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House Rules - Somewhat different Class Descriptions

Posted: Fri Oct 16, 2009 4:01 pm
by Malakor
I've been tinkering around with the classes, and have finally decided upon how I want to run my Northern Reaches campaign.

I'm going to make the world a sort of 'earthdawn' style, with civilization having retreated to underground cities for a few generations while a war between the gods raged and affected the lands above.

Unlike Earthdawn, not everyone wanted to hold hands and play nice and not everyone was invited. The Dwarves and most of the other civilized folk figured it to be a good time to be rid of the orcs, goblins and the like. Elves despised the idea of going underground and not being able to see the sky and forests (and as a result, coupled with their low birth rate, are becoming an endangered species), some of the barbarian tribes were unwilling to go, and a few survived, some didn't.

I'll not be allowing Barbarian (as a class), Monks, Assassins or Illusionists, and some of the classes will be changed from what is in the books.

anywho. . . the following is the opening blurb that I'll be giving my players, I'll follow that with posts for my altered player character classes
Adventures in the Northern Reaches

Several generations ago, the gods fought a war, which spilled over onto the land. The sages of the Empire of Coryll, Tarantis and many others saw this coming and realized that it could be the end of all life in the world, and the dwarven people of the world offered to open their homes to the surface dwellers, so that people could survive the coming times of turbulance and emerge to reclaim the world when the time was right. In addition to the dwarven communities, many underground refuges were built by the nations of the world. There were those who did not wish to hide from the world, those who refused to abide by the peace of the refuge, some of the barbarian tribes of the world who were confident in their ability to survive a bit more hardship, the Elves, who refused to give up their view of the sky and their link to the forests, and others.

The folk who had hidden emerged from hiding a little over 100 years ago and have been successful in reclaiming their lands. Cities have been reclaimed, rebuilt or new ones built in their stead. However, while the lands immediately surrounding cities may be safe, the wilderness is not as friendly as it once was. Dark, twisted creatures stalk the lands where few people dwell. Few folk venture far from civilization, except those who must, such as merchants, airshipmen and sailors, and they tend to stay to established routes and travel in numbers.

A few, adventurous souls occasionally arise from the general populace. These individuals are often possessed of extraordinary abilities and seem to thrive on the risks involved in exploring the unknown and forgotten reaches of the land. Your characters are some of these individuals. You have given up the life of the plow, or the smithy or even the comfort of the noble manor to seek out what lies over the next hill and to push back the forces of the Dark that threaten the people of the lands.

The campaign will begin in the small steading (town) of Beranstead, in the province of Port Croslyn, part of the Northern Reaches of the Empire of Coryll.

Contained in this document is the basic information required for you to be able to create a character.

Languages of the Northern Reaches

Common Tongue: Traders Cant - a pidgin language with a limited vocabulary, most of which is related to trade.

Racial Languages

Elves - Eldarin

Halflings - Halfling (Haeric is the scholarly name)

Dwarves - Khazal

Orcs - Orgaru

Goblins - Gobbor (a bastardized dialect of Orgaru)

Lizardmen - Saurial

Kobolds - Draconic

Ogres - Orgaru

Beastmen - Agaric

Giants - Giantish

Human Cultural Languages

Empire of Coryll (including Port Croslyn Province) - Corycc

Wastelands Tribes - Kaelon & Tulwani

Barbarians of the Chelar Range - Chelnar

Fenfolk - Gaerlon

Tarantis - Taranti (located off map across the sea)

Caliphate of Ady - Adysan (located off map to the far east by northeast)

[/b]
_________________
A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all.

- Friedrich Nietzsche

Posted: Fri Oct 16, 2009 4:02 pm
by Malakor
Fighter

Prime Attribute: Strength

Armor: All Weapons: All Alignment: Any Hit Dice: d10

Class Abilities:

Weapon Mastery: Fighters specialize in combat, thus they get better effect from weapons than many other classes. In the hands of a Fighter, a weapon does one die step better damage than normal. (For example, a Fighter wielding a dagger rolls a d6 for damage, rather than a d4, and his long sword does a d10 damage. A d12 becomes 3d6)

Armor Training: Fighters suffer no penalties when wearing armor.

