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Arduin C&C 
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Mogrl
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Post Arduin C&C
So, I thought it might be fun to convert the Arduin special ability tables to C&C...

I only have the first one done so far.

Special Abilities for Warriors, Barbarians, and Monks *

* Warriors refers to Fighters, Rangers, Paladins, and Knights

d00 Roll / Result
01-02 / -1 saves vs. cold; +1 Constitution
03-04 / +1 to hit with short swords; -1 saves vs. magic
05-06 / +1 to hit and damage with any axe; -2 saves vs. dragon breath
07-08 / +1 to hit with spears and polearms; -1 saves vs. any missile attack
09-10 / +1 to hit and damage with saber or cutlass; -2 saves vs. petrification and paralysis; 20% chance to add 1d00 GP to initial wealth
11-12 / +1 to hit and damage with maces and flails; +1 Constitution; -3 saves vs. mind-affecting spells or psionics
13-14 / +1 to hit with morningstar, whip, bolo, and sling; -2 to hit with any sword; 10% chance to add 5d10 GP to initial wealth
15-16 / +1 to hit with any short or long bow; -2 saves vs. djinn or efreeti attacks
17-18 / +1 to hit with crossbows, javelins, and darts; -1 saves vs. cold; 5% chance of adding 1d30 GP to initial wealth
19-20 / +1 to hit and damage with knives or daggers; -1 to hit with any other weapon
21-25 / Mountain Man -- +1 to Strength and Constitution; climb is class skill (if it is already, add +1 bonus); tracking is a class skill (if it is already, add +1 bonus)
36-30 / Woodsman -- +2 to hit with any bow; hide is class skill (if it is already, add +1 bonus); +1 initiative; tracking is a class skill (if it is already, add +2 bonus)
31-32 / Lousy Liar -- +2 Charisma when lying to opposite sex; -3 Charisma in any negotiation not involving the opposite sex
33-34 / Natural Locksmith – open locks is a class skill (if it is already, add +2 bonus); -1 saves vs. traps and poison
35-36 / +2 save bonus vs. undead attacks; -1 Wisdom
37-38 / Ex-Seafarer – double swim speed for 6 rounds; hold breath for 50% longer than normal; know direction as class ability when on water (if it is already, add +3 bonus)
39-40 / Taste Bad to Monsters – if swallowed whole, have 75% chance to be spit out without dying (still suffer damage); -2 Charisma; +2 saves vs. fear
41-42 / 50% improvement for sight and hearing (increase ranges and add +2 bonus to listen checks); gain darkvision as dwarf (if have it already, add a total of 75% range to current)
43-44 / Desert-born -- +1 Constitution; 85% chance to locate natural water within 1 mile
45-49 / Good Horseman – gain horsemanship as class ability (if have it already, any horse mount begins with maximum HP); horses cost 25% less to purchase and maintain; 95% chance camels, ponies, and mules/donkeys hate character
50-55 / Religious Fanatic – cast any single 0 and 1st level cleric spell once per day, this selected at creation and cannot be changed; -2 Charisma; cannot associate with anyone not of the same faith
56-60 / +3 to hit and disarm / parry with rapiers; can use rapier as a shield to improve AC by +1; -2 to hit or perform any combat maneuver with any non-rapier; cannot use shield
61-65 / Cowardly – save against fear at -4 (if immune to fear, that ability is lost); if reduced to under 50% HP, have 50% chance to self-affect with cause fear spell against which there is no save
66-70 / Stupidly Brave – become immune to fear (if ability gained already, it applies even to supernatural enemies, except deities); -2 Wisdom
71-72 / Dragonfriend – affected by sanctuary against dragons; +2 saves vs. dragon attacks and effects; 65% chance to speak language of dragons
73-74 / Elf-Friend – affected by sanctuary against elves; can speak all elf languages, except drow (it is not a spoken language); gain track as class ability (if already have it, gain +1 bonus)
75-76 / Undead-Friend – affected by sanctuary against undead; -2 Charisma
77-78 / Roll 1d4+1 – this is the bonus to hit with any single specified weapon type
79-80 / +2 Intelligence; gain traps ability (if already possessed, gain +2 bonus instead)
81-82 / Character must strive to form a secret society; +2 Charisma; -1 Wisdom; 25% chance alignment is evil (if paladin is class, loss of paladin status does not occur until the secret society is founded, subject to Castle Keeper discretion)
83-84 / Hopelessly-in-Love – members of the opposite sex gain +8 Charisma in negotiations and saves
85-86 / Trained Weapon Master -- +2 to hit with any 5 weapons of choice; +1 damage with the same 5 weapons
87-88 / Know direction with 75% accuracy and can predict weather with 65% likelihood; suffer extreme fear of heights
89-90 / Berserk -- +1 bonus to hit and damage after successfully striking an enemy; -1 Charisma; gain 3rd print PHB Barbarian “rage” with its defects (if this book is not available, the following is applied -- +2 Strength and Constitution while berserk, +1 bonus on all saves, and gain +2d4 temporary HP, but also take -2 AC adjustment; must attack nearest enemy and continue to attack until the rage subsides; cannot willingly end the rage, and it must last for 10 rounds; after the duration, suffer -4 penalty to Strength and Constitution and remain fatigued for 1 hour; if another rage is entered during the fatigue period, the character suffers 1 point of damage for every 2 rounds the rage lasts.)
91-92 / Cross-Breed Efreeti – immune to fire; +1 to all Physical attributes; 90% chance to be Chaotic alignment (if a paladin by class, the character may ignore alignment restrictions but is limited to advancement to a maximum of 5th level)
93-94 / Hate Dragons – unable to negotiate with dragons; +4 to hit and damage against dragons; can understand, but not speak, the language of dragons
95 / Werecreature – character is a lycanthrope of the Castle Keeper’s choice
96 / Demonseed -- +2 to all attributes; +2 on all saves; cannot be a paladin; 90% likely to be Chaotic but player has choice to be evil
97 / Affected by true sight constantly, rendering all illusions ineffective
98 / Natural Warrior -- +2 to hit, damage, and AC
99 / Magekiller – +3 bonus on all saves against magic regardless of source, whether arcane or divine or from an item or deity; cannot adventure with any spellcaster;
100 / Giant Son – character is offspring of a giant with the following basic statistics: Strength 20, Constitution 18 (both are considered Prime even if they are not by class or selection); character is always considered multiclassed with fighter (use the class-and-a-half rules option); character has the rock throwing ability of a hill giant and must be a minimum of 8 feet tall; disadvantages are left to the Castle Keeper but equipment should cost at least 150% more and there should be several inconveniences that the player must endure, the least of which are societal

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Tue Oct 02, 2012 10:01 pm
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Mogrl
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Post Re: Arduin C&C
Love Arduin! My very first DM introduced us to Arduin by having us roll on these tables! I got feline characteristics, so to explain it in the Greyhawk setting my PC's father was the Catlord. That characters name is Treebore.

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Tue Oct 02, 2012 11:38 pm
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Post Re: Arduin C&C
Special Abilities for Arcane Spellcasters

* Competence means spellcasting of the specified type are more powerful than normal, either in duration, area of effect, damage, or in resistance as desired by the Castle Keeper and can be different for each spell cast, or per casting; generally, the effects should be one level higher than normal but can be up to 25% more potent. Incompetence is the reverse and lessens the potential of the spell’s abilities.

d00 Roll / Result
01-02 / +1 AC when wielding a dagger; +1 saves vs. arcane magic
03-04 / Chronic Insomnia – gain +3 save vs. sleep spell and related effects (including allowing a save when none would be granted otherwise); -1 Constitution
05-06 / Competent with movement spells such as jump; -2 saves vs. petrification
07-08 / Vision enhanced by 50% and gain the twilightvision ability (if it is already gained, double visual range but do not further extend it with this ability); +2 bonus when actively searching for secret doors
09-10 / Competent with light and fire magic; +3 bonus on saves vs. blindness, but -3 on saves vs. insanity; 30% chance of gaining 1d100+100 GP at character creation
11-12 / Competent with animating or bodily control magic, such as hold person
13-14 / +1 Constitution and Strength; +2 Charisma; -3 Wisdom
15-19 / Competent with summoning / conjuration spells and those which deal specifically with time; inability to use any spell or item related to cold magic; 20% chance to gain 5d20 GP at character creation
20 / Taste Bad to Monsters – if swallowed whole, have 95% chance to be spit out without dying (still suffer damage); -2 Charisma
21-25 / Know direction and predict weather with 50% accuracy unless magically manipulated
26-30 / Competent with spells related to the undead, those which emulate undead attacks (except charms), or the creation of the undead; +3 saves vs. undead attacks and allowed a save, without this bonus, against level drain
31-32 / Competent with charm and mind-influencing spells, which includes many illusions; -3 on saves vs. breath weapons
33-34 / Competent with cold and spells that create or cure poison; -3 on saves vs. disintegration
35-36 / Competent with fear and confusion spells; -3 on saves vs. extraplanar monsters, specifically djinn and efreeti
37-38 / Competent with any elemental spell; -3 on saves and AC vs. extraplanar monsters; 10% chance to gain 5d10 GP at character creation
39-40 / +2 to hit with daggers; -2 on saves vs. poison (manufactured) and -4 on saves vs. venom (natural, such as from a creature)
41-45 / 50% chance to detect poison by smell (increase to 75% if the character is a gnome), but suffer -3 on saves vs. poison
46-50 / +1 on all attributes, to hit and damage rolls, AC and saves; incompetent with all magic
51-55 / Dragonfriend – affected by sanctuary against dragons; +2 saves vs. dragon attacks and effects; can speak language of dragons
56-60 / +1 on saves vs. fire; -1 on saves vs. gas attacks; +1 Intelligence
61-66 / +2 on saves vs. curses resulting from use of a scroll; -2 on saves vs. curses from any other source
67-68 / Competent with transformative magic, such as polymorph but considered incompetent if self-targeted; 5% chance to gain 1d20 GP at character creation
69-70 / Excellent Liar -- +1 Charisma when lying; -3 on saves vs. undead attacks and spells
71-75 / Undead-Friend – affected by sanctuary against undead; -2 Charisma; reduce overall maximum life expectancy by 20%
76-80 / Competent with liquid and water-based magic; incompetent with fire magic
81-82 / Competent with transportation magic such as teleport, dimension door, or phasing
83-84 / +1 to hit with a proficient edged weapon; -1 on all saves vs. magic, -2 if the spell is divine
85-86 / Competent with all spells that target humanoids; incompetent will all spells that target undead
87-88 / Natural Linguist – gain decipher script (if have it already, gain +3 bonus instead); can speak 5 additional languages, chosen by the Castle Keeper
89-90 / Permanently affected by a read magic and comprehend languages spell effect; 1% chance of gaining 10d100 GP added at character creation
91-92 / Add 3 spells to those known and recorded in the character’s spellbook and gain 1 additional casting of 0 and 1st level spells; reduce starting funds by 50%
93-94 / Fearless – immune to fear (if gained already, provide a +3 bonus to allies within 10 feet as well when fear effect is generated); -1 Wisdom
95 / Roll twice on this table, ignoring this or another “roll again” result
96 / Character may cast 2 additional spells of their choice, once per day, but they must be spells of 1st or 2nd level; initial spellbook contains 1d4 extra spells, selected by the Castle Keeper
97 / Roll once more on this table and once on the table for Priests; ignore this or another “roll again” result on the second roll
98 / Elf-Friend – affected by sanctuary against elves; can speak all elf languages, except drow (it is not a spoken language); gain track as class ability (if already have it, gain +1 bonus)
99 / -1 on all attributes; -3 on saves vs. magic; +5 to hit with daggers, dirks, or poignards; gain 25 additional GP at character creation
100 / Competent with all magic; gain open locks, climb, and traps as class ability (if gained already, +2 bonus instead); character suffers from delusional grandeur and has -8 Charisma

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Wed Oct 03, 2012 12:07 am
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Post Re: Arduin C&C
YES!

~O

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Wed Oct 03, 2012 12:19 am
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Post Re: Arduin C&C
This is really awesome! Thanks for doing it and sharing with us! :D

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Wed Oct 03, 2012 12:52 am
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Post Re: Arduin C&C
Special Abilities for Priests

* Competence means spellcasting of the specified type are more powerful than normal, either in duration, area of effect, damage, or in resistance as desired by the Castle Keeper and can be different for each spell cast, or per casting; generally, the effects should be one level higher than normal but can be up to 25% more potent. Incompetence is the reverse and lessens the potential of the spell’s abilities.

