Post by Hexenritter Verlag on Jul 7, 2018 12:41:55 GMT -5
Classes & Races:
In the Ruins of Dorgand PbP campaign we’ll be using the core races and classes from Delving Deeper v. 4, plus those listed in my house rules; which I’ll repost below for ease of use.
Priest: As is Magic-User, but has access to Cleric spells & 6th level Magic-user spells. Lawful Priests must only use a staff or mace and receives Turn Undead. Neutral Priests at 7th if they choose to stay neutral become Druids and can shape change three times a day. Both Neutral Priests (Druids) & Chaotic Priests can use daggers in addition to staves and maces. Priests cannot wear armor. Like Clerics they can build a stronghold and get the benefits from it as do their cleric brethren. Half-Elves can be Priests or Druids if they meet the criteria for Clerics in the Half-Elf rules below. Half-Orcs can be Priests or Druids if they also meet the Half-Elf requirements. Hobbits can be Priests or Druids, but must follow the Half-Elf rules.
Clerics: As written except that only militant deities of Law or Chaos can be clerics, the only exception to that rule is the Cult of Môlvigg who has a militant order that wanders the roads and seas of the North, protecting travelers, merchants, Lawful pilgrims & nomads; otherwise the Cult of Môlvigg is served by priests at their shrines and temples.
Berserkers: A Berserker is a template or sub-class of Fighter, that goes into a berserk state on a roll of 1-2 on a d6. The Berserk roll is repeated during the combat every turn (10 rounds), increasing the chance by 1; e.g. turn two a roll of 1-3 of 6, turn three a roll of 1-4 of 6 & so on until it is 6 of 6, they automatically go Berserk. Berserkers get a +2 to Normal Man (Man 1-3) due to ferocity while berserk and fight till -HP = Con stat before they fall dead. If combat ends before they go -1 HP, they take a Save vs. Death - if they fail they die; but if they succeed they fall unconscious & can be healed. If healed they have a permanent scar.
Only mannish, Half-Orc & other inhuman Fighters from barbarian tribes and exiled Dwarfs can become Berserkers.
Fighters (Paladins): Charisma scores of 17 or greater by fighters indicate the possibility of paladin status IF THEY ARE LAWFUL from the commencement of play for that character. If such fighters elect to they can then become paladins, always doing lawful deeds, for any chaotic act will immediately revoke the status of paladin, and it can never be regained. The paladin has a number of very powerful aids in his continual seeking for good: He can “lay on his hands” to cure wounds or diseases in others (two points of damage for every level the paladin has attained, one disease per five levels, either function performable but one per day). Paladins are not themselves subject to disease. They have a 10% higher saving throw against all forms of attack (excluding melee). Paladins of 8th level and above dispel evil (spells, undead, evil enchanted monsters, and the like) simply by ordering it hence, and they detect all evil at a range of 6”. At 3rd level Paladin's gain Turn Undead but as 1st Level Clerics (at 4th Level it'll then be as a 2nd level Cleric and so on).
Paladins with any form of “Holy Sword” are virtually immune to all magic (see MONSTERS & TREASURE, MAGIC & TREASURE, Swords).
The paladin may at any time he chooses obtain a horse which is likewise gifted, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The paladin’s horse is a Heavy, with Armor Class 5, Moves 18”, has 5+1 Hit Dice, and high intelligence.
Paladins will never be allowed to possess more than four magical items, excluding the armor, shield and up to four weapons they normally use. They will give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game. A paladin’s stronghold cannot be above 200,000 gold pieces in total cost, and no more than 200 men can be retained to guard it. Paladins normally prefer to dwell with lawful princes or patriarchs, but circumstances may prevent this. They will associate only with lawful & Neutral characters.
