4th Edition D&D?

Part 6

Class Changes (optional)

Spell Casters (must have)

Druids from the phb may not gain a Wolf as a familiar. Or a Familiar that does more than 1d2dmg and/or has more than HD 1. This is due to the fact that druids are already spell casters and possess other special abilities. The same applies for Wizards, Sorceresses and other Spell Caster classes.

Intelligence, Wisdom & Spells
Wizards & Bards apply their Int bonus to the number of spells they can cast of a given Spell Level per day. Sorceresses apply charisma where Wizards apply Int. Priest, Clerics & Templars (formerly known as Paladins) apply their Wis bonus to the number of spells they can cast of a given Spell Level per day.

* Note: Paladins from the players handbook have been renamed Templars. And a class by the name Paladin in this chapter.

Hitting with Magic: spells or magic abilities do not automatically hit. Instead an attack roll against the armor class must be made, as if attempting to hit with a weapon. Except that Spell Caster type classes gain +1 attack skill bonus per level when using spells. Note: that is level of the caster. I.e. 5th Level Wizard gains a +5 to attack skill using spells.

Druids - consider all PHB Druids to be Rangers. The Druids in the phb were not treated as druids, but more of as Rangers. Ranger is the class that deals with animals, not the Druid. A druid is a priest, nothing more. A celtic pagan priest to be more specific.




Comic Zone
Welcome to a moment of brief comic relief. Bear in mind that the word Druid comes from an ancient word meaning Tree. Since when do trees freaking tame animals. Again, proof that the original rules were made by childish overachiever wannabes. LOL. =P

Huzzah! - Inquisitum proberbium no resquisitem niente

Cough, cough. Professional my ass. Professonal LOSERS more like it.



Druid
Druids possess no animal taming skills, they possess no nature skills other than those relating to plants. If you want a class that deals with animals see Ranger.

Druids do not gain any animal followers, ever. They may however get followers of the plant nature. All druids from the players handbook or any references to made about druids from other manuals are considered to be rangers for the sake of these rules.

Shapechange: A druid may, once per level gain the ability to shape change into any create it has defeated that level in personal combat without the help or assistance of anyone else. It gains the abilities of the creature it shape changes into. Including stats, level, hit dice, attack skill, armor class and special abilities.

Talk to plants: a druid possesses the ability to talk to plants. The druid may cast spells of the plant & weather spheres of magic of the Wizard or Priest class.

Spell Level
Druid
Level . 0 lvl . 1st lvl . 2nd lvl . 3rd lvl . 4th lvl . 5th lvl . 6th lvl . 7th lvl . 8th lvl
... 1 ... 2 ... 1
... 2 ... 4 ... 2 ... 1
... 3 ... 6 ... 3 ... 1
... 4 ... 8 ... 4 ... 2 ... 1
... 5 .. 10 ... 5 ... 2 ... 1
... 6 .. 12 ... 6 ... 3 ... 2 ... 1
... 7 .. 14 ... 7 ... 3 ... 2 ... 1
... 8 .. 16 ... 8 ... 4 ... 2 ... 1
... 9 .. 18 ... 9 ... 4 ... 3 ... 1
.. 10 .. 20 .. 10 ... 5 ... 3 ... 2 ... 1
.. 11 .. 22 .. 11 ... 5 ... 4 ... 2 ... 1
.. 12 .. 24 .. 12 ... 6 ... 4 ... 2 ... 1
.. 13 .. 26 .. 13 ... 6 ... 4 ... 2 ... 1

Alignment:Druids may be Evil or Good, but are most often Neutral. Common Race: Human.

What is a Druid? In ancient times, Druids were celtic priests that worshipped nature and the elements. Mostly relating to trees though though. In the fantasy world a Druid is a shapechanger and a priest of nature who wanders the wilds.

Ranger
Rangers and only rangers may speak to animals and befriend. All other wizard, sorcerer or priest abilities relating to speaking to animals or charming animals are banned. No other class aside from the Ranger may ever possess these abilities. Much like the Beastmaster.