d00 Roll / Result
01-02 / Mountain Man -- +1 to Strength and Constitution; climb is class skill (if it is already, add +1 bonus); tracking is a class skill (if it is already, add +1 bonus)
03-04 / Good Horseman – gain horsemanship ability as class ability (if have it already, a starting horse has maximum HP); purchasing a horse costs 25% less; can coax a horse to travel 20% further than normal overland; 98% chance dogs and cats hate the character
05-06 / Natural Linguist – add 5 spoken languages to those known; gain decipher script as a class ability (if gained already, add +3 bonus instead); base 20% chance to understand any magical writing
07-08 / Sickly and Anemic – suffer -1 Strength, Constitution and Charisma; +2 Intelligence
09-10 / Competent with curative spells (those which do not increase with level now gain a +1 HP per 2 caster levels added to their amount restored); +2 saves vs. undead attacks that cause paralysis or level drain (and allowed a save, with this bonus, against those that do not normally grant a save); 15% chance of 1d20+30 GP added at character creation
11-12 / +2 Wisdom and +1 Strength; -3 on saves vs. breath weapons
13-14 / +3 on saves vs. curses but -3 on saves vs. elemental attacks
15-19 / Competent with spells that create or restore life (the effects of this will have to be determined by the Castle Keeper); +2 Constitution; -3 on saves vs. arcane magic; 10% chance of gaining 1d20+20 GP at character creation
20 / 75% chance to know direction accurately; -1 Dexterity and initiative
21-25 / +3 to hit with blunt weapons; -2 AC against blunt weapons
26-30 / Cast animal friendship to gain an animal companion which does not count against any other limit; other animals are 50% likely to be friendly toward the character; -2 on saves vs. cold
31-32 / Increase vision by 50%; gain twilightvision (if gained already, increase its range by double without further modification); hearing is diminished by 50%, resulting in -4 on listen checks
33-34 / Taste Bad to Monsters – if swallowed whole, have 65% chance to be spit out without dying (still suffer damage); -2 Charisma
35-36 / Chronic Insomnia – immune to sleep and related effects (if immune to sleep by level, being targeted by the spell heals 1d3 HP); -2 Charisma
37-38 / Dragonfriend – affected by sanctuary against dragons; +2 saves vs. dragon attacks and effects; can speak language of dragons
39-40 / Incompetent with all magic; +4 bonus on all turn / command undead attempts (if a druid, gain turn undead as a class ability, without gaining the bonus)
41-45 / Competent with healing spells (those which do not increase with level now gain a +1 HP per 2 caster levels added to their amount restored)
46-50 / +2 on saves vs. petrification; -2 on saves vs. poison
51-55 / Gain open lock as a class ability (if gained already, +2 bonus instead); 5% chance to gain 1d10 GP at character creation
56-60 / Desert-born -- +1 Constitution; 90% chance to locate natural water within 1 mile; gain track as a class ability (if gained already, +4 bonus instead)
61-66 / Innate detect evil spell ability like a paladin; can also be used to determine whether an individual is possessed with 95% accuracy
67-68 / Infallible ability to detect poison and venom by scent; -5 on saves vs. petrification
69-70 / Dodge well – if using the dodge ability, double the modifiers (alternatively, character gains +2 initiative and +2 AC)
71-75 / +2 on saves vs. fire; -3 on saves (when applicable) on saves vs. undead paralysis and draining of any sort
76-80 / Gain double bonus spells (if the character does not receive bonus spells, one additional 1st, 2nd, and 3rd level spell, when they can be cast by caster level, are received as if an 18 Wisdom were obtained)
81-82 / +3 to hit and AC with staff or cudgel; -2 to hit and AC when wielding any other weapon
83-84 / Competent with dispelling and negation magic, such as dispel magic; -1 on saves vs. mental manipulation effects, especially psionics; 90% chance of gaining 1d10 GP at character creation
85-86 / +3 on saves vs. fear and confusion; -1 Intelligence
87-88 / The character hates all animals, which they can sense and will be hostile (and attack) 85% of the time (if the character is a druid, no animal-specific ability can be used but the character may choose to instead affect vermin or beasts); -2 Wisdom; +1 Dexterity
89-90 / +2 on saves vs. divine magic; -2 on saves vs. spells cast by dragons
91-92 / Scent ability is gained as if a monster
93-94 / Poverty – character is sworn to an oath of poverty and cannot retain more than 20 GP in coin, gems, or property (items needed for adventuring must be permitted by the Castle Keeper) with a violation resulting in loss of all spellcasting and class-related abilities until atoned; +2 Wisdom and +1 Intelligence
95 / Extremely pious -- +2 Wisdom; +4 on saves vs. undead attacks and +4 AC vs. physical attacks made by undead
96 / Competent with all spells; Elf-Friend – affected by sanctuary against elves; can speak all elf languages, except drow (it is not a spoken language); gain track as class ability (if already have it, gain +1 bonus)
97 / Paladin – the character is considered multiclassed as a paladin and gains all abilities of the class (use the class-and-a-half rules for this)
98 / Accused of murder – the character has been charged with murder and is not welcome in any temple and many cities, with numerous ramifications; character gains the disguise class ability (if gained already, +3 bonus instead). The bounty for the character is 3000+ GP and may be used in any way the Castle Keeper desires, noting that once the character has cleared their reputation, there should be a significant award
99 / Blessed -- +3 on all saves and initiative
100 / Rune-singer -- +2 Intelligence, Wisdom, and Charisma; the character has an oath of poverty (as above) but the limit is 500 GP; the character is forbidden from using armor and may only wield a staff, but also is considered a bard (use the class-and-a-half rules)

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Wed Oct 03, 2012 12:55 am
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Post Re: Arduin C&C
Special Abilities for the Clandestine *

* The clandestine refers to Assassins, Bards, and Rogues

d00 Roll / Result
01 / Natural Locksmith – if open lock is not already gained, it becomes a class ability (if it is, gain a +5 bonus)
02-03 / +1 to hit with daggers or knifes; can wield a dagger or knife as a shield for a +1 AC adjustment; 40% chance of gaining 1d100 GP at character creation
04-05 / +1 Dexterity and initiative; -2 AC and saves vs. oozes, slimes, jellies or puddings
06-07 / +1 to hit and damage with saber, cutlass, or rapier; -1 to hit with spear or javelin
08-09 / Good Liar -- +3 Charisma when lying; -2 on saves vs. cold
10 / +2 to hit with fencing weapons (rapier, foil, epee, main-gauche, etc); -3 to hit with any other weapon
11-12 / Taste Bad to Monsters – if swallowed whole, have 50% chance to be spit out without dying (still suffer damage); -1 Charisma
13-14 / Woodsman -- +1 Dexterity and initiative; hide and tracking are gained as class abilities (if possessed already, gain +3 bonus instead)
15-16 / Circus Trained -- +2 initiative; if using the evade maneuver, increase effectiveness by 50%; climb is a class ability (if gained already, add +5 bonus)
17-18 / Arrogant -- +3 bonus on saves vs. mental manipulation, especially charms; -2 Charisma
19-20 / +2 to hit and +1 damage with thrown dagger or hand ax; -3 on saves vs. poison and venom; 30% chance of gaining 1d100 GP at character creation
21-25 / Conceited -- +2 on saves vs. divine magic; -2 Charisma
26-30 / +1 Dexterity; hide is a class ability (if gained already, +2 bonus is gained instead)
31-32 / Increase vision by 50% and gain darkvision (if it is an ability already gained, increase its range by a total of 75%); +2 bonus on listen checks; -1 Dexterity
33-34 / Dragonfriend – affected by sanctuary against dragons; +2 saves vs. dragon attacks and effects; can speak language of dragons
35-36 / +1 on all attributes; -2 on all saves vs. magic; 20% chance of 1d30 GP added at character creation
37-38 / Immune to mental attack, including psionics and illusions; -1 on saves vs. fire; -2 on saves vs. cold; -3 on saves vs. electricity or lightning
39-40 / +2 on all saves; -1 on all attributes
41-45 / Quick Learner – gain +20% XP (alternatively, reduce XP costs per level by 20% or allow a “free” multiclass); +1 to hit with any single specific weapon type; -4 on saves vs. disintegration
46-50 / +2 to hit and +1 damage with long sword and spear; -1 to hit with any spell attack foes receive a +1 bonus to save vs. caster’s spells
51-55 / Fast Healing – gain the fast healing ability of the monk (if gained already, double its effectiveness); -3 on all saves vs. disease and character cannot be immune to disease through any means
56-60 / Poor Liar -- +3 to hit with slings; -4 Charisma when lying
61-65 / +2 to hit with short sword and +1 to hit with dagger or knife; -1 to hit with any axe; 10% chance to gain 1d20 GP at character creation
66-70 / Know direction with 95% accuracy and can predict weather with 50% ability; -2 Charisma to members of same race within 10 feet due to incredibly bad body odor (which also increases the wandering monster rate by 1:10)
71-75 / Excellent Cook -- +2 Charisma when cooking; can detect poison by scent without fail
76-80 / Character innately knows the relative value of items such as coins, art, and other items within 5%
81-82 / +2 Strength, +1 Constitution and +1 Dexterity; -4 on saves vs. poison and venom
83-84 / +1 Charisma, increased to +3 vs. opposite sex; character naturally thinks they are the most attractive and “worthy” individual of any possible attraction
85-86 / Traps ability gained (if already possessed, +3 bonus gained instead); -3 saves vs. mental manipulation such as charms
87-88 / Natural affinity for magic allowing the character to be treated as a multiclassed spellcaster, randomly determined with each class having equal probability (use the class-and-a-half rules for this)
89-90 / Roll twice on any Arduin Special Ability Table, ignoring this or any other “roll again” result
91 / Natural – the character begins at 2nd level and gains +20% XP (alternatively, reduce XP costs per level by 20% or allow a “free” multiclass)
92 / +1 to hit, damage, and AC when using a sword of any type; -2 to hit and damage with any other weapon; -3 on saves vs. fear (this nullifies a character’s immunity to fear but does not then apply a penalty); 55% chance of gaining 1d10 GP at character creation
93 / Assassin – the character is a multiclassed assassin (if the character is an assassin already, they must multiclass as a cleric or illusionist; if the character is one of these already, the character begins play at 2nd level) using the class-and-a-half rules
94 / Natural Linguist – add 5 spoken languages and allow the decipher script ability to function with divine writings; the penalties associated with use of decipher script are reduced by 25%
95 / +2 on saves vs. poisons and venoms; the character gains the poisons ability (if gained already, , the save adjustment increases to +4); -3 on saves against curses, especially those of magic items
96 / Extremely Greedy – the character has an uncontrollable urge to steal, but does so knowingly (it is therefore not kleptomania) resulting in various issues within a party and in other conditions, primarily where any number of individuals are around or there are any items of value present (the Castle Keeper will need to determine the specific effects and penalties); -1d4 Wisdom
97 / 75% chance to accidentally sense the presence of magic or an illusion within 30 feet, rolled whenever the Castle Keeper desires, and should be done in secret
98 / Bard – the character is a multiclass bard using the class-and-a-half rules (if the character is a bard already, begin at 2nd level)
99 / Illiterate – the character is incapable of reading or using any ability that requires it, such as decipher script; this can impact other abilities, such as bardic lore, at the discretion of the Castle Keeper
100 / Sired By A Vampire – immune to all undead level draining and paralysis; undead are 90% likely to ignore the character in a combat, unless an aggressive action is taken by the character; Charisma cannot be higher than 9; the character cannot adventure or associate with any priest and divine healing spells (and potions) are ineffectual; any large fire produces a fear effect and requires a save to avoid fleeing, further causing a -4 penalty to saves vs. fire; the character can only function in moonlight or darkness (direct sunlight or bright light is literally lethal, as it would be to a true vampire); darkvision is gained to a range of 90 feet (if the character has it already, double the range); the character is a loner but may travel with up to 2 individuals (meaning a larger party will pose some significant problems); no bonus against poison is gained, but they deal only half damage or effect and cannot result in immediate death; the character regenerates 1 HP per hour during the day hours only; +1 to all Physical attributes

All of the above tables were converted from The Compleat Arduin so there might be results in other sources yet to be realized. I will get to them as I unearth all my buried Arduin stuff...

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Wed Oct 03, 2012 2:15 am
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Post Re: Arduin C&C
serleran wrote:
So, I thought it might be fun to convert the Arduin special ability tables to C&C...



VERY cool serleran

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Wed Oct 03, 2012 2:22 am
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Post Re: Arduin C&C
Race Adjustments

Amazon -- +1 Dexterity, +1 Charisma, -1 Strength, -1 Intelligence; Proficient with Spear, Short Bow; 3 Primes
Centaur, Gara-Khai -- +1 Strength, +1 Constitution, -1 Intelligence, -1 Charisma; Fast Movement; +6 Encumbrance; 2 Primes; Medium Size
Centaur, Shinda-Khai -- +1 Strength, -1 Charisma; Fast Movement; +3 Encumbrance; 2 Primes; Medium Size
Centaur, Tar-Khai -- +2 Strength, +1 Constitution, -1 Dexterity, -1 Intelligence, -1 Charisma; Fast Movement; +10 Encumbrance; 2 Primes; Large Size
Dwarf -- +1 Strength, -1 Wisdom; Kleptomaniac (Gold Only); 2 Primes; Darkvision; Stonecraft; Medium Size
Elf, City – As C&C Half-Elf (Human Lineage); 2 Primes; 2 “Half” Primes
Elf, High -- +1 Dexterity, +1 Charisma, -1 Strength, -1 Constitution; Birthright Mount and Horsemanship; 2 Primes; Unskilled with Bows; Twilightvision
Elf, Sea -- +1 Dexterity, +1 Intelligence, -1 Charisma, -1 Strength; Swim Movement; Aquatic; Proficient with Spear, Trident, and Net; 2 Primes; Darkvision
Elf, Wood – As C&C Elf in PHB; 2 Primes
Giant, Lesser -- +2 Strength, +2 Constitution, -2 Charisma, -1 Intelligence, -1 Wisdom, Rock Throwing, Smash, 1 Prime, Always Use d12 HD; Twilightvision; Large Size
Gnome -- +1 Intelligence, +1 Wisdom, -1 Strength, -1 Charisma; Darkvision; Barter; 3 Primes; Small Size
Goblin -- +1 Dexterity, -1 Charisma, -1 Intelligence, -1 Strength; Darkvision; Fast Movement; Daylight Weakness; Poison Use; 2 Primes; Small Size
Half-Elf – As C&C Half-Elf (Elf Lineage) without changes
Half-Orc – As C&C Half-Orc without changes
Hobbitt -- +1 Dexterity, +1 Charisma, -2 Strength; Proficient with Sling; Twilight and Darkvision; 2 Primes; Small Size
Human – As C&C Human without changes
Khai-Shang -- +1 Strength, +1 Wisdom, -2 Charisma; Technologically Advanced; Honor; -4 Encumbrance; 2 Primes; Medium Size
Khai-Zirin -- +1 Dexterity, +1 Strength, -1 Intelligence, -2 Charisma; Technologically Advanced; Natural Attacks; Natural AC of +3; 2 Primes; Medium Size
Knoblin -- +1 Dexterity, -1 Charisma; Fly Movement; Venom; Web; Enmity with Kobolds, Goblins, Dwarves, and Gnomes; 2 Primes; Small Size
Kobbit -- +1 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom, -2 Charisma; +1 AC; Proficient with All Weapons; Always Chaotic; Twilightvision; 2 Primes; Small Size
Merfolk – As C&C Human; Swim Movement; Aquatic; 3 Primes
Orc, Lesser – As C&C Half-Orc except +3 Unarmored AC and -2 Intelligence; 2 Primes
Saurig, Desert -- +1 Intelligence, +1 Strength, -2 Charisma, -2 Wisdom; Immune to Fear; Natural Attacks; Natural AC of +4; 2 Primes; Twilightvision; Medium Size
Saurig, Swamp -- +2 Strength, +2 Constitution, -1 Intelligence, -2 Wisdom, -2 Charisma; Immune to Fear; Natural Attacks; Natural AC of +6; 2 Primes; Darkvision; Large Size
Urukk – As Orc, Lesser (above) but no penalty to Intelligence

I have removed a few of the more powerful races such as Deodanth, Dragons, Greater Giants, the Phraint, Throon, and Undead (Any) simply because they would be “unfair” in a typical C&C game. I do plan on making a somewhat more detailed explanation of these, but for now, I am going with the very brief and basic descriptions I have at hand, which I must admit provides very little.

Oh, and Treebore, I am fairly certain your character was a Khai-Zirin as they are a bipedal catlike creature.