Multiple Attacks: Should an opponent fall from the Fighters blow, the fighter may immediately make an attack against an adjacent foe.

At levels 1, 5, 10, 15, and 20, a fighter may choose a fighting style from the list below. Each style may only be chosen once unless otherwise specified

Berserker - The fighter gains a +4 bonus to hit and damage for the duration of one combat when using melee weapons only, but suffers a -2 penalty to defense while berserk. Afterwards, the character is exhausted, and will take a -2 penalty to all actions. An hour of complete rest is required to recover from this exhaustion

Brawler - A fighter normally does 1d4 damage with his fists (most folks do 1d3). A brawler does 1d6 damage with his fists. This style may be chosen a second time and the damage increases to 1d8.

Combat Sense - The Fighter has an uncanny sense for the presence of foes in the immediate vicinity, reducing the effectiveness of surprise, flanking and rear attacks being used against them. Fighters gain a +2 bonus when making Surprise checks. Also, attackers get no bonus when attacking Fighters from the flank, and rear attack bonuses are halved, including special attacks such as the rogues back attack.

Intimidate - This Fighter offers an imposing display of ferocious raw power. They are able to project themselves as this brutal, terrifying force. Whether through sheer force of will, or savage decorum, a Fighter is able to strike fear into and intimidate his opponents.

Any creature of equal or lesser hit dice of the Fighter whom fails a charisma check suffers a -2 to all rolls, including but not limited to attack, damage and attribute checks.

This ability takes effect as soon as the Fighter uses the ability and has a 15 foot radius area of effect. This ability will affect 1d2 + (level/4) opponents per level and can be used 1 time per encounter.

Shield Master - A master of shield defense, this fighter gains an extra +1 to AC from shields, and an extra +2 to AC versus ranged attacks. He also has a +1 per 4 class levels bonus of his shield not being destroyed when he uses the All shields will be splintered option. A shield master may use his Shield AC against all attackers in a combat round, as long as he is aware of their presence.

Swashbuckler - As long as the fighter is wearing Light or no armor and is not using a shield or a large (2 handed) weapon, he gains a +3 bonus to his armor class.

Weapon Specialization - This fighter has a favored weapon he uses. The type of weapon chosen awards the character a +2 to hit when wielding. This style may only be taken once per broad category (1 handed sword, 1 handed axe, 2 handed sword, etc.) of weapon. This may be taken a second time to gain a +2 to damage on the same weapon category.

Tactician (Intelligence)- Highly perceptive in combat, this fighter may observe an opponent for two rounds and then with a successful roll gains a +2 bonus to hit this opponent for the remainder of the encounter. This may only be taken once and only benefits the character

Marksman - this character can throw or fire into melee without fear of striking allies, but with a -2 penalty to

hit. This ability also reduces the penalties for medium range to -1 and long range to -4.

It does not, however, extend the maximum range of a weapon. If selected a second time, the penalty for firing into melee is reduced to zero, and the fighter gains a short range to-hit bonus of +1 for missile weapons. This also removes the medium range penalty and reduces the penalty for long range to -2.
_________________
A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all.

- Friedrich Nietzsche

Posted: Fri Oct 16, 2009 4:05 pm
by Malakor
Cleric

PRIME ATTRIBUTE: Wisdom

HIT DICE: d6 ALIGNMENT: Any

WEAPONS: Any, except those restricted by the clerics deity. ARMOR: Leather

ABILITIES

Blessings (Wisdom) 1st through 8th level clerics may bless 1 person or target at a time. At 9th level and above, the cleric may affect 1 person or target per level of experience. A successful roll grants the target the benefits of the blessing.

