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    Robyo
    Robyo


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    Post  Robyo Wed Jul 02, 2014 2:08 am

    Thane of Crows

    Setting: Gritty medieval intrigue. Low magic, steadily increasing over time.

    System: A mashup of C&C/AD&D/d20 games.

    Races: Human only. Other races and classes exist besides those available to PCs (Children of the Forest, Worgs, Sorcerers, Witches, etc), but they exist within the purview of the DM.

    Classes available (Prime):
    Fighter (STR)
    Ranger (STR)
    Rogue (DEX)
    Assassin (DEX)
    Barbarian (CON)
    Knight (CHA)
    Bard (CHA)

    Eight Attributes: the classic 6 (Str, Dex, Con, Int, Wis Cha), plus additional scores of Luck and Perception. Luck can be "burned" to gain bonuses in die rolls.

    Saving Throws are reactive, using 3e style: Reflex, Fortitude, Will. Bonus progression increases as a character gains levels.
    Base Saves = ½ level + Modifier + other.
    ~Fortitude uses best of Str or Con.
    ~Reflex: best of Dex or Perception.
    ~Will: best of Wis or Luck.

    System utilizes a standard Armor Class rating and Hit Points. Rules for Massive Damage result in wounds (on-going penalties). Each class is automatically proficient in either Light, Medium, or Heavy armors. A proficiency slot may be spent to gain proficiency in a heavier type of armor.

    Armor Class = 10 + armor bonus + shield bonus + Dex mod + other mods.

    Base Attack Bonus = ½ level + Class Prime mod.

    Initiative = best of Dex or Per mod + other.


    Task Resolution: Attribute checks only, no skill list. Roll a d20 + relevant Attribute modifier.
    Other bonuses:
    ~Class Abilities: + Level
    ~Primes: Gain Advantage (roll 2d20, take highest)
    Background: + 3  bonus is standard (per slot). Similar backgrounds might yield +5 maximum bonus.
    *DM Fiat: +2 bonus granted for colorful description and role play.


    Proficiency system: Every character begins with 5 slots at 1st level. Each class has recommendations, but the two types (weapons and backgrounds) are swappable. The breakdown and purchasing cost is as follows:

    Weapon Proficiency = 1 slot per weapon type. Any character using a weapon for which they are non-proficient, gains a -2 penalty to attack and damage rolls.

    Weapon Specialization = 2 slots: +1 to hit/ +2 damage.

    Background = 1 slot: +3 bonus to relevant Attribute check.

    2 Backgrounds = 1 Theme:  A Class ability for which the character meets the pre-reqs for.

    *Double Specialization = 3 slots: +3 to hit/ +3 damage. This option is only available to Fighters.

    New slots are acquired as the character advances in experience. Five slots are available at 1st level. One additional slot is gained every 4 levels. Additional slots acquired at levels 4, 8, 12, 16, and 20. Slots can be saved and spent at a later date, but they must be spent when the character “levels up.”
    Backgrounds do not stack. Similar backgrounds will garner a maximum benefit of +5.


    Races:
    Humans are the norm and begin play with 3 Primary Attributes. Primes grant advantage in checks. While demi-races may have special “meta” abilities, they can only have 2 Primary Attributes.


    Classes:

    Fighter
    Alignment: Any
    Prime: Strength
    HD: d10
    Proficiencies: 4 weapon, 1 background, all armor
    *Optional: Double Specialization in a type of weapon.
    Class Abilities:
    ~Attacks/Round...Level
    1/1........................1-6
    3/2........................7-12
    2/1........................13+
    ~Cleave: Drop a foe (either dead or unconscious) and gain an additional attack to an adjacent foe, using the same attack bonus.
    ~Slay the Rabble: 4th - While attacking creatures with 1 HD or less, the fighter gains one extra attack per level of experience. These attacks can only be used against those creatures and does not stack with standard attacks per round.
    ~Lord: 9th – Automatically attracts men-at-arms and bodyguards.


    Ranger
    Alignment: Any good.
    Prime: Strength
    HD: d8 (1st level: 2d8)
    Proficiencies: 3 weapon, 2 background, light and medium armor
    Class Abilities:
    ~Stealth(DEX)
    ~Delay Poison (INT)
    ~Neutralize Poison (INT): 3rd
    ~Climb (STR)
    ~Traps (INT): 2nd
    ~Survival (WIS)
    ~Track (WIS)
    ~Favored Enemy: Pick a type of humanoid or giant to gain +2 to hit, +2 AC, and + level to damage. A new enemy type is chosen at levels: 1, 4, 8, 12, 16, and 20.
    ~Listen (PER)
    ~Alertness (PER)
    ~Arcana (INT): 9th
    ~Animal Friendship (CHA): 8th


    Rogue
    Alignment: Any
    Prime: Dexterity
    HD: d6
    Proficiencies: 3 weapon, 2 background, light and medium armor
    Class Abilities:
    ~Back Stab: Requires successful Stealth check; +4 to hit, x2 damage. The multiplier is increased to x3 at level 5, x4 at level 9, and x5 at level 13.
    ~Thieves Cant
    ~Climb (STR)
    ~Decipher Script (INT)
    ~Stealth (DEX)
    ~Listen (PER)
    ~Sneak Attack: 4th = +2 to hit, +4 damage. Opponent must be aware of rogue, but unsuspecting of a sneak attack. Can also be a ranged attack up to 30' and does not stack with Back Stab.
    ~Open Locks (DEX)
    ~Traps (INT)
    ~Use Scrolls (INT): 10th – Arcane scrolls only.


    Assassin
    Alignment: Any non-good
    Prime: Dexterity
    HD: d6
    Proficiencies: 3 weapon, 2 background, light and medium armor
    Class Abilities:
    ~Case Target (WIS)
    ~Climb (STR)
    ~Death Attack: 4th
    ~Disguise (CHA): 2nd
    ~Stealth (DEX)
    ~Listen (PER): 3rd
    ~Poisons (INT)
    ~Sneak Attack
    Traps (INT): 2nd


    Barbarian
    Alignment: Any nonlawful
    Prime: Constitution
    HD: d12
    Proficiencies: 4 weapon, 1 background, light and medium armor
    *Barbarians may not advance to the next level or use Primal Fury if they carry on their person or claim ownership of more than 1 magic item per level.
    Class Abilities:
    ~Combat Sense (PER)
    ~Intimidate (CHA)
    ~Whirlwind Attack: 4th
    ~Primal Force: +2 Fort saves
    ~Primal Fury
    ~Primal Might: 5th
    ~Primeval Will: 8th
    ~Ancestral Calling: 10th
    ~Survival (WIS)


    Knight
    Alignment: Any, * Code of Conduct
    Prime: Charisma
    HD: d10
    Proficiencies: 4 weapon, 1 background, all armor
    Class Abilities:
    ~Birthright Mount:
    Deflect
    Cover
    Fall Softly
    Leap
    Charge
    ~Inspire
    ~Embolden: 3rd
    ~Demoralize: 5th
    ~Battlefield Dominance: 8th
    ~Call-to-Arms: 10th – Attract followers, establish a stronghold
    ~Warcraft (INT)
    ~Heraldry (INT)


    Bard
    Alignment: Any
    Prime: Charisma
    HD: d10
    Proficiencies: 2 weapon, 3 background, light and medium armor
    Class Abilities:
    ~Decipher Script (INT)
    ~Exalt (CHA): +2 allies any checks or saves (not attacks)
    ~Legend Lore (CHA)
    ~Fascinate: x3/day for rounds per level. Creature allowed a WILL save. Additional spellsongs: 5th level – Charm; 8th – Suggestion; 12th – Antipathy/Sympathy; 18th - Mass Suggestion
    ~Exhort Greatness: 9th Level – one ally: +2 to hit, +2 HD temporary Hit Points; 11th – 2 allies; 13th – 3 allies, etc
    ~Climb (STR)
    ~Listen (WIS)
    ~Pick Pockets (DEX): 3rd
    ~Diplomacy (CHA)
    MAS
    MAS
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    Post  MAS Thu Jul 03, 2014 12:20 am

    Multi class?
    Chirs2
    Chirs2


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    Post  Chirs2 Thu Jul 03, 2014 12:34 am

    Nice work!

