Wulgarn's House rules for those that play in his games

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Wulfgarn
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Wulgarn's House rules for those that play in his games

Post by Wulfgarn »

House Rules Primer For Games CKd by Wulfgarn

I will be offering games now and again online and am going to be running a campaign on Friday nights. The world Setting I am going to use is that of my own creation but that incorporates aspects of many professionally produced products.

The World of ParArneth now simply called ArNeth by its inhabitants was in fact destroyed during the last great Cataclysm. What remains of the world and its peoples exists thru the sacrifice of the Great Creator that loved his creation more than himself. The Lands of Veloss (the major Continent) was encapsulated by a bubble reality and set adrift in the multi-verse. Once it settled itself the reality was drawn to other like realities that were near to it and thereby the Lands of Veloss came to be at the nexus of realities.

One can set sail upon the Oceans of fate and find themselves in Immoren, the Flanness, or even the Winter Dark Setting by Troll Lords.. Some trade has been established and though few set trade routes across the Vast Oceans of Fate exist.

Major distinctions of the Lands of Veloss include a gun powder like substance that functions and is stable around heka and the raw elemental forces that cause gun powder to often detonate when in close proximity. This substance is expensive and not easily obtained, but not so much so as to preclude it from finding its way into the hands of professional soldiers, adventurers and the like.

I am drawing from the following sources for the world and will allow most game material located within. Rather then spending hours upon hours funneling down d20 information for use with C&C I will instead allow my players to let me know what they are interested in and will take it from there. I will be doing some conversion work as examples and also creating some material whole cloth for your use.

One of the new races available to players will be the prankish fun loving Feln and their part human half-breeds the Voshti.

The following New rules will be added as well: (These will be explained fully in the House Rules Document) Note: my goal in this is to keep play simple but allow for plenty of player options while not keeping everything ambiguous.

Weapon Proficiencies (Copied from 1st and 2nd edition) and Specialization as well as Fighting Styles, and style Specialization.

Races as Classes: This idea was born from the Original D&D and gained an interesting twist and relevance in Monte Cooks Arcana Unearthed. In this manner a player could choose to play as a Dwarf, an Orc or a f**n. It also opens up the path for Players to enjoy other Monsters as character options from first level up.

Magic- both arcane and divine- are going to receive a slight overhaul. I am considering allowing The Magister class from Arcana Unearthed as well as other casting classes that would use the Arcana Unearthed Spell system. Fear not Wizards also get a boost in their over all Power by using a Spell slot system that is easy and fun to use. Wizard now pick 1 spell for each sloth they can cast. As the Wizard casts his spells he simply crosses off the appropriate slot for the day. So a Wizard of 3rd level would have 3 1st level Spells available to him and he picks Magic Missile, Charm Person and Sleep, he could cast 3 Magic Missiles and a sleep spell or 1 of each, the point being that he simply crosses off a slot of the appropriate level when he has cast a spell.

Classes Allowable:

Here a few:

(Arcana Unearthed)

Totem Warrior AU

Champion AU

Magister AU

Mage (as the witch in Arcana unearthed with a name change) AU

Mage blade AU

Pirate - Spiros Black (Green Ronin Supplement) or Freeport City of

Noble - Spiros Black

Prophet - Spiros Black

Fighter (as well as specialist Fighters) - C&C - Modified

Ranger Modified

Rogue C&C Modified

Assassin C&C Modified

Blade Dancer New Class

Wizard C&C Modified

Clerics C&C Modified

Holy Warrior Green Ronin - The Book of the Righteous

Crusader New

Cavalier C&C Modified

Berserker as Barbarian C&C Modified

Scout - 3e (Need to find it

Gallowglass (Defender)

Gun Mage- Iron Kingdoms

Pistolier - Iron Kingdoms

Duelist - Net book of classes for C&C

Druid - C&C Modified

Shaman- Master class Series by Green Ronin

Bard - To be announced

Monk - As C&C

Sniper

Riflemen

Etc.

Other classes are possible just ask.

Religion:

The core religion of the world setting will be that from the Book of the Righteous by Green Ronin- Those wanting to play a cleric or Holy warrior (Paladin) or Crusader is encouraged to talk with me about it. I anticipate providing the basic list of the dieites and powers available and will provided detailed information to those requiring it via scanned pages. The Book of the Righteous is the best product I have ever read on the subject of pantheons.

Well enough for now its late here and I think this gives a basic overview of the rules.

I will be using a Silver standard for coin.

The opening Adventures will take place in a City called Freeport and Characters will be stepping off the boat when the adventure starts so plan your character background around this. A character can be from the city of Freeport but will have to have been away at sea for 5+ years if that is the case.

More tommorow

Treebore
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Post by Treebore »

Looking good!

Could you indicate which source the various classes are being taken from?

Plus, if we are going to start this Friday I would like to see your character creation rules, starting gold, unique equipment, etc...
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Wulfgarn
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Post by Wulfgarn »

Basic Character generation rules

Taking my queue from Gary Gygax I wanted to offer Method V for character generation but that would take more time then I have to detail how many dice each class gets to roll for each attribute so instead I offer this Method VI.

