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Character Creation and Related House Rules.

Posted by DMFor group 0
DM
GM, 1 post
Mon 29 Mar 2021
at 17:06
  • msg #1

Character Creation

Use AD&D 2nd Ed PHB.  May also use the original Unearthed Arcana (Gygax, 1985).  There is one additional race that may be chosen outside the PHB options.  Additional spells from Tome of Magic or from one of the splatbooks (Complete Book of ____) may be considered on a case-by-case basis.  However, while you may use a kit to inform how you develop your character's proficiencies and equipment choices, the special benefits/hindrances will not be used.

Character race choices:  human, dwarf, elf, gnome, half-elf, kuduk, slithzerikai

In addition to the standard character classes:  fighter, cleric, mage, thief, ranger, druid, and specialist wizards other than illusionist, there are three house-rules character classes available, superseding PHB information on these particular classes:  avantar, bard,  and illusionist.

Characters are to be created with scores which sum to 80
Scores should follow these nesting restrictions:
No scores of 19
Only one score of 18
Only two scores may be 17+
Only three scores may be 16+
Any stat below 8, discuss with me first (story as to why it is so low—this is not an indication that the low score would be unacceptable, just that there should be a story reason for the low score, not just a dump stat to boost other stats).

The tables with maximum/minimum ability scores represent what those scores may be after racial adjustments have been applied (in other words, you may apply racial adjustments after setting scores so long as they do not alter the above requirements, or simply assign your scores as desired as though these numbers are the “after adjustments” results).

If you have difficulties with the character sheet, let me know.  Sections not pertaining to your chosen class can be removed as the sheet is meant to cover all the possibilities.  Please complete the sheet, select a picture and write a description of your character (this would be simply what people would observe: the appearance of your character [height, weight, hair color, eye color, clothing, etc.] and other distinctive traits that can be perceived using vision or hearing. This would not be the place for life story, hopes and dreams, etc.).
DM
GM, 2 posts
Mon 29 Mar 2021
at 17:08
  • msg #2

Multi-Class

Multi-class is treated as though it is its own class, representing a blended approach to problems that adventurers face—rather than sometimes acting as one class and sometimes as another class, one would be both at the same time, with a distinct method of dealing with issues.  This means that your character could be a 1st level fighter-thief (for example) who will have a d8 for hit dice type and will require 3250 xp to become a 2nd level fighter-thief.  If you are considering playing a demi-human and multi-classing, discuss further details with me as to which classes and other pertinent details (hit dice type, saving throws, THAC0 progression, etc).  Specific possible multi-class options are listed with each race.
DM
GM, 3 posts
Mon 29 Mar 2021
at 17:09
  • msg #3

Hit Points

Hit Points:  Full at 1st level, plus relevant CON bonus

Hit Points beyond 1st level

For levels 2-4, hit points will be determined as follows

D10 will roll d5+5
D9 will roll d5+4
D8 will roll d4+4
D7 will roll d4+3
D6 will roll d3+3
D5 will roll d2+3
D4 will roll d2+2

For levels 5 and beyond, additional hit points with the normal die or added points (for the very high levels).  CON bonus will apply to all levels
DM
GM, 4 posts
Mon 29 Mar 2021
at 17:14
  • msg #4

Starting Money and Equipment

You have two choices regarding starting money.

Option 1:  starting money may be as per PHB, determined by the chosen character class (avantars chosing this option are considered warriors).

Option 2: you may also alternatively choose to have a background with a specific social standing (aristocracy or nobility require prior approval unless rolled for) or roll for that standing and use the starting coin from that background.  Note that the aristocracy and nobility social standings require being at least the third child (therefore not the heir nor “heartbeat” from becoming the heir) and the character might be styled Lord/Lady in their home territory but cannot insist on that mode of address outside that area (but may still receive the courtesy address).  Illegitimate children of nobles or aristocrats would be one step below the noble/aristrocratic parent.


Roll (d100)Social standingDefinitionStarting Money
99-00NobilityParent is a Duke (3rd or further back in birth order)2d20 x 200gp
91-98AristocracyParent is a Baron or Count (3rd or further back in birth order)1d20 x 200gp
86-90MerchantLong distance trade or large-scale commercial ventures5d8 x 10gp
74-85ShopkeeperLocal trade/shop4d6 x 10gp
61-73CraftsmenSkilled artisan or guild member3d6 x 10gp
11-60FreeholderCommon clans member2d6 x 10gp
01-10Bondservant/outlawParents of bondservant or outlaw status, or otherwise impoverished1d6x10gp

Equipment may be purchased according to the PHB lists.  It should be noted that prices in stores may be higher or lower than the PHB price list.  In addition to purchased goods, you may have two sets of clothing (the clothes on your back plus an equivalent spare), a pair of shoes, a belt, and a small belt pouch.  In addition, there are starting items based on class:  a holy symbol for a cleric, a spell book for a mage, illusionist, or other specialist wizard, or an enchanted musical instrument for a bard.
DM
GM, 5 posts
Mon 29 Mar 2021
at 17:17
  • msg #5

Player Character Races

Where specific sub-types are listed, these are residents of a particular part of Trozan.  There are some specific human sub-cultures, but other than the Keipferi, while there are differences in appearance, manner of dress, and such, there is not a difference in the height/weight from one group to the other.  It is certainly legitimate for one to have a character who is from a specific group but, for some reason, never quite fit in (which would certainly be an impetus for taking up the call to serve the nation).
DM
GM, 6 posts
Mon 29 Mar 2021
at 17:19
  • msg #6

Character Race: Human

Available character classes:  avantar, fighter, ranger, mage, illusionist, cleric, druid, thief, bard.  May choose later to dual-class.

