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Designing the Perfect D&D

the Jester

Legend
Now it depends on the challenges faced (aka monsters). The variation from 1st to 10th level might only be +5 to hit say, or a doubling or tripling of hit points. How do you move the monsters up so that they are a challenge for your 10th level characters but not an auto kill for the poor first level character.

We'll get to monsters. That's the point at which I need to actually do some playtesting with a group or two- my regular group is down to do that, it's just a matter of getting the time and people together. I think I may have another group or two lined up to try it out too, but I'm still doing some work and it's not quite at the 'ready to try out' stage.

But generally speaking, my plan is to acknowledge that two monsters with the same number of levels can have vastly different challenge ratings. Since this is on the dm end, and I'm comfortable with a far higher complexity level for myself than for players, I'm still working on the details, but I'm thinking that level will determine base xp value, with specific abilities and hit points adding to this and CR being derived from the total xp value. A little complicated, but all that 'behind the curtain' stuff can be as complicate as I can handle (since it's a system for me), and my favorite monster xp value chart was the most complicated of all, the one from 1e.

Different question - as described above that a lower level character might have to behave as a side kick in a game to a high level character. Not as a DM but as a character - how do you feel about that? Do you want to be a side kick? Or how long would you expect to be a side kick before you could sit at the big boys table in a game like this? I have played characters that in some ways act as followers to other characters - but that was my choice for that character personality, not enforced by game rules.

I don't like someone being forced into the sidekick roll, and we'll see how well I do at avoiding it.

A new 1st level fighter joining a 9th level party should be able to contribute meaningfully. One thing you won't see is monsters with arbitrarily high defenses. If a monster has a bonus to AC equivalent to plate mail, that literally means that its hide is as hard to chop into as plate armor.

I do anticipate that a 1st level pc joining a high level party be somewhat less useful; without a certain amount of that, there's not much point in having levels at all. It's an interesting balance act to attempt, and until we actually play some, I won't know.

Oh- advancement is intended to be slow, 1e style.
 

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the Jester

Legend
ADVANCEMENT continued...


ADDITIONAL CLERIC DOMAINS & PRAYERS
The following are some additional cleric domains, and the prayers within them:

ANIMAL DOMAIN
LINKED ABILITY SCORE: Wisdom or Charisma

1st Valence (Speak with Animals):
As a minor action, you gain the ability to speak with natural beasts with an Intelligence of 3 or lower that normally do not have a language until the end of the next round. This gives you no special influence over the animals, nor does it make the animal more aware or intelligent than it normally is. You may spend a minor action to sustain this effect until the end of the next round.

2nd Valence (Gift of Speech): As a standard action, you give a single natural beast with an Intelligence of 3 or lower that normally does not have a language the ability to speak one language that you know for one minute. This gives you no special influence over the animals, nor does it make the animal more aware or intelligent than it normally is.

3rd Valence (Hold Animal): As a standard action, make a spell attack vs. Will against a single natural beast within 40'. If you hit, it is immobilized (save ends on a 10+).

4th Valence (Beast Aura): As a standard action, you cloak yourself or an ally you touch in an aura that causes natural beasts to view you as an ally. Unless magically compelled, they treat you as an ally and will not attack you. This effect lasts until the end of the next round, but you can spend a minor action to sustain it until the end of the next round.

5th Valence (Mighty Beast): As a standard action, you touch an allied natural beast. Until the end of the next round, that ally gains a +3 bonus on attacks and damage with its natural weapons. You can spend a minor action to sustain it until the end of the next round.

DEATH DOMAIN
LINKED ABILITY SCORE: Constitution

1st Valence (Death Vision):
As a standard action, make a spell attack vs. Will against an enemy that you can touch. If you hit, the target is overcome by a vision of its own death and takes 1d6 points of psychic damage.

2nd Valence (Death Knell): As a standard action, make a spell attack vs. Fortitude against a bloodied enemy you can touch. If you hit, the target takes 2d6 points of necrotic damage. If it dies, you gain a +2 bonus on attacks and defenses until the end of the next round.

