Heroes and Wizards
Posted: Tue Jun 15, 2010 7:04 pm
I was wondering if I could get comments on a house rule I am thinking of using for my next campaign.
Basically, I am doing away with all the classes and using a Hero class and Magic User Class. I might allow non humans but right now I am not sure what I want them to be like in the game.
The basic idea is that all people can hide, turn undead (aka vampire movies), Back Stab, etc.
Therefore, there is no skill like abilities, but I made a small list of special abilities to differentiate heroes.
Abilities slightly redefined
STR, CON-No change
DEX-can use DEX checks to move silently, hide etc
INT-is knowledge cunning and know how. All characters can make INT checks to open locks, disarm traps, appraise objects, identify monsters etc
WIS-is instincts and awareness used for tracking, spotting things, survival, it is not connected to the divine.
CHR-will power, confidence, ability to influence. All characters can make Turn Undead, Riding, barter etc.
All heroes add their level to all rolls. If the CK thinks it is not related to their background character concept then they simple dont roll.
PRIME ATTRIBUTE: Pick Three
ALIGNMENT: Any
HIT DICE: d8
WEAPONS: Simple, Light, Missile, and Long
Light Weapons = one handed weapons
Simple Weapons = dagger, dart, staff, club
Missile = bows, x-bows, slings
Long = spears and pole arms
Heavy = 1.5 handed weapons and other Knightly weapons
Great Weapons= 2h weapons.
ARMOR: Light and medium
Level HD BtH Skills &
Saves Ability
1 D8 +1 +1 3 Prime Powers
2 D8 +2 +2 Cleave
3 D8 +3 +3 Weapon Mastery
4 D8 +4 +4 Inspire or Demoralize
5 D8 +5 +5
6 D8 +6 +6
7 D8 +7 +7 Weapon Mastery
8 D8 +8 +8 Inspire & Demoralize
9 D8 +9 +9 Stronghold
10 D8 +10 +10 2nd attack
11 D8 +11 +11
12 D8 +12 +12
Hero Abilities
All heroes gain these abilities as they gain levels
Cleave-As per 3rd edition May cleave up to level times. They may only use this ability with melee weapons.
Weapon Mastery: Heroes developed an special connection with a specific weapon over their careers. At 3rd level they may select a specific weapon and gain +1 to hit and +2 Combat maneuvers (parry (bonus applies to AC bonus), block, disarm, Trip) while using the weapon, at seventh level he may choose a second weapon or gain +2 damage. A weapon expert of a missile weapon does not gain a +2 to combat maneuvers but it allows them to make attacks to disarm, trip. They can even block and parry other missile by shooting them out of the air.
Inspire and Demoralize: A hero presence encourages allies and henchmen. While present, allies gain +1 to morale checks. Alternative he chooses to penalize enemies morale by -1. At 8th level he does both simultaneously. Mike maybe this should be people inconstant with the hero. Only the highest level hero ability is used.
Strong Hold: the hero may make a strong hold the exact nature is up to the CK and player but should be based on the characters background.
Prime Powers: Every hero can choose 3 powers from the list below. Most primes have only one ability but CHR and INT have multiple ones. A hero could neglect
Strength-Melee Bash: The hero is proficient with heavy and great weapon. They also gain +1 to damage with a -1 to hit up to their level.
Wisdom- Hunter: Very much like Rangers favored enemy
Dexterity-Nimble: The Hero can rely upon agility and deftness in order to avoid engaging in toe-to-toe combat with opponents. So long as he is unencumbered or carrying, a light load he gains +2 to his armor class.
Constitution Tough: The hero is used to marching and operating Use Heavy armor and gain +1 HP/LV.
Charisma- Aura The hero can emanate one of the following aura these
Aura of Bravery (Prerequisite: None): Much like Knights inspire
Aura of Divinity (Prerequisite: Good): Much like paladins protection from evil
Aura Animal Empathy (Prerequisite: Good) Character has an animal companion. It is a 2HD creature that gains 1 HD every 2 levels. (Higher hit dice animals are possible but are considered injured until the hero has sufficient level so that the animal has all his hit dice. During this period, the animal does normal damage and moves rates.) They may only have one companion at time if the companion dies the hero acts at -2 to all rolls for the remainder of the session. Of the animal dies or is dismissed the hero can enter the wilderness and in one week fine a new ally. This creature is gains 1 HD up to the creatures maximum HD (Hero level x +2). Natural animals also finding the Hero no threatening and will not attack the hero unprovoked. Depending on the circumstances they may even approach or help the hero.
Aura of Encouragement (Prerequisite: None): Much like bards exalt
Intelligence-Expert choose one of the following
Martial Arts: The character has studied the ways of unarmed combat. He does 1d6 damage with unarmed attacks and gains +2 to grappling, overbearing, disarm, and trip attacks.