There are no special restrictions on ability scores (maximum or minimum).  A human character gains two extra NWP slots in addition to those due to high intelligence.

Height:  You may choose a height between 5'1 and 7'0” or roll 2d12 + 60 (males) or +59 (females)
Weight:  You may choose a weight between 106 and 200 or roll 6d10 + 140 (males) or 100 (females)

Keifperi (see District: Banbrai in Thormar Province for more details)
Height:  You may choose a height between 5'8 and 7'6” or roll 4d6 + 66 (males) or +65 (females)
Weight:  You may choose a weight between 140 and 250 or roll 8d10 + 170 (males) or 132 (females)

Age:  Your character should be between the ages of 17 and 25 to start.

Humans generally live in clans unless from a city, where the clan affiliations have started to fade.  They are by far the most numerous population in Trozan, and are full citizens of the nation.
DM
GM, 7 posts
Mon 29 Mar 2021
at 17:34
  • msg #7

Character Race: Dwarf

Available character classes:  fighter, avantar, cleric, thief, fighter-thief

Minimum/Maximum Ability Scores
AbilityMinimumMaximum
STR818
INT318
WIS318
DEX317
CON1118
CHA317

Loran and Mestravos Dwarves
Height:  You may choose a height between 3'6” and 4'5” or roll 1d10 + 43 (males) or +41 (females)
Weight:  You may choose a weight between 109 and 170 or roll 4d10 + 130 (males) or 105 (females)

Icedeep  and Ironrock Dwarves
Height:  You may choose a height between 3'8” and 4'7” or roll 1d10 + 45 (males) or +43 (females)
Weight:  You may choose a weight between 109 and 170 or roll 4d10 + 130 (males) or 105 (females)

Stonehammer Dwarves
Height:  You may choose a height between 3'5” and 4'4” or roll 1d10 + 42 (males) or +40 (females)
Weight:  You may choose a weight between 109 and 170 or roll 4d10 + 130 (males) or 105 (females)

Age:  Your character should be between the ages of 40 and 45 to start.

Special abilities of dwarves are as according to the PHB.

Dwarves largely represent a client-nation within the boundary of Trozan.  Their territory can be found in the Leopa Mountains, in either the Whiterock Range (Icedeep and Ironrock Clan) or the Silvertooth Range (Stonehammer Clan), as well as the mountain dwarves (Loran Clan) of Mt  Thormar region, who are full citizens of Trozan, unlike Ironrock and Stonehammer.  Another group of mountain dwarves, the Mestavros, dwell in the mountains of Marrahoe, and this population is another client-nation.

Mountain Dwarves (Loran Clan): full citizens of Trozan
Wear beards braided in a distinctive forked style with practical clothing which may be ornamented with various small refinements.  Earrings and rings may be indicators of high clan rank and accomplishments.  Non-PC mountain dwarves are generally of LG or NG alignment and are noted as skilled traders (though less frugal than other dwarves) and gold workers (though less skilled with other metals)

Mountain Dwarves (Icedeep Clan):  client-nation with Ironrock
An isolated, small clan living in Glacier Summit with ancestral hall Snowhome.  They have been intermarrying with the Ironrock dwarves for the past three hundred years, and are small enough that they might have otherwise died out altogether.  They mine and craft ice diamonds.

Mountain Dwarves (Ironrock Clan): client-nation of Trozan
Wealthiest dwarves in Trozan, they have extensive iron deposits and ore-crushing, smelting, and refining capabilities.  They value physical strength, a hardy constitution, and an “engineer's eye” which is an observant and calculating perception to correctly estimate the yield of a vein of ore, correct angle to sink a shaft, and how to present gemstones to minimize the taxman's assessment of value.  The clan keep is Gnarlstone in the Whiterock Range.

Mountain Dwarves (Mestavros Clan): client-nation of Trozan
Living in Marrahoe, these dwarves live in mountains with iron, silver, and silicate gemstones (garnets, opals, topaz, and peridot, for example).  They are an industrious sort who also keep a watchful guard on the border with Xamara.

