(NSFW - Page 3/topless pics)

Thursday 23 July 2020

1e FR Campaign House Rules

House rules

1. Fighter Combat Dominance: multi-attack in melee vs weak foes is capped at Level 4, 4/round. May be used against non-classed opponents of under 2 hit dice, such as orcs (1 hd) and hobgoblins (1+1 hd). Off-hand weapon gives +1 attack, so 5 at level 4+. Alone among classes, Fighters do not automatically miss on an attack roll of '1', and (per OSRIC optional rule) where their 'to hit' target number is negative they add the negative number as a positive to their damage, eg: a Fighter-9 has base THAC0 12, +2/+4 for STR, +3/+3 for x2 weapon spec, +3/+3 for a +3 sword > net THAC0 4 and damage 1d8+10. Against 1 hd opponents with AC 7 he attacks 4/round and needs 4-7 = "-3" to hit, so hits automatically 4/round for 1d8+13 damage.
2. FR and some other source listed NPC levels are generally halved.
3. Typical training to level charge is reduced and may be offered in return for a quest or similar favour.  The trainer must be at least one level higher than the trainee. A Magic-User or Illusionist's training normally includes instruction in at least one new spell, from those known to the instructor. If necessary a character of any level may self-train and advance without instruction. This may result in the loss of certain benefits, eg Magic-Users and Illusionists self-training learn a random spell, rather than one or more spells from their mentor.
Inscribing spells into a spell book requires a successful Know Spell d% check, 1 day per spell level (or 4 cantrips/day), plus magic ink & quill costing 50gp per spell level, 25gp for a cantrip.

Level  Training Time Self/Mentor Typical Cost
2-4                                   10/5 days            20gp
5-10                                 20/10 days          40gp             
11-16                               30/15 days          60gp
17-20                               40/20 days          80gp

Character Generation
Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 4d6 are rolled for each ability, and the highest 3 dice are retained for that category.
Characters start at 1st level, with maximum hit points & maximum starting gold (eg a Fighter starts with 200gp). Human mature adult PCs (age 21-40) start with +1 STR +1 CON.

Optional Starter Packs - cost in brackets.
A. (31gp) Backpack, large sack, lantern, 2 oil flasks, tinderbox, 12 iron spikes, small hammer, waterskin, normal rations.
B. (32gp) Backpack, 2 large sacks, 6 torches, 3 oil flasks, tinderbox, 10' pole, 50' rope, waterskin, normal rations, mirror.
C. (42gp) Backpack, 4 small sacks, HOLY SYMBOL or THIEF'S TOOLS or VIAL OF HOLY WATER, 12 iron spikes, 50' rope, waterskin, normal rations.

Revised Weapon Rules
A character may double specialise with the two-handed sword.
Great Axe: A two-handed long-hafted axe that does 1d10/1d12 damage. Cost & weight as halberd.
STR bonus for thrown weapons.
Darts: STR bonuses apply, up to +1/+1.
Daggers: STR bonuses apply, up to +1/+2.
Javelins:  STR bonuses apply, up to +3/+6.

Human Level Limits
Druid: 14 (Grand Druid)
Assassin: 15 (Grandfather of Assassins)
Monk: 17 (Ultimate Master)
Other Classes: 20 (Grand Archmage, Supreme Lord, etc)
These limits may not be exceeded, though there are legends of heroes undergoing 'Divine Ascension' (which removes such characters from Faerun and from play) - occasionally while still alive!

5. Human PCs (only) get +1 STR (or +10% if already STR 18) and +1 CON, assuming they start play in the Mature Adult age category (age 21-40). Other race stats assume Mature Adult start. In all cases, PCs starting at Young Adult have -1 STR -1 WIS compared to the default. So a Young Adult human (age 16-20) begins play with net +1 CON -1 WIS.
6. Elves may be Rangers, maximum level 6 (as Half-Elf). STR 17 > 7th level, STR 18 > 8th level.
7. Single-classed demi-human PCs (and exceptional NPCs) may exceptionally advance beyond their level limits, but the TOTAL XP needed is doubled, eg to reach 9th level an Elf Ranger needs 450,000 XP (225,000 x2).
8. Cantrips - A starting Magic-User or Illusionist knows 4 cantrips, minor magical effects per Unearthed Arcana. They may swap out 1 spell from starting spell book for an additional 4 cantrips in the book. A spell slot may be swapped out for 4 cantrips per spell level.
Orisons - A Cleric knows all Orisons. A spell slot may be swapped out for 4 cantrips per spell level.
See https://smonstats.blogspot.com/2020/04/cantrips.html for cantrip details.