    Robyo wrote:
    System: A mashup of C&C/AD&D/d20 games.

    There is definitely a bit of Radiance in there too  Wink 
    Robyo
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    Post  Robyo Thu Jul 03, 2014 6:19 am

    MAS wrote:Multi class?

    No rules (yet) for a straight-up multi-class... Hybrid is possible, with PC's able to spend Backround slots on a Theme. One theme buys you an ability from another class from which you qualify for.
    Robyo
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    Post  Robyo Thu Jul 03, 2014 6:21 am

    Chirs2 wrote:Nice work!

    Robyo wrote:
    System: A mashup of C&C/AD&D/d20 games.

    There is definitely a bit of Radiance in there too  Wink 

    Thank you, sir! Radiance is a d20 game, and yes, it's got some bits in there. I'm using the BAB and Saves progression that equals 1/2 level, instead of a chart. I think it keeps things fairly equalized.

    No spell caster classes at all (except for Bard Spell songs), so it's a bit easier to keep balance between the classes.


    Next up: Nobility and Rules of Engagement!
    MAS
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    Post  MAS Thu Jul 03, 2014 12:00 pm

    Chewing on a few different concepts.....
    Chirs2
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    Post  Chirs2 Thu Jul 03, 2014 2:20 pm

    so the idea of rolling 2d20 for Prime skill\ability checks, but not really having skill points, seems like it does 2 things for the game\GM

    removes some of the random factor (though someone could still roll a 1 and 2)

    puts a Hard Cap ceiling on the DC#s for any check. Realistically +5 or +6 from the attribute +3 to +5 background..... maybe magic items (boots of stealth) and the d20 roll. so there isn't a power creep of stealth vs spot, Disable Device vs trap DC

    DC5 = very easy
    DC 10 = easy
    DC 15 = moderate
    DC 20 = hard
    DC 25 = very hard
    DC 30 = extreme
    DC 35+ = epic

    I am most curious to see how the "special abilities" of each class balance out, but I am assuming they are like Feats?
    Robyo
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    Post  Robyo Thu Jul 03, 2014 5:41 pm

    Chirs2 wrote:so the idea of rolling 2d20 for Prime skill\ability checks, but not really having skill points, seems like it does 2 things for the game\GM

    removes some of the random factor (though someone could still roll a 1 and 2)

    puts a Hard Cap ceiling on the DC#s for any check.  Realistically +5 or +6 from the attribute +3 to +5 background..... maybe magic items (boots of stealth) and the d20 roll.  so there isn't a power creep of stealth vs spot, Disable Device vs trap DC

    DC5 = very easy
    DC 10 = easy
    DC 15 = moderate
    DC 20 = hard
    DC 25 = very hard
    DC 30 = extreme
    DC 35+ = epic

    I am most curious to see how the "special abilities" of each class balance out, but I am assuming they are like Feats?

    I can see you are putting some thought into this, so thank you. The DC's look pretty good. I am trying to keep the modifiers down, more along the lines of 1e or 2e. It's also supposed to be low magic, so there's no magic items, only masterwork (and legendary) items...

    Consider also, class abilities add +level. The advantage mechanic usually figures out to a +4 or so.

    Let's look at Stealth. Renee the Rogue (6th level) wants to try and hide in shadows, before making a back attack, which she must do to carry out a successful backstab. She describes her intent and action of creeping into the shadows, hoping to garner a +2 description bonus from the DM. Anyways, even without that favor, her process is:
    1)Stealth is a class ability and it's dexterity-based. She adds her level: +6
    2)DEX is also one of her Prime Attributes (she has 2 others), so she gains advantage (more or less +4).
    3)She has backgrounds as vagabond, and another as an outlaw, so she garners +5.
    4)Whaddayaknow, she also has a Cloak of the Shadow +1. It isn't a magic item, but of highest quality masterwork and used by the Faceless Men.
    Renee rolls a 12 and a 14 and takes the 14.
    Her result is: 6+14+5+1 = 26. Not terrible for a 6th level thief, but not really great either, considering how bonus-happy D&D can be.

    Of course, I believe you once ran a Conan campaign, so I can imagine it has similar aesthetics of low magic and lethality.

    Anyways, for Renee, we might give her +2 from description. She also has Luck to burn, if she wants. Maybe she gets a buff from the Bard. But yeah, lower numbers. That's okay!

    I'm considering giving Rogues an ability where they replenish Luck quicker than other classes.
    Chirs2
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    Post  Chirs2 Thu Jul 03, 2014 5:58 pm

    ah, I forgot level! That makes sense that your abilities get better as you gain lvl (power\ability\exp)

    but you didn't add the attribute, I don't think....

    the DC#s were just a guess-guide. they could all slide up by 10 too, it is just the idea of a more fixed scale of DC#s compared to the never-ending power creep of PF\3.x

    Radiance got rid of the power creep on skills, which I thought was interesting, but ultimately a bit limiting. What about looking at Radiance as a guide for skills? meaning 1/2 level, like BAB? just a suggestion to limit the DC slope

    it's your game, but just thinking out loud.... I wonder if you need the +4 advantage. the 2d20 for skills seems really unique and I like the diminishing randomness, maybe that's enough for "advantage"?

    it could be lvl (or 1/2) + attribute + backgrounds (making them more important) + magic\mw item (maybe) + Luck + 2d20 for advantage

    like I said, just thinking out loud, because I like the concept. I think some of this will iron out in playtesting too  study 
    Robyo
    Robyo


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    Post  Robyo Thu Jul 03, 2014 6:41 pm

    You're right, I forgot to add the Dex Mod.  Embarassed 

    And I've been looking at different modifier progressions, like something lower-powered, where a 19 only yields a +3.... but I'll probably just stick with PF: every jump in 2 you get a +1. It's just easier to have a numeric that is easily divisible.


    We could certainly use 1/2 level for Class abilities. That would be fine and it's lower-powered. But if we round down, then you only get a bump every 2 levels.... which actually does correspond with the modifier progression, so, cool I guess!
    Robyo
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    Post  Robyo Thu Jul 03, 2014 6:49 pm

    Chirs2 wrote:like I said, just thinking out loud, because I like the concept.  I think some of this will iron out in playtesting too  study 

    I appreciate the feedback!

    And I don't have a problem with skill lists, per say, but I think they can be kind of limiting too... Where players just look at their skill list rather than trying to role play a situation. And some skills are just wonky. Perception for instance. It doesn't really make a lot of sense being so-tied to Wisdom, which is really kind of a dump stat for a lot of characters, except Clerics and Monks. But, perception is one of the most important skills for any character. That's a reason why I wanted to make it it's own attribute.
    Arcturus2
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    Post  Arcturus2 Thu Jul 03, 2014 7:10 pm

    So.. are you saying perception would be it's own Attribute juat like STR, DEX, etc?

    And I like the idea of eliminating various skills to make the game play a bit broader and allow for more flexibility and role playing.

    Unless I'm reading wrong.

    So for example, I could be Robin Hood: Ranger, prime is STR, proficient with 1 kind of armor, longbow, longsword, and quarterstaff at 1st level? With 2 background slots going to an Outlaw Theme?

    Just as a 'for instance'.
    Robyo
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    Post  Robyo Thu Jul 03, 2014 8:43 pm

    Arcturus2 wrote:So.. are you saying perception would be it's own Attribute juat like STR, DEX, etc?

    And I like the idea of eliminating various skills to make the game play a bit broader and allow for more flexibility and role playing.

    Unless I'm reading wrong.

    So for example,  I could be Robin Hood: Ranger, prime is STR, proficient with 1 kind of armor, longbow, longsword, and quarterstaff at 1st level? With 2 background slots going to an Outlaw Theme?

    Just as a 'for instance'.

