Dark Omen 67 (Private thread) Labyrinth of Madness
Posted: Fri Nov 17, 2023 3:17 pm
This is a Private Thread for Dark Omen 67 . It will contain:
-Character sheets (maintained by the DM)
-Character creation details for any/all of Dark Omen 67 's characters
-Experiences separate from the party
Name: Braiden Forgedheart XP/Next lvl: 2000000 /2,250,000 Class: Fighter HP:curr/max 82 / 82
A member of the Royal Tunnel Guard Alignment: Chaotic Good Race: Dwarf Level: 16
Age: 60 Height: 5'4 Weight: 125 Gender: Male Hair; Eyes;
Encumbrance: Movement: 6
Languages: Common, Dwarf, Orc, Goblin, Kobold
AC:reg/rear/no shield: AC 2 /Flank AC; 3/W/O Shield 5:
Armor; Scale Mail Armor+4/AC Bon 5/ 40lbs; Medium Shield +1/AC 3/10 lbs
AC: 0 (Scale Armor +4 (8pt), Shield+1 (2pt))
STR: 15 (0/0 Wt Allowance 55lbs Max 170 OD 8 BB/LG 7% )
INT: 14 (3)
WIS: 14 ()
DEX: 12 (0/0/0)
CON: 16 (HP +2 SS 95% Res 96%)
CHR: 12 (Max Hench 5 Loy 0 Rcn 0)
Death, Paralysis, Poison: Petrification,Polymorph: Rod, Staffor Wand: Breath: Spell:
4 5 6 4 7
Notes: +4 Save vs Poison, Wand, Staff, Rod
Weapon Att/Rnd Range Speed Damage sm/l Spec THAC0 Projectiles Left Notes
Battle Axe 2/1 N/A 7 D8/D8 y 5 N/A +1 Att/+2 Dmg
Warhammer 2/1 N/A 7 D6+1/2D4 n 5 N/A
Shield* 1/1 N/A Last 1D3 y 5 N/A
Fighting One Handed +1/+2 (spec); Fighting Two Handed Style +1 Dmg
[NOTE Within 30' +2/+2 Dble Dmg; Greater than 30' +1Att/+1 Dmg]
Survival GEAR
Weight Limit 70 lbs/Max 195
Gear: [43 lbs], {objects in container}
Inv Wt Item
1 (0.1) Whetstone
1 (5) Wineskin water
1 (2) Backpack
1 (3) Winter blanket
1 (3) Set of Tunic and Breeches
1 (-) Pr Boots
2 (2) Belt Pouches (Large)
10 (-) Sticks of Chalk
1 (-) Set of Flint and Steel
4 (1) Sacks (Large)
1 (4) Grappling Hook
1 (1) Pound of Dried Figs
2 (2) Pound of Nuts
7 (7) Dry Rations
1 (8) 50' Rope Silk
1 (4) Grappling Hook
Total Eq wt: 43 lbs
Magic Items
1 Scale Mail Armor+4 (2,000gp) Worn
1 Shield +1 (500gp) Carried
1 Battle Axe +2 (1,000gp) Carried
1 Warhammer +1 (500gp) Carried
1 Gauntlets of Ogre Power (1,000 gp) Worn
1 Spade of Colossal Excavation (1,000gp) Carried
1 Stone of Controlling Earth El. (1,500gp) Carried
1 Haversack Free Bonus Carried
1 Dire Boar (At Camp)
1 Set bit, bridle, riding saddle, Saddle Bag (Camp)
7 Dry Rations (Camp)
3 sets Breeches, Tunics Camp
1 Set of Boots
Weapon Proficiencies: 9
First, he gets a free Weapon Specialization. He must choose it from the following group:
Free Spec; Battle axe +1 TH/+2 Dmg
1 Warhammer
1 Ambidextrous
2 Weapon Shield Fighting Style (0 Att with weapon/0 Att with Shield) Shield Punch 1D3 Dmg
1 Shield
2 Single Weapon Fighting Style
2 Two-Handed Fighting Style
Weapon-Shield Fighting Style;
If you devote a weapon proficiency slot to specialization in Weapon and Shield Style, you receive one extra attack per round . . . only when using a shield on the shield hand, that is. You can use that extra attack only for the Shield-Punch and Parry maneuvers
when striking with both hands in a single combat round, the character suffers a –2 to attack rolls with his weapon and a –4 to attack rolls with the Shield-Punch or Parry. (If you're ambidextrous, as described above under "Off-Hand Weapons Use," that's a –2 with a weapon and –2 with a shield.) If you devote a second weapon proficiency slot to Weapon and Shield Style Specialization, that penalty drops to with the weapon and –2 with the shield. (If you're ambidextrous, that penalty is 0 with a weapon and 0 with a shield.)