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Wed Oct 03, 2012 4:06 am
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Mogrl
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Post Re: Arduin C&C
Special Abilities for the Learned *

* The learned includes Technos and Sages

d100 Roll / Result
01-05 / Good Liar -- +2 Charisma when lying, +1 Charisma in all situations; -2 on saves vs. cold; 35% chance to gain 1d20+30 GP at character creation
06-10 / Stunning – Natural Charisma of 20, but character is super-arrogant and suffers -4 on negotiations; character appears otherworldly which may be a boon or bane at the discretion of the Castle Keeper
11-15 / Natural Mechanic -- +1 Dexterity; +2 on any ability that requires mechanical aptitude, such as open locks or traps; character begins with thieves’ tools as equipment
16-20 / Studious -- gain +30% XP (alternatively, reduce XP costs per level by 30% or allow a “free” multiclass); select any non-class ability that requires an attribute check and consider it a class ability
21-25 / Naturalist – gain the druid survival ability (if possessed already, increase effectiveness by 50%); +1 Wisdom, +1 Intelligence, +1 Constitution
26-30 / Pacifist – character will not engage an enemy under any circumstance; receives effects of sanctuary against all opponents; +6 AC
31-35 / Latent Warrior – considered a warrior of some type (see definition provided above, but exclude fighter) as a free multiclass option using the class-and-a-half rules
36-40 / Total Nerd -- +2 Intelligence but -3 Charisma; begin game with a technological device; 30% chance to gain 1d20+20 GP at character creation
41-45 / Elf-Friend – elves never attack the character and will (98%) be helpful; you can speak any elven language except drow (which is not a spoken language)
46-50 / Natural Linguist -- add 5 spoken languages to those known; gain decipher script as a class ability (if gained already, add +3 bonus instead); base 20% chance to understand any magical writing
51-52 / Drunkard – character can never retain, once returned to a settlement, more than 5 GP of wealth; +10 on saves vs. intoxication regardless of source
53-54 / Sex-Craved -- +3 Charisma vs. members of the opposite sex; character has 1d4+1 lovers in their home town which can be a problem. the exact nature of which is left for the Castle Keeper to determine
55-56 / Knife-Fighter -- +2 to hit, +1 damage, and +1 AC with any knife or dagger
57-58 / Coward -- save against fear at -4 (if immune to fear, that ability is lost); if reduced to under 50% HP, have 50% chance to self-affect with cause fear spell against which there is no save
59-60 / Lycanthrope – the character is a lycanthrope of the Castle Keeper’s choice
61-62 / +1 Charisma; the character belongs to a secret society of evil and must be aligned similarly (if the character has a class which restricts alignment, a new class must be determined); there is a 20% chance the character is accused of a crime with effects decided by the Castle Keeper
63-64 / 95% chance to detect magic within 3 feet but a Techno cannot have this ability and should roll again
65-66 / Permanently affected by find traps and gain a +3 bonus to disarm, avoid, or survive (as on saves) against traps
67-68 / Racist – enmity (+1 to hit and damage) any creature not of the same race as the character; -3 Charisma; this prevents the character from adventuring or associating with any character not of the same race which may make adventuring very difficult
69-70 / Sadistic, Arrogant, Atheist -- +1 Strength; +2 damage when attempting to subdue; -5 saves vs. magic; cannot be affected, either positively or negatively, by divine magic including by potions and items that emulate it (with the exception of technological items such as a trauma patch)
71-75 / Very Pious -- +1 Strength; +4 on saves vs. magic; character is willing to help any charitable cause and the Castle Keeper is free to determine what ramifications this will have; begin game with an additional 1d100 GP but the character must tithe 25% of all obtained wealth (after initial creation)
76-80 / Obese Glutton -- +4 on saves vs. poison and immune to drunkenness and intoxication; -4 Charisma
81-85 / Character can determine when or whether food or drink is poisoned with 100% accuracy
86-90 / Good Horseman – gain the horsemanship ability (if gained already, any starting horse has maximum HP); can purchase a horse at 40% price reduction and coax the horse to provide an additional 40% movement; birds and all avian creatures have a 90% chance to hate the character
91-95 / Animal Friend – affected by sanctuary against animals with a 65% chance the animal will be treated as friendly if approached likewise
96-97 / Dragonfriend – affected by sanctuary against dragons; +2 saves vs. dragon attacks and effects; can speak language of dragons
98-99 / Taste Bad to Monsters – if swallowed whole, have 98% chance to be spit out without dying (still suffer damage); -2 Charisma; 20% chance to add 1d20 GP at character creation
100 / Roll once on any three Arduin Special Ability Tables of the player’s choice ignoring any result that allows a “roll again;” 5% chance to add 10d100 GP at character creation

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Wed Oct 03, 2012 3:03 pm
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Ulthal
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Post Re: Arduin C&C
this is very cool. Thanks!

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Wed Oct 03, 2012 3:12 pm
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Lore Drake
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Post Re: Arduin C&C
I hate to admit that I have no idea about Arduin ...

That said, some good stuff in the tables I might have to copy. Plus great racial adjustments (though without knowing the game world I'm not sure what most of the races truly are)

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Wed Oct 03, 2012 3:14 pm
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Mogrl
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Post Re: Arduin C&C
I'm sorry Lurker. Please allow me to attempt to explain, somewhat, the more unusual race options. I'm trying to avoid infringing too heavily.

Amazon -- female warrior society who average slightly taller than humans; they do not hate males, but they consider themselves superior. Non-warriors are legends, but not the good kind of legend... they're the hushed, and whispered dark lore of the culture.

Centaur, Gara-Khai -- centaur which combines the upper torso of a humanoid and the equine traits of a medium warhorse; unlike most other centaurs of Arduin, they will use armor and any weapons they can find making them especially suited for the role of cavalry.

Centaur, Shinda-Khai -- desert-dwelling centaur, combining the traits of man and light warhorse; they do not like armor and are noted for being especially good at scouting.

Centaur, Tar-Khai -- wild centaur with severe claustrophobia (inherited racially) that combines humanoid qualities with a heavy warhorse making them the largest and most brutish; only centaur capable of being classified a barbarian. They do not use armor.

Giant, Lesser -- a large humanoid much like an ogre or cave giant; typically brutish or uneducated

Hobbitt -- effectively the Arduin equivalent of a halfling although noted as having a great dislike for water (primarily swimming) and one or more appears in practically every myth of the Arduin world, as hobbitts have the notorious ability to appear whenever something dangerous needs to be done

Khai-Shang -- a starfaring race that resembles a mixed otter and weasel, appearing shorter than they are because of a hunched gait; they have clawed hands and are covered with fur, and like to swim; they never wear clothes, instead using a series of belts and bandoliers, and will not carry anything that cannot be easily attached to the loops of this attire; they always carry a knife that identifies clan membership; they consider themselves superior to every race but are not necessarily racist; they have a tremendous fascination with technological devices and become easily fascinated by them and most multiclass as a Techno and some sort of warrior

Khai-Zirin -- bipedal feline humanoid that resembles a lynx; they carry many technological devices such as a 4-shot crossbow although there are also many that prefer natural weaponry and pursue monk-hood; they have retractable claws which can be used for combat; females are slightyl larger than males and will never eat any cooked or processed food

Knoblin -- an amalgamation of goblin, bat and spider with a great dislike of any other creature that lives underground; they are nocturnal and fear sunlight; most are uneducated but intelligent; they live in a matriarchal society

Kobbit -- the oldest race of Arduin; they share many traits with hobbitts, except they are dark and twisted -- where a hobbitt would be jovial, a kobbit is sarcastic; they enjoy combat but most kobbits become rogues or assassins

Saurig, Desert -- lizardman equivalent noted for a fearless streak and a solid strategic mind; they have natural claw and bite attacks and like to use heavy weapons

Saurig, Swamp -- larger than the desert variety, they are also stronger and less conforming to domination, each having a strong sense of self; they also have natural attacks of clw and bite but can use their tail as well, typically adorning it with a spiked ball

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Wed Oct 03, 2012 4:16 pm
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Mogrl
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Post Re: Arduin C&C
Classes

Monk
+1 Dexterity and +1 Initiative
Constitution is Prime; uses 1d12 for HP
Cannot use armor at all
May use specific weapons, most of which are exotic and deal 1d6 damage or lower; these weapons would be traditional martial art weapons such as urumi, nunchaku, shuriken, or staff
Has Climb and Hide as class ability
Gains increased number of unarmed attacks but damage for these attacks does not increase without magical adjustment – the base damage is 1d6 for a hand strike or 1d8 for a foot attack.
Gains numerous special abilities as level is increased

Level / BtH (Weapon) / BtH (Unarmed) / Unarmed Attacks (H / F) / Special Abilities *
1 / +1 / +0 / 1 or 1 / 3
2 / +1 / +1 / 2 or 1 / 3
3 / +2 / +1 / 2 and 1 / 4
4 / +2 / +2 / 2 and 1 / 4
5 / +3 / +2 / 2 and 1 / 5
6 / +3 / +3 / 3 and 1 / 5
7 / +4 / +3 / 3 and 1 / 6
8 / +4 / +4 / 3 and 1 / 6
9 / +5 / +4 / 3 and 1 / 7
10 /+5 / +5 / 4 and 2 / 7
11 / +6 / +5 / 4 and 2 / 8
12 / +6 / +6 / 5 and 2 / 8
13+ / +1 / 2 levels // +1 H / 4 levels; +1 F / 5 levels / +1 / 2 levels

Special Abilities are selected by the player from the list of available options; some have level requirements or another stipulation such as relying on possessing another ability. The number listed is the total number of special abilities the character can have, subject to Castle Keeper approval – the intent is to have the character emulate a specific attack style, so any number of additional abilities can be created to expand the list.

Contemplation (Wisdom) – by meditating (completely undisturbed) for 1d10 turns, the character is able to affect something akin to augury or receive a bonus on another check that involves knowledge or understanding. This ability can never work to deduce any information regarding a completely foreign or alien concept to the character’s race and / or culture. The difficulty should be adjudicated by the Castle Keeper as use of this ability should not be assumed automatic.

Running – the character can run and maintain high speed for 1 hour per point of Constitution, +1 additional hour per level gained after this ability is selected. Once the run is complete, the character is exhausted for half the time the ability was used (for example, if used to run for 10 hours, the character is then exhausted, at the end of it, for 5 hours.) The character may also elect to double normal run speed (this will result in a base movement rate being multiplied by 10) for one minute per Constitution point; level is not a factor in this use, but the same exhaustion applies only reduced to minutes and not hours.

Deflection – This ability has three components, each of which must be learned separately and count individually, building off each other. This ability can only be used while unarmed.

1) By using the unarmed BtH as a bonus to save (the level of the opponent is used as the difficulty), the monk is able to deflect any hafted or non-edged weapon, negating damage that may have been sustained (if the character fails by more than 5, however, an additional 1d3 damage is sustained from the attempt.)
2) The character can use their unarmed BtH to deflect the attack of an edged weapon, such as a sword, but must do so at a -2 penalty
3) The character can use their unarmed BtH to resist damage from a projectile weapon, as per the standard C&C monk ability

Cat Walk – the character gains move silently as a class ability; if the character also gains Cat’s Sense, the character may use hide and move silently in tandem at no penalty and gains a +2 bonus to both

Cat’s Nose – the character gains the scent monstrous trait and is treated as having the tracking ability but only when using smell; the effective range of this ability is 30 feet

Double Punch – use of this ability replaces two standard hand attacks (therefore, the character must have at least 2 unarmed hand attacks to use this ability) for the round but gains a +1 bonus to hit, +1 damage. It may be used as often as the character has hand attacks – if a monk had 8 unarmed hand attacks, then 4 double punches could be used during the round

Porpoising – the monk can surface swim at a speed equal to 75% normal run speed for 3 minutes per point of Constitution, +1 minute per level gained after this ability; underwater swim speed is half that of surface. In addition, the character can dive to a depth of Constitution x 10 feet without ill effects. There is no change to how long the character may hold their breath.

Weapon Mastery – this ability can be obtained numerous times but only once per individual weapon. Selection of this ability grants proficiency with a weapon, or if proficient already, grants a +1 bonus to hit with that weapon.

Simple Acrobatics (Dexterity) – the character can perform somersaults, rolls, and tumbling maneuvers without difficulty; however, if used in combat, it increases the effectiveness of dodge and evade by 25% and requires a check. Use of this ability is considered the character’s movement for a round so it is not likely that it can be used in conjunction with an attack, though the Castle Keeper may decide to allow it – in this case, a penalty to hit is encouraged. This ability does not reduce or mitigate damage from a fall, although it might turn such into a “controlled fall”

Confusion [requires Contemplation] – for one round per point of Constitution, once per hour, the character can produce an effect identical to the spell blur which affects all living creatures within 20 feet

Cat’s Claws [requires Double Punch] – if using a double punch attack maneuver, the damage inflicted is doubled and an additional +1 bonus to hit is granted

Cat’s Senses [requires Contemplation] – the character receives a +3 bonus to avoid surprise and the roll is always considered to be a class ability (therefore level is added)

Cat Climbing [requires Cat’s Claws and Double Punch] – the character receives a +4 bonus to climb and may climb at half normal running speed; this ability allows ascension on completely smooth surfaces such as glass or ice

Pain Control [requires Contemplation and Cat’s Senses] – with a successful Wisdom or Constitution check, the character may ignore the effects of any pain such as that caused by certain residual spells (damage over time effects such as poison) or conditions that reduce effectiveness (such as exhaustion or high / low temperature). The monk must remain completely motionless when attempting to use this ability but it can be used in melee or outside of it

Ki Shield [requires Confusion] – the character may target any single individual within 60 feet and effectively become invisible to them as the spell; the victim of this is entitled to a save to resist it, considering the effect to be psionic and not magical (so bonuses that affect magic do not help; a being with true sight is, however, unaffected). This ability requires complete concentration and may be used once per creature per encounter, but no more frequently than once per turn

Advanced Acrobatics [requires Contemplation and Simple Acrobatics] – the character can use the acrobatic feats available to Simple Acrobatics as normal but as part of another action, such as attacking, reducing or eliminating any assigned penalty; all other effects remain the same

Metabolic Control [requires Pain Control] – the character can enter a trance and stop bleeding (by nearly stopping the heart) and effect curative processes, such as slowing the onset of poison or disease. This ability requires complete concentration and being undisturbed. It may persist for 1 hour per level after it is obtained

Breaking [requires Pain Control] – the character deals +2 damage with unarmed attacks and may force any nonmagical item to save against crushing blow or be broken, although the more robust the item, the larger a bonus on its save; this ability can be used in place of three standard hand (or 2 feet) attacks to break armor or a weapon in combat

Iron Fist [requires Breaking and Metabolic Control] – the character can make sacrifice all normal unarmed attacks for a single one, delivered at a +4 bonus to hit, that deals double normal damage (including multiplying all modifiers) and which can strike a creature normally only subject to magical weapon attacks; this ability can be used once per day per level, but never more often than once per three rounds

Defy Death [requires Metabolic Control] – the character can survive and function despite an attack that would result in immediate death, such as decapitation or the loss of a limb; the effectiveness of the character should be based on what remains of them, but it does allow the monk to continue fighting or performing other actions when they should not be – after the effect ends, if there is enough of the character remaining, a raise dead or other curative spell can still work. The maximum number of rounds the character can use this ability is equal to 1 round per point of Constitution above 10, +1 additional per 3 levels