Each Player will be allotted a number of dice (6 sided Dice) from which to draw from to generate a score from 3-18.

1). Players are given a Dice Pool of 42 (d6s) with which to allocate among 7 Attributes.

2). Players may allocate up to 9 dice to a Prime attribute (retaining the 3 highest die rolls).

3). Players may Allocate up to 7 dice to any other Attribute (again only retaining the 3 highest rolls)

4) Player will allocate At least 3 dice to Comeliness

5). Players will not roll before all dice are allocated.

Example:

Martin decides to play a Human Fighter (Class Prime of Strength- and chooses Dexterity and Constitution as his other Primes. When Allocating Dice from his Dice Pool he can allocate up to 9 Dice to each of his Prime Attributes, and up to 7 to any other attribute. He allocates 9 dice to Strength, 7 to Dexterity and 8 to Constitution 4 for Comeliness 3 for Intelligence 5 for Wisdom and 6 dice for Charisma.

Having decided his Die Allocation the poor sod rolls the dice: 9 for Strength he rolls 1 1 4 3 6 5 6 6 2 generating an 18. He marks 18 down for his Strength score Next he roll his Constitution Score: 6 5 4 1 1 5 4 3 gaining him a Score of 16. He does the same for all the rest of his Attributes. In the end he has the following scores: Strength: 18

Intelligence: 14

Wisdom:15

Dexterity:16

Constitution: 16

Charisma 12

Comeliness 17

( I am, overall, lucky with dice- Heh  !)

HIT POINTS:

Hit points are maximum at 1st level (Hit Points after 1st level in a class allow a re-roll for an 1 rolled.)

DEATH occurs at Con Score- Characters can function into negative Hit Points equal to their Con Bonus then fall unconscious.

Wulfgarn
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Post by Wulfgarn »

I am open to suggestion on the Prime Req. for a Ranger I do not belivie it should be Strength- I can see a logical argument for Dex, Wis or even Con.

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Post by BLOOD AXE »

I'd love to know how you are working guns/powder in your campaign. How is it going for you?
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

Wulfgarn
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Post by Wulfgarn »

This is a brief list of the Great Church of Veloss

I will try to compile every thing int o cohesive document for ease of use and am just slapping stuff up here as quick as I can for your enjoyment

Wulfgarn
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Post by Wulfgarn »

Gunpowder as such does not exist in my world - But I catch what you mean-

Gun powder and explosives is the death of the castle - more or less.

The gun powder of this world is actually several different substances ranging from Ground Dragon bones to minerals to ground and dried outsider flesh-

In essence all recipies for the substance is closely guarded by those that make it and the powder is somewhat expensive which makes it a bit restictive for armies amd such.

I want to keep the use of "Gun Powder" to be less expensive than magic but still restictive enough that it does not take over the culture drowning magic and armor in a hail of lead shot.

As too the exact details of how it functions - well I need a little more time to review the source material that I have at hand and decide what way to go with it-

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Post by Wulfgarn »

weapon Proficiencies-

I am going to briefly give you all the heads up on this as it does impact the game and each character in it.

No longer do charactger automattically know an entire range of weapons but instead will recieve the ability to choose what weapons they can use, what Style of Fighting they are god at and have intresting Weapon Specialization options.

At First Level Characters recieve a total number of Weapon Pros equal to thier Intelligence or Wisdom Bonus, whichever is higher, plus however many Weapon Proficiencies thier class allows. Multiclassed Characters recive the best of all thier classes.

Weapon Pro's can be used to learn a single weapon

a Tight group of Weapons (this costs 2 Slots)

A broad Weapon Group (costing 3 Slots)

Styles and Style Specializations

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Post by Wulfgarn »

The following Excerpt is taken from the Fighters Handbook from 2nd Edition Ad&D

Tight Groups

A Tight Weapons Group consists of a set of weapons that are very similar in the

way they are wielded.

It costs two Weapon Skill Slots to become proficient in an entire tight

group. After paying those two slots, the character will know how to use every weapon

in that group without the usual 2 penalty for unfamiliarity (that 2 is for Warriors;

with other classes, the penalty is more severe.)

Following are several examples of Tight Groups. Note this is not represenative of all weapons in the campaign

Axes:

Battle axe,

Hand/throwing axe.

Bows:

Composite long bow,

Composite short bow,

Daikyu*,

Long bow,

Short bow.

Clubbing Weapons:

Belaying pin*,

Club,

Footman's mace,

Horseman's mace,

Morning star,

Warhammer.

Crossbows:

Hand crossbow,

Heavy crossbow,

Light crossbow.

Fencing Blades:

Dagger/Dirk,

Knife/Stiletto*,

Main-gauche*,

Rapier*,

Sabre*.

Fire Arms- Pistols

all one handed Fire arms

Fire Arms- Long Guns

all rifle like weapons

Fire Arms-

Artilliary

Flails:

Footman's flail,

Horseman's flail.

Lances:

Heavy horse lance,

Light horse lance,

Jousting lance,

Medium horse lance.

Long Blades:

Bastard sword,

Katana*,

Long sword,

Scimitar,

Two-handed sword.

Medium Blades:

Cutlass*,

Khopesh,

Wakizashi*.

