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[[Exploring_the_Halls_of_Arden_Vul | Back to main page]] | [[Exploring_the_Halls_of_Arden_Vul | Back to main page]] | ||
− | The material of the Halls of Arden Vul was created by Richard Barton and Andreas Claren for the OSRIC system, a clone of 1e Advanced D&D. We'll be using a modified version of ''Old School Essentials'' by Gavin Norman (a B/X clone), using some elements from '' | + | The material of the Halls of Arden Vul was created by Richard Barton and Andreas Claren for the OSRIC system, a clone of 1e Advanced D&D. We'll be using a modified version of ''Old School Essentials'' by Gavin Norman (a B/X clone), using some elements from ''Into the Wild'' by Todd Leback and ''Perilous Wilds'' by Jason Lutes. |
− | We'll be using the ''Advanced Fantasy'' version of Old School Essentials, which incorporates the classes, spells, and some other material of 1e AD&D. If you do not have the books, an SRD of the Basic Rules ("Classic Fantasy" | + | We'll be using the ''Advanced Fantasy'' version of Old School Essentials, which incorporates the classes, spells, and some other material of 1e AD&D. If you do not have the books, an SRD of the Basic Rules ("Classic Fantasy") [https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page can be found here]. The Basic Rules can be downloaded for free [https://necroticgnome.com/ on their website]. |
=Chargen Order= | =Chargen Order= | ||
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*Note '''Saving Throws''' and '''Class Abilities''' | *Note '''Saving Throws''' and '''Class Abilities''' | ||
*'''Hit Points''' at L1 are maximum for the HD of the class. Add any CON modifiers. HD will be re-rolled at every level gain, with +1 HP if the new HD roll does not exceed the character's current HP (see multi-class houserules below). | *'''Hit Points''' at L1 are maximum for the HD of the class. Add any CON modifiers. HD will be re-rolled at every level gain, with +1 HP if the new HD roll does not exceed the character's current HP (see multi-class houserules below). | ||
− | *'''Alignment.''' Select the alignment of your PC and the appropriate number of traits. You can roll, if you prefer. | + | *'''Alignment.''' Select the alignment of your PC and the appropriate number of traits. You can roll, if you prefer. |
[[File:Perilous Wilds alignment.png]] | [[File:Perilous Wilds alignment.png]] | ||
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[[File:Perilous Wilds traits 2.png]] | [[File:Perilous Wilds traits 2.png]] | ||
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*Note '''Known Languages''' (see below) | *Note '''Known Languages''' (see below) | ||
*'''Buy equipment''', starting with 100 gp, using the ''Old School Essentials'' rulebook or SRD | *'''Buy equipment''', starting with 100 gp, using the ''Old School Essentials'' rulebook or SRD | ||
*Note Ascending '''Armor Class''' | *Note Ascending '''Armor Class''' | ||
− | *You are starting | + | *You are starting at '''L1''' with '''0 XP''' |
*Determine a '''Secondary Skill''' | *Determine a '''Secondary Skill''' | ||
− | * | + | *'''Name''' and '''describe''' your character |
=Classes= | =Classes= | ||
===Standard Classes=== | ===Standard Classes=== | ||
− | *Acrobat (change: HD d6) - Prime: DEX | + | *Acrobat (change: HD d6) - Prime: DEX |
− | *Assassin (change: HD d6) - Prime: DEX | + | *Assassin (change: HD d6) - Prime: DEX |
*Barbarian - minimum DEX 9, Prime: CON + STR | *Barbarian - minimum DEX 9, Prime: CON + STR | ||
*Bard - minimum DEX 9, INT 9; Prime: CHA | *Bard - minimum DEX 9, INT 9; Prime: CHA | ||
*Cleric - Prime: WIS | *Cleric - Prime: WIS | ||
− | *Druid - Prime: WIS | + | *Druid - Prime: WIS |
*Fighter - Prime: STR | *Fighter - Prime: STR | ||
− | *Illusionist - minimum DEX 9; Prime: INT | + | *Illusionist - minimum DEX 9; Prime: INT |
*Knight - minimum CON 9, DEX 9; Prime: STR | *Knight - minimum CON 9, DEX 9; Prime: STR | ||
− | *Magic-User - Prime: INT | + | *Magic-User - Prime: INT |
− | *Paladin - minimum CHA 9; Prime: STR + WIS | + | *Paladin - minimum CHA 9; Prime: STR + WIS |
*Ranger - minimum CON 9, WIS 9; Prime: STR | *Ranger - minimum CON 9, WIS 9; Prime: STR | ||
− | *Thief (change: HD d6) - Prime: DEX | + | *Thief (change: HD d6) - Prime: DEX |
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====Dual Classing==== | ====Dual Classing==== | ||
− | To Dual Class, a human character irrevocably changes their class to another. They retain the HP and abilities of the class they are leaving, but using those abilities will cause the character to forfeit all XP gained from that | + | To Dual Class, a human character irrevocably changes their class to another. They retain the HP and abilities of the class they are leaving, but using those abilities will cause the character to forfeit all XP gained from that adventure, until such time as the new class level exceeds the original class level(s). Similarly, new HP are not gained until that point. Dual-classed characters are subject to all of the restrictions of class when seeking to use that class' abilities. |
===Racial Classes=== | ===Racial Classes=== | ||
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*Imperial Goblin as OSE Svirfneblin - minimum CON 9; Prime: STR | *Imperial Goblin as OSE Svirfneblin - minimum CON 9; Prime: STR | ||