On any round when you perform two maneuvers, you do not get the AC bonus for the shield for the rest of the round. If you swing your sword and perform a Shield-Punch in the same round, you do not get your shield's AC bonus if anyone attacks you later in the round.
Single-Weapon Fighting Style
The advantage of single-weapon style in the AD&D® game is that the character keeps a hand free for grappling, for switching weapons, for surprise maneuvers, for whatever comes along in the course of combat
If the character devotes a weapon proficiency to Style Specialization with Single-Weapon Style, he gets a +1 AC bonus when using any one-handed weapon (for which he has proficiency) in Single-Weapon Style. He doesn't get the bonus if he carries a shield or weapon in his off-hand.
Additionally, he can devote an extra proficiency to Single-Weapon Style and have a total +2 AC when fighting in this style. That's the limit, though: He cannot devote more than two proficiencies (for a total of +2 AC) with Single-Weapon Style.
Two-Hander Fighting Style
A second advantage is that, if you are using a two-handed weapon, the Disarm maneuver (see "Melee Maneuvers," below) is only of partial use against you.
A single successful Disarm against a two-handed weapon user won't knock the weapon out of the wielder's hands; it will merely knock his weapon askew and make him take some time to recover, so he automatically loses initiative on his next round.
However, two Disarm maneuvers successfully made against the character in the same round will knock the weapon loose.
Style Specialization with Two-Hander Style gives you a very specific benefit: When you're using a weapon two-handed, that weapon's Speed Factor is reduced by 3.
One-Handed Weapons Used Two-Handed
Some players don't realize that many other one-handed weapons can also be used two-handed. Since these weapons don't do any more damage two-handed, there usually isn't much reason to use them this way; however, with Style Specialization in Two-Hander Style, now there's a reason.
If you specialize in Two-Hander Style and then use a one-handed weapon in two hands, you also get a bonus of +1 to damage. Thus, if you take a Two-Hander Style Specialization when using a long sword two-handed, you do 1d8+1 damage instead of the base 1d8 (or 1d12+1 vs. large targets, instead of the base 1d12).
The one-handed weapons that can be used two-handed in this fashion include Battleaxe, Club, Footman's flail, Footman's pick, Horseman's flail, Horseman's mace, Horseman's pick, Morning star, Long sword, and Warhammer.
Nonweapon Proficiencies: 8
B Ancient Military History 13
B Fire-Building 13
1 Blacksmithing 15
2 Mining 11
1 Direction Sense 15
1 Stonemasonry 13
2 Survival (Tunnels) 14
2 Blindfighting N/A
L Cooking 14
L Animal Handling 13
L Riding (Land) 17
NOTES:
Problem with Magic
All magical items that are not specifically suited to the character's class have a 20% chance to malfunction when used by a dwarf.
If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles.
Racial Enemies:
dwarves add 1 to their TO HIT rolls orcs, half-orcs, goblins, and hobgoblins.
When ogres, trolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract 4 from their attack rolls because of the dwarves' small size and combat ability against these much bigger creatures.
UNDERGROUND
Dwarves are miners of great skill. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).
