DM`s Guide
" Lonely wandering forgotten worlds capturing pieces of past and future The Lord of a Thousand Tales " Tempus Fugit Bards
| About KaranBlade (3E Conversion) | Biamindua`s Spellbook |
Languages | Non Weapon Proficiences | Criticals & Fumbles | Melee Maneuvers Table
KaranBlade`s languages
Have you figured out that I just forgot to put the languages for each race on the race`s page? Well, pardon.. Here`s the languages and it`s descriptions:
-Torak: That`s the common tongue of all Near World. It`s the ancient language spoke by the torannians of a distant past... With the passing of the years it has got a few differences, but it`s still the same tongue.
-Rotuk: That`s a dialect spoke by the rotunnians. It has a primitive form of writing too, based on sketches of animals and hunts engraved on the rocks and caves of the barbarian lands.
-Dardiuk: That`s the language of the dardees. It has a very complex writing form, based on symbols and strange fonts. Only a few dardees actually master their tongue.
-Khitak & Kyanak: This are the two tongues spoke at the distant Khitai. Both of them have a very complex writing form, based on mystical symbols. The first one is spoke by almost any khitaian, but the second one is the feared dark cant, and only used by the shadow clans and it`s agents of the night.
-Mahuan: That`s the melodious language of the high elves. It has also very stylish fonts, and some say that the ones who master this tongue gain the power of making magical suggestions by simply talking...
-Dwarvish & Gnomish: This two languages are almost the same, with a little accent differences and a few non-equivalent fonts... Because of that, some wiseman say that the dwarves and gnomes belongs to the same ancestral.
-Orkish: That`s the grotesque tongue of the orcs. It`s very loudy, with strange grunts among the phrases, but it`s still speakable. There`s a few accent differences between the barren and the sylians, but they can understand each other very well, tough they doesn`t necessary like to do so.
-Hobbitish: That`s the language of the hobbits. It may be the most simple and learnable tongue of all, and it`s used by a few torannian teachers for making their work a little easier.
-Uldaran: That`s the unrecognizable tongue of the uldras. It`s based on whistles and animal grunts, and hasn`t any writing form. It`s also very rare to see any non-uldaric being knowing this language.
-Zirmandian: That`s a shade tongue spoke by the thieves of Zirmandia. It`s also knowed as thieves` cant. It uses numeral codes as fonts, so it`s a hard job to master it`s writing form.
-Adpet torak: That`s a variation of the torak, used by the adepts to mantain their scripts more safer.
Here are some new non-weapon proficiences for the KaranBlade camapign:
Anatomy
3 slots
Category: Warrior
Ability: Intelligence
Check Modifier: -2
Characters who learn this highly specialized proficience can try to figure out the health of their opponents, and know if they are at 3/4, 1/2 or 1/4 of their total hit points. Failed checks will result in false information. The DM must make the roll out of player`s view.
Hide Item
1 slot
Category: Rogue
Ability: Dexterity
Check Modifier: +3 to -5
Characters can canceal small items or weapons on their bodies, using a tunic or a cloak, and carrying this items hidden from unwanted vigilant eyes. See the table bellow for adjustments to this proficience check:
| No guards | +2 | Tiny item | +1 |
| Guards | 0 | Small item (up to 1lb.) | 0 |
| Very observant guards | -3 | Small item (up to 3lbs.) | -2 |
Monster Lore
2 slots
Category: General
Ability: Intelligence
Check Modifier: -3
Characters have studied in depth one specific monstrous broad race or culture (if applicable).
Characters may also use this knowledge while fighting opponents from this culture.
On a sucessfull proficiency check that must be made before the battle begins, the character is
allowed to choose one of of the following bonuses: +1 to his attack rolls, +1 to his AC or
+1 to his saving throws. Note that these bonuses only function against the opponents of the specific
broad race that he choosed to study!
Demon Lore, Dragon Lore, Faerie Lore and Undead Lore are possible choices for this proficiency. Note
that the DM may not allow very mysterious races to be choosed, or may apply minuses to the check...
Finally, Rangers enjoy a +3 bonus for this proficiency check (so, they overcome the normal penalty).
Politics
1 slot
Category: General
Ability: Intelligence
Check Modifier: 0
Characters know the cities governments, governors and relactions.
Soluakh Feel
2 slots
Category: Wizard (Adepts only)
Ability: Wisdom
Check Modifier: -2
Adepts are deep connected with the soluakh crystals, and this proficience enable them to detect such jewels for up to 60 feet away. This ability can only be used in 3 hour intervals. The DM must make the roll out of player`s view.
Streetwise
1 slot
Category: Rogue
Ability: Charisma
Check Modifier: -1
Characters are aware of the events that take place in the cities underworld, and have the ability to make contacts with the people who run and live in the underworld society.
