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Archive for August, 2010


Runecaster Progression

Level XP Hit Dice BAB Save
1 0 1d4 +0 16
2 2,500 2d4 +0 15
3 5,000 3d4 +0 15
4 10,000 4d4 +0 14
5 20,000 5d4 +0 14
6 40,000 6d4 +0 13
7 80,000 7d4 +0 13
8 150,000 8d4 +0 12
9 300,000 9d4 +0 12


Game Rule Information

Prime Requisite: A runecaster’s prime requisite is Intelligence; a character must have a INT score of 9 or higher to become a runecaster.

Alignment: Runecasters may be of any alignment, but are typically Neutral or Chaotic.

Hit Dice: Runecasters receive 4 starting hp (plus dwarven racial bonus and plus CON modifier, if any). A runecaster gains 1d4 hit points + CON mod per class level.

Combat Ability: A runecaster has a poor Base Attack Bonus progression. Runecasters are proficient with staff, dagger, club/cudgel, and sling only; and are not proficient with any armour or shields.

Saving Throws: Runecaster have relatively poor saving throws, but gain +2 on all saves vs. magic.

Special Abilities

Read Runes: Every runecaster learns to read and write using secret arcane runes. It generally requires 1 turn to decipher any given magic rune (though the ability to read a rune does not necessarily mean that the runecaster can cast it).

Cantrips: Runecasters can create minor magical effects known as cantrips. The base number of cantrips usable per day is indicated in the chart below as ‘0-lvl’ runes. A runecaster can add his INT modifier to this value; a 1st-level character with INT 18, for example, could cast 5 cantrips per day.

Runecasting: Through long study and great insight, runecasters learn the secrets of the runes. Runecasters cast spells using use runestones to create their magic, each of which can be empowered with a single spell.

A runecaster can master a number of rune stones equal to his INT score (at maximum), but can only prepare a certain number that he can cast at any given time. The caster level and number of runes available to a character are determined by level, as shown below.

Craft Magic Items: Runecasters can craft magic items of all types, even weapons and armour that they themselves are unable to use. Refer to the section on the Creation of Magic Items for more information.

 


Runecasting

Runecaster
Level
0 1 2 3 4 5
1 2 1
2 3 2
3 3 2 1
4 3 3 2
5 3 3 2 1
6 3 3 3 2
7 3 3 3 2 1
8 3 3 3 3 2
9 3 3 3 3 2 1


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Fighter Progression

Level XP Hit Dice BAB Save
1 0 1d8 +1 16
2 1,500 2d8 +2 15
3 3,000 3d8 +2 15
4 6,000 4d8 +3 14
5 12,000 5d8 +4 14
6 24,000 6d8 +4 13
7 48,000 7d8 +5 13
8 90,000 8d8 +6 12
9 180,000 9d8 +6 12


Game Rule Information

Prime Requisite: A fighter’s prime requisite is Strength. A character must have a STR score of 9 or higher to become a fighter.

Alignment: A fighter may be of any alignment.

Hit Dice: Fighters receive 6 starting hp (plus dwarven racial bonus and CON modifier, if any). A fighter gains 1d8 hit points + CON mod per class level.

Combat Ability: A fighter has a good Base Attack Bonus progression. Fighters are proficient with all weapons, and with all armour and shields (including tower shields). Although fighters do not have magic spells or special skills, their armour and weapons can compensate.

Saving Throws: Fighters have relatively poor saving throws, but gain +2 on saves vs. poison and death effects.

Special Abilities

Weapon Familiarity: Because a fighter gains basic training in all weapon types, he may use weapons which are otherwise forbidden – such as a dwarf wielding a Large weapon – albeit at a penalty of -4 on attack rolls.

Fighters also have reduced attack penalties with improvised weapons (-1 instead of -2).

Weapon Mastery: At 3rd, 6th, and 9th level, the fighter gains a +1 bonus to attack and damage rolls with a selected weapon with which he is proficient (such as long swords or battle axes, for example). The same weapon type can be selected multiple times, or different weapons can be chosen as desired.


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You are a dwarf.

In Norse sagas and legends, the greatest magicians are often dwarves. Those dwarves are not the proud and stubborn warriors found in so many fantasy novels and RPGs, but crafty, elusive tricksters with an affinity for magic. They are associated with rocks, the earth, luck, craft, metal work, wisdom, and greed.

You live within the dwarven enclaves of Asgård. Your people were spared much of the hardship that fell upon the other races during Ragnarök. There were still many smaller dwarf-holds and colonies that were lost to invasion or fell monsters, however.

It is your mission to determine what has become of these settlements…

 


Level Limits *

Ftr Run Smi Thf Ber Ska
Dwarf 6 7 9 F 8 3 3

(Add the character’s Prime Requisite modifier to all level limits.)
F Favoured class; dwarves can freely multiclass as dwarven smiths.
Multicassed characters require 13+ in the Prime Requisites for both classes.


Game Rule Information

Ability Scores: Dwarves have a minimum CON score of 9, and maximum DEX and CHA scores of 17 (before adjustments). They receive a +1 to starting CON and –1 to CHA.

Special Abilities: Dwarves have Darkvision with a 60′ range. Dwarven thieves gain +1 to Disable Device checks, and even non-thieves have a 1 in 6 chance to Disable Devices. Attuned to the subterranean world, dwarves can make a Spot/Listen check to determine depth and direction while underground. Dwarves add 1 to starting hit points.

As skilled artificers, dwarves favour the smith class and may multiclass as dwarven smiths.

Restrictions: Dwarves may advance up to 9th level as smiths, 8th level as thieves, 7th level as runecasters, 6th level as fighters, and 3rd level as berzerkers or skalds. They may not employ Large weapons more than four feet in length (specifically; great swords, polearms, lances, and longbows).

Saving Throws: Dwarves receive a +4 bonus on saves vs. poison or death effects and vs. magic.


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