I made some big changes to classes. While we used the LL/AEC rules as a base, the following rules were also implemented.
These are some changes to classes. Multiclass characters get all the options from all classes.
- Fighters may add +CON modifier to each HD when they roll for hit points.
- Fighters may use the parry option (as outlined in the AEC).
- Fighters may fire missiles into melee.
- Fighters double all damage when they roll a 20 on an attack roll.
- At 4th level fighters get a +2 to saving throws against fear. And, at 8th level, they become fearless and immune to fear, including effects from dragons, undead, and magical items.
- Fighters get an extra melee attack at 5th, 10th, 15th, and 20th level.
- Fighters can perform a power attack. The fighter may forego one of their additional attacks to deal an additional die of damage (equal to their weapon) to a target on a successful attack. This decision must be made prior to making the attack roll.
- At 4th level, when fighters lead troops in battle, those troops gain a +1 to morale.
- Not an ability per say, but most intelligent weapons want to be wielded by a fighter and may not grant powers to other classes.
- The thief uses a d6 for hit dice instead of d4.
- The thief is only surprised on a roll of 1 (instead of 1-2 like other characters).
- Thieves may attempt their skills as many times as they want for locks, traps, etc. so long as they are willing to invest time into it.
- Thieves may use their pick locks to escape bonds, like manacles. Thieves can perform feats like tightrope walking at the same skill as their move silently.
- Thieves may attempt to “catch” themselves as they fall into a pit, crevasse, collapsing floor, etc. They must succeed on a climb walls check at half their normal skill. If they succeed, they must then use their climb walls skill to climb out of the pit or crevasse.
- A thief may read languages starting at 1st level at 20% and doubling each level until 4th level when the ability reaches 80%, the maximum.
- A thief may attempt to read and cast scrolls starting at 1st level with 10% x their level in accuracy, with failure meaning the spell does not function as expected. A roll of 00% is a critical failure with devastating effects. This ability increases to 90% maximum.
- A thief knows thieves cant, a language of gestures, symbols, and slang used to communicate thiefy shit. In addition, a thief can mimic accents if they can study someone speaking the accent. If there is doubt, someone can make a saving throw versus spells to detect the ruse.
- Thieves are trained in a couple precision weapons other classes have no skill at: the blackjack (2 gp, 2 lb.) can be used to render a foe wearing no helm unconscious if they are unaware of your presence (move silently, backstab). A blackjack does 1d4 damage and the victim must succeed on a saving throw versus Paralysis or fall unconscious. A garrote (1gp, 0 lb.) may be used to make a similar attack, though instead of knocking a foe unconscious, the victim must save or be stunned and take 1d4 damage each round the garrote is held. Should the victim die in this way, consider it a coup de grace death (no mortal wound death save). If the thief takes damage or is otherwise harmed, the stranglehold ends.
- Clerics must be of Lawful alignment and worship one of the gods of Dwimmermount. Your list of spells will be limited depending on the god you chose, but access to all spells is your god grants is available as soon as you can cast that level of spells. Those spell lists are located here: Dwimmermount Gods’ Spell Lists.
- Clerics do not “prepare” spells. Instead, they pray on the spot for a spell from their spell list, limited by the number of spells per day. Clerics may cast a spell from their spell list once each day. Additionally, clerics may cast spells in armor and do not require hands free. Though, they must still declare they are casting a spell and it may still be interrupted (though never “lose” their spell).
- Clerics do not use scrolls. Instead, they perform ritual offerings to cast spells above their normal limit per day. These ritual offerings cost 100 gp per level of the spell and require 10 minutes to complete. However, clerics risk the wrath of their god should they call on them in this way. Each time a cleric performs this ritual, they must make a devotion check. If a god is angered, the cleric must atone by performing some action until their god will grant them spells again. A cleric may also have another higher level cleric cast atonement instead of performing the action, though that cleric may require some form of payment. This roll is modified by the cleric’s Wisdom saving throw modifier, minus the number of times in a day a spell has been requested (including the first), and the DM may apply penalties based on sinful behavior. Clerics may make an offering twice as much for a +1 to the devotion roll, quadruple for a +2, and so forth. In some cases, offerings of magical items may substitute for treasure.
|2 (or less)||Your god does not grant the spell and tests your faith with a quest or enduring curse.|
|3-5||Your god grants your spell and demands you proselytize for a week in a center of civilization.|
|6-8||Your god grants your spell and demands you spend a full day in meditation.|
|9-11||Your god grants your spell and demands you pray for an hour.|
|12 (or more)||Your god grants your spell and makes no demands.|
- Clerics may also perform a ritual offering to request a spell on their list higher than they could normally cast. In this case, the difference between their cleric level and the cleric level normally needed to cast the spell is added as a penalty to the roll (i.e. if a 1st level cleric of Asana wishes to make a ritual offering to cast Delay Poison, she may sacrifice 200 gp and make a devotion check at an additional -2 penalty since Delay Poison is a 2nd level spell, which requires a cleric to be at least 3rd level).
- Clerics gain a special ability, dependent upon their patron god. See the table in this thread: Gods, Clerics, & Religion.
- Magic-Users begin play with the following spells all Magic-Users know: Detect Magic, Identify, Read Magic, and Scribe. These spells do not count against the minimum or maximum number of spells known. These are considered the basic abilities all magic-users know. Spells thereafter must be found or stolen.
- Magic Users gain bonus spells as a Cleric does using the Wisdom chart, but instead uses Intelligence to determine the number of additional spells that can be memorized.
- Adding a spell to a spellbook requires one hour per level of the spell of study and mastery and a successful spell learning probability roll. Failure of this roll means that you fail to add the spell to your spellbook. You may attempt this again, but it requires another hour per level of the spell to study. Failing three times means the spell cannot ever be learned.
- Spells are living power contained within runes and symbols. When you memorize a spell, you pull it from your book (literally) and put it into your mind. When you cast a spell, its power is released and reforms back in your spellbook. Thus, a magic-user may not “memorize” more than one iteration of a single spell. You cannot memorize a copy of Magic Missile twice (though, if you had two copies of Magic Missile in your spellbook…).
- As above, spells are singular volumes of energy; all writing vanishes if a spell is moved from one source to another. Thus, Magic-Users cannot “share” spells. Instead, they are closely guarded secrets. Furthermore, when you create a scroll, it is temporarily pulled from your book and held within the scroll (by using expensive inks, powders, etc.). When you cast the scroll, it’s power is released and then returns to the origin spellbook.
- Magic-Users of any level may perform Eldritch Research.