9. Weaponless Combat (adapted from Unearthed Arcana)

This system has three steps:
1) Attacker chooses action to be attempted, either:
a) Pummeling (hitting),
b) Overbearing (knocking down), or
c) Grappling (grabbing)
2) Attacker makes roll “to hit”.
3) If attack hit, DM administers result of chosen action.

A character attempting weaponless combat makes initiative rolls at a penalty of −2 (and the unarmed attacker always attacks last vs armed opponent when closing to melee). If a character suffers any damage before making a weaponless combat attack, the attack is spoiled and cannot be made.

The roll “to hit” is based on the standard chance of the character striking the opponent according to class, modified only for strength (if applicable). The defending character or creature gains any benefits for armor, dexterity, and magical protection that may apply.

PUMMELING
A successful pummeling attack delays the opponent’s action for 1 segment, successfully distracting concentration and negating spell casting. There is no further delay for multiple successful pummels in the same round. Damage is 1-2 points, with a strength bonus added only if the attacker is using a weapon such as mailed glove, or has a Weapon Proficiency in Unarmed Combat.

OVERBEARING

All defensive bonuses are considered in determining a creature’s effective armor class against being overborne. In addition, the defender’s effective armor class may be modified for relative size of the combatants and will be affected if the defender has four or more legs.
Attacker size category is larger: +4 to hit
Attacker is same size: +0 to hit
Attacker is 1 size category smaller: -4 to hit
Attacker is 2 size categories smaller: Overbearing not possible.

Armor Class Adjustments for Defender’s Footing:
Creature has 4 legs: −6
Creature has 6 legs: −8
Creature has more than 6 legs: −10
A creature with no legs cannot be overborne.

Multiple Overbearing Attacks: If a number of creatures attempt an overbearing attack, a single die roll is made for all attacks, using the best THAC0, with +1 to the die roll for every figure involved after the first.
If the target is size S, it can be overborne by as many as six size S attackers, four of size M, or two of size L.
If the target is size M, it can be overborne by as many as eight size S attackers, six of size M, or four of size L.
If the target is size L, it can be overborne by as many as eight attackers of size M, or six of size L.

A successful overbearing attack will inflict no damage, but will knock the opponent to a prone position. Opponents in a prone position are +4 to be hit until they regain their feet, and attack at -2.

GRAPPLING
Grappling is used to restrain someone or something, either to prevent an upcoming action or to restrain an opponent and make it more vulnerable to other attacks. In general, creatures that can be physically restrained are subject to the effects of a grappling attack. Creatures of a larger size
class than the attacker cannot be grappled unless they are prone.

Multiple grappling attempts: If multiple creatures attempt to grapple, the attack is resolved by a single die roll, using the best THAC0, with a +2 bonus “to hit” for each member of the attacking group beyond the first.
The maximum number of creatures that can attack by grappling is determined by size of the target and of the grappler:
If the defender is size S, it can be grappled by as many as three size S attackers, one or two of size M, or one of size L.
If the defender is size M, it can be grappled by as many as three size M attackers, or one or two of size L.
If the defender is size L, it can be grappled by as many as three size L attackers.
Any prone figure may be effectively grappled by as many as eight size S, six size M, or four size L creatures.

A successful grappling attack inflicts no damage, but holds the opponent. While held, the grappled character is +2 to be hit and −2 to hit. Any dexterity bonus of the grappled target is negated as long as the target is held. A hold lasts until it is broken.

The hold resulting from a successful grapple can be broken in a number of ways:
1) The attacker releases the opponent.
2) The opponent attacks and inflicts damage on the original attacker (or all attackers, if opponent was grappled by multiple foes). Any such attacks are at −2 to hit, and the original attacker(s) (in the grappling attack) retains the benefit of magic and dexterity bonuses that may apply.
3) The opponent makes a successful “bend bars” roll against attackers of the same size or smaller. This can break a grapple by any number of such attackers at once.
Grappling attackers may only make pummeling (unarmed) attacks, or attacks with daggers and knives. For other attacks they must first release their opponent.

Grappled & Disarmed: A character who is both Grappled & Unarmed/Disarmed may be attacked as if Helpless by other attackers not involved in the grapple. The target may be hit automatically, for double maximum damage. The normal limit of attackers applies, including those involved in the grapple. Eg if a standing medium target is grappled by the maximum three medium foes, no more than three more attackers may attack them. A prone target grappled by six medium foes is effectively 'covered' by their attackers, and thus cannot be attacked by further attackers.

