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==Player Characters== | ==Player Characters== | ||
Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage | Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage | ||
− | *[[Hasan al-Naqit]] | Cleric | Level | + | *[[Hasan al-Naqit]] | Cleric | Level 3 | HP: 10/10 | AC: 1 | Initiative: +1 | Mace | Attack Bonus +2 | Damage 1d6+2 |
− | + | *[[Ninbanda Shubnalu]] | Vowed | Level 3 | HP: 12/12 | AC: 4 | Initiative: +1 | Short Sword | Attack Bonus +2/+4 vs dragons | Damage 1d6+2/1d6+4 vs dragons | |
− | *[[ | + | *[[Guan Zi]] | Fighter | Level 3 | HP: 19/19 | AC: | Initiative +0 | | Attack Bonus | Damage |
− | + | *[[Eahal San]] | Kuan Amelatu | Level 3 | HP: 15/15 | AC: | Intiative +1 | | |
− | + | *[[RT Blank Character Sheet]] | |
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==House Rules== | ==House Rules== | ||
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===Encumbrance=== | ===Encumbrance=== | ||
We're using the optional rules on p 44 of the LL rulebook. | We're using the optional rules on p 44 of the LL rulebook. | ||
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*All spellcasting PCs choose their starting spells as per the LL rulebook. The LL will then randomly chose one 1st and one 2nd level spell to add to their spellbook | *All spellcasting PCs choose their starting spells as per the LL rulebook. The LL will then randomly chose one 1st and one 2nd level spell to add to their spellbook | ||
*All PCs get maximum HP at 1st level. The LL will then re-roll HP for each level gained. If the roll is less than the previous total, the PC instead gains 1 HP | *All PCs get maximum HP at 1st level. The LL will then re-roll HP for each level gained. If the roll is less than the previous total, the PC instead gains 1 HP | ||
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==Skills== | ==Skills== | ||
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''Merchant Prince(ss)'' | ''Merchant Prince(ss)'' | ||
*After spending a Skill point, the PC gains one of the following skills: | *After spending a Skill point, the PC gains one of the following skills: | ||
− | **Discounter - Gains 5% discount when buying | + | **Discounter - Gains 5% discount when buying items. |
**Under the Table - Can bribe NPC to gain additional reaction check. Larger bribes will grant bonuses to new throw (DM’s discretion). | **Under the Table - Can bribe NPC to gain additional reaction check. Larger bribes will grant bonuses to new throw (DM’s discretion). | ||
− | **Venturer - Can treat a Market as one Class higher for purposes of determining what’s for sale | + | **Venturer - Can treat a Market as one Class higher for purposes of determining what’s for sale. |
''Smooth Operator'' | ''Smooth Operator'' | ||
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===Class Specific Skills=== | ===Class Specific Skills=== | ||
− | Each PC can take one Class Skill every other level, beginning at 2nd level. Elves can choose from either the Fighter or Magic-User list. Dwarves and Vowed choose from the Fighter list. Halflings choose from either the Fighter or Thief | + | Each PC can take one Class Skill every other level, beginning at 2nd level. Elves can choose from either the Fighter or Magic-User list. Dwarves and Vowed choose from the Fighter list. Halflings choose from either the Fighter or Thief lists. |
− | + | ''Fighter'' | |
− | * | + | *Berserker Rage - +2 to attack, +2 penalty to AC. Immune to fear. Must continue to fight until all enemies have fled the battlefield |
− | * | + | *Combat Maneuvers - Gain access to special maneuvers. Size of opponent may warrant additional penalties on rolls |
**Disarm - make an attack roll at -2 to hit. If successful, opponent is disarmed | **Disarm - make an attack roll at -2 to hit. If successful, opponent is disarmed | ||
**Force Back - make an attack roll at -2 to hit. If successful, opponent is pushed 1d6+4 feet back. Colliding with wall or obstacle means opponent is prone | **Force Back - make an attack roll at -2 to hit. If successful, opponent is pushed 1d6+4 feet back. Colliding with wall or obstacle means opponent is prone | ||
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**Overrun - make an attack roll at -2 to hit. If successful, may move past opponent without suffering a retreat penalty | **Overrun - make an attack roll at -2 to hit. If successful, may move past opponent without suffering a retreat penalty | ||