Bless Water: Transforms a source of water (up to 1 gallon) into holy water. Supernatural creatures such as vampires, undead or demons will take 3d6 damage from holy water. They can also not cross a circle drawn in holy water. Blessed water remains blessed indefinitely. This will also purify fouled water, making it drinkable.

Bless Person: The target gains a +1 to all saves. This effect lasts for 10 minutes per point of Wisdom Modifier of the cleric.

Bless Food: This blessing affects up to 5 pounds of food and causes it to remain fresh for 1 day per point of Wisdom Modifier of the Cleric.

Bless Weapon: The target weapon does an additional 1d6 damage to supernatural creatures. This blessing lasts until sunrise.

Prayer of Strength (Wisdom): grants the cleric +6 to saves vs fear effects, +1 to all other saves, +2 to Turn Undead, +4 to Exorcism and +1 to AC for 2 minutes per point of Wisdom modifier. These bonuses increase by 1 for every 5 levels of experience.

Prayer of Healing (Wisdom): Allows the cleric to heal 1d3+1 Body points of damage to a target. The individual may only be affected by the cleric one time per day. Healing requires 10 minutes per Body Point restored, and if interrupted before completion, unhealed points are lost. At level 4, the healing amount increases to 2d3+2, and at level 15, it increases to 3d3+3

Exorcism (Wisdom): A successful exorcism will drive out/banish any entity or demon from a possessed person, animal, dwelling or area. The exorcised creature cannot return to the place or person for at least 1 year and 1 day, and are likely to never return. A successful exorcism performed in an area such as a graveyard, tomb, etc., will destroy all animated skeletons, and corpses that may inhabit the area. Ghouls, and zombies will be banished for 6 months, and greater supernatural creatures will be banished for 3 months.

The Rite of Exorcism requires 1d6+2 hours of prayer and meditation to perform, depending upon the strength of the possessing/inhabiting forces. The holy symbols of the priests religion are necessary and it is wise to have assistants and bodyguards should fighting be necessary. The exorcism may be attempted as many times as the cleric wishes to try.

Remove Curse (Wisdom): Similar to exorcism, except that it removes magical curses. If successful, all the effects of the magic or god-induced curse are removed. While the cleric can remove curses from people or animals, he cannot remove curses placed in/on items or places. It takes 1d4x10 minutes to perform the curse ritual. The priest may only attempt the remove curse ritual once per each curse on the same person.

Turn Undead (Wisdom): A cleric has the ability to turn, or even destroy, undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display a holy symbol toward the undead and utter a prayer, chant or other invocation of the characters deity. Turn undead is considered an attack and takes one round. Turn undead has a maximum range of 60 feet.

Turning undead consists of channelling divine power. The ability to channel divine power is measured by the clerics own willpower. Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the clerics charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed.

Spell Casting (Wisdom): Beginning at third level, the cleric may, with the blessings of his deity (a successful spell casting roll), cast spells from the clerical spell list, plus any special spells related to his or her deity. The cleric does NOT get any automatic spells, unlike the Wizard.

Spell Availability by Level:

Exp Level Spell Level

1-2 ---

3-4 0

5-6 1

7-8 2

9-10 3

11-12 4

13-14 5

15-16 6

17+ 7

(I've also trimmed down the spell list a tad)
_________________
A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all.

- Friedrich Nietzsche

Posted: Fri Oct 16, 2009 4:06 pm
by Malakor
Druid

PRIME ATTRIBUTE: Wisdom

HIT DICE: d8 ALIGNMENT: Neutral (any)

WEAPONS: Bows, Club, dagger, dart, hand axe, hammers, scimitar, sling, sickle, spears, sword, staff

ARMOR: Padded, leather or hide

ABILITIES

SPEAK WITH ANIMALS: Druids are granted the ability to communicate with natural animals. This does not give them any control over the animals, merely the ability to communicate with them.