    Yeah, Perception as it's own attribute. Same with Luck. But luck can be "burned" to gain bonuses (or penalties to foes). Certain class abilities would be based on perception, like the Ranger's Alertness. Probably the Rogue's Listen too.

    Robin Hood could be ranger, but you might conceivably build him with rogue or fighter. It's pretty open.

    I'm thinking just one slot per background. Robin Hood might have Outlaw and maybe Forester? or Refugee? Scout? The idea is to pick something that's kind of encompassing, while not being OP... Jack-of-all-trades would be pushing it Smile

    And they are optional anyways. You could spend proficiencies on weapons alone. Or maybe some multiclass abilities.
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    Post  Arcturus2 Thu Jul 03, 2014 8:54 pm

    Makes sense.

    As far as the attributes, were you thinking about doing a point-build system like in pathfinder for example?  

    I guess with 8 instead of 6, it'd have to be higher, like epic in PF is 25 pts, that might just be standard here?

    And nice idea re: Luck..

    Were you thinking that it would work like other systems, like how a gunslinger's grit is determined by dex?

    As in, a PC with a LUCK of X has +Y luck points to add to rolls/whatever per day?

    Or alternatively, adding the full + from luck to applicable stuff?
    Chirs2
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    Post  Chirs2 Thu Jul 03, 2014 10:31 pm

    hmmmm.... Dan might be on to something with his Grit comparison. What if Luck replenished based on deeds your character performed, instead of just when you sleep?

    Sort of along the "make your own luck" lines. Or it could be called Karma, which might be more appropriate in name.

    Rob had mentioned Rogues recovering their Luck\Karma more quickly\easily. So for instance:

    A Rogue recovers (or has a chance to recover, however it works) Luck\Karma whenever they: succeed at an opposed Stealth, successfully pick pocket, successfully disarm a trap, succeed at a backstab, etc (many options)

    Fighters (like gunslingers) maybe only recover on a kill or a confirmed crit

    Rangers - win opposed Stealth, successfully rescue an animal or preserve nature

    Bard - crit on performance check, sway a crowd

    Knight - rescue a person in danger, protect the weak, rally a fallen ally, etc

    GM Fiat - exceptional role playing or creativity, any class

    it would turn luck into an ability halfway between Grit and hero points. smaller modifiers, more easily replenished
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    Post  Arcturus2 Thu Jul 03, 2014 10:52 pm

    Chirs2 wrote:hmmmm.... Dan might be on to something with his Grit comparison.  What if Luck replenished based on deeds your character performed, instead of just when you sleep?

    Sort of along the "make your own luck" lines.  Or it could be called Karma, which might be more appropriate in name.

    Rob had mentioned Rogues recovering their Luck\Karma more quickly\easily.  So for instance:

    A Rogue recovers (or has a chance to recover, however it works) Luck\Karma whenever they:  succeed at an opposed Stealth, successfully pick pocket, successfully disarm a trap, succeed at a backstab, etc (many options)

    Fighters (like gunslingers) maybe only recover on a kill or a confirmed crit

    Rangers -  win opposed Stealth, successfully rescue an animal or preserve nature

    Bard - crit on performance check, sway a crowd

    Knight - rescue a person in danger, protect the weak, rally a fallen ally, etc

    GM Fiat - exceptional role playing or creativity, any class

    it would turn luck into an ability halfway between Grit and hero points.  smaller modifiers, more easily replenished

    That's kinda a cool concept. Fits pretty well with wanting to keep the rolls from going out of control with buffs/add-ons, whatever.

    But obviously it's your game Rob, I'm sure you'll build it well.

    I definitely dig the low magic gritty medieval concept and what you've fleshed in so far.  cheers 

    Oh, I could be a corrupt church official, like the pardoner from Canterbury tales.. I think this system/setting could have some interesting character building & story possibilities.

    Could always play test a couple different options with everything. I live awfully close to you and am of course happy to be a guinea pig.
    Robyo
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    Post  Robyo Thu Jul 03, 2014 11:31 pm

    Sounds good, Dan! Guinea Pigs are appreciated.

    And I like Chris' idea of each class replenishing luck (or karma) differently. It's an interesting angle, and I'll have to think that one over.

    Originally, I was thinking you spend it point-for-point. Once your score goes below a certain threshold, the harder it becomes to spend... kind of like "pushing your luck." Maybe rogues replenish after a 6-hour rest, but other classes it might take days or a new level. I need to look into it more... but I do like the Grit point comparison too.
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    Post  Chirs2 Thu Jul 03, 2014 11:37 pm

    I am flying spaghetti, you are the wall, so you decide what sticks  clown 
    Robyo
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    Post  Robyo Thu Jul 03, 2014 11:40 pm

    Arcturus2 wrote:I definitely dig the low magic gritty medieval concept and what you've fleshed in so far.  cheers 

    Oh, I could be a corrupt church official,  like the pardoner from Canterbury tales.. I think this system/setting could have some interesting character building & story possibilities.

    That's a cool idea. A corrupt church official of some kind. Probably needs another class. I've been thinking about adding a non-magical clergy, like a friar. Hmmm.

    I dare say, this campaign will be more open to more evil-type characters. But it's not usually straight-up villainous, unless it's Joffrey. Evil schemes and behind-the-scenes, back-biting intrigue, like the GOT show. The characters aren't too good, usually. Although I guess Jon Snow and Sam are (the only ones).
    Robyo
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    Post  Robyo Thu Jul 03, 2014 11:44 pm

    Chirs2 wrote:I am flying spaghetti, you are the wall, so you decide what sticks  clown 

    it's a low magic setting, except for flying spaghetti monster!

    MAS
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    Post  MAS Fri Jul 04, 2014 12:09 pm

    Wow...what a great thread!


    Alternate luck idea-

    Karma:

    Karma is a DC number in itself, you roll against it, and depending on how much you beat it by or miss it by, you get a bonus or penalty to your next roll.

    A low Karma score = low DCs, easier to beat, and more bonus to earn. A high one is harder to beat, and offers less bonus with more penalty.

    Karma starts at a certain level (random roll at creation) and is adjusted based on character actions. Do something "bad" = earn bad karma points. Do something "good" = subtract some. As directed/awarded by the DM.

    Example:

    Bonus and Penalty progression is + or - 1 for every 2 numbers.

    My Karma score is 10. I roll a 16, so I get +3 to the next roll.
    My Karma score is 10. I roll a 6, so I get -2 to the next roll.
    My Karma score is 10. I roll a 10, so I get no bonus or penalty.

    Karma rolls per day = Level, or 1/2 half level.
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    Post  Robyo Fri Jul 04, 2014 4:11 pm

    MAS wrote:Wow...what a great thread!


    Alternate luck idea-

    Karma:

    Karma is a DC number in itself, you roll against it, and depending on how much you beat it by or miss it by, you get a bonus or penalty to your next roll.

    A low Karma score = low DCs, easier to beat, and more bonus to earn. A high one is harder to beat, and offers less bonus with more penalty.

    Karma starts at a certain level (random roll at creation) and is adjusted based on character actions. Do something "bad" = earn bad karma points. Do something "good" = subtract some. As directed/awarded by the DM.

    Example:

    Bonus and Penalty progression is + or - 1 for every 2 numbers.

    My Karma score is 10. I roll a 16, so I get +3 to the next roll.
    My Karma score is 10. I roll a 6, so I get -2 to the next roll.
    My Karma score is 10. I roll a 10, so I get no bonus or penalty.

    Karma rolls per day = Level, or 1/2 half level.

    I like this! Will definitely reflect on it further.

    So is Karma the preferred nomenclature, or Luck? I personally don't care, except that Luck has a more Western connotation, while Karma has a more Eastern.
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    Post  MAS Sat Jul 05, 2014 12:22 am

    Either would work. I suggested karma because with this system, you do bad things, and bad things happen to you.

