty of the natural world. A long life gives them a deep degree of patience and the opportunity to acquire a vast knowledge of the world and its history. Elves relish beauty, both natural and crafted, and are masters at gardening, animal husbandry, metalworking, and arcane studies. Their love for beauty and the desire to shape the world brings elves their greatest joy and greatest sorrow. Their timeless vision allows them to see both the beauty and the tragedy in all things. This gives their personality a fatalistic tone, being uneasy with death and what it entails.
Racial Traits: Twilight Vision - Even under starlight, moonlight or torchlight, Elves have exceedingly good vision. They can distinguish color and detail for up to one mile when they are outdoors.
Class Options: Cleric, Fighter, Magic-User, Thief

> Gnome: Closely bonded to nature and its essence, Gnomes are partial to forests and mountains, but can be found living just about anywhere. Often associated with pranks and mischief, Gnomes tend to be more interested in relaxation and mirth, being famous for their songs, dances, drinks, speeches, and various forms of entertainment. Very curious by nature, Gnomes are forever tinkering or traveling to learn new things, meticulously crafting items from wood or stone or cloth.
Racial Traits:
Enhanced Hearing > Gnomes have keen ears, often likened to those of a fox. As such, Gnomes have a 25% chance to detect noises.
Spell Use > Gnomes have the innate ability to cast three (3) Cantrips each day. (See page 30 of UA for the list.)
Class Options: Cleric, Fighter, Illusionist, Thief

> Half-Elf: Intelligent, perceptive, and quick witted, Half-Elves blend into most societies quite well. Due to their mixed lineage, they exhibit an almost supernatural degree of empathy, giving them an uncanny understanding of people. Their lineage determines their personality and their life span is long, often leading them to have the same fatalistic view of the world like Elves have. Half-Elves tend to wander but harbor few prejudices for other races. They make steadfast adventuring companions.
Class Options: Cleric, Druid, Fighter, Magic-User, Ranger, Thief

> Halfling: Generally an agrarian people, Halflings prefer open pastures and lush farmlands to cities and other places crowded with tall folk. Meticulous and prosperous, Halflings enjoy good food, relaxation, and a quiet life. They are jovial, friendly and hospitable, yet preferring their own culture over others. Halflings work diligently on their farms, houses, and gardens, and are adept at baking and brewing. Few are adventurers, but those few are stout companions who show little fear in the face of danger.
Racial Traits: Duskvision - with their large, piercing eyes, Halflings can see in starlight and moonlight just as a human can at dusk.
Class Options: Druid, Fighter, Thief

> Half-Orc: Existing on the edge of society is the norm for Half-Orcs. Most have an unpleasant demeanor, and some are repulsive and even hideous to behold. Unsavory and contentious individuals, Half-Orcs have few friends or allies. However, this social stigma combined with the militant aggressiveness of their Orc heritage produces a nearly fearless warrior and relentless foe. Half-Orcs are unswervingly loyal to those they trust and in whom they place their faith. On the other hand, to those who break that faith, Half-Orcs have an undying enmity and no effort will be spared in righting a wrong and taking revenge upon their enemies. Half-Orcs can be both a friend and companion of immense value or a foe of terrible power.
Racial Traits: Enhanced Sense of Smell - This ability allows Half-Orcs to detect the presence, but not the specific location, of creatures within 30 feet or within 60 feet if the creature is upwind. Strong scents can be detected at twice those ranges. If a Half-Orc becomes familiar with an individual, he can learn the individual's scent and recognize it.
Class Options: Cleric, Fighter, Thief


Classes:

Bard

> Armor allowed: Leather, Leather Coat, Padded. May also use a Buckler Shield w/o penalty.

Cleric

> Healing spells add 1 hit point per level of the cleric.
> May use the favored weapon of their deity regardless of class restrictions.
> Turn undead - max range 60 feet.

