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May 16, 2006

DDM Campaign 3: Special Abilities

Updated 05/21/06 Go to Vesivus for descriptions of special abilites. Click on a figure with the ability and then run your mouse across the word on the card and it will list the description.

Special Abilities

Negatives:
Bloodthirsty – Gain 2
Bleeder – Gain 4
Brittle Morale – Gain 3
Burnout – Gain 4
Can’t Rally – Gain 3
Slow Ranged Attack (only if have ranged attack) – Gain 1
Slow Melee Attack – Gain 2 (3 if fighter)
Cowardly – Gain 2
Double Damage from XXX energy - Gain 3
Earthbound - Gain 3
Furious Spirit - Gain 1
Hard of Hearing - Gain 2


General:

+4 ac against XXX foe – 4 (Stacks)
+2 ac vs AOO – 2 (Stacks)
+2 ac vs ranged – 2 (Stacks)
Sprint - +2 move, once per battle – 1
Beastmaster – 4
Blind-fight – 4 (Fighter 2)
Blind-sight - 6
+1 morale –2
Bluster – 1
Bravado – 2
Bold – 4
Alignment Foe – 4 (+2/+5) (Stacks)
Faction Foe – 2 (+2/+5) (Stacks)
Monster Foe +5 Damage - 1 (Stacks) (Monster types only)
Resist 5 xxx – 2 (Stacks)
DR 5 – 10
Cleave – 4 (Fighter 2)
Conceal – 8 (Rogue 4)
Death Blow – 1
Illuminator – 8 (Cleric 5)
Increase DC +1 of Special Ability - 2
Double Opportunity Attacker - 2
Dragonmaster - 2
Dual Activation - 10
Favor of Lolth - 3 (Drow Only)
Fearless - 8
Feed - 4 (Evil Only)
Elemental Aura 5 damage (pick one type) - 4 (Stacks)
Elemental Shield 5 damage (pick one type) - 3 (Stacks)
Flight - 6 (Plusses to movement require one additional point)
Frightful Impale - 3 (Must do minimum 15 damage)
Ghost Step - 2 (Rogue 1)
Ghost Touch - 6
Grant xxx (Race) Move Action - 4 (1 per) (Command 3 minimum)
Grant Move Action - 6 (1 Per) (Command 4 minimum)
Hide - 3 (Rogue 2)

Rogue:

Melee Sneak Attack +5 – 1 (Stacks – 1point 1st time, 2 2nd time etc)
Ranged Sneak Attack +5 – 1 (Stacks)
Coordinated Shot – 2
Precise Shot – 3
Promote to Assassin - 8
Promote to Bard - 8
Disguise Self – 2
Evade Damage - 4
Hunter - 4
Hurling Charge - 4
Illuminator - 8 (Cleric 4)

Cleric
Promote to Druid - 8
Dismiss Outsider - 5
Undead Slayer +5 – 2, stacks

Fighter
Promote to Barbarian - 8
Promote to Paladin - 8
Bloodlust – 2
Close Order Fighter – 3
Phalanx Fighting – 3
Coordinated Shot – 2
Precise Shot – 3

Sorcerer
Blink Out –1
Chastise Spirits - 2
Hexblade's Curse -3

Wizard
Promote to Necromancer - 8
Blink Out –1
Burrow – 3
Dual Wand - 4
Ancestor Spirit - 4 (Per race, all except human)

Bard
Countersong - 4
Disguise Self – 1
Drumbeat - 10
Gibbering - 3 (1 per)

Druid
Burrow - 2
Chastise Spirits - 2

Necromancer
Incorporeal – 10
Life Drain 5 – 4 (Stacks)
Domination Surge - 4
Energy Drain - 6
Ghoul Touch - 1 (1 use per)


DDM Campaign 2: General Ability Upgrades

General Abilities - Updated 05/16/06

1 point
+5 hp (0-25)
+1 attack modifier (1-5)
10 points of faction followers (max: single creature char level x 10)
5 points off faction followers
Max # of followers +1 (1-2)
+1 ac (11-15)
+1 Ranged attack modifier (1-5)

2 points
+5 hp (25-50)
+1 attack modifier (6-10)
+1 ranged attack modifier (6-10)
1 command point (1-3)
Gain ranged Attack
+1 ac (16-20)
Max # of followers +1 (3-4)

3 points
+5 hp (50-75)
+1 attack modifier (11-15)
+1 ranged attack modifier (11-15)
1 command point (4-5)
+1 ac (21-25)
+1 movement (4-8)
Max # of followers +1 (5-6)

4 points
+5 hp (75-100)
+1 attack modifier (16-20)
+1 ranged attack modifier (16-20)
1 command point (6-7)
+1 ac (26-30)
+1 movement (7-8)

DDM Campaign 1: Base Rules and Characters

Updated 05/16/06

Please note, these are very basic stats, I haven’t worked out whether they are balanced or not. Any ideas or input appreciated. Unlike my D&D game, I am trying to keep the classes very basic at the beginning, to allow for more growth into different types of characters later on.

Characters will develop in two ways. First, they will level similar to D&D characters, plus additionally they will be able to use the ‘spoils’ (basically the point cost of bad guys killed) to purchase items, followers, or upgrades. Not sure how that will all work exactly, but I will work on it.

DDM Campaign Game

Start as:

Fighter, Wizard, Cleric, Sorcerer or Rogue

Base Stats:

Fighter

AC:12
HP: 20
+4, 5 damage
Move: 4
3 ability points/level


Wizard
AC: 10
HP: 5
+0, 5 damage
Move: 4
1 ability point/level
1 1st level spell

Cleric
AC: 11
HP: 15
+2, 5 damage
Move: 4
1 ability point/level


Sorcerer:

AC: 10
HP: 5
+0, 5 Damage
Move: 4
1 ability point/level
1 1st level spell

Rogue:

AC: 13
HP: 5
+0, 5 Damage
Move: 4
2 ability points/level
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