**Sunder - make an attack roll at -4 to hit. If successful, opponent makes save vs Paralysis. If failed, opponent's weapon or shield is sundered. Magic weapons and shields cannot be sundered unless the PCs weapon is also magical and has a higher bonus | **Sunder - make an attack roll at -4 to hit. If successful, opponent makes save vs Paralysis. If failed, opponent's weapon or shield is sundered. Magic weapons and shields cannot be sundered unless the PCs weapon is also magical and has a higher bonus | ||
− | * | + | *Fighting Style - Gain a bonus related to the favored style. Even if this skill is taken multiple times, only one style can be used at any given time. |
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**Polearm - +1 to initiative | **Polearm - +1 to initiative | ||
**One-handed weapon - +1 to hit | **One-handed weapon - +1 to hit | ||
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**Ranged weapon - +1 to hit | **Ranged weapon - +1 to hit | ||
**Weapon and shield - +1 to AC | **Weapon and shield - +1 to AC | ||
− | * | + | *Shou Slayer - the PC's training gives him a +1 to hit against all Shou |
− | * | + | *Fencer - The player may apply his DEX bonus to melee attacks instead of STR |
+ | *Weapon Specialization - If a player chooses to specialize in a certain type of weapon, all attack rolls that are natural 20s cause double damage. Weapon types include: polearms, axes, swords & daggers, blunt weapons, ranged weapons | ||
− | + | ''Cleric'' | |
− | * | + | *Divine Blessing - +2 to all saves |
− | * | + | *Divine Health - immune to all forms of disease |
− | * | + | *Laying of Hands - once per day, the PC can cure 2 hp of damage per experience level |
− | * | + | *Secrets of the Faith - the PC can cast spells not normally available to them (e.g. Makerite Theurgy spells) |
− | * | + | *Sensing Evil - The PC gains the ability to Detect Evil, as the spell. Each attempt takes one turn |
− | * | + | *Weapon Training - The PC can choose one weapon type not normally available to clerics and become proficient in its use |
− | + | ''Thief'' | |
− | * | + | *Arcane Dabbling - The PC can attempt to use magic items normally limited to mages |
**At level 1, the PC can attempt to read magic scrolls with a 50% chance of success | **At level 1, the PC can attempt to read magic scrolls with a 50% chance of success | ||
**At level 5, the PC can attempt to read scrolls or use wands with a 70% chance of success | **At level 5, the PC can attempt to read scrolls or use wands with a 70% chance of success | ||
**At level 9, the PC can attempt to use all mage-specific magic items with an 85% chance of success | **At level 9, the PC can attempt to use all mage-specific magic items with an 85% chance of success | ||
− | * | + | *Cat Burglary - The PC can attempt to balance on thin ledges or tight ropes with a successful Climb Walls roll. At level 5, makes Climb Walls rolls with Advantage |
− | * | + | *Disguise - The PC can change their appearance and manners to assume the identity of another person. 50% chance of success at level 1, 70% at level 5, 85% at level 9 |
− | * | + | *Eavesdropping - +1 to Hear Noise rolls |
− | * | + | *Lockpicking - The PC has extra lockpicking training |
**At level 1, the PC can make a second attempt at picking the same lock | **At level 1, the PC can make a second attempt at picking the same lock | ||
**At level 5, the PC gains +15% to Pick Locks rolls | **At level 5, the PC gains +15% to Pick Locks rolls | ||
**At level 9, the PC gains Advantage when picking locks | **At level 9, the PC gains Advantage when picking locks | ||
− | * | + | *Skulking - The PC has extra Hide in Shadows and Move Silently training |
**At level 1, the PC gains +15% to Hide in Shadows and Move Silently rolls | **At level 1, the PC gains +15% to Hide in Shadows and Move Silently rolls | ||
**At level 5, the PC knows when a Hide in Shadows roll has failed | **At level 5, the PC knows when a Hide in Shadows roll has failed | ||
**At level 9, the PC knows when a Move Silently roll has failed | **At level 9, the PC knows when a Move Silently roll has failed | ||
− | + | ''Mage'' | |
− | + | *Elementalism - The PC specializes in spells of a certain element (air, earth, fire, water) | |
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**At level 1, spells using this element do +1 damage per die and impose a -2 saving throw penalty on the target | **At level 1, spells using this element do +1 damage per die and impose a -2 saving throw penalty on the target | ||
**At level 5, the PC’s Magic Missiles can be considered to be of this element | **At level 5, the PC’s Magic Missiles can be considered to be of this element | ||
**At level 9, elementals summoned from this element gain +1 hp per Hit Die | **At level 9, elementals summoned from this element gain +1 hp per Hit Die | ||
− | * | + | *Familiar - |
− | * | + | *Magic Item Sage |
− | * | + | *Mystic Aura |
− | + | *Prestidigitation | |
− | * | + | *Spell Mastery |
− | * |