Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Sunday, November 29, 2020

The Neverending Drachenschwanz #1

 

The Neverending Drachenschwanz #1

SIMPLY PUT!

This might be the greatest RPG FKR Zine ever written! 

https://www.docdroid.net/l8Dy11z/the-neverending-drachenschwanz-1-pdf



Thursday, November 12, 2020

Reevaluating my non-gamer life Part 2: Good news a new fire is burning.

 CAUTION! LANGUAGE AND SAD STORY!


Reevaluating my non-gamer life Part 2: Good news a new fire is burning.


It has been quite a while since I have posted on my blog. Time has went by and it has been cruel. while I was writing the last blog post I was at a job that absolutely took all my free time. it had pretty much killed all chances of having any kind of gaming life that involved a campaign. My wife would also not want to go game because she also (supposedly) wanted to be a part of a campaign. I suddenly out of the blue get laid off while the job still had a few months left. What was sad is we had a guy that they had hired that was a former client troublemaker, anyway they hired him to solve all the problems that he had caused with our company. Kind of an indirect way to get revenge. But a snake is always a snake and a worm is always a worm. A BITCH IS ALWAYS A BITCH! This guy was watching our workers worked out in 105° temperature stacking scaffold material to be sent back to the office and claimed they were not doing enough even though he didn't know jack s*** about scaffolding. He got some people from our main office involved and got us all ran off the job in disgrace. I just know this is for as long as I live I will make sure that that guy doesn't get hired if there's anything I can do about it. 

I am probably going to make an NPC in honor of this piece of dog s***. It will probably be something disgusting like a half-goblin that lives in a toilet or something.


Now during this time I'd actually started to get weekends off and I actually started trying to get some people together to do some gaming and also I was going to clean out my Mead Hall which is my building that I use for gaming in as my wife and daughters had filled it up with her crap and we were possibly supposed to move as well but since that was not going to happen anytime soon I was getting my goddamn building back so I can do some goddamn gaming. 

Like I had posted before we tried to do gaming in the living room but that's not my style I have a 4 foot by 8 foot 1 inch grid dry erase board that I set across two tables it's literally fits the content of four sheets of graph paper maybe a little bit bigger! 

So like I was saying I suddenly get laid off and the only job I can find is with the same company scanning temperatures at a gate at less than half pay. One thing this job did afford me was I would work 6 days with two half days in between and then I would have 6 days off. I finally actually had a massive amount of free time something I have not had in over 10 years. 


This was also a time because here in Southwest Louisiana it's incredibly hot. It's not just hot it's also the goddamn humidity. Seriously you cannot stand outside without the sweat dripping on your back going down the crack of your ass. pretty much guaranteed if you're wearing lots of clothes like we do in the plants, you will beginning some kind of heat rash or skin problem. Not to mention massively bad sunburns and such. The sun literally Cooks your guts out.

Wouldn't you know it that in my goddamn Mead Hall the m************ air conditioner would have to go out! 

Just as I have started to have free time and started having the ability to clean out my building the worst case scenario happens and I'm also making less than half pay so cannot possibly afford a new air conditioner so once again my gaming life is set at a delay. One of the other issues as I've stated before is that termites had got into my building and ate a bunch of my books and they have also eaten some of the walls as well. They have long since been eradicated from the existence of this universe by massive amount of poisoning hope I live through it myself but they are f****** gone but the damage is done. 

I finally find a stack of Star Wars role-playing game saga edition along with the second revised printing of 2nd edition West end games Star Wars and a stack of bunch of other Star Wars content. I find a very awesome dude who wanted those books in the past that I make him a hell of a deal for about 150 bucks for $500 worth of books which is about the price of a small air conditioner. Life is finally going to work out and I'm going to finally be able to get gaming started in my Mead Hall I happily hook up the air conditioner find more termite damage much to my f****** anger but I still hook that bastard up and we now have climate control in the super hot ass building. But wouldn't you know?

Life never f****** gives me a goddamn break!

The day before I am scheduled to start cleaning out my building BITCHASS Hurricane Laura decides to show up in Southwest Louisiana and f****** destroy everything! 

