The Dark Age Rules Page

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This will be a useful one for Andrew and Geoff (and any others with a 3rd Edition rulebook) to keep track of what changes I'm proposing.

Everything is listed under the chapter it appears in the Player's Handbook.

Contents

[edit] Chapter One - Abilities

No change


[edit] Chapter Two - Races

The available races are Human, Orc, Hobbit, Goblin, Beastman/Argashi, and Manimal. Argashi, Humans and Orcs are the predominant species, closely followed by Goblins and Hobbits. There are few Manimals. Most races provide some bonuses and penalties to their ability scores.

[edit] Table 2-1: Racial Ability Adjustments

RaceAbility AdjustmentsFavoured Class
HumanNoneAny
Orc+2 to Strength, -2 to Charisma, -1 to IntelligenceFighter
Hobbit+2 to Dexterity, -2 to StrengthRogue
Goblin+2 to Dexterity, -2 to Charisma, - 1 to IntelligenceRogue
ArgashiVaries with sizeVaries with size
ManimalVaries with speciesVaries with species


[edit] Other racial Abilities

[edit] Argashi/Beastman

  • Skin Colour : Varies (1D6) 1= Sickly Yellow, 2= Pasty Green, 3= Muddy Brown, 4= Leprous White, 5= Reddish Brown, 6= Mottled/Spotted: Roll twice and use both
  • Hair Colour : Varies (1D8) 1= Black, 2= Brown, 3= Green, 4= Yellow, 5= Red, 6= Blue, 7= Two colours: Roll twice and use both, 8= Bald
  • Eye Colour : Varies (1D8 three times) Iris - 1= Black, 2= Blue, 3= Green, 4= Brown, 5= Red, 6= Yellow, 7= Grey, 8= White; Pupil - 1= Black, 2= Black, 3= Brown, 4= Brown, 5= White, 6= Red, 7= Green, 8= Yellow; Sclera - 1= White, 2= White, 3= White, 4= Yellow, 5= Red, 6= Pale Green, 7= Black, 8= Black
  • Height : Varies (1D20)
1	3’6"		6	4’4"		11	5’2"		16	6’
2	3’8"		7	4’6"		12	5’4"		17	6’2"
3	3’10"		8	4’8"		13	5’6"		18	6’4"
4	4’		9	4’10"		14	5’8"		19	6’6"
5	4’2"		10	5’		15	5’10"		20	6’8"

Modified by Strength; 3= -6", 4-5= -4", 6-8= -2", 9-12= none, 13-15= +4", 16-17= +8", 18= +1’; Modified by Constitution; 3= -3", 4-5= -2", 6-8= -1", 9-12= none, 13-15= +1", 16-17= +2", 18= +3"

  • Weight : Varies (Use the same result rolled for height). The second weight is for female characters.
1	45/35		6	80/65		11	130/115		16	180/160
2	50/40		7	90/75		12	140/125		17	200/180
3	55/45		8	100/85		13	150/135		18	220/195
4	60/50		9	110/95		14	160/140		19	240/210
5	70/55		10	120/105		15	170/150		20	270/230

Modified by Strength; 3= -10lbs, 4-5= -5lbs, 6-15= none, 16-17= +5lbs, 18= +10lbs; Modified by Constitution; 3= -20lbs, 4-5= -15lbs, 6-8= -10lbs, 9-12= none, 13-15= +10lbs, 16-17= +15lbs, 18= +20lbs

  • Stat Increases : The same dice roll is used to calculate stat increases. Apply any benefits or reductions to Strength and Constitution gained from these bonuses to the score before applying any height and weight modifications.
1      Dex +2, Str -2	6       Chr +2, Con -2	11      Str +2, Chr -2	16     Con +2, Int -2
2      Dex +2, Str -2	7       Wis +2, Con -2	12      Con +2, Dex -2	17      Str +2, Dex -2
3      Dex +2, Str -2	8       Chr +2, Int -2	13      Dex +, Con -2	18      Str +2, Dex -2
4      Dex +2, Str -2	9       Wis +2, Str -2	14      Con +2, Chr -2	19      Str +2, Dex -2
5      Int +2, Con -2	10     Int +2, Wis -2	15      Con +2, Wis -2	20      Str +2, Dex -2
  • Appearance of Ears : Varies (1D8) 1= No external ears, 2= Very small, 3-4= Normal size, pointed tips, 5-6= Normal size, rounded tips, 7= Very large, pointed tips, 8= Very large, rounded tips
  • Appearance of teeth : Varies (1D6) 1= Even, human-like, 2= Short, shark-like, 3= Protruding upper canines, 4= Protruding lower canines, 5= Rabbit-like overbite, 6= Protruding Upper Jaw and Underbite
  • Other characteristics : Varies (1D20); 1-10 No additional strange characteristics, 11 Furry body (same colour as hair), 12 One eye, 13 Eyes glow when emotional, 14 Huge, oversized hands, 15 Huge, oversized, prehensile feet, 16 Bony ridges in forehead, 17 Bony protrusions on joints/limbs, 18 1D4+2 fingers on each hand, 19 Mohawk pattern baldness, 20 Roll twice and apply both results
  • Argashi Racial Traits
    • A height of 4’ 6" or less means they are Small and gain a +1 to AC, a +1 to hit and a +4 to Hide checks, but they must use smaller weaponry and their lifting and carrying capacities are three quarters a human of the same strength. Any taller and they qualify as Medium size creatures with no bonuses or penalties.
    • Small argashi have a speed of 20 feet. Medium size argashi have a base speed of 30 feet.
    • Darkvision: Argashi can see in the dark up to 60’. Darkvision is black and white only but is otherwise just like normal vision. It can be used in pitch darkness.
    • Low-light vision: Argashi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
    • +2 racial bonus on Listen checks for Argashi with large ears.
    • +1 racial bonus to damage rolls. Argashi are naturally strong fighters.
    • Favoured Class: Argashi of 6’ or taller are natural brawlers and have Fighter as their favoured class. Those who are 4’11 or smaller will be sneaky and their favoured class is Rogues. Those in between have a flexibility and may choose any class as their favoured class.

