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Posted

This character class is based on an article in Dragon magazine #56, also in Best of Dragon # III pages 56-58

arms, armor, and combat

hand axe, throwing axe, club, dagger, war hammer, javelin, knife, horseman’s mace, scimitar, sling, broad sword, long sword, short sword, and monster burn oil.

Can wear leather, magic leather, magic chain mail, and use a wooden shield. Attacks using fighter to hit table, but never gets multiple attacks per round nor can a minstrel use weapon specialization.

Starts with 2 weapons, at -4 to hit for non-proficiency, gain 1 weapon proficiency every 4 levels. of advancement.

magic items usable by this character class

potions, scrolls, rings, rods, wands, and miscellaneous magic items usable by all classes. Any books, librams, manuals, or tomes read by a minstrel have the same effects as on a druid. Can use the Rod of Beguiling, all types of the Horn of Valhalla, and instruments of the bards at the same level as 1E bards.

saving rolls

saves as a cleric, except saves as a magic-user versus paralyzation, poison, and death magic.

hit points are six-sided dice.

spells are limited.




Author
Categories Minstrel, house rules

Posted

1. non-combat

movement           distance traveled               distance traveled
rate               in one game minute              in one game segment( 6 seconds)
 4"                         40'                                     4'
 6"                         60'                                     6' 
 9"                         90'                                     9'
12"                        120'                                    12'
15"                        150'                                    15'

Outdoors: 1” = 1 mile in one day of walking. This is subject to terrain, load carried, and weather.

2. combat, or melee, for 3 1/3 foot hexagon/squares

Movement                 clothing or             action
rate                       armor                 possible
15"                   normal clothing,           move 4, melee or missile
                      Bracers of Defense,        move 5 and no action
                      Monk, Barbarian            run 6, roll 4d6 vs. Dex or fall
=================================================
12"                any magic armor or mail,      move 3, melee or missile
                   leather, elfin chain mail     move 4 and no action
                                                 run 5, roll 4d6 vs. Dex or fall
==================================================
 9"                banded, chain mail,           move 2 or less and action
                   padded, ring, studded,        move 3 and no action
                   thief with Boots of           run 4, roll 4d6 vs. Dex or fall
                   Elvenkind moving
                   silently
==================================================
6"                bronze plate, field plate,     move 1 or none and action
                  full plate, plate, scale,      move 2 and no action
                  splint, thief moving silently  run 3 ; roll vs. Dex
==================================================
4"                encumbered ( carrying          move zero and action
                  maximum weight load            move 1 and no action
                  for your character's strength) run 2 and roll vs. Dex

Turning around takes 1 hex/square of movement.

distances in hexes/squares:

1 hex = 3 1/3 feet; 2 = 6 2/3 feet; 3 = 10 feet; 4 = 13 1/3 feet; 5 = 16 2/3 feet; 6 = 20 feet; 7 = 23 1/3 feet; 8 = 26 2/3 feet; 9 = 30 feet; 10 = 33 1/3 feet; 11 = 36 2/3 feet; 12 = 40 feet; 13 = 32 1/3 feet; 14 = 46 2/3 feet; 15 = 50 feet; 18 = 60 feet; 21 = 70 feet; 27 = 90 feet; 30 = 100 feet.

Note on 15” movement rate:

A Barbarian can do this rate for up to 9 hours if the character has taken no damage. A Barbarian character can still move at this rate even if they have taken damage. Example: A Barbarian with 45 hit points has taken 23 hit points in damage. That is 9 hours times 0.51 = 4.59 hours can move at this rate.

All other character races can move a maximum of 1 hour at this rate. After the 6 turns, 1 hour, the character must slow to a 6” movement rate for 4 hours of walking, or sleep for 2 hours, before going back to the 15” movement rate. If the character continues at the 15” rate after 1 hour, the player must roll 4d6 vs. Constitution. failure means the character has collapsed. The character must rest for 4 hours after 3d10 + 5 rounds of unconsciousness.



Author

Posted

Characters in this game can be surprised and be unable to do anything.

Some monsters use a die other than a d6.

Party (1d6)     monster (1d6)     result
3 to 6              3 to 6        no surprise
  1                   1           both surprised
  2                   2           both surprised
1 or 2              3 or 6        party surprised
3 to 6              1 or 2        monster surprised
  1                   2           party surprised
  2                   1           monster surprised

The length of surprise, in game segments, is the difference between the two rolls.

Example: The party rolls a 1 and the monster rolls a 6. The monster gets to attack for 5 combat segments; however, dexterity can lower that amount. And rangers, and others, roll separately for surprise.


Author

Posted

Player tells me they want to disbelieve and they roll a d20 die. Tell me the result, and I then tel the player if it is an illusion or not one. … of course, the player has to make the saving roll.


Author

Posted

A character listens, and the player rolls a d20. A low roll is best. Player tells me what they rolled, and I will tell you what your character hears.

Loud noises will be heard automatically.

Number of characters that can         door
listen at a door                                   width
4                                                   10'
3                                                    8'
2                                                    6'
1                                              3' or 4'



Author


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