3rd Valence (Death Ward): As a minor action, you gain resist 10 necrotic and resist 5 against Constitution damage or drain until the end of your next turn.

4th Valence (Slay Living): As a full action, make a spell attack vs. Fortitude against a creature that you can touch. If you hit, it takes 2d6 points of Constitution damage.

5th Valence (Destruction): As a full action, make a spell attack vs. Fortitude against a creature within a range of 50'. If you hit, it takes 3d6 points of Constitution damage.

FIRE DOMAIN
LINKED ABILITY SCORE: Strength

1st Valence (Produce Flame):
As a standard action, you cause a flame to spring either from the palm of your hand or from your implement. This flame sheds bright light in a 20' radius and dim light 20' beyond that and lasts until the end of the next round. You can sustain the flame until the end of the next round with a minor action. As a standard action, you can hurl the flame at a creature within 20'. Make a spell attack vs. Reflex; if you hit, the target catches fire and takes ongoing 1d6 fire damage (save ends on a 13+). If you hurl the flame, you can no longer sustain it in your hand.

2nd Valence (Flame Blade): As a standard action, you cause a scimitar of flames to arise in your hand. You count as proficient in the flame blade (which gives you a +2 bonus); it deals 1d6/18-20 fire damage. If you score a critical hit with it, the target takes ongoing 5 fire damage in addition to all other effects. The flame blade remains until the end of the next round, but you can sustain it until the end of the next round with a minor action.

3rd Valence (Flame Strike) (recharges on a 13+): As a standard action, you cause a pillar of flames to descend from above (if you serve a good deity) or ascend from below (if you serve an evil deity) in a 15' diameter explosion. Make a spell attack vs. Reflex against each creature in the area; if you hit, you deal 3d6 fire damage to it.

4th Valence (Wall of Fire) (recharges on a 13+): As a full action, you create a wall of flames in 6 contiguous squares. The wall is 20' high. Each square of the wall must share a side (not just a corner) with another square. Any creature that is in the wall when it manifests can use an interrupt to drop prone in an adjacent square (sometimes this will allow some of them to escape). Make a spell attack against Reflex against each creature in the wall when it forms; if you hit, they take 2d4 fire damage. Any creature that starts its turn in the wall or moves into a square of the wall takes 5 points of fire damage. Any creature that ends its turn adjacent to the wall takes 2 points of fire damage. The wall lasts until the end of the next turn, but you can sustain it until the end of your next turn with a minor action.

5th Valence (Fire Storm) (recharges on a 13+): Make a spell attack vs. Reflex against each enemy within 40' of you. If you hit, you deal 3d6 fire damage.

PLANT DOMAIN
LINKED ABILITY SCORE: Wisdom or Constitution

1st Valence (Entangle):
As a full action, you create a zone of writhing vegetation that grasps creatures within it in an area burst 2 within 50'. The zone is difficult terrain and each creature within it grants combat advantage. If a creature starts its turn in the zone, it must make a saving throw (10+) or be immobilized until the end of its turn. The zone lasts until the end of the next round, but you can sustain it until the end of the next round with a minor action.

2nd Valence (Plant Door): As a move action, you step into an adjacent tree or area of plants thick enough to constitute difficult terrain and teleport up to 30' to a space adjacent to another tree or area of plants thick enough to constitute difficult terrain.

3rd Valence (Thorny Grasp): As a standard action, make a spell attack vs. Reflex against one creature within a range of 50'. If you hit, the creature takes 2d4 points of damage and is immobilized by thorny vines that suddenly grow from a nearby surface and wrap around it (save ends on a 12+).

4th Valence (Poison Thorns): As a standard action, you cause thin, almost invisible thorns to grow from the ground in up to four squares within a range of 50'. Whenever a creature enters a square of thorns, make a spell attack vs. Reflex; on a hit, the target takes 1d2 damage, is slowed and takes ongoing 1d3 Dexterity poison damagen (save ends both on a 15+).

