C&C... my revision
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
- Location: Staten Island, NY
- Contact:
C&C... my revision
This is carried over from the old TLG boards:
1st off... I'm having a GREAT time playing C&C as it is written and, based on the gaming joy it has brought me, have gone back and bought tons of 1st edition AD&D stuff to convert to C&C.
As I looked over the "classic" stuff I got it into my head to take all of C&C's goodness and work to make it even better by:
1] making it even more compatible with 1st edition while keeping most of C&C's elegant simplicity intact.
2] making it more streamlined or logical (whatever that means)... this is totally a subjective thing and, at times, my solutions to problems I have with C&C wind up being more complicated than the rules presented in the game.
3] making all classes and races equally desireable and on par with one another. I also wanted each class to have abilities that scaled with level... particularly in the case of fighters.
So... here goes:
PART I (Ability Scores, Primes and Ability Checks)
Ability Score Modifiers (Bonus Spells):
1 -5
2 -4
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1 (1, 1st level, spell)
16-17 +2 (1, 2nd level, spell)
18 +3 (1, 3rd level, spell)
19 +4 (1, 4th level, spell)
20 +5 (1, 4th level, spell and an additional 1st level spell)
21 +6 (1, 4th level, spell and an additional 2nd level spell )
22 +7 (1, 4th level, spell and an additional 3rd level spell)
23 +8 (1, 5th level, spell and an additional 3rd level spell)
24 +9 (1, 5th level, spell and an additional 4th level spell)
25 +10 (2, 5th level, spells)
The bonus spells can only be acquired if the caster is high enough level to cast them.
Ability Checks: Every check has an associated ability score. Whenever one of these checks is made, a d20 is rolled by the player. The characters ability modifier is always added to this roll. In most cases the character also adds his level to the roll and, if the check involves one of the characters prime abilities, an additional +3 bonus as well. The Dungeon Master may apply a challenge modifier (CM) to rolls that is based upon the difficulty of the task. A positive modifier, or challenge bonus, improves the characters chance of success by adding to his die roll while a negative challenge modifier, or challenge penalty, decreases his chance of success.
If the final result is equal to or greater than 15 (the challenge base) then the ability check is successful.
1st off... I'm having a GREAT time playing C&C as it is written and, based on the gaming joy it has brought me, have gone back and bought tons of 1st edition AD&D stuff to convert to C&C.
As I looked over the "classic" stuff I got it into my head to take all of C&C's goodness and work to make it even better by:
1] making it even more compatible with 1st edition while keeping most of C&C's elegant simplicity intact.
2] making it more streamlined or logical (whatever that means)... this is totally a subjective thing and, at times, my solutions to problems I have with C&C wind up being more complicated than the rules presented in the game.
3] making all classes and races equally desireable and on par with one another. I also wanted each class to have abilities that scaled with level... particularly in the case of fighters.
So... here goes:
PART I (Ability Scores, Primes and Ability Checks)
Ability Score Modifiers (Bonus Spells):
1 -5
2 -4
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1 (1, 1st level, spell)
16-17 +2 (1, 2nd level, spell)
18 +3 (1, 3rd level, spell)
19 +4 (1, 4th level, spell)
20 +5 (1, 4th level, spell and an additional 1st level spell)
21 +6 (1, 4th level, spell and an additional 2nd level spell )
22 +7 (1, 4th level, spell and an additional 3rd level spell)
23 +8 (1, 5th level, spell and an additional 3rd level spell)
24 +9 (1, 5th level, spell and an additional 4th level spell)
25 +10 (2, 5th level, spells)
The bonus spells can only be acquired if the caster is high enough level to cast them.
Ability Checks: Every check has an associated ability score. Whenever one of these checks is made, a d20 is rolled by the player. The characters ability modifier is always added to this roll. In most cases the character also adds his level to the roll and, if the check involves one of the characters prime abilities, an additional +3 bonus as well. The Dungeon Master may apply a challenge modifier (CM) to rolls that is based upon the difficulty of the task. A positive modifier, or challenge bonus, improves the characters chance of success by adding to his die roll while a negative challenge modifier, or challenge penalty, decreases his chance of success.
If the final result is equal to or greater than 15 (the challenge base) then the ability check is successful.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
- Location: Staten Island, NY
- Contact:
PART II: RACES
DWARVES
Darkvision 60: Dwarves can see in complete darkness to a distance of 60. Bright light, such as that from a torch or lantern, within 30' of the dwarven character spoils their darkvision.
Determine Depth & Direction Underground: As per C&C
Stonecraft (WIS): As per C&C
Enmity (Orcs & Goblins): The age-old hatred that exists between dwarves and both orcs and goblinoids affords them a +1 to attack rolls against orcs, half-orcs, goblins, hobgoblins and bugbears.
Defensive Expertise (Giants): As per C&C
Improved Resistance to Magic: Dwarves are highly resistant to magic, gaining a +4 to all saves versus arcane magic.
Improved Resistance to Poison: The dwarven race is extremely hardy and gains a +4 to all saves versus poison.
Automatic Languages: Dwarves automatically speak the Common and dwarven tongues.
Bonus Languages: Due to their dealings with these races, dwarven characters may choose the following knowledge (language) skills as background skills at the start of play: elven, giant, gnomish, goblin, or orcish.
Size: Even though dwarves typically stand little over 4 tall they are considered Medium-sized due to their broad shoulders and sturdy build.
Movement Rate: Dwarves move at a rate of 9 (45') per round due to their short stature.
Ability Adjustments: Because of their sturdy builds, dwarves add 1 to their initial constitution scores. Their dour and suspicious natures cause them to subtract 1 from their initial charisma scores.
Permitted Classes: Dwarves may advance in the following character classes: cleric, bard, druid, fighter, barbarian, paladin, ranger, thief and assassin.
Thief & Assassin Ability Modifiers: +2 to find traps in structures, +2 to open locks
ELVES
Twilight Vision: Elves can see normally by moonlight and can see twice as far as the listed radius when using a light source.
Enhanced Senses: The keen senses of elves grant them a +2 to wisdom checks involving aural or visual acuity.
Spot Hidden Doors (WIS): When passing within 10 of a secret door, elves may automatically make a wisdom check to notice it. They gain a +2 bonus to this check when actively searching for secret doors.
Move Silently (DEX): The natural grace of their race gives elves the ability to move about noiselessly. When in light or no armor and moving at of their Movement Rate or slower elves may make a dexterity check to move silently. They take a -5 challenge penalty to this check when moving from of their Movement Rate up to full speed and a -20 challenge penalty when running or charging.
Greater Resistance to Sleep & Charm: Elves are naturally resistant to sleep and charm spells. They receive a +10 to all savings throws versus sleep and charm spells.
Immunity to Ghouls Paralysis: Elves are immune to ghouls paralysis.
Weapon Training: As per C&C
Automatic Languages: Elves automatically speak the Common and elven tongues.
Bonus Languages: Due to their interactions with these races, elves may choose the following knowledge (language) skills as background skills at the start of play: dwarven, gnomish, goblin, halfling or orcish.
Size: Elves are Medium-sized creatures.
Movement Rate: Elves move 12 (60') per round.
Ability Adjustments: Elves are nimble and naturally graceful, adding +1 to their initial dexterity score. At the same time elves are slight of build and have 1 to their initial constitution score.
Permitted Classes: Elves may advance in the following character classes: cleric, bard, druid, fighter, cavalier, paladin, ranger, magic-user, illusionist, thief and assassin.
Bard Ability Modifier: +2 to listen
Ranger Ability Modifiers: +2 to listen, +2 to move silently
Thief and Assassin Ability Modifiers: +2 to listen, find traps and move silently
GNOMES
Darkvision 60: Gnomes can see in complete darkness to a distance of 60. Bright light, such as that from a torch or lantern, within 30' of the gnomish character spoils their darkvision.
Enhanced Senses: The keen senses of gnomes grant them a +2 to wisdom checks involving aural or visual acuity.
Determine Depth & Direction Underground: As per C&C
Stonecraft (WIS): As per C&C
Enmity (Kobolds & Goblins): The age-old hatred that exists between gnomes and both kobolds and goblinoids affords them a +1 to attack rolls against kobolds, goblins, hobgoblins and bugbears.
Defensive Expertise (Giants): As per C&C
Improved Resistance to Magic: Gnomes are highly resistant to arcane spells and gain a +4 bonus to all saves versus such magic.
Animal Empathy: May communicate with burrowing mammals at a rudimentary level.
Automatic Languages: Gnomes automatically speak Common and gnomish.
Bonus Languages: Due to their interactions with these races, gnomes may choose the following knowledge (language) skills as background skills at the start of play: elven, dwarven, goblin, halfling, kobold or sylvan.
Size: Gnomes are Small creatures.
Movement Rate: Due to their small size gnomes move 9 (45') per round.
Ability Modifiers: Gnomes, like dwarves, are exceptionally robust and gain a +1 to their initial constitution score. Their small size limits their strength, imposing a 1 penalty to their initial strength score.
Permitted Classes: Gnomes may advance in the following character classes: cleric, bard, druid, fighter, paladin, ranger, magic-user, illusionist, thief and assassin.
Bard Ability Modifier: +2 to listen
Ranger Ability Modifier: +2 to listen
Thief and Assassin Ability Modifiers: +2 to find traps, listen, and open locks. +4 to find traps in structures.
HALF-ELVES
Twilight Vision: Half-elves can see normally by moonlight and can see twice as far as the listed radius when using a light source.
Enhanced Senses: Half-elves receive a +2 bonus to wisdom checks involving listening or visual acuity.
Spot Hidden Doors (WIS): When passing within 10 of a secret door, half-elves may automatically make a wisdom check to notice it. They gain a +2 bonus to this check when actively searching for secret doors.
Improved Resistance to Sleep & Charm: Half-elves have inherited some of their elven parents resistances and have a +4 bonus to all savings throws versus sleep and charm spells.
Ability Check Modifier: Half-elves, due to their human ancestry, are allowed to choose a third ability score with which they gain a +1 to all ability checks.
Automatic Languages: Half-elves automatically speak Common and elven.
Bonus Languages: Due to their interactions with these races, half-elves may choose the following knowledge (language) skills as background skills at the start of play: dwarven, gnomish, goblin, halfling or orcish.
Size: Half-elves are Medium-sized creatures.
Movement Rate: The base Movement Rate of half-elves is 12 (60') per round.
Ability Adjustments: Half-elves have no bonuses or penalties to their initial abilities.
Permitted Classes: Half-elves may advance in all character classes.
Bard Ability Modifier: +2 to listen
Monk Ability Modifier: +2 to listen
Ranger Ability Modifier: +2 to listen
Thief and Assassin Ability Modifiers: +2 to listen and find traps
HALFLINGS
Twilight Vision: Halflings can see normally by moonlight and can see twice as far as the listed radius when using a light source.
Enhanced Senses: Halflings receive a +2 bonus to wisdom checks involving listening or visual acuity.
Hide (DEX): When in light or no armor and not moving halflings may make a dexterity check to hide. They take a -5 penalty to this check when moving up to of their Movement Rate and a -10 penalty when moving up to their full Movement Rate.
Move Silently (DEX): Halfling, due to their small size and padded feet, are naturally inclined to move silently. When in light or no armor and moving at of their Movement Rate or slower they may make a dexterity check to move silently. They take a -5 challenge penalty when moving from of their Movement Rate up to full speed and a -20 challenge penalty when running or charging.
Improved Resistance to Magic: Halflings are highly resistant to arcane spells and gain a +4 bonus to all saves versus such magic.
Improved Resistance to Poison: Halflings are also highly resistant to poison and have a +4 on savings throws against all types of poison.
Weapon Training: Halflings have a natural talent with slings and thrown weapons. Rock pitching is a favorite sport of many a halfling child. All halflings gain a +1 bonus to their attack rolls when using thrown weapons and slings.
Automatic Languages: All halflings automatically speak the Common and Halfling tongues.
Bonus Languages: Due to their interactions with these races, halflings may choose the following knowledge (language) skills as background skills at the start of play: elven, dwarven, gnomish, goblin, or kobold.
Size: Halflings are Small creatures.
Movement Rate: The base Movement Rate for halflings is 9 (45') per round.
Ability Adjustments: +1 to dexterity, -1 to strength
Permitted Classes: Halflings may advance in the following character classes: cleric, bard, druid, fighter, paladin, ranger, thief and assassin
Bard Ability Modifier: +2 to listen
Ranger Ability Modifiers: +2 to hide, listen and move silently
Thief and Assassin Ability Modifiers: +2 to hide, listen and move silently
HALF-ORCS
Darkvision 60: Half-orcs can see in complete darkness to a distance of 60. Bright light, such as that from a torch or lantern, within 30' of the half-orc character spoils their darkvision.
Ability Check Modifier: Half-orcs, due to their human ancestry, are allowed to choose a third ability score with which they gain a +1 to all ability checks.
Automatic Languages: All half-orcs automatically speak both Common and orcish.
Bonus Languages: Due to their interactions with these races, half-orcs may choose the following knowledge (language) skills as background skills at the start of play: elven, dwarven, goblin, kobold, or giant.
Size: Half-orcs are Medium-sized creatures.
Movement Rate: The base Movement Rate of half-orcs is 12 (60') per round.
Ability Adjustments: Half-orcs are powerfully built, with broad shoulders and mighty thews. This grants them a +1 bonus to their initial strength and constitution scores. Their brutish, brusque nature imposes -2 to their charisma ability.
Permitted Classes: Half-orcs may advance in all character classes.
HUMANS
Extra Primary Ability: Humans may choose an extra primary ability score, for a total of 3.
Automatic Language: All human characters automatically speak the Common tongue.
Bonus Languages: Due to their interactions with these races, humans may choose the following knowledge (language) skills as background skills at the start of play: elven, dwarven, halfling, gnome or orcish.
Size: Humans are Medium-sized creatures.
Movement Rate: The base Movement Rate of humans is 12 (60') per round.
Ability Adjustments: None
Permitted Classes: Humans may advance in all character classes.
Darkvision 60: Dwarves can see in complete darkness to a distance of 60. Bright light, such as that from a torch or lantern, within 30' of the dwarven character spoils their darkvision.
Determine Depth & Direction Underground: As per C&C
Stonecraft (WIS): As per C&C
Enmity (Orcs & Goblins): The age-old hatred that exists between dwarves and both orcs and goblinoids affords them a +1 to attack rolls against orcs, half-orcs, goblins, hobgoblins and bugbears.
Defensive Expertise (Giants): As per C&C
Improved Resistance to Magic: Dwarves are highly resistant to magic, gaining a +4 to all saves versus arcane magic.
Improved Resistance to Poison: The dwarven race is extremely hardy and gains a +4 to all saves versus poison.
Automatic Languages: Dwarves automatically speak the Common and dwarven tongues.
Bonus Languages: Due to their dealings with these races, dwarven characters may choose the following knowledge (language) skills as background skills at the start of play: elven, giant, gnomish, goblin, or orcish.
Size: Even though dwarves typically stand little over 4 tall they are considered Medium-sized due to their broad shoulders and sturdy build.
Movement Rate: Dwarves move at a rate of 9 (45') per round due to their short stature.
Ability Adjustments: Because of their sturdy builds, dwarves add 1 to their initial constitution scores. Their dour and suspicious natures cause them to subtract 1 from their initial charisma scores.
Permitted Classes: Dwarves may advance in the following character classes: cleric, bard, druid, fighter, barbarian, paladin, ranger, thief and assassin.
Thief & Assassin Ability Modifiers: +2 to find traps in structures, +2 to open locks
ELVES
Twilight Vision: Elves can see normally by moonlight and can see twice as far as the listed radius when using a light source.
Enhanced Senses: The keen senses of elves grant them a +2 to wisdom checks involving aural or visual acuity.
Spot Hidden Doors (WIS): When passing within 10 of a secret door, elves may automatically make a wisdom check to notice it. They gain a +2 bonus to this check when actively searching for secret doors.
Move Silently (DEX): The natural grace of their race gives elves the ability to move about noiselessly. When in light or no armor and moving at of their Movement Rate or slower elves may make a dexterity check to move silently. They take a -5 challenge penalty to this check when moving from of their Movement Rate up to full speed and a -20 challenge penalty when running or charging.
Greater Resistance to Sleep & Charm: Elves are naturally resistant to sleep and charm spells. They receive a +10 to all savings throws versus sleep and charm spells.
Immunity to Ghouls Paralysis: Elves are immune to ghouls paralysis.
Weapon Training: As per C&C
Automatic Languages: Elves automatically speak the Common and elven tongues.
Bonus Languages: Due to their interactions with these races, elves may choose the following knowledge (language) skills as background skills at the start of play: dwarven, gnomish, goblin, halfling or orcish.
Size: Elves are Medium-sized creatures.
Movement Rate: Elves move 12 (60') per round.
Ability Adjustments: Elves are nimble and naturally graceful, adding +1 to their initial dexterity score. At the same time elves are slight of build and have 1 to their initial constitution score.
Permitted Classes: Elves may advance in the following character classes: cleric, bard, druid, fighter, cavalier, paladin, ranger, magic-user, illusionist, thief and assassin.
Bard Ability Modifier: +2 to listen
Ranger Ability Modifiers: +2 to listen, +2 to move silently
Thief and Assassin Ability Modifiers: +2 to listen, find traps and move silently
GNOMES
Darkvision 60: Gnomes can see in complete darkness to a distance of 60. Bright light, such as that from a torch or lantern, within 30' of the gnomish character spoils their darkvision.
