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 | + | *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, 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 | ||
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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 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. | + | 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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=Additional Abilities= | =Additional Abilities= | ||
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==Cleaving== | ==Cleaving== | ||
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==Superior Thievery== | ==Superior Thievery== | ||
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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.) | ||
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=Secondary Skill= | =Secondary Skill= | ||
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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. | ||