5th Valence (Commune with Plants): You spend an hour in a deep trance, during which time you are helpless. During this time you commune with the plants within a number of miles equal to your Wisdom or Constitution score. You may glean information from this communion, including the location of a group of creatures or settlement, weather, geographical features, magical areas, etc. You cannot track a single individual unless it is profoundly noticeable to the plants as a whole (e.g. an ancient dragon).

WEATHER DOMAIN
LINKED ABILITY SCORE: Constitution


1st Valence (Oscuring Mist): As a standard action, you create a bank of fog that fills ten contiguous squares. Each square affected by the mist must share a side (not just a corner) with at least one other square. The mist completely blocks line of sight. The mist lasts until the end of the next round, but as a minor action you can sustain it until the end of the next round. You can spend a standard action to add five squares of mist to the bank and a move action to cause the bank to move up to 20'.

2nd Valence (Gust of Wind): As a standard action, make an attack on one creature within 60'; if it is flying, you gain a +5 bonus on this attack. If you hit, you maneuver the target 10' (20' if it is flying) and knock it prone.

3rd Valence (Wind Wall): As a standard action, you create a wall of roaring winds 30' high that fills up to 10 contiguous squares. Any attacks that pass through the wall suffer a -4 penalty. A creature that attempts to pass through the wall suffers 1d6 points of damage and must make a Strength check on 4d6 to push through; otherwise, its move action ends in the space from which it attempted to enter the wall. The wall lasts until the end of the next round, but you can sustain it until the end of the next round by spending a minor action.

4th Valence (Call Lightning): You cause a bolt of lightning to descend from the sky. Make a spell attack against one enemy within a range of 100'. If you hit, the target takes 2d10 lightning damage and is knocked prone; even on a miss, you deal half damage.

5th Valence (Control Weather): You spend one hour concentrating, spending a standard action each round, and cause the weather to change. You do not have fine control over the weather, but can make broad changes, making it colder or hotter, bringing or ending rain, increasing or decreasing the winds, etc. It takes an additional four hours for the weather you summon to arrive, and it lasts for one day.


ADDITIONAL WIZARD SCHOOLS & SPELLS
The following are some additional schools of magic and spells within them.

Necromancy School Spells
Journeyman (must be 3rd level wizard, must have Wis 11 or Con 11): You gain access to the second valence of each necromancy spell you know.
Thaumaturge (must be 5th level wizard, must have Wis 12 or Con 12): You gain acccess to the third valence of each necromancy spell you know.
Mage (must be 8th level wizard, must have Wis 14 or Con 14): You gain access to the fourth valence of each necromancy spell you know.
01-20 --- Chill Touch
21-40 --- Death Spell
41-60 --- Fear
61-80 --- Ray of Enfeeblement
81-00 --- Vampirism

CHILL TOUCH (Necromancy)
1st Valence:
As a minor action, you charge one hand with necromantic power until the end of the next round. As long as your hand is charged, you may make a spell attack vs. Reflex against an enemy in your normal reach in order to touch it as a standard action. If you hit, you expend the charge, dealing 1d8 cold and necrotic damage. If you touch anything else you also expend the charge; however, you may freely use your other hand. (You can charge each hand if you cast two touch spells.)

2nd Valence: As a minor action, you charge one hand with necromantic power until the end of the next round. As long as your hand is charged, you may make a spell attack vs. Reflex against an enemy in your normal reach in order to touch it as a standard action. If you hit, you expend the charge, dealing 1d8 cold and necrotic damage plus ongoing 2 cold and necrotic damage (save ends on a 12+). If you touch anything else you also expend the charge; however, you may freely use your other hand. (You can charge each hand if you cast two touch spells.) As long as you have not expended the charge, you may spend a minor action to sustain the charge until the end of the next round.