Enhanced Senses: The keen senses of gnomes grant them a +2 to wisdom checks involving aural or visual acuity.
Determine Depth & Direction Underground: As per C&C
Stonecraft (WIS): As per C&C
Enmity (Kobolds & Goblins): The age-old hatred that exists between gnomes and both kobolds and goblinoids affords them a +1 to attack rolls against kobolds, goblins, hobgoblins and bugbears.
Defensive Expertise (Giants): As per C&C
Improved Resistance to Magic: Gnomes are highly resistant to arcane spells and gain a +4 bonus to all saves versus such magic.
Animal Empathy: May communicate with burrowing mammals at a rudimentary level.
Automatic Languages: Gnomes automatically speak Common and gnomish.
Bonus Languages: Due to their interactions with these races, gnomes may choose the following knowledge (language) skills as background skills at the start of play: elven, dwarven, goblin, halfling, kobold or sylvan.
Size: Gnomes are Small creatures.
Movement Rate: Due to their small size gnomes move 9 (45') per round.
Ability Modifiers: Gnomes, like dwarves, are exceptionally robust and gain a +1 to their initial constitution score. Their small size limits their strength, imposing a 1 penalty to their initial strength score.
Permitted Classes: Gnomes may advance in the following character classes: cleric, bard, druid, fighter, paladin, ranger, magic-user, illusionist, thief and assassin.
Bard Ability Modifier: +2 to listen
Ranger Ability Modifier: +2 to listen
Thief and Assassin Ability Modifiers: +2 to find traps, listen, and open locks. +4 to find traps in structures.
HALF-ELVES
Twilight Vision: Half-elves can see normally by moonlight and can see twice as far as the listed radius when using a light source.
Enhanced Senses: Half-elves receive a +2 bonus to wisdom checks involving listening or visual acuity.
Spot Hidden Doors (WIS): When passing within 10 of a secret door, half-elves may automatically make a wisdom check to notice it. They gain a +2 bonus to this check when actively searching for secret doors.
Improved Resistance to Sleep & Charm: Half-elves have inherited some of their elven parents resistances and have a +4 bonus to all savings throws versus sleep and charm spells.
Ability Check Modifier: Half-elves, due to their human ancestry, are allowed to choose a third ability score with which they gain a +1 to all ability checks.
Automatic Languages: Half-elves automatically speak Common and elven.
Bonus Languages: Due to their interactions with these races, half-elves may choose the following knowledge (language) skills as background skills at the start of play: dwarven, gnomish, goblin, halfling or orcish.
Size: Half-elves are Medium-sized creatures.
Movement Rate: The base Movement Rate of half-elves is 12 (60') per round.
Ability Adjustments: Half-elves have no bonuses or penalties to their initial abilities.
Permitted Classes: Half-elves may advance in all character classes.
Bard Ability Modifier: +2 to listen
Monk Ability Modifier: +2 to listen
Ranger Ability Modifier: +2 to listen
Thief and Assassin Ability Modifiers: +2 to listen and find traps
HALFLINGS
Twilight Vision: Halflings can see normally by moonlight and can see twice as far as the listed radius when using a light source.
Enhanced Senses: Halflings receive a +2 bonus to wisdom checks involving listening or visual acuity.
Hide (DEX): When in light or no armor and not moving halflings may make a dexterity check to hide. They take a -5 penalty to this check when moving up to of their Movement Rate and a -10 penalty when moving up to their full Movement Rate.
Move Silently (DEX): Halfling, due to their small size and padded feet, are naturally inclined to move silently. When in light or no armor and moving at of their Movement Rate or slower they may make a dexterity check to move silently. They take a -5 challenge penalty when moving from of their Movement Rate up to full speed and a -20 challenge penalty when running or charging.
Improved Resistance to Magic: Halflings are highly resistant to arcane spells and gain a +4 bonus to all saves versus such magic.
Improved Resistance to Poison: Halflings are also highly resistant to poison and have a +4 on savings throws against all types of poison.
Weapon Training: Halflings have a natural talent with slings and thrown weapons. Rock pitching is a favorite sport of many a halfling child. All halflings gain a +1 bonus to their attack rolls when using thrown weapons and slings.
Automatic Languages: All halflings automatically speak the Common and Halfling tongues.
Bonus Languages: Due to their interactions with these races, halflings may choose the following knowledge (language) skills as background skills at the start of play: elven, dwarven, gnomish, goblin, or kobold.
Size: Halflings are Small creatures.
Movement Rate: The base Movement Rate for halflings is 9 (45') per round.
Ability Adjustments: +1 to dexterity, -1 to strength
Permitted Classes: Halflings may advance in the following character classes: cleric, bard, druid, fighter, paladin, ranger, thief and assassin
Bard Ability Modifier: +2 to listen
Ranger Ability Modifiers: +2 to hide, listen and move silently
Thief and Assassin Ability Modifiers: +2 to hide, listen and move silently
HALF-ORCS
Darkvision 60: Half-orcs can see in complete darkness to a distance of 60. Bright light, such as that from a torch or lantern, within 30' of the half-orc character spoils their darkvision.
Ability Check Modifier: Half-orcs, due to their human ancestry, are allowed to choose a third ability score with which they gain a +1 to all ability checks.
Automatic Languages: All half-orcs automatically speak both Common and orcish.
Bonus Languages: Due to their interactions with these races, half-orcs may choose the following knowledge (language) skills as background skills at the start of play: elven, dwarven, goblin, kobold, or giant.
Size: Half-orcs are Medium-sized creatures.
Movement Rate: The base Movement Rate of half-orcs is 12 (60') per round.
Ability Adjustments: Half-orcs are powerfully built, with broad shoulders and mighty thews. This grants them a +1 bonus to their initial strength and constitution scores. Their brutish, brusque nature imposes -2 to their charisma ability.
Permitted Classes: Half-orcs may advance in all character classes.
HUMANS
Extra Primary Ability: Humans may choose an extra primary ability score, for a total of 3.
Automatic Language: All human characters automatically speak the Common tongue.
Bonus Languages: Due to their interactions with these races, humans may choose the following knowledge (language) skills as background skills at the start of play: elven, dwarven, halfling, gnome or orcish.
Size: Humans are Medium-sized creatures.
Movement Rate: The base Movement Rate of humans is 12 (60') per round.
Ability Adjustments: None
Permitted Classes: Humans may advance in all character classes.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
- Location: Staten Island, NY
- Contact:
PART III: CLASSES
There are 13 character classes from which to choose. 4 of these classes are primary classes (clerics, fighters, magic-users and thieves), which represent the basic archetypes for fantasy characters the priests, warriors, wizards and rogues of various milieus. Seven secondary classes (bards, druids, barbarians, cavaliers, paladins, rangers, illusionists and assassins) are derived from these core classes and represent specialized variants of each archetype. Each of these lacks the versatility of the primary class upon which they are based but, in their respective elements, can excel in ways that a primary class cannot. The final character class, the monk, is relatively rare in typical campaign settings, which are usually modeled upon medieval European societies and, as such, are an optional, 5th, primary class.
XP Progression Chart I: Used for Bards, Clerics, Druids, Fighters, Barbarians, Cavaliers, Paladins & Rangers, Magic-Users, Illusionists and Monks
1 0
2 2,500
3 5,000
4 10,000
5 20,000
6 37,500
7 75,000
8 150,000
9 250,000
10 500,000
11+ +250,000/level
XP Progression Chart II: Used for Thieves and Assassins
1 0
2 1,250
3 2,500
4 5,000
5 10,000
6 20,000
7 37,500
8 75,000
9 150,000
10 250,000
11+ 125,000/level
BtH Progession Note:
When a character's BtH hits +8, they gain an additional attack with a +0 BtH. As the primary BtH improves, so does this secondary BtH. As such, a 10th level fighter with a +10 BtH has a +2 BtH with his second attack.
When a character's BtH reaches +16, they gain a third attack. Their primary attack BtH would be at +16, the secondary attack BtH would be at +8 and the tertiary attack BtH would be at +0. Once again, as the primary BtH improves, so does the secondary and tertiary BtH.
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THE CLERIC
Prime Requisite: Wisdom
Hit Die Type: d8
BtH Progression: +2/3 levels (+0, +1, +2, +2, +3, +4, +4, +5, +6, etc)
Alignment: Any
Weapons: Club, dagger, flail (any), hammer (any), mace (any), morningstar and quarterstaff.
Armor: Any armor and shields
Abilities: Cleric spells, cleric training, turn undead, weapon training
Cleric Spells: As per C&C. Clerics gain bonus spells for high wisdom scores (see Ability Modifiers for details).
Cleric Training: Clerics are learned in matters of faith and in the healing arts. As a result of their training, all clerics begin play with the knowledge (religion) and profession (healer) skills in addition to their background skills (see BACKGROUND SKILLS for more details).
Turn Undead (Wisdom): As per C&C
Weapon Training: As per C&C with this addition:
If this weapon is a standard cleric weapon (see above), the cleric gains a +1 bonus to hit with that weapon. Otherwise the cleric gains proficiency with their deitys weapon and may use that in addition to the standard cleric weapons.
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THE BARD (Cleric)
Prime Requisite: Charisma
Hit Die Type: d8
BtH Progression: +2/3 levels (+0, +1, +2, +2, +3, +4, +4, +5, +6, etc)
Alignment: Any neutral
Weapons: Any
Armor: Light armor and smalls shields*
Abilities: Bardic training, decipher script, fascinate, inspire, listen, lore, bard spells, pick pockets, immunity to natures charms, a thousand faces
* Bards may not cast spells when using medium or heavy armor or when employing shields larger than a small shield.
Bardic Training: All bards begin play with bonus skills (see BACKGROUND SKILLS for more details about background and bonus skills) based upon their bardic training. These bonus skills are knowledge (history), knowledge (language) and performance (all skills).
Bards, due to their years of studying the tales and histories of other lands, are quite adept at learning new languages. In addition to the bonus knowledge (language) gained at level 1, the bard gains new knowledge (language) skills at levels 6, 12 and 18. These languages must relate to those that the bard has interacted with or to those that the bard has studied.
Decipher Script (Intelligence): As per C&C
Fascinate: As per C&C
Inspire (Charisma): As per C&C Exalt ability
Listen (Wisdom): As per C&C with this in addition:
Characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability. However, exactly what is heard is up to the Dungeon Masters discretion as each case is unique.
Lore (Intelligence): As per C&C Legend Lore ability, with this replacing the 1st sentence of the 2nd paragraph:
The ability also might impart a full or partial understanding of local or secret languages, including thieves cant, druidic, or ranger signs. The check will not reveal the powers of a magic item, but may give a hint to its history, general function or activation. Bards have a 5% chance per bard level to identify the general purpose and function of any magical item. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature.
Bard Spells: At 2nd level the bard gains the ability to cast divine spells much as a cleric or druid does. The spells available are listed on the bard spell list. A bard is limited to a certain number of spells of each spell level per day. A table shows the number of spells per day a character of the class may cast. Bards prepare spells each day through prayer, song and recitation dedicated of to their deity or deities. This process is covered in greater detail in the Magic section. Bards gain bonus spells for high charisma scores (see Table I: Ability Modifiers for details).
Bard Spells Per Day
level 1st 2nd 3rd 4th 5th 6th
2 1
3 2
4 2 1
5 3 1
6 3 2
7 3 2 1
8 3 3 1
9 3 3 2
10 3 3 2 1
11 3 3 3 1
12 3 3 3 2
13 3 3 3 2 1
14 3 3 3 3 1
15 3 3 3 3 2
16 4 3 3 3 2 1
17 4 4 3 3 3 1
18 4 4 4 3 3 2
19 4 4 4 4 3 2
20 4 4 4 4 4 3
Pick Pocket (Dexterity): All bards are trained in the arts of legerdemain or sleight of hands. By 3rd level this training grants the bard the pick pockets ability of a 1st level thief.
Immunity to Natures Charms: At 10th level the bard becomes immune to all charm spells cast by fey woodland creatures such as dryads, nixies, nymphs, pixies and sprites.
A Thousand Faces: At 16th level the bard is able to alter his appearance at will as per the change self spell, except that the bard may only change their appearance, and not that of their possessions. Furthermore, the use of this ability is not a magical effect, so it can only be detected through the use of true seeing or the like, and actually changes the facial features and body of the bard.
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THE DRUID (Cleric)
Prime Requisite: Wisdom
Hit Die Type: d8
BtH Progression: +2/3 levels (+0, +1, +2, +2, +3, +4, +4, +5, +6, etc)
Alignment: Any neutral
Weapons: Club, dagger, dart, quarterstaff, scimitar, sling, sickle and spear (any)
Armor: Padded, leather or hide and small wooden shields
Abilities: Druid spells, druidic training, survival, resistance to elements, woodland stride, totem shape, immune to natures charms, immune to natures venom, a thousand faces, timeless body, hibernate
Druid Spells: As per C&C. Druids gain bonus spells for high wisdom scores (see Table I: Ability Modifiers for details).
Druidic Training: Druids are connected to the forces of nature. They mystically coexist with their environment, gradually becoming a larger part of it. This imparts a specialized knowledge of the wilds to them. As a result, they begin play with knowledge (nature) as a bonus skill.
Like clerics, druids are skilled at tending to the wounds of others and automatically gain the profession (healer) skill in addition to their background skills.
Finally, druids have a secret language used for communicating with one another. They are forbidden from teaching this language to any but their brethren. This language, druidic, is gained as a bonus knowledge (language) skill at 1st level (see BACKGROUND SKILLS for more details).
Survival (Wisdom): As per C&C
Resistance to Elements: As per C&C
Woodland Stride: As per C&C
Totem Shape: As per C&C, except:
Each time a druid uses this ability the character regains 2d8 hit points. At 12th level and beyond the druid regains 4d8 hit points whenever they assume a totem form.
Immunity to Natures Charms: At 7th level the druid becomes immune to all charm spells cast by fey woodland creatures such as dryads, nixies, nymphs, pixies and sprites.
Immunity to Natures Venom: At 14th level druids gain immunity to all natural poisons (ingested or insinuated animal or vegetable poisons, including monster poisons and venoms but not including mineral poisons or poison gas).
A Thousand Faces: At 16th level the druid is able to alter his appearance at will as per the change self spell, except that the druid may only change their appearance, and not that of their possessions. Furthermore, the use of this ability is not a magical effect, so it can only be detected through the use of true seeing or the like, and actually changes the facial features and body of the druid.
Timeless Body: At 18th level the druid is no longer affected by the ravages of age and ignores all ability penalties that have been accrued through aging. Ability bonuses gained through aging remain and the characters lifespan is increased considerably (add 200 years to the characters age limit +10 years for every level beyond level 18 ).
Hibernate: By 20th level a druid has learned secrets that allow him to slow body functions to the point where the character appears dead to casual observers. The character is unconscious during hibernation and his aging is effectively halted while in this stasis. The druid awakens at either a preordained time (i.e. I will hibernate for a year) or when there is a specific change in his environment (i.e. I will awaken when the first snow falls or I will awaken when someone enters my resting chamber.)
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THE FIGHTER
Prime Requisite: Strength
Hit Die Type: d10
BtH Progression: +1/level
Alignment: Any
Weapons: Any
Armor: Any armor and shield
Abilities: Weapon specialization, combat dominance, extra attack
Weapon Specialization: At 1st level the fighter chooses a weapon with which to specialize. This weapon, once chosen, cannot be changed. For 1st level fighters, specialization imparts a +1 bonus to attack and damage rolls when using this weapon. At 6th level, specialization imparts a +1 bonus to attack rolls and +2 damage rolls when using this weapon. At 12th level these bonuses increase to +2 to hit and +3 to damage and, at 18th level, to +3 to hit and damage when employing that weapon.
At 12th level the fighter gains a second weapon of specialization. The bonus to attack and damage rolls is +1 at 12th level and increases to +1 to hit and +2 to damage at 18th level.
Combat Dominance: Fighters, at 2nd 7th level, may make an extra melee attack per round (for a total of 2 attacks per round), at their highest BtH bonus, when fighting opponents with 1d8 hit dice or less. In order to use this ability, the fighter must direct all attacks in a combat round toward opponents that meet this criterion. The fighter can split the available attacks among qualified opponents as desired.
Example:
A 2nd level fighter, facing 12 goblins, could make two melee attack rolls per round, each with a +2 BtH.
At 8th 15th level, fighters gain 2 extra melee attacks per round (for a total of 4 attacks per round) when fighting opponents with 1d8 hit dice or less. The first extra attack is at their highest BtH bonus while the second extra attack is at their secondary BtH bonus. The attacks from this ability do not stack with the additional attack gained through the Extra Attack ability and can only be used with melee attacks.
Example:
A 10th level fighter, facing 12 goblins, could make four attacks per round, the first two at his highest BtH of +10 and the second two at his secondary BtH of +2. He could not use his Extra Attack ability in the same round.
At 16th level and higher, fighters gain 3 extra melee attacks per round (for a total of 6 attacks per round) when fighting opponents with 1d8 hit dice or less. The first extra attack is at their highest BtH bonus, the second extra attack is at their secondary BtH bonus, and the third extra attack is at their lowest BtH bonus.
Example:
At 16th level this same fighter, facing the same 12 goblins, could make six attacks per round, the first two attacks at his highest BtH of +16, the second two attacks at his secondary BtH of +8 and his last two attacks at his lowest BtH of +0. He could not use his Extra Attack ability in the same round.