Talk to Animals: rangers possess the ability to speak with animals. They possesses this ability innately, but the animals are prone to the same types of behavior as people. Just because he can talk to them does not mean they will talk to him or cooperate with him in anyway. Just merely that he is able to converse with them.

Befriend Animals: The Ranger possesses ability to befriend animals. With which it may use on any animal creature it has stood truthfully and bravely against (creature is required to make a Will save of difficulty 10 + ranger level + Wis bonus). And if the creature succumbs to the Ranger (fails its Will save) then it does not attack the Ranger but instead curiously observes the Ranger sensing something special about him. Then the Ranger must, if he truthfully and sincerely desires the creatures company, pat the creature on the head (creature must make a Fort save difficulty 10 + ranger level + Cha bonus). And if the creature so allows him (fails it Fort save) it follows the Ranger around becoming its loyal friend and companion. So long as the Ranger desires it company and sincerely loves the creature.

Sneak Attack & Damage bonus: Rangers possess two combat abilities that increase every 3 levels or as stated below. At level 1 the Ranger deals 1d8 sneak attack damage in addition to any weapon damage. Whenever he sneak attacks, roll a natural 20, rolls his weapons critical range, the opponent rolls a 1 or his opponent is surprised.

Ranger Sneak Attack
Level ... Sneak Attack
Level 3 ..... +1d8
Level 5 ..... +2d8
Level 8 ..... +3d8
Level 11 ..... +4d8
Level 15 ..... +5d8
Level 18 ..... +6d8
Level 21 ..... +7d8
Level 24 ..... +8d8
+1d8 every 3 levels after Level 24

Ranger Bonus Damage
Level ... Damage
Level 3 ..... +1
Level 6 ..... +2
Level 9 ..... +3
Level 12 ..... +4
Level 15 ..... +5
Level 18 ..... +6
Level 21 ..... +7
Level 24 ..... +8
+3 Levels +1 bonus per level

The ranger is the master of the wilds, untamed and free, he flies where his heart leads him astray. Yet charged with the protection of all the Animals. He is a guardian to every living thing that be can called an animal. Often keeping his animal friends as allies close to his side, he is more than capable of dealing with any threat that is beset unto him. The ranger considers all animals to his friends, and not his pets or companions. As such he treat them as such and they in return treat him the same.

Saves: +2 Reflex, +2 Opportunity, +2 Will, +0 Fort

Ranger Behavior
  • Rangers are strict vegetarians.
  • Rangers may never eat animals.
  • Rangers must protect animals.
  • Rangers do not cast priest spells or gain the use of priest spells at any level.
  • Rangers must be of Good alignment.
  • If a ranger eats meat, he must make a Fort save of DC 25 + level of ranger or die. However, the ranger does not simply die. His body turns into an old weeping willow (tree) ensuring that he can never be revived or resurrected. If he passes his save, he becomes poisoned suffering 1d10 damage every hour for 2 days. And loses all his ranger abilities for 2 weeks. Whenever an animal is injured, the ranger must tend to its wounds. If he encounters a slain animal he must avenge its death. If he abandons the animal he loses 500 experience points and suffers 5 damage. Whenever one of the animals under his care is wounded, he suffers 1 damage. Whenever the ranger wounds an animal he suffers 1 dmg and loses 10 experience points.
  • Secondly, before he can even attack an animal he must make a Will save of difficulty 15 + level of ranger. The higher the level of the ranger, the harder it is for him to hurt creatures. Whenever one of his animals is killed he loses 1,000 experience points per level of his animal. Furthermore, he suffers 1d10 damage per level of the animal killed. Whenever the ranger kills an animal he loses a level and 1,000 experience points per level or hit dice of the animal and suffers 1d10 damage, but is allowed a saving roll to lessen these effects. Difficulty of Saving Roll: 20 + Ranger Level.

Note: the Ranger's level often works against him when it comes to animals. If a ranger ever turns evil, he instantly loses all his ranger abilities & powers and all his animal friends desert him. If a ranger ever kills an animal for sport, he is turned into an animal, losing all his ranger abilities. And being forced to wander in the animal form unto death. If a ranger ever kills an animal for food, he is turned into stone.