[edit] Goblin

  • Skin Colour : Light grey, Dark grey, Sickly green
  • Hair Colour : Predominantly black
  • Eye Colour : Yellowish sclera, normal irises
  • Height : 43"+1D10" (-2" female)
  • Weight : 72lbs+5D4lbs (-4lbs female)
  • Goblin Racial Traits
    • Goblins are Small and gain a +1 to AC, a +1 to hit and a +4 to Hide checks, but they must use smaller weaponry and their lifting and carrying capacities are three quarters a human of the same strength.
    • Goblins have a base speed of 20 feet.
    • Darkvision: Goblins can see in the dark up to 60’. Darkvision is black and white only but is otherwise just like normal vision. It can be used in pitch darkness.
    • +2 racial bonus on Climb, Jump, and Move Silently checks.
    • +2 racial bonus on Listen checks
    • +2 racial bonus on Intuit Direction, Search and Spot checks while underground.
    • +1 racial attack bonus with a thrown weapon.
    • All humanoids of Large size or bigger are at -4 to hit the goblin.
    • -2 racial penalty to attack rolls while in direct sunlight.
    • Favoured Class: Goblins are naturally sneaky and their favoured class is the Rogue.

[edit] Hobbit

  • Skin Colour : Caucasian, oriental
  • Hair Colour : Tend towards brown and black
  • Eye Colour : Brown, blue and green
  • Height : 32"+2D8" (-2" female)
  • Weight : 52lbs+2D4lbs (-4lbs female)
  • Hobbit Racial Traits
    • Same as Halfling Racial Traits in the rule book.

[edit] Human

  • Skin Colour : Caucasian, oriental, brown, black
  • Hair Colour : Blond, brown, black, red, grey
  • Eye Colour : Blue, brown, green, grey
  • Height : 60"+2D10" (-1" female)
  • Weight : 140lbs+6D10lbs (-40lbs female)
  • Human Racial Traits
    • Same as Human Racial Traits in the rule book.

[edit] Orc

  • Skin Colour : Dark brown, Reddish brown
  • Hair Colour : Black, White
  • Eye Colour : Brown, Black, Grey, Red
  • Height : 58"+2D12" (-2" female)
  • Weight : 160lbs+6D10lbs (-40lbs female)
  • Orc Racial Traits
    • Orcs are Medium size and receive no bonuses or penalties.
    • Orcs have a base speed of 30 feet.
    • Darkvision: Orcs can see in the dark up to 60’. Darkvision is black and white only but is otherwise just like normal vision. It can be used in pitch darkness.
    • May purchase the Scent feat. This takes up a feat slot as usual.
    • +1 racial bonus to damage rolls. Orcs are naturally strong fighters.
    • +2 racial bonus on Climb and Jump checks.
    • +2 racial bonus on Intuit Direction, Search and Spot checks while underground.
    • Favoured Class: Orcs have great strength and make great Fighters and is their favoured class.