Extra Attack: Beginning at 8th level fighters may make an additional attack, with a BtH bonus equal to of their highest BtH bonus (round fractions down), when using a weapon of specialization. For light crossbows, which normally require a Move action to reload, the Extra Attack ability allows the fighter to attack twice per round, once at his highest BtH and once at his secondary BtH. At 16th level and higher, a fighter specialized with a light crossbow may fire thrice per round, once at his highest BtH, once at of his highest BtH and once at his secondary BtH bonus.
For heavy crossbows, which may normally be fired every other round, the Extra Attack ability allows the fighter one attack per round at his highest BtH. At 16th level and higher, a fighter specialized with a heavy crossbow may fire twice per round, once at his highest BtH and once at of highest BtH bonus.
Example:
An 8th level fighter specialized with the longsword may make 3 attacks per round when attacking with his longsword with BtH bonuses of +8, +4 ( of his highest BtH) and +0. At 16th level this same fighter would make 4 attacks per round when attacking with his longsword with BtH bonuses of +16, +8, +8 and +0. At 20th level these 4 attacks would have BtH bonuses of +20, +12, +10 (this would be his Extra Attack) and +4.
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THE BARBARIAN (Fighter)
Prime Requisite: Constitution
Hit Die: d12
BtH Progression: +1/level
Alignment: Any non-lawful
Weapons: Any
Armor: Any armor and shield
Abilities: Combat sense, fast movement, resilience, survival, track, berserker rage
Combat Sense: As per C&C excpet:
For example, a thief may use the sneak attack ability against an unaware barbarian, but with only a +2 bonus to hit, instead of +4. Likewise a thief may use the sneak attack ability against a surprised barbarian, but with only a +1 bonus to hit, instead of +2.
At 7th level, the barbarian gains improved combat sense and can no longer be sneak attacked when surprised. At 14th level the barbarian gets greater combat sense and is no longer vulnerable to sneak attacks under any circumstances.
Fast Movement: The barbarians Movement Rate is 3 faster than is usual for a member of his race so long as he is not wearing heavy armor or carrying more than a light load. As such, a human barbarian would have a 15 Movement Rate while a dwarven barbarian would have a 12 Movement Rate.
Resilience: As per C&C's Primal Force
Survival (Wisdom): As per C&C
Track: As per C&C
Berserker Rage: As per C&C's Primal Fury, except the barbarian gains 2 temporary hit points per level while raging. When the barbarian takes damage these bonus, temporary, hit points are lost first and may not be healed.
Berserker rage lasts for a number of rounds equal to 3 + the characters barbarian level and may be prematurely ended by a barbarian when all of their foes have been defeated. At the end of this rage a barbarian is fatigued (-2 to strength, -2 to dexterity, -3 to Movement Rate and cannot run) for 1 hour. All bonus hit points that remain after the berserker rage ability ends are lost.
At 8th level, this ability can be used twice per day, increasing to thrice per day at 12th level and beyond. At 16th level, the barbarian gains improved rage, which confers a +4 bonus to attack and damage die rolls, and to charisma saving throws versus fear and charm. The barbarian still receives 2 bonus hit points per barbarian level. Finally, at level 20, the barbarian gains greater rage and is no longer fatigued following each use of the berserker rage ability.
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THE CAVALIER (Fighter)
Prime Requisite: Strength
Hit Die Type: d10
BtH Progression: +1/level
Alignment: Any lawful
Weapons: Any*
Armor: Any armor and shield*
Abilities: Cavalier training, horsemanship, status, valor, weapon training, mounted prowess, aura of courage
* Cavaliers favor the use of certain weapons and armor above all others. Weapons favored by cavaliers include the battleaxe, broadsword, dagger, flail (any), longsword, mace (any), morningstar, pick (any), scimitar, spear (any), shortsword and warhammer. Cavaliers do not usually employ ranged weapons, with bows being used only for hunting, or during sieges, by most cavaliers. Armor, as a badge of station and form of protection, should always be of the highest quality available, with cavaliers preferring chain and plate armors above all others. A cavalier will never don light armor in battle, though it common practice for nobles and knights to hunt in leather armor.
Cavalier Training: The training required to become a knight takes years and brings with it prowess at arms, knowledge of courtly etiquette and equestrian expertise. Knights begin their training as pages, child servants in the courts of knights and nobles, and gain the knowledge (etiquette) skill through these years of service. Later, as squires, they learn to care for and ride both riding and warhorses and, through this training, gain the profession (animal handler: horses) skill.
All knights have the right to bear heraldic devices by which they can be identified.
Horsemanship (Dexterity): As per the C&C ability plus:
All cavaliers begin play with a light warhorse in addition to their starting funds.
Status (Charisma): Cavaliers, as agents of their lord or king and enforcers of the law, are afforded several privileges borne of their status. When in their own lands and allied territories knights are never expected to relinquish their weapons, except under terms of peace, surrender or disgrace, and may not be detained or delayed in carrying out their duties. Theft of a knights possessions is usually regarded as a heinous crime. When in non-hostile lands the cavalier is entitled to hospitality from other cavaliers, nobles and sovereigns. This includes lodging for the cavalier and his entourage, and stabling for his horse or horses. As guests they must be given accommodations and sustenance without expectation of monetary recompense or material redress. If a cavalier is in allied lands (rather than his homelands) he may have to make a charisma check to claim this right and, if neutral lands, must make a charisma check to receive hospitality. It is up to the Dungeon Master to assign modifiers to this roll as circumstances warrant. This privilege may be revoked if the cavalier has acted in an unseemly manner or has abused the rules of hospitality. A cavalier may ask for hospitality from commoners but is not entitled to free room and board in public houses or the dwellings of freemen.
Cavaliers have the right to settle insults against their honor and defend their reputation through a duel of honor. Furthermore, all charisma checks made to influence others while in the holdings of the cavalier or his liegelord gain a +1 bonus, increasing by 1 at levels 6, 12, and 18 (to a maximum of +4). This notoriety comes at a price; for a cavalier is expected, in turn, to selflessly defend his lands and maintain order therein. Cavalier characters are also expected to extend hospitality to fellow knights and to those above their station.
Valor: At 1st level, a cavalier gains a +1 bonus to saving throws against charm, confusion, fear and all other mind-affecting spells and effects. The bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and, finally, to +5 at 20th level. At 6th level and beyond, the cavalier is immune to all fear effects, whether magical or mundane in nature.
Weapon Training: At 1st level, a cavalier gain a + 1 to attack rolls made with either heavy or light lances. At 6th level, 12th level and 18th level, a cavalier may choose another weapon for Weapon Training. Whenever a new weapon is chosen, the bonus to attack rolls with each previous weapon increases by one.
Example:
At 1st level the cavalier gains a +1 to attack rolls with lance attacks. At 6th level the cavalier chooses to gain Weapon Training with longswords. At this point he receives a +2 bonus to attack rolls with his lance and a +1 to attack roll with his longsword. At 12th level the cavalier chooses the heavy mace for Weapon Training, gaining a +1 bonus to attack rolls with that weapon, while his attack bonus with the lance increases to +3 and his longsword attack bonus increases to +2.
Weapons eligible for Weapon Training are: battleaxes, broadswords, flails (any), longswords, maces (any), morningstars, picks (any), scimitars, shortswords and warhammers. Weapon Training bonuses for lance attacks only apply when the cavalier is mounted.
Mounted Prowess: At 2nd level the cavalier has learned to use the mass of his mount to bear down upon his opponents. He receives a +1 to all damage rolls when mounted. This bonus increases to +2 at level 8, +3 at level 14 and +4 at level 20.
Aura of Courage: At 6th level and beyond, the cavalier is immune to all fear effects and projects an aura of courage. Allies within 10 of the cavalier gain a +4 bonus to saving throws versus fear effects so long as the cavalier is not incapacitated.
XP Progression Chart I: Used for Bards, Clerics, Druids, Fighters, Barbarians, Cavaliers, Paladins & Rangers, Magic-Users, Illusionists and Monks
1 0
2 2,500
3 5,000
4 10,000
5 20,000
6 37,500
7 75,000
8 150,000
9 250,000
10 500,000
11+ +250,000/level
XP Progression Chart II: Used for Thieves and Assassins
1 0
2 1,250
3 2,500
4 5,000
5 10,000
6 20,000
7 37,500
8 75,000
9 150,000
10 250,000
11+ 125,000/level
BtH Progession Note:
When a character's BtH hits +8, they gain an additional attack with a +0 BtH. As the primary BtH improves, so does this secondary BtH. As such, a 10th level fighter with a +10 BtH has a +2 BtH with his second attack.
When a character's BtH reaches +16, they gain a third attack. Their primary attack BtH would be at +16, the secondary attack BtH would be at +8 and the tertiary attack BtH would be at +0. Once again, as the primary BtH improves, so does the secondary and tertiary BtH.
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THE CLERIC
Prime Requisite: Wisdom
Hit Die Type: d8
BtH Progression: +2/3 levels (+0, +1, +2, +2, +3, +4, +4, +5, +6, etc)
Alignment: Any
Weapons: Club, dagger, flail (any), hammer (any), mace (any), morningstar and quarterstaff.
Armor: Any armor and shields
Abilities: Cleric spells, cleric training, turn undead, weapon training
Cleric Spells: As per C&C. Clerics gain bonus spells for high wisdom scores (see Ability Modifiers for details).
Cleric Training: Clerics are learned in matters of faith and in the healing arts. As a result of their training, all clerics begin play with the knowledge (religion) and profession (healer) skills in addition to their background skills (see BACKGROUND SKILLS for more details).
Turn Undead (Wisdom): As per C&C
Weapon Training: As per C&C with this addition:
If this weapon is a standard cleric weapon (see above), the cleric gains a +1 bonus to hit with that weapon. Otherwise the cleric gains proficiency with their deitys weapon and may use that in addition to the standard cleric weapons.
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THE BARD (Cleric)
Prime Requisite: Charisma
Hit Die Type: d8
BtH Progression: +2/3 levels (+0, +1, +2, +2, +3, +4, +4, +5, +6, etc)
Alignment: Any neutral
Weapons: Any
Armor: Light armor and smalls shields*
Abilities: Bardic training, decipher script, fascinate, inspire, listen, lore, bard spells, pick pockets, immunity to natures charms, a thousand faces
* Bards may not cast spells when using medium or heavy armor or when employing shields larger than a small shield.
Bardic Training: All bards begin play with bonus skills (see BACKGROUND SKILLS for more details about background and bonus skills) based upon their bardic training. These bonus skills are knowledge (history), knowledge (language) and performance (all skills).
Bards, due to their years of studying the tales and histories of other lands, are quite adept at learning new languages. In addition to the bonus knowledge (language) gained at level 1, the bard gains new knowledge (language) skills at levels 6, 12 and 18. These languages must relate to those that the bard has interacted with or to those that the bard has studied.
Decipher Script (Intelligence): As per C&C
Fascinate: As per C&C
Inspire (Charisma): As per C&C Exalt ability
Listen (Wisdom): As per C&C with this in addition:
Characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability. However, exactly what is heard is up to the Dungeon Masters discretion as each case is unique.
Lore (Intelligence): As per C&C Legend Lore ability, with this replacing the 1st sentence of the 2nd paragraph:
The ability also might impart a full or partial understanding of local or secret languages, including thieves cant, druidic, or ranger signs. The check will not reveal the powers of a magic item, but may give a hint to its history, general function or activation. Bards have a 5% chance per bard level to identify the general purpose and function of any magical item. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature.
Bard Spells: At 2nd level the bard gains the ability to cast divine spells much as a cleric or druid does. The spells available are listed on the bard spell list. A bard is limited to a certain number of spells of each spell level per day. A table shows the number of spells per day a character of the class may cast. Bards prepare spells each day through prayer, song and recitation dedicated of to their deity or deities. This process is covered in greater detail in the Magic section. Bards gain bonus spells for high charisma scores (see Table I: Ability Modifiers for details).
Bard Spells Per Day
level 1st 2nd 3rd 4th 5th 6th
2 1
3 2
4 2 1
5 3 1
6 3 2
7 3 2 1
8 3 3 1
9 3 3 2
10 3 3 2 1
11 3 3 3 1
12 3 3 3 2
13 3 3 3 2 1
14 3 3 3 3 1
15 3 3 3 3 2
16 4 3 3 3 2 1
17 4 4 3 3 3 1
18 4 4 4 3 3 2
19 4 4 4 4 3 2
20 4 4 4 4 4 3
Pick Pocket (Dexterity): All bards are trained in the arts of legerdemain or sleight of hands. By 3rd level this training grants the bard the pick pockets ability of a 1st level thief.
Immunity to Natures Charms: At 10th level the bard becomes immune to all charm spells cast by fey woodland creatures such as dryads, nixies, nymphs, pixies and sprites.
A Thousand Faces: At 16th level the bard is able to alter his appearance at will as per the change self spell, except that the bard may only change their appearance, and not that of their possessions. Furthermore, the use of this ability is not a magical effect, so it can only be detected through the use of true seeing or the like, and actually changes the facial features and body of the bard.
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THE DRUID (Cleric)
Prime Requisite: Wisdom
Hit Die Type: d8
BtH Progression: +2/3 levels (+0, +1, +2, +2, +3, +4, +4, +5, +6, etc)
Alignment: Any neutral
Weapons: Club, dagger, dart, quarterstaff, scimitar, sling, sickle and spear (any)
Armor: Padded, leather or hide and small wooden shields
Abilities: Druid spells, druidic training, survival, resistance to elements, woodland stride, totem shape, immune to natures charms, immune to natures venom, a thousand faces, timeless body, hibernate
Druid Spells: As per C&C. Druids gain bonus spells for high wisdom scores (see Table I: Ability Modifiers for details).
Druidic Training: Druids are connected to the forces of nature. They mystically coexist with their environment, gradually becoming a larger part of it. This imparts a specialized knowledge of the wilds to them. As a result, they begin play with knowledge (nature) as a bonus skill.
Like clerics, druids are skilled at tending to the wounds of others and automatically gain the profession (healer) skill in addition to their background skills.
Finally, druids have a secret language used for communicating with one another. They are forbidden from teaching this language to any but their brethren. This language, druidic, is gained as a bonus knowledge (language) skill at 1st level (see BACKGROUND SKILLS for more details).
Survival (Wisdom): As per C&C
Resistance to Elements: As per C&C
Woodland Stride: As per C&C
Totem Shape: As per C&C, except:
Each time a druid uses this ability the character regains 2d8 hit points. At 12th level and beyond the druid regains 4d8 hit points whenever they assume a totem form.
Immunity to Natures Charms: At 7th level the druid becomes immune to all charm spells cast by fey woodland creatures such as dryads, nixies, nymphs, pixies and sprites.
Immunity to Natures Venom: At 14th level druids gain immunity to all natural poisons (ingested or insinuated animal or vegetable poisons, including monster poisons and venoms but not including mineral poisons or poison gas).
A Thousand Faces: At 16th level the druid is able to alter his appearance at will as per the change self spell, except that the druid may only change their appearance, and not that of their possessions. Furthermore, the use of this ability is not a magical effect, so it can only be detected through the use of true seeing or the like, and actually changes the facial features and body of the druid.
Timeless Body: At 18th level the druid is no longer affected by the ravages of age and ignores all ability penalties that have been accrued through aging. Ability bonuses gained through aging remain and the characters lifespan is increased considerably (add 200 years to the characters age limit +10 years for every level beyond level 18 ).
Hibernate: By 20th level a druid has learned secrets that allow him to slow body functions to the point where the character appears dead to casual observers. The character is unconscious during hibernation and his aging is effectively halted while in this stasis. The druid awakens at either a preordained time (i.e. I will hibernate for a year) or when there is a specific change in his environment (i.e. I will awaken when the first snow falls or I will awaken when someone enters my resting chamber.)
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THE FIGHTER
Prime Requisite: Strength
Hit Die Type: d10
BtH Progression: +1/level
Alignment: Any
Weapons: Any
Armor: Any armor and shield
Abilities: Weapon specialization, combat dominance, extra attack
Weapon Specialization: At 1st level the fighter chooses a weapon with which to specialize. This weapon, once chosen, cannot be changed. For 1st level fighters, specialization imparts a +1 bonus to attack and damage rolls when using this weapon. At 6th level, specialization imparts a +1 bonus to attack rolls and +2 damage rolls when using this weapon. At 12th level these bonuses increase to +2 to hit and +3 to damage and, at 18th level, to +3 to hit and damage when employing that weapon.
At 12th level the fighter gains a second weapon of specialization. The bonus to attack and damage rolls is +1 at 12th level and increases to +1 to hit and +2 to damage at 18th level.
Combat Dominance: Fighters, at 2nd 7th level, may make an extra melee attack per round (for a total of 2 attacks per round), at their highest BtH bonus, when fighting opponents with 1d8 hit dice or less. In order to use this ability, the fighter must direct all attacks in a combat round toward opponents that meet this criterion. The fighter can split the available attacks among qualified opponents as desired.
Example:
A 2nd level fighter, facing 12 goblins, could make two melee attack rolls per round, each with a +2 BtH.
At 8th 15th level, fighters gain 2 extra melee attacks per round (for a total of 4 attacks per round) when fighting opponents with 1d8 hit dice or less. The first extra attack is at their highest BtH bonus while the second extra attack is at their secondary BtH bonus. The attacks from this ability do not stack with the additional attack gained through the Extra Attack ability and can only be used with melee attacks.