Picks:

Footman's pick,

Horseman's pick.

Polearms:

Awl pike,

Bardiche,

Bec de corbin,

Bill-guisarme,

Fauchard,

Fauchard-fork,

Glaive,

Glaive-guisarme,

Guisarme,

Guisarme-voulge,

Halberd,

Hook fauchard,

Lucern hammer,

Mancatcher,

Military fork,

Naginata*,

Partisan,

Ranseur,

Spetum,

Tetsubo*,

Voulge.

Short Blades:

Dagger/Dirk,

Knife/Stiletto*,

Main-gauche*,

Short sword/Drusus*.

Siege Weapons

Catapults

Balista

Scorpions

Trebochets

Slings:

Sling,

Staff Sling.

Spears:

Harpoon,

Javelin,

Long Spear*,

Spear,

Trident.

Whips:

Scourge,

Whip.

Wulfgarn
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Post by Wulfgarn »

Broad Groups (each costs 3 Weapon Proficiency Slots)

A Broad Weapon Group consists of a set of weapons that are somewhat similar in

the way they are wielded.

It costs three Weapon Skill Slots to become proficient in an entire broad

group. After paying those three slots, the character will know how to use every

weapon in that group without the usual penalty for unfamiliarity.

Following are several examples of Broad Groups

Blades:

Bastard sword,

Cutlass*,

Dagger/Dirk,

Katana*,

Khopesh,

Knife/Stiletto*,

Long sword,

Main-gauche*,

Rapier*,

Sabre*,

Scimitar,

Short sword/Drusus*,

Two-handed sword,

Wakizashi*.

Cleaving/Crushing Weapons:

Battle axe,

Belaying Pin*,

Club,

Footman's mace,

Footman's pick,

Hand/throwing axe,

Horseman's mace,

Horseman's pick,

Morning star,

Warhammer.

Fire Arms

All personal Fire arms

Pole Weapons:

Awl pike,

Bardiche,

Bec de corbin,

Bill-guisarme,

Fauchard,

Fauchard-fork,

Glaive,

Glaive-guisarme,

Guisarme,

Guisarme-voulge,

Halberd,

Harpoon,

Hook fauchard,

Javelin,

Lucern hammer,

Long Spear*,

Mancatcher,

Military fork,

Naginata*,

Partisan,

Ranseur,

Spear,

Spetum,

Tetsubo*,

Trident,

Voulge.

Siege Weapons

All Siege Weapons and Cannon

Small Throwing Weapons:

Dagger/Dirk,

Dart,

Hand/throwing axe,

Knife/stiletto*,

Shuriken*.

Wulfgarn
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Post by Wulfgarn »

Exotic Weapons

Any Character can learn Specialized Weaponry (Exotic Weapons from 3rd edition D & D ) Each of these weapons require 1 Slot spent for the Base Weapon Type and 1 slot spent on the weapon itself.

Example - to Weild a Bastard sword in 1 hand a character needs to have Proficentcy in Bastard Sword- or Long Blades or Blades - then spend a Slot to be able to weild the weapon in 1 Hand.

A Note on racial weapons-

Some Races have weapons that they have been raised aropund all thier lives . They may gain the ability to use the weapon for free. The weapons in question will be noted under the race abilities.

For instance Dwarves Have Familiarity with the Dwarven Axe and hence are able to use the weapon

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Post by Wulfgarn »

Ambidexterity

Cost 1 Weapon Slot

If a player wants his character to be ambidextrous, as described above under "Off-Hand Weapons Use," he must devote one weapon slot to Ambidexterity.

If he does so, he'll be able to fight normally with both hands, and will be equally adept at non-combat tasks with both hands.

This doesn't give him two attacks per round. It just means that if he loses the use of one hand, or drops the weapon in that hand, he'll be equally adept with the other.

Ambidextarity is a Prerequiste for the Dual Weild Weapon Style.

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Post by Wulfgarn »

The Base Four Fighting Styles

There are four common Fighting Styles employed by anyone using a melee

weapon. They are:

Single-Weapon Style: The character wields a weapon in one hand and carries

nothing in the other hand. The weapon can be as short as a Dagger or as long as a

Bastard Sword or Long Spear.

Two-Hander Style: The character wields a weapon which requires (or at least

accommodates) the use of two hands. Such weapons include those which require two

hands (Two-Handed Sword, Polearms, and Quarterstaff, for instance) and those which

can be used one-and two-handed (Bastard Sword and Spear, for example).

Weapon and Shield Style: The character wields a weapon in his good hand and

carries a shield on his off-hand. This combination can vary from a street-bravo's

choice of dagger and small buckler to the classic knight's choice of long sword and

body shield.

Two-Weapon Style: The character wields one weapon in each hand. Unless both

weapons are Small (S on the Size column on the Weapons chart), the weapon in the

character's off-hand must be lighter in weight than his primary weapon. This character

can vary from a street-thief wielding two identical daggers, to a fencer using a rapier

in one hand and a main-gauche in another, to a heavily-armored warrior with a long

sword in one hand and a short sword in the other.