3rd Valence: As a minor action, you charge one hand with necromantic power until the end of the next round. As long as your hand is charged, you may make a spell attack vs. Reflex against an enemy in your normal reach in order to touch it as a standard action. If you hit, you expend the charge, dealing 1d8 cold and necrotic damage plus ongoing 3 cold and necrotic damage (save ends on a 14+). If you touch anything else you also expend the charge; however, you may freely use your other hand. (You can charge each hand if you cast two touch spells.) As long as you have not expended the charge, you may spend a minor action to sustain the charge until the end of the next round.

4th Valence: As a minor action, you charge one hand with necromantic power until the end of the next round. As long as your hand is charged, you may make a spell attack vs. Reflex against an enemy in your normal reach in order to touch it as a standard action. If you hit, you expend the charge, dealing 2d6 cold and necrotic damage plus ongoing 3 cold and necrotic damage (save ends on a 15+). If you touch anything else you also expend the charge; however, you may freely use your other hand. (You can charge each hand if you cast two touch spells.) As long as you have not expended the charge, you may spend a minor action to sustain the charge until the end of the next round.

5th Valence: As a minor action, you charge one hand with necromantic power until the end of the next round. As long as your hand is charged, you may make a spell attack vs. Reflex against an enemy in your normal reach in order to touch it as a standard action. If you hit, you expend the charge, dealing 2d6 cold and necrotic damage plus ongoing 5 cold and necrotic damage (save ends on a 16+). If you touch anything else you also expend the charge; however, you may freely use your other hand. (You can charge each hand if you cast two touch spells.) As long as you have not expended the charge, you may spend a minor action to sustain the charge until the end of the next round.

DEATH SPELL (Necromancy)
1st Valence:
Make a spell attack vs. Fortitude against one living creature within a range of 30'. If you hit, you deal 1d4 Constitution damage to it.

2nd Valence: Make a spell attack vs. Fortitude against one living creature within a range of 40'. If you hit, you deal 1d6 Constitution damage to it.

3rd Valence: Make a spell attack vs. Fortitude against one living creature within a range of 50'. If you hit, you deal 2d4 necrotic damage plus 1d6 Constitution damage to it.

4th Valence: Make a spell attack vs. Fortitude against one living creature within a range of 60'. If you hit, you deal 2d4 necrotic damage plus 2d4 Constitution damage to it. If it is bloodied after this attack, you deal an extra 2 points of Constitution damage.

5th Valence (recharges on a 12+): Make a spell attack vs. Fortitude against one living creature within a range of 60'. If you hit, you deal 2d6 necrotic damage plus 2d6 Constitution damage to it. If it is bloodied after this attack, you deal an extra 2 points of Constitution damage.

FEAR (Necromancy)
1st Valence: Make a spell attack vs. Will against one creature within a range of 40'. If you hit, it panicks. You push it a distance equal to its speed.

2nd Valence (recharges on a 10+): Make a spell attack vs. Will against one creature within a range of 40'. If you hit, it panicks. You maneuver it a distance equal to its speed and it may not move closer to you on its next turn.

3rd Valence (recharges on a 13+): You unleash a wave of fear all around you. Make an attack against each non-allied creature within a 20' range of you. If you hit, you push that creature a distance equal to its speed.

4th Valence (recharges on a 15+): Make a spell attack vs. Will against one creature within a range of 60'. If you hit, it is so overcome by fear that is is paralyzed (save ends on a 10+).

5th Valence (recharges on a 15+): Make a spell attack vs. Will against one creature within a range of 60'. If you hit, it is overcome by terror so great that it takes 2d6 psychic damage plus ongoing 5 psychic damage (save ends on a 10+). As long as the target is taking this ongoing psychic damage, it grants combat advantage and cannot move closer to you.

RAY OF ENFEEBLEMENT (Necromancy)
1st Valence
(recharges on a 10+): Make a spell attack vs. Fortitude against one creature within a range of 60'. If you hit, the target does half damage with melee attacks until the end of the next round.

2nd Valence (recharges on a 10+): Make a spell attack vs. Fortitude against one creature within a range of 60'. If you hit, the target does half damage with melee attacks (save ends on a 14+).