[edit] Manimal

  • Skin Colour : Varies by animal species
  • Hair Colour : Varies by animal species
  • Eye Colour : Varies by animal species
  • Height : Varies by animal species
  • Weight : Varies by animal species
  • Manimal Racial Traits : Varies by animal species
    • Roll for species: (1d100) 01-65 = British Mammal, 66-80 = British Birds, 81-90 = Cold-blooded Animals, 91-00 Roman-imported Animals (as MIA zoo animals with GM veto)
    • Receives stat bonuses on TMNT stat increases of +3 or higher.
IQ	Intelligence		PP	Dexterity		+1-2	Extra 5 BP
ME	Wisdom			PE	Constitution		+3-5	+1
MA 	Charisma		PB	Charisma		+6-8	+2
PS 	Strength		Spd	See below		+9 up	+3
    • If Speed has a bonus each ‘plus’ after conversion adds 5 feet to its base speed. Build Points is equal to BIO-E, plus any bonuses from small stat increases. These can be spent on growth steps, human features and animal abilities. When calculating stat adjustments for size use the following table. The exception is Spd, where the adjustment is to base speed as shown above.
-12 to -7		-2			+5 to +9		+1
-6 to -2		-1			+10 up		+2
-1 to +4		None
    • Human features are purchased in exactly the same manner as in TMNT. Human looks, speech and bipedal stance are all identical to TMNT. No change to the hands means all skills involving them are impossible to buy, whilst partial hands means all skills requiring manual dexterity are cross-class skills, and there is a -3 to all attack rolls. Animal abilities are the same with the following modifications. Natural weapons do the same amount of damage as a monk of the same level. Heightened senses add +4 to the appropriate skill checks. Flight is classed as Average and Glide as Clumsy. Natural armour translates as the following; Light = AC+2, Medium = AC+3, Heavy = AC+5, Extra-Heavy = AC+7. It gives no hp bonus and cost is one-third to a minimum of 5. Bonuses to SDC are divided by 5 and added to hp.
[edit] Great Cat
  • Skin Colour : Light brown
  • Hair Colour : Golden-Brown
  • Eye Colour : Brown, Green, Black, Blue
  • Height : 54"+2D12" (-6" female)
  • Weight : 160lbs+6D10lbs (-80lbs female)
  • Great Cat Racial Traits
    • Great Cats are Medium size and receive no bonuses or penalties.
    • Great Cats have a base speed of 30 feet.
    • Low-light vision: Great Cats can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
    • +2 racial bonus on Listen checks for Great Cats.
    • May purchase the Scent feat. This takes up a feat slot as usual.
    • A Great Cat’s claws do damage equal to a monk of the same level. Attacks with the claws do not provoke attacks of opportunity.
    • +2 racial bonus on Climb, Jump, and Move Silently checks.
    • Favoured Class: Great Cats have both great strength and Dexterity. They are at home with nature and make great Rangers and this is their favoured class.

[edit] Chapter Three - Classes

[edit] Options

The available options are fighter, ranger, gladiator, barbarian, rogue, bard, priest, mystic, shaman and magi. Barbarians are only allowable if coming from a Germanic tribal background or another similar culture. Gladiators and Magi come from a Roman culture. Shamans must come from a northern European shamanic culture. Barbarians, Bards, Fighters, Rangers, and Rogues are all the same as their equivalents in the Player’s Handbook. Priests are the same as Clerics from the Player’s Handbook.

[edit] Gladiator

A Gladiator is the same as a Barbarian, except without the Rage Ability. Instead at every level when they would get a rage upgrade they instead pick up an Exotic Weapon Proficiency. In addition, because of their acrobatic style of combat they receive the Evasion and Improved Evasion abilities (the same as a Monk) at levels 1 and 9 respectively. Perform, Speak Language and Tumbling are all class skills, while Intuit Direction, Listen and Wilderness Lore all become cross-class skills.

[edit] Magi

Magi are the same as wizards, except they do not receive the Summon Familiar ability (a bit too shamanic/nature magic for a mage). As long as it is on a path they know they can automatically acquire a spell as soon as they reach the level where they can cast it. On the other hand they cannot cast a spell off any other path until they are taught it. The number of paths a magi can learn is based upon his level and increased by his intelligence modifier. Once a magi knows all the spells on a path it no longer counts towards this limit. He also chooses to memorise paths rather than spells at a rate determined by his level. He may then choose to cast any spells he knows from those paths up to the limit given in the Player’s Handbook. As they are more courtiers than the traditional misanthropic wizard they also receive Diplomacy as a class skill. If a Magi takes the Spell Mastery feat it applies to one path instead of the usual number of spells.

[edit] Mystic

  • Abilities: Wisdom is the key to mysticism, granting the insight to harness the powers of the mind. A strong Constitution also helps as does a high intelligence.
  • Alignment: Any non-chaotic.
  • Hit Dice: d6
  • Class Skills: Concentration, Craft, Diplomacy, Intuit Direction, Listen, Profession, Scry, Search, Sense Motive, Spot
  • Skill points at 1st level: (2 + Int. modifier) x 4
  • Skill points at each individual level: 2 + Int. modifier
  • Class Features
    • Weapon and Armour Proficiencies: Mystics are proficient with all simple weapons and light armour.
    • Psychic Powers: The mystic can pick up the psionic defence modes, disciplines, sciences and devotions at the rate described in the Complete Psionics Handbook.
    • Psionic Strength Points: These work in the same way as in the Complete Psionics Handbook.
    • Power Scores: These are replaced in this system with a DC of 8 minus the negative modifier from the old power score system. Any power that allowed its victim to make a save no longer does so, but instead the DC for the power is calculated by making an Opposed Check Saving Throw (Fortitude or Will as appropriate, with a positive bonus equal to the old system negative modifier). The only bonus to the power check is the appropriate ability modifier for that power and any ranks taken in that power. In this system Contact is always made using an Opposed Check Saving Throw against non-psionicists. Psionicists must still be contacted by attack modes as before. A failed check still costs half the PSPs as usual. A roll of 1 has the same result that a roll of 20 had in the old system. A roll of 20 has the same result that hitting your power score did in the old system.
    • Starting Ranks: The number of points the mystic gets to put in ranks is calculated like this.
1st Level = (3 + Wis. Modifier ) x 4
Subsequent Levels = 3 + Wis. Modifier
    • Your maximum rank is your current level + 3. The number of individual powers is limited to those on the chart in the CPH.
    • Speed of Thought: Any psionic ability with a Preparation Time of 0 is a standard action. Any with a Preparation Time of 1 is a full-round action.
    • Resistance to Charm: The mystic receives a +2 to all saves versus charm-like spells and effects.