Disarming:
Disarming is a form of non-lethal combat. Unless the target is grappled, it may only be used by fighters and members of their sub-classes (Ranger, Paladin). Disarming may only be used by a character wielding a weapon in which he or she has proficiency (or unarmed vs grappled opponent). Any weapon that requires two hands to use can never be affected by this form of attack, unless by grappler vs grappled target. Disarming inflicts no damage, but if a successful hit is made, the defender must make a saving throw versus petrification (STR to-hit bonus/penalty applies) or lose the weapon being used (superior swordplay has torn the weapon from the opponent’s grasp). Disarming vs a non-grappled target can only be used against weapons of the same length or shorter; a dagger may disarm someone holding a knife, and a scimitar may disarm someone with a mace, but a dagger cannot disarm someone with a short sword.
A weapon subjected to a disarming attack by another weapon will fall at the owner’s feet if the weapon is of the same size as the attacker’s, or 1-10 feet away if of a smaller size than the weapon which did the disarming. The former wielder of the weapon must either take a round to recover the weapon, draw another, or engage in weaponless combat. A grappler who successfully disarms has taken the weapon from their target.

'Disarming' a Grappled Monk: This requires a to-hit roll vs the Monk's AC, and the Monk must then fail a save vs Petrification. At that point the Monk is pinned, and they may be treated as Unarmed/Helpless (see below). However if they manage to inflict damage against their 'Disarmer' they are no longer considered helpless. This also applies to monsters with natural attack forms.

Subdual & Vanquishing
Subdual or Vanquishing is used in non-lethal melee duels, such as between knights, between Monks, and against dragons. Only melee weapons & unarmed attacks may be employed. Not all foes can be Vanquished or Subdued. Damage is noted separately from real damage, and is 50% temporary, 50% real. When subdual/vanquish damage exceeds the total hit points of the creature, it is subdued or vanquished, and thus demoralised. All the temporary damage is recovered after 1 Turn, or is recovered immediately if an attacker then attacks the subdued/vanquished foe with intent to kill.

10. Initiative
I use pretty much the OSRIC rule so start counting segments from lower init roll & the gap between the d6s determines number of segments gap in action resolution. Attacking once takes a segment*, as does casting a 1 segment spell. With longer spells you can have your spell interrupted.

eg wizard declares a 3 segment spell. Wizard rolls 6 init, enemy rolls 5. Wizard wins init by 1 so he begins casting on #5, a segment before the enemy begins attacking on #6, but their attacks resolve first on 6+1=#7 whereas spell resolves on 5+3=#8, so spell can be disrupted.

Fighters with a multiple melee attacks sequence who start the round in melee (ie within 10' of enemy) resolve half their attacks before the single-attackers/casters and half after the single attackers/casters.

Archers shoot on their init, DEX reaction mod applying. With FR2 the second shot is at +5 segments. With FR 3 the second shot is at +3 segments and third is at +6 segments. If you start the round with a loaded crossbow you go first, as if you were a multi-attack Fighter.

*I would have said that attacking takes 0 segments, then I realised that even stuff like Power Word is listed as "1 segment", so this seemed fair.

I assume a round is 10 segments from the point where people begin acting, so it's unlikely the clock ever ticks over a round. I guess with a 1-6 init & casting a 9 segment spell you'd be resolving it on segment 15, half way into the next round!

If archers are shooting at foes closing to melee, then the chargers will only get in first if they win init by so many segments that they can close to melee and attack before first shot - eg move 90' and win init by 3, can close 9x3 = 27' before first shot. If weapon has 2 shots then second shot is 5 segments after first; if 3 shots then 3 segments, if 4 shots (specialised dart thrower) then 2 segments.

Magic User Arcane Crafting
Level 4 - create potion (with alchemist)
Level 6 - create scroll
Level 7 - create potion (no alchemist)
Level 9 - enchant minor magic item via item crafting
Level 12 - create major item via 'Enchant Item' spell.
Level 16 - create major permanent item via 'Permanency' spell.