Wulfgarn
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Post by Wulfgarn »

STARTING GOLD

Ok - here is what were going to do - This Friday all those intrested in playing

As far as I know I have Treebore His son Saplingbore (Bran) His Daughter Rhiannon, and possibly Rob -

I dont want more than 1 or 2 more players - if your intrested let me know.

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Post by Wulfgarn »

Character Class Revisions

FIGHTERS (Sub-Class of Warrior)

Prime Attribute: STRENGTH

Starting Gold: 4d6x10

Hit Die: D10

Alignment: Any

Weapons: Any (Exotic Weapons Require 1 WEAPON Proficiency Slot to use)

Weapon Proficiencies: Initial 4 / gaining 1 / 3 levels (3rd, 6th, 9th, 12th, 15th, 18th, etc.)

Unskilled Weapon Use Penalty: -2

Fighters gain bonus Weapon Proficiency Slots equal to either their Intelligence or Wisdom Bonus (whichever is Greater)

Armor: All and Any Shield (Exotic Armors Require 1 WEAPON Proficiency Slot to use)

Abilities: Weapon Specialization, Armor Specialization, Fighting Styles, Style Specialization, Power Attack, Defensive Stance, Weapon Mastery, Combat Dominance, Multiple Attacks,

Skills: Climb, Jump, Swim

Weapon Specialization: At First Level Fighters receive 1 Free Weapon Specialization. When using this weapon Fighters gain +1 to hit and +2 to Damage and increased Attacks.

See Weapon Proficiencies for Details.

Armor Specialization: Armor is part and parcel to a Warrior and as such they may choose 1 type of armor that they are especially comfortable in and are able to don or remove quickly. Warriors are able don or remove this armor in the time it would normally take. At 4th level they have grown so accustomed to this armor that they can rest and sleep in the armor without penalty. A Player can choose to spend a Weapon Proficiency Slot on any Armor he has Specialized in and this gains him +1 to the Armor Bonus that Armor provides.

Fighting Styles: Fighters are trained in all Basic Fighting Styles including; Single-Weapon Style, Two-Handed Style, Weapon and Shield, and Dual-Wield.

Style Specialization: Fighters are Able to Specialize in Any Fighting Style. They Receive 1 Free Style Specialization at 1st Level.

Defensive Stance: This ability allows a Player to transfer on a 1 for 1 basis BtH to AC. Players must state at the beginning of the round whether or not they are using Defensive Stance at the beginning of the Round and inform the CK how many points of BtH they are allocating to their AC.

Power Attack: This ability allows a Player to transfer on a 1 for 1 basis BtH to Damage.

Combat Dominance: Beginning at 1st Level a character with Combat Dominance can make an additional attack if he has defeated another Opponent on his first attack. Defeated is defined as Knocked below 0 Hit Points and into Unconsciousness or Death. At 1st level the Character is limited to only 1 extra attack in this fashion. At 10th Level the Character is unrestricted as to the number of Extra Cleave attacks provided they are within reach of his weapon.

Weapon Mastery: At 6th level the character may begin on the path of Weapon Mastery. The weapon in question must be one which the Character has previously specialized in. For more Information on weapon Mastery see Weapon Proficiencies below.

1. 1 Weapon Specialization (free)

2. Combat Dominance, 1 Armor Specialization (Free)

3.

4. Power Attack or Defensive stance

5.

6. Power Attack or Defensive Stance

7. Bonus Combat Proficiency

8. 3 Attacks per 2 Rounds with all Weapons

9.

10. Greater Combat Dominance

11.

12. 2 Attacks per 1 Round with all Weapons

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Post by Wulfgarn »

As Far as Classes from Other d20 Sources

I have gone thru many of the Classes in Arcanna Unearthed and other Sources and Have found them to be pretty compatable with my Style of Running C&C.

So if you are intrested in a Class Feel free to propose it- you can be relatively sure that most of the Class abilities gained at each level.

I may Have to fiddle with it a bit but the spirit of the class will be represented.

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Post by Wulfgarn »

Ranger

Prime Attribute: WISDOM

Starting Gold: 3d6x10gp plus SEC Bonus

Hit Die: D8 (2d8 at 1st Level)

Alignment: Any

Weapons: Any

Weapon Proficiencies: Initial 3 / gaining 1 / 3 levels: (3rd, 6th, 9th, 12th, 15th, 18th, etc.)

Unskilled Weapon Use Penalty: -2

Rangers gain bonus Weapon Proficiency Slots equal to either their Intelligence or Wisdom Bonus (whichever is Greater).

Armor: Trained Light and Medium Armors and shields

Abilities: Combat Marauder(as C&C), Conceal (as C&C), Delay/Neutralize Poison (as C&C), Move Silently (as C&C), Scale (as C&C), Traps(as C&C), Survival (as C&C), Track (as C&C), Animal Companion (as 3rd Edition), Favored Enemy (as C&C), Style Specialization Dual Wield, Bow Specialization, Spells.

1. Combat Marauder (as C&C), Conceal (as C&C), Delay/Neutralize Poison (as C&C), Move Silently (as C&C), Scale (as C&C), Traps (as C&C), Survival (as C&C), Track (as C&C),

2. Style Specialization Dual Wield {OR} Bow Specialization

3.

