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==Classes (p18)== | ==Classes (p18)== | ||
− | Choose a class from the following options: Assassin, Bard, Diplomat | + | Choose a class from the following options: Assassin, Bard, Diplomat, Explorer, Fighter, Thief, Warlord. |
Some classes have been altered to equalise XP (because XP will not be tracked using points). The following changes are applied to those classes: | Some classes have been altered to equalise XP (because XP will not be tracked using points). The following changes are applied to those classes: | ||
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*Bard: Add Performance (Rhetoric) and one additional Performance Proficiency as class powers, may wear medium armour and use shields. | *Bard: Add Performance (Rhetoric) and one additional Performance Proficiency as class powers, may wear medium armour and use shields. | ||
*Fighter: Add one additional Class Proficiency. | *Fighter: Add one additional Class Proficiency. | ||
+ | *Thief: Raise HD to d6, may use shields. | ||
+ | If desired, use Bard as a frame for an Expert-type class, by trading out the three Performance Proficiencies for three others and a level-linked bonus to particular Proficiency throws in place of the inspiration ability (with the same progression as the Fighter's damage bonus). They can also trade down their armour to leather for another Proficiency. | ||
− | There are | + | There are two new classes, taken from the Autarch site, and modified. They are thus: |
− | All characters start at 5th level, and have 8,000dr with which to purchase equipment, mounts and pack animals and so on | + | '''Warlord''' (based upon the [http://www.autarch.co/forums/house-rules/aristocrat Aristocrat]) |
+ | |||
+ | Warlords are minor aristocrats who have chosen the path of a warrior to make their way in the world. | ||
+ | *Prime Requisite: STR and CHA. | ||
+ | *Requirements: None. | ||
+ | *Hit Dice: 1d6. | ||
+ | *Maximum Level: 14. | ||
+ | |||
+ | At first level, warlords hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (i.e., as fast as fighters), and use the saving throws of fighters. They may fight with all melee and missile weapons, and may fight with a weapon in each hand, weapon and shield, or two-handed weapon. They can wear any kind of armor, and use shields. | ||
+ | |||
+ | Warlords start with the Command proficiency, plus one of Diplomacy, Intimidate, or Seduction. | ||
+ | |||
+ | When hiring people (employees, mercenaries, henchmen, contracting a sage, and so on), warlords treat the market class of the city as one better (Class I markets remain Class I). | ||
+ | |||
+ | Level-linked features: | ||
+ | *At third level, warlords automatically gain a second choice from Diplomacy, Intimidate, and Seduction. | ||
+ | *At fifth level, battlefield prowess inspires followers. Any henchmen and mercenaries hired by the warlord gain a +1 bonus to their morale score whenever the warlord personally leads them. This bonus stacks with any modifiers from the Charisma or proficiencies. | ||
+ | *At seventh level, warlords become immune to all natural and magical fear effects. | ||
+ | *At ninth level, warlords can build a castle in the same fashion as a fighter. In addition, the aristocrat gains the Leadership proficiency automatically. | ||
+ | *At 11th level, warlords gain the last choice from Diplomacy, Intimidate, and Seduction. | ||
+ | *At 13th level, warlords are masters of their domain: increase the Land Value of their personal domain by +1 while they rule it. | ||
+ | |||
+ | ''Proficiency list'': Alertness, Animal Training, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Diplomacy, Endurance, Fighting Style, Healing, Intimidation, Land Surveying, Leadership, Manual of Arms, Military Strategy, Performance (Rhetoric), Precise Shooting, Riding, Running, Seafaring, Siege Engineering, Skirmishing, Survival, Wakefulness, Weapon Finesse, Weapon Focus | ||
+ | |||
+ | |||
+ | '''Diplomat''' (based on the [http://www.autarch.co/forums/house-rules/diplomat Diplomat]) | ||
+ | |||
+ | Diplomats are minor aristocrats who have chosen the path of diplomacy and intrigue to make their way in the world. | ||