Exemptions: Protecting Animals from Animals There is a chain of command to which animals he must protect first. Vegetarian animals and innocent ones always come first. Then after those, does he protect other animals. A ranger is allowed to kill a carnivore type animal to protect an innocent one or a vegetarian one. In this instance he does not suffer the penalties stated above. He cannot however protect humanoids over animals. In the case where his group is attacked by animals, he must and foremost side with the animals, even over his own comrades.

Favored Goddess: Artemis maiden of Virtue & Challenge Goddess Artemis is the protector of all animals as such she precedes over all the rangers. And as such, it is she who bestows the punishments upon the rangers.

Why this Ranger? This ranger is supposed to be shaped after the Beastmaster. A protector and defender of animals.
 

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Part 7

Templar
The paladin class given in the PHB becomes a Templar, which uses the exact abilities given for the paladin.

Paladin (must have)
A paladin is unequaled and unmatched in combat. His devotions give him skills far beyond those of any other class. Humans are the only and sole race that may become a paladin. Because a paladin must be pure and free from magical inherency.

Aura of Protection - above all the paladin is pure, and it is this purity that allows him to dispel any and all types of magic in the way that a Priest would Turn Undead. The paladin must roll higher than DC 10 + level of spell caster on 1d20 + paladin level + Cha bonus. If it succeeds then the spell is undone and all its harmful effects are dispelled.

This ability works like spell resistance plus. In that it automatically takes effect whenever some malignant magic would affect him. However, the paladin may also call upon this ability to undo any type of enchantment already bestowed on other things.

Smite Evil - the paladin deals his Cha bonus as damage to evil creatures whenever he hits. There is no limit on how many times he may use this ability. Ironically enough, this ability causes his sword to glow and radiate brightly. While not visible during daylight, in darkness it cuts through all obscurity.

Touch of Purity - like undead who have a chill touch that drains the life from the living, the paladin's purity is so strong it harms any undead that touch the paladin.

Detect Evil - a paladin can pierce into the hearts of others allowing him to sense their true nature up to 120' away.

Divination - the paladin knows the truth in all things from detect lies, undead, magic, alignment and so forth. He must however declare what he is seeking. If he does not declare his action then his divination ability is not in effect. Divine Grace - adds his Wis bonus to all his saving rolls except for Opportunity.

Divine Shield - uses his Cha bonus as a AC bonus.

True Aim - he gains his Wis bonus as a bonus to BA.

Healing Touch - as stated in the PHB.

Saves +2 Opp, +2 Will, +2 Fort, +2 Reflex

Chivalry & Differences
  • A paladin may not Turn Undead.
  • A paladin is not immune to disease.
  • A paladin is may not cure disease.
  • A paladin does not gain a warhorse.
  • A paladin may not cast priest spells.
  • A paladin must always be lawful.
  • A paladin must always be good.
  • A paladin cannot multi-class ever, except with the ranger class.
  • A paladin must be sworn to chastity: if the paladin breaks this oath he is automatically and instantly stripped of all his abilities, all levels, class, title and suffers a -1 penalty to every stat for every level he had.

Punishments
Whenever the paladin acts in a way other than Lawful Good. He loses 1d10 x100 experience points per each alignment step of difference he acts.

Experience Loss per alignment difference
Neutral Good 1d10 x100
Lawful Neutral 1d10 x100
True Neutral 2d10 x100
Lawful Evil 3d10 x100
Chaotic Good 3d10 x100
Chaotic Neutral 4d10 x100
Neutral Evil 4d10 x100
Chaotic Evil 5d10 x100

Secondly, he is punished by being forced to make a Will save or suffer 1d10 dmg for every step in alignment his actions differ from Lawful Good. The penalties are suffered per action. Basically, for each and every step he walks under another alignment.