Example:
A 10th level fighter, facing 12 goblins, could make four attacks per round, the first two at his highest BtH of +10 and the second two at his secondary BtH of +2. He could not use his Extra Attack ability in the same round.
At 16th level and higher, fighters gain 3 extra melee attacks per round (for a total of 6 attacks per round) when fighting opponents with 1d8 hit dice or less. The first extra attack is at their highest BtH bonus, the second extra attack is at their secondary BtH bonus, and the third extra attack is at their lowest BtH bonus.
Example:
At 16th level this same fighter, facing the same 12 goblins, could make six attacks per round, the first two attacks at his highest BtH of +16, the second two attacks at his secondary BtH of +8 and his last two attacks at his lowest BtH of +0. He could not use his Extra Attack ability in the same round.
Extra Attack: Beginning at 8th level fighters may make an additional attack, with a BtH bonus equal to of their highest BtH bonus (round fractions down), when using a weapon of specialization. For light crossbows, which normally require a Move action to reload, the Extra Attack ability allows the fighter to attack twice per round, once at his highest BtH and once at his secondary BtH. At 16th level and higher, a fighter specialized with a light crossbow may fire thrice per round, once at his highest BtH, once at of his highest BtH and once at his secondary BtH bonus.
For heavy crossbows, which may normally be fired every other round, the Extra Attack ability allows the fighter one attack per round at his highest BtH. At 16th level and higher, a fighter specialized with a heavy crossbow may fire twice per round, once at his highest BtH and once at of highest BtH bonus.
Example:
An 8th level fighter specialized with the longsword may make 3 attacks per round when attacking with his longsword with BtH bonuses of +8, +4 ( of his highest BtH) and +0. At 16th level this same fighter would make 4 attacks per round when attacking with his longsword with BtH bonuses of +16, +8, +8 and +0. At 20th level these 4 attacks would have BtH bonuses of +20, +12, +10 (this would be his Extra Attack) and +4.
--------------------------------------------------
THE BARBARIAN (Fighter)
Prime Requisite: Constitution
Hit Die: d12
BtH Progression: +1/level
Alignment: Any non-lawful
Weapons: Any
Armor: Any armor and shield
Abilities: Combat sense, fast movement, resilience, survival, track, berserker rage
Combat Sense: As per C&C excpet:
For example, a thief may use the sneak attack ability against an unaware barbarian, but with only a +2 bonus to hit, instead of +4. Likewise a thief may use the sneak attack ability against a surprised barbarian, but with only a +1 bonus to hit, instead of +2.
At 7th level, the barbarian gains improved combat sense and can no longer be sneak attacked when surprised. At 14th level the barbarian gets greater combat sense and is no longer vulnerable to sneak attacks under any circumstances.
Fast Movement: The barbarians Movement Rate is 3 faster than is usual for a member of his race so long as he is not wearing heavy armor or carrying more than a light load. As such, a human barbarian would have a 15 Movement Rate while a dwarven barbarian would have a 12 Movement Rate.
Resilience: As per C&C's Primal Force
Survival (Wisdom): As per C&C
Track: As per C&C
Berserker Rage: As per C&C's Primal Fury, except the barbarian gains 2 temporary hit points per level while raging. When the barbarian takes damage these bonus, temporary, hit points are lost first and may not be healed.
Berserker rage lasts for a number of rounds equal to 3 + the characters barbarian level and may be prematurely ended by a barbarian when all of their foes have been defeated. At the end of this rage a barbarian is fatigued (-2 to strength, -2 to dexterity, -3 to Movement Rate and cannot run) for 1 hour. All bonus hit points that remain after the berserker rage ability ends are lost.
At 8th level, this ability can be used twice per day, increasing to thrice per day at 12th level and beyond. At 16th level, the barbarian gains improved rage, which confers a +4 bonus to attack and damage die rolls, and to charisma saving throws versus fear and charm. The barbarian still receives 2 bonus hit points per barbarian level. Finally, at level 20, the barbarian gains greater rage and is no longer fatigued following each use of the berserker rage ability.
----------------------------------------------------
THE CAVALIER (Fighter)
Prime Requisite: Strength
Hit Die Type: d10
BtH Progression: +1/level
Alignment: Any lawful
Weapons: Any*
Armor: Any armor and shield*
Abilities: Cavalier training, horsemanship, status, valor, weapon training, mounted prowess, aura of courage
* Cavaliers favor the use of certain weapons and armor above all others. Weapons favored by cavaliers include the battleaxe, broadsword, dagger, flail (any), longsword, mace (any), morningstar, pick (any), scimitar, spear (any), shortsword and warhammer. Cavaliers do not usually employ ranged weapons, with bows being used only for hunting, or during sieges, by most cavaliers. Armor, as a badge of station and form of protection, should always be of the highest quality available, with cavaliers preferring chain and plate armors above all others. A cavalier will never don light armor in battle, though it common practice for nobles and knights to hunt in leather armor.
Cavalier Training: The training required to become a knight takes years and brings with it prowess at arms, knowledge of courtly etiquette and equestrian expertise. Knights begin their training as pages, child servants in the courts of knights and nobles, and gain the knowledge (etiquette) skill through these years of service. Later, as squires, they learn to care for and ride both riding and warhorses and, through this training, gain the profession (animal handler: horses) skill.
All knights have the right to bear heraldic devices by which they can be identified.
Horsemanship (Dexterity): As per the C&C ability plus:
All cavaliers begin play with a light warhorse in addition to their starting funds.
Status (Charisma): Cavaliers, as agents of their lord or king and enforcers of the law, are afforded several privileges borne of their status. When in their own lands and allied territories knights are never expected to relinquish their weapons, except under terms of peace, surrender or disgrace, and may not be detained or delayed in carrying out their duties. Theft of a knights possessions is usually regarded as a heinous crime. When in non-hostile lands the cavalier is entitled to hospitality from other cavaliers, nobles and sovereigns. This includes lodging for the cavalier and his entourage, and stabling for his horse or horses. As guests they must be given accommodations and sustenance without expectation of monetary recompense or material redress. If a cavalier is in allied lands (rather than his homelands) he may have to make a charisma check to claim this right and, if neutral lands, must make a charisma check to receive hospitality. It is up to the Dungeon Master to assign modifiers to this roll as circumstances warrant. This privilege may be revoked if the cavalier has acted in an unseemly manner or has abused the rules of hospitality. A cavalier may ask for hospitality from commoners but is not entitled to free room and board in public houses or the dwellings of freemen.
Cavaliers have the right to settle insults against their honor and defend their reputation through a duel of honor. Furthermore, all charisma checks made to influence others while in the holdings of the cavalier or his liegelord gain a +1 bonus, increasing by 1 at levels 6, 12, and 18 (to a maximum of +4). This notoriety comes at a price; for a cavalier is expected, in turn, to selflessly defend his lands and maintain order therein. Cavalier characters are also expected to extend hospitality to fellow knights and to those above their station.
Valor: At 1st level, a cavalier gains a +1 bonus to saving throws against charm, confusion, fear and all other mind-affecting spells and effects. The bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and, finally, to +5 at 20th level. At 6th level and beyond, the cavalier is immune to all fear effects, whether magical or mundane in nature.
Weapon Training: At 1st level, a cavalier gain a + 1 to attack rolls made with either heavy or light lances. At 6th level, 12th level and 18th level, a cavalier may choose another weapon for Weapon Training. Whenever a new weapon is chosen, the bonus to attack rolls with each previous weapon increases by one.
Example:
At 1st level the cavalier gains a +1 to attack rolls with lance attacks. At 6th level the cavalier chooses to gain Weapon Training with longswords. At this point he receives a +2 bonus to attack rolls with his lance and a +1 to attack roll with his longsword. At 12th level the cavalier chooses the heavy mace for Weapon Training, gaining a +1 bonus to attack rolls with that weapon, while his attack bonus with the lance increases to +3 and his longsword attack bonus increases to +2.
Weapons eligible for Weapon Training are: battleaxes, broadswords, flails (any), longswords, maces (any), morningstars, picks (any), scimitars, shortswords and warhammers. Weapon Training bonuses for lance attacks only apply when the cavalier is mounted.
Mounted Prowess: At 2nd level the cavalier has learned to use the mass of his mount to bear down upon his opponents. He receives a +1 to all damage rolls when mounted. This bonus increases to +2 at level 8, +3 at level 14 and +4 at level 20.
Aura of Courage: At 6th level and beyond, the cavalier is immune to all fear effects and projects an aura of courage. Allies within 10 of the cavalier gain a +4 bonus to saving throws versus fear effects so long as the cavalier is not incapacitated.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
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PART IIIb: CLASSES (continued)
THE PALADIN (Fighter)
Prime Requisite: Charisma
Hit Die Type: d10
BtH Progression: +1 per level
Alignment: Lawful Good
Weapons: Any
Armor: Any armor and shield
Abilities: Paladin training, cure disease, detect evil, divine aura, immunity to disease, lay on hands, turn undead, divine mount, paladin spells
Paladin Training: The training of a paladin brings with it years of religious study and training in mounted combat. As champions of their faith, all paladins gain knowledge (religion) as a bonus skill. They also begin play with the profession (animal handler: horses) skill.
Cure Disease: As per C&C except:
This ability improves as the paladin rises in levels. At 6th level, the paladin can cure disease two times per week, at 11th level, three times per week and, at 16th level, four times per week.
Detect Evil: As per C&C but add the following:
Continuing to concentrate on this ability requires the use of the paladins Attack Action each round.
Divine Aura: As per C&C
Immunity to Disease: As per C&C's Divine Health.
Lay on Hands: As per C&C
Turn Undead (Wisdom): As per C&C
Divine Mount: As per C&C
Paladin Spells: A paladin casts divine spells much as a cleric does. The spells available are listed on the cleric spell list. A paladin is limited to a certain number of spells of each spell level per day. A table shows the number of spells per day a character of the class may cast. Paladins prepare spells each day through prayer to their deity or deities. Paladins gain bonus spells for high wisdom scores (see Ability Modifiers for details). Through 7th level, a paladin has no caster level. At 8th level and higher, his caster level is one-half his paladin level.
Paladin Spells per Day
level 0 1st 2nd 3rd 4th
8 2 1
9 3 1
10 3 2
11 3 2
12 3 2 1
13 3 3 1
14 3 3 2
15 4 3 2
16 4 3 2 1
17 4 3 3 1
18 4 3 3 2
19 4 4 3 2
20 4 4 3 2 1
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THE RANGER (Fighter)
Prime Requisite: Dexterity
Hit Die Type: d10
BtH Progression: +1 per level
Alignment: Any
Weapons: Any
Armor: Any armor and shield
Abilities: Ranger training, favored enemies, hide, listen, move silently, survival, track, ranger spells
Ranger Training: Much of a rangers training is concerned with their knowledge of survival skills and the use of guerilla tactics to combat the enemies of the in the wilds. This training is reflected in the survival, favored enemies and combat abilities of the ranger. In addition to these class abilities rangers begin with the profession (mountaineer) skill.
Favored Enemies: As per C&C's Combat Marauder except:
This damage bonus is equal to +1 per level of the ranger (to a maximum of +8 at level 8 and beyond).
Example:
A 5th level ranger would inflict an additional 5 hps of damage for each successful hit against a humanoid or giant.
Hide (Dexterity): As per C&C's Hide except: The ranger cannot move and remain hidden with making a move silently check.
Rangers halve their level bonus when hiding in urban or dungeon settings.
Listen (Wisdom): As per C&C except add the following: Characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability.
Move Silently (Dexterity): As per C&C except:
Rangers halve their level bonus when moving silently in urban or dungeon settings.
Survival (Wisdom): As per C&C
Track: As per C&C
Ranger Spells: A ranger casts divine spells much as a druid does. The spells available are listed on the druid spell list. A ranger is limited to a certain number of spells of each spell level per day. A table shows the number of spells per day a character of the class may cast. Rangers prepare spells each day through prayer to their deity or deities. Rangers gain bonus spells for high wisdom scores (see Ability Modifiers for details). Through 7th level, a ranger has no caster level. At 8th level and higher, his caster level is one-half his ranger level.
Ranger Spells Per Day
level 0 1st 2nd 3rd 4th
8 2 1
9 3 1
10 3 2
11 3 2
12 3 2 1
13 3 3 1
14 3 3 2
15 4 3 2
16 4 3 2 1
17 4 3 3 1
18 4 3 3 2
19 4 4 3 2
20 4 4 3 2 1
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THE MAGIC-USER
Prime Requisite: Intelligence
Hit Die Type: d4
BtH Progression: +1/3 levels (+0,+0,+1,+1,+1,+2,+2,+2,+3, etc)
Alignment: Any
Weapons: Club, dagger, dart and quarterstaff.
Armor: None*
Abilities: Magic-user spells
* a magic-user may not cast spells in armor.
Magic-User Spells: As per C&C though the spell list is expanded.
Magic-users gain bonus spells for high intelligence scores (see Ability Modifiers for details).
Spellbook: As per C&C except that all Magic-Users have read magic in their spellbook in addition to their usual starting spells.
----------------------------------------------------
THE ILLUSIONIST (Magic-user)
Prime Requisite: Intelligence
Hit Die Type: d4
BtH Progression: +1/3 levels (+0,+0,+1,+1,+1,+2,+2,+2,+3, etc)
Alignment: Any
Weapons: Club, dagger, dart and quarterstaff.
Armor: None*
Abilities: Illusionist spells
* an illusionist may not cast spells in armor.
Illusionist Spells: As per C&C except that illusionists may cast 1 additional spell per spell level below their maximum spell level. Otherwise they follow the Magic-User spell progression. The illusionist spell list is also expanded.
Example:
A 1st level illusionist may cast an additional 0-level spell per day. At 3rd level, this same illusionist may cast an additional 0-level and 1st level spell each day.
Spellbook: As per C&C except that all Illusionists have read magic in their spellbook in addition to their usual starting spells.
----------------------------------------------------
THE MONK
Prime Requisite: Wisdom
Hit Die Type: d8
BtH Progression: +1/level
Alignment: Any lawful
Weapons: Blowpipe, bows, club, dagger, dart, hand axe, javelin, flail (horsemans), mace (any), pole arms, quarterstaff, sickle, scythe, shurikens, sling, spear (any)
Armor: None*
Abilities: Climb, deflect missile, fast movement, hide, listen, mind over body, move silently, stunning attack, unarmed attack, unarmored defense, slow fall, ki strike, purity of body, feign death, fast healing, evasion, still mind, tongues, immunity to poison, quivering palm, speak with plants, timeless body
*a monk who wears any armor loses their deflect missile, fast movement, unarmored defense, slow fall, ki strike, evasion and quivering palms abilities. They also lose their more favorable Unarmed Attack Bonus to Hit (see below).
Climb (Dexterity): As per C&C
Deflect Missiles (Dexterity): As per C&C except:
This can be done once a round at levels 1-8, twice per round at levels 8-15 and three times at levels 16 and beyond. The use of this ability does not prevent a monk from making their allotted attacks per round. The monk must be aware of the attack to use this ability.
Fast Movement: Beginning at 1st level, a monk moves faster than normal members of his race. A monk wearing any armor or shield, or carrying a medium or heavy load loses this extra speed.
Hide (Dexterity): As per C&C except: The monk cannot move and remain hidden without making a move silently check.
Listen (Wisdom): As per C&C except: Characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability. However, exactly what is heard is up to the Dungeon Masters discretion as each case is unique.
Mind Over Body: As per C&C except: The bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, +5 at 20th level.
Move Silently (Dexterity):As per C&C
Stunning Attack: As per C&C
Monk Abilities
Monk
Level Unarmed BtH/ Unarmed Damage/ Unarmored AC/ Movement Rate
1 +1 1d6 10 15
2 +2 1d6 11 16
3 +3 1d6 11 17
4 +4 1d8 12 18
5 +5 1d8 12 19
6 +6/+0 1d8 13 20
7 +7/+1 1d8 13 21
8 +8/+2 1d10 14 22
9 +9/+3 1d10 14 23
10 +10/+4 1d10 15 24
11 +11/+5 1d10 15 25
12 +12/+6/+0 2d6 16 26
13 +13/+7/+1 2d6 16 27
14 +14/+8/+2 2d6 17 28
15 +15/+9/+3 2d6 17 29
16 +16/+10/+4 2d8 18 30
17 +17/+11/+5 2d8 18 31
18 +18/+12/+6/+0 2d8 19 32
19 +19/+13/+7/+1 2d8 19 33
20 +20/+14/+8/+2 2d10 20 34
Unarmed Attack: A monk specializes in unarmed, hand-to-hand combat. A monk gains attacks and improves in unarmed combat damage as levels are gained, as shown on the table above.
A monk who combines unarmed strikes with armed attacks in a given round must use their regular BtH progression for that round and apply the standard Two-Weapon Fighting penalties to those attacks. The monk may choose whether their unarmed attacks inflict normal or subdual damage.
Unarmored Defense: As per C&C
Slow Fall: At 2nd level, a falling monk takes damage as if a fall were 20 feet shorter than it actually is, but must be within 10 feet of a vertical surface that he can use to slow the descent. This distance increases by 10 for every 2 levels gained to a maximum of 100' at level 18.
Ki Strike: As per C&C except: This ability improves as the monk rises in levels as follows: +2 at 6th level, +3 at 9th level, +4 at 12th level and +5 at 15th level and beyond.
Purity of Body: At 5th level a monk are not subject to diseases of any sort.
