Characters (Arden-Vul)

From The Hidden Room

Arden-Vul > Rules > Characters


Stats

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
      • 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
      • 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
      • 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) (rounding down)
    • Base Save: (0.65 x (level-1)) + 3
      • 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
    • Static Defense: 11 + base defense bonus
    • Immobility, surprise, etc can remove shield and DEX bonuses (but not penalties).

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.
  • 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.

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

Alignment

Advancement

  • There are no class or race level limitations.