Druid

> Druids may be Neutral Good, Neutral, or (in the case of NPC's) Neutral Evil.
> Healing spells add 1 hit point per level of the druid.
> Druids may use the favored weapon of their deity regardless of class restrictions.
> Armor allowed: Leather, Leather Coat, Hide; may also use a small wooden shield w/o penalty.
> When a druid changes form (into a bird, reptile, or mammal), he/she retains the ability to speak; however, he/she cannot cast spells while in animal form.
> Spell casting option: Since druids are elemental in nature, I believe they are "in touch" with the primal forces of their deity. Thus, they may gain bonus spells for high wisdom like clerics do OR they may forgo the bonus spells for being allowed to cast ANY spell from the druid spell list as needed. This means they would not have to prepare for spells ahead of time and may cast spells from the druid list per their class limitations.

Fighter

> Weapon Specialization as per Unearthed Arcana. May only specialize in one weapon and they are not allowed to double specialize.

Illusionist

> Minimum requirements: Intelligence 13, Dexterity 13
> Read Magic is a class ability and usable at will.
> May cast Cantrips per rules in Unearthed Arcana.
> Weapons allowed: club, dagger, dart, knife, staff; although many illusionists view most weapons as vulgar and may refuse to use them at all!
> +1 on saves to illusion spells and effects.
> Very adept at detecting illusions/deceptions/concealed items (including doors). This ability increases in levels:
1st Level: 10% chance of spotting a concealed door or illusion effect.
4th Level: 15% chance of spotting a concealed door or illusion effect.
8th Level: 25% chance of spotting a concealed door or illusion effect.
12th Level: 50% chance of spotting a concealed door or illusion effect.
> Bonus spells: With a high intelligence score, an illusionist gains bonus spells per this chart:
 - Intelligence 13-15 = 1 extra 1st level spell.
 - Intelligence 16-17 = 1 extra 2nd level spell.
 - Intelligence 18+ = 1 extra 3rd level spell.

Magic-users

> Read Magic is a class ability and usable at will.
> May cast Cantrips per rules in Unearthed Arcana.
> Weapons allowed: club, dagger, dart, knife, staff.
> Elven magic-users may wear elven chainmail (if available) with no penalty to spellcasting.
> Bonus spells: With a high intelligence score, a magic-user gains bonus spells per this chart:
 - Intelligence 13-15 = 1 extra 1st level spell.
 - Intelligence 16-17 = 1 extra 2nd level spell.
 - Intelligence 18+ = 1 extra 3rd level spell.

Monk

> Monks gain their Dexterity bonus to AC.
> Magic Items: The 5 magic item limit does not pertain to one use items such as potions and scrolls or magical arrows, bolts, darts, etc.
> Combat:
1/Monks attack on the Cleric table and save on the Thief table. (Typo that was never fixed in any of the printings of the PHB.)
2/ Ranged weapons benefit from the monk's weapon damage bonus.
3/ May replace any open hand attack with a kick. Kicking is less accurate but more powerful than striking, incurring a -1 penalty to hit for a +1 bonus to damage. Kicking otherwise conforms to open hand attacking in all respects. A monk may use a kick as an off-hand attack even when both hands are full, such as when using a polearm. Note that when a monk has 3 attacks in a round, at least one of those must be a kick. A monk with 4 attacks uses both hands and both feet. Hands must be kept free to deliver open hand attacks.
4/ A monk is free to use an open hand attack as an off-hand weapon when the primary attack is an actual weapon.

*Here is another option for the Monk - it is a copy of the article from DRAGON Magazine issue 53: http://www.dragonsfoot.org/for...c.php?f=1&t=8688

Paladin

> Paladins may begin play with a Charisma of 15 or higher.
> Paladins are not entitled to bonus spells due to high wisdom.
> Paladins cannot dual-class. If a paladin character wants to start over with a new class, the paladin class abilities are lost. Likewise the paladin class cannot be chosen as a second career.
> Paladin casting level starts at 1 at the level at which they acquire spells (9), and increments by 1 for each level thereafter to a maximum of 9 (at 17th).