Code
The alignment states in parentheses is to show of what alignment the action is if he does the opposite than what the code dictates.
  • A paladin may not lie. (chaotic)
  • A paladin cannot drink alcoholic beverages or mind altering stuff. (chaotic neutral)
  • A paladin cannot steal. (chaotic)
  • A paladin cannot runaway when someone needs his help. (true neutral)
  • A paladin cannot join in fighting on a helpless creature or person. (chaotic evil)
  • A paladin cannot fight a lesser when others are already engaged. (chaotic neutral)
  • A paladin cannot kill an innocent creature. (chaotic evil)
  • A paladin cannot kill someone just because he has given his word. (lawful neutral)
  • A paladin cannot break his world. (chaotic)
  • A paladin cannot kill an opponent who has surrendered. (evil)
  • A paladin cannot break his word just to help a friend. (chaotic good)
  • A paladin cannot side with his friends over what is right. (chaotic good)
  • A paladin cannot do nothing in the face of possible wrong. (neutral good)
  • A paladin cannot attack without declaring a challenge. (neutral)
  • A paladin cannot cause cruelty for pleasure. (neutral evil)
  • A paladin cannot challenge an opponent to death. (lawful evil)
  • A paladin cannot profit from the less fortunate. (chaotic evil)
  • A paladin cannot sell his services for profit. (chaotic neutral)
  • A paladin cannot refuse to donate money to the needy. (true neutral)

Emprom Cross: while the paladins brandishes a cross, it is not a sign of a religion. The cross represents the paladins four virtues: purity, truth, righteous and good. Purity is represented by the body. Truth by the mind Righteousness by the spirit. Goodness by the heart.

Favored Goddess: Athena the maiden of Purity and Wisdom. Goddess Athena looks kindly upon paladins who represent her values truthfully.

Why this paladin? Paladins were the greatest of warriors and to suggest that they were anything else is an insult. This class reflects what a true paladin would be like.


Fighters
The only change to fighters is that they gain soldiers equal to the Fighter's Cha bonus in HD every level. Thus a Fighter with +4 Cha bonus could get 4 HD of soldiers. Either four 1st level soldiers or one 4th level soldier. And the soldiers fight with stat bonuses equal to the Fighter's Int bonus. Representing the Fighter's ability to command his troops as a general. This soldiers are loyal to him but must be paid 1gp per level of soldier per day.

Alignment: any
Favored God: Aeris God of War

Why this Fighter? Fighters are nothing more than generals commanding troops into battle. Their strength lies therein and not in fighting ability like a paladin.

Other Classes
All other classes remain the same. With the exception of Feats gained, they all gain the same amount of feats stated below. And with the exception of number of attacks per round. They all gain only 1 attack with the improved damage per level unless they take the Extra Attack proficiency.

Prestige Classes (must have)
Prestige classes may be selected as 1st level start out classes. Ignore all the pre-requisites dictated by the books. Since these classes are no more special than the standard ones.

NO PSIONS (must have)
Psions are banned. There is no need for them. Psion belong in a spaceship, battling aliens. Not in a magical world. Plus these classes are superior to the standard ones. Of course alot of people like to play them. For the "cheatful" advantage that is "allowed" because it's "official".

Prestige & Honor - Classes (optional)
Succubus
Hit points: 1d6
Attack Skill: +1 per level
Abilities
Drains Ability: the succubus has but one ability, yet it is exceedingly powerful. The ability to drain abilities from a monster or class that she has defeated in combat. She may drain 1 ability + Cha bonus per level. In order to drain an ability, she must give the dying creature a kiss. Upon doing so she may elect which of its abilities to steal. The kiss is really the succubus draining a part of the victim's soul.
Saves: +2 Will, +2 Opp


Holy Knight
Hit points: 1d10
Attack Skill: +1 per level
Spell Resistance: 10 + Wis bonus + level.
Reflection - whenever a spell or magical ability is used upon the Holy Knight 1 level/HD of the caster level is reflected back at him/her for each level of the Holy Knight (i.e. an 11th level spell caster attacks a 10th level Holy Knight with a spell, 10 of those levels would be reflected back at the caster).