Hill Dwarves (Stonehammer Clan): client-nation of Trozan
Living primarily in the Silvertooth, Boulder Hills, and Agate Downs, they mine the minerals (primarily semi-precious and precious stones) and trade with Ironrock and the Aviel elves.  The clan keep is Stonehammer Hold at the foot of the Boulder Hills, with territory stretching through the Silvertooth Range.
DM
GM, 8 posts
Mon 29 Mar 2021
at 17:38
  • msg #8

Character Race: Elf

Available character classes:  fighter, ranger, avantar, cleric, magic-user, thief, fighter-mage, fighter-thief, mage-thief, or fighter-mage-thief

Minimum/Maximum Ability Scores

AbilityMinimumMaximum
STR318
INT818
WIS318
DEX618
CON317
CHA818

Alondith Elves
Height:  You may choose a height between 5'2” and 6'4” or roll 1d10 + 66 (males) or +61 (females)
Weight:  You may choose a weight between 89 and 158 or roll 4d12 + 110 (males) or 85 (females)

Aviel Elves
Height:  You may choose a height between 4'8” and 5'10” or roll 1d10 + 60 (males) or +55 (females)
Weight:  You may choose a weight between 83 and 125 or roll 3d10 + 95 (males) or 80 (females)

Beruithwe Elves
Height:  You may choose a height between 4'3” and 5'5” or roll 1d10 + 55 (males) or +50 (females)
Weight:  You may choose a weight between 73 and 120 or roll 3d10 + 90 (males) or 70 (females)

Nolothrond Elves
Height:  You may choose a height between 4'8” and 5'10” or roll 1d10 + 60 (males) or +55 (females)
Weight:  You may choose a weight between 78 and 115 or roll 3d10 + 85 (males) or 75 (females)

Age:  Your character should be between the ages of 105 and 115 to start.

Elven special abilities are as according to the PHB.

Shaemlar are wild elves, a tribe dealing only with Beruithwe elves; while there is a remote chance of encountering them in the course of adventure, they are mostly known by legend and are not a player character group.

Beruithwe are full citizens of Trozan who predominately live in the Greenfang Forest
Typically dark-haired with green eyes, complexion of new cream and do not tan regardless of exposure to sun.

Alondith elves are a treaty-nation, residing in a gap from valley floor to cliff walls on the southern side of the Leopas.
Pale skinned, with silver hair and blue eyes.

Aviel are full citizens of Trozan and live in the Bentwood Forest
Slightly darker-skinned (nearer human shades) with hair in shades of coppery red to blond and eyes of light brown, bright green and rarely blue or hazel

Nolothrond elves are a treaty-nation with Trozan residing in Erodis district in the Lilymoor province.
They share a complexion with the high elves of a non-tanning new cream but have silver hair and amber eyes or golden hair and violet eyes.
This message was last edited by the GM at 17:38, Mon 29 Mar 2021.
DM
GM, 9 posts
Mon 29 Mar 2021
at 17:42
  • msg #9

Character Race: Gnome

Available character classes:  fighter, avantar, cleric, illusionist, thief, fighter-illusionist, fighter-thief, cleric-illusionist, cleric-thief, illusionist-thief

Minimum/Maximum Ability Scores
AbilityMinimumMaximum
STR618
INT618
WIS317
DEX318
CON818
CHA318


Height:  You may choose a height between 3'1” and 3'8” or roll 1d6 + 38 (males) or +36 (females)
Weight:  You may choose a weight between 73 and 92 or roll 5d4 + 72 (males) or 68 (females)

Age:  Your character should be between the ages of 63 and 68 to start.

Additional racial abilities as per PHB.
DM
GM, 10 posts
Mon 29 Mar 2021
at 17:46
  • msg #10

Character Race: Half-Elf

Available character classes:  fighter, avantar, ranger, cleric, druid, mage, illusionist, thief, bard, fighter-druid, fighter-mage-cleric, fighter-mage-druid, cleric-ranger, druid-ranger, cleric-mage, druid-mage, fighter-mage, fighter-thief, fighter-mage-thief, mage-thief

Minimum/Maximum Ability Scores
AbilityMinimumMaximum
STR318
INT418
WIS318
DEX618
CON618
CHA318

Height:  You may choose a height between 5' and 6' or roll 2d6 + 60 (males) or +58 (females)
Weight:  You may choose a weight between 88 and 146 or roll 3d12 + 110 (males) or 85 (females)

Age:  Your character should be between the ages of 17 and 23 to start.

The half-elf tends to mingle freely with both humans and elves, generally sharing the positive traits of each of the parent races.  In general, a half-elf has parents from both half-elves or a mix of human and elf that is at least half elf (may be more—but the presence of human ancestry would make the individual a half-elf even if the majority is elf).  Once the mix becomes 75% human, the individual is human with possible appearance characteristics from the elven ancestry but none of the elven abilities.

Special abilities of half-elves are as per the PHB.
DM
GM, 11 posts
Mon 29 Mar 2021
at 17:50
  • msg #11

Character Race: Kuduk

(Pejoratively called halflings)

Available character classes:  fighter, avantar, cleric, thief, fighter-thief

Minimum/Maximum Ability Scores
AbilityMinimumMaximum
STR717
INT618
WIS317
DEX718
CON1018
CHA318

For mixed-heritage and hairfoot kuduks:
Height:  You may choose a height between 2'8” and 4' or roll 2d8 + 32 (males) or +30 (females)
Weight:  You may choose a weight between 53 and 72 or roll 5d4 + 52 (males) or 48 (females)

For tallfellow kuduks:
Height:  You may choose a height between 3'4” and 4'6” or roll 2d8 + 38 (males) or +36 (females)
Weight:  You may choose a weight between 52 and 68 or roll 4d4 + 52 (males) or 48 (females)

For stout kuduks:
Height:  You may choose a height between 2'8” and 3'10” or roll 2d6 + 32 (males) or +30 (females)
Weight:  You may choose a weight between 54 and 88 or roll 6d6 + 52 (males) or 48 (females)

Age:  Your character should be between the ages of 23 and 28 to start.

