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  1. Adventure Idea #1: The Necromancer's Test

    I was reading a section of The Complete Book of Necromancers by TSR and came across the mentioning that sometimes a necromancer would have multiple candidates vying to be his/her apprentice. So (while I'm sure this has been done already) why not have a necromancer build a multi-tier dungeon as a kind of "testing grounds" for them?

    SPECIFIC IDEAS FOR THE DUNGEON:

    1. Within each level could be a mini-boss. Perhaps an undead apprentice who failed that tier and ...
    Tags: necromancer, test Add / Edit Tags
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  2. Furry Races(or so to speak) for d&d 3.5 or homebrew

    Iron Claw was not something i enjoyed so me and my DM sat down and customed 55+ anthropomorphic races. here are just the first 10.

    Squirrel = (Avg glide 30’across per 5’ down) +5 Climb, Climb 10’ spd, +2 Dex, +4 Listen, +4 Spot

    Panther = claw, bite, rake, lowlight vision, +3 Mv sil, +3 Dex, (+6 Hide shdw), +3 Hide, +5 Bal, drkvis 60’

    Cheetah = claw, bite, rake, lowlight vision, +3 Mv sil, +3 Dex, +4 Hide, +30’ spd, Run x5, drkvis 60’

    Cat ...
    Categories
    Campaign Logs
  3. Let's set the record straight...

    It's nice to see the many discussions that always seem to show up time and time again, here on the internet or in face to face chats, concerning Old School and New School. I would consider myself an OS gamer, considering I began gaming in the late 80s when 2E DnD was first released. From the 'good old days' to present, I have had the opportunity and good fortune to play and run a variety of systems. However, I'll focus on DnD, as 2E was my first and still is my favorite system...this excludes about ...
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  4. FF HERO: Thief

    This one was tricky. Wanted the realism of theft (not the cartoony version of Final Fantasy) but wanted a final fantasy feel to the class. This is what I came up with.


    THIEF


    Category: expert

    Ability maxes: 8 8 15 12 5 12

    Allowed Weapons: boomerangs, light swords, knives, ninja blades, swallows

    Allowed Armor: Armwear, Hats, Suits

    Starting Ability:
    Backstab: +2d6 HKA (30 active points) ...

    Updated 09-07-2010 at 09:57 AM by yukonhorror

    Categories
    Final Fantasy in 6th edition HERO
  5. FF HERO: Mime

    This one was really altered. I made it simpler for the sake of versatility (like what is seen for the other classes).

    But the ability mimicked must be one from an allies class of that day (with respect to job switching) or the abilities from the last time the Mime class was "equipped."

    MIME

    Category: expert

    Ability maxes: 10 10 10 10 10 10

    Allowed Weapons: bows, crossbows, flails, knives, rods, staves ...

    Updated 09-07-2010 at 09:57 AM by yukonhorror

    Categories
    Final Fantasy in 6th edition HERO