Table 3-21: The Mystic

Level	Base Attack 	Fort	Ref	Will	Total	       Total	    Total	Defence
	Bonus		Save	Save	Save	Disciplines    Sciences	    Devotions	Modes
1	+0		+0	+0	+2	1		1		3	1
2	+1		+0	+0	+3	2		1		5	1
3	+2		+1	+1	+3	2		2		7	2
4	+3		+1	+1	+4	2		2		9	2
5	+3		+1	+1	+4	2		3		10	3
6	+4		+2	+2	+5	3		3		11	3
7	+5		+2	+2	+5	3		4		12	4
8	+6/+1		+2	+2	+6	3		4		13	4
9	+6/+1		+3	+3	+6	3		5		14	5
10	+7/+2		+3	+3	+7	4		5		15	5
11	+8/+3		+3	+3	+7	4		6		16	5
12	+9/+4		+4	+4	+8	4		6		17	5
13	+9/+4		+4	+4	+8	4		7		18	5
14	+10/+5		+4	+4	+9	5		7		19	5
15	+11/+6/+1	+5	+5	+9	5		8		20	5
16	+12/+7/+2	+5	+5	+10	5		8		21	5
17	+12/+7/+2	+5	+5	+10	5		9		22	5
18	+13/+8/+3	+6	+6	+11	6		9		23	5
19	+14/+9/+4	+6	+6	+11	6		10		24	5
20	+15/+10/+5	+6	+6	+12	6		10		25	5

If a character wants to be a wild psionicist they must spend a feat at first level to get their roll. Otherwise the rules work as above and in the CPH.

[edit] Shaman

  • Abilities: Wisdom is the key to shamanism, giving an intuitive insight into the world of the spirits. A strong Constitution also helps as does a high intelligence.
  • Alignment: Any.
  • Hit Dice: d4
  • Class Skills: Animal Empathy, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intuit Direction, Knowledge (spirits), Knowledge (nature), Scry, Spellcraft, Swim, Wilderness Lore
  • Skill points at 1st level: (2 + Int. modifier) x 4
  • Skill points at each individual level: 2 + Int. modifier
  • Class Features
    • Weapon and Armour Proficiencies: Mystics are proficient with clubs, daggers, quarterstaffs and sickles.
    • Aid of the Wilderness Spirits: From 5th level on the shaman can call wilderness spirits to him by howling whilst in the wilderness. The DC chance of a spirit responding from anywhere within 10 miles is 20, with the shaman able to add his caster level to the roll. When the spirits come they are not guaranteed to be friendly and all negotiations must be made by the shaman.
    • Audience With The Spirit Lords: The 17th level shaman can demand to meet the spirit lords and ask questions of them. See the rules for Receiving an Audience in AA for more details.
    • Calling on the Spirits: Shamans are incapable of casting instant spells in the way of standard wizards. They must take a great deal of time preparing fetishes, curse-stones and spirit-traps. These are one-shot magic items that hold a single spell apiece. This spell can be from either the divine or arcane list. A fetish takes one hour to create for every level of spell to be placed within it. This creation time can be reduced by increasing the difficulty of creation, as shown below on the list of modifiers. In addition the time taken in creation can be increased for a corresponding drop in the difficulty. A fetish will lose power after a while. It will stay empowered for one day for every level of the caster. Again, this time can be increased or decreased by adjusting the difficulty of the creation.
    • To calculate the base chance of the spirits aiding the shaman in creating his fetish he rolls a d20 and adds his caster level. The DC is equal to 10, plus (spell level x 2). The following modifiers are applied to the DC and fetish creation roll.
The fetish is to be used at the end of the creation process (one hour minimum ritual)		- DC -2
Ritual favours opposed worshipper/disfavours fellow worshipper					- DC +2
Ritual favours fellow worshipper/disfavours opposed worshippers					- DC -2
For each extra hour taken in creation							 	- DC -2
For each hour speeded up in creation (to a minimum of an hour)					- DC +2
For spending just half an hour (in addition to cost of going down to an hour)			- DC +2
For creating an instant curse stone (takes 1d6 full-round actions, no penalty until 		- DC +10
last round to being hit, provokes attacks of opportunity, concentration check 
on last round if hit)
For every extra person to be included in a ritual						- DC +1
For every person excluded in a ritual								- DC -1
For each extra day the fetish retains power							- DC +1
For each day less that the fetish retains power (not on rituals or instant curse-stones)	- DC -1
To dedicate the fetish to the moon (retains power for lunar months instead of solar days)	- DC +8
To dedicate the fetish to the current season (until next equinox/solstice)			- DC +4
If the spell would be beyond a druid of the same level						- DC +2
If the spell could be cast by a druid of the same level						- DC -2
If the spell is Abjuration, Divination, Enchantment, or Transmutation				- DC -2
If the spell is Conjuration, Evocation, Illusion, or Necromancy					- DC +4
If the spell is Conjuration (healing) or Illusion (phantasm)					- DC -6
Describing the creation in an interesting and appropriate mannerv				- DC -1-3 
Any special circumstances 									- DC +/-1-10 
    • The roll is made at the end of the fetish creation. If it fails then the time is wasted but the shaman can make a Spirit Knowledge check to spot that the fetish has no spiritual power. He receives a +5 bonus to this roll thanks to his hand in creating it. When travelling the shaman may not have an exceptional amount of time to spend on fetish creation. Assume he can manage two hours during a day. A successful luck roll can increase that to three hours while an unsuccessful luck roll drops it to one.
    • Create Spirit Trap: From 13th level onwards the shaman can catch spirits in a spirit trap to hold a great spirit. See Creating a Genie Prison in AA for more details
    • Shamanic Protection: As long as he makes his shaman status known many of his own peoples and those who know of them will fear to attack him, afraid of a curse if he slays him. Those who are susceptible to this must make a Will Save before attacking a druid. If they fail they suffer a -2 morale penalty to attack rolls, saves and skill checks.
    • Elemental Protection: From 7th level on the shaman is protected from the natural world. +2 to save versus elemental attacks, -2 to elemental to hit rolls, -2 to each damage die to a minimum of 1 per die.
    • Spirit Familiar: The shaman may summon a familiar spirit to act as an advisor, confidant and friend. Most commonly these are animal spirits but the shaman can choose elemental or vegetable spirits instead. Though the familiar will not spend all its time with the shaman it will appear most times he attempts to use his powers.
    • Spirit Knowledge: Upon reaching 3rd level the shaman can recognise items that have been created by or with spirits, magic used by or with spirits, and shamans using their power or not. They can also see all spirits whether invisible, disguised or polymorphed. The DC chance of recognition is 20 with the shaman allowed to add his caster level to the d20 roll.
    • Spirit Travel: From 15th level onwards the shaman can make an intelligence check (DC 13) to transport himself and passengers equal to his experience level to a spirit plane staying there in safety for a number of days equal to his level.
    • Summoning Great Spirits: From 9th level on the shaman can call on great spirits to aid him. This gives him great power but requires negotiating with the spirit in question. See Calling a Genie in AA for more details.