ARGH! 

If you haven't went around and looked at some of the videos on YouTube of the aftermath of hurricane Laura so you can comprehend how bad it is over here people literally are homeless living in tents and some will never ever never get their house back. 

You have to be a complete f****** idiot not to insure your house when you live in a hurricane zone but there are some people that are that stupid. And before you call me a judgmental a****** one of the people in question that I'm speaking of who had no house insurance has two or three four wheelers and about two or three side by sides he spends money on other s*** farm more expensive than the small amount that house insurance is in this area.

So we are now suddenly without electricity without water luckily my Mead Hall that I had tied down (and that is the secret of hurricanes not destroying your stuff is too tie them down) so they can't be blown over and blow off survived. 

Wouldn't you know just as we get electricity back and get everything going mother f****** Hurricane Delta comes and hits our area although nowhere is near as bad but for some people that already had a damaged roof with a hole in it a mirror category 2 hurricane (by the way Laura was a four when it hit us at 160 mph winds) it tends to destroy stuff even more so. So I got over the aftermath of that and have been chugging along.

I actually get to do one session of gaming with a good friend the guy that I sold the Star Wars books to and get to try out Pathfinder second edition finally. I can't say I totally dislike it I do say that it is a giant way too many rule convoluted mess of chunky rules. Though I do see it's appeal with the ability to completely customize your characters to the nth degree. This group also knows that I am a dungeon master and wants me to run a campaign for them.

So now finally everything seems to be going okay except the universe f****** hates me.

Now my dad has had health problems for quite a while at the age of 85 he recently had a heart valve transplant and is never quite gotten better recovered fully from it. The doctors keep screwing around with his medications and such trying to get him straightened out. 

But wouldn't you know after Hurricane Laura and then hurricane Delta my dad's somewhat got off his medications that he was supposed to be on and from there he has went downhill. 

So now my dad is in the hospital and it's not looking good he had a massive fluid buildup in his legs and almost had congestive heart failure. He also within a 3-week period has completely lost most of his thought processes and is in a very confused delirious state. This of course has disrupted my entire life once again. It is really painful to see your parent, the last one I have left suffering and going through really bad times like this. It is confusion he keeps trying to stand up and walk which he cannot do so unfortunately they had to restrain him to the bed which is pretty f****** horrible to see.

So as you can see my life is once again in shambles and I am a gamer who can't seem to get any game. The other day I halfway cleaned the Mead Hall but did not get finished. I plan to try and finish it real soon maybe actually roll some dice and run some great games to get rid of all this stress. I don't know about you but way back in the days of middle school and high school Dungeons and Dragons was what I used to help me escape from many of the problems in my life. It literally helps me cope with many things and was a great relief of stress that (not always LOL!) didn't include alcohol or drugs.

In my younger days while we were gaming it completely kept us out of trouble. In adulthood I found it to be one of the most inexpensive forms of entertainment that one could possibly do.

I am not talking about you Warhammer people you guys are f****** crazy with your amount of money that you spend lol!


So where is this post going? 

Well I'm hoping that my dad recovers and can come back home if not we're facing the super hard decision of having to put him in a rest home and then we're going to be left with his house which I have a little tiny house and my older brother still lives there who has nothing. I would love to keep the house but since my brother never got off his ass his entire life cannot possibly afford the place we could literally keep the house and use it as a gaming center. But unfortunately I'm going to have to sell it so my brother will have a place to live and the family home of almost 60 years is going to be gone forever. Strangely enough the neighbor girl that I grew up with has also moving after being there for about 60 years as well...


My God this post has been extremely long but what's the point? 

Well the point is is that I'm going to get the Mead Hall cleaned out and put my tables back up I say to the universe f*** you in your eye you piece of s***!!! 

F*** you and where you came from you're not going to stop me from f****** gaming you've done everything in your power to make sure I can't and I'm still going to f****** do it f*** you universe. I am going to game or I'm going to f****** die trying. The point is a new fire is burning and I will not let this b******* in constant barrage of suckiness win.