Feign Death: At 6th level, a monk has mastery over vital bodily functions, and can slow them until he appears to be dead. The monk may maintain the feigned death for a number of turns equal to the characters level.
Fast Healing: At 7th level and beyond, a monks body naturally heals faster than normal. Each day, a monk heals twice the usual rate each day as long as 8 hours of rest, sleep or meditation is possible.
Evasion: At 9th level monks who make their dexterity saving throw against breath weapons, traps or spells such as fireball take no damage instead of half damage. On a failed save they only take half damage.
Still Mind: As per C&C except:
The bonus increases to +4 at 11th level and by +2 for every two levels thereafter to a maximum of +10 at level 17. At level 19 and beyond the monk is immune to all mind-effecting spells.
Tongues: 10th level monks may converse with all living creatures.
Immunity to Poison: 11th level and higher monks are immune to all poisons.
Quivering Palm: As per C&C
Speak with Plants: By 18th level the monk is so attuned to his surroundings that he may speak with plants at will.
Timeless Body: At 20th level the monk is no longer affected by the ravages of age and ignores all ability penalties that have been accrued through aging. Ability bonuses gained through aging remain and the characters lifespan is increased considerably (add 200 years to the characters age limit + 10 years for every level beyond level 20).
---------------------------------------------------
THE THIEF
Prime Requisite: Dexterity
Hit Die Type: d6
BtH Progression: +1 per 2 levels (+0,+1,+1,+2,+2,+3,etc)
Alignment: Any
Weapons: Blowpipe, broadsword, cat-o-nine-tails, club, dagger, dart, hammer (throwing), hand axe, hand crossbow, gauntlet, knife, light crossbow, longsword, mace (horsemans), quarterstaff, rapier, sap, shortsword, sling, spiked gauntlet, whip.
Armor: Light armor only
Class Abilities: Cant, climb, hide, listen, move silently, open locks, pick pockets, sneak attack, traps, decipher script
Cant: As per C&C
Climb (Dexterity): As per C&C
Hide (Dexterity): As per C&C except: The thief cannot move and remain hidden without making a move silently check.
Listen (Wisdom): As per C&C except: Only characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability.
Move Silently (Dexterity): As per C&C
Open Lock (Dexterity): As per C&C
Pick Pocket (Dexterity): As per C&C
Sneak Attack: As per C&C's Back Attack except: A thief that succeeds in catching an opponent unaware can make a sneak attack at a +4 bonus to hit. A thief attacking a surprised opponent can sneak attack with a +2 bonus to hit. If the thief successfully attacks an unaware or surprised opponent the attacks damage is doubled.
When making a sneak attack a thief must use a melee weapon from the thief weapon proficiency list or strike with a ranged weapon from a distance of no more than 30, as a thief cannot aim with such deadly accuracy from beyond that range. A thief can only sneak attack living creatures that have a discernable anatomy. The thief must be able to the target well enough to pick out a vital spot and must be able to reach it.
As the thief gains experience, the damage inflicted increases. At 5th, a thiefs sneak attacks deal triple damage. At 9th level, a thiefs sneak attacks deal quadruple damage. At 13th level, a thiefs sneak attacks deal quintuple damage and, at 17th level and beyond, such attacks deal sextuple damage.
Traps (Intelligence): As per C&C
Decipher Script (Intelligence): As per C&C
-------------------------------------------------------
THE ASSASSIN (Thief)
Prime Requisite: Dexterity
Hit Die: d6
BtH Progression: +1/2 levels (+0,+1,+1,+2,+2,+3, etc)
Alignment: Any non-good
Weapons: Any
Armor: Light armor and small shields
Class Abilities: Death attack, disguise, listen, poisons, sneak attack, climb, hide, move silently, open locks, traps
Death Attack: As per C&C except: If an assassin studies a victim for 3 rounds and makes a surprise attack, or attack against an unaware target, that successfully strikes its target, the attack can potentially kill the target instantly rather than deal sneak attack damage. While studying a victim, an assassin can undertake other Move Actions, but must stay focused on the target. If the target knows the assassin is present, a death attack is not possible. The victim of such an attack must make a constitution saving throw with the assassins level serving as the challenge penalty. If the victim fails the save, they die instantly. If the victims saving throw succeeds, the attack is treated as a normal attack and no sneak attack damage is dealt.
Disguise (Charisma): As per C&C
Listen (Wisdom): As per C&C except: Only characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability.
Poisons: As per C&C excet: To make a poison or antitoxin, the assassin needs some alchemical equipment and raw materials costing one half of the street value of the poison or antitoxin to be made.
Sneak Attack: As per the Thief ability above.
Climb (Dexterity): At 3rd level, the assassin gains the climb ability of a 1st level thief. As per C&C.
Hide (Dexterity): At 3rd level, the assassin gains the hide ability of a 1st level thief. As per C&C except: The assassin cannot move and remain hidden without making a move silently check.
Move Silently (Dexterity): At 3rd level, the assassin gains the ability to move silently as a thief of 1st level. As per C&C.
Open Lock (Dexterity): At 3rd level, the assassin gains the open locks ability of a 1st level thief. As per C&C.
Traps (Intelligence): At 3rd level, the assassin gains the work with traps ability of a 1st level thief. As per C&C.
Prime Requisite: Charisma
Hit Die Type: d10
BtH Progression: +1 per level
Alignment: Lawful Good
Weapons: Any
Armor: Any armor and shield
Abilities: Paladin training, cure disease, detect evil, divine aura, immunity to disease, lay on hands, turn undead, divine mount, paladin spells
Paladin Training: The training of a paladin brings with it years of religious study and training in mounted combat. As champions of their faith, all paladins gain knowledge (religion) as a bonus skill. They also begin play with the profession (animal handler: horses) skill.
Cure Disease: As per C&C except:
This ability improves as the paladin rises in levels. At 6th level, the paladin can cure disease two times per week, at 11th level, three times per week and, at 16th level, four times per week.
Detect Evil: As per C&C but add the following:
Continuing to concentrate on this ability requires the use of the paladins Attack Action each round.
Divine Aura: As per C&C
Immunity to Disease: As per C&C's Divine Health.
Lay on Hands: As per C&C
Turn Undead (Wisdom): As per C&C
Divine Mount: As per C&C
Paladin Spells: A paladin casts divine spells much as a cleric does. The spells available are listed on the cleric spell list. A paladin is limited to a certain number of spells of each spell level per day. A table shows the number of spells per day a character of the class may cast. Paladins prepare spells each day through prayer to their deity or deities. Paladins gain bonus spells for high wisdom scores (see Ability Modifiers for details). Through 7th level, a paladin has no caster level. At 8th level and higher, his caster level is one-half his paladin level.
Paladin Spells per Day
level 0 1st 2nd 3rd 4th
8 2 1
9 3 1
10 3 2
11 3 2
12 3 2 1
13 3 3 1
14 3 3 2
15 4 3 2
16 4 3 2 1
17 4 3 3 1
18 4 3 3 2
19 4 4 3 2
20 4 4 3 2 1
-------------------------------------------------
THE RANGER (Fighter)
Prime Requisite: Dexterity
Hit Die Type: d10
BtH Progression: +1 per level
Alignment: Any
Weapons: Any
Armor: Any armor and shield
Abilities: Ranger training, favored enemies, hide, listen, move silently, survival, track, ranger spells
Ranger Training: Much of a rangers training is concerned with their knowledge of survival skills and the use of guerilla tactics to combat the enemies of the in the wilds. This training is reflected in the survival, favored enemies and combat abilities of the ranger. In addition to these class abilities rangers begin with the profession (mountaineer) skill.
Favored Enemies: As per C&C's Combat Marauder except:
This damage bonus is equal to +1 per level of the ranger (to a maximum of +8 at level 8 and beyond).
Example:
A 5th level ranger would inflict an additional 5 hps of damage for each successful hit against a humanoid or giant.
Hide (Dexterity): As per C&C's Hide except: The ranger cannot move and remain hidden with making a move silently check.
Rangers halve their level bonus when hiding in urban or dungeon settings.
Listen (Wisdom): As per C&C except add the following: Characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability.
Move Silently (Dexterity): As per C&C except:
Rangers halve their level bonus when moving silently in urban or dungeon settings.
Survival (Wisdom): As per C&C
Track: As per C&C
Ranger Spells: A ranger casts divine spells much as a druid does. The spells available are listed on the druid spell list. A ranger is limited to a certain number of spells of each spell level per day. A table shows the number of spells per day a character of the class may cast. Rangers prepare spells each day through prayer to their deity or deities. Rangers gain bonus spells for high wisdom scores (see Ability Modifiers for details). Through 7th level, a ranger has no caster level. At 8th level and higher, his caster level is one-half his ranger level.
Ranger Spells Per Day
level 0 1st 2nd 3rd 4th
8 2 1
9 3 1
10 3 2
11 3 2
12 3 2 1
13 3 3 1
14 3 3 2
15 4 3 2
16 4 3 2 1
17 4 3 3 1
18 4 3 3 2
19 4 4 3 2
20 4 4 3 2 1
---------------------------------------------------
THE MAGIC-USER
Prime Requisite: Intelligence
Hit Die Type: d4
BtH Progression: +1/3 levels (+0,+0,+1,+1,+1,+2,+2,+2,+3, etc)
Alignment: Any
Weapons: Club, dagger, dart and quarterstaff.
Armor: None*
Abilities: Magic-user spells
* a magic-user may not cast spells in armor.
Magic-User Spells: As per C&C though the spell list is expanded.
Magic-users gain bonus spells for high intelligence scores (see Ability Modifiers for details).
Spellbook: As per C&C except that all Magic-Users have read magic in their spellbook in addition to their usual starting spells.
----------------------------------------------------
THE ILLUSIONIST (Magic-user)
Prime Requisite: Intelligence
Hit Die Type: d4
BtH Progression: +1/3 levels (+0,+0,+1,+1,+1,+2,+2,+2,+3, etc)
Alignment: Any
Weapons: Club, dagger, dart and quarterstaff.
Armor: None*
Abilities: Illusionist spells
* an illusionist may not cast spells in armor.
Illusionist Spells: As per C&C except that illusionists may cast 1 additional spell per spell level below their maximum spell level. Otherwise they follow the Magic-User spell progression. The illusionist spell list is also expanded.
Example:
A 1st level illusionist may cast an additional 0-level spell per day. At 3rd level, this same illusionist may cast an additional 0-level and 1st level spell each day.
Spellbook: As per C&C except that all Illusionists have read magic in their spellbook in addition to their usual starting spells.
----------------------------------------------------
THE MONK
Prime Requisite: Wisdom
Hit Die Type: d8
BtH Progression: +1/level
Alignment: Any lawful
Weapons: Blowpipe, bows, club, dagger, dart, hand axe, javelin, flail (horsemans), mace (any), pole arms, quarterstaff, sickle, scythe, shurikens, sling, spear (any)
Armor: None*
Abilities: Climb, deflect missile, fast movement, hide, listen, mind over body, move silently, stunning attack, unarmed attack, unarmored defense, slow fall, ki strike, purity of body, feign death, fast healing, evasion, still mind, tongues, immunity to poison, quivering palm, speak with plants, timeless body
*a monk who wears any armor loses their deflect missile, fast movement, unarmored defense, slow fall, ki strike, evasion and quivering palms abilities. They also lose their more favorable Unarmed Attack Bonus to Hit (see below).
Climb (Dexterity): As per C&C
Deflect Missiles (Dexterity): As per C&C except:
This can be done once a round at levels 1-8, twice per round at levels 8-15 and three times at levels 16 and beyond. The use of this ability does not prevent a monk from making their allotted attacks per round. The monk must be aware of the attack to use this ability.
Fast Movement: Beginning at 1st level, a monk moves faster than normal members of his race. A monk wearing any armor or shield, or carrying a medium or heavy load loses this extra speed.
Hide (Dexterity): As per C&C except: The monk cannot move and remain hidden without making a move silently check.
Listen (Wisdom): As per C&C except: Characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability. However, exactly what is heard is up to the Dungeon Masters discretion as each case is unique.
Mind Over Body: As per C&C except: The bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, +5 at 20th level.
Move Silently (Dexterity):As per C&C
Stunning Attack: As per C&C
Monk Abilities
Monk
Level Unarmed BtH/ Unarmed Damage/ Unarmored AC/ Movement Rate
1 +1 1d6 10 15
2 +2 1d6 11 16
3 +3 1d6 11 17
4 +4 1d8 12 18
5 +5 1d8 12 19
6 +6/+0 1d8 13 20
7 +7/+1 1d8 13 21
8 +8/+2 1d10 14 22
9 +9/+3 1d10 14 23
10 +10/+4 1d10 15 24
11 +11/+5 1d10 15 25
12 +12/+6/+0 2d6 16 26
13 +13/+7/+1 2d6 16 27
14 +14/+8/+2 2d6 17 28
15 +15/+9/+3 2d6 17 29
16 +16/+10/+4 2d8 18 30
17 +17/+11/+5 2d8 18 31
18 +18/+12/+6/+0 2d8 19 32
19 +19/+13/+7/+1 2d8 19 33
20 +20/+14/+8/+2 2d10 20 34
Unarmed Attack: A monk specializes in unarmed, hand-to-hand combat. A monk gains attacks and improves in unarmed combat damage as levels are gained, as shown on the table above.
A monk who combines unarmed strikes with armed attacks in a given round must use their regular BtH progression for that round and apply the standard Two-Weapon Fighting penalties to those attacks. The monk may choose whether their unarmed attacks inflict normal or subdual damage.
Unarmored Defense: As per C&C
Slow Fall: At 2nd level, a falling monk takes damage as if a fall were 20 feet shorter than it actually is, but must be within 10 feet of a vertical surface that he can use to slow the descent. This distance increases by 10 for every 2 levels gained to a maximum of 100' at level 18.
Ki Strike: As per C&C except: This ability improves as the monk rises in levels as follows: +2 at 6th level, +3 at 9th level, +4 at 12th level and +5 at 15th level and beyond.
Purity of Body: At 5th level a monk are not subject to diseases of any sort.
Feign Death: At 6th level, a monk has mastery over vital bodily functions, and can slow them until he appears to be dead. The monk may maintain the feigned death for a number of turns equal to the characters level.
Fast Healing: At 7th level and beyond, a monks body naturally heals faster than normal. Each day, a monk heals twice the usual rate each day as long as 8 hours of rest, sleep or meditation is possible.
Evasion: At 9th level monks who make their dexterity saving throw against breath weapons, traps or spells such as fireball take no damage instead of half damage. On a failed save they only take half damage.
Still Mind: As per C&C except:
The bonus increases to +4 at 11th level and by +2 for every two levels thereafter to a maximum of +10 at level 17. At level 19 and beyond the monk is immune to all mind-effecting spells.
Tongues: 10th level monks may converse with all living creatures.
Immunity to Poison: 11th level and higher monks are immune to all poisons.
Quivering Palm: As per C&C
Speak with Plants: By 18th level the monk is so attuned to his surroundings that he may speak with plants at will.
Timeless Body: At 20th level the monk is no longer affected by the ravages of age and ignores all ability penalties that have been accrued through aging. Ability bonuses gained through aging remain and the characters lifespan is increased considerably (add 200 years to the characters age limit + 10 years for every level beyond level 20).
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THE THIEF
Prime Requisite: Dexterity
Hit Die Type: d6
BtH Progression: +1 per 2 levels (+0,+1,+1,+2,+2,+3,etc)
Alignment: Any
Weapons: Blowpipe, broadsword, cat-o-nine-tails, club, dagger, dart, hammer (throwing), hand axe, hand crossbow, gauntlet, knife, light crossbow, longsword, mace (horsemans), quarterstaff, rapier, sap, shortsword, sling, spiked gauntlet, whip.
Armor: Light armor only
Class Abilities: Cant, climb, hide, listen, move silently, open locks, pick pockets, sneak attack, traps, decipher script
Cant: As per C&C
Climb (Dexterity): As per C&C
Hide (Dexterity): As per C&C except: The thief cannot move and remain hidden without making a move silently check.
Listen (Wisdom): As per C&C except: Only characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability.
Move Silently (Dexterity): As per C&C
Open Lock (Dexterity): As per C&C
Pick Pocket (Dexterity): As per C&C
Sneak Attack: As per C&C's Back Attack except: A thief that succeeds in catching an opponent unaware can make a sneak attack at a +4 bonus to hit. A thief attacking a surprised opponent can sneak attack with a +2 bonus to hit. If the thief successfully attacks an unaware or surprised opponent the attacks damage is doubled.
When making a sneak attack a thief must use a melee weapon from the thief weapon proficiency list or strike with a ranged weapon from a distance of no more than 30, as a thief cannot aim with such deadly accuracy from beyond that range. A thief can only sneak attack living creatures that have a discernable anatomy. The thief must be able to the target well enough to pick out a vital spot and must be able to reach it.
As the thief gains experience, the damage inflicted increases. At 5th, a thiefs sneak attacks deal triple damage. At 9th level, a thiefs sneak attacks deal quadruple damage. At 13th level, a thiefs sneak attacks deal quintuple damage and, at 17th level and beyond, such attacks deal sextuple damage.
