Difference between revisions of "Exploring the Halls of Arden Vul: chargen"

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(Classes)
(Racial Classes)
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**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.
 
**Non-imperial goblins have Blend into Stone instead of Hiding, and possess Light Sensitivity and Stone Murmurs.
 
**Non-imperial goblins have Blend into Stone instead of Hiding, and possess Light Sensitivity and Stone Murmurs.
**May multi-class to Assassin, Bard, Illusionist, Magic-User, or Thief. The goblin bardic tradition is unique to their culture.
+
**May multi-class as an Assassin, Bard, Illusionist, Magic-User, or Thief. The goblin bardic tradition is unique to their culture.
 
*Halfling as OSE Halfling
 
*Halfling as OSE Halfling
**May multi-class to 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
 
*Sylvari as OSE Elf, except they are built on the Ranger and Druid chassis instead of Fighter and Magic-User
 
**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 other Ranger abilities except for Divine Magic. The Sylvari 'druidic tongue' is the Sylvari language.  
 
**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 other Ranger abilities except for Divine Magic. The Sylvari 'druidic tongue' is the Sylvari language.  
**May multi-class to Acrobat, Assassin, or Illusionist.
+
**May multi-class as an Acrobat, Assassin, or Illusionist.
 
*Stone People as OSE Duergar, with the addition of the Svirfneblin's Blend into Stone, Illusion Resistance, Speak with Earth Elementals, Stone Murmurs, and Using Magic Items abilities.
 
*Stone People as OSE Duergar, 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.
  
 
Racial Classes which multi-class will have the saving throw progression of their Racial Class only. They may progress past the Racial Class maximum level in their multi-classes, in which event their saving throws may improve beyond their racial maximum.
 
Racial Classes which multi-class will have the saving throw progression of their Racial Class only. They may progress past the Racial Class maximum level in their multi-classes, in which event their saving throws may improve beyond their racial maximum.

Revision as of 00:09, 12 July 2021

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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") can be found here. The Basic Rules can be downloaded for free on their website.

Chargen Order

  • I will roll 2 sets of attributes for you using 3d6. You'll select one set for your PC.
  • Choose a class, some of which have minimum ability score requirements, all of which have prime requisites (see below). This is a race as class system.
    • Non-human characters may multi-class, as described in the Classes section
    • Human characters may dual class later in play (permanently leaving a non-racial class to pursue another non-racial class)
  • Adjust Ability Scores. Attributes will be rolled in order (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma). You may swap one (1) roll for another result (swapping the Strength roll for the Wisdom roll, for example). You may also raise your PC's prime requisite attribute(s) at chargen by 1 point for every 2 points by which another ability score is lowered.
    • Only Strength, Intelligence, and Wisdom may be lowered in this way.
    • No score may be lowered below 9.
    • Some character classes may have additional constraints.
  • Once fixed, make note of attribute modifiers:
    • Score of 3 = -3 | 4-5 = -2 | 6-8 = -1 | 9-12 = none | 13-15 = +1 | 16-17 = +2 | 18 = +3
    • Prime requisite XP modifiers: 3-5 = -20% XP | 6-8 = -10% XP | 9-12 = none | 13-15 = +5% XP | 16-18 = +10% XP
  • Note Attack Values. We'll be using Ascending AC as an optional rule, so you'll note the associated attack bonuses of your PC.
  • Note Saving Throws and Class Abilities
  • Hit Points at L1 are maximum for the HD of the class. Add any CON modifiers.
  • Alignment. Select the alignment of your PC and the appropriate number of traits. You can roll, if you prefer.

Perilous Wilds alignment.png

Perilous Wilds traits.png

  • Note Known Languages (see below)
  • Buy equipment, starting with 100 gp, using the Old School Essentials rulebook or SRD
  • Note Armor Class
  • You are starting at L1 with 0 XP
  • Determine a Secondary Skill
  • Name and describe your character

Classes

  • Acrobat (change: HD d6)
  • Assassin (change: HD d6)
  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Illusionist
  • Knight
  • Magic-User
  • Paladin
  • Ranger
  • Thief (change: HD d6)

Racial Classes

  • Imperial Goblin as OSE Svirfneblin
    • 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.
    • Non-imperial goblins have Blend into Stone instead of Hiding, and possess Light Sensitivity and Stone Murmurs.
    • May multi-class as an Assassin, Bard, Illusionist, Magic-User, or Thief. The goblin bardic tradition is unique to their culture.
  • Halfling as OSE Halfling
    • 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
    • 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 other Ranger abilities except for Divine Magic. The Sylvari 'druidic tongue' is the Sylvari language.
    • May multi-class as an Acrobat, Assassin, or Illusionist.
  • Stone People as OSE Duergar, 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.

Racial Classes which multi-class will have the saving throw progression of their Racial Class only. They may progress past the Racial Class maximum level in their multi-classes, in which event their saving throws may improve beyond their racial maximum.