Table 3-22: The Shaman

Level	Base Attack 	Fort	Ref	Will	Special
	Bonus		Save	Save	Save	
1	+0		+0	+0	+2	Calling on the Spirits, Druidic Protection, Spirit Familiar
2	+1		+0	+0	+3	
3	+1		+1	+1	+3	 Spirit Knowledge
4	+2		+1	+1	+4	
5	+2		+1	+1	+4	Aid of the Wilderness Spirits
6	+3		+2	+2	+5	
7	+3		+2	+2	+5	Elemental Protection
8	+4		+2	+2	+6	
9	+4		+3	+3	+6	Summoning Great Spirits
10	+5		+3	+3	+7	
11	+5		+3	+3	+7	
12	+6/+1		+4	+4	+8	
13	+6/+1		+4	+4	+8	Create Spirit Trap
14	+7/+2		+4	+4	+9	
15	+7/+2		+5	+5	+9	Spirit Travel
16	+8/+3		+5	+5	+10	
17	+8/+3		+5	+5	+10	Audience with the Spirit Lords
18	+9/+4		+6	+6	+11	
19	+9/+4		+6	+6	+11	
20	+10/+5		+6	+6	+12	

[edit] Chapter Four - Skills

SkillBbnBrdFtrGldMagMysPstRgrRogShmUn-skillKey Stat
AlchemyNInt
Animal EmpathyXXXXXXXNCha
AppraiseYInt
BalanceYDex
BluffYCha
ClimbYStr
ConcentrationYCon
CraftYInt
Decipher ScriptXXXXXXXXNInt
DiplomacyYCha
Disable DeviceNInt
DisguiseYCha
Escape ArtistYDex
ForgeryYInt
Gather InformationYCha
Handle AnimalNCha
HealYWis
HideYDex
InnuendoNWis
IntimidateYCha
Intuit DirectionNWis
JumpYStr
Knowledge (arcana)NInt
Knowledge (religion)NInt
Knowledge (nature)NInt
Knowledge (all skills)NInt
ListenYWis
LiteracyNNone
Move Silently YDex
Open LocksNDex
PerformYCha
Pick PocketNDex
ProfessionNWis
Read LipsXXXXXXXXXNInt
RideYDex
ScryXXXXXYInt
SearchYInt
Sense MotiveYWis
Speak LanguageNNone
SpellcraftNInt
SpotYWis
SwimYStr
TumbleNDex
Use Magic DeviceXXXXXXXXNCha
Use RopeYDex
Wilderness LoreYWis

For the most part skills work just as the Player’s Handbook has them. The skills Alchemy, Disable Device and Open Lock though are virtually unknown in Britain at the time of the campaign and so cannot be taken without GM approval. Finally literacy is a lot rarer in this time and place so it must be purchased in the same way as Speak Language.