Detect grade or slope in passage 1-5 on 1d6
Detect new tunnel/passage construction 1-5 on 1d6
Detect sliding/shifting walls or rooms 1-4 on 1d6
Detect stonework traps, pits, and deadfalls 1-3 on 1d6
Determine approximate depth underground 1-3 on 1d6
Note that the dwarf must deliberately try to make these determinations; the information does not simply spring to mind unbidden.
Shield Manuevers
The shield-punch:
When your turn to attack comes, simply announce that you're shield-punching and make your attack roll. You get no attack bonus from the shield, regardless of its size or magical enchantment.
A shield-punch does 1–3 damage, plus your Strength bonus. Once you have performed a shield-punch, you lose the AC bonus of the shield for the rest of the combat round from now until your next attack. (If you have an attack later in the round, you regain the AC bonus then; if you don't have an attack until next round, you regain the AC bonus at the very start of the next round.)
Shield-Rush
This maneuver is like a combination of the Pull/Trip and Shield-Punch maneuvers.
The attacker must start at least 10 feet away from the victim and must have either a medium or body shield. Basically, he runs at full speed up to his victim, slamming full-tilt into him, hoping to injure him or knock him down.
As with the Shield-Punch, the attacker gets no bonus to attack rolls from the shield, nor does he get the AC bonus of his shield from the time he starts the maneuver until his next attack.
If he hits, he does damage equal to the Shield-Punch, and the target must make a 1d20 roll against Dexterity to stay on his feet. The target applies these modifiers to his Dexterity:
+3 Target Was Moving Toward Attacker; +3 Target Was Not Moving; –3 Target Hit From Behind; –3 Target Was Unaware of Attack
However, the attacker also has a chance to be knocked down. If he misses his roll to attack, he slams into the target anyway, and does no damage to his target. He must make his Dexterity ability check at a –6 penalty; if he makes it, he is still standing, but if he fails it, he is knocked down. Either way, his target remains standing.
Even if he succeeds in his attack roll, he still has a chance to fall down. The attacker rolls 1d20 against his own, unadjusted Dexterity. If he fails it, he falls down, too.
-Character sheets (maintained by the DM)
-Character creation details for any/all of Dark Omen 67 's characters
-Experiences separate from the party
Name: Braiden Forgedheart XP/Next lvl: 2000000 /2,250,000 Class: Fighter HP:curr/max 82 / 82
A member of the Royal Tunnel Guard Alignment: Chaotic Good Race: Dwarf Level: 16
Age: 60 Height: 5'4 Weight: 125 Gender: Male Hair; Eyes;
Encumbrance: Movement: 6
Languages: Common, Dwarf, Orc, Goblin, Kobold
AC:reg/rear/no shield: AC 2 /Flank AC; 3/W/O Shield 5:
Armor; Scale Mail Armor+4/AC Bon 5/ 40lbs; Medium Shield +1/AC 3/10 lbs
AC: 0 (Scale Armor +4 (8pt), Shield+1 (2pt))
STR: 15 (0/0 Wt Allowance 55lbs Max 170 OD 8 BB/LG 7% )
INT: 14 (3)
WIS: 14 ()
DEX: 12 (0/0/0)
CON: 16 (HP +2 SS 95% Res 96%)
CHR: 12 (Max Hench 5 Loy 0 Rcn 0)
Death, Paralysis, Poison: Petrification,Polymorph: Rod, Staffor Wand: Breath: Spell:
4 5 6 4 7
Notes: +4 Save vs Poison, Wand, Staff, Rod
Weapon Att/Rnd Range Speed Damage sm/l Spec THAC0 Projectiles Left Notes
Battle Axe 2/1 N/A 7 D8/D8 y 5 N/A +1 Att/+2 Dmg
Warhammer 2/1 N/A 7 D6+1/2D4 n 5 N/A
Shield* 1/1 N/A Last 1D3 y 5 N/A
Fighting One Handed +1/+2 (spec); Fighting Two Handed Style +1 Dmg
[NOTE Within 30' +2/+2 Dble Dmg; Greater than 30' +1Att/+1 Dmg]
