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Ability scores: -10 Dead : Anyone raised back from Dead will lose some
For each ability roll, in order, 4d6 and drop 1 die. physical functional or gain some alteration in their
Use the table to the right to determine bonuses sanity, in addition to a CON point.
and penalties for your attribute.
Spells
Healing 1st Level and up: Clerics, Druids and Magic users gain
Healing times below assume a character can rest the use of 1st Level spells at the first level of
and receive some first aid; if not, double or treble experience. They get an additional number of 1st level
[or higher] the resulting time. spells equal to their INT or WIS bonus. These spells
Award fractional healing if less than the required are over and above those granted by the clerics
time is spent healing. experience level. Thus, a WIS of 13-15 grants one
A characters CON modifier will diminish the days extra Level 1 spell; a 16-17 WIS (+2) grants 2 extra
required to heal, to a minimum of 1 day of rest. spells; 18 WIS (+3) 3 extra spells. Also works in the
negative with a very low score.
Normal damage: All damage is healed in d4 CON
modifier days if the character remained above 0 Clerics and Druids: Spell memorization is not required
hp, suffered no serious injuries and rests. for these classes. The entire spell list is available for
Serious damage: Character went to 0 hp or their use, if they are on good terms with their
received a serious wound, such as a limb almighty. Daily limits are still in effect.
damaged, head injuryheal in 4d4 CON days,
with rest and treatment (no treat = double).
Grievous damage: Character went below 0 hp or Movement Number of Move Rate
received a grievous wound [limb amputated, head Squares
injury roll for each incident - Optional: roll on Fast 6 150
quirks and flaws table], heal in 4d8 CON days Human, Elf 4 120
with rest and treatment (no treat = double). Halfling 3 90
However, the character will retain some Dwarf, Gnome 2 60
disfigurement and or loss of CON and possibly Slow 1 30
one other ability, as appropriate to the injury.
Armandos Basic D&D House Rules
Bolt of Energy (optional): Once/hour a MU can cast a Bolt of NRG up to 5' away; they must roll a
successful to hit if attempting to hit a creature; the bolt does d2 damage if it hits. If flammable
material is hit, there is a base 50% chance it ignites, +/- DM call.
Cantrips (optional): Every MU can cast a number of cantrips/day = INT bonus + Level of caster.
There are no specific cantrips, but must be made up by the caster. Cantrips are only one word
long, last 1 rnd or less, and must be 'normal' events, DM ruling - for example, cantrips can be
used to light a candle, sharpen a pencil, clean some dishes, summon a house fly, make a farting
noise as someone sits down, pinch someone, etc. It cannot replicate a level spell effect (ie.
trying to open a locked door = a Knock spell, and is therefore not allowed to be a cantrip).
Paladin
Alignment: Good (Lawful)
Combat, HP, Weapons: As per FTR, w/ +2 vs Evil (includes combat and saving throws)
Advance: As per ELF xp scale. Bonus xp for STR and WIS above 13, 10%.
Heal: d4 pts Healing/day, usable 1/level/day (can prevent death)
Pray (Augury): Paladin prays for some insight (completely up to DM what happens...here is
where staying in alignment, sacrificing to the chosen god, helping the poor, etc.
would be important...but don't abuse it, gods don't like being bothered too often...).
Warhorse: a gift of the Paladins god when he is deemed worthy...and completes a quest to find
it. The horse is magical and intelligent; it is the equine manifestation of the bond
between the Paladin and his god.
Quest/Pilgrimage/Tithing: Once a year the Paladin must undertake a quest in the name of their
god or go on a pilgrimage to a holy site their religion holds dear. Tithing 10% is also
expected.
Anti-Paladin: +2 vs. Good. Warhorse is hellish/demonic, snorts fire, etc.
Pixie-Faerie
Alignment: Any
Combat, HP, Weapons: As per Thief; can only use small weapons (they are ~2 feet tall).
Advance: HP, spells and xp scale as per MU. Bonus xp for INT above 13, 5%
Spells: As per MU. Typically are given a Wand when they come of age (with a permanent spell on
it, such as Light or Ventriloquism, usable 1/round, and only by the owning Pixie-
Faerie).
Movement: Ground 30, Fly 60 Tactical: Ground 1 , Fly 2
Ranger
Alignment: Lawful
Combat, HP, Weapons: As per FTR
Advance: As per MU xp scale. Bonus xp for STR and WIS above 13, 10%.
Tracking: A ranger can make a WIS check @ +1/level bonus to roll for successful tracking and
other hunting-related actions
Always Alert: Surprised only on a 1, surprises on 1-3 when in the woods/outside.
Animal Handling: +2 bonus to reaction check vs animals. See page B24.
Nature Lore/Woodland Survival: Highly knowledgeable in fauna & flora, the general lay of the
land, local lore/history and being able to survive in the wilderness.
Favored Woodland Enemies: +1/level against all goblinoids and giants.
Armandos Basic D&D House Rules
Shapeshifter
Alignment: Any
Combat, HP, Weapons: As per Thief (human, elf, half orc)
Advance: HP, xp scale as per Thief. Bonus xp for DEX above 13, 5%
Special ability: You can shapeshift into animal form, 1/day/3 levels of experience. The
shapeshifting takes 2 rounds. Animal for is randomly determined upon the first try OR is the
animal of the persons clan (or otherwise chose with DM). Note that while in humanoid
form, a trace of the animal form is retained (ie. a small black feather behind the ears for a
raven, pupils slightly cat like, etc).
Movement: Normal form as per humanoid race. Animal form, see below
Gnome
Alignment: Any
Prime requisite: STR, DEX: (13)
Hit Dice: d4 / Level until level 8
Combat, HP, Weapons: As per Thief (human, elf, half orc), saves as per thief
Advance: HP, xp scale as per Thief. Bonus xp for DEX above 13, 5%
Special ability: +1 with missiles (crossbow or sling); -2 to attacks by Large creatures; Infravision
60; sense slopes/passages, new construction when underground (d6 1,2); hates Goblins and
Kobolds (+1 attacks and they can understand their languages).
Tinkering: Gnomes have a knack for understanding complex machinery, such as gears (watches,
mills etc); weaponry (crossbows, ballistae..). To fix or construct such items, they can make a
roll vs (average of DEX+WIS) for success. Failure may have dire consequences if the
apparatus is dangerous.
Movement: 60
General: Gnomes love gold and prefer to live and work in lowlands, burrows and even
underground. They are often miners and blacksmiths. Their complex iron
gadgets are legendary.