Races:
The only allowable PC races other than humans (initially) are as follows:
Elves: PC Elves are of the Sylvan sub-races and the Elf Rules apply only to Sylvan Elves. High Elves rule over all elfin communities, but never leave their forest homes except to visit the Fey Lands or to go to war. Only High Elves are allowed to be Clerics or Druids - unless they are exiles cut off from the Fey Wild. Sylvan Elves adventure for a brief time and then return to their forest home, to follow a trade and create a family if they survive to their level limits. PC Elves are from the Witch Wood to the south of Last Hope Township, fallen Greenshire & the Raven Wood.
Dwarfs: PC Dwarfs are from Tol-Dhornen in the north of the Vale of Dorgand between where the Witchhammer & Crooked Spine Mountains meet. They follow the rules as written, except in the case of exiles; who either become berserkers that seek their death to erase their dishonor or Thieves and wallow in their shame. A Berserker can rise to become 7th level Fighter and receive Berserker rules as listed above. Those who become thieves, do so after level 6 in Fighter and can use their Fighter abilities if better, until their Thief abilities surpass their fighters' abilities. Dwarfs can be Clerics only if they are exiles.
Hobbits: PC Hobbits are initially from Greenshire, they work the fields that surround Last Hope Township and are reknowned for their pastries, wines & mead they craft. Hobbits serve in the local militia, thus explains their Fighter association. They can be thieves, but those that do often become adventurers, brigands or move to larger cities to ply their nefarious trade. though Hobbits can become Priests or Druids, they cannot become clerics, as they do not follow Militant deities.
Half-Ogres: Stand 6-9 feet tall, are fairly dim, but incredibly strong and robust. They roll 2d6+1 for Int, Wis & Cha, 3d6+2 for both Str & Con, but only 2d6+4 for Dex. They speak common and what other languages their Int allows. Dwarf rules versus Ogres do not apply to Half-Ogres as they are not as clumsy as their full ogre kin. Half-Ogres can only be Fighter to level 7th level. Half-Ogres can be either Neutral or Chaos aligned. They are very rare, only one or two reside in Last Hope Township at this time. Half-Ogres often look like tall and strong neanderthals with large bulbous noses and wide mouths to more feral neanderthals with small tusks and horns growing from their head.
Half-Orcs: Are about as tall as men, a bit more hardy and not as wise or charismatic as men. They look like feral men, with pronounced tusk like lower teeth and green, brown or gray hued complexions and black hair. Those that live in Orcish communities often fall into their communities’ proclivity for inter tribal squabbling. Those raised in mannish communities are far more even-keeled than their tribal kin. They are often looked down on, especially by both Dwarfs and full blooded Elves; so they often choose to live as Mercenaries, pirates, thieves or bandits; as they are generally accepted among their fellow riffraff. They roll 3d6 for Int, Str & Dex, 2d6+3 for both Wis & Cha; plus 3d6+1 for Con. Half-Orcs can be Fighters & Thieves without level limits. Half-Orcs can either be Neutral or chaos aligned. Half-Orcs are often derived from the more mannish neutral tribes of Orcs (think Skyrim Orcs) as their Chaotic and bestial brethren will often eat their fallen enemies and any spawn produced from any unions between them and their captives, especially when other food sources are restricted.
Half-Elves: Half-elves are half elfin and half human, and as such they gain some abilities from each heritage. Half-elves are able to progress simultaneously in both the fighter and magic-user classes and may use both weaponry and spells and otherwise act as elves do. However, they may work up to the 6th level (Myrmidon) in the fighting class and the 6th level (Magician) in the magic-using category. Half-elves of exceptional strength (17 & 18) may progress as high as Champion and Superhero (7th and 8th level) respectively. Those of exceptional intelligence (17 and 18) may work up to 7th and 8th level (Enchanter and Warlock) magic-user respectively. They spot secret and hidden doors as do elves, but they do not gain any advantages when fighting certain monsters as do elves. They speak all the languages which elves do. There are no half-elf clerics, for in this regard their human side prevails. However, half-elves with a basic wisdom score of 13 or more may also become clerics. If they so opt all experience will be divided in equal proportions between fighting, magic use, and clericism. Half-elves may work up as high as the 4th level (Vicar) clerically. Note that half-elf clerics may not themselves act chaotically, nor may they associate with chaotic characters or creatures. (GH pgs. 5-6)
Half-Elves are generally scorned by High Elves and are rarely admitted into elfin forests unless they are druids, and a Half-Elf born in those communities are given to nearby humans or Hobbits to raise or find a welcoming home elsewhere.