Self Healing [requires Metabolic Control] – this is the same as the C&C monk fast healing ability

Self-Hasting [requires Metabolic Control] – once per day, the character can produce an effect identical to haste but which does not modify the number of unarmed attacks available; the effect lasts for one round per point of Constitution after which the character must save or lose 1 HP permanently

Target Sensing (Wisdom) [requires Metabolic Control] – the character can ignore the penalties for blindness or attacking an invisible foe regardless of whether attacking in fog, darkness, or some other condition; the maximum distance this ability will work is 15 feet, +3 feet per level after this ability is gained

Wraith Walking [requires Cat Climbing] – the character always move silently (cannot fail) and may even move across a liquid, if the depth does not exceed 1 foot, without touching it; the character does not leave tracks but is not untraceable (apply a -6 penalty, however)

Balancing [requires Pain Control and Advanced Acrobatics] – the character suffers no penalties for uneven ground or fighting in precarious situations (such as prone or while climbing), and will immediately return to their feet is knocked over, albeit 10 feet away

Ribbon Dance [requires Balancing and Defy Death] – the monk may enter a whirlwind of death at the end of which, inevitable death is the result (the character may be returned to life afterward). When activated, the character becomes hasted, doubling both weapon and unarmed attacks, and deals an additional 1d4 damage per attack and is immune to damage (but not effects, such as disintegration or dismemberment). The maximum number of rounds of limited immortality (remember, the character immediately dies at the end of this ability’s use) is 3 rounds, +1 round per level gained after this ability

Ki Projection [requires Iron Fist] – identical in nature to Iron Fist, the character may deliver a ranged attack in a similar manner, to a distance of 15 feet; base damage is 1d10, +1 per level

Waiting [requires Defy Death] – the character can produce an effect identical to feign death which lasts a number of days equal to Constitution, +1 per level gained after this ability; while in this state, the character is fully aware of surroundings and can end the application immediately if necessary

Stunning [requires Iron Fist] – this is identical to the C&C monk ability of stunning attack

Razor Hand [requires Iron Fist and Cat’s Claws] – the monk can transform an unarmed attack into an edged weapon, dealing an additional 1d4 damage with the attack; this can be combined with any other unarmed attack and does not replace it. However, the ability can be used a maximum number of times per hour equal to the character’s Constitution score, +1 per level gained after this ability

Ghosting [requires Ki Projection] – once per day the character can enter the ethereal plane and travel there like it were the normal world; the monk can remain ethereal for one round per point of Constitution, +1 round per level gained after this ability. No additional protection is provided to the character when ethereal

Death Touch [requires Ghosting] – this is identical to the monk ability within the C&C PHB

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Wed Oct 03, 2012 6:46 pm
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Mogrl
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Post Re: Arduin C&C
Paladin

Wisdom is Prime; use 1d10 as HD
Have several supernatural gifts of divine origin; proficient with all weapons
Have birthright mount and mounted combat class abilities; may cast cleric spells (per the table provided)
Special equipage rules (see the below table)
Must be Good aligned

Level / BtH / Special Abilities
1 / +0 / Lay on Hands, Zealotry, Priest Spells, Divinely Equipped
2 / +1 / --
3 / +2 / Turn Undead
4 / +3 / --
5 / +4 / Dispel Blindness
6 / +5 / --
7 / +6 / --
8 / +7 / Death Voice
9 / +8 / --
10 / +9 / Remove Disease
11 / +10 / True Seeing
12 / +11 / Death Breaker
13+ / +1 / --

Lay on Hands -- the paladin can restore, through force of willpower, 1d4 HP of damage to a living creature; this may be used once per day per 2 levels

Zealotry – gain a +2 bonus to all saves when attacked by a being not of the same faith or religion, which is essentially all monsters; +1 to hit when engaging a foe diametrically opposed to religious teachings, increasing by an additional +1 (to a maximum of +6) per round during which the paladin deals an additional 1d6 damage, after which the paladin is at -3 to attack as the fervor wears off; a paladin cannot retreat from a demon and they are immune to fear and demonic auras; a paladin must be in the forefront of any battle; a paladin must tithe 50% of wealth to a temple dedicated to their faith

Turn Undead (Wisdom) – this ability is identical to the paladin ability as found in the C&C PHB with one exception: a paladin may turn undead twice daily, +2 per three levels gained

Dispel Blindness – the paladin can remove blindness as the spell once per day

Death Voice (Charisma) – a paladin can communicate with the recently deceased, as per speak with dead once per day; the attribute check is needed only if the paladin attempts to speak with a creature opposed to the paladin in some way

Remove Disease – a paladin can remove any sickness or disease once per day; they are not immune to disease, but are able to cure themselves of one if necessary

True Seeing – the character is permanently granted a true seeing spell effect

Death Breaker – a paladin is able to raise dead any individual who has become deceased within 1 day per level of the paladin; this can be done once per day

Priest Spells – paladins do not receive benefit of bonus spells for a high casting attribute; caster level is equal to character level

Level / 0-level / 1st / 2nd / 3rd / 4th
1 / 1 / -- / -- / -- / --
2 / 2 / -- / -- / -- / --
3 / 2 / 1 / -- / -- / --
4 / 3/ 1 / -- / -- / --
5 / 3 / 2 / 1 / -- / --
6 / 4 / 2 / 1 / -- / --
7 / 4 / 3 / 2 / 1 / --
8 / 4 / 3 / 2 / 1 / --
9 / 4 / 4 / 3 / 2 / 1
10 / 4 / 4 / 3 / 2 / 1
11 / 4 / 4 / 4 / 3 / 2
12 / 4 / 4 / 4 / 3 / 2
13+ / 4 / 4 / 4 / 4 / 3

Divine Equipage – roll 1d10 per column for starting equipment, noting the goods belong to a temple; none of these items may be magical in any way. Starting funds must be used to purchase the absolute best equipment possible and any money not used is tithed, so regardless of the roll here, the character will actually begin adventuring without any wealth

d10 / Wealth (in GP) / Mount / Armor / Weapons
1 / 10 / Riding Horse / Leather + Shield / Any 1 and 1 dagger
2 / 25 / Light Warhorse / Brigandine + Shield / Any 2 and 1 dagger
3 / 50 / Medium Warhorse / Chainmail / Any 4
4 / 75 / Medium with Barding / Chainmail + Shield / Any 5
5 / 100 / Heavy Warhorse / Half Plate / Any 6
6 / 150 / Heavy with Barding / Half Plate + Shield / Any 7
7 / 200 / Destrier / Full Plate / Any 8
8 / 250 / Destrier with Barding / Full Plate + Shield / Any 9
9 / 350 / Player’s Choice / Castle Keeper’s Choice / Any 10
10 / 500 / Castle Keeper’s Choice / Player’s Choice / Any 12

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Wed Oct 03, 2012 7:59 pm
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Mogrl
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Post Re: Arduin C&C
Dang it! Your making me want to scrap my campaign and do an Arduin campaign!

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Wed Oct 03, 2012 8:20 pm
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Mogrl
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Post Re: Arduin C&C
Witch Hunter [a priest class]
Wisdom is Prime; use d8 as HD
May use any weapon or armor, although most will don leather (for its religious connotations) or brigandine and wield a type of sword, with rapier and estoc favorites
Have several supernatural gifts
Have complete intolerance for anything not of their faith; do not get along with barbarians and will seek to destroy technological devices
Character should be role played as an extremely arrogant, narrow-minded, zealot
Must be Good aligned but do not get along with paladins unless of the same faith

Level / BtH / Abilities
1 / +0 / Aura of Protection, Zealotry, Sense the Supernatural, Curse Resistance, Fearless, Priest Spells
2 / +1 / Hidden Door / Portal Sense
3 / +1 / Holy Blessing
4 / +2 / Speak in Tongues
5 / +2 / Righteous Prayer
6 -7 / +3 / --
8 / +4 / Eyes of Glory
9 / +5 / --
10 / +6 / Dispel Evil
11 / +6 / --
12 / +7 / Heavenly Strength
13+ / +1 / 2 levels / Death Voice (@ 15th); Remove Curse (@ 18th); Destroy Gate (@ 20th)

Aura of Protection – part of this ability is constantly active and part of it must be activated, enabled at any time without need for the character to have initiative provided the witch hunter is conscious, most often used after sense the supernatural has determined the presence of something fell. First, that which is always effective: +3 bonus on saves vs. spells and attacks from undead, and a +1 initiative against the undead at levels 1-6, +2 to 10th, and +3 at 11 and higher. The activated ability generates a 3 foot movable (it travels with the character) nimbus that physically prevents any Evil creatures from entering if it there are fewer than 50 maximum HP (wounded creatures are treated as unwounded for the overall total), this increasing by +5 HP per level; affected creatures are not entitled a save unless they are powerful extraplanar creatures (such as a demon prince). There is no protection from ranged or magical attacks, only purely physical ones. The nimbus remains for 1 round per point of Constitution.

Zealotry – whenever faced with an enemy that opposes the character’s faith, the witch hunter gains a +4 bonus to hit but suffers a -3 AC adjustment, abandoning reason for destruction; receive a +2 Charisma bonus when interacting with paladins of the same faith, but are at -5 Charisma for anyone else; oath of poverty prevents the character from having wealth more than 10 GP, the rest donated to the families of victims of evil; witch hunters are more susceptible to poison (and venom) and disease than normal (because they assume, arrogantly, that their belief will ensure their safety), saving at -3 against the latter and -2 against the former, a fact often used by those who know of the character

Sense the Supernatural (Wisdom) – within 90 feet, a witch hunter is able to detect the presence of undead, possessed individuals or objects, anything of Evil alignment, lycanthropes, or magic of any kind excluding illusions; this ability cannot be blocked except by prismatic barriers or deific decree and is pinpoint accurate. However, the more localized presences, the harder it is for the witch hunter to use this ability, with difficulties assigned by the Castle Keeper

Curse Resistance – due to the single-minded devotion to the destruction of anything against their faith, a witch hunter is less affected by curses produced by magical items, especially those of artifacts and relics; the length of time it takes before a curse manifests should be doubled

Fearless – a witch hunter is not afraid and does not retreat

Hidden Door / Portal Sense – nothing remains hidden from a witch hunter easily as they receive a +3 bonus when actively searching for a secret or concealed door

Holy Blessing – this can be used once per day and has the effects of inspire and embolden, per the C&C knight class

Speak in Tongues – once per day, for one hour, the character may speak and understand any spoken language

Righteous Prayer – once per day, the witch hunter produces an effect that combines sanctuary, bless and prayer, lasting for 6 rounds for all allies within 30 feet

Eyes of Glory – the character’s eyes can become as bright as sunlight which blinds other creatures within 60 feet; the witch hunter is not negatively affected by use of this ability. Undead, especially vampires and shadows are considered turned unless the character has 4 more levels than the monster has HD in which case the monster is destroyed. This ability can be used for 1d10+10 rounds, +1 round per level, but activated only once per day

Dispel – a witch hunter may activate this as any spell equivalent that has the word dispel in its name, such as dispel magic, dispel illusion, or dispel evil, each once per day at a caster level equal to the character’s own

Heavenly Strength – this is identical to the primeval instincts ability of the barbarian class found in the C&C PHB except it can apply to any attribute, save, or roll (including attack or damage)

Death Voice (Charisma) – once per day, the character can produce an effect identical to speak with dead; the attribute check is needed only when communicating with a being that is not of the same faith as the witch hunter

Remove Curse (Wisdom) – by placing hands upon an item or being that is cursed or possessed, a witch hunter can drive it away or remove the effect; this can work to remove a curse from oneself as well, should a witch hunter become affected by such a thing

Destroy Gate (Wisdom) – there is no limit to how often this ability can be used, but activating it results in the witch hunter being rendered immobile and unconscious for 1d100 minutes, success or failure. With this ability, the character can remove or nullify any arcane gate or spell effect that manipulates portals, such as wizard lock or hold portal, but it is primarily intended to eliminate conjuration circles or gates (the spell). The difficulty should be determined by the Castle Keeper

Priest Spells – witch hunters are untrained casters and do not receive benefit of bonus spells, nor can they have many high level spells; caster level is equal to character level
Level / 0-level / 1st / 2nd / 3rd
1 / 3 / 1 / -- / --
2 / 4 / 1 / -- / --
3 / 4 / 2 / -- / --
4 - 7 / 4 / 2 / 1 / --
8 / 4 / 3 / 2 / --
9 / 4 / 3 / 2 / 1
10 / 4 / 3 / 3 / 1
11 / 4 / 4 / 3 / 2
12 / 4 / 4 / 4 / 2
13+ / 4 / 4 / 4 / 3

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Wed Oct 03, 2012 10:07 pm
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Mogrl
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Post Re: Arduin C&C
Treebore wrote:
Dang it! Your making me want to scrap my campaign and do an Arduin campaign!


Ah well, then, umm, I shall stop with the conversion. At least some are interested in it, and my goal was to show how cool Arduin could be, despite its seeming negative reputation floating in the foraverse.

Unless, of course, peeps prefer I continue the process... a few more classes to go.

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Wed Oct 03, 2012 10:42 pm
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Post Re: Arduin C&C
Treebore wrote:
Dang it! Your making me want to scrap my campaign and do an Arduin campaign!


I've used Arduin material in my "D&D" campaigns forever. Especially in the monster and spell arena. I think most younger FRPG players (those brought up 4.x) would run screaming in fear from the table if they were exposed to it. :twisted:

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Wed Oct 03, 2012 11:44 pm
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Post Re: Arduin C&C
I might as well continue and complete the classes...

