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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''' | '''Fighter''' | ||
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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 | ||
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*''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. | *''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. | ||
**Polearm - +1 to initiative | **Polearm - +1 to initiative | ||
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**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 | *''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 | *''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 | ||
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**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''' | '''Mage''' | ||
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*''Elementalism'' - The PC specializes in spells of a certain element (air, earth, fire, water) | *''Elementalism'' - The PC specializes in spells of a certain element (air, earth, fire, water) | ||
**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 | ||
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**At level 9, can identify common magic items 85% of the time, reduces chance of failure when creating magic items to 10% | **At level 9, can identify common magic items 85% of the time, reduces chance of failure when creating magic items to 10% | ||
*''Mystic Aura'' - +2 to reaction rolls if casting magic | *''Mystic Aura'' - +2 to reaction rolls if casting magic | ||
+ | *''Cantrip'' - Gain the ability to cast cantrips from [http://5e.d20srd.org/srd/spellLists/wizardSpells.htm this list]. Note that all damage rolls are house ruled to be d4 | ||
+ | *''Combat Casting'' - If the caster is successfully attacked before casting a spell: | ||
+ | **At level 1, has a 25% chance of not losing the spell from memory | ||
+ | **At level 5, has a 35% chance of not losing the spell from memory | ||
+ | **At level 9, has a 50% chance of not losing the spell from memory |