Ranger

> Armor allowed: Chain Shirt, Leather, Leather Coat, Padded, Studded Leather.
> Rangers may only cast druidic spells; they are not in tune with the arcane. They also benefit from the druid option of casting spells w/o preparation (see above).
> Rangers have limited healing abilities regulated to wounds and certain natural poisons. Under their care, the victim heals faster and has a greater chance of recovering from being poisoned. Note the following chart:

Levels    Healing          Poison
1-4         Doubled          20% to identify and treat
5-8         Tripled            30% to identify and treat
9+          Quadrupled      50% to identify and treat

Any thoughts about Animal Companions and Favored Enemies?

Thief

> Armor allowed: Leather, Leather Coat, Padded. May also use a Buckler Shield w/o penalty to their thieving abilities.
> Thieves may not use two-handed weapons.
This message was last edited by the GM at 10:46, Wed 29 June 2011.
DM Hedgeknight
GM, 6 posts
Old-timer
Rules-lite DM
Sun 29 May 2011
at 12:18
  • msg #3

Re: Character Creation & Rules Info

Miscellaneous Stuff

Psionics

Not an option for a player character.

Training

When you gain enough experience to gain a new level, you are granted what is called an “untrained level.” Until you are back in a safe area and are able to spend some time with a higher level character of the same class, you will only gain the hit-points for that level. However, training costs and times will be very minimal, as most of the training is done on-the-job.

Multi-classing

> A multi-classed character always uses the best THAC0.
> A multi-classed character always uses the best non-proficiency penalty, unless a weapon not permitted for any of his classes is used, in which case the worst is used instead.
> A multi-classed character begins play with the greatest number of proficiencies permitted by any one of his classes.
> All the permitted weapons and armors for all the character's classes are pooled together for the character to choose from.
> A multi-classed character gains new proficiencies when the character gains a level in the class that has the fastest rate. However, in the case of someone like a halfling fighter/thief, where one class level greatly exceeds the other, when the number of proficiencies that would have accrued to the slower class exceeds those earned by the faster class, new proficiencies can be added at the slower rate.
For example, a PHB Hairfoot fighter/thief (4/U) would start with four weapon proficiencies. He would gain a fifth at fighter 4, but would not gain his sixth proficiency until thief 17. He would use his fighter THAC0 until it was surpassed at thief 9. He would be entitled to use the fighter non-proficiency penalty of -2 even while attacking with the thief THAC0. The sixth proficiency slot gained at thief 17 could be used to learn any weapon, not just thief ones.

Treasure

XP will be awarded for treasure gained and magic items used. I don't have a hard, fast rule on this, but I promise you will level up at a reasonable rate.

Language Acquisition

I don't use alignment languages, so instead you can pick any language that you can find a teacher for in addition to thieves’ and druidic cants.

Dice Rolls

You fellers are in charge of your initiative, attack and damage rolls, and saves. Spellcasters roll damage and/or healing, plus duration for spell effects if applicable. I'll roll everything else.

Critical Hits/Misses

> A natural "20" is a Critical Hit and does double damage.
> A natural "1" is a Critical Miss. Roll another attack and if another "1" occurs, roll damage against yourself. Otherwise, you just drop your weapon. A "1" on a ranged weapon like a bow or sling, results in breaking the string or strap.

Or...we could be creative and use something like this:
http://www.angelfire.com/drago...cal_hit_table_2e.pdf
Or not.

Attacks With Two Weapons

As described on page 70 of the DMG.
Characters normally using a single weopon may choose to use one in each
hand (possibly discarding the option of using a shield). The second
weapon must be either a dagger or hand axe. Employment of a second
weapon is always ot o penalty. The use of a second weapon causes the
character to attack with his or her primary weapon at -2 and the secondary
weopon at -4. If the user’s dexterity is below 6, the reaction/attacking Adjustment
penalties shown in the PLAYERS HANDBOOK are added to EACH
weapon attack. If the user’s dexterity is above 15, there is a downward adjustment
in the weapon penalties as shown, although this never gives a
positive (bonus) rating to such attacks, so that at 16 dexterity the secondary/
primary penalty is-3/-1, at 17-2/0, andat 18-l/O.
The secondary weapon does not act as a shield or parrying device in any event