[edit] Chapter Five - Feats

As in the Player’s Handbook

[edit] Chapter Six - Description of religions

Alignments are the same. Religions are very different. The British gods’ priests are shamans who follow the druidic path, while the Saxon wizards are their shamans. With the Roman pantheon the player can opt to be a priest of the pantheon, or a cult priest following a specific god. There are advantages to both.

The differences are as follows:-

[edit] Panttheon Priests

Pantheon Priests have access to all domains. They may pick 1 domain per day but can pick different domains every day. This represents them praying to different gods every morning. The GM can interfere some days to insist prayers are said to the right gods on their holy days. Once a domain is chosen spells are picked as normal. This represents their affiliation to all the gods at the start of the day.

Cult Priests only have access to the domains their god allows but offers two domains. However they do not have to pick their spells every morning but may opt to pick spells when they need them, so long as he doesn’t exceed his maximum number of spells per level per day. Independent cults follow the same rules.

[edit] Roman Pantheon

[edit] Jupiter

  • Aims: The priesthood of Jupiter are primarily interested in maintaining their position as the advisors of kings. They are therefore strong supporters of the wars against the Saxons.
  • Symbol: The thunderbolt
  • Arms & Armour: Any armour, preference for spears and staves
  • Domains: Air, Law, Protection, War
  • Priests of Jupiter that worship him in his aspect as the god of the skies do not receive the listed granted power, but once per day may cast Lightning Bug as per a wizard of the same level.

[edit] Juno

  • Aims: The priesthood of Juno are the powers behind thrones, supporters of women and a favourite goddess of queens. They are also supporters of the war against the Saxons.
  • Symbol: The throne
  • Arms & Armour: Any armour, preference for spears and staves
  • Domains: Law, Protection, Travel

[edit] Mercury

  • Aims: The priesthood of Mercury are healers and protectors of travellers. They are also protectors of thieves and rogues.
  • Symbol: The caduceus
  • Arms & Armour: The Hermian priests disdain heavy armour, except in war. They favour light, fast weapons like daggers and short swords.
  • Domains: Chaos, Healing, Travel, Trickery

[edit] Mars

  • Aims: The priesthood of Mars are generals and advisors to generals. If a war is on the priests of Mars feel they should be running it.
  • Symbol: The axe
  • Arms & Armour: All armour is available and worn often, with the sword and the axe as favoured weapons.
  • Domains: Destruction, Strength, War
  • All priests of Mars must take War as one of their two domains.

[edit] Neptune

  • Aims: Neptune’s priests worship in coastal areas and usually alongside Manawydan. They are protective of those who work with the sea and disdainful of those who choose to stay on the land.
  • Symbol: The trident
  • Arms & Armour: Neptune’s priests can wear armour but see it as unnecessary weight at sea. They favour the trident as a weapon, but also use knives and daggers.
  • Domains: Destruction, Travel, Water
  • All priests of Neptune must take Water as one of their two domains. They do not receive the listed granted power though. Instead they may take Animal Empathy, Handle Animal and Ride as class skills, though their Animal Empathy will only work with horses and sea creatures. All skill checks involving horses receive a +2 divine bonus.

[edit] Pluto

  • Aims: The priests of Pluto are the buriers of the dead. They are aggressive defenders of their communities, but otherwise not overly warlike.
  • Symbol: Black disc
  • Arms & Armour: In war they may wear any armour, otherwise they go unarmoured. They prefer short swords as weapons.
  • Domains: Earth, Law, Protection, Underworld
  • If the priest chooses Earth as one of his domains he does not get the listed Granted Power. Instead he receives a +2 divine bonus to all saves while underground.

[edit] Minerva

  • Aims: The priests of Minerva are strong warriors, and fully in favour of the war against the Saxons. However they also favour knowledge and act as advisors and magistrates around the land.
  • Symbol: The owl
  • Arms & Armour: They may wear whatever armour they like and favour the spear and shield as their weapons.
  • Domains: Knowledge, Protection, War

[edit] Venus

  • Aims: The Cult of Venus is popular among women and favours a low-key control of politics from behind the scenes.
  • Symbol: The clam shell
  • Arms & Armour: The priests of Venus wear little armour and favour small easily hidden weapons.
  • Domains: Love, Trickery
  • Priests of Venus treat Swim as a class skill.