+ | *Prime Requisite: CHA. | ||
+ | *Requirements: None. | ||
+ | *Hit Dice: 1d6. | ||
+ | *Maximum Level: 14. | ||
+ | |||
+ | At first level, diplomats hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (i.e., as fast as fighters), but use the saving throws of thieves. They may fight with all weapons, and may fight with a weapon in each hand, weapon and shield, or two-handed. They may wear mail or lighter armor, and use shields. | ||
+ | |||
+ | When hiring people (employees, mercenaries, henchmen, contracting a sage, and so on), diplomats treat the market class of the city as one better (Class I markets remain Class I). | ||
+ | |||
+ | Diplomats start with an additional Language, Performance (Rhetoric) and one of Diplomacy, Intimidate, or Seduction. | ||
+ | |||
+ | Level-linked features: | ||
+ | *At third level, diplomats gain the ability to Move Silently and Hear Noise as a thief of the same level; and a second choice from Diplomacy, Intimidate, or Seduction. | ||
+ | *At fifth level, the diplomat gains the third choice from Diplomacy, Intimidate, or Seduction. In addition, any henchmen and mercenaries hired by the diplomat gain a +1 bonus to their morale score if the character is there to witness and talk about their deeds. | ||
+ | *At seventh level, the diplomat gains command of voice: The diplomat gains a +2 bonus to reaction rolls when speaking. If this bonus results in a total of 12 or more, the subjects act as if charmed while they remain in the diplomat's presence. Creatures with a WIS greater than the diplomat's CHA are immune to this power (the diplomat will know they are immune). | ||
+ | *Diplomats at seventh level are immune to non-spell charm effects, including those of other diplomats. | ||
+ | *Also at seventh level, diplomats learn to Hide in Shadows. | ||
+ | *At ninth level, diplomats can build a castle in the same fashion as a fighter. | ||
+ | *Also at ninth level, the diplomat gains the ability to perceive intentions: The diplomat always knows the exact reaction result (Hostile, Unfriendly, etc.) of creatures, even if the creatures attempt to lie or conceal their reactions. Creatures with a CHA greater than the diplomat's WIS are immune to this power (and the diplomat will know they are immune). | ||
+ | *At 12th level, the diplomat gains Leadership. | ||
+ | |||
+ | ''Proficiency list'': Acrobatics, Art, Bargaining, Bribery, Combat Trickery (disarm), Eavesdropping, Fighting Style, Gambling, Healing, Knowledge, Language, Lip Reading, Performance, Precise Shooting, Profession (advocate, merchant), Riding, Running, Seafaring, Skirmishing, Swashbuckling, Theology, Weapon Finesse, Weapon Focus | ||
+ | |||
+ | |||
+ | All characters start at 5th level, and have 8,000dr with which to purchase equipment, hirelings and henchmen, mounts and pack animals and so on. | ||
As 5th level characters, they will have an expected standard of living of dr/month. If they wish to establish some investments to begin to cover this, any money invested has a return of 3% per month for relatively secure investments, and d10%-d4% for riskier investments (which may make a loss). | As 5th level characters, they will have an expected standard of living of dr/month. If they wish to establish some investments to begin to cover this, any money invested has a return of 3% per month for relatively secure investments, and d10%-d4% for riskier investments (which may make a loss). | ||
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''Design note: Obviously without magic half of the standard classes make no sense. There were also some gaps, thus the addition of the two new classes. There was also a small job of equalising the XP of all the classes, to facilitate dropping XP tracking altogether, in favour of an alternative method of levelling.'' | ''Design note: Obviously without magic half of the standard classes make no sense. There were also some gaps, thus the addition of the two new classes. There was also a small job of equalising the XP of all the classes, to facilitate dropping XP tracking altogether, in favour of an alternative method of levelling.'' | ||