Infravision depends on the chosen heritage, as detailed in the PHB.  All other special abilities are per the PHB entry on halflings.
DM
GM, 12 posts
Mon 29 Mar 2021
at 17:58
  • msg #12

Character Race: Slithzerikai (Sliths)

Available character classes:  fighter, avantar, cleric, mage, fighter-mage

Minimum/Maximum Ability Scores
AbilityMinimumMaximum
STR518
INT317
WIS318
DEX318
CON418
CHA316

Height:  You may choose a height between 5'6” and 9' or roll 6d8 + 60
Weight:  You may choose a weight between 160 and 700 or roll 60d10 + 100

Age:  Your character should be between the ages of 15 and 19 to start.

The slithzerikai are a reptilian people, and a recent client-nation with Trozan.  There is generally no sexual dimorphism (a slithzerikai can recognize male/female members of their own race, but other races can't distinguish based on appearance).  Prior to developing their client-nation relationship with Trozan, the slithzerikai had been slaves to gnolls who, while not as strong as slithzerikai had been able to gain control through  exploiting the vulnerability of the next generation as the slithzerikai are an egg-laying race.  A pronounced hatred of gnolls remains (+1 to hit vs gnolls).  In general, slithzerikai have skin in varying shades of brown, green, or yellow and a crest beginning at the base of the spine and increasing in length to the apex at the crown of the head; this crest may match the body or be a deeper shade or a shade of red or one of the colorations not chosen for the body.

Slithzerikai have a normal move rate of 12 and are natural swimmers (free NWP – move rate 15), as well as having a natural AC 5.  At the age of 14, the young slith must pass the Test of Adulthood—a challenge in which the youth, clad only in a loincloth and armed with a dagger sets out and must, on his/her own, bring down a large monster (4HD for warriors, at least 2HD for non-warriors).  In general, a slith seldom wears armor, given their natural AC, and ordinarily wears only a loincloth and various functional items such as footwear, gloves, belts, bandoliers, and cloaks, along with various jewelry.

Slithzerikai are particularly sensitive to cold, and suffer double damage from cold attacks and lose 1 from their movement rate per 5 degrees below 60 without the use of magics to negate this difficulty.

Each of the tribes worships G'gessgir and Hslajj and holds one other deity in highest esteem.

DeityTribeColor(s)
G'gessgirAllGold and white
HslajjAllSilver and gray
Ask'laThe SunYellow
LethsakSharp FangGreen
Ka'ageskBarbed TridentBlue
Nass'naklithThe Hslass NationOrange
Snath'skBloody ClawRed
Essk'atlikDrifting SandViolet
Ath'khass'keSevered HandBrown
Khask'gerrBlack

Many slithzerikai bear tattoos on their bodies related to their tribe, their shkel'th (profession), and other important details of their lives which can be interpreted by the knowledgeable as a form of heraldry.

Khask'gerr is not worshiped by any but the outcasts and outlaws of slithzerikai society, and worship of Khask'gerr would mark one as untrustworthy outside of slithzerikai society.
DM
GM, 20 posts
Mon 29 Mar 2021
at 18:48
  • msg #13

Proficiencies

We will be using weapon proficiencies, including weapon specialization for fighters (including multi-class, but not rangers).  Double-specialization is not permitted (possibly could change, but definitely not a 1st level option).

Non-weapon proficiencies will be used.  Use the “languages known” column for additional NWP slots. Note that a proficiency marked "free" according to race or class takes up 0 slots.

Note that languages are separate from the NWPs, although the NWPs for read/write and modern languages and ancient languages may be used to improve skill with a known language (or add one that you really want that you failed the INT check for learning).  However, you do not need to use any NWP slots for languages and the number of languages your character may know is not in any way restricted by the column in the INT table.
DM
GM, 21 posts
Mon 29 Mar 2021
at 19:00
  • msg #14

Languages

Yes, this process is involved, but only for the initial character creation; once complete it is fairly simple.  This is distinct from the PHB way of handling languages (though languages known by race may be checked for according to the following process).

You are not restricted in any way on the  number of languages your character can know, other than your choice, luck with the dice, and setting restrictions, though there should be some logic in the choices (for example, if your character is a dwarf from Marrahoe, knowing Asgarnian is highly unlikely; for a gnome from the Northplains, it is far more likely that there would have been enough exposure to learn Asgarnian).  Note that “sign” is available as a “spoken” only language.  Having this language will mean that your character can communicate with other characters with the language, subject to adequate light but without having to make sound  (ie, trying to sneak around or under magical silence) with the same level of complexity as actual speech instead of being limited to pointing and vague gestures.  “Sign” is based on Trozanese (as with the case of ASL in the real world being based on English as used in the US/English-speaking Canada). Without this proficiency, your post should read as a description of the actual gestures without including intended meaning.

