CHARACTER CREATIONYour choices are: Fighter, Cleric, Magic User
Equip the CharacterSTEP #1: ROLL FOR STARTING GOLD Roll 3d6 x 10 to determine your starting gold pieces. STEP #2: BASE ADVENTURER KIT Spend 25 gp to purchase the base adventurers kit. or pick "A" or "B" in equipment pack
STEP #3: ARMOR Pick one type of armor.
Optionally, pay for any or all of the following:
STEP #4: MELEE WEAPONS Choose a melee technique:
(If you select sword & board, but don't buy a shield, you're just fighting one-handed.) 1d6-1 Weapons (Sword and Board)
Dual-Wielding: Pick any two Sword & Board weapons (+1 to attack). STEP #5: MISSILE WEAPONS Ammunition:
STEP #6: ADDITIONAL EQUIPMENT PACKAGES Optionally select one or more additional equipment packages. You can also roll 1d6 to select one randomly.
Delving Package (50gp):
Prepared Adventurer Package (25gp):
Basic Mount Package (75gp)
Group Wilderness Package (176gp):
DUAL-WIELDING Dual-wielding grants you a +1 bonus on your attack roll. On a hit, you deal damage as per the most effective weapon. (You can't dual-wield with a two-handed weapons unless you have more than two hands.) HELMETS Saves the wearer from one critical hit roll of 20 on a d20 (critical hits are maximum damage), if helmet is discarded for the critical hit, damage will be rolled normally SHIELDS Shields grant a +1 bonus to Armor Class (as shown on the combat tables) when they are readied. (Surprised characters do not benefit from their shields.) In addition: Shields Shall Be Splintered:Whenever you take damage, you can opt to have the damage absorbed by your shield. The shield is splintered and destroyed, but you don't take any damage from the blow. Magic Shields: You can do the same with a magic shield, but the shield won't be destroyed. Instead there will be a 66% chance (1-4 on a d6) that the shield will lose +1 of its enchantment. Magic Shields vs. Spells: In addition, you can automatically sacrifice +1 from a magic shield in order to make a successful save vs. any spell, breath weapon, gaze, or similar effect. What I like about all of these house rules, however, is that they provide a simple-yet-effective method of making greatsword wielders (effectively +1 damage), dual-wielders (+1 to hit), and sword-and-boarders (+1 AC plus the splintering) all mechanically diverse and rewarding options. GAME PLAY MECHANICSMOVE & TURNs IN THE UNDERWORLD1 turn = 10 minutes = 2 moves 1 move = speed x 10 feet 1 turn = 2 moves = speed x 20 feet 1 turn of flight = speed x 40 feet Search a 10' wall = 1 full turn Listening/ESP/Clairvoyance/X-Ray = 1/2 a turn COMBAT1 round of battle = 1 move and attack = 2 moves (dash) COMBAT SEQUENCE
Thief Skills and General Skill Checks
|
STAT | EXAMPLES |
---|---|
STR | Athletics, Acrobatics, Wall Climbing, Lifting |
DEX | Pickpocketing, Sleight of Hand, Backstab*, Stealth* |
CON | Holding breath, Endurance, Nausea |
INT | Arcana, History, Investigation, Religion, Discerning traps, Picking a lock, Scribing, Reading |
WIS | Animal Handling, Insight, Medicine, Perception, Survival, Nature, Tracking |
CHR | Deception, Intimidation, Performance, Persuasion |
3rd, 6th, 9th | ↖ add a +1 increase to any stat score at level increments indicated |
*Stealth and Backstab is influenced by armour. If wearing Plate mail, all rolls are made with a +2. Chain mail stealth rolls are made at a +1, Leather stealth rolls are made at a +0, and Clothing stealth rolls are made at a -1, to the d6 dice roll. Shields are situational and up for GM discretion.
*Backstab can only occur before the combat initiative roll is made. They are a +4 melee attack after a successful stealth approach. The weapon must be either a dagger or shortsword and inflicts 2d6+1 Damage
*Halfings get to add a d6 to Dexterity skills for every level they obtain. For example a 3rd level halfling fighter gets to roll 3d6 (success on a 1 or 2) for Pickpocketing, Sleight of Hand, Backstab or Stealth. They would roll 4d6 if they had a 15+ in their Dexterity stat. This bonus is also made towards discerning traps.