Survival GEAR
Weight Limit 70 lbs/Max 195
Gear: [43 lbs], {objects in container}
Inv Wt Item
1 (0.1) Whetstone
1 (5) Wineskin water
1 (2) Backpack
1 (3) Winter blanket
1 (3) Set of Tunic and Breeches
1 (-) Pr Boots
2 (2) Belt Pouches (Large)
10 (-) Sticks of Chalk
1 (-) Set of Flint and Steel
4 (1) Sacks (Large)
1 (4) Grappling Hook
1 (1) Pound of Dried Figs
2 (2) Pound of Nuts
7 (7) Dry Rations
1 (8) 50' Rope Silk
1 (4) Grappling Hook
Total Eq wt: 43 lbs
Magic Items
1 Scale Mail Armor+4 (2,000gp) Worn
1 Shield +1 (500gp) Carried
1 Battle Axe +2 (1,000gp) Carried
1 Warhammer +1 (500gp) Carried
1 Gauntlets of Ogre Power (1,000 gp) Worn
1 Spade of Colossal Excavation (1,000gp) Carried
1 Stone of Controlling Earth El. (1,500gp) Carried
1 Haversack Free Bonus Carried
1 Dire Boar (At Camp)
1 Set bit, bridle, riding saddle, Saddle Bag (Camp)
7 Dry Rations (Camp)
3 sets Breeches, Tunics Camp
1 Set of Boots
Weapon Proficiencies: 9
First, he gets a free Weapon Specialization. He must choose it from the following group:
Free Spec; Battle axe +1 TH/+2 Dmg
1 Warhammer
1 Ambidextrous
2 Weapon Shield Fighting Style (0 Att with weapon/0 Att with Shield) Shield Punch 1D3 Dmg
1 Shield
2 Single Weapon Fighting Style
2 Two-Handed Fighting Style
Weapon-Shield Fighting Style;
If you devote a weapon proficiency slot to specialization in Weapon and Shield Style, you receive one extra attack per round . . . only when using a shield on the shield hand, that is. You can use that extra attack only for the Shield-Punch and Parry maneuvers
when striking with both hands in a single combat round, the character suffers a –2 to attack rolls with his weapon and a –4 to attack rolls with the Shield-Punch or Parry. (If you're ambidextrous, as described above under "Off-Hand Weapons Use," that's a –2 with a weapon and –2 with a shield.) If you devote a second weapon proficiency slot to Weapon and Shield Style Specialization, that penalty drops to with the weapon and –2 with the shield. (If you're ambidextrous, that penalty is 0 with a weapon and 0 with a shield.)
On any round when you perform two maneuvers, you do not get the AC bonus for the shield for the rest of the round. If you swing your sword and perform a Shield-Punch in the same round, you do not get your shield's AC bonus if anyone attacks you later in the round.
Single-Weapon Fighting Style
The advantage of single-weapon style in the AD&D® game is that the character keeps a hand free for grappling, for switching weapons, for surprise maneuvers, for whatever comes along in the course of combat
If the character devotes a weapon proficiency to Style Specialization with Single-Weapon Style, he gets a +1 AC bonus when using any one-handed weapon (for which he has proficiency) in Single-Weapon Style. He doesn't get the bonus if he carries a shield or weapon in his off-hand.
Additionally, he can devote an extra proficiency to Single-Weapon Style and have a total +2 AC when fighting in this style. That's the limit, though: He cannot devote more than two proficiencies (for a total of +2 AC) with Single-Weapon Style.
Two-Hander Fighting Style
A second advantage is that, if you are using a two-handed weapon, the Disarm maneuver (see "Melee Maneuvers," below) is only of partial use against you.
A single successful Disarm against a two-handed weapon user won't knock the weapon out of the wielder's hands; it will merely knock his weapon askew and make him take some time to recover, so he automatically loses initiative on his next round.