[edit] Vulcan

  • Aims: The priests of Vulcan are the keepers of the secrets of smithing and metallurgy. They make the best metal tools and weapons, and their temples are more akin to forges than places of worship.
  • Symbol: Fire or the hammer
  • Arms & Armour: In war the Vulcanite will don the finest armour they have made, and carry large warhammers. In peacetime they prefer to wear no armour.
  • Domains: Earth, Fire, Forge

[edit] Apollo

  • Aims: The followers of Apollo are prophets and soothsayers, offering advice to rich and poor. Though their services are often requested by the rich they often travel amongst the poor dispensing their advice.
  • Symbol: The sun or the bow
  • Arms & Armour: Apollo’s priests are hunters, shunning heavy armour and favouring the sword and the bow as weapons.
  • Domains: Healing, Knowledge, Sun

[edit] Independant Deities

[edit] Aslan

  • Aims: Priests of Aslan are warriors, protectors of the weak and the innocent. They are gentle to those that deserve it and fierce to those who don’t.
  • Symbol: The lion
  • Arms & Armour: Priests of Aslan carry swords or bows and wear any armour.
  • Domains: Animal, Good, Healing, Strength, Sun, War

[edit] Tash

  • Aims: Priests of Tash are warriors of evil, liars, killers and villains. They see their job as to destroy all that is good and kind in the world and many are allies of the evil creatures of the world.
  • Symbol: The four armed vulture-man
  • Arms & Armour: Priests of Tash carry swords or bows and wear any armour.
  • Domains: Death, Destruction, Evil, Sun, Trickery, War

[edit] Orc

  • Aims: Priests of Orc are advised to emphasise freedom of thought and action to all those they meet and fight rigid and restrictive laws. This gives them a reputation as rabble rousers to those in authority and heroes to the oppressed.
  • Symbol: Fire
  • Arms & Armour: While they will don any armour in wartime priests of Orc favour lightweight armour. Their favoured fighting styles are wrestling and boxing.
  • Domains: Chaos, Destruction, Fire, Sun

[edit] Urizen

  • Aims: The priests of Urizen are the priests of the law. They want peace, order and a life untroubled by chaos. They desire a life where everyone knows their place and sticks to it.
  • Symbol: An X-shaped cross
  • Arms & Armour: The priests of Urizen try to work behind the scenes to achieve power, disdaining physical combat. They favour light, fast weapons like daggers and short swords.
  • Domains: Earth, Law, Protection

[edit] Ka

  • Aims: The priests of Ka are life preservers, protectors of all life wherever and whatever it may be. They will fight, but only if the foe offers genocide to his victims.
  • Symbol: The tyrannosaurus rex
  • Arms & Armour: Though they normally fight unarmoured, priests of Ka may wear armour in war. Priests of Ka use blunt weapons, with the staff as favourite.
  • Domains: Animal, Healing, Plant, Protection

[edit] Mithras

  • Aims: Mithras is a warrior’s god and his priests are not so much priests who are warriors, but warriors who have been blessed with the god’s blessing. They fight for their kings and strive to be the bravest of the brave.
  • Symbol: The bull
  • Arms & Armour: Priests of Mithras wear any armour they wish and carry the primary weapon of their culture, usually the sword or spear.
  • Domains: Strength, War
  • Priests of Mithras must be fighters. Being a priest must be their second or subsequent class after achieving at least 6th level as a fighter.

[edit] Celtic Names

The players may not be familiar with many Celtic names and may want suggestions. They may like to pick a name off the list or roll randomly.

1 2 3 4 5 6
1 Adeluf Addaon Aedan Aedd Agravain Amlawdd
2 Amr Amren Arawn Argus Aoinfhear Artgualchar
3 Athrwys Avalloc Bach Balan Balin Ban
4 Beund Blaes Bran Brychan Bychan Cadoc
5 Cadwy Caradoc Carannog Caratacus Caw Clydno
6 Cunedda Cyledyr Cynfarch Cynon Dafydd Derfel
7 Drust Dywel Efrawg Eliwlod Ermid Evdaf
8 Ffrwdwr Gereint Glewlwyd Glwydn Greidawl Gwalhafed
9 Gwarthegydd Gweir Gweestyl Gwenwynwyn Gwion Gwrfoddu
10 Gwrhyr Gwrvan Gwrvawr Gwyar Gwyddawg Gwyddno
11 Gwydion Gwydre Gwyn Gwythr Hoel Hueil
12 Hygwydd Iddawg Kadwr Kilydd Kradoc Kustenhin
13 Kynan Kynuawr Kynvarch Kynwal Laufrodedd Ligessac
14 Llacheu Lleu Llongad Llwch Llygadnudd Llyr
15 Llywarch Loholt Mabon Madoc Mardoc Melwas
16 Menw Meurig Medraut Morfans Morvawr Morvran
17 Olwen Owain Padraig Pascen Pedrawd Pellinore
18 Petroc Prydwen Rhonabwy Rhydderch Rhyverys Riothamus
19 Riwallawn Run Tallwch Tor Tudwal Twrmwr
20 Uallabh Urien Wrnach Yder Ymer Ywerit

[edit] Chapter Seven - Equipment

Only the following weapons are available to characters who start in Britain.