4. Animal Companion

5.

6. Favored Enemy

7. Attacks per round 3/2

8. Spells

9.

10.

11.

12.

13.

14. 2/1 Attacks per round

Style Specialization: Rangers gain the Style Specialization in Dual Wield

Dual Wield: The Ranger is skilled in fighting with 2 weapons at once or a Dual weapon. This gives the Ranger 1 Extra Off Hand Attack per round. The Penalty for fighting with 2 weapons is based on the size of the weapons.

If off Hand weapon is the same size as the Main Hand weapon -2/-4

If the Off Hand weapon is smaller than the main hand weapon -1/-2

Bow Specialization:

Bows: Rangers using the long, short, or composite bow as a special weapon are entitled to a point blank range category. Point blank range is from 6 to 30. The character is + 2 to hit and on damage rolls against targets within this range, and furthermore any successful hit deals out deals out bonus damage equal to the Rangers Dexterity Bonus plus bonuses for strength or magic if applicable. Additionally, a bow specialist who begins the round with arrow nocked, shaft drawn, and target in sight is entitled to loose that arrow prior to any initiative check. Short range for a bow specialist is from 30 up to the lower limit of medium range for that bow. The bowman is + l to hit and damage at short range. Bow specialists may also gain additional attacks at higher levels.

Level of Attacks

Bow Specialist per Round

1-6 2/1

7-12 3/1

13+ 4/1

Crossbows: In the hands of a specialist, these weapons have a point blank range of 6 to 60 (this completely overtakes the short range of a light crossbow in the dungeon). The crossbow specialist is + 2 to hit and damage against targets in this range, and receives Rangers Dexterity Bonus as a damage benefit; At short range the crossbowman is + 2 to hit and damage. At medium range the crossbow specialist is + 1 to hit and damage by virtue of specialization. Crossbow specialists also increase in rate of fire with level, and the amount of this increase is dependent on whether a light or heavy crossbow is used. Crossbowmen also gain the aimed shot advantage of bowmen, so that if the crossbow is cocked and aimed and the target is in range, the crossbowman gets a free shot before initiative is rolled.

Level of Hand Crossbow Light Crossbow Heavy Crossbow

Crossbow Attacks Attacks Attacks

Specialist per Round per Round per Round

1-6 3/2 1/1 1/2

7-12 2/1 3/2 1/1

13+ 5/2 2/1 3/2

Ranger Spells Per Day (Rangers gain bonus Spells based on Wis)

level 0 1st 2nd 3rd 4th

8 2 1

9 3 2

10 3 3

11 3 3 0

12 3 3 1

Ranger Spells Readied Per Day (Rangers gain bonus Readied Spells based on Wis)

level 0 1st 2nd 3rd 4th

8 3 2

9 4 3

10 4 4

11 5 4 1

12 5 4 2

Ranger Spells Have a CL of the Rangers Level. They originate from communing nature more so than actual prayer.

Rangers gain bonus spells for high Wisdom scores

Treebore
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Post by Treebore »

Can you do your interpretation of the Pirate? I need it to convince my youngest son to play, otherwise I have to not play in order to run his one on one Assassins game on Friday nights like I promised him. I got him to move it to Fridays so I could play in Rob's Wed game.

So do a good write up to convince a 12 year old he would rather be a pirate.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Wulfgarn
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Post by Wulfgarn »

Cleric

Prime Attribute: Wisdom

Starting Gold:

Hit Die: D8

Alignment: As Per Deity

Weapons: Clubs, Hammers, Daggers, Flails, Godentog, Maces, Morningstar, Slings, and Staves + Special- (Clerics are trained in the use of their Deities Primary Weapon)

Weapon Proficiencies: 2 at 1st level. 1 Slot gained every 4 Level levels (4th, 8th, 12th, 16th, and 20th). Unskilled Weapon Use Penalty: -2

Clerics gain bonus Weapon Proficiency Slots equal to either their Intelligence or Wisdom Bonus (whichever is Greater).

Clerics start play knowing how to use Single-Weapon, Two-Hander, and Weapon and Shield styles.

Armor: Heavy, Light, and Medium Armor and Shields

Abilities: Domains, Prayers, Turn Undead, Faith Restrictions, Knowledge Skills, Holy water Creation, Item Creation.

BtH: See Chart

Domains: Clerics gain 2 Domains at 1st level. These Domains must be chosen from those listed with the Deities Portfolio. Clerics gain another Domain at 6th and another at 12th level.

Prayers: Clerics receive prayers by meditating and personal prayer time. The Cleric must spend at least an hour a day to recover their power with their deity. Each Cleric gains a Prayers book that has all the prayers available to them from their deity. Like a Wizard a Cleric Readies a short list of Prayers that they can recall instantly and use. They are limited to a certain number of Prayers per day based on their level. Should the situation arise that they need to use a Prayer that they did not ready the Cleric may make a Siege Check CL 5+ the Spells Level, if successful the Cleric may use the needed Prayer, should they fail they do not waste a Prayer slot, but can try again next round to recall the Prayer correctly. As Clerics do not use complicated motions they do not suffer from failure from wearing armors.