Well, I know its a very hard job to determine what exactly effects does a critical blow (20 on d20 roll) or a fumble move (1 on d20 roll)... Many people over the web tried to make his own system for this, some used a variation of the M.E.R.P. and Rolemaster tables, others decided to make more fast and easier to follow tables. So, being just another AD&D fan site over the web, KaranBlade will show you its own Critical/Fumble system.
Note that this system is almost entirely based on the rules of Fighter`s Handbook for Striking specific body parts.
Critical Blows (20 on d20 attack rolls)
A critical blow immediatelly does double damage before any other special effect, and this damage is doubled before any other strenght or specialization bonuses, only weapon`s magical bonuses are doubled too.
After calculating this damage, you must compare the value with the opponents TOTAL HP (not temporary, the full value... rounds fractions up) and consult the table bellow for the Critical Severity:
| % of Opponents TOTAL HP | Critical Severity |
| 25% | Numbed - Effects lasts 1 round |
| 50% | Useless - Effects lasts untill fighting is over, plus +2d6 minutes or imediatelly magical healing |
| 75% | Destroyed - Effects lasts untill full HP recovery and 1d6 days of rest |
| 100% | Lethal - Effects lasts untill 1d6 months of rest after life recovery |
Optional: Any spell that does physical damage may aplly for a critical, you just have to reduce one level of severity. So, a fireball that takes more than 50% of an opponent`s TOTAL HP should does a critical of Numbed severity, as if it just had taken only 25% of his HP.
Now that you have figured the Critical Severity, you just have to roll 1d6 to determine what opponent`s specific body part was hit by your critical blow, and apply the Special Effects:
| d6 Roll | Part of Body Hit |
| 1 | Left Arm |
| 2 | Right Arm |
| 3 | Left Leg |
| 4 | Right Leg |
| 5 | Midsection (Chest & Stomach) |
| 6 | Head |
| Part of Body Hit | Additional Special Effects |
| Arms | Opponent drops the weapon. Opponent will not drop a shield strapped to the arm, but not does not get the AC benefit of shield untill the effect ends. |
| Legs | Opponent must make a Dexterity check: If he suceeds, he remains standing (on one foot) ; Otherwise, he flops to the ground and any further attempt to strike him will get a +4 bonus. His movement drops to 1/4 of normal. Every time he is hit for more than 2 points of damage, he has to make another Dexterity check untill the effect ends. |
| Midsection | Opponent has the wind knocked of him and has a hard time defending himself. His movement drops to 1/2 of normal, and his attackers have +2 to hit untill the effect ends (This bonus is cumulative with any other attacker bonuses for blindness or bad position). |
| Head (Roll 1d4) |
1 Blindness - Opponent is blinded untill the effect ends. Attackers get +4 to hit, as he suffers -4 to his attacks. 2 Deafness - Opponent hears ringing in his ears untill the effect ends. He cannot hear orders or warnings shouted at him. 3 Dizziness - Opponent is confused and dizzy. He performs any Dexterity ability rolls with -4 penalty untill the effect ends. Anytime he is hit in combat for more than 2 points of damage, he must make a Dexterity check to avoid falling down (as the Legs critical effects). 4 KnockOut - Opponent is knockedout by the force of the blow, and will remain stunned (cannot attack, attackers get +4 to hit) untill the effect ends. |
Note 1: Basinets avoid the Dizziness head effect, and Great Helms avoid all the head effects except the KnockOut (we finally got some real use for the head stuff).
Note 2: Berserkers or Enraged opponents are totally immune to any critical effect until their rage ends.
Note 3: Some monsters are obviouslly immune to some effects due to critical blows... Examples are all the undeads, who does not have any organs or nerves, and are totally immune to any critical effect; Or the beholders, who just have too many eyes to suffer blindness with just one blow :o)
You must also consider the size differences between the attacker and the opponent. A dwarf striking a hill giant with his axe can only do a critical blow to the giant`s legs, and so on...