I hope some of you out there that are gamers that are working too much and you're not quite in your 50s like I am realize that you are working too much. We need to wake up and look around and see if you're actually living life.

If you're not, do so.

The last 10 years I've had no work-life balance it was just work work work work work balance no life at all. Don't be a victim of your own success and not live any life. If you're a gamer get out there and do some gaming stop doing other stuff that's wasteful and doesn't get you anywhere. This is like a new era like the '80s except no satanic panic.

Sees this time and especially we OSR gamers teach these youngsters how to use the fifth edition Dungeons & Dragons rules to play like we did in the old days... 

Well I guess that's all I have got all the thoughts that I need to share at this point in time. I hope this humble narrator of this sad tragic tale has given you some entertainment and some food for thought. I hope that the next blog post that I put down is going to be a bunch of good news about gaming and it possibly my father will have recovered completely but we shall see. 

That's if our entire nation does not fall apart and we're not in some kind of new stupid ass civil war...

UPDATE: 11/16/2020 MY DAD DIED. 

Friday, December 20, 2019

Using “0” Level Characters for LL/AEC



Using 0 Level Characters for LL/AEC

SO one feature of a certain other RPG is called The Funnel. It basically lets someone roll up a few weak 0 level characters to start adventuring with. If they survive they can choose to become 1st level characters. 

Choose any allowable race in your LL/AEC game. What is allowable?  Its up to the Gm as he/she is the final rule.

Roll 3d6 in order. 6 times in three columns making three characters for Str, Dex, Con, Int, Wis, and Cha.

Once abilities have been determined, each player must roll for a skill. You are not picking out a class yet but think of the class you WANT. Each class desired will have a prime requisite, and some classes have a requirement of a minimum ability score. If the prime requisite ability is high enough, the character will receive a bonus to experience.

Sometimes, a player will choose a certain class and the character does not have a prime requisite high enough to receive the experience bonus. In these cases, 2 ability points may be sacrificed from one ability to raise one prime requisite ability 1 point. This may be done more than once, but no ability can be lowered below 9. There are certain restrictions on how to raise or lower abilities. No ability may be lowered if it is also a prime requisite for the class, even if there are a few points to spare above the minimum required score. Dexterity can only be raised, never lowered. Constitution and Charisma are the only abilities that may not be modified in any way.
Roll once d100 Skills.

1. Actor
2. Animal Trainer
3. Appraiser     
4. Armorer             
5. Baker
6. Banker
7. Barber
8. Bartender
9. Beggar $               
10. Blacksmith 
11. Boatman       
12. Bookbinder            
13. Bowyer/Fletcher % 
14. Brewer            
15. Butcher
16. Burglar $       
17. Carpenter      
18. Chandler
19. Clown  
20. Cobbler   
21. Cooper
22. Cook       
23. Coppersmith
24. Crier
25. Cutler
26. Dairyman
27. Dancer 
28. Drifter $
29. Dyer
30. Explorer
31. Farmer          
32. Fisher  
33. Fortune Teller*
34. Friar <     
35. Furrier
36. Gambler 
37. Game Keeper %
38. Gem Cutter     
39. Glassblower
40. Glazier 
41. Goldsmith
42. Gravedigger
43. Hatter
44. Herald
45. Horse Trader  
46. Huntsman %
47. Investigator
48. Jailer
49. Jeweler
50. Juggler
51. Laborer
52. Lapidary
53. Lens Maker
54. Lorimer
55. Mapmaker
56. Mason
57. Merchant
58. Mime
59. Miner
60. Minstrel
61. Mourner
62. Notary
63. Occultist*
64. Painter
65. Pawnbroker
66. Peasant
67. Perfumer
68. Pimp/Whore
69. Poet
70. Porter
71. Potter
72. Prisoner
73. Puppeteer
74. Rat Catcher
75. Reeve
76. Roper
77. Seafarer
78. Servant
79. Scribe
80. Shepard
81. Shipwright
82. Slater
83. Slave
84. Silversmith
85. Singer
86. Stevedore
87. Tailor
88. Tanner
89. Taxman
90. Thatcher/Roofer
91. Thug
92. Tinkerer
93. Torchbearer
94. Undertaker
95. Vintner
96. Wanderer
97. Weapon Smith
98. Weaver
99. Woodcutter +
100. Roll Twice


*- Has the Spell Read Magic only and can use Magic User scrolls.
$- Has the 0 Level Thief Skills of PL 11%, FRT 9%, PP 18% CW 44%, HIS 8%, HN 1-2
%- Starts out with a Long Bow OR Short Bow and 12 arrows.
+- Starts out with a Hand Axe or Battle Axe.
<- Can cast Clerical scrolls.