Silence - may use the silence ability to render any spell caster unable to use magical powers. It extends up to 160'. The spell caster must make a Will check vs. DC 10 + Will bonus + level to avoid the effects of the ability. The duration is until the Spell Caster manages to roll his Will Check.

Divinity - the Holy Knight has the ability to sense things upon declaring what he is trying to sense (i.e. Detect Magic, Danger Sense, Detect Trap). This ability functions in detecting any thing the Holy Knight desires, but the ability will not be activated until the Crusader declares that he wishes to sense or feel for a particular thing.

Curse Evil - upon using this ability the Holy Knight makes an attack roll, all evil creatures must make a Fort check using the Holy Knight's attack roll as the difficulty rating. All creatures that fail the save are burnt with the smite of holiness taking 1 damage for each hit dice or level the creature possesses.
Saves: +2 Fort, +2 Will


Godslayer
Hit points: 1d8
Attack Skill: +1
The Godslayer is an interesting type of class that learns abilities from creatures it meets throughout its travels. To begin learning an ability he must first find someone that possesses such an ability. The ability may be any magical ability. The Godslayer must spend one feat to begin learning the ability. Upon doing this the Godslayer must then earn 1,000 experience points for each hit dice the creature he is learning the ability from possesses. The experience points being awarded to learning the ability are not attributed to the Godslayers experience, but are marked down separately under the abilities name. When he attains the required amount of experience point the Godslayer attains usage of the ability in the same manner as the creature who possessed it. Those experience points are lost once he attains the ability.
Saves: +2 Fort, +0 Will, +0 Opp, +0 Reflex

Note: yes, a Godslayer is something like a Half Morphed character except that the Godslayer allows you to distribute the exp. to the skill learning as you see fit. It does not require you to first earn the experience like a Half Morphed haracter. As such it does not affect your characters level.



Ninja
Hit Points: 1d10
Attack Skill: +1 per level
Silent - Can automatically move silently, however a difficulty check must be made equal to 10 + level + move silently skill level to detect the ninja.

Stealth - while in darkness the Ninja acts as invisible. Meaning he is considered to be invisible for all purpose of detection. And is undetectable except by those who can detect invisible. Darkvision or infravision have no effect on the ninja.

Death Strike - if the ninja spends one round taking to no other action but focusing on a single opponent, his attack automatically counts a Sneak Attack. However, the opponent is allowed saving roll against a difficulty check equal to the ninja's attack roll. If the save passes the target takes no Sneak Attack damage, he still suffers normal damage.

Vanish - at Level 5 the ninja gains a limited degree of teleportation. He can blink from one spot to another leaving behind only a cloud of smoke. He can teleport up to 120 feet.
Saves: +0 Fort, +2 Will, +2 Reflex, +2 Opp



Samurai
Hit points: 1d10
Attack Skill: +1
Kiryoku - can force power strike by spending one round to make a Will check, If the Will check passes, the Samurai deals damage equal to his Strength bonus
in weapon's dice. Example: a Samurai with Str 17 gains a +3 bonus to Str, as such he would dead +3 dice of damage if he were wielding a katana (1d10 damage). So, if he used his Kiryoku ability he would deal 4d10 damage on his next attack.

All around sight - can always detect his surrounding unless opponent makes Will save against difficulty 10 + level + Wis bonus. This ability detects the presence of invisible creatures.

Musashi - 3rd level can fight with 2nd weapon without penalty.
Saves: +2 Fort, +0 Will, +2 Reflex, +0 Opp

Why these changes? They are meant to more closely reflect their true nature from epic heroic legends and be true to their nature. Or to balance the power difference between classes..

Why this change? With the new improved damage multiple attacks seem redundant. Secondly, attacks come from speed not from mere progression.

Saving Roll
Passing your Save
Reflex saves -A successful saving roll means that the character reduces the damage caused by the attack from 10% to 100%. Roll 1d10 x10% to find out the percentage.

