Difference between revisions of "Characters (Arden-Vul)"

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=Stats=
=Stats=
'''Generating Stats'''
* 4d6, keep 3, down the line.
* May swap the values of a pair of stats of your choice.
* Apply racial modifiers.
'''Stat Mod'''
* 0: dead or incapacitated
* 1: -5
* 2: -4
* 3: -3
* 4-5: -2
* 6-8: -1
* 9-12: +0
* 13-15: +1
* 16-17: +2
* 18: +3
* Above 18: +(stat value - 15)
'''Stat Effects'''
* All
** Add MOD to stat checks using the stat.
** Stats may be damaged by effects, lowering their rating and effective MOD.  If a stat reaches 0, the character is dead or incapacitated, depending on the nature of the cause.
** If your class's prime requisite stat MOD (or average value, for multiple primes) is...
*** -2 or lower: -20%
*** -1: -10%
*** 0: none
*** +1: +5%
*** +2 or higher: +10%
* Strength
** Add STR to melee attack bonus.
** Add STR to melee and thrown damage.
** Affects weight capacity (see Encumbrance).
* Intelligence
** May learn INT extra languages, beyond those granted by class and race.
** Literacy: <6 (illiterate), 6-8 (basic), 9+ (literate)
* Wisdom
** Add WIS to saves against spells that affect your mind or spirit, including illusions.
** Grants extra spells to Clerics (but not Druids)
* Dexterity
** Add DEX to ranged attack bonus (but not damage).
** Add DEX to defense.
** When using melee finesse weapons, you may use DEX instead of STR for attack bonus (STR is still used for damage).
** Improves certain skills available to Thieves, Bards, and Hunters.
* Constitution
** Add CON to hp gained at each level, up to 9th.
** You can hold your breath for Constitution rounds before suffocating.
* Charisma
** You may command up to (Charisma / 2) henchmen, rounded down.
** +2 CHA or better can grant +A to Reaction Rolls.  -2 CHA or worse can grant -A.
** The loyalty rating of each of your henchmen starts at 7+CHA.
'''Stat Checks'''
* Roll d6+MOD vs DC (often 4 or 6)
* ???Roll d20 + (stat-10) vs DC (often 11, 16, or 21)
* Stat Checks
** All
*** Relevant background skills (crafts, etc)
** Str
*** Feats of Strength (bend bars, lift gates, open stuck doors)
*** Breaking out of grapples
*** Swimming
** Int
*** Arcane research
*** Medicine
** Wis
*** Reading a person or situation
** Dex
*** Escaping grapples
*** Rough climbing and balancing
** Con
*** Enduring labor without becoming fatigued
*** Successfully resting in poor conditions
** Cha
*** Persuasion, deception, and rapport


=Class & Race=
=Class & Race=


* [[Class_(Arden-Vul)|Classes]]
[[Class_(Arden-Vul)|Classes]]
** Bard
* Mage (Mage)
** Cleric
** HD: d4 (+1 heroic hp)
** Druid
** Base Attack: (level-1) / 3 (rounding down)
** Fighter
** Base Save: (0.3 x (level-1)) + 6 (round normally)
** Hunter
*** Doom (+0), Transform (+2), Breath (+0), Spells (+3)
** Mage
 
** Thief
* Priest (Cleric, Druid)
* [[Race_(Arden-Vul)|Races]]
** HD: d8 (+2 heroic hp)
** Human
** Base Attack: (level-1) * 0.7 (rounding down)
** Elf
** Base Save: (0.4 x (level-1)) + 4 (round normally)
** Homunculus
*** Doom (+6), Transform (+3), Breath (+0), Spells (+1)
** Trollkin
** Dwarf
** Grimalkin


* Rogue (Bard, Thief)
** HD: d6 (+2 heroic hp)
** Base Attack: (level-1) / 2 (rounding down)
** Base Save: (0.25 x (level-1)) + 4 (round normally)
*** Doom (+3), Transform (+4), Breath (+0), Spells (+1, and use 2x level when calculating "base")
* Warrior (Warrior, Hunter)
** HD: d10 (fighter +3 heroic hp, hunter +2 heroic hp)
** Base Attack: (level-1)
** Base Save: (0.65 x (level-1)) + 3 (round normally)
*** Doom (+3), Transform (+2), Breath (+2), Spells (+0)
[[Race_(Arden-Vul)|Races]]
* Human
* Elf / Alfar
* Homunculus / Goblin
* Trollkin
* Hand of Ptah / Dwarf
* Mi'it (Bast-ling) / Grimalkin