Being able to speak a language is different than being literate in that language.  Your character gets the native tongue speech (ability level: native), but literacy must be checked for separately.

To check whether your character knows how to speak or is literate in a language, make a save vs INT.  If successful, continue with the following chart to determine how well your character can speak or read/write the language.

Once you have determined that you know a language (to speak and/or have literacy in), the next question is "how well?" To determine this, roll a d100 for each language (separate roll for speaking and for literacy) except for speech in your native tongue (appropriate racial tongue for non-humans, Trozanese for humans; half-elves can choose either Trozanese or elven as the native tongue).

You may make the following additions for INT

INTBonus
9+15
10+20
11+23
12+25
13+28
14+30
15+33
16+35
17+38
18+40


What the d100 results mean

Skilld100 resultSpeechLiteracy
Perfect100+Speaks non-native tongue indistinguishably from native speakersReads/writes with no difficulties; can comprehend and communicate complex concepts without error
Excellent90-99Speaks with nearly imperceptible accent, few difficulties with communicating complex mattersReads/writes language without difficulty, may make minor errors in the most complex communications
Acceptable60-89Speaks with a distinct accent; may have difficulty with complex or abstract subjects and idiomsReads/writes language reasonably well.  May have difficulty with text more difficult than modern standard newspapers
Basic30-59Very heavy accent, gaps in vocabulary.  Can get across basic concepts and requests.Reads/writes with difficulty when complexity exceeds Dr Seuss levels, may have to read out loud
Rudimentary1-29Knows about a dozen words, and can count to 10.  Heavy accent.Can recognize a few isolated words

Later, you may choose to try to improve languages by expending a NWP slot for language (spoken may only be improved to "excellent" if less than perfect at character creation) or read/write.

When you have determined all languages, I will be adding the language groups for the ones your character speaks/uses, but not for a language which the character is only literate in but does not speak.

So, for example, let's say we are creating the character “Rath” who has INT 13.  Rath is a native of Trozan, so his native language is Trozanese.  No roll is required, and his skill level is “Native”.  His player wants him to be literate in his native tongue, and also know and read/write the dwarven language and use sign.  So he will make 4 separate save vs INT rolls.  Let's suppose that he passes all of those checks.  He will then roll 4 times a d100+28.  His results, for example are:  38,29,78,77

So the final results would look like this:
LanguageSpeech/UseRead/Write
TrozaneseNativeBasic
DwarvenRudimentaryAcceptable
SignAcceptableNA

So, while he is literate in his native language, he's just barely so.  He can sign his name (as opposed to making a mark), and handle simple lists or written instructions; but anything complicated is beyond him.  On the other hand, he has only managed to learn a handful of dwarven words so as to speak them in a way recognizable to anyone, but he can read and write in that language fairly well.  And he can use sign language to communicate with other sign language users. Now, if you think “hey that doesn't make sense” and want to swap basic literacy to dwarven and acceptable literacy to Trozanese, that's fine.  But it can also be true that a character can read/write a language much better than he can speak it or speak a language with much more skill than read/write in that language.

For a character whose native language is not Trozanese, you may roll for ability, but if your speech is “Rudimentary” or “Basic”, change that to “Acceptable”.  Being barely able to communicate is fun for only a very short time before it gets annoying, so characters who are adventuring in Trozan will have learned to communicate well enough for day-to-day purposes (though may take idioms quite literally, not get jokes based on word play, and may have a strong accent), but emphatically do NOT speak in broken, barely comprehensible form.

Languages that may be chosen:  Trozanese, Alurian, Keifperi (spoken only), Nilese, Pactish, Xamaran, Asgarnian, elven, dwarven, kuduk, gnomish, sign (“spoken” only), and the languages of any intelligent humanoid race justified by character background.  Those who wish a more nature-based character may also select languages of various common animals (dog, cat, chicken, mole, etc.)--none of which have a written component, of course.  Nilese is the native tongue of the slithzerikai, Alurian is a dwindling language which retains its prominence in magical studies and also is used in naga-other communications.  Pactish is a creole which is common in the lands to the east, generally considered to be an evil language.  Asgarnian and Xamaran are the languages of neighboring nations on the northern border and western border, respectively.

Sign Language
Sign language may be used for communication as long as there is sufficient light (a concern for those characters without infravision), and that communication can be as complex as that of any other language.  When using sign language, a description of gestures should be included.  Characters who do not have sign language can use those gestures to try to understand a general intent of the communication.

