Dwarf = 45BP
Elf = 25BP
Halfling = 75BP
Human = 25BP
Level HD (d4) T.S.P. v Spells AB Initiative
1 1 140 0 0 +2
2 R+1 190 +1 0 +2
3 2 260 +1 0 +2
4 R+2 340 +2 0 +2
5 3 430 +2 +1 +1
Combat
Prepared for Battle-Battle Mages are so well trained at casting Missle/Fireball spells they can have materials on hand in 1 second instead of 1d4.
Level 5 Simul-Casting-A Battle Mage cast 2 spells at the same time, but they must be of offensive or defnsive nature.
Combat Clarity-Battle Mages roll D20-4 to defend while casting.
Proficiencies-Weapons are per Mages. Armor is not retricted, but none are granted as a bonus.
Skills
Per Mage.
Showing posts with label HackMaster. Show all posts
Showing posts with label HackMaster. Show all posts
Friday, June 26, 2009
Thursday, June 25, 2009
HMb: The Monk
Dwarf = 75BP
Elf = 75BP
Halfling = 75BP
Human = 23BP
Level HD (d6) AB Def Speed Initiative
A beginning Monk recieves his first purchase of each of the following core skills for free (no BP cost): Climbing/Rappelling, Hiding, Identify Trap, Listening, Sneaking.
Core Skill Advancement
At 2nd and each subsequent level, a monk recieves (at no BP cost) on roll of the appropriate Mastery die in any two of the 5 core Monk Skills.
Bonus Skills
Monks get their first purchase of the Acrobatics skill for free and may purchase additional rolls at half BP cost.
Open Hand 2d4p 7(5) S 1 foot Crushing
Kick (1d4+1d6)p 10 M 3 feet Crushing
*Ki-A Monk has 5+Level per Day Ki Points. Each point may be spent to increase damage on an Open Hand or Kick that successfully hits.
Elf = 75BP
Halfling = 75BP
Human = 23BP
Level HD (d6) AB Def Speed Initiative
1 2 0 +2 -1 -1
2 R+2 +1 +2 -1 -1
3 3 +1 +3 -1 -1
4 R+3 +1 +3 -2 -2
5 4 +2 +4 -2 -2
Combat
Superior Defense-Per the Thief
Level 1-Intimidating Display - If not surprised or ambushed in combat, a Monk's Initiative Die is 1 size lower.
Level 2 Improvise Weapon-A Monk can turn any ordinary object into a weapon.
Level 3 Pass Without Trace-A Monk may traverse any terrain without leaving a mark, but he can only do so by Walking.
Level 4 Self-Healing-Once per Day a Monk can heal 1d4p+1/2 Level.
Level 5 Really Intimidating Display-Per Intimidating Display, but 2 Initiative Die sizes lower.
Weapon Specializaion-Per Fighter, except Monks cannot specialize in hurled weapons.
Proficiencies-None.
SkillsA beginning Monk recieves his first purchase of each of the following core skills for free (no BP cost): Climbing/Rappelling, Hiding, Identify Trap, Listening, Sneaking.
Core Skill Advancement
At 2nd and each subsequent level, a monk recieves (at no BP cost) on roll of the appropriate Mastery die in any two of the 5 core Monk Skills.
Bonus Skills
Monks get their first purchase of the Acrobatics skill for free and may purchase additional rolls at half BP cost.
Open Hand 2d4p 7(5) S 1 foot Crushing
Kick (1d4+1d6)p 10 M 3 feet Crushing
*Ki-A Monk has 5+Level per Day Ki Points. Each point may be spent to increase damage on an Open Hand or Kick that successfully hits.
Wednesday, June 17, 2009
HackMaster
Strangely, I've come full circle to my D&D of choice: HackMaster 4E...basically AD&D 2E. I game I walked away from in disgust. How times change.
However, its HackMaster 5E BASIC that I plan on running. Most likely. If it turns out to be a dud, then HM4 waits in the wings.
Highlights:
-"Fast" Zombies attacking.
-My Orcs are talking Gorillas, my Wargs are Velociraptors.
-Most likely no Dwarves or Elves until the party parleys with either empire.
-The Ziggurat
-Shub-Niggurath
-The Wardens
-The Conflagration
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