Traps (Intelligence): As per C&C
Decipher Script (Intelligence): As per C&C
-------------------------------------------------------
THE ASSASSIN (Thief)
Prime Requisite: Dexterity
Hit Die: d6
BtH Progression: +1/2 levels (+0,+1,+1,+2,+2,+3, etc)
Alignment: Any non-good
Weapons: Any
Armor: Light armor and small shields
Class Abilities: Death attack, disguise, listen, poisons, sneak attack, climb, hide, move silently, open locks, traps
Death Attack: As per C&C except: If an assassin studies a victim for 3 rounds and makes a surprise attack, or attack against an unaware target, that successfully strikes its target, the attack can potentially kill the target instantly rather than deal sneak attack damage. While studying a victim, an assassin can undertake other Move Actions, but must stay focused on the target. If the target knows the assassin is present, a death attack is not possible. The victim of such an attack must make a constitution saving throw with the assassins level serving as the challenge penalty. If the victim fails the save, they die instantly. If the victims saving throw succeeds, the attack is treated as a normal attack and no sneak attack damage is dealt.
Disguise (Charisma): As per C&C
Listen (Wisdom): As per C&C except: Only characters with the listen ability may roll opposed ability checks against an opponent with the move silently ability.
Poisons: As per C&C excet: To make a poison or antitoxin, the assassin needs some alchemical equipment and raw materials costing one half of the street value of the poison or antitoxin to be made.
Sneak Attack: As per the Thief ability above.
Climb (Dexterity): At 3rd level, the assassin gains the climb ability of a 1st level thief. As per C&C.
Hide (Dexterity): At 3rd level, the assassin gains the hide ability of a 1st level thief. As per C&C except: The assassin cannot move and remain hidden without making a move silently check.
Move Silently (Dexterity): At 3rd level, the assassin gains the ability to move silently as a thief of 1st level. As per C&C.
Open Lock (Dexterity): At 3rd level, the assassin gains the open locks ability of a 1st level thief. As per C&C.
Traps (Intelligence): At 3rd level, the assassin gains the work with traps ability of a 1st level thief. As per C&C.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
- Location: Staten Island, NY
- Contact:
PART IV: Multiclassing and Dual Classing
When working on this, I tried to make Multiclassing as close to AD&D multiclassing as possible while making Dual-classing as close to 3.X multiclassing (for those who like mixing up classes freely after character creation). At the same time, I tried to avoid my main problem with 3.X multiclassing... that, suddenly, one becomes Class B after adventuring for months or years as Class A.
Part IV: Multiclassing and Dual-Classing
The Multiclassed Character: A multiclassed character improves in two classes simultaneously. His experience is divided equally between these classes. The available class combinations vary according to race. The character can use the abilities of both classes at any time, with only a few restrictions.
A multiclassed character always uses the most favorable Bonus to Hit (BtH) of his two classes. The characters hit points are the average of all his Hit Dice rolls. When the character is first created, the player averages the maximum hit points for each, totals them up, then divides by 2 (the number of dice rolled). Fractions are rounded down. Any constitution bonus is then added to the characters hit points. When creating a multiclassing class, use the following guidelines:
1. Class combinations are restricted by race and, possibly, by alignment. Multiclassed barbarians automatically gain literacy.
Characters may choose to multiclass using subclasses of each class, so long as the chosen class is available to them (i.e. a dwarf could be not a cavalier/cleric).
2. A character may not multiclass with a primary class and one of its subclasses or with two subclasses of the same primary class except in the case of the FIGHTER and its subclasses (i.e. a character may be a FIGHTER/Ranger or a Cavalier/Paladin).
3. The character must have each classs Prime Requisite as one of his Primes.
4. Multiclassed characters use the best to Bonus to Hit (BtH) value of their classes.
5. Multiclassed characters use the least restrictive weapon list for their classes.
6. Multiclassed characters must use the most restrictive armor list of their classes.
7. Multiclassed characters starting gold is determined using the best Starting Gold of their classes.
After the multiclassed character is created, keep the following in mind:
1. All experience points are divided equally amongst the two classes chosen for the character.
2. Once a character acquires enough experience points to progress in one class, they do so.
3. When advancing a level, use the hit die types for the classes advanced in to determine the number of hit points gained and divide the results by two. Fractions are rounded down.
A characters constitution bonus is added to the characters hit points when they gain a level in the class that advances first. If the character advances in both classes simultaneously, which is usually the case, apply the constitution bonus after totaling the averaged hit point rolls for each class.
At 11th level and beyond give half of the bonus hit points that each class provides as the character advances in that class. If this halved bonus winds up being a fractional number, round it down at odd levels and up at even levels.
Example:
A cleric/thief advancing in the cleric class rolls a d8/2 for hit points. When the character advances in thief a d6/2 is used for hit points. Since the character advances in thief first, he gains his bonus hit points from constitution whenever he advances as a thief. At 11th level and beyond this character would receive 2 bonus hit points per level (the average of his cleric and magic-user bonus hit points).
4. If the character does not advance in both class levels at an even rate (as in the case of multiclassed thieves or assasins) use the highest level gained as the level modifier for all ability checks other than class abilities. Level modifiers for class abilities are based on the characters level in the class with that ability.
Dual-Classed Characters
Any single-classed character may dual-class, regardless of race. You may not dual-class from a single-class to a multi-class combination or visa versa. For example, you cannot start out as a fighter, then dual-class to be a magic-user/thief. You must transition from one single-class to another single-class.
When a character decides to dual-class, he must meet specific criteria. First, he must already possess the prime requisite of their new class and be eligible to take that class (based on his race, background and alignment). Thus, if a fighter wished to dual-class as a thief, he must already have chosen dexterity as one of his primes. Secondly, he must reach 2nd level in one class before switching to another. Lastly, all nonhuman characters may advance in a maximum of 2 different classes while humans may advance in up to 3 different classes through dual-classing.
Once a character begins training in a newly chosen class, he must halt his advancement in whatever class or classes he formerly progressed in. 1st level in the newly chosen class is not gained until the character gains additional experience points equal to those needed to achieve his current character level (the total levels acquired in all of his classes) in his new career.
As such, an 7th level thief (with 37,500 experience points) who take up fighter training will not gain a fighter level until he earns a total of 112,500 experience points the 75,000 experience needed to be an 7th level fighter plus his existing 37,500 experience points).
At this point the character is dual-classed and characters combined levels (his character level) determine the number of experience points needed to advance to next level in his newly chosen class.
Using the same example from above, the 7th level thief/1st level fighter would be have a character level of 8 and would need a total of 250,000 experience points to progress to 9th level (as a 7th level thief/2nd level fighter).
Character level is used to determine the characters ability check modifiers for level (except when determining his level bonus to class abilities) and the number of experience points needed to reach next level. His current class determines the hit die type rolled for hit points and determines the experience point progression chart he uses. His individual class levels still determine his level modifiers to his class abilities (though classes that share specific class abilities may combine their level bonuses for shared class abilities). The BtH for both classes is totaled when determining the characters combat bonus to hit and number of attacks per round.
Once a character's combined levels (character level) are 10 or higher, the experience needed to progress in level becomes a set amount for all classes and the individual experience progression charts for each class become unnecessary. In order to advance beyond character level 9 in any class other than thief or assassin, the character must gain 250,000 experience points per level. In order to advance beyond character level 9 as a thief or assassin, the character must gain 125,000 experience points per level. Additionally, at character level 10 and higher, the character no longer rolls hit dice but gains the bonus hit points of the class that he is currently advancing in.
Dual-classed casters are still restricted with regards to the armor that they may wear and cast spells. As such, a dual-classed bard cannot wear medium or heavy armor when spellcasting, while a dual-classed magic-user may not wear any armor while spellcasting.
Finally, a character may choose to resume advancement in a previously chosen class, but follows the procedures listed above for acquiring a new class. Once again, the character must gain experience points equal to those needed to achieve his current character level in his resumed class. Note that, at character level 10 and above, experience point progression levels out and all characters must acquire a set number of experience to progress in level (250,000 experience points for clerics, bards, druids, fighter, barbarians, cavaliers, paladins, rangers, magic-users, illusionists and monks and 125,000 experience for thieves and assassins, as noted above).
Example 1:
A fighter, upon reaching 7th level in that class (75,000 XP) decides to dual-class into the thief class. He will not gain this level of thief until he gains an additional 37,500 experience points (those needed to hit 7th level as a thief). Upon acquiring these 37,500 experience points (his total XP would be 112,500 XP) the character is a 7th level fighter/1st level thief. His character level is 8, his hit dice would be (7d10+1d6) and, to advance to a 7th level fighter/2nd level thief hed need to reach 150,000 experience points, because that is what a thief needs to reach level 9.
His BtH total would be +7 and he has the class abilities of a 7th level fighter and 1st level thief. His level modifier to ability checks is +8, except when using his thief abilities (hide, move silently, listen), when his level modifier would be +1.
Example 2:
Another character, upon reaching 7th level as a thief (37,500 XP) decides to dual-class into the fighter class. He will not gain this level of fighter until he gains an additional 75,000 experience points (those needed to hit 7th level as a fighter). Upon acquiring these 75,000 experience points (his total XP would be 112,500 XP) the character is a 7th level thief/1st level fighter. His character level is 8, his hit dice would be (7d6+1d10) and, to advance to a 7th level thief/2nd level fighter hed need to reach 250,000 experience points, because that is what a fighter needs to reach level 9.
His BtH total would be +4 and he has the class abilities of a 7th level thief and 1st level fighter. His level modifier to ability checks is +8, except when using his thief abilities (hide, move silently, listen), when his level modifier would be +7.
Example 3:
A third character, upon reaching 5th level as a magic-user (20,000 XP) decides to dual-class into the fighter class. He will not gain this level of fighter until he gains an additional 20,000 experience points (those needed to hit 5th level as a fighter). Upon acquiring these 20,000 experience points (his total XP would be 40,000 XP) the character is a 5th level magic-user/1st level fighter. His character level is 6, his hit dice would be (5d4+1d10) and, to advance to a 5th level magic-user/2nd level fighter hed need to reach 75,000 experience points because that is what a fighter needs to reach level 7.
His BtH total would be +2 and he has the class abilities of a 5th level magic-user and 1st level fighter. His level modifier to ability checks is +6, but his caster level is 5th.
This same wizard, at magic-user 5/fighter 2 decides to return to his career as a magic-user. Because his character level is 7, hed need to gain 75,000 experience points (hed need a total of 150,000 experience points) before reaching magic-user 6/fighter 2.
Part IV: Multiclassing and Dual-Classing
The Multiclassed Character: A multiclassed character improves in two classes simultaneously. His experience is divided equally between these classes. The available class combinations vary according to race. The character can use the abilities of both classes at any time, with only a few restrictions.
A multiclassed character always uses the most favorable Bonus to Hit (BtH) of his two classes. The characters hit points are the average of all his Hit Dice rolls. When the character is first created, the player averages the maximum hit points for each, totals them up, then divides by 2 (the number of dice rolled). Fractions are rounded down. Any constitution bonus is then added to the characters hit points. When creating a multiclassing class, use the following guidelines:
1. Class combinations are restricted by race and, possibly, by alignment. Multiclassed barbarians automatically gain literacy.
Characters may choose to multiclass using subclasses of each class, so long as the chosen class is available to them (i.e. a dwarf could be not a cavalier/cleric).
2. A character may not multiclass with a primary class and one of its subclasses or with two subclasses of the same primary class except in the case of the FIGHTER and its subclasses (i.e. a character may be a FIGHTER/Ranger or a Cavalier/Paladin).
3. The character must have each classs Prime Requisite as one of his Primes.
4. Multiclassed characters use the best to Bonus to Hit (BtH) value of their classes.
5. Multiclassed characters use the least restrictive weapon list for their classes.
6. Multiclassed characters must use the most restrictive armor list of their classes.
7. Multiclassed characters starting gold is determined using the best Starting Gold of their classes.
After the multiclassed character is created, keep the following in mind:
1. All experience points are divided equally amongst the two classes chosen for the character.
2. Once a character acquires enough experience points to progress in one class, they do so.
3. When advancing a level, use the hit die types for the classes advanced in to determine the number of hit points gained and divide the results by two. Fractions are rounded down.
A characters constitution bonus is added to the characters hit points when they gain a level in the class that advances first. If the character advances in both classes simultaneously, which is usually the case, apply the constitution bonus after totaling the averaged hit point rolls for each class.
At 11th level and beyond give half of the bonus hit points that each class provides as the character advances in that class. If this halved bonus winds up being a fractional number, round it down at odd levels and up at even levels.
Example:
A cleric/thief advancing in the cleric class rolls a d8/2 for hit points. When the character advances in thief a d6/2 is used for hit points. Since the character advances in thief first, he gains his bonus hit points from constitution whenever he advances as a thief. At 11th level and beyond this character would receive 2 bonus hit points per level (the average of his cleric and magic-user bonus hit points).
4. If the character does not advance in both class levels at an even rate (as in the case of multiclassed thieves or assasins) use the highest level gained as the level modifier for all ability checks other than class abilities. Level modifiers for class abilities are based on the characters level in the class with that ability.
Dual-Classed Characters
Any single-classed character may dual-class, regardless of race. You may not dual-class from a single-class to a multi-class combination or visa versa. For example, you cannot start out as a fighter, then dual-class to be a magic-user/thief. You must transition from one single-class to another single-class.
When a character decides to dual-class, he must meet specific criteria. First, he must already possess the prime requisite of their new class and be eligible to take that class (based on his race, background and alignment). Thus, if a fighter wished to dual-class as a thief, he must already have chosen dexterity as one of his primes. Secondly, he must reach 2nd level in one class before switching to another. Lastly, all nonhuman characters may advance in a maximum of 2 different classes while humans may advance in up to 3 different classes through dual-classing.
Once a character begins training in a newly chosen class, he must halt his advancement in whatever class or classes he formerly progressed in. 1st level in the newly chosen class is not gained until the character gains additional experience points equal to those needed to achieve his current character level (the total levels acquired in all of his classes) in his new career.
As such, an 7th level thief (with 37,500 experience points) who take up fighter training will not gain a fighter level until he earns a total of 112,500 experience points the 75,000 experience needed to be an 7th level fighter plus his existing 37,500 experience points).
At this point the character is dual-classed and characters combined levels (his character level) determine the number of experience points needed to advance to next level in his newly chosen class.
Using the same example from above, the 7th level thief/1st level fighter would be have a character level of 8 and would need a total of 250,000 experience points to progress to 9th level (as a 7th level thief/2nd level fighter).
Character level is used to determine the characters ability check modifiers for level (except when determining his level bonus to class abilities) and the number of experience points needed to reach next level. His current class determines the hit die type rolled for hit points and determines the experience point progression chart he uses. His individual class levels still determine his level modifiers to his class abilities (though classes that share specific class abilities may combine their level bonuses for shared class abilities). The BtH for both classes is totaled when determining the characters combat bonus to hit and number of attacks per round.
Once a character's combined levels (character level) are 10 or higher, the experience needed to progress in level becomes a set amount for all classes and the individual experience progression charts for each class become unnecessary. In order to advance beyond character level 9 in any class other than thief or assassin, the character must gain 250,000 experience points per level. In order to advance beyond character level 9 as a thief or assassin, the character must gain 125,000 experience points per level. Additionally, at character level 10 and higher, the character no longer rolls hit dice but gains the bonus hit points of the class that he is currently advancing in.
Dual-classed casters are still restricted with regards to the armor that they may wear and cast spells. As such, a dual-classed bard cannot wear medium or heavy armor when spellcasting, while a dual-classed magic-user may not wear any armor while spellcasting.
Finally, a character may choose to resume advancement in a previously chosen class, but follows the procedures listed above for acquiring a new class. Once again, the character must gain experience points equal to those needed to achieve his current character level in his resumed class. Note that, at character level 10 and above, experience point progression levels out and all characters must acquire a set number of experience to progress in level (250,000 experience points for clerics, bards, druids, fighter, barbarians, cavaliers, paladins, rangers, magic-users, illusionists and monks and 125,000 experience for thieves and assassins, as noted above).
Example 1:
A fighter, upon reaching 7th level in that class (75,000 XP) decides to dual-class into the thief class. He will not gain this level of thief until he gains an additional 37,500 experience points (those needed to hit 7th level as a thief). Upon acquiring these 37,500 experience points (his total XP would be 112,500 XP) the character is a 7th level fighter/1st level thief. His character level is 8, his hit dice would be (7d10+1d6) and, to advance to a 7th level fighter/2nd level thief hed need to reach 150,000 experience points, because that is what a thief needs to reach level 9.
His BtH total would be +7 and he has the class abilities of a 7th level fighter and 1st level thief. His level modifier to ability checks is +8, except when using his thief abilities (hide, move silently, listen), when his level modifier would be +1.
Example 2:
Another character, upon reaching 7th level as a thief (37,500 XP) decides to dual-class into the fighter class. He will not gain this level of fighter until he gains an additional 75,000 experience points (those needed to hit 7th level as a fighter). Upon acquiring these 75,000 experience points (his total XP would be 112,500 XP) the character is a 7th level thief/1st level fighter. His character level is 8, his hit dice would be (7d6+1d10) and, to advance to a 7th level thief/2nd level fighter hed need to reach 250,000 experience points, because that is what a fighter needs to reach level 9.
His BtH total would be +4 and he has the class abilities of a 7th level thief and 1st level fighter. His level modifier to ability checks is +8, except when using his thief abilities (hide, move silently, listen), when his level modifier would be +7.