=Hit Points=
=Hit Points=
* 1st to 9th: (level)dHD + (level * CON)
** May use the average value of class HD instead of rolling, in which case, round up.
** Optional (if rolling): each level, reroll your full pool of HD.  It becomes your new HP if higher than your current value.
* Above 9th: +(class heroic HP) per level


=Attack & Defense=
=Attack & Defense=
'''Base Attack Bonus'''
* Base from class's Martial Skill (1-4), rounding down
** Mage = (level-1) / 3
*** Mage
** Rogue = (level-1) / 2
*** Rogue, bard
** Priest = (level-1) * 0.7
*** Cleric, druid
** Warrior = (level-1)
*** Fighter, ranger, paladin, hunter


'''Attack Bonus'''
'''Attack Bonus'''
* Melee: +STR or +DEX (w/ finesse weapon)
* Melee: Base + STR (or + DEX w/ finesse weapon)
* Ranged: +DEX
* Ranged: Base + DEX


'''Damage Bonus'''
'''Damage Bonus'''
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'''Defense Bonus'''
'''Defense Bonus'''
* Base: armor bonus + shield bonus + DEX - 1
* Base: armor bonus + shield bonus + DEX - 1
** Static Defense: 11 + base defense bonus
** Immobility, surprise, etc can remove shield and DEX bonuses (but not penalties).
** Immobility, surprise, etc can remove DEX and shield bonuses (but not penalties).


'''Static Attack and Defense
* Static Attack: 12 + attack bonus
* Static Defense: 11 + defense bonus


=Saves=
=Saves=


Rolling Saves
Rolling Saves
* 1d20 + base bonus + type modifier for class vs DC
* 1d20 + base bonus + type modifier for class vs DC 20
** Base DC = 16
** Stronger or weaker effects may alter the DC.
 
Base Bonus
* Cleric = (0.4 x (level-1)) + 6
* Warrior = (0.65 x (level-1)) + 2
* Mage = (0.3 x (level-1)) + 2
* Rogue = (0.25 x (level-1)) + 3


Type Modifier
Type Modifier
* Doom (poison, death magic, paralysis, slipping and falling)
* Doom (poison, death magic, paralysis, slipping and falling)
** All: +0
* Transform (petrification, polymorph)
* Transform (petrification, polymorph)
** Cleric: -3
** Warrior: -1
** Mage: +2
** Rogue: +1
* Breath (breath weapons)
* Breath (breath weapons)
** Cleric: -6
** Warrior: -1
** Mage: +0
** Rogue: -3
* Spell (spells from casters and magic items, unless Doom or Transform supersedes)
* Spell (spells from casters and magic items, unless Doom or Transform supersedes)
** Cleric: -5
** Warrior: -3
** Mage: +3
** Rogue: -2
*** But 2x rogue level when determining bonus.
** Effects from Rods, Staves, and Wands (and other magic items) are just a little weaker than proper spells.  Take +1 to saving throws against them.
** Effects from Rods, Staves, and Wands (and other magic items) are just a little weaker than proper spells.  Take +1 to saving throws against them.
** Add WIS to saves against spells that affect your mind or spirit, including illusions.


* 0th Level Nobody: +0 base, treat as Warrior for modifiers.  Additional -2 against Breath.
=Skills=


* Listen (1)
** Hear faint noises or eavesdrop at a distance when quiet and focusing.
* Search (1)
** Notice traps, secret doors / compartments, and other subtle clues while searching (usually for a Turn or more).
* Sneak (2)
** Go unnoticed when moving slowly and cautiously, gaining surprise or avoiding an encounter.
* Survival (1)
** Foraging , fishing, or hunting for food in the wilderness, locating / producing shelter, starting fire in adverse conditions.


=Skills=
Some races and classes get bonuses to these base skill values.
 
'''Skill Checks'''
* Roll equal or under your skill rating
** Roll: d6 (average), d4 (easy), or d8 (hard)
** Modifiers are added to or subtracted from your skill rating (beneficial or adverse conditions, good or bad tools, etc).


=Encumbrance & Speed=
=Encumbrance & Speed=


alignment
* Base Speed: 40'
* Use the higher Load level of your carried weight and armor worn.
* Add Strength Modifier to the weight limits for each load level.
 
Load Levels
* Unencumbered
** 1x Speed, +1 Sneak, +1 to Climbing/Jumping, +1 Swimming.
* Light Load
** 3/4x Speed.
* Medium Load
** 1/2x Speed, lose any Sneak bonuses (but not penalties), -1 Climbing/Jumping, -2 Swimming.
* Heavy Load
** 1/4x Speed, -1 Sneak and lose any Sneak bonuses (but not penalties), -2 Climbing/Jumping, -4 Swimming.
 