Roll 1d4 HPs modified by the Con score.

Roll 1d6 x 10 for gold.

Start out at -500 XP

My god this looks fun as hell!

Sunday, December 16, 2018

Old School 5E Without Changing the Rules

Old School 5E Without Changing the Rules

The way I see it is the OSR pretty much won the battle. 

5E is so very much a rules light, at least 50% inspired by the OSR mixed with a stripped down D20 unified system. 

Now what it lacks, according to old school hacks, old ancient Lords, know as grognards is the easy death rate. 


I hear the complaint that it's too hard to die because by of the healing rules. 

Guess they have not played in any of my games?

Is that so? I say bullshit! I mean it's easy if the DM just gives them everything for free and offers them no challenge. 





In a more brutal styles of an Old School type world, monsters are everywhere, who says you can get a short rest? A bunch of clanking armored bumbling fools making all kinds of noise attract all kinds of Beast. You have to make sure and make the area safe that you are resting in or you don't get to rest. 

You also need to be real strict on encumbrance and on supplies. You can't carry everything. Trying to carry a heavy load will tire you out quickly and sometimes you can navigate small areas unless you take your backpack and sometimes armor off.  







 Did you bring enough water to drink? If you didn't then is there going to even be clean water to drink? The party won't do so well if they all have the shits and vomiting from drinking bad water. You can't heal to well either. 

Now did you bring enough to eat as well? If you didn't then will what you find to eat be enough to sustain you? What if you eat something toxic? 

Make sure and track food and water consumption. It seems boring but it can help bring a new sense of urgency if you realize that you are in danger of starving and dying of thirst. Plus it's a reason to go back to town. 

When the party is in civilization, there are consequences for acting like fools. If a player punches or stabs a town guard, the guards will call their fellow guards and attack the party. 






The next thing is the sandbox approach. Have encounters that are there that are too powerful for the party. They will have to run away or they will die. If they are not clever enough the monster will pursue them when the run away. Give the players nothing. Give the players and their characters a sense of danger. 

What this does is give the players a sense of accomplishment that they had to WORK for their XP and not have it handed to them. 

Hope these few tips help the DM and the players to have a more rewarding experience.

Eldrad

Sunday, January 28, 2018

BACK to the DUNGEON Role Playing Game: The Races: A few Examples and the Old School/New School Combat System...

A few Races...

Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.





Halfling
Attributes: Str -4, Dex +2, Con -1, Wis -1
The Wee Folk are a short race that lives in comfortable
burrows. Most Halflings prefer the simple life and
growing old and fat eating their six to eight meals a
day, smoking tobacco, various weeds, and drinking heavily
late into the night. They stand more than half the height
and weight of mankind (Though non-adventuring halfling
can get very fat) with the more isolated halflings being
smaller and live around 120 years. A halfling adventurer
is a rare thing.
• UNDERFOOT: Halflings get +1AC and can hide better due
to being small. They are found of farming,
gardening, fishing, and crafts.
• TUNNELCUNNING (WIS): Halflings live in dirt burrows
and hills and can detect weaknesses such structures
made of dirt such as dirt caves. They are not
particularly warlike but can very ferocious when
threatened.
• SLINGER: Halflings are experts at slings and thrown
rocks and do one dice higher in damage.




Human
This is exactly like you are and they are considered the
base race to create other races from. They have no
modifiers to their attributes. Humans have the ability to
survive. The get to re-roll one death save they fail once
a day per five levels.