Death Attack: Much like assassin Death attack
Intuition: answer 1 yes or no question per level truthfully. EX: Do red dragons breathe fire? CK: Yes.
Basically, I am doing away with all the classes and using a Hero class and Magic User Class. I might allow non humans but right now I am not sure what I want them to be like in the game.
The basic idea is that all people can hide, turn undead (aka vampire movies), Back Stab, etc.
Therefore, there is no skill like abilities, but I made a small list of special abilities to differentiate heroes.
Abilities slightly redefined
STR, CON-No change
DEX-can use DEX checks to move silently, hide etc
INT-is knowledge cunning and know how. All characters can make INT checks to open locks, disarm traps, appraise objects, identify monsters etc
WIS-is instincts and awareness used for tracking, spotting things, survival, it is not connected to the divine.
CHR-will power, confidence, ability to influence. All characters can make Turn Undead, Riding, barter etc.
All heroes add their level to all rolls. If the CK thinks it is not related to their background character concept then they simple dont roll.
PRIME ATTRIBUTE: Pick Three
ALIGNMENT: Any
HIT DICE: d8
WEAPONS: Simple, Light, Missile, and Long
Light Weapons = one handed weapons
Simple Weapons = dagger, dart, staff, club
Missile = bows, x-bows, slings
Long = spears and pole arms
Heavy = 1.5 handed weapons and other Knightly weapons
Great Weapons= 2h weapons.
ARMOR: Light and medium
Level HD BtH Skills &
Saves Ability
1 D8 +1 +1 3 Prime Powers
2 D8 +2 +2 Cleave
3 D8 +3 +3 Weapon Mastery
4 D8 +4 +4 Inspire or Demoralize
5 D8 +5 +5
6 D8 +6 +6
7 D8 +7 +7 Weapon Mastery
8 D8 +8 +8 Inspire & Demoralize
9 D8 +9 +9 Stronghold
10 D8 +10 +10 2nd attack
11 D8 +11 +11
12 D8 +12 +12
Hero Abilities
All heroes gain these abilities as they gain levels
Cleave-As per 3rd edition May cleave up to level times. They may only use this ability with melee weapons.
Weapon Mastery: Heroes developed an special connection with a specific weapon over their careers. At 3rd level they may select a specific weapon and gain +1 to hit and +2 Combat maneuvers (parry (bonus applies to AC bonus), block, disarm, Trip) while using the weapon, at seventh level he may choose a second weapon or gain +2 damage. A weapon expert of a missile weapon does not gain a +2 to combat maneuvers but it allows them to make attacks to disarm, trip. They can even block and parry other missile by shooting them out of the air.
Inspire and Demoralize: A hero presence encourages allies and henchmen. While present, allies gain +1 to morale checks. Alternative he chooses to penalize enemies morale by -1. At 8th level he does both simultaneously. Mike maybe this should be people inconstant with the hero. Only the highest level hero ability is used.
Strong Hold: the hero may make a strong hold the exact nature is up to the CK and player but should be based on the characters background.
Prime Powers: Every hero can choose 3 powers from the list below. Most primes have only one ability but CHR and INT have multiple ones. A hero could neglect
Strength-Melee Bash: The hero is proficient with heavy and great weapon. They also gain +1 to damage with a -1 to hit up to their level.
Wisdom- Hunter: Very much like Rangers favored enemy
Dexterity-Nimble: The Hero can rely upon agility and deftness in order to avoid engaging in toe-to-toe combat with opponents. So long as he is unencumbered or carrying, a light load he gains +2 to his armor class.
Constitution Tough: The hero is used to marching and operating Use Heavy armor and gain +1 HP/LV.
Charisma- Aura The hero can emanate one of the following aura these
Aura of Bravery (Prerequisite: None): Much like Knights inspire
Aura of Divinity (Prerequisite: Good): Much like paladins protection from evil
Aura Animal Empathy (Prerequisite: Good) Character has an animal companion. It is a 2HD creature that gains 1 HD every 2 levels. (Higher hit dice animals are possible but are considered injured until the hero has sufficient level so that the animal has all his hit dice. During this period, the animal does normal damage and moves rates.) They may only have one companion at time if the companion dies the hero acts at -2 to all rolls for the remainder of the session. Of the animal dies or is dismissed the hero can enter the wilderness and in one week fine a new ally. This creature is gains 1 HD up to the creatures maximum HD (Hero level x +2). Natural animals also finding the Hero no threatening and will not attack the hero unprovoked. Depending on the circumstances they may even approach or help the hero.
Aura of Encouragement (Prerequisite: None): Much like bards exalt
Intelligence-Expert choose one of the following
Martial Arts: The character has studied the ways of unarmed combat. He does 1d6 damage with unarmed attacks and gains +2 to grappling, overbearing, disarm, and trip attacks.
Death Attack: Much like assassin Death attack
Intuition: answer 1 yes or no question per level truthfully. EX: Do red dragons breathe fire? CK: Yes.