Editing Exploring the Halls of Arden Vul: chargen

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*Druid - Prime: WIS, may not be Lawful
 
*Druid - Prime: WIS, may not be Lawful
 
*Fighter - Prime: STR
 
*Fighter - Prime: STR
*Illusionist - minimum DEX 9; Prime: INT, may use staves
+
*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, may use staves
+
*Magic-User - Prime: INT
 
*Paladin - minimum CHA 9; Prime: STR + WIS, must be Lawful
 
*Paladin - minimum CHA 9; Prime: STR + WIS, must be Lawful
 
*Ranger - minimum CON 9, WIS 9; Prime: STR
 
*Ranger - minimum CON 9, WIS 9; Prime: STR
 
*Thief (change: HD d6) - Prime: DEX, may not lower STR to adjust scores
 
*Thief (change: HD d6) - Prime: DEX, may not lower STR to adjust scores
 
====New Classes from Carcass Crawler Magazine====
 
*Warden (magic-less Ranger) - minimum CON 9, WIS 9; Prime: STR
 
*Acolyte (magic-less priest) - Prime: WIS
 
  
 
====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 section of the 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. ''(homebrew emulation of 1e/OSRIC)''
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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 section of the 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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*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.
*Multi-classed characters earn +1 HP and any CON bonus to HP upon attaining a new level in the first of their classes to do so. They receive new HP and the previous HD re-roll upon attaining the new level in their last class to achieve it. If the multi-classes have different HD, HP for each class is rolled as a proportional fraction of their HD.  
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*Multi-classed characters earn +1 HP upon attaining a new level in the first of their classes to do so. They receive new HD and the previous HD re-roll upon attaining the new level in their last class to achieve it. If the multi-classes have different HD, new HP for each class is rolled as a proportional fraction of the new HD.  
 
*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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==Weapon Specialization==
 
==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).
 
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==
 
==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.
 
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.
  
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==Superior Thievery==
 
==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.)
 
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.)
 
(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.
 
  
 
=Secondary Skill=
 
=Secondary Skill=
''(OSE Advanced Fantasy)''
 
 
Choose or roll a skill from the below list. This is a skill with a narrative effect. Skills not named on this list can be discussed.
 
Choose or roll a skill from the below list. This is a skill with a narrative effect. Skills not named on this list can be discussed.
  

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