3rd Valence (recharges on a 12+): Make a spell attack vs. Fortitude against one creature within a range of 60'. If you hit, the target takes a -2 penalty to melee attacks and does half damage with melee attacks (save ends both on a 14+).

4th Valence (recharges on a 12+): Make a spell attack vs. Fortitude against one creature within a range of 60'. If you hit, the target is slowed, takes a -2 penalty to melee attacks and does half damage with melee attacks (save ends all on a 14+).

5th Valence (recharges on a 12+): Make a spell attack vs. Fortitude against one creature within a range of 80'. If you hit, the target is slowed, takes a -4 penalty to melee attacks and does half damage with melee attacks (save ends all on a 14+).

VAMPIRISM (Necromancy)
1st Valence:
As a minor action, you charge one hand with necromantic power until the end of the next round. As long as your hand is charged, you may make a spell attack vs. AC against a living enemy in your normal reach in order to touch it as a standard action. If you hit, you expend the charge, dealing 1d4 necrotic damage and regaining an equal number of hit points. You can only regain hit points through each valence of this spell once per day, but can still use those valences to attack. If you touch anything else you also expend the charge; however, you may freely use your other hand. (You can charge each hand if you cast two touch spells.)

2nd Valence: As a standard action, make a spell attack vs. Fortitude against one living enemy within 30'. If you hit, it takes 1d4 necrotic damage and you an equal number of hit points. You can only regain hit points through each valence of this spell once per day, but can still use those valences to attack.

3rd Valence: As a minor action, you charge one hand with necromantic power until the end of the next round. As long as your hand is charged, you may make a spell attack vs. AC against a living enemy in your normal reach in order to touch it as a standard action. If you hit, you expend the charge, dealing 1d8 necrotic damage and regaining an equal number of hit points. You can only regain hit points through each valence of this spell once per day, but can still use those valences to attack. If you touch anything else you also expend the charge; however, you may freely use your other hand. (You can charge each hand if you cast two touch spells.) As long as you have not expended the charge, you may spend a minor action to sustain the charge until the end of the next round.

4th Valence: As a standard action, make a spell attack vs. Fortitude against one living enemy within 50'. If you hit, it takes 1d8 necrotic damage and you an equal number of hit points. You can only regain hit points through each valence of this spell once per day, but can still use those valences to attack.

5th Valence (recharges on a 16+): As a full action, you drain the life from every living thing within 30' of you. Make a spell attack vs. Fortitude against each living creature in range. If you hit, you deal 2d4 necrotic damage and regain half that many hit points.

Polymorph School Spells
You can be under the effect of multiple polymorph effects at once, and all such effects stack.

Journeyman (must be 3rd level wizard, must have Dex 11): You gain access to the second valence of each polymorph spell you know.
Thaumaturge (must be 5th level wizard, must have Dex 12): You gain acccess to the third valence of each polymorph spell you know.
Mage (must be 8th level wizard, must have Dex 14): You gain access to the fourth valence of each polymorph spell you know.
01-20 --- Adaptation
21-40 --- Alter Self
41-60 --- Baleful Polymorph
61-80 --- Juggernaut Form
81-00 --- Slayer Form

ADAPTATION (Polymorph)
1st Valence:
As a standard action, you adapt your body to overcome the difficulties of your environment. You may choose to gain any one of the following abilities: lowlight vision, a climb or swim speed of half your normal speed + 5', any form of terrain walk, or resist 1 against a specific type of terrain or environment-caused damage. This adaptation lasts until the end of the next round, but you may sustain it with a minor action.

2nd Valence: As a minor action, you adapt your body to overcome the difficulties of your environment. You may choose to gain any two of the following abilities: lowlight vision, a climb or swim speed of half your normal speed + 5', any form of terrain walk, or resist 1 against a specific type of terrain or environment-caused damage. This adaptation lasts until the end of the next round, but you may sustain it with a minor action.