Magic Item Crafting 
Wands must be crafted with at least 20 charges (& meet spell prereqs)
Staffs must be crafted with at least 30 charges (& meet spell prereqs)
Level 9: Item of up to 250 XPV (eg +1/+2 dagger, +2/+3 dagger, magic ammunition, +1 shield)
Level 10: Item of up to 500 XPV (eg +1 sword, +1 spear, +2 shield, +1 leather)
Level 11: Item of up to 1000 XPV (eg +2 sword, +3 shield, +1 platemail, bracers of defence AC 8) - eg Emelyn the Gray
Items of over 1000 XPV require the 'Enchant Item' spell (plus any spell prereqs)
Level 12: Item of up to 1500 XPV (eg +3 sword, +4 shield, bracers of defence AC 7)
Level 13: Item of up to 2000 XPV (eg +4 sword, +5 shield, +2 platemail, bracers of defence AC 6) - eg Elminster, Khelben Arunsen, Larloch
Level 14: Item of up to 2500 XPV (eg hammer of thunderbolts, bracers of defence AC 5) - eg The Simbul
Level 15: Item of up to 3000 XPV (eg +5 sword, +3 platemail, bracers of defence AC 4) - eg Halaster Blackcloak
Permanent items of XPV over 3000 require the 'Permanency' spell (plus any spell prereqs)
Level 16: Item of up to 3500 XPV (eg +4 platemail, bracers of defence AC 3).
Level 17: Item of up to 4000 XPV (eg +5 defender sword, bracers of defence AC 2)
Level 18: Item of up to 4500 XPV (eg +5 platemail)
Level 19: Item of up to 5000 XPV (eg Plate Mail of Etherealness)
Level 20: Item of up to 6000 XPV (eg Robe of the Archmagi)
Level 21: Item of up to 7000 XPV (eg Drums of Panic)
Level 22: Item of up to 9000 XPV (eg Tome of Understanding, Book of Infinite Spells)
Level 23: Item of up to 12000 XPV (eg Vorpal Sword, Staff of Power, Rod of Resurrection)
Level 24: Item of up to 15000 XPV (eg Staff of the Magi) - eg Karsus
__________________________________________

Major Item (level 12 Enchant Item)
Wands of up to 100 charges
Staffs of up to 50 charges
Any other charged item (with spell prereqs)

Magic User Spell Acquisition
Cast Read Magic to read spell book or spell scroll. 1 hour to read spell, then d% know spell roll. If succeed, 1 day per spell level to add spell to spell book (this may be done as part of level-up training). Cost in magic ink & quill is 50gp per spell level.
Adding Spells on Level Up
Trainer will make available at least one known spell to be studied by trainee. If self-training, roll randomly on spell table for highest level spells the M-U can know. Roll Know Spell d% check. If fail, roll randomly for another spell. Keep rolling until Know Spell check succeeds.

EXPERIENCE AWARDS
Experience is the measure of a character's ability in his or her chosen profession, the character's class. Each player character begins the campaign at 1st level with no experience points accumulated. Thereafter, as he or she completes adventures and returns to an established base of operations, the Dungeon Master will award experience points to the character for treasure gained and opponents captured or slain and for solving or overcoming problems through professional means... Finally, clerics' major aims are to use their spell abilities to aid during any given encounter, fighters aim to engage in combat, magic-users aim to cast spells, thieves aim to make gain by stealth, and monks aim to use their unusual talents to come to successful ends. If characters gain treasure by pursuit of their major aims, then they are generally entitled to a full share of earned experience points awarded by the DM. - from the 1e PHB

I keep the standard XP tables and XP awards for gold finds over 100gp, but I give monster XP as follows - monster XP is increased for PCs level 1-8, at roughly BX book rate for PC level 9+. Very high level characters are usually more interested in ruling their domains and in acquiring more wealth than in killing yet more monsters.

PC Level 1-8 / PC Level 9+ 
1/2 hd: 50 - 5
1-1 hd: 75 - 7
1 hd: 100  - 10
1+1 hd: 150 - 15
2 hd: 200 - 20
2+1 hd: 250 - 25
3 hd: 300 - 35
3+1 hd: 350 - 50
4 hd: 400 - 75
4+1 hd: 500 - 125
5 hd: 600 - 175
5+1 hd: 700 - 225
6 hd: 800 - 275
6+1 hd: 1000 - 350
7 hd: 1200 - 450
7+1 hd: 1400 - 550
8 hd: 1600 - 650
8+1 hd: 2000 - 750
9 hd: 2400 - 900
9+1 hd: 2800 - 950
10 hd: 3200 - 1000
10+1 hd: 3600 - 1050
11 hd: 4000 - 1100
11+1 hd: 4500 - 1150
12 hd: 5000 - 1200
12+1 hd: 5500 - 1250
13 hd: 6000 - 1350
13+1 hd: 6500 - 1400
14 hd: 7000 - 1450
15 hd: 8000 - 1500
16 hd: 9000 - 1700
17 hd: 10000 - 2000
18 hd: 11000 - 2100
19 hd: 12000 - 2200
20 hd: 13000 - 2300
21 hd:  14000 - 2500
+1 HD: +1000 - +200

MAGIC-USER ATTACK CANTRIPS

Acid Splash
Conjuration cantrip
Casting Time: 1 segment
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Spell saving throw or take 1d3 acid damage.

Chill Touch
Necromancy cantrip
Casting Time: 1 segment
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. The creature must save vs Death Magic or take 1d4 hp negative energy damage, and it can't regain hit points until the start of the next round. Until then, the hand clings to the target.

Fire Bolt (also Druid)
Evocation cantrip
Casting Time: 1 segment
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. The target must save vs Spell or take 1d6 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Poison Spray (also Druid)
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a saving throw versus Poison or take 1d8 poison damage.