Ranger
+1 Constitution, +1 Strength, +1 Dexterity
Dexterity is Prime; use 1d10 as HD
Never wear armor unless in service as a wartime scout / soldier; prefers use of ranged weapons, although skilled with all weapons
Implanted with a Green-Star Gem which fuels certain nature-based powers (see below)
Has track as a class ability, and gets a +2 bonus to resist surprise (in addition to considering it a Prime ability)
Skilled with non-mechanical bows, allowing a +1 to hit bonus, +1 to hit and damage if the character chooses to only use bows (cannot carry or wield any melee weapon)
Overland travel for a ranger is 33% more than for any other comparable character, this bonus added to any mount the ranger might use

Level / BtH (Melee) / BtH (Ranged) / Special Abilities
1 / +0 / +1 / Green-Star Gem, Standard C&C Ranger abilities
2 / +1 / +2 / --
3 / +2 / +3 / --
4 / +2 / +4 / Ambush; +2 bonus to avoid surprise
5 / +3 / +5 / --
6 / +3 / +6 / +2 listen bonus
7 / +4 / +7 / --
8 / +4 / +8 / Weather Prediction
9 / +5 / +9 / Speak with Animals
10 / +5 / +10 / --
11 / +6 / +11 / Speak with Plants
12 / +6 / +12 / Druid Spells
13+ / +1 / 2 levels // +1 / level // --

Green-Star Gem – this is a magical item permanently embedded in the ranger’s forehead which causes irrevocable death if removed, thus a ranger will do anything they can to prevent such a thing; it cannot be easily hidden (and no ranger would want to). When the ranger is in a natural wooded environment, hit points are regenerated at the rapid rate of 1 HP per hour to a maximum of Constitution + level in a single day, this allowed to retroactively heal damage sustained anywhere (so that, for example, if the ranger were knifed in an alleyway but made it to a park, the injuries sustained from the fight could be healed); further, natural diseases are completely prevented from affecting the ranger. If a ranger dies, and is buried, a full-grown tree will spring into being on that spot, the type being decided upon by the ranger and will act as a sort of beacon to woodland creatures, especially those with tree affectations such as a dryad

Ambush – if a ranger gains surprise against an opponent, they receive the benefits of back attack as detailed in the C&C PHB for rogue

Weather Prediction – the ranger is able to ascertain the most likely weather pattern for a full week with the reasonable accuracy of 50%

Speak with Animals – this ability is identical to the spell of the same name except that the ranger must select four specific types, adding another for each 2 levels gained after 9th level; there is no limit to how frequently this ability can be used, but there is no guarantee that an animal will be friendly toward a ranger

Speak with Plants – a ranger can communicate with any plant as if casting the spell of the same name, this usable as often as desired

Druid Spells – a ranger is an untrained spellcaster and does not receive bonus spells; caster level is equal to 1, +1 per level gained after this ability
Level / 0-level / 1st / 2nd
12 / 2 / 1 / --
13 / 3 / 2 / 1
14 / 4 / 2 / 1
15 – 16 / 4 / 3 / 2
17 – 18 / 4 / 4 / 3
19+ / 4 / 4 / 4

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Thu Oct 04, 2012 6:37 am
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Greater Lore Drake
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Post Re: Arduin C&C
great stuff, Serl!

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Thu Oct 04, 2012 10:32 am
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Post Re: Arduin C&C
serleran wrote:

I'm sorry Lurker. Please allow me to attempt to explain, somewhat, the more unusual race options. I'm trying to avoid infringing too heavily.

...



Thanks, some of them were what I assumed, some I've never herd of, but sound interesting (in a twisted way ... a kobbit, that hurts every hobbit I've every played ... others, like knoblin, are just cool).

Great classes. Some of it I'll have to copy & paste !!

Again thanks for doing this.

I can't believe I never herd of this setting/rules ...

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Thu Oct 04, 2012 12:45 pm
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Post Re: Arduin C&C
Beast Master (Learned class)
Cannot wear any metal armor; proficient with primitive weapons such as spear, dagger, stone ax, bow – they cannot use metal implements although they often are enthralled with them
Use d8 as HD and have Charisma Prime
Gain a “family” of animals, each of which must be compatible with the others, similarly to animal friendship but this is not magical (it is treated as a psionic bond)
Expert animal trainers and often train animals for other people
Arduin allows a Beast Master to be created (at random) only 3% of the time, so allowance by a Castle Keeper should be selective and rare

Level / BtH / Special Abilities
1 / +0 / Animal Bond, Tracking, Scent; Animal Family, Survival (as C&C Druid)
2 / +1 / Putting on the Skin; add an animal to family
3 / +1 / Increase vision ranges by 20%
4 / +2 / Add an animal to family
5 / +3 / Empathic Healing; +1 to listen
6 / +3 / Shared Senses
7 / +4 / Add an animal to family; gain darkvision
8 / +5 / Add an animal to family; empathic healing increases
9 / +5 / Add an animal to family; vision ranges increase by 25%
10 / +6 / Add an animal to family; +1 Wisdom
11 / +7 / +2 on saves vs. psionic / mental attacks; empathic healing increases
12 / +7 / Add an animal to family; Telepathy
13+ // +2 / 3 levels // Add an animal to family / 3 levels (maximum of additional 3); Awaken Animal (@ 15th); +1 Wisdom (@ 17th)

Animal Bond – a beast master has a limited empathic communication with any animal they have trained which allows the character to know the mental and general physical state of these animals, such as whether they are tired, hungry, lost, frightened, and sick or injured. This bond allows the character to speak with those in their “family” (see below) or with other types of animals (one type per 2 levels) as of using speak with animals. Through this bond, the beast master is able to train an animal to perform complex tasks that might extend beyond their usual capabilities, such as a frog that can retrieve “shiny objects”

Animal Family – the character begins with 1d3 animals that are trained and bonded, the total HD of these not to exceed 6, with a single animal having 4 or fewer HD (for example, if the beast master has 3 family members, the most powerful could have 4 HD and the other two would have 1 each); as the beast master adds levels, they gain additional animals – treat this as a half strength animal friendship spell, allowing the new animal to have up to 1 HD per level of the beast master. Most beast masters specialize with a specific animal type, such as wolves, bears, falcons, etc but they are not required to do so; however, if the beast master stays with a single animal type, the new animal gained has normal capacity (2 HD / level). Animals gained by this ability never count against the character if they happen, for example, to gain a familiar or multiclass as a druid and in fact any animals gained through other means can be affected by the beast master’s bonding and empathic abilities (although they will not be considered “family.”) A beast master takes extreme caution with their family, treating them like children, brothers (or sister), and the like and do not blindly send them into danger; likewise, the animals treat the beast master in the same way and will protect them as best they can (especially useful if one happens to have a bear in the family…)

Putting on the Skin – a beast master can temporarily gain limited animal characteristics of those animals within their family, such as having the ability of an eagle to see great distances or to resist cold weather as a polar bear; how long this lasts depends a great deal on what trait is gained and depends on Castle Keeper adjudication. It also allows the temporary gain of similar natural attacks or a resistance, such as a mongoose has against venom. At any time, the beast master can share a number of traits this way equal to their Charisma modifier. At 12th level, the character can polymorph into an animal type belonging to the family

Empathic Healing – by laying on of hands, a beast master can heal an animal within their family of damage as if casting cure light wounds, taking the damage upon themselves instead; at higher levels, this ability increases, as if casting a more potent healing spell (use the same spell progression as found for clerics); at the most powerful, the beast master can also remove disease but in any case, whatever is healed to an animal is bestowed to the character

Shared Senses – this is the same ability as for a wizard familiar, applicable to any animal within the character’s animal family, although one at a time

Telepathy – a beast master can mentally communicate to any animal within their family and issue instructions or speak to them without having to verbalize it; further, a beast master of this level can send a distress message to any other beast master, regardless of their level, anywhere in the world provided the two know each other

Awaken Animal – once per month, a beast master can produce an effect identical to the awaken spell but applied to an animal only, which must be in the character’s family

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Thu Oct 04, 2012 4:38 pm
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Post Re: Arduin C&C
Thief
Dexterity, Intelligence, or Charisma Prime (player’s choice, based on abilities gained – see below); uses d6 for HD
May use any armor, but prefers not to wear bulky / heavy armor and they may impact abilities; trained in multiple weapons, except polearms
Gains +10 movement rate
Must belong to a guild and “tithe” 15% of stolen wealth (treasure, however, is another matter and may freely be kept, though most will donate some to remain in good standing)
Always begins play with thieves’ tools at no cost and has access to purchase specifically thief items such as a telescoping crowbar and folding grapnels
Character should be played as semi-cowardly and wishing to avoid combat whenever possible, but they are not necessary fearful (one simply knows when to cut and run)

Level / BtH / Abilities
1 / +0 / Thief Skills; Specialist
2 / +0 / --
3 / +1 / Fast Movement
4 / +2 / --
5 / +3 / Specialist (or add 1 skill)
6 / +4 / --
7 / +5 / Specialist (or add 1 skill)
8 / +5 / --
9 / +6 / Specialist (or add 1 skill)
10 / +7 / --
11 / +8 / Specialist (or add 1 skill)
12 / +9 / --
13+ // +1 / 3 levels // Gain Specialist (or add 1 skill) / 2 levels

Thief Skills (Varies) – a thief begins the game having any 10 of the following abilities of the player’s choice; an Arduin thief does not gain back stab or sneak attack as they are not combative characters, although, a Castle Keeper may allow either of these abilities to be selected if the thief sacrifices two skill choices for each. Some abilities may have a requirement such as possession of another one, and if so, will be noted

Lock Picking (Intelligence or Dexterity) – this is identical to the Open Lock ability of the C&C rogue and applies to any kind of locking mechanism, including technological devices (at high penalty, of course)

Pick Pocket (Dexterity) – this is identical to the Pick Pocket ability of the C&C rogue

Burglary – this ability applies only to unlocked (if the place is locked, the thief may attempt to pick the lock, naturally) buildings (ground floor only; of course once inside, the character can use any stairs to ascend / descend) and allows the thief to enter without leaving evidence and know how to efficiently loot it with minimum time; adjudication of this ability is subject to the Castle Keeper but a quick few d10 rolls can help determine results, rolled once per column:

d10 / Time Required / Loot / Caught?
1 or lower / 1d4+1 hours (roll once per hour on the Caught column) / -- / No
2 / 1d3 hours (roll once per hour on the Caught column) / 1d10 CP / Yes
3 / 1 hour (roll once on the Caught column) / 1d10 SP / No
4 / 30 minutes (roll on the Caught column) / 1d10 GP / No
5 / 15 minutes (roll on the Caught column at -1) / 5d6 CP / No
6 / 10 minutes (roll on the Caught column at -1) / 5d6 SP / No
7 / 5 minutes (roll on the Caught column at -1) / 5d6 GP / No
8 / 15 minutes (do not roll on the Caught column) / 1d3 gems / Yes
9 / 10 minutes (do not roll on the Caught column) / 1d2 art / No
10+ / 5 minutes (do not roll on the Caught column) / Castle Keeper’s Choice / No

Cat Burglary [requires Burglary and level 2] – this ability allows the thief to enter a multistoried building from an upper story, through rope and grapnel (or other climbing aids,) without making sound or leaving evidence, and cuts the time required to pilfer a building by half (times in minutes are not reduced further, however). Further, the climbing details apply to any environment, allowing the character to ascend and descend a surface with proper gear, no check needed

Master Burglary [requires Cat Burglary and level 4] – the thief can climb unaided and receives a +2 bonus on the burglary table for all rolls; the character may also traverse rooftops (provided they do not have large gaps greater than the character’s height doubled) and other environments while running, but the speed is reduced to 75% normal, without suffering any penalties when doing so

Deactivation [requires Lock Picking] (Intelligence) – this ability allows a thief to disarm traps or disable a mechanical device, including technological ones (with high penalty); if a thief has a Dexterity of 15 or more, this ability is gained automatically

Palming / Sleight of Hand (Charisma) – a thief can convince someone that a small item (one slightly less than the size of the character’s hand, such as a gem or coin) is in a location it is not, such as the classic shell game; it may also be used to temporarily make such an item invisible as the spell, which is very useful, for 1 round

Concealment – the character may hide, on their person, small items and make them very difficult for another person to locate unless they possess the Close Search ability or can succeed at a generic search check against the level of the thief +3; obviously the thief must have something in which to hide items, but technically, if the Castle Keeper decides to allow it, an orifice can suffice

Close Search (Intelligence) – a thief gains a +3 bonus on search checks and can determine intimate details about an item that others would miss; the time required for this activity is half that needed by another character without this ability

Area Search (Intelligence) – a thief can detect a secret or concealed door within 10 feet by actively using this ability, gaining a +2 bonus when doing so

Forgery (Dexterity) – this is the ability to duplicate a written item, with difficulties based on whether the item to be copied is present or one relies on memory only and the complexity of the document; it can be used to copy magical script, but such nonmagical writings have no eldritch power… simply the same shape and form

* Counterfeiting [requires Forgery and level 4] (Dexterity) – a thief can use this ability to make false versions of items, such as coins with the same sort of penalties and difficulties as for Forgery. This ability is not known in the Arduin rules, and was added by the author of the conversion

Appraisal (Intelligence) – the character can tell, within 75% accuracy, the relative value of an object by handling it closely; use of this ability does not activate any curses the object may have, but it can (with a successful check) reveal the item as magical unless protected from identification in some way. When dealing with magical items, the character can only uncover that it is enchanted – not how powerful, or with what type of magic, and therefore cannot easily ascertain specific value

Fencing [requires Appraisal and level 5] – a thief is able to get the most for their effort by selling stolen items; normally, an item would be worth 20-50% (1d4+1 x 10) its true value when sold, but a thief with this ability can get up to 40% more (+1d4 x 10) but must do so through their guild which will request their ordinary donation (and possibly more). This ability needs to be obtained for each major settlement in which the thief wishes to use the ability as it correlates to having the proper connections in that establishment

Con Artist (Charisma) – this ability functions as a 2 round charm person and, if successful, means the recipient is not ill-disposed to the thief once the effect wears off; this ability cannot be used in combat under any circumstances

Mapping (Intelligence) – a thief is able to enter a location, whether that be a home or a dungeon, and retain a recollection of the contents to the point of being able to draw a rough map of its layout; if used with the Burglary ability, assume a +3 bonus is gained on the time required column

Disguise (Charisma) – this is the same as the ability found in the C&C PHB but also allows the thief to disguise their voice and mannerisms

Escape and Evade (Intelligence) – a thief with this ability is able to use their surroundings to move away from someone, whether that is by bouncing off parapets or through some type of wilderlands parkour so that they can then circle around. It covers the ability to mitigate leaving a track as well, making it much harder for the thief to be traced. If the thief is not faster than their enemies, this ability will fail without a check. In urban environments, it also applies to being able to disappear into a large crowd. Every environment is different and this skill needs to be obtained for each, so that forest, desert, city, and mountain (for example), are all separate; a character can only begin with one, and it must be of the type in which they live

Hiding in the Dark (Dexterity) – this ability is identical to the hide ability from the C&C PHB except it applies specifically to darkness (and shadows) and against those with darkvision

Hiding in Lighted Areas [requires Hiding in the Dark] (Dexterity) – this expands the previous ability and allows the thief to attempt to hide in any condition except direct inspection

Silent Movement (Dexterity) – this ability is identical to that of the rogue’s Move Silently from the C&C PHB

Gymnastics – a thief suffers half damage from falls and can perform basic acrobatic abilities (similarly to that of the Monk); further, possessing this ability improves Dexterity by +1

Thrown Weapons – with this skill, a thief gains a +1 bonus to hit and damage with any thrown object and they can use it to hurl anything, including items that are not intended for it, provided that the character has a high Strength (subject to Castle Keeper’s discretion)

Wire Techniques (Dexterity) – a thief is able to traverse very narrow pathways, such as a balance beam or high wire and retain full movement; a check is needed only when conditions are not optimal such as in a high wind, rain, or when being chased, with failure resulting in the character falling. Note this ability does not require Gymnastics but it is advised that a character take both abilities