3rd Valence: As a minor action, you gain gills, allowing you to breathe both water and air. This adaptation lasts until the end of the next round, but you may sustain it with a minor action.

4th Valence: As a minor action, you or an ally you touch gain resist 5 against all damage caused by the environment or terrain. This adaptation lasts until the end of the next round, but you may sustain it with a minor action.

5th Valence (recharge 12+): As a standard action, you and all allies within 10' gain resist 5 against all damage caused by the environment or terrain. The recipients also receive two of the following adaptations of your choice (all must receive the same adaptations): lowlight vision, gills, the abiltiy to ignore difficult terrain, a swim speed equal to your normal speed or a climb speed equal to half your normal speed + 10'. This adaptation lasts until the end of the next round, but you may sustain it with a minor action.

ALTER SELF (Polymorph)
1st Valence:
As a standard action, you alter your appearance, although your abilities are unchanged. You may appear as any type and gender of humanoid within one size category of you, but you may not take on the appearance of a specific individual. You may not gain or lose limbs. You gain a +3 bonus to skill checks to disguise yourself while under the influence of this spell. This effect lasts for one minute, at which point you may sustain it for another minute by spending a standard action.

2nd Valence: As a standard action, you alter your appearance, although your abilities are unchanged. You may appear as any humanoid within one size category of you, including a specific humanoid. You gain a +5 bonus to skill checks to disguise yourself while under the influence of this spell. This effect lasts for one minute, at which point you may sustain it for another minute by spending a standard action.

3rd Valence: As a minor action, you alter your appearance, although your abilities are unchanged. You may appear as any humanoid within one size category of you, including a specific humanoid. You gain a +5 bonus to skill checks to disguise yourself while under the influence of this spell. You may gain or lose up to two limbs, but they are cosmetic only. This effect lasts for ten minutes, at which point you may sustain it for another ten minutes by spending a standard action.

4th Valence: As a minor action, you alter your appearance. You may appear as any humanoid within one size category of you, including a specific humanoid. You gain a +5 bonus to skill checks to disguise yourself while under the influence of this spell. You may gain or lose up to two limbs, but they are weak and frail. You can use this effect to gain a climb or swim speed of half your normal speed, or a feeble ability to fly via wings, allowing you to fly your speed as a move action; however, you must land at the end of this move or fall. This effect lasts for ten minutes, at which point you may sustain it for another ten minutes by spending a standard action.

5th Valence: As a standard action, you sprout powerful wings that allow you to fly at your speed. These last until the end of the next round. By spending a minor action, you can sustain this effect until the end of the next round.

BALEFUL POLYMORPH (Polymorph)
1st Valence
(recharges on a 15+): As a standard action, make a spell attack vs. Will against one creature within a range of 20'. If you hit, it (along with all of its equipment) transforms into a small and relatively helpless creature, such as a toad, snail or slug, until the end of the next round. While it is transformed, the target loses its starndard action.

2nd Valence (recharges on a 15+): As a standard action, make a spell attack vs. Will against one creature within a range of 30'. If you hit, it (along with all of its equipment) transforms into a small and relatively helpless creature, such as a toad, snail or slug (save ends on an 8+). While it is transformed, the target loses its starndard action.

3rd Valence: As a standard action, make a spell attack vs. Fortitude against one creature within 40'. If you hit, you trigger a series of agonizing reconfigurations of its body. Roll a severity 2d8 critical hit; although you inflict no damage, you inflict the critical effect of that severity.

4th Valence: As a standard action, make a spell attack vs. Will against one creature within a range of 60'. If you hit, it (along with all of its equipment) transforms into a small and relatively helpless creature that is unable to survive in the environment it is in, such as a fish (in air) or a mole (underwater) (save ends on a 10+). While it is transformed, the target loses its standard action, is slowed and takes ongoing 5 damage.

5th Valence (recharges on a 19+): As a standard action, make a spell attack vs. Will against each enemy within a range of 30'. If you hit, it (along with all of its equipment) transforms into a small and relatively helpless creature, such as a toad, snail or slug (save ends on an 11+). While it is transformed, the target loses its starndard action.

