Difference between revisions of "Taming The Westmark"

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(Player Characters)
(Player Characters)
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*[[Hasan al-Naqit]] | Cleric | Level 3 | HP: 10/10 | AC: 1 | Initiative: +1 | Mace | Attack Bonus +2 | Damage 1d6+2
 
*[[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+3/1d6+5 vs dragons
 
*[[Ninbanda Shubnalu]] | Vowed | Level 3 | HP: 12/12 | AC: 4 | Initiative: +1 | Short Sword | Attack Bonus +2/+4 vs dragons | Damage 1d6+3/1d6+5 vs dragons
 +
*[[Guan Zi]] | Fighter | Level 3 | HP: 19/19 | AC: | Initiative +0 | | Attack Bonus | Damage
 
*[[RT Blank Character Sheet]]
 
*[[RT Blank Character Sheet]]
  

Revision as of 06:52, 29 June 2018


A Labyrinth Lord PbP Campaign using the Red Tide setting

Threads: Recruitment

An Echo Fighter.jpeg

Player Characters

Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage

  • 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+3/1d6+5 vs dragons
  • Guan Zi | Fighter | Level 3 | HP: 19/19 | AC: | Initiative +0 | | Attack Bonus | Damage
  • RT Blank Character Sheet

House Rules

Encumbrance

We're using the optional rules on p 44 of the LL rulebook.

  • You don't have to drop a movement category if you're wearing armor.
  • Anything under one pound will not count at all toward encumbrance.
  • Players must indicate which items are "readied". These items are considered to be worn or easily available for use.
    • However, any fragile readied items may have to pass a saving throw if the PC takes a large amount of damage in a given turn, falls 10 feet or more, etc...
  • The LL reserves the right to limit the number of readied items if the players abuse the process.
Encumbrance Turn/Encounter/Running Movement
Up to 40 lbs 120/40/120
41 to 60 lbs 90/30/90
61 to 80 lbs 60/20/60
81 to 160 lbs 30/10/30

Backgrounds

Each player can choose a Background for their PC at the start of play. These backgrounds represent the character’s skill set before becoming an adventurer.

  • Artist (Painter, Sculptor, etc)
  • Laborer (Farmer, Miner, etc)
  • Gambler (Card shark, Dice roller, etc)
  • Performer (Actor, Singer, Musician, etc)
  • Professional (Accountant, Merchant, Scribe, etc)
  • Tradesman (Armorer, Jeweler, Leatherworker, Smith, etc)

PCs can earn money in their area of expertise when not adventuring (LL to determine monthly wage). They can also answer questions or remember facts about their profession. PCs are considered Proficient at their profession. They can increase their proficiency by one step to Expert, and again to Master, by spending Skill points later in their career.

  • Proficient PCs have a 50% chance of answering questions about their profession.
  • Expert PCs have a 70% chance of answering questions about their profession.
  • Master PCs have an 85% chance of answering questions about their profession.

PC Creation

These rules apply to all newly created PCs

  • LL rolls 4d6, drop lowest for ability scores
  • Player may put scores in any order
  • All PCs start at 3rd level
  • All PCs start with standard GP, plus a horse with saddle and bag, and a randomly determined magic item
  • 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

Skills

These are a work in progress.

  • Each PC will also have access to more narrowly defined areas of expertise over the course of their adventuring career. These Skills can be chosen by any class, unless noted as an exception.
  • Each PC starts with two Skills at 1st level, with a bonus number equal to the bonus from their INT or WIS score, whichever is higher. For example, a 1st level PC with an INT of 13 (+1) and a WIS of 16 (+2) gets four Skills to begin.
  • Each PC gains an additional Skill point every other level.
  • PCs can increase their likelihood of succeeding on a check by spending more Skill points on the Skill.

Unless otherwise indicated, skill level determines success rates on Skill checks.

  • 1 point: 50% chance of succeeding at the Skill check.
  • 2 points: 70% chance of succeeding at the Skill check.
  • 3 points: 85% chance of succeeding at the Skill check.

Alchemy

  • Can identify and create potions and other alchemical substances.

Hyper Aware

  • After spending a Skill point, the PC gains one of the following skills:
    • Quicksilver - +1 to Initiative rolls and to avoid surprise.
    • Elven Senses - +1 to find secret doors or hear noises.
    • Blind Fighter - Suffers only a -2 penalty when blind fighting.