Lying [requires Con Artist] (Charisma) – this ability allows the thief to produce an effect much like the fascinate ability of the C&C bard, or one very much like the hypnotism spell, lasting for 1 full day. It cannot be used in combat under any circumstance

Specialist – the character selects one ability already possessed which requires a check and receives a +2 bonus; alternatively the character may select a new ability or put the selection in reserve and “purchase” the C&C abilities that are lacking from an Arduin thief

Fast Movement – this is as the Monk ability of the C&C PHB

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Thu Oct 04, 2012 7:36 pm
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Post Re: Arduin C&C
Courtesan [Clandestine character class]
Charisma is Prime; uses d4 for HP
Gain +2 Dexterity
Character initial funds are doubled and they can readily earn gold pieces (see below)
Can wear armor, if appropriate to their situation / station but use few weapons, if any, having access to some monk abilities – what they do tend to use most often is a stiletto or a misericorde
Gains the bardic lore ability, through network of courtesans in the same guild, although the more obscure information is the longer it will take to get an answer
Highly skilled in mundane tasks such as singing, dancing, cooking, poetry, art… etc, which is tailor-made for the companion / purpose of their “work”
Always have the thief abilities of Disguise, Close Search, and Concealment

Level / BtH / Special Abilities *
1 / +0 / Concoct Aphrodisiac; Thief Skills; Monk Skills
2 / +0 / Concoct Love Potion; Lock Picking
3 / +1 / Add 1 language (spoken and written)
4 / +1 / Concoct Sleep Draughts
5 / +1 / Pick Pocket; Deactivation; add 1 language (spoken and written)
6 / +2 / +1 Charisma; Palming / Sleight of Hand ; Haggle
7 / +2 / Add 1 language (spoken and written)
8 / +2 / +1 Monk Skill; +1 Thief Skill
9 / +3 / Add 1 language (spoken and written)
10 / +3 / +1 Monk Skill; +1 Thief Skill
11 / +4 / Concoct Truth Serum
12 / +4 / Concoct Eros Perfume
13+ // +1 / 3 levels // +1 language known (spoken and written) per 2 levels

* The order of these abilities have been altered from the source material

Concoct Aphrodisiac – this is a drink that causes loss of concentration in the imbiber making use of abilities that rely on it impossible; a save is allowed to resist the effects. The effect lasts 4 hours regardless of dosage, but the difficulty of the save increases by +1 per dose (to a maximum of courtesan level +6). It costs 50 GP and 4 hours to make an aphrodisiac, the potency lasting for 1 day

Thief Skills (Varies) – a courtesan may select three available to a thief, as noted for that class, which are not gained normally by the character and consider them to be class abilities

Monk Skills (Varies) – a courtesan may select three available to a monk, as noted for that class, which are not gained normally by the character and consider them to be class abilities

Concoct Love Potion – given time and money, which is not something a courtesan has trouble with (in one day, a courtesan can, if the right clientele are available, earn level x 50, plus Charisma x level GP), a courtesan can craft a liquid which causes its drinker (it must be imbibed, not applied like poison) to become hopelessly infatuated with the first person seen after swallowing, provided the victim sees someone within 1d10 rounds. A save is allowed, but the strength is equivalent to the courtesan’s level, and multiple doses increase the difficulty by +2 per dose (to a maximum of 3 extra doses, or level +6 total difficulty). Once the save is failed, the effect is a double strength suggestion spell, lasting one full day per dose given. Concocting a dose of love potion requires 8 hours, 100 GP per level, and remains viable for up to one week

Concoct Sleep Draught – any living creature (even those normally immune to sleep) can be affected by a potion of this kind, which can affect a victim up to 20 maximum HP (HD are irrelevant and wounds are discounted, using the creature’s natural full amount), +2 HP per level, with an additional +5 HP per dose applied. The process requires 12 hours and 125 GP per dose, but a failed save renders the recipient unconscious for 1d10 hours. Unlike other applications, this can be delivered as a poison but is harder to resist when imbibed (more so if alcohol is involved) at the discretion of the Castle Keeper. Any resistance to sleep or poison is cut in half when making the save against this ability. Once the sleep draught is made, it remains potable for 3 days

Concoct Eros Perfume – this is a more potent form of Love Potion, able to affect an area rather than a single individual. It is much more costly, at 1000 GP per level, but it can function on any creature within 10 feet per level of the courtesan; any bonuses on saves vs. poison apply to resist this effect. The perfume must be used within 4 hours of making and the duration is 1 hour, regardless of the number of doses used

Concoct Truth Serum – on a failed save, the victim is completely unable to lie or make a false statement, although misleading ones (if believed to be true) are not affected; the victim is aware of this, but only after the serum wears off, which is after 1 hour. Additional doses have no effect although they can extend the duration or be used to force another save if needed; use of this ability is considered illegal and if discovered results in being sentenced to death, but that hardly stops anyone from using it. Brewing takes 24 hours per dose and 1500 GP per courtesan level

Haggle (Charisma) – with a successful check (or preferably through good roleplaying), a courtesan is able to negotiate a better price when buying or selling an item, by 1d10+10%

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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Thu Oct 04, 2012 10:31 pm
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Mist Elf

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Post Re: Arduin C&C
In my second campaign as a D.M. a player gave me a copy of the Arduin critical hits & fumbles tables with the words. "You gotta us this in the game!" A few sessions later after a bad encounter for the party, a player sitting next to that player punched him in the arm.

First Player: "Ow!" What the hell?"

Second Player: "That's for giving the D.M. those ####### charts!

Ah. Good times.

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Fri Oct 05, 2012 2:42 am
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Post Re: Arduin C&C
Assassin
Required to be multiclassed, which carries no XP rate, due to having to keep a cover identity when not on a guild mission; the class can be any type, including those of a Good nature (see below).
In Arduin, assassinations, as performed by members of this class are legal – in fact, they are used by authorities for contract killing of those charged with very offensive crimes such as rape or murder; when an assassination is complete, the assassin must leave a copy of the contract on the deceased as proof of legality or face possible retaliation from the guild. It is for this reason that tricking the guild in any way is tantamount to creating a contract on oneself. If the assassin kills someone and the contract lost, the assassin is in a world for hurt…
Because they are required to multiclass, an assassin may use whatever class abilities are appropriate for any situation they face, although it may be a bad idea to use those of the assassin class while disguised as the other; if the second class has worse armor or weapon ability, the assassin class allows the character to choose any 6 weapons with which they are proficient and further gives ability to use light, non-metallic armor; note that the assassin may select to use unarmed as a “weapon” and would therefore use the monk progression for such attacks except the assassin can never exceed “2 hands or 1 foot” unless also a monk. The assassin can fluctuate which Primes they have, changing twice per game session, which must be carefully monitored to avoid abuse and the class itself does not have any specific Prime that is required although many abilities will be Dexterity or Intelligence derived. HD of an assassin is always whichever of the two classes are better – by default, an assassin is considered d6
Gain the disguise and hiding in lighted areas (which includes hiding in the dark) abilities of the thief; gain the climb ability as presented in the C&C PHB for rogues

Level / BtH / Special Abilities
1 / +0 / Cover Identity; Thief Skills; Pyrotechnics
2 / +1 / Monk Skills
3 / +1 / Calling Card
4 / +1 / --
5 / +2 / --
6 / +2 / --
7 / +3 / --
8 / +3 / --
9 / +4 / --
10 / +4 / --
11 / +5 / --
12 / +6 / --
13+ // +1 / 2 levels // --

Note: the limited number of special abilities given to an assassin is due to their required multiclassing, which is likely to bestow several benefits; remember that the assassin character uses whichever class BtH progression is better. Rewards for completing an assassination vary but a general rule is 250 GP for a merchant or non-threatening (unskilled) NPC but for one with class levels, the price goes to 250 GP, +100 per level and doubles or triples if the target is a spellcaster with special concern (and a corresponding increase in required payment) for requirements such as having to enter the target’s home or other dwelling or if the deed must be public

Cover Identity – this is the role the character undertakes when not on an assassination mission. There are no direct rules about what alternate class an assassin can be, although the source material states “nothing priestly,” this is being ignored for the conversion due to author preference and fondness for half-orc assassin-clerics from OAD&D; to be true to Arduin, the following table suggest the order of preference for alternate classes, or one could just roll 1d8

1. Thief
2. Courtesan
3. Herbalist
4. Bard [it would be preferable to use the C&C bard]
5. Mage or Illusionist
6. Monk
7. Beast Master
8. Warrior (any, although paladin is extraordinarily rare, at about half of 1%)

Thief Skills (Varies) – an assassin can select any 6 skills gained by the thief class; a Good character will never sacrifice their options to gain the sneak attack or back attack option as mentioned. A new choice is granted per 3 levels, which is not reflected in the abilities chart listed above

Pyrotechnics – assassins learn how to make various alchemical items to help dissuade friends of their intended victim from making a defense and also to aid in egress or capture; the items available, their costs and effects (and requirements) are provided:

Level 1 – Basic Smoke Pellet: this item is a small sphere that, when crushed against a hard object releases an obscuring mist like effect (except it is always black and not fog) that fills a 30 foot area for 1d10 rounds. It takes 1 hour to make the item and 15 SP

Level 2 – Basic Flash Pellet: a small sphere which, when broken, releases an intense blast of bright light that causes anyone looking in that direction (within 10 feet) to be blinded with no save; if a character was not looking toward the assassin, they are allowed a save with a +6 bonus, noting that the assassin that uses this item can never be affected it. Blindness lasts for 1d4 rounds. It takes 1 hour to make a pellet and 15 SP

Level 3 – Advanced Smoke Pellet: essentially the same as the basic version except the area increases to 60 feet and the duration extends to turns. Cost is the same but it requires 1.5 hours to make the pellet

Level 4 – Stunning Powder: a small egg-shaped container with a powder which, when inhaled (or striking a living creature) and a save failed causes that individual to be unable to react as if stunned per the C&C monk’s stunning attack ability, this lasting 1d4 rounds. Mass is a factor and so a larger creature requires more of this to affect them, and if less is used, a save bonus is applied as noted below, but also a penalty can be assigned if more that sufficient is applied. Making one dose takes 1 GP and 2 hours. If used to attack a creature, it is a ranged attack but because the weapon is so unusual, assume a non-proficient penalty (although an assassin could elect to take the Thrown Weapons ability of the thief class and offset the penalty). Two eggs can easily fit in each hand, so throwing 4 at once would require an off-hand attack. If an assassin carries these (or any other pyrotechnic device), the Castle Keeper can decide if, or when, they break and the assassin is subjected to the effects…

Target Size / Required Dose / Save Bonus / Save Penalty
Small / 1 / -- / -6
Medium / 2 / +3 / -3
Large / 4 / +6 / --

Level 5 – Advanced Flash Pellets: identical to the basic variety except the area of effect increases to 20 feet, the duration extends to 1d6 rounds, and the assassin can be subjected to the item. Cost increases to 1 GP and time is 1.5 hours

Level 6 – Slow Smoke Pellet: this effectively combines an advanced smoke pellet with a stinking cloud effect which, in enclosed environments, can readily lead those within to surrender to unconsciousness due to a lack of breathable air. The smoke persists for 10 rounds, each round increasing volume by 15 feet and dropping visibility to 10 feet (total.) Making one costs 1 GP and 2 hours

Level 8 – Air Dart: this is, essentially, a mechanical blowgun that is concealed at the forearm, the trigger by a nearly invisible wire that is often attached to a ring and worn so that, with a quick action, an attack can be delivered resulting in surprise (or for the more militant assassins, a sneak attack.) The device has the same range and damage as a light crossbow when attacking anything at 60 feet or under, reducing to a mere 1d3 damage at ranges out to the maximum of 90 feet; however, the portion that inflicts the damage is often dipped in a poison or some other concoction for additional lethality. It takes 3 days and 115 GP to make the item, which can be purchased by an assassin if desired. The darts are specialized and cost 1 GP each. This is a special weapon and requires special proficiency – no class is assumed to have skill with it by default but it may be selected if the class has that option.

Level 10 – Fire Balls: these must be kept in an air-tight container or they will ignite on their own. When thrown or exposed, after a 6 count initiative delay, the ball erupts and deals 1d6 damage, remaining on fire for another round. There is a 90% chance that anything flammable on the victim also ignites. Making a fire ball requires 1.5 GP and 2.5 hours

Level 12 – Boomers: this is a combined advanced flash and advanced smoke pellet but also has the side effect of producing a sound burst. Making one requires 1.5 GP and 2.5 hours


Monk Skills (Varies) – an assassin can select any 4 abilities from those provided for the monk class, gaining an additional at levels 5, 10, and 15

Calling Card – every assassin has a specialized method for killing someone, but it is something that must be developed (which is why it is not gained at 1st level). The player must select some exotic killing method such as using a specific poison, leaving a specific mark on the body (perhaps from a strange weapon) or other blatantly obvious “whodunit.” When using this method, the assassin does not need to use the case target ability (in fact, in Arduin, they don’t even get it) before a death attack (as per the C&C assassin ability) can be delivered. Other conditions, such as the victim being unaware still apply, of course, but the 3 round “examination” period is waived

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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Fri Oct 05, 2012 3:13 am
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Mogrl
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Post Re: Arduin C&C
Techno [Learned class]
Intelligence Prime; uses d6 as HD
Builds / studies / understands technological devices; Arduin recommends 19th – 25th century levels of technology but the exact amount of tech is up to the Castle Keeper making this class an option only if desired to be one. In the real world, some of the “high tech” devices were theoretically possible in ancient times, through such things as an aeolipile, the Antikythera Mechanism, or Baghdad batteries so it is well within the Castle Keeper’s prerogative to have all manner of advanced technology or not – the author of this conversion considers this to be Greekpunk but the typical Arduin game would probably be steampunk
Immune to arcane magic; what is encountered is believed to be an illusion, and pure illusions are automatically disbelieved. There are exceptions, such as illusions of natural things, such as a bear or a covered wall hiding a passage, but the Castle Keeper must adjudicate very carefully as to not have the techno too powerful
Consider magic items to be a different form of technology and therefore, greatly interested in them, but have a very high tendency to break them when looking for non-existing power sources or other methods of working
Can use any weapon, preferring the complex and technological such as repeating crossbows or pistols (they also almost always have a dagger); can use armor but prefer to not unless it is technological or in progress of unearthing secrets about it
Considered to be skilled (therefore Prime and a class ability) with any skill that requires mechanical understanding such as lock picking or traps (where it concerns mechanically-activated devices like a trapdoor)
Begins the game with a technological device of low power, which can be anything from a can opener to a multitool or a weapon of some sort that is not classically available to anyone else
Use a secret writing (schematics) that only another techno can understand; it appears as a magical script to a member of another class but abilities and spells do not decipher it unless that character has working knowledge of technology to any degree

Level / BtH / Special Abilities
1 / +0 / Alchemy Recipes
2 / +0 / Build Simple Mechanisms
3 / +1 / Basic Optics; Alchemy Recipes
4 / +1 / Find Traps; Medicine
5 / +2 / Feel Electricity
6 / +2 / Exploit Weakness
7 / +3 / Feel Radiation
8 / +3 / Basic Chemistry
9 / +4 / Fundamental Firearms; Alchemy Recipes
10 / +4 / Explosives
11 / +5 / Advanced Firearms; Complex Mechanics
12 / +5 / Physics; Nuclear Theory; Advanced Optics
13+ // +1 / 2 levels // Rudimentary Robotics (@ 14th); Transportation (@ 16th); Space Travel (@ 18th); Extreme Tech (@ 20th)

Note: the chart above is not guaranteed. A techno must be able to visit the College of Science and Technology and earn their way into the library, spending exorbitant amounts of funds and several months (if not years) of time which effectively takes a high level techno out of the game. Also, many of these abilities might exceed the campaign flavor and will therefore never be gained. This is a potentially very potent class and the Castle Keeper must be cautious with what is allowed and how to best utilize it. Further, assuming a techno can make an item, they can also repair it.

