AD&D Stuff


House Rules

    Strength
  • Hit Probability: Increases by +1 for every 2 levels over 25
  • Damage Adjustment: Increases by +1 for every level over 25
  • Weight Allowance: Add 300 pounds of capacity for every level over 25
  • Maximum Press: Add 310 pounds of capacity for every level over 25
  • Open Doors: +1 per level over 25 (a roll of 20 is still failure)
  • Bend Bars/Lift Gates: +1% per level over 25, but any roll of 00 is a failure
    Dexterity
  • Reaction Adjustment: +1 every 3 levels over 25
  • Missile Attack Adjustment: +1 every 2 levels over 25
  • Defensive Adjustment: -1 every 3 levels over 25
  • Thief Abilities: +5% every 2 levels over 22
    Constitution
  • Hit Point Adjustment: +1 every 2 levels over 25
  • System Shock: May never exceed 100%, but, for every 4 levels over 25, the character can make another check against it...even one success indicates success overall
  • Ressurection Survival: The same as System Shock
  • Poison Saving Throw Bonus: +1 every 2 levels over 25
  • Regeneration: +1 HP of regeneration every 2 levels over 25
    Intelligence
  • # Of Languages: +2 more for every level over 25
  • Spell Level: 9th level is the maximum
  • Chance To Learn Spell: for every 3 levels over 25, a character can test again. Any success indicates overall success
  • Maximum # Of Spells Per Level: All is the maximum
  • Spell Immunity: 26 - 8th level illusions; 27 - 9th level illusions; Done.
    Wisdom
  • Magical Defense Adjustment: Is already at maximum bonus
  • Bonus Spells: 26 - 7th, 7th; after 26, the cycle starts again with 1 bonus 1st level spell (in addition to all the others)
  • Chance Of Spell Failure: for every 3 levels over 25, a character can make another test, any success indicates overall success
  • Spell Immunity: for every level over 25, a charcter can gain immunity to any 2 "charm" spells (wizard or priest) of levels 9 or lower
    Charisma
  • Maximum # Of Henchmen: +5 more henchmen for every level over 25
  • Loyalty Base: +20 is the mamimum, but for every 3 levels over 25, a character can make another test, any success indicates overall success
  • Reaction Adjustment: +1 for every level over 25
    Comeliness
  • If the Skill & Powers rules are in use, this stat may not be used and is instead replaced by the Charisma sub-stat of Appearanace.
  • This stat does not exceed 30, as rules for it are already in place (Unearthed Arcana, Oriental Adventures)

Ranged Weapon Fighting Style Specializations

These are fighting specializations for AD&D 2nd Edition. Before you say anything, I own 3E, but I don't play it or like it. It may very well be the "greatest thing to happen to D&D" but that doesn't mean I have to use it.

The Flame & The Void (1 slot/3 CP)
Through a combination of clear thought, steady hands, controlled breathing, and patience the archer may spend several rounds aiming at his or her target. This can be done from a place of concealment, like a modern sniper, or it can be done in the wide open as in an archery contest. Each round the archer spends aiming at this target a cumulative bonus of +2 to strike is gained.
Requirements: Specialization in the weapon being used.
Bows allowed: Any.
Example: Bryant has been aiming at the evil necromancer Thomas for the past 4 rounds, he decides to let his arrow fly true. When making the attack roll for this shot, he adds an additional +8 to the roll.

Multiple Shot (2 slots/5 CP)
Bizzarre and usually inneffective, the archer can grab up to 3 arrows and fire them as if firing a single arrow. Can be aimed at a maximum of THREE targets! One arrow per target, each strike roll is made independently, and at a penalty of -2 per arrow fired. The targets can onky be a maximum of ten feet apart. Even doing so, this maneuver only counts as one solitary attack.
Requirements: Specialization in long or shortbow.
Bows allowed: Long & shortbows only.
Example: Bryant is showing off to some friends in his backyard. His friends, knowing of his skill with the bow, have decided to test his abilites by setting 3 targets up. Between the first & second, and second & third targets they have left 10 feet of room. Their challenge to Bryant is to hit all 3 targets, yet only fire his bow one time. Feeling cocky, Bryant draws 3 arrows from his quiver and fires them all at the same time, one at each target. Three strike rolls at -6 a piece later, Bryant now has a bit more drinking gold for the weekend.

Rapid Shot(1 slot/3 CP)
This specialization allows an archer to fire twice as fast as normal. For every "normal" attack the archer has in a combat round he may make 2 attacks. Each attack is rolled normally but suffers a -2 penalty to the hit roll, this is in addition to any other penalties that may be suffered on the attack.
Requirements: Specialization in long or shortbow.
Bows allowed: Long & shortbows only.
Example: Bryant has found himself in an open field while an orc scouting party was exploring it. Without many choices available to him, Bryant decides to try to take all 8 of them by his lonesome. Normally he has 2 attcks per round, but he needs to shoot a little more than that right now, using this style he fires off 4 shots at the incoming enemy, each at a -2 penalty, amazingly, he strikes all 4 times and the orcs decide that maybe they should leave this one alone.
Coming soon: The Melee Archer!

Various Sheets


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