Half-Goblins: Half-Goblins are very rare at this time in the Vale of Dorgand, only a handful of families live and work in Last Hope and are only barely tolerated - Half-Orcs are treated like princes in comparison; especially by Dwarfs and full-blood elves. Most Half-Goblins live in the Môr-garn Swamp that abuts the northern shore of Grim-mere Lake where the Upper Dorgand River empties into the lake. Half-Goblins are to be treated as Halflings, with the following rules & description exceptions: Half-Goblins can become druids if Neutral or Priests if Chaotic and dwell in Goblin communities; using the rules for priests above. Half-Goblins take -1 to all attack and morale rolls in full daylight and chaotic Half-Goblins will attack both Gnomes and Dwarfs on sight as they have given into their vile Goblin blood. Half-Goblins roll 3d6 for Str & Int, roll 2d6+1 for Wis, roll 2d6+1 for Cha for males & roll 2d6+3 for females and roll 3d6+1 for Dex & Con. Half-Goblins that live in human cities often live in the slums, and become thieves, Thief-Fighter dual-class or prostitutes & witches or warlocks (highest level they can achieve is 8th; if they have 14+ in Int).
Female Half-Goblins are extremely fertile and have large broods, this has led to some clans to adopt a semi-nomadic existence, plying the rivers where ever they dwell in number. Male goblins have long pointed noses and beady eyes like their goblin kin but often have a perpetual grin on their faces; but Half-Goblin women can be quite beautiful, if only in an exotic fashion. Half-Goblins have olive green skin complexion and black hair. Half-Goblins are reknowned for their exotic pipe weed, mushrooms (including psychedelic ones), poisons, antidotes, distilled spirits, smoked and preserved fish and meats, especially their sausages.
In the Ruins of Dorgand PbP campaign we’ll be using the core races and classes from Delving Deeper v. 4, plus those listed in my house rules; which I’ll repost below for ease of use.
Priest: As is Magic-User, but has access to Cleric spells & 6th level Magic-user spells. Lawful Priests must only use a staff or mace and receives Turn Undead. Neutral Priests at 7th if they choose to stay neutral become Druids and can shape change three times a day. Both Neutral Priests (Druids) & Chaotic Priests can use daggers in addition to staves and maces. Priests cannot wear armor. Like Clerics they can build a stronghold and get the benefits from it as do their cleric brethren. Half-Elves can be Priests or Druids if they meet the criteria for Clerics in the Half-Elf rules below. Half-Orcs can be Priests or Druids if they also meet the Half-Elf requirements. Hobbits can be Priests or Druids, but must follow the Half-Elf rules.
Clerics: As written except that only militant deities of Law or Chaos can be clerics, the only exception to that rule is the Cult of Môlvigg who has a militant order that wanders the roads and seas of the North, protecting travelers, merchants, Lawful pilgrims & nomads; otherwise the Cult of Môlvigg is served by priests at their shrines and temples.
Berserkers: A Berserker is a template or sub-class of Fighter, that goes into a berserk state on a roll of 1-2 on a d6. The Berserk roll is repeated during the combat every turn (10 rounds), increasing the chance by 1; e.g. turn two a roll of 1-3 of 6, turn three a roll of 1-4 of 6 & so on until it is 6 of 6, they automatically go Berserk. Berserkers get a +2 to Normal Man (Man 1-3) due to ferocity while berserk and fight till -HP = Con stat before they fall dead. If combat ends before they go -1 HP, they take a Save vs. Death - if they fail they die; but if they succeed they fall unconscious & can be healed. If healed they have a permanent scar.
Only mannish, Half-Orc & other inhuman Fighters from barbarian tribes and exiled Dwarfs can become Berserkers.