Ray of Frost (also Druid)
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. The target must save vs Spell or take 1d4 cold damage, and its speed is reduced by 30' until the start of the next round.
___________________

MANORS & DOMINIONS

Manor: A typical manor is 640 hectares, 1 square mile of town & farmland, with a single settlement, typically of 20-80 (thorpe), 100-400 (hamlet), or, rarely, 500-800 (village). Larger manors may be several square miles. They are typically ruled by a knight or reeve, on behalf of a higher Lord.

Dominion: A typical Baronial dominion extends 10-12 miles or so from the Lord's fortress, is up to 20-24 miles across, and has a typical area of about 400-450 square miles. Dominions often include several manors, and (in borderland regions) at least 2d4 hamlets of d4x100 inhabitants each - an average of 5x250 = 1,250 population. Dominions in settled areas may have much larger populations; 50/sq m is typical in settled rural areas, or some 22,500 people! 

Manor Income
For random potential areas optionally roll 1d4+1 for the likely sp/month income, reflecting resources. Domain with Steward adds +1, Fighter Lord adds +2, High Priests adds +4. The listed rates above assume a near optimum environment with good natural resources, found in only around 25% of locales.

1e AD&D uses monthly rates.
The lowest listed 1e PHB rate of 5 sp/month is used as a default, with a Fighter of level 5-8 as ruler or steward, or a level 8 Cleric Patriarch, able to raise 6sp/month, about the OD&D level at 10 sp per gp.  Other rates as below:
High level Fighter Lords (level 9+) can extract up to 7 sp/month from their domain.
For other rulers a typical income is 10gp/year or 6 sp/month gross income for a typical borderland manor, which is the OD&D level at 10 sp per gp. 
Fighter Lord (level 9+) Dominion 7 sp/month. This seems an appropriate rate for Paladins (level 9+) also, and possibly Ranger Lords (level 10+), if Aragorn is an example. To achieve this rate the Lord must have cleared all territory within 20 miles of the fortress, and in appropriate terrain may extend their direct rule up to 50 miles from the fortress.
Cleric (High Priest, level 9+) Dominion 9 sp/month Presumably includes tithes, so we can see that the Church may claim up to 2sp/month/person above the Lordly rate.
Magic-User (Wizard) Dominion 5 sp/month Magic-Users apparently make poor rulers, having "many other demands on their time". This seems an appropriate income rate for other classes without specific rulership skill, such as DruidsThieves Assassins.
A kindly GM may allow the weaker rulership classes to employ a Steward, typically a Fighter type of level 5-8, who can raise taxes to the default rate of 6 sp/month, or even 7 sp/month if the Steward is a Fighter Lord of level 9+. 9 sp/month should be reserved for theocratic dominions.
Note that subsistence income for an adult, and also minimal average GDP per person, including the non-productive, is about 1 sp/day, or 30 sp/month. A typical 5 person household produces GDP of 150 sp/month. Extracting more than about 10 sp/person/month is likely to lead to swift starvation among the peasantry.

Manor Population
Initially attract freeholders on a manor equal to 'Max Henchmen' score x10 and if there's plenty of land grow quickly to around 80 (maximum Thorpe size), slower thereafter. Of course diplomacy and conquest can enable rapid growth...

Lord's CHA: Initial Freeholders (Manor)
3-4:  10; Growth -3%
5-6: 20; Growth -2%
7-8: 30; Growth -1%
9-11: 40; Growth +0%
12-13: 50; Growth +0%
14: 60; Growth +0.5%
15: 70; Growth +1.5%
16: 80; Growth +2%
17: 100; Growth +3%
18: 150; Growth +4%
19: 200; Growth +5%
A typical manor in settled farmlands is 640 acres, or 1 square mile. Maximum manor size in borderlands is roughly 2 miles diameter (one 2 mile hex), or just over 3 square miles, of which no more than 1 square mile is likely farmland. Exceptions apply to rulers of exceptional charisma - see below. Otherwise new manors must be created to administer the growing population.

