Chronicles of Amherth: Character Rules

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Chronicles of Amherth: Character Rules

Post Mon Jul 09, 2012 1:50 pm

Alrighty looks like we are going to be switching settings. So here is the rundown.

1: Everyone begins at 1st level with 500 XP. If you want to roll a new character for whatever reason the following method will be used from now on for determining ability scores.

3d6 are rolled seven times, generating the scores STR, INT, WIS, DEX, CON, and CHA in order plus a bonus roll. Any two scores, including the bonus roll, may be swapped. Then the seventh score is dropped.

2: Certain class combinations are no longer avaliable if you belong to one of these combo's you are going to need to choose one class to play as. Here are the following combo's allowed.

Fighter/Magic-User: (Elf, Half-Elf)
These characters may both fight and cast magic spells; further, they are allowed to cast magic spells while wearing leather armor, chain mail and while using a shield. A Fighter/Magic-User must gain experience equal to the combined requirements of both base classes. These characters roll six-sided dice (d6) for hit points.

Magic-User/Thief: (Half-Elf, Halfling, Human)
A Magic-User/Thief may cast spells while wearing leather armor, and may use any weapon. A Magic-User/Thief must gain experience equal to the combined requirements of both base classes. These characters roll four-sided dice (d4) for hit points.

3: All races will be reverted to their basic racial stats as presented in the BFRPG core rules. Their are no goblins, hobgoblins or orcs in the setting. If you are a member of the half-orc race you are now a member of the half-ruk race. Half-elves and Half-ruks use the following racial traits.

Half-Elf
Description: Half-Elves are the result of crossbreeding between Elves and Humans. An average Half-Elf male stands around 5'5” in height, with females averaging an inch shorter. They have pointed ears, but their features tend to favor the Human parent a bit more than the Elf. Half-Elves are well tolerated by Humans in most cases, but are often shunned (or at best, ignored) by Elven society. Half-Elves live 200 years on average.

Restrictions: Half-Elves are required to have a minimum Dexterity of 9, and like Elves they may not have Constitution scores higher than 17. However, they do not suffer from the Elven hit dice limit.

Special Abilities: Half-Elves are able to find secret doors on a 1-2 on 1d6, but do not find secret doors on a cursory examination as Elves do. Half-Elves gain a bonus of +5% on all earned experience. When dealing with humans a Half-Elf gains an additional +1 on any reaction die roll, in addition to his or her Charisma bonus.

Saving Throws: Half-Elves save at +1 vs. Paralysis or Petrify and Magic Wands and Spells.

Half-Ruk
Description: Half-Ruks are the result of crossbreeding between Humans and Ruks. They are unmistakable in appearance standing on average six feet tall and weighing around 200 pounds, with Half-Ruk females being several inches shorter and lighter. They universally have dark colored hair and porcine features. Their skin is usually brown or brown-green in color. Half-Ruks creatures tend to be outcasts within Human communities, but sometimes rise to positions of leadership within Ruk communities. Half-Ruks live as long as Humans do, typically between 70 and 90 years of age.

Restrictions: Half-Ruks must have a minimum Strength of 9, and are limited to a maximum Intelligence of 17.

Special Abilities: Half-Ruks have Darkvision with a 60' range. When dealing with humanoids of Human-size or smaller, a Half-Ruk gains an additional +1 on any reaction die roll, in addition to his or her Charisma bonus. Due to their great strength, Half-Ruks gain a bonus of +1 on the roll when opening doors or performing other feats of Strength. Half-Ruks gain a bonus of +5% on all earned experience.

Saving Throws: Half-Ruks save at +1 vs. Death Ray or Poison.

4: The Bard core class from the new bard supplement is available to play alongside the normal four core classes.

5: If you are a member of the Cleric class you can choose to follow the path of the druid if you so wish. Druids are those who worship the spirits of nature rather than one of the gods. They can commonly be found among the clans of Corrland, the Skjolding northmen, and the Elves. In game terms, Druids are treated as Clerics with the following differences. Instead of the normal weapon and armor restrictions, Druids may wield any one handed melee weapon as well as shortbows and slings. They may not wear metal armor but may use shields. Instead of a holy symbol, Druids use 'focuses' carved from wood and rocks, and often have one focus for each spirit or type of spirit called upon. Finally rather than being able to Turn Undead, Druids instead have the Animal Affinity ability. See the Druid character class supplement for details on this ability.