[edit] Simple Weapons - Melee

  • Gauntlet
  • Strike, unarmed
  • Dagger
  • Gauntlet, spiked
  • Mace, light
  • Sickle
  • Club
  • Halfspear
  • Mace, heavy
  • Quarterstaff
  • Shortspear

[edit] Simple Weapons - Ranged =

  • Dart
  • Sling
  • Javelin

[edit] Martial Weapons - Melee =

  • Axe, throwing
  • Hammer, light
  • Handaxe
  • Lance, light
  • Sword, short
  • Battleaxe
  • Warhammer
  • Greataxe
  • Longspear

[edit] Martial Weapons - Ranged

  • Short bow
  • Long bow

[edit] Exotic weapons

Exotic Weapons may be requested on an individual basis.

Characters from the Mediterranean area (such as Andrew’s) may also use the following weapons, as can any character normally capable of using that kind of weapon if he receives some training in it.

  • Crossbow, light (SW-R)
  • Shortbow, composite (MW-R)
  • Longsword (MW-M)

There is also the Broadsword which is added to the Martial Weapons - Melee category.

Weapon		Damage	 Critical	Range Increment		Weight		  Type
Broadsword	 2d4	 19-20/x2	       -		 4lbs		 Slashing

[edit] Armour

The following armour can be made in Britain.

  • Padded
  • Leather
  • Studded Leather
  • Chain Shirt
  • Shield, small, wooden
  • Shield, large, wooden
  • Shield, tower

For anything heavier you have to go abroad where the following armour can be found.

  • Scale Mail
  • Chainmail
  • Banded Mail

[edit] Chapter Eight - Combat

Almost entirely the same. The only difference is that I might incorporate my own brutal critical hit system. Instead of being unconscious and dying on -1-9 hp and dead on -10 hp a character is awake and able to operate on negative hit points but each blow that lands can critically damage the character for the rest of his life. Not sure on this yet.

[edit] Chapter Nine - Adventuring

No change here.

[edit] Chapter Ten - Magic

Aside from the already discussed changes in memorisation (see Magi under Class and Pantheon/Cult Priests under Description) no changes here.

[edit] Chapter Eleven - Spells

There are the new Domains.

[edit] Forge Domain

  • Deities: Vulcan
  • Granted Power: All priests of the forge may treat their spellcaster level as two higher when they choose the following feats; Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring.
Forge Domain Spells
1	Magic Weapon. Weapon gains +1 bonus.
2	Make Whole. Repairs an object. 
3	Magic Vestment. Armour or shield gains +1 enhancement/three levels. 
4	Greater Magic Weapon. +1 bonus/three levels (max. +5).  
5	Righteous Might. Your size increases and you gain +4 Str.
6	Blade Barrier. Blades encircling you deal 1d6 damage/level. 
7	Refuge. Alters item to transport its possessor to you.  
8	(Drawmij’s) Instant Summons. Prepared object appears in your hand.
9	Iron Body. Your body becomes living iron.

[edit] Passion Domain

  • Deities: Aphrodite
  • Granted Power: All priests of passion who opt to increase their Charisma at any point do so by two points rather than one.
Passion Domain Spells
1	Command. One subject obeys one one-word command for 1 round.
2	Enthral. Captivates all within 100 ft. + 10 ft./lvl.
3	Emotion. Arouses strong emotion in subject. 
4	Tongues. Speak any language. 
5	Greater Command. As Command, but affects one person/level. 
6	Suggestion. Compels subject to follow stated course of action. 
7	Confusion. Makes subject behave unusually for 1 round/level. 
8	Mass Suggestion. As Suggestion plus one/level subjects. 
9	Insanity. Subject suffers continuous confusion.

[edit] Underworld Domain

  • Deities: Pluto
  • Granted Power: Darkvision/Low-light vision: Priests of the Underworld can see in the dark up to 60’. Darkvision is black and white only but is otherwise just like normal vision. It can be used in pitch darkness. They can also see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions. If the priest already has dark vision it’s range is doubled to 120’.
Underworld Domain Spells
1	Deathwatch. Sees how near death subjects within 30 ft. are.
2	Gentle Repose. Preserves one corpse. 
3	Speak with Dead. Corpse answers one question/two levels.
4	Death Ward. Grants immunity to death spells and effects.
5	Speak with Dead Gods. As Commune but within ruined temples, allowing talk with the fallen god.
6	Fear. Subjects within cone flee for one round/level. 
7	Invisibility. Subject is invisible for 10 min/level or until it attacks. 
8	Vision. As Legend Lore, but quicker and strenuous.
9	Soul Bind. Traps newly dead soul to prevent Resurrection. 

In addition I may well transfer some spells over from my ridiculously large collection of 2nd edition products. They may need the odd tweak but most shouldn’t be too hard to transcribe.

[edit] Chapter Omega - Flotsam and Jetsam

There are some of our mutations to 2nd edition I’m loathe to lose. The Luck score is one of those, although to keep it in line with the rest of the system it’ll turn into a plus score which is added to a d20 roll to reach a DC. This’ll actually work better, because it allows me to alter the difficulty to match the improbability of the event…

I’ll also be keeping Renown which will continue to improve like a Call of Cthulhu skill, because that fits the way fame works (once you reach a certain degree of fame you have to do more and more impressive things to increase your notoriety.).

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