ANIMAL COMPANION: By means of this ability, the caster befriends and wins the loyalty of an animal. The ability functions only if the caster actually wishes to become the animals friend. The befriended animals loyalty is natural (not magical) and lasting. The druid can teach the befriended animal 1d4+2 specific tricks or tasks. The tricks or tasks cannot be complex, generally mimicking those taught to a pet or mount. It takes at least a week for an animal to learn each trick.

The animal is still an animal. While it may have learned some tricks, it is still no more intelligent than any other animal of its kind, and it retains all its bestial instincts. Unlike intelligent followers or cohorts, animals cant follow complex instructions. Animals are ill-equipped to handle unusual situations, such as combats with invisible opponents, and they typically hesitate to attack weird and unnatural creatures.

Left to its own judgment, an animal follows a caster and attacks creatures that attack the caster or that attack the animal itself. To do more than that, it needs to learn tricks.

A druid can have more than one animal companion, but their hit dice can total no more than twice the druids level. A druid may dismiss animal companions to befriend new ones.

If the druid spends most of her time in the animals home territory and treats them well, the druid can approach and maintain the maximum hit dice allowed. If the druid spends most of the time at sea, in cities or otherwise in places that the animals dont like, the animals desert or will return to their native lands, and the caster will not be able to retain even half the maximum hit dice. Remember, these creatures are loyal friends but are not pets or servants. They wont remain loyal if being the druids friend becomes too onerous.

BONUS LANGUAGE: Druids have a secret language (Oghrune) used for communicating with one another. They are forbidden from teaching this language to any but their brethren.

LEGEND LORE (Wisdom): Like the Bard Ability

NATURE LORE (Wisdom): Like in the Book

DELAY/ NEUTRALIZE POISON (Wisdom): Like Ranger Ability

HEAL WOUNDS (Wisdom) Using herbs and plants found in the nearby area, and first aid techniques, the Druid may heal Body Point Damage on an individual. Each person may only be treated once per day for Wounds. If successful, the Druid will heal 1d3+1 Body Points of damage on the target. Healing requires 10 minutes per Body Point restored, and if interrupted before completion, unhealed points are lost. At level 5, the healing amount increases to 2d3+2, and at level 16, it increases to 3d3+3

RESIST ELEMENTS: At 2nd level, druids gain a +2 bonus to saving throws against fire, water, earth, air, cold and lightning attacks.

TOTEM SHAPE: At 2nd level, druids gain the spell-like ability to change into a small or medium-size animal and back again once per day. This ability operates like the spell polymorph self. Upon attaining this ability, a druid must choose a totem shape. The selection is permanent, and cannot be changed. Each time a druid uses this ability, the character regains 1d4 hit points.

At 4th, and 8th levels, the druid gains a new totem shape. Each shape can be assumed once per day.

At 12th level, the druid gains the ability to take the shape of a large version of one of the previously chosen totem forms or of a different animal. This large form can be assumed once per day, and the druid can decide between the three forms each time this ability is used. When assuming the large version of a totem form, the druid heals 5d8 hit points.

At 15th level, the druid can take a totem shape twice per day and at 18th level, three times per day.WOODLAND

STRIDE: At 3rd level, druids gain the ability to move through natural thorns, briars, overgrown areas and similar terrain at normal speed and without suffering damage or other impairment. When doing so, druids leave no trail in the natural surroundings and cannot be tracked. However, thorns, briars and overgrown areas that are enchanted or magically manipulated to impede motion still affect druids.

Summon Animals: At 7th Level, the Druid gains the ability to summon animals from the surrounding countryside. On a successful check, the Druid can summon up to 1d6+level normal animals from the surrounding area. The animals that arrive are determined by the CK, based upon what lives in the area. The Druid may communicate with them and ask them for assistance, which they will be favorably inclined to provide, but he cannot force them to do his bidding.

(Note: Druids get no spells)
_________________
A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all.