Will saves - The duration of effects is likely reduces by 1d10 x10%. Meaning it reduces the time the effects last. Other spells which do not have a timespan gain a marker. Roll 1d10 to find the marker value. Each round that the caster attempts to wield his influence on the character making the save the character is entitled to roll 1d10. If the 1d10 roll is higher than the marker value, the caster's influence has no effect that round. However, if the roll is equal to or less than the marker value, the caster wields his influence that round.

Fortitude saves - the potency of poisons and the like is also reduced by 1d10 x 10%.

Opportunity saves - these type of saves allow the player to attempt to use his environment to his advantage. The player is allowed to make up the effect or bonus gained from the Opportunity check, but it cannot be higher than his Int bonus. And the bigger the bonus that is attempted to be gained the bigger the risk of failure.

Failed Saves
On a failed save the spell automatically takes its full effect as dictated by the spell.


Why this change? Wizards & spell casters require to make an attack roll with any spell they cast. As such the effects of saves was reduced or changed to meet to take this into account.
 

Part 8 (last)

Skillz & Featz
There is no limit to the amount of skill points you can distribute per level to each rank of Skill. All the restrictions and limitation are disbanded. With the exception that if a feat requires you to already know a feat, you must first learn the primary feat. But restrictions to attack skill requirements or stat requirements are abolished.

Note: the Z's on Skillz & Featz are there for theviewing pleasure of those of you that are sticklers for spelling. =P Huzzah!


Skill Points
Each character gains 1d4 skill points each level, including at 1st level.


Feats
Each character gains from 0-2 feats each level, including 1st level. Roll 1d3 -1.


Converting Skill Points & Feats
4 Skill points are worth 1 Feat.
1 Feat is worth 4 Skill points.


Feat Changes
Dodge grants you a +1 against all attacks, not just a single opponent.
Expertise has not limit to how much defense it grants so long as you have the attack skill to spend.



Extra Attacks Characters do not gain extra attacks as they increase in level. So, ignore the extra attacks given for class. Extra Attacks can only be gaining by buying the Extra Attack feat. Which cost 4 feats. The maximum number of attacks you can make per round is limited by your Dex bonus.

Epic level feats: all epic level feats are banned. With the improved rules, they are no longer needed. Furthermore, the epic level feats are not balanced with the basic feats.



Tantrums 'r' us
Comic Zone 2
Welcome to yet again another brief moment of comic relief.
Note: again, why must what "seems" like "uneducated slightly handicapped children" attempt to make games and try to pass it off for professional work? Atleast, if handicapped children really made something, it'd be cute. But when adults put on diapers and....ugh. Scary.

They should leave such work to true geniuses and designers such as myself. Your dignity for sale much? Oh, sorry you didn't have any to begin with. =D
Don't fear truth, it only bites you on the ass.


Spell Changes
Magic Missile
Attack Roll: 1d20 + level of caster
Type: target spell
The spell does not automatically hit. It is homing missile, meaning each time it misses it simply turns around and makes another pass at the opponent until it hits a hard object. It may only make one pass per round. Making a successful attack roll against the missile's attack roll that round dispels it.

Memorizing Spells
Any Wizard or other class that relies on a spell book, may spend 1 round + 1 extra round per level of spell of uninterrupted concentration to memorize a spell when not engaged in combat. This may also be done while in combat, however if you are ever hit, it breaks the process and prevents you from completely your task. And if you ever attacked even if the attack misses, you must make a "Concentration" check to avoid from breaking the process. Sorceresses, Druids & Priests or any other class that gain its spells inherently can spend 2 rounds + 2 per spell level of uninterrupted concentration, calling upon nature or the elements to regain their magical essense, when not engaged in combat. This may also be done while in combat, however if you are ever hit, it breaks the process and prevents you from completely your task. And if you ever attacked even if the attack misses, you must make a "Concentration" check to avoid from breaking the process. Remember, while you are engaged in this process, you can take no other action other than concentrating. Even moving breaks the process.

Spells per Day - note that this states the maximum number of spells you can have memorized at one time. Not the number of times you may cast a spell in a day.