− | + | This is a game intended to start with the PCs as experienced, capable people, thus we just go straight to 5th level and skip the early incompetence. It also means they're at the stage of gathering their own individual retinues, which is perfect for this game. Four people wandering about unattended would look like vagabonds or bandits, not potential players in the great political games of the age.'' | |
''I'm not yet sure about starting wealth in terms of monthly incomes that make sense.'' | ''I'm not yet sure about starting wealth in terms of monthly incomes that make sense.'' | ||
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!AC | !AC | ||
!Armour | !Armour | ||
− | |||
|- | |- | ||
|1 | |1 | ||
− | |Hides, linen corselet | + | |Hides, linen corselet (worn under breastplate) |
− | |||
|- | |- | ||
|2 | |2 | ||
|Leather, quilted linen | |Leather, quilted linen | ||
− | |||
|- | |- | ||
|3 | |3 | ||
|Lamellar/scale corselet | |Lamellar/scale corselet | ||
− | |||
|- | |- | ||
|4 | |4 | ||
|Celtic mail | |Celtic mail | ||
− | |||
|- | |- | ||
|5 | |5 | ||
|Full lamellar/scale, hoplite panoply | |Full lamellar/scale, hoplite panoply | ||
− | |||
|- | |- | ||
|6 | |6 | ||
|Hoplite panoply with thigh and arm plates | |Hoplite panoply with thigh and arm plates | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | + | Adding greaves and a metal helm to anything lighter than mail adds +1AC (and count as two Items in calculating Encumbrance); it costs 25dr. | |
+ | |||
+ | Double the price of mail. | ||
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|- | |- | ||
|Cloak-wrapped forearm | |Cloak-wrapped forearm | ||
− | | | + | |1AC vs one-handed melee |
| | | | ||
| | | | ||
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|- | |- | ||
|Buckler | |Buckler | ||
− | | | + | |1AC vs melee and thrown |
| | | | ||
|5dr | |5dr | ||
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|- | |- | ||
|Small shield | |Small shield | ||
− | | | + | |1AC vs melee and thrown, 2AC vs missiles |
| | | | ||
|10dr | |10dr | ||
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|- | |- | ||
|Medium shield | |Medium shield | ||
− | | | + | |2AC vs melee and thrown, 3 AC vs missiles |
− | | | + | |1 |
|50dr | |50dr | ||
|2 stone | |2 stone | ||
|- | |- | ||
|Large shield | |Large shield | ||
− | | | + | |3AC vs melee and thrown, 5AC vs missiles |
− | | | + | |2 |
|100dr | |100dr | ||
|3 stone | |3 stone | ||
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Phoenician and Aramaic are similar, as are Thracian and Phrygian. | Phoenician and Aramaic are similar, as are Thracian and Phrygian. | ||
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This covers the Greek style of unarmed combat, which is also integrated into armed combat at higher levels of training. If taken once, it functions as Combat Trickery (Wrestling) and also gives Combat Trickery (Force Back, Incapacitate and Knock Down) with unarmed attacks only. | This covers the Greek style of unarmed combat, which is also integrated into armed combat at higher levels of training. If taken once, it functions as Combat Trickery (Wrestling) and also gives Combat Trickery (Force Back, Incapacitate and Knock Down) with unarmed attacks only. | ||
− | Taken a second time the character may do lethal damage with unarmed attacks and may damage targets in metal armour. Kick attacks suffer only a -1 penalty to hit | + | Taken a second time, the character may do lethal damage with unarmed attacks and may damage targets in metal armour. Kick attacks suffer only a -1 penalty to hit. |
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− | '''Remove''' the following Proficiencies: Apostasy, Arcane Dabbling, Battle Magic, Black Lore of Zahar, Collegiate Wizardry | + | '''Remove''' the following Proficiencies: Apostasy, Arcane Dabbling, Battle Magic, Black Lore of Zahar, Collegiate Wizardry, Divine Blessing, Divine Health, Dungeon Bashing, Elementalism, Elven Bloodline, Familiar, Goblin-Slaying, Illusion Resistance, Laying on Hands, Magical Engineering, Magical Music, Martial Training, Mystic Aura, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Transmogrification, Unflappable Casting. |