However, two Disarm maneuvers successfully made against the character in the same round will knock the weapon loose.
Style Specialization with Two-Hander Style gives you a very specific benefit: When you're using a weapon two-handed, that weapon's Speed Factor is reduced by 3.
One-Handed Weapons Used Two-Handed
Some players don't realize that many other one-handed weapons can also be used two-handed. Since these weapons don't do any more damage two-handed, there usually isn't much reason to use them this way; however, with Style Specialization in Two-Hander Style, now there's a reason.
If you specialize in Two-Hander Style and then use a one-handed weapon in two hands, you also get a bonus of +1 to damage. Thus, if you take a Two-Hander Style Specialization when using a long sword two-handed, you do 1d8+1 damage instead of the base 1d8 (or 1d12+1 vs. large targets, instead of the base 1d12).
The one-handed weapons that can be used two-handed in this fashion include Battleaxe, Club, Footman's flail, Footman's pick, Horseman's flail, Horseman's mace, Horseman's pick, Morning star, Long sword, and Warhammer.
Nonweapon Proficiencies: 8
B Ancient Military History 13
B Fire-Building 13
1 Blacksmithing 15
2 Mining 11
1 Direction Sense 15
1 Stonemasonry 13
2 Survival (Tunnels) 14
2 Blindfighting N/A
L Cooking 14
L Animal Handling 13
L Riding (Land) 17
NOTES:
Problem with Magic
All magical items that are not specifically suited to the character's class have a 20% chance to malfunction when used by a dwarf.
If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles.
Racial Enemies:
dwarves add 1 to their TO HIT rolls orcs, half-orcs, goblins, and hobgoblins.
When ogres, trolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract 4 from their attack rolls because of the dwarves' small size and combat ability against these much bigger creatures.
UNDERGROUND
Dwarves are miners of great skill. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).
Detect grade or slope in passage 1-5 on 1d6
Detect new tunnel/passage construction 1-5 on 1d6
Detect sliding/shifting walls or rooms 1-4 on 1d6
Detect stonework traps, pits, and deadfalls 1-3 on 1d6
Determine approximate depth underground 1-3 on 1d6
Note that the dwarf must deliberately try to make these determinations; the information does not simply spring to mind unbidden.
Shield Manuevers
The shield-punch:
When your turn to attack comes, simply announce that you're shield-punching and make your attack roll. You get no attack bonus from the shield, regardless of its size or magical enchantment.
A shield-punch does 1–3 damage, plus your Strength bonus. Once you have performed a shield-punch, you lose the AC bonus of the shield for the rest of the combat round from now until your next attack. (If you have an attack later in the round, you regain the AC bonus then; if you don't have an attack until next round, you regain the AC bonus at the very start of the next round.)
Shield-Rush
This maneuver is like a combination of the Pull/Trip and Shield-Punch maneuvers.
The attacker must start at least 10 feet away from the victim and must have either a medium or body shield. Basically, he runs at full speed up to his victim, slamming full-tilt into him, hoping to injure him or knock him down.
As with the Shield-Punch, the attacker gets no bonus to attack rolls from the shield, nor does he get the AC bonus of his shield from the time he starts the maneuver until his next attack.
If he hits, he does damage equal to the Shield-Punch, and the target must make a 1d20 roll against Dexterity to stay on his feet. The target applies these modifiers to his Dexterity:
+3 Target Was Moving Toward Attacker; +3 Target Was Not Moving; –3 Target Hit From Behind; –3 Target Was Unaware of Attack
However, the attacker also has a chance to be knocked down. If he misses his roll to attack, he slams into the target anyway, and does no damage to his target. He must make his Dexterity ability check at a –6 penalty; if he makes it, he is still standing, but if he fails it, he is knocked down. Either way, his target remains standing.
Even if he succeeds in his attack roll, he still has a chance to fall down. The attacker rolls 1d20 against his own, unadjusted Dexterity. If he fails it, he falls down, too.