6: All characters will roll for latent magic. At first level every player character rolls to determine whether or not they are a latent spell-caster. A character who rolls 1 on 1d6 is a latent spell-caster. Such characters refer to the first level magic-user spell table. They then roll 1d12 to determine which spell they can cast. They can cast said spell once per day without preparing it ahead of time.

7: Thieves may use the Tumble skill as detailed in the Bard core class at the same rate presented.

8: Every race can play as every class, though some races perfer certain classes. To account for this a favored class system is in effect. A character who is a member of his/her races favored class gains a 5% bonus to exp gained. Members of combination classes do not gain the bonus to exp even if a member of their races favored class.

Race Favored Class
Dwarf Fighter
Elf Magic-User
Halfling Thief
Half-Elf Magic-User
Half-Ruk Fighter
Human* None
*Humans gain 10% bonus to exp regardless of class as normal.

9: Their is an alignment system now in place. Note that any spell that refers to 'good' now should refer to 'lawful', and any spell that refers to 'evil' should refer to 'chaotic'.

Law: Lawful beings believe in truth and justice. To this end, they will follow just laws and believe all things must adhere to order. Lawful beings also believe in sacrifice to a greater good, and will choose the good of a larger group over the good of an individual.

Neutrality: Neutral beings are more self-centered. They believe in a balance between the ideas of law and chaos, and in their actions they tend to do what will best serve themselves. They might commit good or evil acts in order to further their own ends, and generally will not put others needs ahead of their own.

Chaos: Chaotic beings are in direct opposition to law. These beings should be seldom trusted, for they tend to act in evil ways and will be much more selfish than a neutral being. Chaotic characters believe in chance and that there should be no innate order to life.

10: Cantrips and Orisons will no longer be used. Refer to house rules for the number of spells Magic-Users begin play with.

11: A subsystem called "the fear factor" will be used. Every time a character encounters a member of the undead or an otherworldly entity they gain a single "fear point", when a characters fear points reaches an amount equal to their Wisdom score they drop whatever they are holding and flee in terror for 1d10 rounds. Their fear points are then reduced to 0. A character witnessing an ally flee in such a manner immediately gains 3 fear points. Every day of rest in town or camp removes 1 fear point.


Beyond the above changes, the following is the list of house rules in effect.

House Rules
https://docs.google.com/file/d/0B2OIiZb ... R3VG8/edit

It is also important that everyone at least skims the Amherth campaign setting. Knowledge of the setting is important. We will be starting the game in the Duchy of Valnwall. Their is a lot of information in the guide, so try not to metagame.

Amherth
https://docs.google.com/file/d/0B2OIiZb ... 5MSG8/edit

EDIT
One more thing! The following new weapons are also in game.

New Weapons
https://docs.google.com/file/d/0B2OIiZb ... R3WVk/edit

EDIT 2
Hirelings: Characters can hire mercenaries, laborers and neophyte adventurers to aid them on their adventures.
IT IS HIGHLY RECOMMENDED THAT THIS BE DONE.

Each hireling type starts with the following money for equipment:
Non-combatant- 25 gp
Men-at-arms- 75 gp
Henchmen- 150 gp

Hirelings follow the normal morale rules. Their morale score is modified by the commanding characters Charisma bonus (whether positive or negative). Hirelings have the following base morale scores
Non-combatant- 6
Men-at-arms- 7
Henchmen- 8

The rates for hire are as follows;

Non-combatant humans who serve as torch-bearers, porters, potion-testers, door-spikers, etc. Rate of pay: 5sp/day
Statistics: Human normal men.

0 level fighter human men-at-arms. Rate of pay: 1gp/day.
Statistics: As first level human fighter but with d6 hit points and no weapon specialization.

First level henchmen (bard, cleric, fighter, magic-user, thief). Rate of pay: 3gp/day.
Statistics: As first level character.
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