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

From The Hidden Room
Line 9: Line 9:
[[Class_(Arden-Vul)|Classes]]
[[Class_(Arden-Vul)|Classes]]
* Rogue
* Rogue
** HD: d6 (+2 heroic hp)
** Base Attack: (level-1) / 2
** Bard
** Bard
** Thief
** Thief
* Priest
* Priest
** HD: d8 (+2 heroic hp)
** Base Attack: (level-1) * 0.7
** Cleric
** Cleric
** Druid
** Druid
* Warrior
* Warrior
** Fighter
** HD: d10
** Hunter
** Base Attack: (level-1)
** Fighter (+3 heroic hp)
** Hunter (+2 heroic hp)
* Mage
* Mage
** HD: d4 (+1 heroic hp)
** Base Attack: (level-1) / 3
** Mage
** Mage


[[Race_(Arden-Vul)|Races]]
[[Race_(Arden-Vul)|Races]]
Line 27: Line 36:
* Hand of Ptah / Dwarf
* Hand of Ptah / Dwarf
* Mi'it (Bast-ling) / Grimalkin
* Mi'it (Bast-ling) / Grimalkin


=Hit Points=
=Hit Points=

Revision as of 06:18, 28 February 2024

Arden-Vul > Rules > Characters


Stats

Class & Race

Classes

  • Rogue
    • HD: d6 (+2 heroic hp)
    • Base Attack: (level-1) / 2
    • Bard
    • Thief
  • Priest
    • HD: d8 (+2 heroic hp)
    • Base Attack: (level-1) * 0.7
    • Cleric
    • Druid
  • Warrior
    • HD: d10
    • Base Attack: (level-1)
    • Fighter (+3 heroic hp)
    • Hunter (+2 heroic hp)
  • Mage
    • HD: d4 (+1 heroic hp)
    • Base Attack: (level-1) / 3
    • Mage


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

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

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

Damage Bonus

  • Melee: +STR

Defense Bonus

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


Saves

Rolling Saves

  • 1d20 + base bonus + type modifier for class vs DC
    • Base DC = 16

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

  • Doom (poison, death magic, paralysis, slipping and falling)
    • All: +0
  • Transform (petrification, polymorph)
    • Cleric: -3
    • Warrior: -1
    • Mage: +2
    • Rogue: +1
  • Breath (breath weapons)
    • Cleric: -6
    • Warrior: -1
    • Mage: +0
    • Rogue: -3
  • 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.
  • 0th Level Nobody: +0 base, treat as Warrior for modifiers. Additional -2 against Breath.


Skills

Encumbrance & Speed

alignment


advancement, level, xp