Manor Current Population & Base Growth Rate (annual)
Under 20       +30%
20                 +25%
40                 +20%
60                 +15%
80                 +10%
100                 +5%
125                 +4%
150                 +3%
200                 +2%
300                 +1% requires 1.5 square miles farmland
400                 +0% " 2 sq m"
500                  -1% " 2.5 sq m"
600                  -2% " 3 sq m"
700                  -3% " 3.5 sq m"
800                  -4% " 4 sq m"
900+                -5% " 4.5 sq m"

Dominions
The feudal realm typically comprises Kingdoms, divided into provinces such as Duchies and Baronies. Large provinces may have lesser sub-divisions in turn, such as multiple Baronies within a large Duchy.
For taxation and defensive purposes, a unitary dominion's territory should be no more than one day's travel (20-50 miles) from the seat of rule. A typical dominion is 24-40 miles across, all within 20 miles of the castle. The largest unitary dominions are typically no more than 60 miles across, all within 50 miles of the castle, though they may reach 100 miles across in the extreme case of a circular plains/steppe dominion with a central fortress and light cavalry forces.
For large dominions, sub-infeudination is typical:
Knightly Manors must yield 20% of income via men at arms, materiel, or gold, to their Baron or Duke.
Baronies must yield 20% of income to their Duke or King.
Duchies must yield 20% of income to their King.
In practice, little money changes hands in most feudal realms; the primary obligation is to provide men at arms in time of war, and to entertain the liege's court during his annual visits - one such visit can easily amount to 20% of a smaller domain's annual income.

_____________________________________________

Typical NPC Stats
'Normal Man' (level 0) character stats, adapted from 1e DMG
Most are typically AC 10 unarmoured, all save as Ftr-0.
Professional soldier, normally male (eg town guard, berserker): d4+3 hp, THAC0 21 (STR 9-14)
Labouring male: eg miner, militia, hunter, brigand, raider: d6+1 hp, THAC0 21 (STR 9-14)
Active male (eg carpenter), Labouring female  (eg warrior, smith): d6 hp, THAC0 21 (STR 8-13)
Sedentary male (eg scribe), Active female (eg barmaid): d4 hp, THAC0 22 (STR 6-7)
Sedentary female (eg seamstress): d3 hp, THAC0 23 (STR 4-5, -1 dmg)

Advanced NPCs
Warrior (eg Thug): d8 hit dice, 2+ hd Fight/Save as Fighter
Expert (eg Merchant): d6 hit dice, 2+ hd Fight/Save as Thief
Sedentary (eg Princess, Sage, Scribe): d4 hd, 2+ hd Fight/Save as M-U
_________________________________________________

MONKS IN FAERUN ADVENTURES

For the Monk class, the 1e AD&D Player's Handbook version is used. Monks require ST 15 DE 15 WI 15 CO 11.
Monks attack as per OSRIC Cleric (not Thief). Monks' special AC and Open Hand attacks are  not modified by any attribute bonus, but they can use AC 10-DEX bonus if better, and weapon attacks may be modified by STR. Monk attacks & AC are not affected by Charging into combat.
A Monastery may typically have three Master of Dragons (eg White, Green & Red), and but one each of the higher Masters. To progress in level from 5th on, a Monk must hold each title in turn, challenging and defeating the office holder if necessary. The loser takes on the lower title, losing a level (but no XP). However a Monk who has attained the title Grand Master of Flowers and reaches 10th level may then progress unrestricted to 17th level, and may choose to step down in favour of the Master of Spring (once they have gained the requisite XP for 9th), without losing a level.

MONK CLASS & Titles for Faerun Adventures
LEVEL 

  1. Novice AC 10  hp 8 (2d4)  THAC0 20 speed 150' XP 0
  2. Brother AC 9    hp 11 (3d4) THAC0 20 speed 160' XP 2251
  3. Disciple AC 8  hp 14 (4d4) THAC0 20 speed 170' XP 4751
  4. Immaculate AC 7 hp 17 (5d4) THAC0 18 speed 180' XP 10,001
  5. Master AC 7 hp 20 (6d4) THAC0 18 speed 190' XP 22,501
  6. Master of Dragons AC 6 hp 23 (7d4) THAC0 18 speed 200' XP 47,501
  7. Master of the Wind AC 5 hp 26 (8d4) THAC0 16 speed 210' XP 98,001
  8. Master of Spring AC 4 hp 29 (9d4) THAC0 16 speed 220' XP 200,001
  9. Grand Master of Flowers AC 3 hp 32 (10d4) THAC0 16 speed 230' XP 350,001
_____________________________________