Example:
Rath peered through the crack and then turned back to his companions.  He held up his hand open, fingers spread, and then drew his fingers together, gesturing a horizontal height near his waist.  Then with one finger, he made a slashing gesture across his throat and an impatient wave toward the room.  [Language unknown:  Ratallion pr loheer ni oulima.  Enutit st nimo ourthatha ta strconure se a nde comtraeen liil netr hofini i unwhon]

Without ability with sign language, a character may attempt to communicate in gestures if quiet is needed or magical silence is stopping other communication, but that would be limited to the scope of communicating broad concepts and should be limited to a description of the gestures made without providing the text of what is meant to be communicated.
DM
GM, 22 posts
Mon 29 Mar 2021
at 19:04
  • msg #15

Alignment

There are many thoughts regarding alignment, and so to make it clear, I'm going to lay out what I believe about the alignments, and then your selection would be based on which statements most closely match your character's moral and ethical beliefs.  I will note that I am not particularly strict on alignment violation except for those characters who have chosen a class which requires a specific alignment (since special class abilities tend to arise from adherence to those alignments), so it would have to be pretty egregious otherwise.

There are nine potential alignments, although some are rather ill-suited to membership in an adventuring party (at least in a game that I want to run). Following are my thoughts on what these alignments mean.

I believe that the good/evil axis is an absolute. Regardless of what one thinks about an action, it can be measured against an absolute standard rather than a relative one. What is good is that which is found in some of the common expressions in various real-world cultures—the “Golden rule” or the Wiccan rede and all other such expressions that promote a charity and at least empathy for (if not outright compassion toward) others.  Evil is selfish and always willing to inflict what it is unwilling to bear.  That's not to say that characters met with evil alignments are always going about intending evil (and therefore would not be detected as evil by spells or devices although that innate alignment does allow the use of items that require evil alignment), and alignment-detection spells or abilities cannot be reliably used as a sort of “radar”.  I think of the law/chaos axis a more of a description of where the moral compass can be found--law is external and impersonal, chaotics tend to favor the internal compass and the personal/individuality.  That said, it might be considered to be a legitimate position of good that a group of raiders could be put to death to prevent future harm being perpetrated by those individuals, particularly for those who are in frontier/border territories.

I see two types of neutrality.

There is Neutral (non-aligned)--typical of the common people who are "good folk" who simply go about their lives without getting into heady philosophical thought about what is good, what is evil, and the place for laws in society. This is not an alignment for intentional adventurers--somewhere along the way of seeking adventure, there has been something to move the person "off the bubble" of custom and tradition to one of the nine alignments. These people are more ruled by custom and tradition without introspection as to the rightness or wrongness of the practice (which is not to say that they love paying taxes, it's just something that must be done, unless the taxes start to become punitive and threaten their ability to eat and feed their families and livestock).

This is also typical of most animals--a carnivore kills--not because it is evil--but because it must eat. The wolf is not evil because it eats sheep and the sheep are not good because they eat vegetation--they are both neutral. (Though the humans tending sheep don't see it that way!)

In contrast with the Neutral (non-aligned), there is True Neutral. This is the realm of those who believe that not only is there a balance between good/evil and law/chaos but that there is a good in actively seeking and promoting Balance—that should any one thing come out of alignment and dominate over the others, the resulting Imbalance would break the weave of the universe, and it is this weave which must be preserved.

Of course--there are the other classical choices:

Lawful Good. This alignment is characterized by those who think a strong, organized government is good and that laws should be enacted to support the good of society. This character is altruistic and self-disciplined and holds honor and compassion as the highest virtues. The classic archetype is the knight in shining armor.

Lawful Neutral. This alignment is characterized by those who value law, order, and structure above other considerations. Compassion and mercy are foreign concepts, seen as a denial of law and justice.  Consider Javert an archetype of this alignment.

Lawful Evil. This alignment values order and structure, with a solid bit of ruthlessness. In this world, leaders of criminal guilds are frequently of this alignment. Consider a mafia don as an archetype for this alignment.

Neutral Good This alignment finds that striving for good is necessary to maintain Balance (see True Neutral, above). Law and individualism must be balanced, but in a way that always leads toward Good.

Neutral Evil This alignment is for those who are ruthless and selfish. Willing to ally with anyone who can help them achieve their ends, but just as likely to turn upon former allies when the original end is achieved and goals shift. Law and individualism are balanced in a way that furthers their desires.  In my games, this is not an acceptable PC alignment.

Chaotic Good This alignment is for those who consider law utterly irrelevant (and sometimes just too constraining). While not going about breaking laws just to break laws, illegal isn't a consideration when trying to do good. They value the individual and personal freedom above all while holding to a charity and compassion toward others.  A good archetype is Robin Hood in most legends.

Chaotic Neutral This alignment abhors order and structure, and considers personal freedom to be the virtue above all others.  Whether something is good or evil just isn't a factor. This is not, however, a form of insanity where decisions are made with no rational basis, just that decisions always orient toward freedom over all other considerations. Think of Peeves in the Harry Potter novels.

Chaotic Evil This alignment abhors structure, is utterly ruthless, and likes to create havoc and suffering just for the sake of havoc and suffering (though not all of this alignment would list hobbies as “twirling mustache and kicking puppies”). This is not an acceptable PC alignment for my games.
DM
GM, 23 posts
Mon 29 Mar 2021
at 19:28
  • msg #16

House Rule:  Bard Class

The bard class has gone through a lot of variations over the years, but what I really liked was a version created for original D&D (those long time players will remember the game in which demi-humans were not just character races, they were also character classes).