Bonus Prayers: A Cleric receives Bonus Prayers based on their Wisdom Score.

Turn Undead: A Cleric may attempt to turn Undead up to 3 times a day plus their Charisma Bonus.

Faith Restrictions: All Clerics must establish a list of Personal beliefs and a Code of Conduct. This should be based upon the Pantheon and Deity selected and need not be exhaustive. For instance a god of the dead may not allow his or her Clerics to Raise the Dead or even actively seek out those that have cheated Death and balance the scale with the death of the offender or for the death of someone willing to take their place. Some clergy are not allowed to marry or enjoy pleasures of the flesh etc.

Knowledge Skills: Clerics are by and large educated and have access to a number of Knowledge areas equal to their Intelligence bonus plus a number selected by a number of other Knowledge areas as determined by the DM and Player.

Holy water Creation: Holy water and oils are very sacred items of the Church and a Cleric can imbue these liquids with their Prayers. These specially Blessed liquids can be created by all Clerics.

Holy Water is usually drank or splashed to release its blessed effects.

Holy Oil is used to anoint the subject or item to gain its effect.

Whenever a Cleric discovers a vial of Holy water or Holy oil (or Unholy) they may make a Siege Check vs. Wisdom (CL 5 + the Level of the Prayer used to imbue it).

Holy Water and Oil Creation: This Ability is gained at 3rd Level. A Cleric may imbue the liquid with any Prayer they have access to, provided it is 1 level lower than the highest Prayer Level they are able to use. A 5th Level Cleric may imbue Holy Water or Oil with Prayers of levels 0, 1 and 2.

The cost of imbuing the liquid is as follows: Each Vial must be made of expensive materials based upon the Level of the Prayer to be held within it. These vials can be reused and must have a minimum value of 50gp per Prayer Level. Thus a 3rd Level Prayer requires a vial of no less than 150gp in value. As an additional cost the Cleric must purchase no less than 100gp per Prayer Level, on alchemical items and other rare substances. There is also an investment of 25xp per Prayer level x Caster Level. (Note Caster Level is the minimum level that is required to use the Prayer being imbued up to the Actually Level of the Cleric as chosen at the time of Creation.

Item Creation: Clerics gain the ability to create items following the rules in C&C has set forth. This Ability is gained at 9th Level.

Clerical Prayers Per Day (as per C&C)

Cleric Level 0

Level 1st Level 2nd

Level 3rd

Level 4th

Level 5th Level 6th

Level 7th Level 8th Level 9th Level

1 3 1+

2 4 2+

3 4 2+ 1+

4 4 3+ 2+

5 4 3+ 2+ 1+

6 5 3+ 3+ 2+

7 5 4+ 3+ 2+ 1+

8 5 4+ 3+ 3+ 2+

9 5 4+ 4+ 3+ 2+ 1+

10 5 4+ 4+ 3+ 3+ 2+

11 6 5+ 4+ 4+ 3+ 2+ 1+

12 6 5+ 4+ 4+ 3+ 3+ 2+

13 6 5+ 5+ 4+ 4+ 3+ 2+ 1+

14 6 5+ 5+ 4+ 4+ 3+ 3+ 2+

Clerics receive 1 Slot reserved for use by a Domain Prayer

Clerics receive bonus Prayers based on their Wisdom.

Clerical Prayers Readied Are equal to the number of Prayers (Miracles) they can pray per day.

(As per C&C Spells per Day except All Domains are added as a Bonus)

Cleric Level 0

Level 1st Level 2nd

Level 3rd

Level 4th

Level 5th Level 6th

Level 7th Level 8th Level 9th Level

1 3 1+

2 4 2+

3 4 2+ 1+

4 4 3+ 2+

5 4 3+ 2+ 1+

6 5 3+ 3+ 2+

7 5 4+ 3+ 2+ 1+

8 5 4+ 3+ 3+ 2+

9 5 4+ 4+ 3+ 2+ 1+

10 5 4+ 4+ 3+ 3+ 2+

11 6 5+ 4+ 4+ 3+ 2+ 1+

12 6 5+ 4+ 4+ 3+ 3+ 2+

13 6 5+ 5+ 4+ 4+ 3+ 2+ 1+

14 6 5+ 5+ 4+ 4+ 3+ 3+ 2+

Clerics receive a bonus Slot for each Domain Prayer they have access to.

Totem Warrior

Prime Attribute: Varies

Starting Gold: 3d6x10

Hit Die: Varies

Alignment: Any non-Lawful

Weapons: Any

Weapon Proficiencies: 4 at 1st Level 1/3 levels

Unskilled Weapon Use Penalty: -2

Totem Warriors gain bonus Weapon Proficiency Slots equal to either their Intelligence or Wisdom Bonus (whichever is Greater)

Totem Warriors may specialize in melee or thrown weapons and a single Style. (Hawk Totem Warriors may specialize in Bows or Crossbows as well).

Armor: Light and Medium, Armors and Shields

Abilities: Varies according to Totem type. All have Survival, Track and Nature Lore.

BTH: As Fighter

Totem Warriors are described in the Arcana Unearthed Book by Monte Cook. There is very little that I need to alter on these classes as they fit very well.