Fighters (Paladins): Charisma scores of 17 or greater by fighters indicate the possibility of paladin status IF THEY ARE LAWFUL from the commencement of play for that character. If such fighters elect to they can then become paladins, always doing lawful deeds, for any chaotic act will immediately revoke the status of paladin, and it can never be regained. The paladin has a number of very powerful aids in his continual seeking for good: He can “lay on his hands” to cure wounds or diseases in others (two points of damage for every level the paladin has attained, one disease per five levels, either function performable but one per day). Paladins are not themselves subject to disease. They have a 10% higher saving throw against all forms of attack (excluding melee). Paladins of 8th level and above dispel evil (spells, undead, evil enchanted monsters, and the like) simply by ordering it hence, and they detect all evil at a range of 6”. At 3rd level Paladin's gain Turn Undead but as 1st Level Clerics (at 4th Level it'll then be as a 2nd level Cleric and so on).
Paladins with any form of “Holy Sword” are virtually immune to all magic (see MONSTERS & TREASURE, MAGIC & TREASURE, Swords).
The paladin may at any time he chooses obtain a horse which is likewise gifted, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The paladin’s horse is a Heavy, with Armor Class 5, Moves 18”, has 5+1 Hit Dice, and high intelligence.
Paladins will never be allowed to possess more than four magical items, excluding the armor, shield and up to four weapons they normally use. They will give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game. A paladin’s stronghold cannot be above 200,000 gold pieces in total cost, and no more than 200 men can be retained to guard it. Paladins normally prefer to dwell with lawful princes or patriarchs, but circumstances may prevent this. They will associate only with lawful & Neutral characters.
Races:
The only allowable PC races other than humans (initially) are as follows:
Elves: PC Elves are of the Sylvan sub-races and the Elf Rules apply only to Sylvan Elves. High Elves rule over all elfin communities, but never leave their forest homes except to visit the Fey Lands or to go to war. Only High Elves are allowed to be Clerics or Druids - unless they are exiles cut off from the Fey Wild. Sylvan Elves adventure for a brief time and then return to their forest home, to follow a trade and create a family if they survive to their level limits. PC Elves are from the Witch Wood to the south of Last Hope Township, fallen Greenshire & the Raven Wood.
Dwarfs: PC Dwarfs are from Tol-Dhornen in the north of the Vale of Dorgand between where the Witchhammer & Crooked Spine Mountains meet. They follow the rules as written, except in the case of exiles; who either become berserkers that seek their death to erase their dishonor or Thieves and wallow in their shame. A Berserker can rise to become 7th level Fighter and receive Berserker rules as listed above. Those who become thieves, do so after level 6 in Fighter and can use their Fighter abilities if better, until their Thief abilities surpass their fighters' abilities. Dwarfs can be Clerics only if they are exiles.
Hobbits: PC Hobbits are initially from Greenshire, they work the fields that surround Last Hope Township and are reknowned for their pastries, wines & mead they craft. Hobbits serve in the local militia, thus explains their Fighter association. They can be thieves, but those that do often become adventurers, brigands or move to larger cities to ply their nefarious trade. though Hobbits can become Priests or Druids, they cannot become clerics, as they do not follow Militant deities.
Half-Ogres: Stand 6-9 feet tall, are fairly dim, but incredibly strong and robust. They roll 2d6+1 for Int, Wis & Cha, 3d6+2 for both Str & Con, but only 2d6+4 for Dex. They speak common and what other languages their Int allows. Dwarf rules versus Ogres do not apply to Half-Ogres as they are not as clumsy as their full ogre kin. Half-Ogres can only be Fighter to level 7th level. Half-Ogres can be either Neutral or Chaos aligned. They are very rare, only one or two reside in Last Hope Township at this time. Half-Ogres often look like tall and strong neanderthals with large bulbous noses and wide mouths to more feral neanderthals with small tusks and horns growing from their head.