Example 3:
A third character, upon reaching 5th level as a magic-user (20,000 XP) decides to dual-class into the fighter class. He will not gain this level of fighter until he gains an additional 20,000 experience points (those needed to hit 5th level as a fighter). Upon acquiring these 20,000 experience points (his total XP would be 40,000 XP) the character is a 5th level magic-user/1st level fighter. His character level is 6, his hit dice would be (5d4+1d10) and, to advance to a 5th level magic-user/2nd level fighter hed need to reach 75,000 experience points because that is what a fighter needs to reach level 7.
His BtH total would be +2 and he has the class abilities of a 5th level magic-user and 1st level fighter. His level modifier to ability checks is +6, but his caster level is 5th.
This same wizard, at magic-user 5/fighter 2 decides to return to his career as a magic-user. Because his character level is 7, hed need to gain 75,000 experience points (hed need a total of 150,000 experience points) before reaching magic-user 6/fighter 2.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
- Location: Staten Island, NY
- Contact:
PART V: BACKGROUND SKILLS
BACKGROUND SKILLS
A player character is more than a collection of combat modifiers. Like most people, player characters and NPCs have learned a variety of skills over the years. The character class chosen by a player dictates much of what their character knows through years of training and study, while their ability scores (particularly their prime ability scores) define their natural aptitudes and weaknesses.
As described in the Ability Descriptions section, each ability score governs certain tasks that all characters may attempt without any specialized training. This section details a number of skills that reflect specialized training or areas of learning that the character acquired throughout their youth.
All characters begin play with 2 background skills plus any bonus skills they receive from their chosen character class. Characters with an intelligence of 8 or lower subtract their intelligence penalty from their initial number of background skills (but do not lose any bonus skills gained from their chosen class). Those with an exceptional intelligence score (13 or greater) may chose a number of additional knowledge skills, including knowledge (language) skills, equal to their intelligence modifier.
In most instances, excepting language skills, these skills allow characters to add their level modifier to any ability score checks related to their chosen skills. All skills are grouped into four broad categories that cover a number of related skills: craft skills, knowledge skills, performance skills, and profession skills. A player is free to choose more than one skill from a given skill category and should choose skills that reflect the characters upbringing and class training.
SKILL CATEGORIES & DESCRIPTIONS
Craft: All craft skills involve the creation of a functional (or consumable) item from raw materials. Skilled craftsmen typically learn their skills as apprentices to master craftsmen. Craft skills include (but are not limited to): armorsmith, blacksmith, bookbinder, bowyer/fletcher, brewer, carpenter, cartwright/wheelwright, cobbler, cook/baker, jeweler/lapidary, mason, siege engineer, shipwright, tailor/weaver, tanner/leatherworker, and weaponsmith.
Use of this skill allows the character to appraise the craftsmanship and value of items directly related to their craft. In addition, given time and adequate materials, the character can repair or create such items. Craft skill checks are usually intelligence checks, though other abilities (such as dexterity) may come to bear when crafting items.
Repair costs vary depending upon the amount of damage done to the item, while (as a general rule) a character may craft an item for half of the listed cost. The DM is the final arbiter of what materials are available and the cost of accrued in crafting an item.
Knowledge: Knowledge skills reflect the interests, studies and/or upbringing of the player character. Knowledge skills are limited in their scope and are varied in their application. Some, such as etiquette or a chosen language, aid in social situations while others may help characters identify items, map locations or the type of mushroom that the poisoned halfling thief just consumed.
Knowledge checks are typically intelligence checks, though successful use of a knowledge skill may aid other skill checks (ie. a successful knowledge (etiquette) check may grant a +2 bonus to a characters charisma check while at court or a knowledge (nature) check may grant a +2 bonus to characters wisdom check to determine direction or to a rangers survival check).
Etiquette: This skill affords the character knowledge of a specific racial and/or cultural groups customs, social hierarchies and behavioral norms. Use of this skill may help a group of characters avoid social gaffs while at court or determine the proper mode of addressing a village elder.
Geography: This skill provides a basic knowledge of a specific kingdom or regions topography, trade routes and borders. The larger the area covered by this skill, the less the character knows about specific regional features.
History: Historical knowledge of a certain region or cultural group is gained through this skill. This knowledge of a peoples origins, historical events and figures, as well as of their legends, provides a window into the mindset of that group.
Language: All characters begin play with the ability to speak one or more languages, as detailed under Intelligence in the Ability Descriptions section.
Those who choose knowledge (language) as a background skill may begin play with additional starting languages as detailed under Intelligence in the Ability Descriptions section.
Nature: This skill imparts a specialized knowledge of a particular environment (aquatic, forest, marsh, hill and mountains, plains) and climate (artic, desert subtropical, temperate, tropical). With an intelligence check, a character with this skill can identify plants and animals from that environment and climate accurately. This identification allows the skilled character to determine the species of the plant or animal and the special qualities or abilities of the species. If this skill is used in an environment or climate outside of that characters skill area, his level bonus to the check is halved.
Druids using this skill are automatically successful when in their native environment and climate. In unfamiliar environments, the druid must succeed at an intelligence check to successfully use this ability and do not halve their level bonus.
Religion (culture): This skill provides knowledge of a faiths mythology and rituals. It allows a character to know of the religions hierarchal structure and affords the character an understanding of that faiths tenets and practices.
All clerics begin play with knowledge of their own cultures religion in addition to their chosen background skills.
Performance: A skilled performer is valued by commoners and highborn alike for their ability to provide a diversion from the cares and woes of daily life. Characters must chose a type of performance in which they are skilled: acting, buffoonery, dancing, oratory, play (instrument), singing, etc. Bards, on the other hand, begin play skilled in all manner of performance arts.
A character may make a perform skill check (usually a charisma check, though dancing and playing an instrument require dexterity checks) in order to earn a few copper coins (perhaps silver, if the audience is particularly wealthy) or earn their keep at an inn (with CL modifiers and other considerations being worked out by the DM).
If the perform skill is used to entertain ones hosts or other, non-hostile, NPCs a successful check may positively influence the audiences reaction to the performer.
Profession: Profession skills allow a character to earn a living through the specialized knowledge and techniques of their chosen vocation. In general a character with a background profession is assumed to have left their past profession behind in order to take up a career as a professional adventurer, mercenary, agent of their church, etc. Some professions that characters may choose from include: animal handler, artist, butcher, clerk, farmer, fisher, gambler, healer/barber, herbalist, hostler/barkeep, hunter, miner/collier, painter/limner, sailor, scribe, trader/barterer, trapper, etc.
These profession skills would allow the character to bring their professional knowledge to bear, where appropriate, or even ply their trade once they have settled down. Profession skill checks are usually wisdom checks though, at times, may involve other ability scores (as the situation warrants). The following are example of professions that may prove useful to an adventuring party:
Animal Handler: The character must chose a type of animal they have knowledge of (horses, pack animals, dogs, falcons, etc) and can raise and train animals of that type given the proper amount of uninterrupted time.
Healer: Healers may tend to wounded characters in order to staunch blood flow by making a wisdom check, just as other characters can, but are more effective than unskilled healers. See the WOUNDS and HEALING sections for more.
Herbalist: Herbalists are able to aid healers (as well as cooks and alchemists) in their trades. When called for, a successful herbalist check may grant a +2 bonus to a related skill.
Mountaineer: This skill allows the character to add their level bonus to dexterity checks made when scaling natural, unworked stone inclines. The character cannot be holding anything in his hands while doing so and climbs at of his Movement Rate.
Trapper: Skilled trappers are able to build, locate and disable simple traps (nets, snares or pits) in a wilderness environment. Trappers snares and pits are usually designed to capture or incapacitate game animals and deliver no more than 1d4 points of damage (halved if the creature falling in it makes a successful dexterity saving throw).
A player character is more than a collection of combat modifiers. Like most people, player characters and NPCs have learned a variety of skills over the years. The character class chosen by a player dictates much of what their character knows through years of training and study, while their ability scores (particularly their prime ability scores) define their natural aptitudes and weaknesses.
As described in the Ability Descriptions section, each ability score governs certain tasks that all characters may attempt without any specialized training. This section details a number of skills that reflect specialized training or areas of learning that the character acquired throughout their youth.
All characters begin play with 2 background skills plus any bonus skills they receive from their chosen character class. Characters with an intelligence of 8 or lower subtract their intelligence penalty from their initial number of background skills (but do not lose any bonus skills gained from their chosen class). Those with an exceptional intelligence score (13 or greater) may chose a number of additional knowledge skills, including knowledge (language) skills, equal to their intelligence modifier.
In most instances, excepting language skills, these skills allow characters to add their level modifier to any ability score checks related to their chosen skills. All skills are grouped into four broad categories that cover a number of related skills: craft skills, knowledge skills, performance skills, and profession skills. A player is free to choose more than one skill from a given skill category and should choose skills that reflect the characters upbringing and class training.
SKILL CATEGORIES & DESCRIPTIONS
Craft: All craft skills involve the creation of a functional (or consumable) item from raw materials. Skilled craftsmen typically learn their skills as apprentices to master craftsmen. Craft skills include (but are not limited to): armorsmith, blacksmith, bookbinder, bowyer/fletcher, brewer, carpenter, cartwright/wheelwright, cobbler, cook/baker, jeweler/lapidary, mason, siege engineer, shipwright, tailor/weaver, tanner/leatherworker, and weaponsmith.
Use of this skill allows the character to appraise the craftsmanship and value of items directly related to their craft. In addition, given time and adequate materials, the character can repair or create such items. Craft skill checks are usually intelligence checks, though other abilities (such as dexterity) may come to bear when crafting items.
Repair costs vary depending upon the amount of damage done to the item, while (as a general rule) a character may craft an item for half of the listed cost. The DM is the final arbiter of what materials are available and the cost of accrued in crafting an item.
Knowledge: Knowledge skills reflect the interests, studies and/or upbringing of the player character. Knowledge skills are limited in their scope and are varied in their application. Some, such as etiquette or a chosen language, aid in social situations while others may help characters identify items, map locations or the type of mushroom that the poisoned halfling thief just consumed.
Knowledge checks are typically intelligence checks, though successful use of a knowledge skill may aid other skill checks (ie. a successful knowledge (etiquette) check may grant a +2 bonus to a characters charisma check while at court or a knowledge (nature) check may grant a +2 bonus to characters wisdom check to determine direction or to a rangers survival check).
Etiquette: This skill affords the character knowledge of a specific racial and/or cultural groups customs, social hierarchies and behavioral norms. Use of this skill may help a group of characters avoid social gaffs while at court or determine the proper mode of addressing a village elder.
Geography: This skill provides a basic knowledge of a specific kingdom or regions topography, trade routes and borders. The larger the area covered by this skill, the less the character knows about specific regional features.
History: Historical knowledge of a certain region or cultural group is gained through this skill. This knowledge of a peoples origins, historical events and figures, as well as of their legends, provides a window into the mindset of that group.
Language: All characters begin play with the ability to speak one or more languages, as detailed under Intelligence in the Ability Descriptions section.
Those who choose knowledge (language) as a background skill may begin play with additional starting languages as detailed under Intelligence in the Ability Descriptions section.
Nature: This skill imparts a specialized knowledge of a particular environment (aquatic, forest, marsh, hill and mountains, plains) and climate (artic, desert subtropical, temperate, tropical). With an intelligence check, a character with this skill can identify plants and animals from that environment and climate accurately. This identification allows the skilled character to determine the species of the plant or animal and the special qualities or abilities of the species. If this skill is used in an environment or climate outside of that characters skill area, his level bonus to the check is halved.
Druids using this skill are automatically successful when in their native environment and climate. In unfamiliar environments, the druid must succeed at an intelligence check to successfully use this ability and do not halve their level bonus.
Religion (culture): This skill provides knowledge of a faiths mythology and rituals. It allows a character to know of the religions hierarchal structure and affords the character an understanding of that faiths tenets and practices.
All clerics begin play with knowledge of their own cultures religion in addition to their chosen background skills.
Performance: A skilled performer is valued by commoners and highborn alike for their ability to provide a diversion from the cares and woes of daily life. Characters must chose a type of performance in which they are skilled: acting, buffoonery, dancing, oratory, play (instrument), singing, etc. Bards, on the other hand, begin play skilled in all manner of performance arts.
A character may make a perform skill check (usually a charisma check, though dancing and playing an instrument require dexterity checks) in order to earn a few copper coins (perhaps silver, if the audience is particularly wealthy) or earn their keep at an inn (with CL modifiers and other considerations being worked out by the DM).
If the perform skill is used to entertain ones hosts or other, non-hostile, NPCs a successful check may positively influence the audiences reaction to the performer.
Profession: Profession skills allow a character to earn a living through the specialized knowledge and techniques of their chosen vocation. In general a character with a background profession is assumed to have left their past profession behind in order to take up a career as a professional adventurer, mercenary, agent of their church, etc. Some professions that characters may choose from include: animal handler, artist, butcher, clerk, farmer, fisher, gambler, healer/barber, herbalist, hostler/barkeep, hunter, miner/collier, painter/limner, sailor, scribe, trader/barterer, trapper, etc.
These profession skills would allow the character to bring their professional knowledge to bear, where appropriate, or even ply their trade once they have settled down. Profession skill checks are usually wisdom checks though, at times, may involve other ability scores (as the situation warrants). The following are example of professions that may prove useful to an adventuring party:
Animal Handler: The character must chose a type of animal they have knowledge of (horses, pack animals, dogs, falcons, etc) and can raise and train animals of that type given the proper amount of uninterrupted time.
Healer: Healers may tend to wounded characters in order to staunch blood flow by making a wisdom check, just as other characters can, but are more effective than unskilled healers. See the WOUNDS and HEALING sections for more.
Herbalist: Herbalists are able to aid healers (as well as cooks and alchemists) in their trades. When called for, a successful herbalist check may grant a +2 bonus to a related skill.
Mountaineer: This skill allows the character to add their level bonus to dexterity checks made when scaling natural, unworked stone inclines. The character cannot be holding anything in his hands while doing so and climbs at of his Movement Rate.
Trapper: Skilled trappers are able to build, locate and disable simple traps (nets, snares or pits) in a wilderness environment. Trappers snares and pits are usually designed to capture or incapacitate game animals and deliver no more than 1d4 points of damage (halved if the creature falling in it makes a successful dexterity saving throw).
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
- csperkins1970
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PART VI: Armor & Weapons
For this section, I borrowed a bit from 3.X because I liked the idea of armor and weapon categories (to help resolve encumbrance/ease of use issues).
ARMOR
Light Armor
Padded (5 gp): +1 AC bonus; 10 lbs. Quilted armor and leather gherkins are comparible with padded armor.
Leather (15 gp): +2 AC bonus, 15 lbs.
Studded Leather (25 gp): +3 AC bonus, 20 lbs. Ringmail and brigandine armor are comparable with studded leather armor.
Medium Armor
A character wearing medium armor is considered lightly encumbered, even if carrying less than a light load.
Hide (15 gp): +3 AC bonus, 25 lbs.
Scalemail (50 gp): +4 AC bonus, 30 lbs.
Chain Shirt (75 gp): +4 AC bonus, 25 lbs.
Breastplate (200 gp): +5 AC bonus, 30 lbs.
Heavy Armor
A character wearing heavy armor is considered moderately encumbered, even if carrying less than a medium load.
Chainmail (125 gp): +5 AC bonus, 35 lbs.
Splint Mail (100 gp): +6 AC bonus, 45 lbs.
Banded Mail (125 gp): +6 AC bonus, 40 lbs.
Platemail (400 gp): +7 AC bonus, 45 lbs.
Full Plate (1000 gp): +8 AC bonus, 45 lbs.
Shields
Small, Wooden (4 gp): +1 AC bonus, 3 lbs.
Small, Steel (10 gp): +1 AC bonus, 5 lbs.
Large, Wooden (6 gp): +2 AC bonus, 8 lbs.
Large, Steel (15 gp): +2 AC bonus, 10 lbs.
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WEAPONS
Your character will be able to proficiently use all weapons listed in their class description. Note that proficiency with a normal weapon is subsumed in using a magical weapon of the same type. If proficiency with any given weapon is not held by the character it is used at a -4 penalty.
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Melee Weapons
Weapon Sizes: All of the weapons listed below are categorized by size (tiny, small, medium and large) and type (melee or ranged). Weapon size helps a player to determine if and how a character can employ a weapon. Generally, a character can employ a weapon of their size or smaller as a 1-handed weapon.
Weapons that are 1 size category larger than the wielder (i.e. a Small-sized halfling wielding a Medium-sized broadsword) must be used 2-handed.
Characters who fight with two-weapons often employ a light weapon in at least one hand. Light weapons are weapons at least 1 size category smaller than that of the character (i.e. a Tiny-sized dagger wielded by a Small-sized halfling would be a light weapon).
See the COMBAT section for more details on various fighting that characters may employ in melee combat.
Tiny Melee Weapons:
Gauntlet (2 gp): 1d3 damage, 1 lb.
Gauntlet, spiked (5 gp): 1d4 damage, 1 lb.
Dagger (2 gp): 1d4 damage, 10' range, 1 lb. Main gauches and dirks are comparable
Unarmed strike (-): 1d2* damage, -. This is used for all unarmed striles and grappling damage
Small Melee Weapons:
Axe, hand or throwing (2 gp): 1d6 damage, 10' range, 2 lbs.
Flail, horsemans (5 gp): 1d6 damage, 5 lbs. Nunchaku are comparable.
Hammer, throwing (1 gp): 1d4+1 damage, 20' range, 2 lbs.
Mace, horsemans (4 gp): 1d6 damage, 4 lbs.
Pick, horsemans (5 gp): 1d6 damage, 3 lbs.