Alchemy Recipes – a techno gains 1 alchemical recipe (as per the alchemist class) per point of Intelligence modifier; a techno does not charge the inflated rates an alchemist does

Build Simple Mechanisms – this is the ability to create very basic devices, such as wind-up clocks, folding chairs, and any simple gear, lever, or pulley-powered item. Having the knowledge to make a device does not mean one has the means to do so. Time and costs are completely subjective, as are reliability.

Basic Optics – a techno can make simple things that use optics, such as a telescope (alidade) or glasses. The character understands the basics of prisms and can use them in minor ways to build prismatic barriers of a nonmagical nature; an extremely vague idea in regards to lasers is also gained, but this is more of focusing light (through magnification) than any more precise application

Find Traps (Intelligence) – ability to detect any mechanical trap and disarm as per the Deactivation ability of the thief

Medicine – this ability grows in potency as the character advances, beginning as a simple concept regarding general herbal lore (allowing the making of single HP healing salves) or for slowing the onset of disease and poison, and progressively transforms into the making of narcotics, poisons, and full-blown healing potions (which are not magical in any way) but to do so requires a complete laboratory and an immense amount of time / GP; it is suggested that the growth of this ability follows along the cure/restore spell path of the cleric, so that a new one (for example) is learned every 2nd level. Obviously, for the manufacture of the most potent effects, such as something that could raise dead, the techno must have other skills, the minimum of which is basic chemistry and possibly that of extreme tech

Feel Electricity – a techno can sense the presence of electrical currents within 30 feet which also allows them to determine if a powered device will work (assuming it is not damaged in another way)

Exploit Weakness (Intelligence) – this ability mimics the C&C assassin’s case target class skill but can only be used upon a construction, such as a golem, a structure (a building or tunnel, for example), or a technological device. If the check is successful, the techno learns how to effectively disable or harm it, and can, if of very high level, also know how to best destroy it (for example, how to place explosives to crumple a building onto itself)

Feel Radiation – ability to sense the presence and strength of any radiation field within 15 feet; for purposes of the world depicted by the Arduin rules, magic is considered a type of radiation as are uses of psionic powers

Basic Chemistry – the character gains an understanding of the principles of chemistry and chemical reactions, learning how to create strong alloys, plastics, manufactured rubber and many others. There are numerous ramifications possible, but it can also effectively be treated as though the character has learned 6 additional alchemy recipes, any of which can be effects not detailed in the rules (though still subject to approval by the Castle Keeper)

Fundamental Firearms – a techno learns to craft simple firearms such as cannons, muskets, and flintlocks. All such items must be made by hand, though they can be crafted at the instruction of the techno. It would be recommended to use the firearm rules from the C&C Castle Keeper’s Guide. A techno is the only class considered to be proficient with firearms by default, and then, only when they learn to construct them

Explosives – this is the ability to create heavy and high explosives, such as grenades, plastic explosives, or TNT. A simple rule is to treat it like a nonmagical fireball effect, the amount of charge determining the level of damage. There is an enormous onus on the Castle Keeper to control this ability by price, time, or simply saying “no”

Advanced Firearms – the character can learn to make any firearm from the 21st century and before, such as a Gatling gun or a large caliber assault rifle. Like all techno abilities, great responsibility is given to the Castle Keeper to allow or disallow this

Complex Mechanics – any large complicated device, such as a lawnmower or a machine found in a factory (which may include devices that can build firearms) can be created, in addition to giving the ability to build simple computers; effects and all other aspects are solely on the Castle Keeper to determine

Physics – the character gains an intimate understanding of physics and can build devices that do not necessarily require electricity and numerous, nearly unlimited, other concepts become possible at this point; in many ways, any magical effect can be replicated and built into a device

Nuclear Theory – a techno can build time warps and self-powered devices, in addition to being able to use radiation to their own ends, such as constructing a technomagical artifact (such as power armor suits)

Advanced Optics – lasers and other high-powered optic devices (such as real-time computers, or making devices function faster, with better attributes) can be built

Rudimentary Robotics – the character learns to construct automatons with semi-artificial intelligence which can take any form and have any abilities needed for a specific task

Transportation – ability to construct devices for movement (some of which were possible le at earlier levels) such as a mass transit maglev train or an airplane

Space Travel – a techno uncovers the ability to build an artifact that can enter space and explore other worlds; there are no hard rules for this, so a Castle Keeper is completely on their own

Extreme Tech – essentially, anything the techno can imagine can be built; at this point, there is virtually nothing (except what the Castle Keeper disallows) that cannot be done

Note: for ideas on some things that a techno can create, the author of this conversion suggests reviewing Gamma World and / or Traveller

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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Sat Oct 06, 2012 1:56 am
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Post Re: Arduin C&C
Wow. Did a quick copy-paste and am up to around 35 pages of cool stuff. Nice!

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Sat Oct 06, 2012 2:05 am
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Mogrl
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Post Re: Arduin C&C
This one is going to be long...

Alchemist [the Arduin rules consider this an Arcane Spellcaster, but the author of the conversion suggests treating the class as Learned]
Intelligence is Prime; uses 1d4 as HD type
Cannot use armor except for protective coats or those intended for hazardous environments; character can select any 6 weapons to be proficient with, provided the weapon deals 1d6 or lower
Understands technology as a level 1 Techno, this never increasing and both spellcasters and Technos are on good terms with alchemists
Can manufacture numerous alchemical items, each requiring a separate “recipe” which is recorded and costs as much as a wizard learning a new spell

Level / BtH / Special Abilities
1 / +0 / Poisons and Antidotes; Spells; Alchemy
2 / +0 / --
3 - 4 / +1 / --
5 / +2 / --
6 – 7 / +3 / --
8 – 9 / +4 / --
10 / +5 / --
11 – 12 / +6 / --
13+ // +1 / 3 levels // --

Note: an alchemist does not gain additional abilities through level advancement, but the ones they do have become more powerful. An alchemist can produce any alchemical item provided they have the recipe for it, and they always gain 3 recipes per level.

Poisons and Antidotes – an alchemist can manufacture poison and produce an antidote to counteract it. This is also applicable to acids and neutralizers for acid. Each type of poison that can be made (Type I – VI) is considered a separate recipe as are the effects (for example, rather than having a Type VI poison that kills, the alchemist could make one that forces a victim into a catatonic state, which would be a different recipe than one that killed, or one that inflicted damage.) Costs to make poisons are half the price to purchase (from the C&C PHB) but require 1 day per Type, with additional time if the effect is somewhat nonstandard, and will be sold for up to four times (double normal purchase price) to the right client, which may prove to be illegal. Antidotes treat a specific poison with a specific effect so that, to use the existing example, a Type VI poison that causes catatonia would need to be treated by an alchemist using an antidote specifically for it. For acids, the cost is 10 GP per HP of damage that can be delivered, and this takes 1 hour per HP of potential damage. Alchemists are trained in handling these materials and cannot be harmed by accidental exposure, though purposeful delivery…

Spells – an alchemist is not a trained spellcaster but they do dabble in the arcane (and seldom, the divine) and are capable of using limited spells of whichever single type of magic of the player’s choice. Regardless of spell type, the character must use a spellbook and can draw from it inspiration for making an alchemical item with the spell effect (which often compensates for the reduced number of “slots” the alchemist has) that is effectively a potion or oil, although at the greatly reduced cost of 25 GP per spell level, + 10 GP per level of the character if the spell effect mimicked improves with the caster level. As untrained caster, an alchemist does not receive bonus spells

Level / 0-level / 1st / 2nd / 3rd / 4th
1 / 2 / -- / -- / -- / --
2 / 3 / -- / -- / -- / --
3 / 3 / 1 / -- / -- / --
4 / 3 / 2 / -- / -- / --
5 / 4 / 2 / -- / -- / --
6 – 7 / 4 / 2 / 1 / -- / --
8 – 9 / 4 / 2 / 2 / 1 / --
10 – 11 / 4 / 2 / 2 / 2 / 1
12+ / 4 / 2 / 2 / 2 / 2

Alchemy – this is the ability to create a diverse array of items, some of which are pseudo-magical, others which are magical, and some which are characteristically scientific in nature. There is simply no way to define every conceivable type of creation possible, but a sample list is provided. Please note that for anything not listed below, the Castle Keeper is expected (if allowed to create the items in the first place) to develop costs and effects and also put any restrictions required (especially as it relates to materials necessary, as simply having the knowledge to craft something does not automatically give one the means to do so); remember, too, that an alchemist gains 3 new recipes per level, but begins with an Alchemical Manual that contains 12, so they have a very good repertoire as a base. Some general concepts of the types of things that can be manufactured, first:

Smoke Bombs ... Tear Gas
Poison Gas ... Laughing Gas
Hallucinogenic Gas ... Acidic Clouds
Poison Gas ... Attribute Enhancers
Preservatives ... Chemical Welding Agents
Assassin’s Pyrotechnics ... Gunpowder (must be approved)
Thermite (must be approved) ... Fire Retardant
Protection Potions ... Glue
Stink Bomb ... Magical Essences
Courtesan’s Perfumes and Concoctions ... Medicine (must be approved, and requires a Techno with the skill to lend guidance)
Purifiers ... Lubricants
Magic-Resistant Chemicals (for application to items, primarily clothing but also weapons, armor, or virtually anything)

With the general concept understood, the author presents the known alchemical items from Arduin, noting that technically, none of these have any prerequisite knowledge other than alchemy, as it is assumed that, when discovered, the character gains a complete recipe, rather than an addendum to an existing one:

All-Purpose Skin Lotion: clears up skin irritations such as those that cause itching (whether magically induced or not) and also helps with other skin issues, such as acne or profuse bruising; the application is immediate. If a character rubs this onto their skin, and waits 15 minutes, vermin of 2 or fewer HD will not attack them. It takes 1 hour and 1 GP to make

Basic Tincture for Wounds: using this prevents a wound from becoming infected or diseased, which is very helpful against the threat of lycanthropes or rats, but has no affect on poisons or other damage. The item cannot restore any lost HP. It must be applied within 1 hour to be effective and costs 25 GP and 4 hours to make

Potion of Strength: add +1 Strength for 6 rounds. Double or triple dosage is possible, with cumulative effect, but a save is required (at -2 for double, - 6 for tripe) or the character suffers 1d6 damage per dose imbibed; if the character dares to take a quadruple dose, the save is still needed (at -6) or the result is death from a failed heart. While affected by this potion, Dexterity is reduced by the same amount of Strength added; it is possible to combine this potion with that of Dexterity and doing so stops the Dexterity loss from this one (and the Strength loss of the other), provided it is done so in equal dosage, the combined drinks used to determine when (and how potential lethality) a save is needed. The cost is 100 GP and 1 day

Potion of Dexterity: identical to the Potion of Strength except it affects Dexterity and not Strength

Poultice for Sniffles: if placed upon bare flesh, any scent-based attack such as a troglodyte’s awful smell or that of stinking cloud is saved against at +1; furthermore, it treats the symptoms of the common cold and allows one to get a good rest even in cold and dry environments; it can also be liquefied, and not a poultice, this not requiring a separate recipe. Making one takes 15 minutes and 5 SP, but it must be used within 30 minutes of manufacture

Wartbane Salve: removes and eliminates warts and other heavy skin conditions such as that which can be caused by mummy rot (it does not negate the affliction, only the permanent damage); this requires 250 GP and 2 days to make

Cure for Colic: for treating animals that suffer from colic, or in practical game terms, to restore an animal that has been pushed to its limits and has become exhausted. It costs 5 SP and 1 hour to make

Potion of Lesser Truths: breaks any non-permanent delusion or suffrage from an illusory attack; after imbibing, however, the drinker becomes intoxicated (and may have hallucinations that do not qualify as delusional for purposes of additional treatment). Manufacture requires 1 GP and 1 hour

Potion of Soundsleep: any character of any level that drinks this becomes asleep for 2d6 hours, no save; it costs 400 GP and 2.5 days to make and is often delivered mixed into an apple-based drink

Poultice for Hangovers: if a character has become intoxicated, this can be applied (the character cannot move for its duration) to remove the penalties; if the poultice is removed, or the conditions not met, the intoxication returns within 2d6 rounds and is doubled in efficiency. Making this takes 15 minutes and 15 CP

Ointment for Famers: if a character becomes fatigued or exhausted, this will soothe the effects; further, should Encumbrance penalties exist for the character, this will reduce it by half. 1 SP and 1 hour to make

Numbness Salve: this numbs the area where it is applied, preventing any sensation, which means it should be applied while wearing gloves. The direct effect is typically used to rub it onto an arm or leg to prevent that limb from being used; if applied to the head, it has the same effects as paralysis. In either case, no save is allowed. If someone ingests it, the damage is 4d8. To create the salve, the alchemist must spend 200 GP and 8 hours

Horse Liniment: effectively casts cure light wounds on a four-legged mammalian herbivores, excluding monkeys. It costs 1 GP and 1 hour

Potion of Perception: grants +2 bonus on any search or roll to avoid surprise; multiple doses have no effect. The effect remains for 1 full day but requires 6 hours to make and 25 SP

Potion for Tummy Rumbles: helps treat stomach issues, such as sickness or vomiting and can help with the effects of intoxication; an alternate recipe is available that also allows one to not require 1 day’s food however it is not advised to use an alchemical substitute for longer than 5 days. The cost of either version is 1 SP and 15 minutes

Feverbalm: breaks a fever or suppresses the effects of heat exhaustion; multiple dosages might be required for an effect to be realized and this ignores the usual rule regarding miscibility – for a recipient with a Constitution under 12, 1 dose is needed, 2 for a Constitution of 13 – 16, and 3 for higher than that. The effects last for 8 hours, less one hour per dose taken and require 1 SP to make (per dose) and 15 minutes