**Possess the Gnome's Hiding ability instead of Blend into Stone, Listening at Doors instead of Illusion Resistance, and Speak with Burrowing Animals instead of Speak with Earth Elementals. They do not possess Light Sensitivity, but also do not possess Stone Murmurs or Using Magic Items. | **Possess the Gnome's Hiding ability instead of Blend into Stone, Listening at Doors instead of Illusion Resistance, and Speak with Burrowing Animals instead of Speak with Earth Elementals. They do not possess Light Sensitivity, but also do not possess Stone Murmurs or Using Magic Items. | ||
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**May multi-class as a Halfling/Acrobat/Thief, where Halfling receives 1/2 XP and Acrobat/Thief each get 1/4 XP. | **May multi-class as a Halfling/Acrobat/Thief, where Halfling receives 1/2 XP and Acrobat/Thief each get 1/4 XP. | ||
*Sylvari as OSE Elf, except they are built on the Ranger and Druid chassis instead of Fighter and Magic-User - minimum WIS 9, CON 9; Prime: WIS + STR | *Sylvari as OSE Elf, except they are built on the Ranger and Druid chassis instead of Fighter and Magic-User - minimum WIS 9, CON 9; Prime: WIS + STR | ||
− | **Use Elf progression and abilities, with Druidic spell progression | + | **Use Elf progression and abilities, with Druidic spell progression. Use the druid's Nature Magic instead of Arcane Magic, and other Druid abilities except for Energy Resistance and Shape Change, and other Ranger abilities except for Divine Magic. The Sylvari 'druidic tongue' is the Sylvan language. |
**May multi-class as Sylvari and one of Acrobat (with inherent balance pole), Assassin, or Illusionist. | **May multi-class as Sylvari and one of Acrobat (with inherent balance pole), Assassin, or Illusionist. | ||
− | *People | + | *Stone People as OSE Duergar - minimum CON 9, Prime: STR |
**Without Duergar Mental Powers but with the addition of the Svirfneblin's Blend into Stone, Illusion Resistance, Speak with Earth Elementals, Stone Murmurs, and Using Magic Items abilities. | **Without Duergar Mental Powers but with the addition of the Svirfneblin's Blend into Stone, Illusion Resistance, Speak with Earth Elementals, Stone Murmurs, and Using Magic Items abilities. | ||
**May multi-class as a Cleric. | **May multi-class as a Cleric. | ||
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*Multi-classing is selected only at character generation. | *Multi-classing is selected only at character generation. | ||
*XP is split evenly between classes except as noted above. Prime requisite bonuses to XP are calculated separately for each class. | *XP is split evenly between classes except as noted above. Prime requisite bonuses to XP are calculated separately for each class. | ||
− | * | + | *If any multi-class has a different HD, levels earn HP as a fraction of new HD. If multi-classes have the same HD, the character earns the full HD for the first class to achieve the new level, and no HD for subsequent classes that attain that level. |
*The best Attack Value and allowed armor/weapons of any class are taken. Magical abilities of each class are without restriction. | *The best Attack Value and allowed armor/weapons of any class are taken. Magical abilities of each class are without restriction. | ||
*Stealth skills are limited to the worn armor restrictions of the class that grants those abilities. | *Stealth skills are limited to the worn armor restrictions of the class that grants those abilities. | ||
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==Cleaving== | ==Cleaving== | ||
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*Crossbows can Cleave a maximum of 3 times per round | *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 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. |
==Weapon Specialization== | ==Weapon Specialization== | ||
− | + | Fighters, Barbarians, Knights, Paladins, Rangers, and Race Classes may declare one weapon specialization at L2, 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). | |
− | Fighters, Barbarians, Knights, Paladins, Rangers, and Race Classes may declare one weapon specialization at | ||
==Bonus Attacks== | ==Bonus Attacks== | ||
− | + | 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, Paladins, Rangers, 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). 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. | |
− | 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). | ||
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− | 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 | ||
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=Secondary Skill= | =Secondary Skill= | ||
− | + | Choose or roll a skill from the below list. This is a skill with a narrative effect. | |
− | Choose or roll a skill from the below list. This is a skill with a narrative effect | ||
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*Thorcin (Mithric script) | *Thorcin (Mithric script) | ||
*Wiskin (Wiskin runic script) | *Wiskin (Wiskin runic script) | ||
− | *Mithric - | + | *Mithric - dead language of arcane theory and practice. All magic-users trained in one of the imperial collegia have some knowledge of Mithric (10% chance per experience level to decipher something written in Mithric). Alternatively, it can be acquired as a language slot. |
*Goblin (Mithric script) | *Goblin (Mithric script) | ||
*Halfling (Mithric script) | *Halfling (Mithric script) | ||
− | *Beast-tongue (spoken by the | + | *Beast-tongue (spoken by the Beast-people of eastern Irthuin) (Mithric script) |
− | *Draconic - | + | *Draconic - dead language once spoken in ancient Archontos, requires 2 language slots to possess at chargen (Draconic runic script) |
− | There may be other languages encountered in the course of the game; you can save language slots to learn those in play. Sylvan (Sylvan runic | + | There may be other languages encountered in the course of the game; you can save language slots to learn those in play. Sylvan (Sylvan runic script) and Stonetongue (Stone runic script) are generally unavailable to other races. |