Note: spells are not regained by simply resting or sleeping. If you do not use the process above to regain your spells. You regain nothing. Meaning you would wake up the next day with no spells.

Why this Change? Spells now have a chance to miss. As such it is not necessarily to limit the magical abilities of spell casters as much. Secondly, running out of spells quickly tends to dull the fun quicky.


Spell Casting
Area Spells
This includes all spells that have an area of effect. All such spells have a +1 to attack rolls per foot of radius. However, area spells as they have a greater chance of hitting do less damage that a spell that targets a single creature.

All other Spells
All spells that are meant to affect someone other than the caster himself, require a 1d20 attack roll with a +1 bonus per level of the caster. This roll targets the armor class of the target.

Spells that require Touch
Spells that require you to physically touch the target automatically hit unless the target passes a reflex check of difficulty 10 + dex bonus + caster level. A pass on the reflex check means that the target moved before you could make contact with him. Sort of like playing tag-you-are-it.

Spells used as Weapons
Spells that must be hurled or are used in a fashion as you would use a particular weapon, such as the spell Flame Arrow (bow), are treated as if the attack is made using that weapons. Meaning you must use your weapon attack skill to make a hit.

Footnote: The harder it is to hit a target with a spell, the more damage it tends to do. Spell that hit easily tend to do little damage.

Why these changes? Wizards & Spell casters were too powerful. As magic was always granted an automatic hit, while dealing severely high amounts of damage. As such there was not a good balance between limitation in casting spells
per day and power of the spells. With the new changes in place it helps to balance this out, hopefully to the enjoyment of everyone. Including wizards!




Leggo my ego
Comic Zone 3
Welcome to what "seems" to be the last moment of comic relief in Comic Zone. Frightening. Well, ladies 'n gentz we have concluded our trip and journey through the wonderful world of 3rd Edition Add On ™

I would like to thank all the self proclaimed brainiacs out there who believe themselves to be smart, despite the obvious truth. Whom without's lack of intelligence or education in the simplest most premorbial sense yet inflated egos, I would not have had the inspiration to write this little sections titled "comic zones".

This is an omage to their deprived egomaniacal bitter selves. While you can't teach and old dog new trickz, you can hope that an old man steps out of his diaper when he starts going bald.

LOL

Thank you, thank you. Thanks a million for the inspirational laughs.

JUST KIDDING

Huzzah! Huzzah!

Pirates of the Caribbean rawkz!


Welcome Home Jessica Lynch
Cheering for you!
Huzzah! Huzzah!

By the way if you ever do get to see this site, GO SEE PIRATES OF THE CARIBBEAN! =P

Also look for the 2nd Edition Add On rules for those old school players who enjoy the original version. And the newest in dice role playing - 4th Edition Dungeons & Dragons ™ is available at:

http://www.geocities.com/iv_edition_dungeons_n_dragons






Thank you all, and enjoy.

Created by Roldan Loza

Roldan Loza
2540 S. 4th Ave.
Yuma, Arizona 85364 USA

E-mail: drefur_kinslayer@yahoo.com

All work herein is copyrighted 2003 Roldan Loza

4th Edition Dungeons & Dragons, 3rd Edition Add On, and MAKING CRAPPIER GAMES BETTER are trademarks owned by Roldan Loza.

™ & copyright Roldan Loza
This product may not be reproduced in part or in whole.
All characters, drawings and their likeness therein are the property of Roldan Loza.
 



apocalypstick said:
i really like the "morph into another race" rule. that's just... amazing. why didn't WotC think of it?
Well, they did. In Savage Species (Chapter 11: Becoming a Monster). This "Roldan Loza" might even be a WotC-Employee - think about it for a minute (or at least for a second ;) ). And if not WotC, then surely Fast Forward. :rolleyes:


Honestly, this "Roldan Loza" is great! Huzzah!
:D


Sorry for all those :) , but after reading through all of this, I just can't restrain myself...
 

Uh... I have to say this is simply incredible. I'm half tempted to actually use these rules to run a game just so I'd get to watch the trainwreck.
 

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