- Friedrich Nietzsche

Posted: Fri Oct 16, 2009 4:07 pm
by Malakor
Wizard

PRIME ATTRIBUTE: Intelligence

ALIGNMENT: Any HIT DICE: d6

WEAPONS: Club, dagger, dart, staff, crossbow, sling ARMOR: None

Abilities

Spellcasting (Intelligence): Wizards are able to learn the secrets of arcane magic and to channel it with spectacular effect. Wizards have a number of spells per level that they may cast without effort every day, and additional spell power may be channeled by them with a bit of effort and sacrifice.

When casting non-automatic spells: Roll a spellcasting check., modified by the caster level and the spell level.

If successful, the spell is cast as usual

If failed, the caster takes 1HP of damage per level of the spell

If a Natural 1 is rolled, the caster takes 2 HP of damage per level of the spell being cast and 1 Body Point of damage per half the spell level (round down), and there may be other consequences as determined by the GM

Wizards receive a +2 bonus versus any and all arcane magical based effects.

Counterspell (Intelligence): Wizards may attempt to counter a spell being thrown by another Wizard by sacrificing a hit point (to represent stress) and make a successful Counterspell roll with a CL of 18

Wizards Staff: In the hands of a Wizard, their specially prepared staff (a skill they learn during their apprenticeship) does 1d8 damage and can be used to defend against physical attacks, granting the Wizard a +1 to AC. If a Wizard does not have their Staff in hand when casting a spell, they suffer a -2 penalty to their spellcasting (and counterspell) checks.

Starting Spells:

All Wizards are taught all zero level spells and Read Magic. They must check to see which other 1st level spells they were able to learn during their apprenticeship.

For each spell on the list, roll 1d20 + Int Modifier. A result of 12 or higher indicates that the character was able to learn that spell. Failure simply means that they will have to try again when they find a new source for the spell (scroll, tome or teacher), or after they gain a level of experience.

Should the Wizard roll a natural 1 when checking, they have experienced extreme difficulty in learning that particular spell and may only try again after gaining a new level of experience, and with a -2 penalty.

Bonus Spells: With a high intelligence score, a wizard gains bonus automatic spells. If the character has an intelligence of between 13-15, they receive an extra 1st level spell. If the intelligence score is 16 or 17, the wizard receives an extra 2nd level spell, and if 18 or 19, the wizard receives an extra 3rd level spell. Bonus spells can only be acquired if the wizard is at a high enough level to cast them. Bonus spells are cumulative
_________________
A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all.

- Friedrich Nietzsche

Posted: Fri Oct 16, 2009 4:11 pm
by Malakor
A couple of notes . . .

I'm using Body Points (based on the Con Attribute) in addition to Hit Points.

This makes the Heroes a bit tougher to Kill, unless they get nailed by a Crit, which means that Crits are going to make even high level characters sweat.

Yes, I took a couple of the Barbarian abilities and gave them as options for fighters (and maybe druids, I don't remember offhand).

This is because I feel like barbarians should be a cultural thing rather than a class.

As with anything of this nature, Your Mileage May Vary.
_________________
A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all.

- Friedrich Nietzsche

Posted: Sun Oct 18, 2009 4:19 pm
by vivsavage
Malakor wrote:
I'm using Body Points (based on the Con Attribute) in addition to Hit Points.

What is this system?

Posted: Mon Oct 19, 2009 10:18 am
by Malakor
vivsavage wrote:
What is this system?

Houserule System

It's been around for ages, I first saw it used and used it in one of my games in the early '80's. It's basically the same method that Palladium Uses with HP and SDC and that D20 Modern uses for (I think they called it wounds for the Body Points, don't remember off hand). It basically takes and makes the characters a tad tougher at the beginning, but also throws in the 'reality' of vulnerability, because typically when you use this method, Critical Hits do damage directly to Body Points, which means that even high level characters can be hit with Crits by, for instance, a group of Kobolds who get lucky and manage to get good hits that get through their armor and other protections.
_________________
A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all.

- Friedrich Nietzsche