MONK CLASS

The Monk
The monk is the most unusual of all characters, the hardest to qualify for, and
perhaps, the most deadly. That is why the class is given out of alphabetical
order at the end of the section pertaining to character classes.
To be a monk a character must have the following minimum ability scores:
strength 15, wisdom 15, dexterity 15, and constitution 11. Monks never gain any
experience points bonuses. Dexterity gives them no armor class adjustment (unless 10-DEX would be lower than their Monk AC).
Monks are monastic aesthetics who practice rigorous mental and physical
training and discipline in order to become superior. Therefore they must always
be lawful in alignment, although they can be evil, good, or neutral with respect
to their approach to lawfulness. A monk who for any reason loses this lawful
alignment loses all monk abilities and must begin again as a first level
character. Non-player character monks will be aligned as follows: 50% lawful
good, 35% lawful neutral, 15% lawful evil.
A brief study of CHARACTER CLASSES TABLES I and II will reveal that the monk
appears to be quite weak, even considering that at the topmost level a monk
can have 18, albeit four-sided, hit dice (an average of 45 hit points without
constitution score additions, if any) and has a good selection of weapons to
choose from. Monks have no spell ability, cannot wear armor or use a shield,
and not even flaming oil is usable by them. This seems to make a weak
character class indeed. But this impression is false, for monks have their own
special attack and defense capabilities, certain other powers, and most of the
abilities of the thief class and some clerical-type capabilities as well. So, while
the class has drawbacks, it is very strong.
With respect to combat, monks attack on the same table as Clerics. However,
they add one-half of a hit point per level of experience to the amount of
damage they score when they successfully attack an opponent with a weapon.
This simulates their study and knowledge of weapons and anatomy. A 1st level
monk scores x + ½ HP of damage, where x equals the damage done by the
weapon used and HP equals the number of hit points of damage. A 2nd level
monk does x + 1 when he or she scores a hit, a 3rd level x + 1½, and so on all
the way to Grand Master of Flowers who scores x + 8½ HP damage. Monks of
median level and above actually fight better without weapons, using their open
hands, despite the weapon damage bonus they receive.
Open hand combat damage is shown on MONKS TABLE II below. In
addition, the monk has a chance to stun, or even kill, an opponent. An
opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of the
monk’s “to hit” die score exceeds the minimum number required for a hit by 5
or more, i.e. if 15 is required, a score of 20 would indicate a stun. The “to
hit” scores rolled by the monk are never modified by any strength ability
bonuses. The chance to kill is a percentage which equals the armor class (AC)
of the opponent, modified by the number of experience levels above seven
which the monk has attained. AC -1 is a negative chance for killing, as an
example, but a monk of 9th level (two above 7th) would allow a 1% chance
of killing. Note that 1) the monk must score a hit, and 2) the hit must stun the
opponent, and 3) the percentile dice score must be equal to or less than the
armor class of the stunned opponent, modified by the monk’s levels over 7th,
in order to score a kill.
Open hand fighting also allows the monk multiple attacks at such time as the
monk has attained the 4th or higher experience level.
Monks make saving throws on the table used by thieves, but they gain certain
advantages: Non-magical missiles (arrows, bolts, bullets, thrown daggers,
thrown javelins, thrown spears, etc.) which would normally hit can be dodged
or knocked aside if the monk is able to make his or her saving throw against
petrification for each such potential hit. In other respects, if a monk makes his or
her saving throw against an attack form, the monk will sustain no damage from
the attack, even if the attack form was a fireball, for instance. At 9th level
(Master of the North Wind) or higher, a monk who fails to make his or her
saving throw will still sustain but one-half the total potential damage which the
attack form could deliver, if possible. That is, a fireball would do 50% of total
damage, but the gaze of a basilisk would still petrify the monk.
At 1st level of experience, a monk is as likely to be surprised as any other
character, i.e. 33 1/3%. This chance goes down to 32% at 2nd level, and it
thereafter goes down 2% per level, so there is only a 30% chance of surprising
a 3rd level monk, 28% chance at 4th level, 26% chance at 5th level, etc.
Monks have the following thief abilities which they perform at identical level of
experience to that of a thief, i.e. a 1st level monk performs as a 1st level thief, a
2nd level monk as a 2nd level thief, etc. The abilities are:
 1. Open Locks
 2. Find/Remove Traps
 3. Move Silently
 4. Hide in Shadows
 5. Hear Noise
 6. Climb Walls
Although the chance of falling while climbing walls is the same as that of a thief
of equal level, monks can escape taking damage as follows:
— At 4th level, a monk can fall up to 20’ if he or she is
within 1’ of a wall.
— At 6th level, a monk can fall up to 30’ if he or she is
within 4’ of a wall.
— At 13th level, a monk can fall any distance if he
or she is within 8’ of a wall.
The monk must have an opportunity to periodically make contact with the wall
during the descent. The wall is used by the monk to slow the fall so that no hit
points of damage are sustained from the fall. Note that when reference to a
wall is made, any similar surface, such as a tree trunk, cliff face, and the like,
are equally useful to the monk.
The other abilities of monks are shown on the MONKS ABILITY TABLE below.