    With luck - maybe the target number is always 10 on a D20. Flip of a coin, so to speak.....
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    Post  Arcturus2 Sat Jul 05, 2014 2:42 am

    meh, i'm inclined towards luck personally. but either way it amounts to about the same i suppose. using karma feels like it might impose moral restrictions a little bit.. like even if you're not LG you better act like it or be disadvantaged.

    One thng i liked abut radiance was the faith points system, calling upon dieties for extra temporary abilities.

    i think using something to bring religion into the game would fit well with a gritty, superstitious dark ages setting. and even if you don't wanna include that for all the classes, working out a theme that allows a faith based perk or two might be cool for if you do develop a Friar class or whatever. i think with a low magic setting that'd be an incentive to play a non combat character, since they would b lacking spellcasting abilties, maybe thy can call down an occsional minor miracle or bit of healing.

    idk. my .02¢
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    Post  Robyo Sat Jul 05, 2014 10:13 am

    Arcturus2 wrote:meh, i'm inclined towards luck personally. but either way it amounts to  about the same i suppose. using karma feels like it might impose moral restrictions a little bit.. like even if you're not LG you better act like it or be disadvantaged.

    One thng i liked abut radiance was the faith points system, calling upon dieties for extra temporary abilities.

    i think using something to bring religion into the game would fit well with a gritty, superstitious dark ages setting. and even if you don't wanna include that for all the classes, working out a theme that allows a faith based perk or two might be cool for if you do develop a Friar class or whatever. i think with a low magic setting that'd be an incentive to play a non combat character, since they would b lacking spellcasting abilties, maybe thy can call down an occsional minor miracle or bit of healing.

    idk. my .02¢

    A Luck score which a character can burn for certain bonuses, is a limited resource pretending to be something like Faith or Action points. The fluff descriptor is different, but it has a similar use. Also, being an attribute, Luck becomes somewhat useful in task resolution and class abilities, though I'm still figuring that out too...

    I haven't yet tied luck to any particular class abilities, but I might design a class or two that uses luck as it's Prime. A Fool character would be appropriate. A Swashbuckler maybe, though Dex would be appropriate too. What about a Chaos Slayer? It would be a fighter class, but most of it's attacks occur in some random way.

    I also like how Radiance incorporates the mechanics of religion. It's another suite of abilities available to all characters and makes that religious aspect of the character really "come alive." Something previous editions kind of ignored, except for the divine classes.

    The problem with letting characters have access to deity powers, it's magic. I want magic to be huge earth-shattering (or psyche-shattering) effects, whenever it appears. I can see arcane rituals or divine miracles having a place in the campaign, but they would be rather important and epic in the storyline.

    But an event like a knight or friar encountering a divine vision (i.e. Joan of Arc) and then leading a crusade or something is certainly possible. But it's like a once in a lifetime event.

    In the setting there isn't a Catholic church. Most people are pagans, or at least polytheistic. Many believe the old gods are dead. They have given up on religion and science is making a headway. Alchemy is respected, but practiced by only a few. There are still cults of the old gods. New gods too. I will post an introduction and setting summary when this gets closer to launch. I just wanted to solidify the PC options first, before listing too much background of the world.

    That being said, there IS divine and arcane magic in the world, but it's been for long a myth in the minds of humanity. Now the world is changing and magic is becoming more prevalent.
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    Post  Chirs2 Sat Jul 05, 2014 12:21 pm

    Karma really doesn't have anything to do with alignment, it is just about putting forth a certain type of energy into the world by means of an action and that creating a "void" within the person which the universe refills with a like-kind of energy. Evil actions generate as much karma as good or lawful or chaotic. I just suggested it since Dan had made the comparison to Grit, which to me sounded like certain actions (confirming a crit, etc) could regain Grit\karma\luck by the same mechanics. But I agree with Rob, it is just a name for the same system.

    What about using Luck\Karma\Faith points like Radiance does, but using more like the options from Hero Points or Force Points? Maybe add a few options from the Radiance diety lists, like Diehard or some of the quasi-feat access. Or even being able to buy the use of any Feat for 1 round (which is kind of what the diety stuff does). or any feat which you would qualify for.

    Rob - I know you get annoyed at my number-crunching sometimes, but have you thought about the effects of a character (Fool or any class, really) who maxed his Luck, since it is an attribute?

    Just having been reading this thread for a few days, a Rogue (easy luck recovery) and a maxed Luck stat seem like a potentially over-powered crunch.
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    Post  Robyo Sat Jul 05, 2014 12:44 pm

    I'm really not annoyed at anyone's number crunching. Char OP, Min-Maxing, whatever-you-want-to-call-it, has long been a part of RPG's. It's just a play style, and I recognize that.

    So, I don't have a problem with the mathematician holding his own against the actor. But if the mathematician is constantly "winning," much to the chagrin and boredom of the other players, who's characters aren't necessarily as optimized (but nonetheless, interesting character concepts to the players themselves), then I do have problem. Everyone starts yawning because the Sultan of Smackdown is putting out hundreds of points of damage. But I know that Chris, and everyone else here, has a good handle on wearing either hat, so it's all good.

    Pathfinder has the complex/char-op style of gaming totally covered. This particular home-brewed system/setting is an exercise in game development. I just want to distil some of the things that I like from various editions. A Frankenstein D&D, as it were. If some things are broken, that's fine, we can hopefully figure that out in play testing and address those issues. A appreciate the input and concerns about the rogue or fool's luck ability!

    I realize this certainly won't appeal to everyone and if folks don't want to play, that's cool. Matt and I had only discussed running a solo adventure on the forum. Other folks are welcome though!
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    Post  Arcturus2 Sat Jul 05, 2014 7:24 pm

    Yeah, 'sultan of smackdown' is kinda what I built for Matt's campaign... sorry. In my defense, there wasn't a tank in the party at that time and I was trying to fill a role as a heavy hitter.

    That's not typically the kind of way I like to play.

    Anyway, as far as this Frankenstein D&D you're building, I'd be down to try it. I was just tossing out a couple thoughts I had regarding the class options and abilities.

    I'm sure you will build a balanced and fun game.
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    Post  Robyo Thu Jul 24, 2014 4:53 pm

    I'm still working on this system in my spare-time. A couple more thoughts:

    ~The setting is turning into a combination of A Song of Ice and Fire and Arthurian legend. I plan to use Westeros as the main setting, but the time period is several centuries previous to the TV shows or books. The conflict hook is: the Commander of the Night's watch has recently become the King Beyond the Wall. His wife is in league with the Others...

    ~Probably ditching alignment system for Nobility. A score of 1-100 or so reflects the character's nobility.

    ~Using bloodline/lineage traits to add variety to the human-only prerequisite.

    ~Considering using a feat/maneuvers system, but organized under various Fighting Domains. Consider them schools or disciplines if you will. More details on that coming, but I've been perusing Monte Cook's Collected Book of Experimental Might as inspiration. If you have access to that book, it will probably use a similar system.

    ~Plan to use engagement rules from 13th Age, so trying to cut down on the fiddly aspects of grid-based tactical placement.
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    Post  MAS Thu Jul 24, 2014 5:30 pm

    Robyo wrote:I'm still working on this system in my spare-time. A couple more thoughts:

    ~The setting is turning into a combination of A Song of Ice and Fire and Arthurian legend. I plan to use Westeros as the main setting, but the time period is several centuries previous to the TV shows or books. The conflict hook is: the Commander of the Night's watch has recently become the King Beyond the Wall. His wife is in league with the Others...

    ~Probably ditching alignment system for Nobility. A score of 1-100 or so reflects the character's nobility.

    ~Using bloodline/lineage traits to add variety to the human-only prerequisite.

    ~Considering using a feat/maneuvers system, but organized under various Fighting Domains. Consider them schools or disciplines if you will. More details on that coming, but I've been perusing Monte Cook's Collected Book of Experimental Might as inspiration. If you have access to that book, it will probably use a similar system.

    ~Plan to use engagement rules from 13th Age, so trying to cut down on the fiddly aspects of grid-based tactical placement.

    Good stuff!