Wood Elf
Attributes: Str -2, Dex +2, Con -2, Cha +2
Deep within the primordial forest live the ancient wood
elves. Elves are the same size as mankind but usually
thinner and delicate framed and have pointed ears. They
are one of the many races of elves but in the entire elf
race is fading. They live in communities high in the
ancient trees singing their ancient songs in giant tree
house cities. Elves live thousands of years and only die
from violence. At around 1200 years old they go back to
the wilderness to become one with nature.
• WOODWISE (WIS): Wood Elves are wise to the way of the
woods, survival, and stealth in the wilderness.
• ELFBLADES: All elves are trained in swordplay and
archery regardless of class.
• ELFFOOT (DEX): All elves can move silently in the
wilderness or forest.
• TREEWALKING (DEX): Wood Elves can tree walk. That is
the ability to walk from tree to tree as long as
there are limbs. Clever elves can apply this skill to
other uses.
• FEYCHARM (CHA): Wood Elves can use their Charisma to
fascinate and allure other races. This is especially
so when they sing or recite poetry.
• MAGICEBB (WIS): Wood Elves can use their Wisdom to
feel the ebb and flow of magic and fate but only in
the vaguest of visions. Only those of very high level
have the full foresight. All elves see the material
world dying and it makes them seem distant.
• ELVINACCURACY: Wood Elves have Elvin Accuracy which
means they can re-roll one miss per battle.
• ELFSIGHT (WIS): Wood Elves have incredible vision and
can see ten times farther than a human and can see
quite well in moonlight but not complete darkness.
Wood Elves are really good at finding hidden or
concealed doors when they are actively searching.
• ELFWILL (WIS): Wood Elves are immune to paralysis
caused by undead such as ghouls and are very
resistant to charm and sleep




The Old School/New School Combat System

7.0 COMBAT

1. Determine Surprise.
Determine if the different sides notice each other by
rolling a D20 against the unaware party's Passive
Perception which is their Wisdom bonus +10. IF the
unaware party does not notice the attacker then that
party is surprised and their enemies get a free round of
attacks.


2. Initiative.
Each character rolls a D20 + Dexterity Bonus + ½ their
Level or Hit Dice. Highest roll goes first. Combat goes
in that order for the rest of the combat. Groups of
monsters or troops may be rolled for collectively to save
time. One may delay their attack to a go at a lower
Initiative number but they are now at that lower number
in the Initiative.


3. Roll to Hit.
When one wants to attack one rolls a D20 plus ½ Your
Level or Hit Dice, plus Strength Bonus for Physical
Attacks, Dexterity Bonus for Light Physical, Ranged
Attacks and Spell Level plus appropriate attribute for
Spell Attacks. A natural 20 does Double Damage and may
have other effects depending on the Class. A 1 means the
player gets disarmed, bowstring breaks, gets tripped, or
gets pushed back five feet. Any Dexterity bonus (or
penalty) is added (or subtracted) from the Armor Class.
Magic is detailed in the magic booklet. Monsters attack
with 1/2 their HD total round down plus any other bonuses
as noted in their descriptions.


4. Roll for damage.
If one is hit then damage is rolled as followed. Remember
to add Strength (or Dexterity) Bonus to Damage (or
Penalty but at least 1 point of damage will be done.)
Subtract the damage from Hit Points. When you are at half
your hit points you are considered Bloodied and this may
allow for special conditions to occur. When you get to 0
Hit Points you are knocked unconscious. Below 0 you must
roll 10 plus the damage below 0 every round as a
Constitution Save. If you fail you die. If someone heals
you back to at least 1 Hit point you become functional
and back in the fight. Subdue damage only knocks out
another opponent. Monsters and NPCs die at 0 Hit Points
or less.


5. Try new things!
You can try anything in combat other than just hitting
and doing damage! Try making your opponent fall down or
be blinded by throwing things into their eyes or whatever
you can think of. The Game Master makes up these rules on
the spot and most of the time the difficulty is raised.
Try Combat Extremes! Charging, Tripping, Sundering
Weapons, and Pushing an Opponent. The Game Master sets
the difficulty for you such as adding up to +4 to the AC
of the monster to be hit to do such things. Many times
giant sized monsters can hit multiple opponents in one
swing. Game Masters can and will make up rulings as they
go.


