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

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=Languages=
 
=Languages=
All characters speak Archontean. Race Classes speak a racial tongue (goblin, halfling, sylvari, and stonetongue). Thieves speak Brotherhood, Archontean Assassins speak Silent Vengeance, and Druids speak the Druid's Tongue. Affiliation with other institutions may confer access to additional languages.  
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All characters speak Archontean. Race Classes speak a racial tongue (Goblin, Halfling, Sylvari, and Stonetongue). Thieves speak Brotherhood, Archontean Assassins speak Silent Vengeance, and Druids speak the Druid's Tongue. Affiliation with other institutions may confer access to additional languages.  
  
 
One's Intelligence score determines additional languages and literacy. Intelligence of 6-8 confers basic literacy, 9+ confers literacy, 13-15 confers +1 spoken language, 16-17 confers +1 additional spoken language, 18 confers +1 additional spoken language.
 
One's Intelligence score determines additional languages and literacy. Intelligence of 6-8 confers basic literacy, 9+ confers literacy, 13-15 confers +1 spoken language, 16-17 confers +1 additional spoken language, 18 confers +1 additional spoken language.

Revision as of 01:19, 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, as described in the Classes section
  • 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. 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.
  • 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

Standard Classes

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

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

  • 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 Imperial Goblin and up to two of 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 Sylvari and one of Acrobat, Assassin, or Illusionist.
  • Stone People as OSE Duergar, without 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.

Racial Classes who 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.

  • 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.
  • New levels earn HP as a fraction of new HD.
  • 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.

Cleaving

from Into the Wild
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, and Race Classes may Cleave a maximum number of times equal to the character’s Hit Dice
  • Clerics, Bards, Druids, Acrobats, Assassins, and Thieves 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.

Weapon Specialization

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

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.

Secondary Skill

Choose or roll a skill from the below list. This is a skill with a narrative effect.


OSE secondary skill 2.png

Languages

All characters speak Archontean. Race Classes speak a racial tongue (Goblin, Halfling, Sylvari, and Stonetongue). Thieves speak Brotherhood, Archontean Assassins speak Silent Vengeance, and Druids speak the Druid's Tongue. Affiliation with other institutions may confer access to additional languages.

One's Intelligence score determines additional languages and literacy. Intelligence of 6-8 confers basic literacy, 9+ confers literacy, 13-15 confers +1 spoken language, 16-17 confers +1 additional spoken language, 18 confers +1 additional spoken language.

  • Archontean (Mithric script)
  • Thorcin (Mithric script)
  • Wiskin (Wiskin runic script)
  • 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.
  • Goblin (Mithric script)
  • Halfling (Mithric script)
  • Beast-tongue (spoken by the Beast-people of eastern Irthuin) (Mithric script)
  • 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. Sylvari (Sylvan runic script) and Stonetongue (Stone runic script) are generally unavailable to other races.