MONKS TABLE I: EXPERIENCE POINTS AND LEVELS
Experience Points Level 4-Sided Dice for Accumulated Hit Points Level Title
0 —2,250 1 2 Novice
2,251—4,750 2 3 Initiate
4,751—10,000 3 4 Brother
10,001—22,500 4 5 Disciple
22,501—47,500 5 6 Master
47,501—98,000 6 7 Master of Dragons
98,001—200,000 7 8 Master of the Wind
200,001—350,000 9 Master of Spring
350,001—500,000 9 10 Grand Master of Flowers
500,001—700,000 10 11
 700,001—950,000 11 12
950,001—1,250,000 12 13
1,250,001—1,750,000 13 14
1,750,001—2,250,000 14 15
2,250,001—2,750,000 15 16
2,750,001—3,250,000 16 17
3,250,001 & + 17 18 Ultimate Master

MONKS TABLE II: MONKS ABILITY TABLE
A. Level
B. Effective Armor Class
C. Move
D. Open Hand Attacks per Melee Round*
E. Open Hand Damage
F. Special Abilities

A B  C   D  E  F
1 10 15” 1 1-3 -
2 9 16” 1 1-4 -
3 8 17” 1 1-6 A
4 7 18” 5/4 1-6 B
5 7 19” 5/4 2-7 C
6 6 20” 3/2 2-8 D
7 5 21” 3/2 3-9 E
8 4 22” 3/2 2-12 F
9 3 23” 2 3-12 G
10 3 24” 2 3-13 H
11 2 25” 5/2 4-13 I
12 1 26” 5/2 4-16 J
13 0 27” 5/2 5-17 K
14 -1 28” 3 5-20 -
15 -1 29” 3 6-24 -
16 -2 30” 4 5-30 -
17 -3 32” 4 8-32 -
*Listings with a slash indicate extra attacks after the appropriate number of rounds, i.e. 5/4 means 5 attacks per 4 rounds, with the additional attack coming at the end of
the round sequence.

Notes Regarding Special Abilities:
Each special ability is designated by a capital letter.
A. The ability to speak with animals as druids do which begins at 3rd level
of experience.
B. The ability to mask the mind so that ESP has only a 30% chance of
success. This power begins at 4th level, and with each level of
experience which the monk gains thereafter, the chance for success of
ESPing the monk’s thoughts drops by 2%, i.e. 28% chance of success on
a 5th level monk, 26% on a 6th level, etc.
C. At 5th experience level a monk is not subject to diseases of any sort, nor
is he ever affected by haste or slow spells.
D. The ability to use self-induced catalepsy to appear dead. This can be
done perfectly, as the 6th (or higher) level monk is able to lower his or
her body temperature and heart rate. The monk is able to maintain this
state for twice the number of turns (10 minute periods) which equal his
level, i.e. 12 turns at 6th level, 14 at 7th, etc.
E. At 7th level the monk gains the ability to heal damage on his or her
body. The amount of damage which can be healed is 2-5 hit points (d4
+ 1), and this amount increases by 1 hit point with each experience level
gained thereafter, i.e. 3-6 HP at 8th level, 4-7 at 9th, etc. This may be
done once per day.
F. The ability to speak with plants as druids do. This power is attained at
8th level.
G. Beguiling, charms, hypnosis, and suggestion spells have only a 50% chance
of affecting a monk of the 9th level of experience. That is, the monk is 50%
resistant to such magic. This resistance increases 5% per level thereafter, so
that at 10th level such spells have but a 45% chance of affecting the monk,
40% at 11th level, and so on. Saving throws apply if resistance fails.
31
H. Telepathic and mind blast attacks (see ADVANCED DUNGEONS &
DRAGONS, MONSTER MANUAL, Mind Flayer) upon a monk of
10th or higher level are made as if the character had an 18 intelligence,
due to the monk’s mental discipline.
I. At 11th and higher levels of experience monks are not affected by
poison of any type.
J. Geas and quest spells have no effect upon monks of 12th or higher level.
K. The last ability gained, and perhaps the most terrible power, is that fabled
attack which enables the monk to set up vibrations in the body of the
victim, and the monk can then control such vibrations so as to cause death
to occur when the monk stops them. Known as the “quivering palm”, the
monk merely touches his victim to set up the deadly vibrations. The victim
can be virtually any creature. This power is limited as follows:
1. It can be attempted but once per week, and the monk must touch the
intended victim within 3 melee rounds or the power is drained for
one week.
2. It has no affect on the undead or creatures which can be hit only by
magical weaponry.
3. The victim cannot have more hit dice than the monk using the power,
and in any event, the total hit points of the victim cannot exceed those
of the monk by more than 200%, or the power has no effect.
4. The command to die (the control of the vibrations) must be given by the
monk within a set time limit, or else the vibrations simply cease of their
own accord and do no damage whatsoever. The time limit of death
command is one day per level of experience the monk has gained at
the time the power is used.

No comments:

Post a Comment