Sap (1 gp): 1d6* damage, 2 lbs.
Shield, small steel (10 gp): 1d4 damage, 6 lbs.
Shield, small wooden (4 gp): 1d4 damage, 4 lbs.
Sword, short (10 gp): 1d6 damage, 2 lbs. Includes rapiers, small swords, wakisashis, etc
Sickle (6 gp): 1d6 damage, 2 lbs.
Medium Melee Weapons
Axe, battle (8 gp): 1d8 damage, 6 lbs.
Club (-): 1d6 damage, 10' range, 3 lbs.
Flail, footmans (10 gp): 1d8 damage, 10 lbs.
Mace, footmans (8 gp): 1d8 damage, 8 lbs.
Morningstar (8 gp): 1d8 damage, 6 lbs.
Pick, footmans (8 gp): 1d6 damage, 6 lbs.
Sword, scimitar (15 gp): 1d8 damage, 4 lbs. Includes cutlasses, falchions, sabers, tulwars, etc.
Shield, large steel (15 gp): 1d4 damage, 15 lbs.
Shield, large wooden (6 gp): 1d4 damage, 10 lbs.
Spear (1 gp): 1d6 damage, 20' range, 3 lbs. Includes harpoons
Sword, bastard (25 gp): 1d10 damage, 6 lbs. Includes katanas
Sword, broad (15 gp): 2d4 damage, 5lbs.
Sword, long (15 gp): 1d8 damage, 4 lbs.
Trident (15 gp): 1d8 damage, 10' range, 4 lbs.
Warhammer (10 gp) 1d8 damage, 5 lbs.
Whip (1 gp): 1d3* damage (dt), 2 lbs. Scourges are whips that deal lethal damage
Large Melee Weapons
Axe, great (15 gp): 1d12 damage, 12 lbs. Includes bardiches
Club, great (-): 1d8 damage, 8 lbs.
Flail, great (12 gp): 1d10 damage, 12 lbs.
Glaive (8 gp): 1d10 damage (r), 10 lbs. Includes naginatas
Guisarme (10 gp): 2d4 damage (drt), 10 lbs. Includes bill hooks, lochaber axes and voulges
Halberd (10 gp): 1d8 damage (rt), 12 lbs. Includes most poleaxes
Hammer, Lucern (8 gp): 1d6 damage (r), 8 lbs. Includes bec de corbins and crowbills
Lance, light (6 gp): 1d6 damage (r), 6 lbs. May be used one-handed when mounted.
Lance, heavy (10 gp): 1d8 damage (r), 12 lbs. May be used one-handed when mounted
Longspear (5 gp): 1d8 damage (r), 9 lbs. Includes awl pikes, partisans and ash spears
Military Fork (8 gp) 1d8 damage (drt), 8 lbs.
Quarterstaff (-): 1d6 damage, 4 lbs.
Ranseur (8 gp): 2d4 damage (drt), 12 lbs. Includes spetums
Scythe (12 gp): 1d8 damage (t), 8 lb. Includes fauchards
Sword, great (30 gp): 2d6 damage, 8 lbs. Includes claymores, khopeshes, no dachis, etc.
* deals subdual damage (See Pummel or Strike to Subdue under Nonlethal Combat).
does double damage if set against charging opponents. Lances do double damage on a mounted charge.
d this weapon gives its user a +2 bonus to disarm checks (See Disarm under Nonlethal Combat).
r this weapon allows its user to strike at a foe up to 10 feet away.
t this weapon gives its user a +2 bonus to trip checks (See Overbear or Trip Attacks under Nonlethal Combat).
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Ranged Weapons: All ranged weapons may be fired up to their listed range without penalty.
For each range increment beyond the first a cumulative -2 penalty is applied to the ranged attack roll. A weapon may be thrown up to 5 range increments away (the initial range increment plus 4 increments beyond this) while a projectile weapon may be fired up to 10 range increments away.
All bows require two hands to use properly. Crossbows require two hands while loading, though light and hand crossbows may be fired 1-handed.
Tiny Ranged Weapons:
Crossbow, hand (100 gp): 1d4 damage, 30' range, 2 lbs.
Bolts-10 (1 gp): 1 lb.
Dart (5 sp): 1d4 damage, 20' range, lb.
Shurikens- 5 (1 gp): 1d2 damage, 10' range, lb.
Small Ranged Weapons:
Bolas (5 gp), 1d4* damage, 10' range, 2 lbs.
Javelin (1 gp), 1d4 damage, 30' range, 2 lbs.
Sling (-): 1d4 damage, 50' range, 0 lbs.
Bullets, sling-10 (1 sp): 1 lb.
Medium Ranged Weapons
Bow, short (15 gp): 1d6 damage, 60' range, 2 lbs.
Bow, short composite (75 gp): 1d6 damage, 70' range, 2 lbs.
Arrows-20 (1 gp): 3 lbs.
Crossbow, light (15 gp): 1d8 damage, 80' range, 4 lbs. Reloading takes a Move Action
Bolts-10 (1 gp): 1 lb.
Large Ranged Weapons
Bow, long (75 gp): 1d8 damage, 100' range, 3 lbs.
Bow, long composite (100 gp): 1d8 damage, 110' range, 3 lbs.
Arrows-20 (1 gp): 3 lbs.
Crossbow, heavy (25 gp): 1d10 damage, 120' range, 8 lbs. Reloading takes a full round
Bolts-10 (1 gp): 1 lb.
Net (20 gp): 10' range, 6 lbs. The maximum range is 10'
* deals subdual damage (See Pummel or Strike to Subdue under Nonlethal Combat)
ARMOR
Light Armor
Padded (5 gp): +1 AC bonus; 10 lbs. Quilted armor and leather gherkins are comparible with padded armor.
Leather (15 gp): +2 AC bonus, 15 lbs.
Studded Leather (25 gp): +3 AC bonus, 20 lbs. Ringmail and brigandine armor are comparable with studded leather armor.
Medium Armor
A character wearing medium armor is considered lightly encumbered, even if carrying less than a light load.
Hide (15 gp): +3 AC bonus, 25 lbs.
Scalemail (50 gp): +4 AC bonus, 30 lbs.
Chain Shirt (75 gp): +4 AC bonus, 25 lbs.
Breastplate (200 gp): +5 AC bonus, 30 lbs.
Heavy Armor
A character wearing heavy armor is considered moderately encumbered, even if carrying less than a medium load.
Chainmail (125 gp): +5 AC bonus, 35 lbs.
Splint Mail (100 gp): +6 AC bonus, 45 lbs.
Banded Mail (125 gp): +6 AC bonus, 40 lbs.
Platemail (400 gp): +7 AC bonus, 45 lbs.
Full Plate (1000 gp): +8 AC bonus, 45 lbs.
Shields
Small, Wooden (4 gp): +1 AC bonus, 3 lbs.
Small, Steel (10 gp): +1 AC bonus, 5 lbs.
Large, Wooden (6 gp): +2 AC bonus, 8 lbs.
Large, Steel (15 gp): +2 AC bonus, 10 lbs.
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WEAPONS
Your character will be able to proficiently use all weapons listed in their class description. Note that proficiency with a normal weapon is subsumed in using a magical weapon of the same type. If proficiency with any given weapon is not held by the character it is used at a -4 penalty.
--------------------------------------------------
Melee Weapons
Weapon Sizes: All of the weapons listed below are categorized by size (tiny, small, medium and large) and type (melee or ranged). Weapon size helps a player to determine if and how a character can employ a weapon. Generally, a character can employ a weapon of their size or smaller as a 1-handed weapon.
Weapons that are 1 size category larger than the wielder (i.e. a Small-sized halfling wielding a Medium-sized broadsword) must be used 2-handed.
Characters who fight with two-weapons often employ a light weapon in at least one hand. Light weapons are weapons at least 1 size category smaller than that of the character (i.e. a Tiny-sized dagger wielded by a Small-sized halfling would be a light weapon).
See the COMBAT section for more details on various fighting that characters may employ in melee combat.
Tiny Melee Weapons:
Gauntlet (2 gp): 1d3 damage, 1 lb.
Gauntlet, spiked (5 gp): 1d4 damage, 1 lb.
Dagger (2 gp): 1d4 damage, 10' range, 1 lb. Main gauches and dirks are comparable
Unarmed strike (-): 1d2* damage, -. This is used for all unarmed striles and grappling damage
Small Melee Weapons:
Axe, hand or throwing (2 gp): 1d6 damage, 10' range, 2 lbs.
Flail, horsemans (5 gp): 1d6 damage, 5 lbs. Nunchaku are comparable.
Hammer, throwing (1 gp): 1d4+1 damage, 20' range, 2 lbs.
Mace, horsemans (4 gp): 1d6 damage, 4 lbs.
Pick, horsemans (5 gp): 1d6 damage, 3 lbs.
Sap (1 gp): 1d6* damage, 2 lbs.
Shield, small steel (10 gp): 1d4 damage, 6 lbs.
Shield, small wooden (4 gp): 1d4 damage, 4 lbs.
Sword, short (10 gp): 1d6 damage, 2 lbs. Includes rapiers, small swords, wakisashis, etc
Sickle (6 gp): 1d6 damage, 2 lbs.
Medium Melee Weapons
Axe, battle (8 gp): 1d8 damage, 6 lbs.
Club (-): 1d6 damage, 10' range, 3 lbs.
Flail, footmans (10 gp): 1d8 damage, 10 lbs.
Mace, footmans (8 gp): 1d8 damage, 8 lbs.
Morningstar (8 gp): 1d8 damage, 6 lbs.
Pick, footmans (8 gp): 1d6 damage, 6 lbs.
Sword, scimitar (15 gp): 1d8 damage, 4 lbs. Includes cutlasses, falchions, sabers, tulwars, etc.
Shield, large steel (15 gp): 1d4 damage, 15 lbs.
Shield, large wooden (6 gp): 1d4 damage, 10 lbs.
Spear (1 gp): 1d6 damage, 20' range, 3 lbs. Includes harpoons
Sword, bastard (25 gp): 1d10 damage, 6 lbs. Includes katanas
Sword, broad (15 gp): 2d4 damage, 5lbs.
Sword, long (15 gp): 1d8 damage, 4 lbs.
Trident (15 gp): 1d8 damage, 10' range, 4 lbs.
Warhammer (10 gp) 1d8 damage, 5 lbs.
Whip (1 gp): 1d3* damage (dt), 2 lbs. Scourges are whips that deal lethal damage
Large Melee Weapons
Axe, great (15 gp): 1d12 damage, 12 lbs. Includes bardiches
Club, great (-): 1d8 damage, 8 lbs.
Flail, great (12 gp): 1d10 damage, 12 lbs.
Glaive (8 gp): 1d10 damage (r), 10 lbs. Includes naginatas
Guisarme (10 gp): 2d4 damage (drt), 10 lbs. Includes bill hooks, lochaber axes and voulges
Halberd (10 gp): 1d8 damage (rt), 12 lbs. Includes most poleaxes
Hammer, Lucern (8 gp): 1d6 damage (r), 8 lbs. Includes bec de corbins and crowbills
Lance, light (6 gp): 1d6 damage (r), 6 lbs. May be used one-handed when mounted.
Lance, heavy (10 gp): 1d8 damage (r), 12 lbs. May be used one-handed when mounted
Longspear (5 gp): 1d8 damage (r), 9 lbs. Includes awl pikes, partisans and ash spears
Military Fork (8 gp) 1d8 damage (drt), 8 lbs.
Quarterstaff (-): 1d6 damage, 4 lbs.
Ranseur (8 gp): 2d4 damage (drt), 12 lbs. Includes spetums
Scythe (12 gp): 1d8 damage (t), 8 lb. Includes fauchards
Sword, great (30 gp): 2d6 damage, 8 lbs. Includes claymores, khopeshes, no dachis, etc.
* deals subdual damage (See Pummel or Strike to Subdue under Nonlethal Combat).
does double damage if set against charging opponents. Lances do double damage on a mounted charge.
d this weapon gives its user a +2 bonus to disarm checks (See Disarm under Nonlethal Combat).
r this weapon allows its user to strike at a foe up to 10 feet away.
t this weapon gives its user a +2 bonus to trip checks (See Overbear or Trip Attacks under Nonlethal Combat).
---------------------------------------------------
Ranged Weapons: All ranged weapons may be fired up to their listed range without penalty.
For each range increment beyond the first a cumulative -2 penalty is applied to the ranged attack roll. A weapon may be thrown up to 5 range increments away (the initial range increment plus 4 increments beyond this) while a projectile weapon may be fired up to 10 range increments away.
All bows require two hands to use properly. Crossbows require two hands while loading, though light and hand crossbows may be fired 1-handed.
Tiny Ranged Weapons:
Crossbow, hand (100 gp): 1d4 damage, 30' range, 2 lbs.
Bolts-10 (1 gp): 1 lb.
Dart (5 sp): 1d4 damage, 20' range, lb.
Shurikens- 5 (1 gp): 1d2 damage, 10' range, lb.
Small Ranged Weapons:
Bolas (5 gp), 1d4* damage, 10' range, 2 lbs.
Javelin (1 gp), 1d4 damage, 30' range, 2 lbs.
Sling (-): 1d4 damage, 50' range, 0 lbs.
Bullets, sling-10 (1 sp): 1 lb.
Medium Ranged Weapons
Bow, short (15 gp): 1d6 damage, 60' range, 2 lbs.
Bow, short composite (75 gp): 1d6 damage, 70' range, 2 lbs.
Arrows-20 (1 gp): 3 lbs.
Crossbow, light (15 gp): 1d8 damage, 80' range, 4 lbs. Reloading takes a Move Action
Bolts-10 (1 gp): 1 lb.
Large Ranged Weapons
Bow, long (75 gp): 1d8 damage, 100' range, 3 lbs.
Bow, long composite (100 gp): 1d8 damage, 110' range, 3 lbs.
Arrows-20 (1 gp): 3 lbs.
Crossbow, heavy (25 gp): 1d10 damage, 120' range, 8 lbs. Reloading takes a full round
Bolts-10 (1 gp): 1 lb.
Net (20 gp): 10' range, 6 lbs. The maximum range is 10'
* deals subdual damage (See Pummel or Strike to Subdue under Nonlethal Combat)
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
I might steal your fighter and Cavalier write-ups. Thanks for writing up my multi and dual classing house rules for me.
Have you ever done up house rules for improving stats? I don't like the 3E version because I think there should be an in game training method to intentionally improve a stat, usually during winters in my campaigns. So I have my method but I would like to see your approach if you have ever addressed this particular issue.
Have you ever done up house rules for improving stats? I don't like the 3E version because I think there should be an in game training method to intentionally improve a stat, usually during winters in my campaigns. So I have my method but I would like to see your approach if you have ever addressed this particular issue.
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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
- Location: Staten Island, NY
- Contact:
Steal away! That's why I'm posting this stuff.
I haven't come up with any rules for improving ability scores but, if I were to have a rule for it, would probably do this:
A character may improve an ability score by developing that ability score over time, dedicating themselves to this endeavor over all others.
To simulate this, the character must gain, and expend, a number of experience points equal to their current ability score x 10,000. These XP may not be used towards level advancement and should be recorded separately from their XP total. In effect, the character is banking XP to improve their body or mind. As such, he can store experience as he wishes over time, using some towards character advancement and banking some towards ability score advancement.
Once the character expends these experience points they are permanently lost and his chosen ability score improves by 1.
Example:
A level 1 fighter with a 17 strength wants to raise it to an 18 as quickly as he can. In order to do this, he'd have to bank (17x10,000) 170,000 experience points. Realizing this, he decides to bank 20% of his earned XP over time in the hopes of one day raising his strength.
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The only problem with this system is that high-level characters will be able to raise ability scores relatively cheaply. I wanted to make low ability scores easier to improve, which is why I based the improvement cost on the ability score.
I haven't come up with any rules for improving ability scores but, if I were to have a rule for it, would probably do this:
A character may improve an ability score by developing that ability score over time, dedicating themselves to this endeavor over all others.
To simulate this, the character must gain, and expend, a number of experience points equal to their current ability score x 10,000. These XP may not be used towards level advancement and should be recorded separately from their XP total. In effect, the character is banking XP to improve their body or mind. As such, he can store experience as he wishes over time, using some towards character advancement and banking some towards ability score advancement.
Once the character expends these experience points they are permanently lost and his chosen ability score improves by 1.
Example:
A level 1 fighter with a 17 strength wants to raise it to an 18 as quickly as he can. In order to do this, he'd have to bank (17x10,000) 170,000 experience points. Realizing this, he decides to bank 20% of his earned XP over time in the hopes of one day raising his strength.
-------------------------------------------------------
The only problem with this system is that high-level characters will be able to raise ability scores relatively cheaply. I wanted to make low ability scores easier to improve, which is why I based the improvement cost on the ability score.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
-
Philotomy Jurament
- Ulthal
- Posts: 428
- Joined: Thu May 11, 2006 7:00 am
csperkins1970 wrote:
The only problem with this system is that high-level characters will be able to raise ability scores relatively cheaply. I wanted to make low ability scores easier to improve, which is why I based the improvement cost on the ability score.
What about having the XP cost based on a percentage of the total XP needed to advance from the current level to the next? For example, if you pick 50%, then an ability point is worth half a level. This means even a low-level character could increase his ability scores, of course. You could also have different percentages depending on whether the stat was prime or not.
Dunno -- just a thought (not a well-pondered or necessarily good one).