6. Healing
You heal one point plus your Constitution bonus times
your level per day. Subdue damage is healed at the same
rate per hour. Regardless of modifiers you heal at least
1 point per level per day/hour.


7. Other Combat Modifiers
Two Weapon fighting -2/-4
Flanking +2
Invisible -4
Prone -4
Cover +1 to +5
Higher Ground +1
Afraid -2
Shooting Into Melee -4
Tiny +2AC
Small +1AC
Large -1AC
Huge -2AC


8. Extra Attacks
Every 6 Levels or HD one gets 1 additional attack unless

otherwise noted.


Next Post will be over the Monster Rules.

Saturday, January 27, 2018

Back to the Dungeon RPG: The Class Act! Fighter and Rogue

So why another Neoclone? 
If you print them out in booklet style, they make nifty little zine book! 

Well most of the clones out there are just that, an almost exact clone of what was, flaws and all. THEN you have the bloated new stuff with all the cool options and such but DAMN! to many rules! 
IT'S just bad game design to make rules like that! So what did I do? I made a simple version of the old system I loved and added in a few modern options. IT needs to be easy to run! 

It should be a pleasure to create dungeon deep and wildernesses wild and NOT WORK!  



Here are monsters for example! 

For example here is a Goblin...
Goblin AC12+ HD1-1 Move20 Damage 1d6 Weapon and Ranged.

Goblins are small 4' tall evil stinking humanoids of various bestial looks. They only live to destroy. They are the ancient enemy of the dwarves but the plague all when they come to an area and multiply.

Orc...
Orc AC12+ HD2 Move30 By Weapon +2

The ugly race of pig faced humanoids with green to brown mottled skin. They form tribes in the wilderness and join up to raid and destroy. The only weakness they have is fighting among themselves. Their leaders will have many more hit dice.

Swamp Dragon...
Dragon, Swamp AC16 HD7 Move40/60f/40s Bite 1d6, 2 claws
1d6, Tail 1d4, or Breath Weapon DC13 Acid 7d6

The Swamp Dragon is an evil swamp dwelling dragon that plots and plans how to acquire more gold.

There will be an entire post on monsters in the future. 

I gave the classes a bit more meat because players seemed to like that. I took the complication out of most of it compared to modern gaming. Check out the Fighter and the Rogue.

FIGHTER
The brave and strong Fighter is the backbone of any adventuring group. He is the first line of defense against any and all threats. Fighters can be of any background and come from anywhere. Most Fighters depend on their Strength to do great damage on their opponents in combat. The Fighter answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play.
• STRONG (STR): The Fighter may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can.
• SOLDIER (INT): The Fighter may also use his Intelligence to see the quality of weapons and armor.
• RESIST (CON): The Fighter uses his Constitution to resist toxins and drugs as well as any thing that might shock his system.
• RIDER (WIS): A Fighter may also use his Wisdom to keep control of his horse or other steed.
• DEFENDER (WIS): The Fighter may also keep his
undivided attention on as many opponents as his
Wisdom Bonus, that if they try and get past him or
attack anyone else, he will get a free melee attack
against as many adjacent enemies as his Wisdom Bonus
even if he has already taken an action this round.
• CLEAVE: A Fighter can cleave one extra victim at
first level and then every two levels. A cleave is
when you drop one opponent your leftover damage then
continues to the next opponent adjacent as long as
the attack roll would beat the AC and another attack
is made with a damage roll as well.
• FIGHTER: You are proficient in all weapons and armor.
• CRITICAL: Fighters get the Melee Critical Hit
ability. When they roll a natural “20” they
automatically do triple damage in Melee Combat only.
This damage continues to cleave to the next monster
if the first one dies from the massive damage.
Critical hits improve to x4 at 4th level x 5 at 8th
level improving every 4 levels.
Armor: Any
Weapons: Any
Hit Points: 1d10 per level.


Here is the nifty character sheet!

ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any

Hit Points:1d6 per level