    We need to start publishing all this stuff - assuming we are respecting copyright, like with OGL stuff. We can distribute it on PDF via Drive Through RPGs or something.
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    Post  Robyo Thu Jul 24, 2014 7:10 pm

    Good idea! And it could be an OGL alternative to the Green Ronin ASoIaF game (d6-based). There is however, already a d20 version of Game of Thrones, from early 2000's I believe. I have been using the Green Ronin ASoIaF Campaign Guide extensively for background info. It's a great asset, and mostly edition-neutral. I could send you the PDF if you want.
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    Post  MAS Thu Jul 24, 2014 7:45 pm

    Robyo wrote:Good idea! And it could be an OGL alternative to the Green Ronin ASoIaF game (d6-based). There is however, already a d20 version of Game of Thrones, from early 2000's I believe. I have been using the Green Ronin ASoIaF Campaign Guide extensively for background info. It's a great asset, and mostly edition-neutral. I could send you the PDF if you want.

    Please do !

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    Post  Robyo Mon Jul 28, 2014 11:53 am

    Concerning bloodlines/lineage, nobility, and allegiances...

    Bloodlines:
    Bloodline/ Attribute Adjustments/ Favored Class
    Base/Criminal / +2 Dex, -2 Cha/ Rogue
    Common/Serf / +2 Con or +2 Str, -2 Int / Any
    Middle Class / None / Any
    Lesser Nobility/ Peerage / +2 Con / Knight
    Nobility/Royalty / +2 Cha, -2 Str / Noble

    ~Base/Criminal:
    Survivor: +2 bloodline bonus to Survival and Perception checks
    Illiteracy: You must spend Proficiencies before being able to read and write all the languages you speak.
    Limited Resources: You receive 2d6 times your nobility in starting funds. Charisma modifiers to nobility could further adjust this number up or down.
    Nobility: Base Lineage starting nobility is 11-20.
    Favored Class: Rogue

    ~Common/Serf:
    Worker: +2 bloodline bonus on all Craft skill checks.
    Illiteracy: You must spend Proficiencies before being able to read and write all the languages you speak.
    Limited Resources: You receive 3d6 times your nobility in starting funds. Charisma modifiers to nobility could further adjust this number up or down.
    Nobility: Common lineage starting nobility is 21-30.
    Fealty: Unlike criminals, who are outside the feudal system, you owe allegiance to a superior, usually a member of the Lesser Nobility. You must take the Fealty allegiance at first level, applied to a member of the lesser nobility or royalty.
    Favored Class: Any

    ~Middle Class:
    Stuck in the middle with you: +2 bloodline bonus to Diplomacy checks.
    Moderate Resources: You receive 3d6 times your nobility in starting funds. Charisma modifiers to nobility could further adjust this number up or down.
    Nobility: Middle Class starting nobility is 31-40.
    Fealty: You owe fealty to a lord, usually a member of lesser nobility or royalty. You must take the Fealty allegiance at first level, applied to a member of the lesser nobility or royalty.
    Favored Class: Any

    ~Lesser Nobility/ Peerage:
    Bred to the saddle: members of the bloodline learn to ride from an early age, and receive a +2 bloodline bonus to Ride skill checks.
    Landed: You receive 5d6 times your nobility in starting funds. Charisma modifiers to nobility could further adjust this number up or down.
    Fealty: You owe fealty to a lord, usually a member of the royalty. You must take the Fealty allegiance at first level, applied to a member of royalty.
    Nobility: Peerage starting nobility is 41-50.
    Favored Class: Knight

    ~Nobility/ Royalty:
    Leadership: Royals gain this feat for free as soon as they reach 6th level.
    Voice of command: Royals are used to being obeyed, receiving a +2 bloodline bonus to Intimidate skill checks.
    Landed: You receive 7d6 times your nobility in starting funds. Charisma modifiers to nobility could further adjust this number up or down.
    Noblesse Oblige: You must take the Noblesse Oblige allegiance at first level.
    Nobility Royalty starting nobility is 51-60.
    Favored Class: Noble

    ~Base Nobility:
    Nobility replaces the standard alignment system. A character's base Nobility is determined by his Bloodline, which will provide a ten point range. Thus a Middle Class character's base Nobility would be 30 plus 1d10. To this is added the character's Charisma modifier.

    Example - A middle class character who rolled a 10 and had a Charisma modifier of +3 would have a 42 Nobility, which could conceivable be higher than a member of the lesser nobility. This could mean the character's family was one small step removed from the lesser nobility, either through great wealth or successful marriage into higher social strata.

    ~Nobility Values:
    1 - 10 Basest of the Base (an Assassin)
    11- 20 Base Lineage
    21 – 30 Common Lineage
    31 – 40 Middle Class Lineage
    41 – 50 Lesser Nobility Lineage; Minimum Nobility for entry to Knight class
    51 – 60 Royal Lineage; Minimum Nobility for Noble class
    81 – 90 Knights of Renown
    91 – 100 Nobles of the Noble

    ~Effects of Nobility:
    Each 20 points of Nobility you possess grants you a +1 to all charisma-based skills, except Intimidation. Certain classes gain specific advantage from Nobility listed in the class descriptions.

    ~Gaining and Losing Nobility:
    Characters gain Nobility through committing virtuous acts and lose it by committing transgressions, as shown on the following table. Some classes double these penalties for certain transgressions, such as the knight and noble. This is listed in the class description for each. Severe transgressions permanently mark a character's soul, and the GM should mark any severe transgressions committed by the character, even if he has been absolved for the offense.

    Transgression/Virtue..... Nobility
    Minor.... -1/+1
    Moderate.... -2/+2
    Major.... -3/+3
    Severe/Grand.... -5/+5

    ~Transgressions:
    Dishonesty:
    Lying under duress (minor)
    Lying willfully (moderate)
    Taking a vow under false pretenses (major)
    Breaking a vow (major)
    breaking a sacred vow (to your Liege Lord, to your spouse) (severe)

    Cowardice:
    Surrendering to save your life (minor)
    Refusing to fight a superior for in a tournament (moderate)
    Hitting an opponent's horse in an tournament joust (moderate)
    Attacking a foe at a disadvantage (moderate)
    Attacking at range a foe who has no ranged weapons; attacking a dismounted foe from horseback (moderate)
    Surrendering to an unworthy foe (moderate)
    Surrendering to anyone with a lower Nobility score (moderate)
    Attacking a foe from behind (major)
    Inflicting lethal damage on an opponent in a tournament melee (major)
    Attacking a foe through subterfuge (severe)
    Using poison (under any circumstance) (severe)

    Greed:
    Hoarding wealth (minor)
    Refusing to give when it would aid another (moderate)
    Refusing to tithe to the church (major)
    Refusing to pay a ransom for an ally (severe)

    Violence:
    Refusing to accept a foe's surrender (minor)
    Refusing to accept the surrender of a worthy foe (moderate)
    Refusing to protect a woman (major)
    Refusing to protect a noblewoman (severe)

    ~Virtues:
    Honesty:
    Telling the truth when it would disadvantage you (minor)
    Upholding a vow at the cost of material possessions or worldly standing (moderate)
    Taking a lifelong vow of Chastity (moderate)
    Upholding a vow at risk of your life (major)
    Upholding a vow you believe will cost you your life (grand)

    Bravery:
    Refusing to surrender (minor)
    Participating in a tournament (minor)
    Refusing to attack except on equal terms (moderate)
    Facing a vastly superior (twice your level or more) opponent in a tournament (major)
    Refusing to respond in kind when an opponent acts dishonorably (major)

    Largesse:
    Giving alms to the poor (minor)
    Tithing 25% of an adventure's treasure to the poor or the church (moderate)
    Ransoming a friend or ally (moderate)
    Tithing 50% of an adventure's treasure to the poor or the church (major)
    Tithing 100% of an adventure's treasure to the poor or the church (grand)

    Gentleness:
    Accepting the surrender of a worthy opponent, with ransom (minor)
    Accepting the surrender of worthy opponent, without ransom (moderate)
    Protecting the honor of a lady (moderate)
    Protecting the honor of a noblewoman (major)
    Champion the weak and downtrodden with no promise of reward (grand)

    ~Social Promotion and Demotion:
    It is possible, though rare, for character to change social class. A character's Nobility must be higher than the minimum required for that bloodline and a noble with the divine right c lass ability must promote the character to the new social class. If this occurs, the character receives all the social privileges and benefits of the new rank (largely role-playing, but the GM is encouraged to reward the character with lands that will bring both increased wealth and responsibilities), but all other aspects of his bloodline remain unchanged (in other words a character's favored classes an attribute score modifiers do not change as they are more a byproduct of upbringing). However, the character's children will be byproducts of the new bloodline, and will use that bloodline for all modifiers, representing the characters status during their childhood.