I will post them as I have time. The following Totem Warrior Classes are possible: Bear, Boar, Hawk, Shark, Serpent, Tiger, Wolf, and Wolverine. Note there may be others.

See Individual Totem Warrior for information.

Magister

(Subclass of Wizard)

Prime Attribute: INTELLIGENCE

Starting Gold:

Hit Die: d4

Alignment: Any

Weapons: Staff only

Weapon Proficiencies: 1 at 1st level. 1

Unskilled Weapon Use Penalty: -6

Magisters start play knowing how to use Two-Hander style.

Armor: None

Abilities: Magister Staff, Exotic Spell, Intimidate, Familiarity with Magic, Lesser Aspect of Power, Mind over Matter, Display Power, Name of Power, Disdain Need, Touch not the Earth,

BtH: As Wizard

Spells: The Magister draws his spells from the Monte Cook book Arcana Unearthed.

Magister Staff: (See AU) In addition the information in AU it is important to note that a Magisters Staff is considered a +1 Weapon and gains an additional +1 enhancement per 3 Levels. The Staff can also store Spells and effects.

Spell Storing: Cost is 25 XP x Spell Level x Caster Level of spell to be stored in the staff. The Magister may store 3 spells +1 spell per point of Charisma Bonus. Once a stored spell is cast it must be replaced.

Exotic Spell: Magisters may choose 1 Exotic each time they gain access to a new Spell level- of that level.

Sorcerer

(As per the Book of Eldretch Might II Songs and Souls of Power- including Spell lists)

Prime Attribute: CHARISMA

Starting Gold:

Hit Die: D6

Alignment: Any

Weapons: Simple Weapons

Weapon Proficiencies: 2 at 1st level. 1 Slot gained every 4 Level levels (4th, 8th, 12th, 16th, and 20th). Unskilled Weapon Use Penalty: -2

Clerics gain bonus Weapon Proficiency Slots equal to either their Intelligence or Wisdom Bonus (whichever is Greater).

Clerics start play knowing how to use Single-Weapon, Two-Hander, and Weapon and Shield styles.

Armor: None

Abilities: Find Familiar, Greater Familiar (at 6th Level)

BtH: As Cleric

Wizard

(As per C&C)

Prime Attribute: INTELLIGENCE

Starting Gold:

Hit Die: d4

Alignment: Any

Weapons: Club, Dagger, Short Sword, Sling, Staff, Sword Cane,

Weapon Proficiencies: 2 at 1st level. 1 Slot gained every 6 Level levels.

Unskilled Weapon Use Penalty: -5

Clerics gain bonus Weapon Proficiency Slots equal to either their Intelligence or Wisdom Bonus (whichever is Greater).

Wizards start play knowing how to use Single-Weapon, Two-Hander styles.

Armor:

Abilities: Scribe Scroll, , Specialist Path, Alchemy, Familiarity with magic, Sagacity, Craft Wand (5th), Greater Familiar (at 6th Level), Craft Item(8th), Spell Research (9th).

BtH: as Wizard

Scribe Scroll: 25gp per spell level x Caster level (Same cost in XP). A Wizard may not scribe a scroll of the highest Spell level he has attained until he has crested the level after obtaining that spell level. Example: A 5th Level Wizard may not scribe scrolls of 3rd level until he has attained 6th Level in Wizard.

Find Familiar: As Spell, gains Greater Familiar at 6th Level: Note that Wizard may be able to control other minions as their Specialist Path allows.

Specialist Path: This is gained at 5th level and for the most part allows the Wizard an extra Spell slot reserved at each Spell Level (or Circle of Power), but it may also allow the Wizard other benefits as well- this is were the player and GM 3work out the exact details of the benefits and restrictions of the Wizards Path.

Familiarity with magic: Wizards gain a +1 bonus on saves vs. Magic and magical effects per 4 levels after 1st.

Alchemy: gained at 3rd level, the wizard becomes adept at mixing rare and arcane substances to concoct magic effect. Each effect has its own recipe, and the recipe must be found or researched prior to use.

Sagacity: Wizards have access to much knowledge and Arcane Lore. As such they gain 1 Area in which they are experts in at 3rd Level (plus their Int Bonus) and gain 1/3 Levels. The Wizard must take Spell craft at 3rd Level.

Assassins and Thieves:

Your BtH progresses as lvl - 2, so your BtH is 0 at first and second level, but increases by one every level thereafter.

Assassins can make a SIEGE check to do their death attack in one round. The check is TN 12 + level/HD of the target.

Back Stab: A Back stab Crits on a natural 18-20

Barbarian

-A Player may not Dual Class into Barbarian unless he or she spends at least a year surviving in a Harsh wildlands among other Barbarians or on their own.

Prime Attribute: Strength and Constitution

Starting Gold:

Hit Die: d12

Alignment: Any Non-Lawful

Weapons: Any

Weapon Proficiencies: 4 at 1st level. 1 Slot gained every 3 Level levels.

Unskilled Weapon Use Penalty: -1

Barbarians gain bonus Weapon Proficiency Slots equal to either their Intelligence or Wisdom Bonus (whichever is Greater).