Healing Salve for Burns of the First Degree: with complete rest, in a cool dark place, application of this item will restore damage delivered by fire or flame at a rate of 1d8 HP over the course of 1d6 hours; this is not 1d8 per hour, but 1d8 total, at the end of the cycle which is variable in relation to how effective any given batch is. It requires 25 SP and 1 hour to make

Curative Salve: slowly regenerates heavy wounds (what this means is subject to the Castle Keeper, but in general, it should be an injury that dealt massive damage, such as 25% or more of the character’s overall HP) by 1 HP per turn, restoring at most 50% of the character’s original fully healed total (less, obviously, if the character has not suffered that amount of damage.) There is a lesser version of this as well, which heals half as much damage over twice the amount of time, and is intended to heal light wounds. The cost of the heavy version is 1500 GP and takes 1 week to make; the lesser is 650 GP and takes 3 days

Potion of Greater Truths: this is identical to a truth serum as concocted by a courtesan with two special notes – a phraint that is subjected to this is fatally poisoned, with no save, and deodanth are outright immune

Toothnumb: treats toothache and can be used to allow a character to eat an item they would not normally be able to, such as dwarf battle bread. The effects last for 2 hours and it is advised to not use for longer than 3 days continuously. Making the item takes 1 day and 1 SP

Intermediate Tincture for Wounds: like the Basic Tincture, except this can restore 1d4 HP

Curative Potion for Lesser Infectious Diseases: grants the character a second, and if necessary, third save against a disease in hopes of breaking it. The second save granted is made with a +6 bonus, the third at -3 (the reason for this is that the potion actually contains bacteria and other less savory flavors). Creation takes 4 hours and 5 GP

Potion of Protection against Poisons and Venoms: for the 1 hour duration of the potion, the character gets a +6 bonus on saves vs. poisons and venoms; against venoms from a 2 or fewer HD creature, the character is temporarily immune. The cost is 3 GP and 6 hours

P’s Salve: identical to the curative salve except that it restores damage over time per round, not turn. Likewise, there is a weaker (or lesser) version that is considered a separate recipe. The cost is 4500 GP and making one takes 1 week; the lesser version is half as expensive and 75% and needs 4 days

Healing Salve for Burns of the Second Degree: like the healing salve of the first degree except it restores damage per hour of its effect; costs twice as much and 25% longer than the lower version

Advanced Feverbalm: like regular feverbalm only it does not require additional dosage and simply lasts 8 hours; costs and time are 25% more

Curative Potion for Greater Infectious Diseases: cure the recipient of a disease; costs 100 GP and takes 1 week to make

Potion of Poison Reversal: over a 10 minute period, damage or effects (excluding death) caused by venom or poison is slowly restored. For damage, this is reflected by healing 1d6 total HP, and for other effects, reduce any penalties applied by half. The making requires 15 SP and 1 hour

Advanced Tincture for Wounds: as an intermediate tincture for wounds (however, this heals 2d4 damage) but prevents any poison or venom, which has not yet reached its onset period, from delivering its effects. Costs are 50% greater than for the intermediate version

Nerveknit Potion: while under the effects of this potion, the imbiber is immune to paralysis or being held (as per spells of that name). The duration is 1 turn and requires 10 GP to make, 1 hour to create

Healing Salve for Burns of the Third Degree: as the second degree version except damage healed is 1d6 per hour, for 1d6+6 hours; costs are 50% greater than for the second degree type

Instant Healer: immediately heals 8 HP of damage and prevents any damage over time effect, such as poison or acid, from harming the character; at the option of the Castle Keeper, a critical hit will also be nullified (the Arduin rules make ample use of critical hit rules, but not every game wants to use them; the author of this conversion does not, for example). Cost is 1000 GP and creating one takes 1 week

Unhappy Baby Ointment: provides enough food to feed a person for 1 day, treats the symptoms of a disease (does not help with the disease itself), and renders the individual asleep for 4 hours, with no save. Upon awakening, however, the affected person will be gassy and somewhat intoxicated (25% normal effects). Making this takes 2 GP and 4 hours

Eye Balm: restores sight to an eye that has been blinded or affected in some other way, assuming the eye is still present. The cost is 50 GP and it takes 4 days to make

Brighteyes Soap: application of this soap provides full rest to the individual, so they are awake and fully prepared, as if having rested (which also means they can have regained expended spell slots). If a second dose is used within 20 hours of the first, however, a save is needed at +6 or death results (from an overexcited heart); regardless of the save succeeding, the character is considered at half Constitution for the next two days. A third dose within 20 hours of either the first or second results in immediate death. Creation is 250 GP and 6 hours

Basic Angeric Potion: drinking this potion reduces physical aging by half, but the potion must be imbibed once per day (and it is considered an addiction) or aging is returned to normal. Should the character become unable to continue to drink one draught per day, and then attempts to resume, this item (and the more powerful versions) has no effect on them. Creating one requires 10 GP and 10 hours

Intermediate Angeric Potion: identical to the basic angeric potion, except the rate of physical aging is reduced by 66%. Costs are double, but the time to make is reduced to 8 hours

Curative Potion for Intractable Disorders: this gives a save against disease and similar effects that function like a disease which do not ordinarily have one, provided the imbiber is subjected to such an effect within 4 hours after consumption. If the recipient already suffers from a disease, the potion terminates it immediately. The cost is 100 GP and 2 days

Universal Vaccine: partaking of this item grants the user immunity to normal (nonmagical) diseases as a C&C paladin; this is not an effect an alchemist can ever automatically learn and cannot be selected as one at level increase. The cost to make the item is 3000 GP and 1 month

Advanced Angeric Potion: this is essentially the same as the intermediate angeric potion with four noticeable differences – 1) natural aging completely stops for the character (they are not immortal, as damage or other lethal effects still function); 2) if the user stops drinking one draught per day, natural aging commences at triple normal rate until the character has aged to double that of when the first advanced angeric potion was consumed; 3) cost is tenfold that of the intermediate version; 4) no alchemist may gain this ability simply through level advancement or through purchase, but the recipe found through some difficult adventure

Acid Grenade: within a 1d10+10 foot radius, any creature is subjected to an acid effect that deals 3d6 damage, a save against breath weapon allowed to reduce to half; it takes 4 hours and 10 GP to construct; alternate recipes can be obtained to increase or decrease the potency, but costs should correlate in either case

Glue Vial: each recipe for this has a specific Strength score, determined by the Castle Keeper, to a maximum of 15. The effect of the glue vial is to prevent movement of any creature with less Strength than the vial from crossing the area covered, which is 5 feet x 5 feet. The cost is 1 GP, +1 SP per Strength equivalency, and 30 minutes

Slippery Mist Sphere: this produces an effect that covers an area 1d10+10 feet x 1d10+10 feet (roll separately per application) with a highly slippery liquid which can cause any fast moving creature (more than 10 feet / round) to slip and fall, unless a Dexterity check (at -4) is made; attempting to stand back up also requires a check. A character that has fallen is considered prone. The cost is 4.5 GP and 6 hours

Stench Bomb: replicates the stinking cloud spell with duration of 20 minutes; cost is 3 GP and 3 hours

Waterproofing Liquid: after coating an item with this alchemical product, that item is not subject to damage by water, which is invaluable for things like an alchemist’s recipe book or a wizard’s spellbook; the item must be submerged for 1d6+9 hours for the effect to function; the cost is 22 GP and 2 days

Acid Cloud Sphere: a cloud of acid mist is released that initially deals 5d8 damage (save for half) and then reduces by 1d8 per round, until it deals none (each round, a new save is entitled) to anyone within the area of effect which is a 15 foot diameter; an alternate version exists that treats this item as the cloudkill spell but the cost for that is triple the normal one. Standard cost is 100 GP and 2.5 days

Itching Mist Sphere: all living creatures within a 15 foot diameter are subjected to an airborne skin irritant that forces a penalty of -5 on each attack and physical saves (excluding those directly related to resistance, such as virtually all Constitution saves) if the initial save against breath weapon is failed; each round after the first, the penalty decreases by 1. Cost is 30 GP and 8 hours

Stun Mist Sphere: creatures within a 10 foot radius who fail a Constitution save are considered stunned as if struck by a monk’s stunning attack from the C&C PHB, but for one round only; if the save to resist results in a natural twenty being rolled (or a success of 15 or more), that individual is forever immune to stunning mist, regardless of what alchemist made it. The cost is 40 GP and 2 days

Bang Pellets: used primarily as a detection device referred by assassins and thieves, this item is a small sphere which, when any weight greater than 3 ounces touches them, causes the item to break and release a loud “bang” which is audible to 45 feet (more in enclosed spaces.) It has no damage capability but they can function as distractions in combat. It requires 3 doses to cover a 5 foot area enough to ensure that something will trigger the alert. A dose costs 7 CP and takes 15 minutes to complete

Fire Retardant Paste: any inanimate object can be coated with this item to be made immune to fire, up to a maximum of 1000 degrees Fahrenheit (roughly half that of lava, which is far more than sufficient for most ordinary flames) or 33 HP of damage; the paste must be stored in a specialized green glass jar or it will become unusable after 1 day and the residue of the manufacture process can be used to make instant rope (in fact, the latter requires knowing how to make the former.) At the Castle Keeper’s discretion, this item can become flaky and wear off over time, requiring a reapplication. The cost is 16 GP and 14 hours

Purifying Tablets: there are two forms of this, either a soluble tablet or a powder, but there is no special recipe required for both as knowing one grants the other. In either form, this alchemical item functions as a purify drink spell, making any water or other nonmagical substance clear to drink; the power form can purify food. The cost is 2 SP and 4 hours

Incendiary Paste: this is effectively viscous oil which will stick and coat to any object and ignite when touched with fire, burning for 1d4 rounds, inflicting 1d3+3 damage per round; additional recipes can be learned to increase the damage, to a maximum of 1d6+6 or to increase the burn period to a maximum of 1d10 rounds. If the alchemist knows how to make bang pellets, the release of that item is sufficient to cause ignition of the incendiary paste so the two are often used in tandem. The cost is 2 GP and 1 hour

Instant Rope: the rope produced by this is not subject to destruction by fire and is at most 20 feet long, 1 inch thick and requires 3 minutes to complete form and harden enough to be usable; it can hold up to 500 pounds and no Strength under 20 can break the rope. Once formed, the rope remains for 1 hour, and then breaks down over 20 minutes. The materials needed are residue from making fire retardant paste, and so an alchemist cannot make this unless they can also make the former. Cost is 6 SP and 1 hour, plus those for the fire retardant paste

Fire Mist Sphere: effectively mimics the fireball spell, each level of damage (1d6 to a maximum of 10d6) a separate recipe except that the range is only as far as the character can throw. Cost is 600 GP and 1 week

Sleeping Mist Sphere: mimics the sleep spell although there is no HD limit; there is a save allowed, whereas the magical version does not give one. However, even a successful save results in being slowed for 1d4+1 rounds. The cost is 185 GP and 16 hours

Superglue Vial: this produces a nearly identical effect to the glue vial but the maximum effective Strength is 24; costs are as the glue vial, but increased 50%

Ever Candle: these burn for a greatly extended amount of time, at 1 hour per inch of candle; the nicest feature is that no smoke (although a faint licorice odor emanates) or wax is produced while burning and the light produced is equivalent to a torch. If used as a weapon, the flame will deal 1d2 HP of damage. Production requires 5 SP, per inch of candle, and 30 minutes total (size does not matter); there is a more potent recipe that can create a candle that never burns out, and its costs are 15 GP and 1 day to make

Meteors: identical to the boomers pyrotechnics effect of the assassin except that 1d4 fire damage is also sustained along with the sound burst effect; cost is 25% more than for the comparable item, but time needed does not increase

Mystic Solvent: effectively the same as the magic item of similar name (universal solvent) in that it can remove stickiness from anything or, if digested, disintegrate the unfortunate. Cost if 4500 GP and 2 days

Blizzard Blast Bomb: this produces an effect identical to ice storm and requires 80 GP and 6 hours

Dragon Gut: essentially the same as the effect of instant rope except the tensile ability is equal to steel cable, able to withstand up to 3000 pounds or Strength of 24; in addition, the temperature needed to affect the rope is well over 6000 degrees Fahrenheit (it is actually 6850). Costs for this variety are triple that of the lesser variety. There is another recipe, one per dragon type, that can be made as well, this mimicking the weakest form of dragon breath for that type (for example, as an Age 1 Red Dragon) which cannot ever be increased; the cost for this is 2500 GP per HD of damage inflicted by the dragon breath and 4 days per HD of equivalency

Basic Instant Wind: produces a similar effect as gust of wind, for 5 GP and 10 hours

Potion of Strength and Power: increases Strength and Constitution by 1d4 points each, and considers either Prime if not already (if it is, add a +2 bonus to any check required); however, for each dose a character imbibes within a lifetime, there is a cumulative 2% chance that death occurs due to system shock. The cost for a dose is 25 GP and 8 hours

Walking Liquid: there are two flavors of this, one of which allows a hazardous environment, such as one covered with glue or slipperiness to be negated and the other to create an actual walking liquid, such as a small elemental. The former costs 1 GP and covers a 5 foot area, needing 4 hours to make; the latter takes 1250 GP and creates a 4 HD water elemental from an existing body of water – the making of this version takes 4days

Slippery Field Oil: this is very similar to a slippery mist sphere except for the area covered, which is 1000 square feet; the cost is as the former, tripled, with the time needed being 6 hours

Sunbright Lotion: removes negative effects for being in sunlight, such as for dark races like goblins or orcs, and also protects the user from flash effects such as flash pellets; one dose protects for 1 day but takes 50 GP to make and 8 hours

Advanced Instant Wind: this summons a whirlwind as if by a genie, costing 150 GP and 2 days

Crumbler: this is a very powerful acid that will dissolve stone and metal, including those of an enhanced nature such as adamantine or mithral; one ounce can affect up to 50 pounds of material, but takes 1 hour to eat a 2 inch diameter hole. Cost is 1200 GP and 5 days. Many races, especially dwarfs, have a love/hate relationship with this item, liking it for use in mining but abhorring what else it can do

Blood of the Metamorph: basically, this is a powerful effect that creates a spell-like shapechange ability. The cost is 5500 GP and 15 days. This ability cannot be learned automatically and must be obtained through other means, specifically that of finding it on an adventure

Reflector Salve: an application that mirrors the powers of a ring of spell turning which reflects magic back at the caster. The cost is 9500 GP and takes 1 month to make; this ability cannot be learned simply by advancing a level and must be found through adventuring (or disallowed completely)

Vampire’s Tears: the imbiber creates a gaseous form effect that persists for 1d4 hours. The cost is 150 GP and takes 18 hours


Note: using multiple applications such as two or more salves, or potions, or even a combination of them will require a check on “potion miscibility” which can have extremely negative repercussions, something which an alchemist is aware of; this means that Good-aligned alchemists are unlikely to treat the same individual with multiple items unless the situation is extreme

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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Sun Oct 07, 2012 5:35 am
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