This message was last edited by the GM at 01:06, Sat 30 Mar 2013.
DM Hedgeknight
GM, 1476 posts
Bearded Mountain Man
Rules-lite DM
Mon 8 Feb 2016
at 15:57
  • msg #8

Re: Character Creation & Rules Info

UNARMED COMBAT RULES (2ND EDITION)

I. Punching

a. Make a normal attack roll against target’s normal Armor Class. A natural 1 is not an automatic miss.

b. Punching an armed opponent provokes an immediate attack of opportunity at +4 to attack and damage.

c. Damage and type of blow is determined from the Table: PUNCHING AND WRESTLING RESULTS chart, or 1d3 for metal gauntlets, plus Strength modifiers.

i. Only 25% of punching damage is actual damage, and the remaining 75% is temporary. For convenience, record punching damage separately and calculate percentage split at the end of combat.
ii. If a character reaches 0 hit points due to punching attacks (or any combination of punching and normal attacks), he immediately falls unconscious.
iii. An attacker may pull a punch dealing no damage at all but still chancing a knockout (see below).

d. Roll Knockout Percentage (KO%) on a successful hit; if KO results, target is stunned for 1d10 rounds (attacker gains +4 bonus on attack rolls against stunned target).

II. Wrestling

a. Make a normal attack roll against target’s normal Armor Class. A natural 1 is not an automatic miss. Penalties for wearing armor apply (see Table: ARMOR MODIFIERS
FOR WRESTLING). Penalties for being held or attacking a held opponent do not apply while wrestling; it is factored into the resolution system already.

Table: ARMOR MODIFIERS FOR WRESTLING
Armor                                Modifier
Studded leather                      -1
Chain, ring, and scale mail      -2
Banded, splint, and plate mail   -5
Field plate armor                    -8
Full plate armor                     -10

b. Wrestling an armed opponent provokes an immediate attack of opportunity at +4 to attack and damage.

c. Type of move or hold is determined from the Table: PUNCHIING AND WRESTLING RESULTS chart. Holds can be maintained round to round until broken by a throw, gouge, assistance from another person, or the successful use of a weapon (penalties for using a weapon while being held apply).

d. All wrestling moves inflict 1 point of damage plus Strength bonus (if desired). Continued holds inflict this damage plus 1 more point of damage for each consecutive round they are held.

e. After the first round of wrestling, only small size weapons may be used.

III. Overbearing

a. Make a normal attack roll against the target’s normal Armor Class with the following modifiers:

i. There is a 4 point modifier for each size category difference between attacker and defender. For example, a Large attacker gains a +4 bonus to attack a Medium defender. A Small attacker has a -4 penalty to attack a Medium defender.
ii. Defenders impose an -2 penalty for ever leg beyond two (i.e., -4 penalty for overbearing a four-legged creature).
iii. When multiple attackers try to overbear one target, make only one attack roll with a +1 bonus for each attacker beyond the first. Use the weakest attacker to make the roll. Calculate size difference bonuses based only once using the largest attacker.

b. Overbearing an armed opponent provokes an immediate attack of opportunity at +4 to attack and damage.

c. If the overbearing attack is successful, the opponent is pulled down and pinned. The pin is maintained as long as a successful overbearing attack is rolled each round. For pinning purposes, do not use the prone modifier to combat.

Table: PUNCHING AND WRESTLING RESULTS
Attack Roll       Punch          Damage  %KO  Wrestle
20+             Haymaker            2        10         Bear hug*
19               Wild swing          0         1          Arm twist
18               Rabbit punch        1         3          Kick
17               Kidney punch        1         5          Trip
16               Glancing blow       1         2         Elbow smash
15               Jab                     2         6         Arm lock*
14               Uppercut               1         8         Leg twist
13               Hook                   2         9         Leg lock*
12               Kidney punch        1         5         Throw
11               Hook                   2        10         Gouge
10               Glancing blow       1         3         Elbow smash
9                Combination         1        10         Leg lock*
8                Uppercut               1         9         Headlock*
7                Combination         2        10         Throw
6                Jab                     2         8         Gouge
5                Glancing blow       1         3         Kick
4                Rabbit punch        2         5         Arm lock*
3                Hook                   2        12         Gouge
2                Uppercut               2        15         Headlock*
1                Wild swing           0         2         Leg twist
Less than 1     Haymaker          2        25         Bear hug*

