Characters (Arden-Vul)

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Arden-Vul > Rules > Characters


Stats

Class & Race

Classes

  • 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)

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 = 20

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

  • There are no class or race level limitations.