Barbarians start play knowing how to use Single-Weapon, Two-Hander, Dual Wield, and Weapon and Shield styles. (Barbarians may Specialize in 1 Fighting Style and NO weapons).

Armor: Any Light or Medium, All Shields

Abilities: Cat-like Reflexes, Great Stamina, Rash, Fury, Scale, Conceal, Back Protection, Wilderness survival, Tracking, Berserker Fury, Primal Rage, Leaping and springing, Leadership. Magic Resistance (+1 Save vs. Magic and spells per 4 levels)

BtH: As Fighter

Cat-like Reflexes: Barbarians gain a bonus to their armor class of 2 steps for every point of dexterity over 14, but only if the armor worn is Light (Leather Ring-mail, Chain Hauberk etc). If fairly Medium or Heavy armor is worn, the bonus is + 1 per point over 14. This replaces the Defensive Adjustment for dexterity given to other classes

Great Stamina: Barbarians gain + 2 hit points per point of constitution over 14, as opposed to the normal constitution bonus for other classes.

Rash: Barbarians may not have a Wisdom Score above 16 at creation.

Fury: 1/day The Barbarian is able to call up a primal fury from within. This gives him a +2 to his Strength Score and Constitution score and lasts a number of rounds equal to his New Constitution bonus. Bonus Hit Points are used up first. The Barbarian may use this ability 1/day plus 1/3 Levels. As he becomes more experienced he may instead call upon Berserker Fury at 6th or Primal Rage at 12th.

Berserker Fury:

Primal Fury:

Scale: as Ranger

Conceal: as Ranger

Back protection (Dex): Any attempt to attack a barbarian from behind, including such attacks by assassins or thieves, The Barbarian makes a Siege check CL the Level of the Back stabber. That is, if a barbarian detects a back attack the barbarian avoids the attack form. The former back attack becomes a normal attack. The barbarian is also then entitled to attack the former back attacker, even though the barbarian may already have engaged in what would otherwise have been his or her full normal combat for that round.

Magic Sense (Cha): when confronted with magic barbarians have an ability to smell it out. Siege Check CL level equal to Level of the Spell etc.

Leadership: When dealing with other barbarians, a barbarian adds his or her level of experience to his or her charisma score to get an effective charisma effect on other barbarians. Comeliness does not affect, nor is it affected by, this ability.

Leaping and springing (Str): Barbarians are able to leap up to a maximum distance of 10 feet forward, 3 feet backward, or 3 feet upward from a standing start. If the barbarian is able to move freely and get a running start, the forward leap can range from 16-21 feet (15 + d6), and the upward leap from 4% to 6 feet (4 + d4, each pip equaling l/z foot). Springing under similar conditions gives an upward distance of 4-7 feet, depending on the surface used as a step to gain height and spring.

As barbarians rise in level, they gain further abilities, some of which have been noted above. Further, some of the limitations placed on the barbarian are relaxed or lifted. A summary follows:

Indomitable (Con) : Each round after receiving damage that puts a Barbarian beyond Negative his con Modifier he may make a Siege Check to remain conscious. He is considered Stable. He will However Die once his Hit points reach Negative his Con Score. A Barbarian can fight to the death and sometimes beyond.

Actions and Abilities

2nd May associate freely with clerics

3rd May use magic potions

4th May use magic weapons

May strike creatures hit only by + 1 weapons

Gains + 1 on saving throws versus spell and Magic

5th May use magic armor

6th May associate with magic-users - if necessary!

6th May strike creatures hit only by + 2 weapons

7th May use weapon-like miscellaneous magic items

8th May associate with magic-users - occasionally

May strike creatures hit only by + 3 weapons

Gains + 2 on saving throws versus spell

May summon a Barbarian Horde (see below)

9th May use protection scrolls

10th May use most magic items available to fighters

May strike creatures hit only by + 4 weapons

12th Gains + 3 on saving throws versus spell

May strike creatures hit only by + 5 weapons

Fear of Magic: Barbarians have an innate fear of the supernatural and Magic in general.

Prime Attribute:

Starting Gold:

Hit Die:

Alignment:

Weapons:

Weapon Proficiencies: 2 at 1st level. 1 Slot gained every 4 Level levels (4th, 8th, 12th, 16th, and 20th). Unskilled Weapon Use Penalty: -2

Clerics gain bonus Weapon Proficiency Slots equal to either their Intelligence or Wisdom Bonus (whichever is Greater).

Clerics start play knowing how to use Single-Weapon, Two-Hander, and Weapon and Shield styles.

Armor:

Abilities:

BtH:

Spellsinger (Bard in Monte Cooks Songs and Souls of Power Book of Eldretch Might II)

Prime Attribute:

Starting Gold:

Hit Die:

Alignment:

Weapons:

Weapon Proficiencies: 2 at 1st level. 1 Slot gained every 4 Level levels (4th, 8th, 12th, 16th, and 20th). Unskilled Weapon Use Penalty: -2

Clerics gain bonus Weapon Proficiency Slots equal to either their Intelligence or Wisdom Bonus (whichever is Greater).

Clerics start play knowing how to use Single-Weapon, Two-Hander, and Weapon and Shield styles.

Armor:

Abilities:

BtH:

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