'''Weight'''
* 0 to 35 lbs: Unencumbered
* 36 to 70 lbs: Light
* 71 to 105 lbs: Medium
* 106 to 150 lbs: Heavy
 
'''Armor'''
* Leather: Unencumbered
* Banded, Chain Shirt, Padded, Ring, Studded: Light
* Plate, Scale, Splint: Medium
 
'''Strength Modifier'''
* 3 or less) -35 lbs
* 4-5) -25 lbs
* 6-7) -15 lbs
* 8-11) none
* 12-13) +10 lbs
* 14-15) +20 lbs
* 16) +35 lbs
* 17) +50 lbs
* 18) +75 lbs
 
=Alignment=


* Good/Evil and Law/Chaos


=Advancement=


advancement, level, xp
* There are no class or race level limitations.
* It takes 1d4+1 weeks spent training with a mentor, manual, or valuable context to realize a new level.
** This may require money, gifts, reputation, etc to gain access.

Latest revision as of 18:58, 18 March 2024

Arden-Vul > Rules > Characters


Stats

Generating Stats

  • 4d6, keep 3, down the line.
  • May swap the values of a pair of stats of your choice.
  • Apply racial modifiers.

Stat Mod

  • 0: dead or incapacitated
  • 1: -5
  • 2: -4
  • 3: -3
  • 4-5: -2
  • 6-8: -1
  • 9-12: +0
  • 13-15: +1
  • 16-17: +2
  • 18: +3
  • Above 18: +(stat value - 15)

Stat Effects

  • All
    • Add MOD to stat checks using the stat.
    • Stats may be damaged by effects, lowering their rating and effective MOD. If a stat reaches 0, the character is dead or incapacitated, depending on the nature of the cause.
    • If your class's prime requisite stat MOD (or average value, for multiple primes) is...
      • -2 or lower: -20%
      • -1: -10%
      • 0: none
      • +1: +5%
      • +2 or higher: +10%
  • Strength
    • Add STR to melee attack bonus.
    • Add STR to melee and thrown damage.
    • Affects weight capacity (see Encumbrance).
  • Intelligence
    • May learn INT extra languages, beyond those granted by class and race.
    • Literacy: <6 (illiterate), 6-8 (basic), 9+ (literate)
  • Wisdom
    • Add WIS to saves against spells that affect your mind or spirit, including illusions.
    • Grants extra spells to Clerics (but not Druids)
  • Dexterity
    • Add DEX to ranged attack bonus (but not damage).
    • Add DEX to defense.
    • When using melee finesse weapons, you may use DEX instead of STR for attack bonus (STR is still used for damage).
    • Improves certain skills available to Thieves, Bards, and Hunters.
  • Constitution
    • Add CON to hp gained at each level, up to 9th.
    • You can hold your breath for Constitution rounds before suffocating.
  • Charisma
    • You may command up to (Charisma / 2) henchmen, rounded down.
    • +2 CHA or better can grant +A to Reaction Rolls. -2 CHA or worse can grant -A.
    • The loyalty rating of each of your henchmen starts at 7+CHA.

Stat Checks

  • Roll d6+MOD vs DC (often 4 or 6)
  • ???Roll d20 + (stat-10) vs DC (often 11, 16, or 21)
  • Stat Checks
    • All
      • Relevant background skills (crafts, etc)
    • Str
      • Feats of Strength (bend bars, lift gates, open stuck doors)
      • Breaking out of grapples
      • Swimming
    • Int
      • Arcane research
      • Medicine
    • Wis
      • Reading a person or situation
    • Dex
      • Escaping grapples
      • Rough climbing and balancing
    • Con
      • Enduring labor without becoming fatigued
      • Successfully resting in poor conditions
    • Cha
      • Persuasion, deception, and rapport

Class & Race

Classes

  • Mage (Mage)
    • HD: d4 (+1 heroic hp)
    • Base Attack: (level-1) / 3 (rounding down)
    • Base Save: (0.3 x (level-1)) + 6 (round normally)
      • Doom (+0), Transform (+2), Breath (+0), Spells (+3)
  • Priest (Cleric, Druid)
    • HD: d8 (+2 heroic hp)
    • Base Attack: (level-1) * 0.7 (rounding down)
    • Base Save: (0.4 x (level-1)) + 4 (round normally)
      • Doom (+6), Transform (+3), Breath (+0), Spells (+1)
  • Rogue (Bard, Thief)
    • HD: d6 (+2 heroic hp)
    • Base Attack: (level-1) / 2 (rounding down)
    • Base Save: (0.25 x (level-1)) + 4 (round normally)
      • Doom (+3), Transform (+4), Breath (+0), Spells (+1, and use 2x level when calculating "base")
  • Warrior (Warrior, Hunter)
    • HD: d10 (fighter +3 heroic hp, hunter +2 heroic hp)
    • Base Attack: (level-1)
    • Base Save: (0.65 x (level-1)) + 3 (round normally)
      • Doom (+3), Transform (+2), Breath (+2), Spells (+0)