Fumble Moves (1 on d20 attack rolls)
That`s much easier to determine than the critical blows, tought its much less glorious too... You just have to roll 1d6 and consult the table bellow:
| d6 Roll | Fumble Effects |
| 1 | Loose Grip - No further activity this round (if you had another attacks you will just loose then) |
| 2 | Slip and Fall - You have falled ridiculouslly to the ground, and your opponents will get +4 to hit you this round (No further activity). |
| 3 | Weapon Flies Away - Incredible inept move make your weapon flies 2d6 feet away to some specific direction (Roll 1d6: 1 Straight Ahead/2 Ahead, Right/3 Behind, Right/4 Straight Behind/5 Behind, Left/6 Ahead, Left). |
| 4 | Break Weapon - You missed your target badly and stuck your weapon into some hard thing. You must suceed on a Item Saving Throw with -5 penalty to avoid breaking your weapon (weapon`s magical bonuses may apply to or avoid this check). |
| 5 | Self Hit - Unbelievable mishandling of your weapon make you hit youself, roll weapon damage with no strenght or specialization bonuses. |
| 6 | Stumble Over Weapon - Worst move seen in ages. You strumbled and felt hard to the ground, hiting yourself with your own weapon. Roll normal weapon damage. Opponents have +4 to hit you this round. |
I always felt that the Fighter`s Handbook needed a table with all the melee maneuvers resumed... So, I decided to put one here. Who knows? I think its usefull :o)
| Melee Maneuvers | Modifiers |
| Called Shots | +1 initiative; -4 to hit |
| Striking a Specific Body Part | Normal Called Shots to Torso, Arms & Legs. Additional -4 to hit against Head & Stun Points (Midsection). Then see the effects at the Critical Tables. |
| Smash Something Being Held | Normal Called Shot. Then determine the hit points of the specific object. |
| Bypassing Armor | Normal Called Shot. Delievers great damage, and may even kill outright. Only used against almost invulnerable opponents. |
| Carving Initials into Someone | Normal Called Shot. 1 or 2 points of damage, and a simple letter can be carved at opponent`s flesh. Can reduce morale or earn a foe for life :o) |
| Cutting Buttons Off | Normal Called Shot. Can snip off one button, brooch, gem or other sartorial element from an enemy`s outfit. Can also be used to flip a necklace off someone`s head, spring the catch on a bracelet, etc. |
| Stapling | Normal Called Shot. Must be performed with some ranged weapon, or even with a sharp melee weapon. The target must be near some piece of furniture or wall, he suffers -2 AC while pinned. Duration is one non-combative round or three combative ones. |
| Hostage-Taking | Normal Called Shot to put a knife on the hostage throat (must be grabbed first). Then can drive the knife home at any time, for twice (maybe more) normal damage. |
| Disarm Single-Hand Weapons | Normal Called Shot (its even possible with throw and missele weapons, with an additional -2 to hit). Then consult Weapon Flies Away at Fumbles. |
| Disarm Two-Handed Weapons | Normal Called Shot. Opponent`s automatically looses all further attacks this round, and the initiative on the next. Two disarms at same round can send the weapon away, but just for 1d6 feet. |
| Disarm Shields | Normal Called Shot. Opponent`s looses AC beneficts derived from his shield for the rest of this round. Bucklers can even fly away as well. |
| Expert Disarm | Double Called Shot (+2 initiative; -8 to hit). You can send the weapon to anywhere you want. Should be unavailable in realistic campaigns :o) |
| Grab Object | Normal Called Shot (must have one or two hands free). Then compare your Str (-3 if using just one hand) check with the opponent, whichever rolls better against his own ability keeps the object. |
| Block an Attack | Normal Attack Rool against the opponent, you also can use your shield for +2 to hit bonus. If you hit, the attack is then blocked. You loose all your actions this round as well. Obs: With polearms, you can even block an attack intended to a friend near you! |
| Pin | Normal Called Shot. Both you and opponent can`t use your weapons until the pin is broken. At same round the opponent can break free if defeats you on the Str checks (same as Grab Object), but if he fails he looses all his actions this round. At other rounds he gains one free Str check try against you without wasting his actions. |
| Pull/Trip | Normal Attack Rool against the opponent. Then opponent must make a sucessfull Dex check to avoid falling down. Modifiers to this check: +6 If Not Moving; -3 If Unaware of Attack. This move may be not possible sometimes. |
| Sap | Double Called Shot (+2 initiative; -8 to hit). Opponent have 5% chance of being Knockout for every point of damage, up to a maximum of 40%. 75% of this damage is temporary. Magical bonuses of weapons does not aplly at all. Against an asleep opponent the hit is automatic and the KO chance is 10% per point of damage, up to a maximum of 80%. |
| Shield-Punch | Normal Attack Roll against the opponent. A shield does 1-3 damage, plus your Str bonus. You loose your shield`s AC bonus for the rest of the round. |
| Shield-Rush | Normal Attack roll against the opponent, but you must start rushing at least 10 feet away. If you hit, both you and the opponent must make an Dex check to avoid falling down. Modifiers to this check: 0 You; +3 Opponent Moving Towards You; +3 Opponent Was Not Moving; -3 Opponent Hit from Behind; -3 Opponent Unaware of Attack. If you misses, you (and only you) must check your Dex with -6 penalty to avoid falling down. |
| Strike/Thrust | Normal Attack roll against the opponent. Then does normal damage as well, how exciting! |