* Hold can be maintained from round to round, until broken.
This message was last edited by the GM at 15:58, Mon 08 Feb 2016.
Cos Pendar
player, 1306 posts
Human (1/2 Elf) Fighter
Thaco16 lev:6 hp:47 ac:-2
Fri 14 Oct 2016
at 18:31
  • msg #9

Re: Character Creation & Rules Info

THACO's Attacks Table for Monsters & Characters
HD:   1-2   1-4   1-1    1    1+1/  1+4/  2+4/  3+4/  4+4/  6+4/  7+4/  8+4/  9+4/  11+4/ 13+4/ 15+4/ 16+4/ 19+4/ 22+4
      hp    hp                1+3   2+3   3+3   4+3   6+3   7+3   8+3   9+3   11+3  12+3  15+3  16+3  19+3  22+3  & up
F:    0     M@A     1    2    3     4     5     6     7     8     9     10    11    12    13    14    15    16    17+
C:                1-2    3    4-5   6     7-8   9     10-11 12    13-14 15    16-17 18    19+
T:          1-2   3-4    5    6-7   8     9-10  11-12 13-14 15-16 17-18 19-20 21+
MU:   1     2-3   4-5   6-7   8-9   10    11-12 13    14-15 16-17 18-20 21+
-10   27    26    25    24    23    22    21    20    20    20    20    20    20    19    18    17    16    15    14
-9    26    25    24    23    22    21    20    20    20    20    20    20    19    18    17    16    15    14    13
-8    25    24    23    22    21    20    20    20    20    20    20    19    18    17    16    15    14    13    12
-7    24    23    22    21    20    20    20    20    20    20    19    18    17    16    15    14    13    12    11
-6    23    22    21    20    20    20    20    20    20    19    18    17    16    15    14    13    12    11    10
-5    22    21    20    20    20    20    20    20    19    18    17    16    15    14    13    12    11    10    09
-4    21    20    20    20    20    20    20    19    18    17    16    15    14    13    12    11    10    09    08
-3    20    20    20    20    20    20    19    18    17    16    15    14    13    12    11    10    09    08    07
-2    20    20    20    20    20    19    18    17    16    15    14    13    12    11    10    09    08    07    06
-1    20    20    20    20    19    18    17    16    15    14    13    12    11    10    09    08    07    06    05
 0    20    20    20    19    18    17    16    15    14    13    12    11    10    09    08    07    06    05    04
 1    20    20    19    18    17    16    15    14    13    12    11    10    09    08    07    06    05    04    03
 2    20    19    18    17    16    15    14    13    12    11    10    09    08    07    06    05    04    03    02
 3    19    18    17    16    15    14    13    12    11    10    09    08    07    06    05    04    03    02    01
 4    18    17    16    15    14    13    12    11    10    09    08    07    06    05    04    03    02    01    00
 5    17    16    15    14    13    12    11    10    09    08    07    06    05    04    03    02    01     0    -1
 6    16    15    14    13    12    11    10    09    08    07    06    05    04    03    02    01     0    -1    -2
 7    15    14    13    12    11    10    09    08    07    06    05    04    03    02    01     0    -1    -2    -3
 8    14    13    12    11    10    09    08    07    06    05    04    03    02    01     0    -1    -2    -3    -4
 9    13    12    11    10    09    08    07    06    05    04    03    02    01     0    -1    -2    -3    -4    -5
10    12    11    10    09    08    07    06    05    04    03    02    01     0    -1    -2    -3    -4    -5    -6