    Likewise, a character that demonstrates he is not worthy of his rank may be stripped of it. If a character's Nobility falls below the minimum for his bloodline he may be stripped of his lands and his title and be reduced to the new bloodline. Again the affects o this are more role-play than roll play, but the character will be forever marked by the stigma of his ignoble deeds.

    ~Renown:
    A character's deeds do not go unnoticed by those around him. Any character may be recognized on a knowledge (nobility or royalty) check with a DC of 30 . The level and +1 per 10 points of Nobility of the character being noticed are added to this check.

    ~Allegiances:
    Gaining and Changing Allegiances:
    An allegiance can take the form of an oath, a vow, a code, or a plege of loyalty to a person or an organization (such as a church or order of knighthood). A Character may discard an allegiance at any time, but may only reorder his allegiances, or add new ones, when he gains a level.
    If the GM eels the character is not living up to honoring his allegiance, he may strip the character of that allegiance. If a character loses an allegiance required for a class, then he may not gain another level in that class until he regains the required allegiance. This could either involve the character gaining a level in another class, or seeking absolution form a pries of the appropriate level.
    Having an allegiance requires a character to make a moral choice, and requires an Intelligence an Wisdom of at least 3.

    ~Influence and Nobility:
    An allegiance creates a sense of fellow feeling among those with similar values. Any time a character is dealing with someone who has the same allegiance, he gains a +2 circumstance bonus on Charisma skill chcecks.
    Some allegiances also give the character the ability to earn nobility bonuses when he acts within the bounds of his allegiance. Certain professions will also grant a one-time bonus upon taking the allegiance, but also a greater penalty for breaking that allegiance. This is because certain allegiances are highly prized by certain groups.

    ~Sample Allegiances:
    Code of Chivalry
    Oath of Celibacy
    Oath of the Crusader
    Oath of Fealty
    Oath of Loyalty
    Oath of Poverty
    Oath of Silence
    Noblesse Oblige
    Turn The Other Cheek
    Word Is Your Bond
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    Post  Robyo Tue Jul 29, 2014 12:07 pm

    A preview of a few classes; the fighter, the rogue, and the knight.

    Fighter
    Prime: Strength
    HD: d10
    Proficiencies: 4 weapon, 1 background, all armor
    *Optional: Double Specialization in any type of weapon. Costs 3 proficiency slots.
    Saves: +2 Fortitude

    Class Abilities:

    ~Extra Attack:
    Attacks per Round...Level
    1/1........................1-6
    3/2........................7-12
    2/1........................13+

    ~Cleave: Drop a foe (either dead or unconscious) and gain an additional attack to an adjacent foe, using the same attack bonus.

    ~Combat Dominance (Slay the Rabble): 4th - When attacking creatures with 1 HD, the fighter gains one extra attack per level of experience. This ability does not combine with Extra Attack or Cleave. This ability is only useable with melee weapons and cannot be applied to ranged combat.

    ~Lord: 9th – Automatically attracts men-at-arms and bodyguards.


    Rogue - Thief
    Prime: Dexterity
    HD: d6
    Proficiencies: 3 weapon, 2 background, light and medium armor

    Class Abilities:

    ~Luck and Wits: Thieves survive on their luck and their wits, and the most successful thieves live a life of fortune on guts and intuition. A thief gains additional bonuses when expending Luck, as follows.
    First, the thief rolls a luck die when he expends Luck.
    The luck die is:
    Level 1-5: d4
    Level 6-10: d6
    Level 11-15: d8
    Level 16-20: d10
    For each point of Luck expended, he rolls one die and applies that modifier to his roll. For example, a 2nd-level thief who burns 2 points of Luck adds +2d4 to a d20 roll.
    Second, unlike other classes, the thief recovers lost Luck to a limited extent. The thief’s Luck score is restored each night by a number of points equal to his level. This process cannot take his Luck score past its natural maximum. For example, a 1st-level thief with starting Luck score of 11 attempts
    to disable a trap and fails by 2 on his check. He burns 2 points of Luck to add 2d3 to his result, allowing him to succeed. His Luck is now 9. Because the thief is 1st level, his Luck score will be restored by 1 point on the following morning, bringing it back up to 10. Then, 1 additional point will be restored on the following morning, bringing it back to 11. The thief’s Luck score cannot increase past 11.

    ~Back Attack – A rogue normally avoids face-to-face combat if possible, preferring instead to use stealth to catch an opponent unaware. A rogue able to attack an opponent from the rear and who is unaware of the rogue's presence, gains a bonus to hit and to damage. To catch an opponent unaware, a rogue must make a successful stealth check and sneak up behind the foe, or make a successful stealth check while behind the opponent. A rogue that succeeds in one or the other of these can make a back attack at a +4 bonus to hit. A successful hit inflicts double the normal damage.
    When making a back attack, a rogue must use a close-quarters melee weapon. This weapon must be shorter than the character's arm. A rouge can only back attack living creatures that have a discernible anatomy. The rouge must be able to see the target well enough to pick out a vital spot, and then must be able to reach it
    As the rogue gain experience, the damage inflicted increases. At 5th level a back attack deals triple damage, and at 9th level a back attack inflicts quadruple damage. A back attack cannot be combined with the sneak attack ability.
    This ability is affected by medium or heavy armor.
    Back attack requires a successful Stealth check; +4 to hit, x2 damage. The multiplier is increased to x3 at level 5, x4 at level 9, and x5 at level 13.

    ~Thieves Cant – Rogues often use a street language known only to those in the trace, called cant. Code words, hand signals, demeanor, and other sign comprise the cant. The cant can be used to convey complex ideas. The language may vary to some degree both geographically and culturally, making cants unique to each region, city, or even with a city.

    ~Climb (STR) – This extraordinary ability allows a rogue to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man mad slope or incline that others would find impossible to climb. When doing so, the rogue moves at one-half the character's normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height, and must suffer falling damage. Rogues can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as cliff faces or steep steps, a rogue does not need to make an attribute check to climb the surface.
    This ability is affected by wearing medium or heavy armor.

    ~Decipher Script (INT) – This ability allows a rouge to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 turns to decipher each page of a script. The attempt may be made only once per writing.
    A rogue may use this ability to decipher arcane script if a successful check is made at a penalty of -10. This ability may not be used to decipher divine scrolls.

    ~Stealth (DEX) – Rogues use this ability to conceal themselves from others. A successful check means the rogue is hidden so well as to be almost invisible. The rogue can move up to one-half normal speed and remain hidden. Hid checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty to the check to remain hidden. It's practically impossible (-20 penalty) to hide while running or charging.
    If the character is being observed, even casually, they cannot hide. If observers are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place. This check, however, is at a -10 penalty because the character has to move quickly to the hiding place. A rogue cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the DM's discretion.
    Rogues cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, a rogue can attempt both but must make a successful conceal and move silent check at -5. In this case movement is reduced to one quarter the normal movement rate.
    Move silently allows a rogue to move so silently that others cannot heat the movement. The rogue can use his ability both indoors and outdoors. A rogue can move up to one-half the character's normal speed at no penalty. At more than one-half and up to the character's full speed, the character suffers a -5 penalty. It's practically impossible(-20 penalty) to move silently while running or charging.
    The stealth ability is affected by medium and heavy armor.