Beast Friend

  • After spending a Skill point, the PC gains one of the following skills:
    • Veterinarian - Can treat animals’ wounds (see Healing skill).
    • Ranger - Gets a +2 bonus to reaction rolls with animals and can take animals as retainers.
    • Beast Master - Can train animals and tamed monsters to do tricks or obey orders.

Marathon Man

  • After spending a Skill point, the PC gains one of the following skills:
    • Tireless - Does not need to rest every six turns in the dungeon. Also don’t need to rest after a forced march (they do need to rest if the forced march continues for a second day). Also move 30’ faster in Chain Mail or lighter armor.
    • Cragsman - Can climb walls like a Thief of the same level.
    • Napper - Only needs to sleep four hours per night to gain the benefits of rest.

Swashbuckler

  • After spending a Skill point, the PC gains one of the following skills:
    • Lightfoot - Gains a +1 AC bonus if wearing Leather Armor or worse and is free to move.
    • Duelist - Can use their Dex bonus instead of Str bonus when attacking with one-handed melee weapons.
    • Fast Footwork - Can declare a fighting retreat or full retreat after the initiative roll.

Merchant Prince(ss)

  • After spending a Skill point, the PC gains one of the following skills:
    • 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).
    • Venturer - Can treat a Market as one Class higher for purposes of determining what’s for sale.

Smooth Operator

  • After spending a Skill point, the PC gains one of the following skills:
    • Fast Talker - +2 to Reaction rolls when attempting to parley
    • Bully - +2 to Reaction rolls when attempting to intimidate (DM’s discretion to ignore check if opponent too powerful)
    • Suave - +2 to Reaction rolls when seducing a member of the opposite sex

Dungeon Veteran

  • After spending a Skill point, the PC gains one of the following skills:
    • Caver - Can attempt to recall how to exit any dungeon, cave, or underground area without a map
    • Ram - +1 to Open Doors (stacks with STR bonus)
    • Sharp Eye - +1 to Trap Finding

Survivalist

  • After spending a Skill point, the PC gains one of the following skills:
    • Hunter - Automatically succeeds on a Foraging roll.
    • Pathfinder – Bonus of -20% on roll for losing direction in wilderness.
    • Trapper - Can attempt to set up (and detect) wilderness pits, snares, and deadfalls.

Battlefield General

  • After spending a Skill point, the PC gains one of the following skills:
    • Squad Leader – Henchmen and mercs led by the PC gain +2 morale
    • Leader of Men – May hire one more Retainer than their CHA would allow
    • Drill Sergeant – Can spend three months training soldiers to improve their ability (e.g. turn commoners into Light Infantry, turn Light Mounted into Medium Mounted)

Polyglot

  • After spending a Skill point, the PC gains one of the following skills:
    • Language – Can become proficient in reading, writing, and speaking a language
    • Knowledge – Can become proficient in a specialized area of knowledge, like local history or local geography. Treat like a Background for purposes of earning money or answering questions/recalling facts
    • Keeper of Secrets – Similar to Knowledge above but dealing with more esoteric knowledge, like ancient cults, occult rituals, and the like

Healer

  • First Aid – If 10 minutes spent bandaging and cleaning wounds, the injured PC recovers 1d3 HP. Can restore 1d4 HP at 3rd level, 1d6 HP at 5th level, 1d8 HP at 7th level, and 1d10 HP at 9th level. This skill can only be used once per day per patient

Riding

  • Can make melee or ranged attacks from horseback

Naturalist

  • After spending a Skill point, the PC gains one of the following skills:
    • Tracker - Can follow tracks. Bonuses for larger groups, penalties for time elapsed and bad weather
    • One with Nature – Knows about plant and animal life in familiar terrain. Can identify safe food sources and healing herbs
    • Ghostwalker – Leaves behind no trace of his movement and thus cannot be tracked. Can attempt to hide larger groups at a penalty

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 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
    • 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
    • Knock Down - make an attack roll at -2 to hit. If successful, opponent is prone
    • 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
  • Fighting Style -
  • Favored Enemy
  • Fencer
  • Weapon Specialization

Cleric

  • Divine Blessing
  • Divine Health
  • Laying of Hands
  • Secrets of the Faith
  • Sensing Evil
  • Weapon Training

Thief

  • Arcane Dabbling
  • Cat Burglary
  • Disguise
  • Eavesdropping
  • Lockpicking
  • Skulking

Mage

  • Elementalism
  • Familiar
  • Magic Item Sage
  • Mystic Aura
  • Prestidigitation
  • Spell Mastery