I've decided to adapt this (from a fanzine named OD&Dities) for use with AD&D.
Ability Requirements
DEX: 12
INT: 13
CHA: 15

Prime req: DEX + CHA

Races allowed: Human, half-elf
Alignment: LN, NG, TN, (NE), CN

XP and Hit points as per 2nd ed AD&D PHB

Armor allowed: any up to, and including, chain mail. Penalties for heavy armor for thief skills apply

Thief skills: As 2nd ed AD&D PHB Bard

Required NWP: Singing, Music (instrument--must be a string or percussion instrument), Gather Information (free)

Gather Information:  Check is against charisma; the bard uses his connections and savoir-faire to try to obtain information (modifiers may be employed based on how obscure/specific the information sought is)

Magic - Here is the big difference

Bards use spell-songs. In order to cast a spell song, an enchanted instrument must be used.  The bard character will start play with an enchanted version of a chosen instrument, much as a mage starts with a spellbook. Spell-songs are musical compositions that draw upon and shape the ambient magical energies of the world. Spellsongs may be sung without calling forth the magic potential of the song, and can thereby earn money from an audience (you can earn 1sp for a performance of a song that is not also a spellsong, 5sp for the performance of a spellsong for entertainment without releasing its magic). The decision to use the magic of a song is made just prior to singing.


Character levelSpellsong Level 1Spellsong Level 2Spellsong Level 3Spellsong Level 4Spellsong Level 5
11----
22----
321---
422---
5221--
6222--
7322--
83321-
93322-
103332-
1133321
1243332
1344333
1444433
1544443
1654444
1755444
1855544
1955554
2055555

DM
GM, 24 posts
Mon 29 Mar 2021
at 19:50
  • msg #17

House Rule: Avantar Class

The avantar is a class which replaces paladins.  The avantar is a champion of a deity and must share the alignment of that deity.  Any race may produce an avantar, who may be devoted to one of the deities of Trozan, but not one of the deities of the other racial pantheons.

The prime requisites are STR and WIS, and the avantar may gain an additional 10% bonus if both scores are 16 or above.

To be an Avantar, the character must meet these minimums:  STR 15, INT 9, WIS 15, CON 14, CHA 12 (note: no DEX requirements, but you have 15 points left over after fulfulling the minimums).

The avantar uses a d10 as their hit dice, and has saving throws as fighters.

Avantar advancement is as follows:

Avantar LevelXP
10-2800
22801-5750
35751-12000
412001-24000
524001-45000
645001-95000
795001-175000
8175001-350000
9350001-700000
10700001-1050000
111050001-1400000
121400001-1750000
131750001-2250000
142250001-2600000
152600001-2950000
162950001-3300000
173300001-3650000
183650001-4000000
194000001-4350000
204350001-4700000

All avantars have a +1 to saving throws, and are immune to disease and fear.  An avantar begins with 4 weapon proficiencies, and gains 1 every 3 levels; the avantar may specialize in any weapon that is listed as a cleric-preferred weapon in the pantheon thread, but is otherwise unrestricted in weapon choice.  For example, an avantar of Adruna may specialize in the flail, staff-flail, or quarterstaff but may also have proficiency with any other weapons, but may only specialize in one of the three listed weapons.  They contribute actively to their temple, donating 30% of their gross income, and are restricted to keeping no more than the following magical items:  1 suit of armor, 1 shield, 4 weapons, and any 4 other magical items.

They also gain the ability to cast clerical spells beginning at level 10 (including the bonus for wisdom) as a cleric of their deity

Level1st level spell2nd level spell3rd level spell4th level spell5th level spell6th level spell
10100000
11200000
12210000
13320000
14331000
15332000
16332100
17333200
18443210
19443320
20544321


In addition, the avantar gains specific abilities based on the deity served.  The following table details the alignment required of the avantar, special abilities, and additional notes.

DeityAlignmentDetect/ Protect AuraLay on HandsAffect DiseasePreferred WeaponsOther Notes
ArdrunaNGEvilCure +3 x1/dayCure 1/week per 3 levelsStaff-flail, flail, quarterstaff+10% resurrection survival rolls
BraglaLNChaosSlow progress x1/weekBo stick, slingAdditional +1 to saving throws
CoramLNChaosRecognize/ cure x1/weekQuarterstaff, sling+10% to reaction
Lan LorosCNLawCure +2 x1/dayCure x1/weekCrossbowMove silently 5%/level
LenorisNEvilCure +2 x1/dayCure x1/weekDagger, two handed axe+1 on cure self x1/week
MeliosLGEvilCure +3 x1/dayCure x1/week per 3 levelsQuarterstaffAdditional +1 to cure x1/week
NalagarCGEvilCure +2 x1/dayCure x1/weekLong sword
PerenNGEvilCure +1 x1/dayCure x1/weekSpearWar dogs are frequent pets
RieginLGEvilCure +2 x1/dayCure x1/week per 4 levelsMace+2 to hit from Bless
SeidrunCNLawCure +2 x1/dayCure x1/week per 6 levelsTrident
UricLGEvilCure +2 x1/dayCure x1/weekBroad sword+1 to save vs WIS
DeriusNGEvilCure +1 x1/dayLongbow
GadnorCNLawCure self +2Bear spear
Shau LinLGEvilCure +2 x1/dayCure x1/week per 6 levelsLong sword
Vikkar TornorLNChaosCure +1 x1/dayCure x1/week per 6 levelsBastard sword

This message was lightly edited by the GM at 02:12, Fri 18 Mar 2022.
DM
GM, 25 posts
Mon 29 Mar 2021
at 19:51
  • msg #18

House Rule: Illusionist Class

The following is a bit of a hybrid between 1st and 2nd editions.