    ~Listen (PER) - A rogue can use this ability to listen intently and hear noises that others might not detect, even through an obstacle such as a door. Generally, a successful check indicates that the rogue has detected some sort of noise. Success indicates the rogue can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the rogue is listening for sounds on the other side of a door, but the rogue must be adjacent to the door. However, exactly what is heard is up to the GM's discretion as each case is unique. If listening through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A rogue can retry this ability once a round.
    Only wearing a metal or large helmet affects this ability negatively.

    ~Sneak Attack:4th - At 4th level, a rogue has learned to adapt back attack skills to more general situations. When an opponent or victim is aware of the rogue, but unsuspecting of an attack, a rogue can use the sneak attack ability. For example, a rogue could be having a conversation with a potential victim while hiding a poisoned stiletto up his sleeve, intending to strike once a piece of vital information is learned. Or, a rogue could be perched in the shadows of a tree, waiting for the perfect opportunity to fire a crossbow. Unlike the back attack, sneak attack situations do not necessarily require a previously successful hide or move silently check, although the Castle Keeper could require success in one or both, depending upon the circumstances if necessary.
    A rogue making a sneak attack gains a +2 bonus to hit and a +4 bonus to damage. Ranged weapons can be used for sneak attacks if the target is within 30 feet. A rogue cannot aim with deadly accuracy from beyond that range. A sneak attack cannot be combined with back attack.
    This ability is affected by wearing armor not on the armor list for the rogue.
    Opponent must be aware of rogue, but unsuspecting of a sneak attack. Can also be a ranged attack up to 30' and does not stack with Back Stab.

    ~Open Locks (DEX) - A rogue can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates the lock has been opened. This ability requires the use of a set of rogue's tools, including picks, blank keys, wires or other appropriate tools. A rogue may only make one attempt per lock. If that attempt fails, the rogue cannot try to open the same lock again until gaining one more level as it is beyond the current ability of the rogue to pick it.
    Only wearing a metal or large gloves affects this ability negatively.

    ~Pick Pocket (DEX):  A rogue can use this ability, on a successful dexterity check, to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed. Success may require the rogue to cut the purse or pouch from the target. A penalty to check is equal to the level or hit dice of the targeted victim.
    This ability also allows the rogue to perform “sleight of hand” maneuvers. A successful dexterity check indicates the rogue has hidden or moved an item in such a manner so that observers are not aware of where the item has been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, performing the shell game, and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. This penalty is equal to the wisdom attribute bonus for the observer.
    This ability is affected by wearing armor not on the armor list for the rogue.

    ~Traps (INT) - A rogue may use this ability in three manners: finding, disabling or setting traps. Each use requires a separate attribute check and each check may be made only once in a given circumstance. The player must also describe how the actions are being performed to use this ability.
    To find a trap, a rogue spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one turn to locate a trap in a 10 by 10 foot area. A successful check indicates the rogue finds one trap, if any are present. The trap discovered is the simplest or most obvious trap in the area. If multiple traps are in an area, multiple successful checks are required to find them all. A rogue can find magical traps with this ability, although it may be much more difficult than finding mundane traps. The Castle Keeper determines any penalties to the check basing those penalties on the level or hit dice of those who set them.
    To disable a trap, a rogue must first know its location. Once a trap is located, a successful check means the rogue has disarmed the trap. The attempt can only be made once and failure indicates that the rogue set off the trap. A rogue can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, rogue痴 tools are needed to disarm a trap. Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity.
    To set a trap, or to reset a previously disabled trap, a rogue must make a successful traps check. If a rogue is resetting a trap that was previously disabled, the rogue gains a +5 bonus to the check. The amount of time required to set or reset a trap depends on the complexity of the trap, typically taking 1d4 rounds.
    Locating traps is not affected by the armor worn. However, disabling and setting traps is affected by wearing armor not on the armor list for the rogue.

    ~Use Scrolls (INT): 10th – Arcane scrolls only.


    Knight
    *Code of Conduct
    Prime: Charisma
    HD: d12
    Proficiencies: 4 weapon, 1 background, all armor
    *Knights must have minimum nobility of 41 for entry int the knight class. Lesser Nobility and Royal
    Bloodlines qualify immediately; other classes must raise their nobility through adventuring, or otherwise earn the favor of a Noble with the Divine Right class ability.
    Once a knight qualifies for this class, he must be aware that his deed reflect on the noble or knight who ordained him. If the knight becomes enough of an embarrassment to the person who dubbed him, or if his nobility ever falls below 20, he will be stripped of his knighthood and no longe able to gain levles in the knight class.

    Typical Knightly Virtues and code of conduct:
    The GM and the player should develop the details and expectations for a knight character prior to play as courtesy will vary from campaign to campaign. The following is a typical code of conduct for a knight.
    Courage: To flee in fear from a battle or from a struggle that might be won is dishonorable and churlish. So long as any hope remains, the knight is bound to fight until death or victory is won. Personal interests bow to service of the cause. Courage, however, is guided by wisdom and truth.
    Defense: A knight should defend liege, nation, family and all those who depend upon the knight, or all those deemed worthy of their protection. Sacrificing oneself for these would be considered a worthy and noble death.
    Discreetness: A knight is discreet in affairs with friends and others. Slander is uncalled for, and that which is not seen or heard personally should not be repeated. A knight should not demean others, gossip, spread malicious lies or commit slander. Even enemies are treated with respect.
    Excellence: The knight should strive for excellence in everything, whether the art of war or the gentler arts of the court. Excellence is marked by commitment, zeal, attitude and conduct.
    Faith: Knights must have faith in their beliefs, for only faith provides courage and loyalty. A knight’s faith provides a shield against the darkness of despair.
    Honor: A knight should be honest in dealing with others, being quick to remedy or make restitution for injustice. A knight keeps his word and follows through on commitments. A knight performs deeds that bring honor to his or her liege and to the office of knighthood. A knight shall not attack an unarmed foe, or one asking for mercy.
    Humility: A knight values the contributions of others and their deeds of reknown. Telling the deeds of others glorifies the office of knighthood. It is unseemly for knights to boast of their own deeds, for a knight’s renown, if truly earned, will be noted by peers. Only the weak trumpet their own accomplishments.
    Justice: A knight should seek the path of “right”, unencumbered by personal bias and interest. A knight strives to punish the guilty, while remembering that justice without mercy can itself be unjust. A knight treats others with fairness and honesty, and mediates disputes without malice.
    Largesse: A knight is expected to be as generous as possible. A knight should be willing to provide aid to friends and allies, and even to other knights, with no thought of repayment, for those of a chivalrous demeanor will repay the knight in kind and in full measure.
    Loyalty: The knight’s word is a bond, and an oath once sworn should never be refuted, save when an oath-bond is broken by the other party. A knight should be unwavering in commitment to liege and cause, family and faith, code and ideals. A knight keeps sacred any confidence entrusted.
    Nobility: A knight seeks stature by upholding the virtues of knighthood, though knowing that perfection is impossible. Only by striving for perfection, however, does a knight achieve greatness of character and spirit.
    Valor: A knight seeks to uphold the office of knighthood, and faces death with valor.

    **Ex-Knights: A knight whose nobility falls below 20 can no longer gain levels in the knight class, but retains all knight abilities he currently possesses except for Aura of Knighthood. Ex-Knights also lose the Code of Chivalry class ability (as a fallen knight no one expect the knight to behave like one any longer). A knight who raises his nobility back to 41 may seek a noble to reinstate him into the knighthood. This noble must be a minimum of 4 levels higher than the petitioning character. The noble or knight who first dubbed the fallen knight may also impose this restriction, regardless of the knight's current nobility.
    Knights who lose their allegiance to the code of chivalry are also barred from gaining further levels in this class, as are knight who swear an oath of fealty, and who have their allegiance to the lord revoked, or allow him to be killed. See the allegiances section for more information.

