Characters (Arden-Vul)
From The Hidden Room
Arden-Vul > Rules > Characters
Stats
Class & Race
- Mage (Mage)
- HD: d4 (+1 heroic hp)
- Base Attack: (level-1) / 3
- Base Save: (0.3 x (level-1)) + 2
- Doom (+0), Transform (+2), Breath (-0), Spells (+3)
- Priest (Cleric, Druid)
- HD: d8 (+2 heroic hp)
- Base Attack: (level-1) * 0.7
- Base Save: (0.4 x (level-1)) + 6
- Doom (+0), Transform (-3), Breath (-6), Spells (-5)
- Rogue (Bard, Thief)
- HD: d6 (+2 heroic hp)
- Base Attack: (level-1) / 2
- Base Save: (0.25 x (level-1)) + 3
- Doom (+0), Transform (+1), Breath (-3), Spells (-2, but 2x level when calculating)
- Warrior (Warrior, Hunter)
- HD: d10 (fighter +3 heroic hp, hunter +2 heroic hp)
- Base Attack: (level-1)
- Base Save: (0.65 x (level-1)) + 2
- Doom (+0), Transform (-1), Breath (-1), Spells (-3)
- 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
- Mage = (level-1) / 3
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
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.
- 0th Level Nobody: +0 base, treat as Warrior for modifiers. Additional -2 against Breath.
Skills
Encumbrance & Speed
alignment
advancement, level, xp