Half-Orcs: Are about as tall as men, a bit more hardy and not as wise or charismatic as men. They look like feral men, with pronounced tusk like lower teeth and green, brown or gray hued complexions and black hair. Those that live in Orcish communities often fall into their communities’ proclivity for inter tribal squabbling. Those raised in mannish communities are far more even-keeled than their tribal kin. They are often looked down on, especially by both Dwarfs and full blooded Elves; so they often choose to live as Mercenaries, pirates, thieves or bandits; as they are generally accepted among their fellow riffraff. They roll 3d6 for Int, Str & Dex, 2d6+3 for both Wis & Cha; plus 3d6+1 for Con. Half-Orcs can be Fighters & Thieves without level limits. Half-Orcs can either be Neutral or chaos aligned. Half-Orcs are often derived from the more mannish neutral tribes of Orcs (think Skyrim Orcs) as their Chaotic and bestial brethren will often eat their fallen enemies and any spawn produced from any unions between them and their captives, especially when other food sources are restricted.
Half-Elves: Half-elves are half elfin and half human, and as such they gain some abilities from each heritage. Half-elves are able to progress simultaneously in both the fighter and magic-user classes and may use both weaponry and spells and otherwise act as elves do. However, they may work up to the 6th level (Myrmidon) in the fighting class and the 6th level (Magician) in the magic-using category. Half-elves of exceptional strength (17 & 18) may progress as high as Champion and Superhero (7th and 8th level) respectively. Those of exceptional intelligence (17 and 18) may work up to 7th and 8th level (Enchanter and Warlock) magic-user respectively. They spot secret and hidden doors as do elves, but they do not gain any advantages when fighting certain monsters as do elves. They speak all the languages which elves do. There are no half-elf clerics, for in this regard their human side prevails. However, half-elves with a basic wisdom score of 13 or more may also become clerics. If they so opt all experience will be divided in equal proportions between fighting, magic use, and clericism. Half-elves may work up as high as the 4th level (Vicar) clerically. Note that half-elf clerics may not themselves act chaotically, nor may they associate with chaotic characters or creatures. (GH pgs. 5-6)
Half-Elves are generally scorned by High Elves and are rarely admitted into elfin forests unless they are druids, and a Half-Elf born in those communities are given to nearby humans or Hobbits to raise or find a welcoming home elsewhere.
Half-Goblins: Half-Goblins are very rare at this time in the Vale of Dorgand, only a handful of families live and work in Last Hope and are only barely tolerated - Half-Orcs are treated like princes in comparison; especially by Dwarfs and full-blood elves. Most Half-Goblins live in the Môr-garn Swamp that abuts the northern shore of Grim-mere Lake where the Upper Dorgand River empties into the lake. Half-Goblins are to be treated as Halflings, with the following rules & description exceptions: Half-Goblins can become druids if Neutral or Priests if Chaotic and dwell in Goblin communities; using the rules for priests above. Half-Goblins take -1 to all attack and morale rolls in full daylight and chaotic Half-Goblins will attack both Gnomes and Dwarfs on sight as they have given into their vile Goblin blood. Half-Goblins roll 3d6 for Str & Int, roll 2d6+1 for Wis, roll 2d6+1 for Cha for males & roll 2d6+3 for females and roll 3d6+1 for Dex & Con. Half-Goblins that live in human cities often live in the slums, and become thieves, Thief-Fighter dual-class or prostitutes & witches or warlocks (highest level they can achieve is 8th; if they have 14+ in Int).
Female Half-Goblins are extremely fertile and have large broods, this has led to some clans to adopt a semi-nomadic existence, plying the rivers where ever they dwell in number. Male goblins have long pointed noses and beady eyes like their goblin kin but often have a perpetual grin on their faces; but Half-Goblin women can be quite beautiful, if only in an exotic fashion. Half-Goblins have olive green skin complexion and black hair. Half-Goblins are reknowned for their exotic pipe weed, mushrooms (including psychedelic ones), poisons, antidotes, distilled spirits, smoked and preserved fish and meats, especially their sausages.