    Class Abilities:

    ~Birthright Mount: A trained and healthy mount is important to a knight’s station and status. In addition to their starting money, knights begin play with a fully outfitted riding horse (saddle, blankets, saddlebags, bit and bridle, harness, horseshoes, and meal). The mounts are hardier than most, having 2d8+2 hit points. A riding horse is not trained for combat, and a knight has some difficulty fighting from a riding horse (see mounted combat).
    Riding Horse (Their vital stats are HD 2d8+2, AC 13, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+1 points of damage.)
    Light War Horse (Their vital stats are HD 3d10+2, AC14, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+2, or a bite for 1d4 points of damage.

    Mount Improvement Table:
    Knight Level / Bonus HD / Natural Armor / Special
    1-2 / +2 / +0 / Mounted Combat
    3-4 / +3 / +3 / Improved Speed
    5-6 / +4 / +4 / Devotion
    7-8 / +5 / +5 / Improved Speed

    Knight Level: The number of level knight and mount have been together.
    Bonus HD: Extra d8 Hit Dice, each gaining a constitution modifier.
    Natural Armor adjustment: Improvement to the mount's existing natural armor bonus.

    Special:
    Mounted Combat: Once per round, when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
    Improved Speed: The mount's speed increases by 10 feet per round.
    The mount's devotion to it's master is so complete that it gains a +4 moral bonus on Will saves against enchantment spells and effects.

    ~Horsemanship (Dexterity): Knights are trained in mounted combat and are familiar with all types of horses, from mounts used for riding to heavy war horses. Without the need for an attribute check, knights can saddle, mount, ride and dismount; perform simple leaps and obstacle maneuvers (no more than 3 feet in height and move around small items such as barrels); fight from a mount during combat (melee and ranged) without penalty; control the mount in combat; guide a mount with the knees; and stay in the saddle when a mount rears or bolts. When viewing a horse or a group of mounts, knights can determine the strengths and weaknesses of each horse, and can generally pick out the strongest, fastest or all-around best horse. When fighting from a war-trained mount (light to heavy war horse), a knight can direct the mount to attack and still make his or her attack normally.
    At first level, with a successful Ride (DEX) check, knights may direct their mounts to perform the following Standard Actions while mounted: cover, deflect, fall softly, leap and charge.
    Deflect: This entails the mount being moved between the opponent and the knight or positioned to offer maximum cover for the knight, while at the same time allowing the mount to avoid blows. This maneuver gives a +4 bonus to the knight’s armor class and a +2 bonus to the mount’s armor class.
    Cover: A knight can drop and hang alongside a mount, using it as three-fourth’s cover.
    This grants a +6 bonus to the knight’s armor class from those on the opposite side of the horse. The knight cannot attack or be holding anything while using this ability.
    Fall Softly: A knight can attempt to take no damage after falling from a mount, by rolling to the side or leaping off, including when the mount itself falls. A character takes 1d6 points of falling damage per 10 feet of falling.
    Leap: The knight may direct a mount to leap obstacles as part of its movement. The obstacles jumped can be no taller than 2/3 the height of the horse.
    Charge: A knight is well trained in the use of a lance. When fighting from a mount and charging, a knight inflicts triple damage upon a successful hit when wielding a lance.
    Ride by Attack: At 3rd level, while mounted and charging, a knight can move, strike at a foe, and then continue riding. This does not provoke an opportunity attack from the opponent of the attack.
    Trample: At 7th level, while mounted, a knight can ride down opponents and trample them under their mount. The target may not choose to avoid the attack. The mount can make one hoof attack against any target that is knocked down (prone) gaining +4 attack rolls against prone targets.
    Unhorse: At 9th level, the knight is a master at unhorsing opponents, and any mounted opponent the knight successfully hits with a charge attack, while the knight is also mounted, must make a successful Ride check (DC 15 plus ½ the knight's level) or be unhorsed.
    Take the Reins: As Unhorse, except at 11th level the knight may attempt to unhorse a mounted opponent while he is on foot as an unarmed attack that inflicts no damage, but down not provoke an opportunity attack. This ability represents such tricks as grabbing the reins of a moving horse, cutting one the saddle straps, and so forth.
    Power Charge: Beginning at 13th level, the knight may add ½ his level (round down) to the damage inflicted on a charge attack once per day. At 15th level the knight may use this ability twice per day, and at 17th level three times per day.
    Terrifying Charge: At 19th level the sight of the knight bearing down on his opponent will strike fear into all but the most implacable of foes. Anyone the knight is charging must make a Will save (DC 15 plus ½ the knight's level) or be flat-footed against the knight's attack. Opponents on foot have the DC of this save increased by five. This ability only affects targets at least 4 levels lower than the knight, and anyone who succeeds their saving throw is immune to this ability for 24 hours.

    ~Aura of Knighthood: A knight gains a +1 bonus for each 20 points of nobility to Intimidate checks, level checks to resist Intimidation, and Will saving throws to resist fear.

    ~Armor Tolerance: A knight does not become fatigued by wearing heavy armor.

    ~Dispense Justice: A knight is considered a legal representative by the medieval system, authorized to administer justice and arbitrate disputes. Your decisions are legally binding on those of the middle class, common and base bloodlines (priests and royals police themselves), but may be overturned by a knight up to four levels higher or a noble of equal or higher level.

    ~Inspire: The mere presence of a knight upon the field of battle can alter the mood of armies and change the tide of combat. This gives the knight the ability to inspire companions and followers. Any person friendly to a knight’s immediate endeavor gains a bonus to hit equal to the knight’s charisma modifier. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of persons that are affected increases as the knight gains levels. At 1st level, the knight can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. This ability cannot be used in conjunction with embolden or demoralize.

    ~Warcraft (INT)

    ~Heraldry (INT)

    ~Embolden: At 3rd level, the knight’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers within 30 feet of the knight gains a bonus of +1 to strength, constitution, dexterity, and intelligence saving throws, and a +2 to wisdom and charisma saving throws. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. This ability cannot be used in conjunction with demoralize or inspire.

    ~Demoralize: At 5th level, the knight causes fear and dread in the ranks of foes and enemy forces. Enemies to the knight’s immediate endeavor suffer a penalty of -4 to charisma checks. In addition, the affected foes must successfully save versus fear at a -4 penalty or suffer a -1 penalty to hit. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of creatures that can be affected increases as the knight gains levels. At 5th level, the knight can affect up to 25 creatures. The ability affects up to 100 creatures at 7th level, up to 250 creatures at 9th level, up to 1,000 creatures at 12th level and 5,000 creatures at 16th level. This ability cannot be use in conjunction with embolden and inspire.

    ~Battlefield Dominance: At 8th level, the knight can use all three abilities; demoralize, embolden and inspire in the same round. This is in addition to their regular use individually.

    ~Call-To-Arms: At 10th level, a knight reaches a level of renown that allows him to attract followers to his cause. By establishing a stronghold, a knight can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the knight’s standard, a 1st level knight heeds the call as well. When 80 followers have been attracted, a knight of at least 5th level is attracted. This cycle repeats until the knight can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level knight comes, and when 160 followers are reached, another 5th level knight arrives.
    Followers must be supported or they leave. 0 level followers require 2 gp per month and 1st level knights cost 100 gp per month. Every knight of a higher level requires 100 gp per level per month.
    Robyo
    Robyo


    Posts : 3587
    Join date : 2012-04-29

    Character Information
    Hit points:
    notes Left_bar_bleue0/0notes Empty_bar_bleue  (0/0)
    Action Points:
    notes Left_bar_bleue0/0notes Empty_bar_bleue  (0/0)
    Character Sheet:

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    Post  Robyo Tue Nov 25, 2014 10:11 am

    Legends of the Dark Age is the system. Thane of Crows will be the first story arch.

    Been doing some more work on it... Introducing themes, which are like prestige classes. Adding some new classes like the priest and sage. Also fleshing out backgrounds, more like how 5e does it.

    Sponsored content


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