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Exploring the Halls of Arden Vul: chargen
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=Additional Abilities= ==Critical Hits== PCs can score critical hits, which allow for Advantage on all damage dice (re-roll all damage dice, take best ones). ==Thrown Weapons== Thrown Weapons add STR bonus to damage ==Cleaving== ''from Into the Wild''<br> The Cleave ability is one that most classes possess. When a character slays a target with either a melee or ranged attack, they are allowed to make an additional attack against another adjacent opponent. As long as they keep killing targets with a single blow they may continue to make attacks against adjacent opponents, up to a maximum number of times per round based on their class: * Fighters, Barbarians, Knights, Paladins, Rangers, Acrobats, Assassins, Thieves, and Race Classes may Cleave a maximum number of times equal to the character’s Hit Dice * Clerics, Bards, and Druids may Cleave a number of times equal to half their Hit Dice, rounding down (they may Cleave once at 2nd and 3rd levels, twice at 4th and 5th levels, etc.). * Magic-users and Illusionists may Cleave a number of times equal to one quarter their Hit Dice, rounded down (once at levels 4-7, twice at levels 8+). Cleaves do not apply: *To spells or spell-like abilities *To area-of-effect damage (such as burning oil) or siege weaponry *Crossbows can Cleave a maximum of 3 times per round When Cleaving in melee, a character may move a total maximum distance of half their movement rate, as they dance from one target to the next. When Cleaving with missile fire, all targets must be within a basic forward arc. When Bonus Attacks are in effect (see below), only one of those attacks can initiate a Cleave sequence. ==Weapon Specialization== ''(homebrew emulation of 1e/OSRIC)''<br> Fighters, Barbarians, Knights, Paladins, Rangers, and Race Classes may declare one weapon specialization at L3, which confers a +1 to hit and +2 to damage. Specialization with a two-handed weapon instead confers +0 to hit and Advantage on total damage dice (roll twice and take best result). ==Bonus Attacks== ''(homebrew emulation of 1e/OSRIC)''<br> As the ''Halls of Arden Vul'' is written for 1e AD&D, we'll employ the Bonus Attacks rule from that edition. Fighters, Barbarians, Knights, and Race Classes attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels, they attack twice per round (2/1 attacks). Paladins and Rangers gain these Bonus Attacks one level later. A partial additional attack (e.g. 3/2 attacks) means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable. The first attack happens in normal initiative order, with subsequent attacks happening at the end of the round. ==Superior Thievery== ''(homebrew change to competency)'' <br> Acrobats, Assassins, Barbarians, and Thieves with DEX modifiers use their Skill Success Matrices at +1 level for every +1 DEX modifier they have. (Example: a L2 Thief with a DEX 16 (+2) will perform Thief skills as a L4 Thief.) (I considered a variant system where these characters point-buy improvements to their skills as they level, as a more tactical growth solution, but ultimately discarded that system, as it meant some skills might never improve. The goal here is for low-level Thieves+ to not have to race to mid-levels for competency in their specialties.) ==Collegia Cantrips== Any collegia-trained Magic-User has the ability to cast Cantrips. ''from Into the Wild''<br> Cantrip. The character can expend small amounts of magical energy to accomplish basic tasks. The character may do so as often as desired and can produce the following general effects: shed light in a 5’ radius, extinguish a fire no larger than a torch or lantern, clean or dry a 25-sq.-ft. area, produce small gusts of wind, open or close unlocked and unbarred doors and windows, etc. Generally, cantrips have a maximum range of 45’, and last for no more than one hour. It takes one round to cast a cantrip. The caster can cast offensive cantrips as well. These minor spells can take any form, but all inflict untyped magical damage; a caster who tosses small balls of fire isn’t actually doing fire damage. Such spells have a range of 25 feet and do 1d4 points of damage, or 60 feet and 1d2 points of damage. Both require a successful ranged attack roll and the target does not get to make a save. ==Praying for Miracles== ''from Into the Wild''<br> Any cleric can request a miracle from their god, albeit with a small chance of success. When in dire straits, the cleric may call upon their god to intercede with a 1% chance of success. If this succeeds, the miracle is granted, which functions as a ''wish'' spell. The Referee adjudicates the miracle as appropriate, with the caveat that it should be designed to benefit the deity first and the cleric second. Once a miracle has been granted the cleric must gain a level before requesting another miracle. Deities do not take kindly to requests for frivolous miracles, and clerics abusing this power may find themselves cut off from spellcasting or other abilities until they atone for their greed.
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