AD&D Tables - Saving Throws for Monsters & Characters
  Level / HD  0  1-1  1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20  21
Paralyzation/Poison/Death Magic
  Cleric     12  11  10  10  09  09  08  08  07  07  06  06  06  05  05  05  04  04  04  03  02  02  02
  Fighter    16  15  14  13  13  12  11  10  10  09  08  07  07  06  05  04  04  03  03  03  03  03  03
  MU         16  15  14  14  14  13  13  13  12  12  12  11  11  11  11  11  10  10  10  09  09  09  08
  Thief      15  14  13  13  13  12  12  12  12  11  11  11  11  10  10  10  10  09  09  09  09  08  08
Petrification/Polymorph
  Cleric     15  14  13  13  12  12  12  11  10  10  09  09  09  08  08  08  07  07  07  06  05  05  05
  Fighter    17  16  15  14  14  13  12  11  11  10  09  08  08  07  06  05  05  04  04  04  04  04  04
  MU         15  14  13  13  12  12  11  11  11  10  10  09  09  09  08  08  07  07  07  06  06  05  05
  Thief      14  13  13  12  12  12  11  11  11  11  10  10  10  10  09  09  09  09  08  08  08  08  07
Rod/Staff/Wand
  Cleric     16  15  14  14  13  13  12  11  11  11  10  10  10  09  09  09  08  08  08  07  06  06  06
  Fighter    18  17  16  15  15  14  13  12  12  11  10  09  09  08  07  06  06  05  05  05  05  05  05
  MU         13  12  11  11  10  10  09  09  09  08  08  07  07  07  06  06  05  05  05  04  04  03  03
  Thief      16  15  14  14  13  13  12  12  11  11  10  10  09  09  08  08  07  07  06  06  05  05  04
Breath Weapon
  Cleric     18  17  16  16  15  15  15  14  13  13  12  12  12  11  11  11  10  10  10  09  08  08  08
  Fighter    20  19  17  16  16  15  13  12  12  11  09  08  08  07  05  05  04  04  04  04  04  04  04
  MU         17  16  15  15  14  14  13  13  13  12  12  11  11  11  10  10  09  09  09  08  08  07  07
  Thief      18  17  16  16  16  15  15  15  15  14  14  14  14  13  13  13  13  12  12  12  12  11  11
Spells
  Cleric     17  16  15  15  14  14  14  13  12  12  11  11  11  10  10  10  09  09  09  08  07  07  07
  Fighter    19  18  17  16  16  15  14  13  13  12  11  10  10  09  08  07  07  06  06  06  06  06  06
  MU         14  13  12  12  11  11  10  10  10  09  09  08  08  08  07  07  06  06  06  05  05  04  04
  Thief      17  16  15  15  14  14  13  13  12  12  11  11  10  10  09  09  08  08  07  07  06  06  05
DM Hedgeknight
GM, 1674 posts
Bearded Mountain Man
Rules-lite DM
Tue 24 Jan 2017
at 16:19
  • msg #10

Re: Character Creation & Rules Info

Nautical Terms (courtesy of Surly Ned)


Stairs between decks are called ladders, at least in the modern US Navy.  Companionway is a ladder leading below to the next level down.  The door frame is part of the door, which is called a door, or a portal, or a hatch.  Passages are passageways, or p-ways.  Coaming is the raised edge around portals/hatches.  Walls are called bulkheads.  Gunwale, or Gunnel is the upper side of a ship along the main deck.  Foc's'le or Forecastle is the raised forward deck of a ship - aft castle is the raised aft on a ship, particularly the smaller sloops many 17th century pirates used (the 'wheel' was usually on the aft castle, for instance).

Naval ranks

Admiral: one who commands a large fleet
Commodore: one who commands a small fleet (1-3 ships)(archaic term: In modern navies 'commodore' has been replaced by Rear Admiral).
Captain: one who commands one ship.

Chief Petty Officer - Non Commissioned officer - on a single vessel, a Chief is in charge of all non-commissioned sailors.  In bygone years a chief was also called a first mate.  Typically a salty old fucker, tough as nails who was right more than just about anyone else on a ship, including the Captain.
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