Races

  • Human
  • Elf / Alfar
  • Homunculus / Goblin
  • Trollkin
  • Hand of Ptah / Dwarf
  • Mi'it (Bast-ling) / Grimalkin

Hit Points

  • 1st to 9th: (level)dHD + (level * CON)
    • May use the average value of class HD instead of rolling, in which case, round up.
    • Optional (if rolling): each level, reroll your full pool of HD. It becomes your new HP if higher than your current value.
  • Above 9th: +(class heroic HP) per level

Attack & Defense

Attack Bonus

  • Melee: Base + STR (or + DEX w/ finesse weapon)
  • Ranged: Base + DEX

Damage Bonus

  • Melee: +STR

Defense Bonus

  • Base: armor bonus + shield bonus + DEX - 1
    • Immobility, surprise, etc can remove shield and DEX bonuses (but not penalties).

Static Attack and Defense

  • Static Attack: 12 + attack bonus
  • Static Defense: 11 + defense bonus

Saves

Rolling Saves

  • 1d20 + base bonus + type modifier for class vs DC 20
    • Stronger or weaker effects may alter the DC.

Type Modifier

  • Doom (poison, death magic, paralysis, slipping and falling)
  • Transform (petrification, polymorph)
  • Breath (breath weapons)
  • Spell (spells from casters and magic items, unless Doom or Transform supersedes)
    • Effects from Rods, Staves, and Wands (and other magic items) are just a little weaker than proper spells. Take +1 to saving throws against them.
    • Add WIS to saves against spells that affect your mind or spirit, including illusions.

Skills

  • Listen (1)
    • Hear faint noises or eavesdrop at a distance when quiet and focusing.
  • Search (1)
    • Notice traps, secret doors / compartments, and other subtle clues while searching (usually for a Turn or more).
  • Sneak (2)
    • Go unnoticed when moving slowly and cautiously, gaining surprise or avoiding an encounter.
  • Survival (1)
    • Foraging , fishing, or hunting for food in the wilderness, locating / producing shelter, starting fire in adverse conditions.

Some races and classes get bonuses to these base skill values.

Skill Checks

  • Roll equal or under your skill rating
    • Roll: d6 (average), d4 (easy), or d8 (hard)
    • Modifiers are added to or subtracted from your skill rating (beneficial or adverse conditions, good or bad tools, etc).

Encumbrance & Speed

  • Base Speed: 40'
  • Use the higher Load level of your carried weight and armor worn.
  • Add Strength Modifier to the weight limits for each load level.

Load Levels

  • Unencumbered
    • 1x Speed, +1 Sneak, +1 to Climbing/Jumping, +1 Swimming.
  • Light Load
    • 3/4x Speed.
  • Medium Load
    • 1/2x Speed, lose any Sneak bonuses (but not penalties), -1 Climbing/Jumping, -2 Swimming.
  • Heavy Load
    • 1/4x Speed, -1 Sneak and lose any Sneak bonuses (but not penalties), -2 Climbing/Jumping, -4 Swimming.

Weight

  • 0 to 35 lbs: Unencumbered
  • 36 to 70 lbs: Light
  • 71 to 105 lbs: Medium
  • 106 to 150 lbs: Heavy

Armor

  • Leather: Unencumbered
  • Banded, Chain Shirt, Padded, Ring, Studded: Light
  • Plate, Scale, Splint: Medium

Strength Modifier

  • 3 or less) -35 lbs
  • 4-5) -25 lbs
  • 6-7) -15 lbs
  • 8-11) none
  • 12-13) +10 lbs
  • 14-15) +20 lbs
  • 16) +35 lbs
  • 17) +50 lbs
  • 18) +75 lbs

Alignment

  • Good/Evil and Law/Chaos

Advancement

  • There are no class or race level limitations.
  • It takes 1d4+1 weeks spent training with a mentor, manual, or valuable context to realize a new level.
    • This may require money, gifts, reputation, etc to gain access.