Ability requirements:
INT:  15
DEX:  16

Does gain 10% bonus xp for high prime req scores

Advancement:

XP and spell advancement as per PHB

Races allowed:  Human, gnome

Spells:
1st ed PHB Illusionist spells
Unearthed Arcana Illusionist spells
2nd ed PHB Illusionist spells

Does gain the additional spell/level for specialization, as well as the bonus spells/level as per the mage house rule above
DM
GM, 26 posts
Mon 29 Mar 2021
at 20:06
  • msg #19

Combat Death and Dying

I use the “death's door” alternate rule (which I've played with for so long that it just seemed like it was an as-written, not a variant rule).  Characters lose consciousness at 0hp and continue to lose 1hp per round from injuries.  If -10 is reached, the character has died.

Healing proficiency checks may be made in combat to stop the bleeding but must bring the injured to 0 or positive hp to be effective.  Magical healing may be effective at any time, but an injured character is not stable (no longer losing hit points) until at least 0 is reached.
DM
GM, 27 posts
Mon 29 Mar 2021
at 20:06
  • msg #20

Missile Fire into Melee

A called shot (+1 to initiative roll, -4 to hit) can be fired into melee.  If the called shot is a hit, the intended target will be hit.

If the called shot misses or firing into melee without calling the shot, standard rules for firing into melee will apply.  A missed shot into melee may still have a chance of striking someone (friend or foe) based on how the missile actually ended up flying.
DM
GM, 37 posts
Mon 29 Mar 2021
at 21:08
  • msg #21

Leveling Up


I do not require training when a new level is achieved.  When you have achieved a new level, you may add the new HP immediately.  For other benefits, an overnight game-time is required.  After the night has passed, your character would be considered to have distilled everything learned and make all other relevant changes (new proficiencies, THAC0, saving throws, new spell slots).
DM
GM, 131 posts
Thu 1 Apr 2021
at 20:57
  • msg #22

Xamaran steel

This is a special product, imported from Xamara.  The qualities are as follows
  • triples the price of an item made from this material (armor, weapon, or shield)
  • base material used for metal items destined for enchantment (armor, weapon, or shield)
  • provides a +1 bonus on the damage when in a blade (this bonus is not magical and doesn't allow an un-enchanted weapon to harm monsters requiring a +1 weapon
  • significant rust resistance (80% vs rust monsters, almost 100% against normal environment unless kept in poor conditions and neglected)

DM
GM, 241 posts
Thu 15 Jul 2021
at 13:53
  • msg #23

Damage on a Critical Hit

If you roll a natural 20 in combat, damage is determined as full + roll according to the weapon.

For example, a long sword (d8) would be 8+1d8.  A roll of one should be re-rolled, so the minimum damage is 10 + any bonuses due (STR, magic weapon).

If the damage by weapon is a 2d (for example, a broad sword at 2d4), the damage would be 8+2d4 + any bonuses due, but no re-rolls as the roll will always be above 1.
DM
GM, 256 posts
Fri 23 Jul 2021
at 02:38
  • msg #24

Horses

For shorter PCs (dwarf, gnome, and kuduk), some of the horse options are:

Derbrai, modeled after the real-world Haflinger.  Derbrai originate from the Highlands.  The Derbrai, therefore, are always chestnut in color and occur in shades ranging from a light gold to a rich golden chestnut or liver hue. The mane and tail are white or flaxen. The height of the breed is an average of 13.3 hands (55 inches, 140 cm).

Nebrosi, modeled after the real-world Icelandic horse.  Nebrosi originate from the Northplains.  Nebrosi stand an average of 13 and 14 hands (52 and 56 inches, 132 and 142 cm) high, and are noted for a spirited temperament and large personality.  This breed comes in many coat colors, including chestnut, dun, bay, black, gray, palomino, pinto and roan.

Leopan Pony, modeled after the real-world Shetland pony.  These originate from the White Peaks district. The Leopan Pony is of any coat color other than spotted, and stands a maximum of 11.3 hands (47 inches, 119cm).

For larger PCs (slithzerikai), a suitable horse would be the Erodison (originating from the Erodis District), modeled after the real-world Percheron. The Percheron stand in range of 15–19 hands (60–76 inches, 152–193 cm), and are gray or black.

Horses for average-sized PCs (human, elf, half-elf) would originate from either the High Fens District or Canyon District and can be modeled after any real-world horse of 14-17 hands.
This message was last edited by the GM at 21:44, Sun 25 July 2021.
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