JUGGERNAUT FORM (Polymorph)
1st Valence:
As a standard action, you alter your form to one that is burly and hulking until the end of the next round. You may choose the superficial detals of your juggernaut form's appearance, but you do not change size or basic body structure. While this spell is in effect, you reduce the distance enemies maneuver you by 10' and you gain a +4 bonus to defenses against opportunity attacks.

2nd Valence: As a standard action, you alter your form to one that is burly and hulking until the end of the next round. You may choose the superficial detals of your juggernaut form's appearance, but you do not change size or basic body structure. While this spell is in effect, you gain a +10' bonus to speed, reduce the distance enemies maneuver you by 10' and you gain a +4 bonus to defenses against opportunity attacks. You may spend a minor action to sustain this effect until the end of the next round.

3rd Valence: As a minor action, you alter your form to one that is burly and hulking until the end of the next round. You may choose the superficial detals of your juggernaut form's appearance, but you do not change size or basic body structure. While this spell is in effect, you gain a +20' bonus to speed, reduce the distance enemies maneuver you by 15' and you gain a +4 bonus to defenses against opportunity attacks. You may spend a minor action to sustain this effect until the end of the next round.

4th Valence: As a minor action, you alter your form to one that is burly and hulking until the end of the next round. You may choose the superficial detals of your juggernaut form's appearance, but you do not change basic body structure. While this spell is in effect, you become large sized, gain a +20' bonus to speed, become immune to being maneuvered and gain a +4 bonus to defenses against opportunity attacks. If you charge in your juggernaut form, you deal double damage. You may spend a minor action to sustain this effect until the end of the next round.

5th Valence: As a minor action, you alter your form to one that is burly and hulking until the end of the next round. You may choose the superficial detals of your juggernaut form's appearance, but you do not change basic body structure. While this spell is in effect, you become large sized, gain a +20' bonus to speed, become immune to being maneuvered or knocked prone and gain a +2 bonus to AC and Fortitude and an additional +4 bonus to defenses against opportunity attacks. If you charge in your juggernaut form, you deal double damage. You may spend a minor action to sustain this effect until the end of the next round.

SLAYER FORM (Polymorph)
1st Valence:
As a minor action, you modify your bodify to become an instrument of death, growing vicious-looking dark claws. You gain a claw attack that you can use as a standard action; this is a melee attack that deals 1d4 points of piercing and slashing damage. This spell lasts until the end of the next round, but you can spend a minor action to sustain it until the end of the next round.

2nd Valence: As a minor action, you modify your bodify to become an instrument of death, growing vicious-looking dark claws. You gain a claw attack that you can use as a standard action; this is a melee attack that deals 1d4 points of piercing and slashing damage. You gain a +2 bonus to attack and damage with your claws. This spell lasts until the end of the next round, but you can spend a minor action to sustain it until the end of the next round.

3rd Valence: As a minor action, you modify your bodify to become an instrument of death, growing vicious-looking dark claws. You gain a claw attack that you can use as a standard action; this is a melee attack that deals 1d6/19-20 points of piercing and slashing damage. You gain a +2 bonus to attack and damage with your claws, and if you score a critical hit, you gain a bonus of +1d6 to the severity. This spell lasts until the end of the next round, but you can spend a minor action to sustain it until the end of the next round.

4th Valence: As a minor action, you modify your bodify to become an instrument of death, growing vicious-looking dark claws and thickening your skin. You gain a claw attack that you can use as a standard action; this is a melee attack that deals 1d6/19-20 points of piercing and slashing damage. You gain a +2 bonus to attack and damage with your claws, and if you score a critical hit, you gain a bonus of +1d6 to the severity. You also gain a +2 bonus to AC. This spell lasts until the end of the next round, but you can spend a minor action to sustain it until the end of the next round.

5th Valence: As a minor action, you modify your bodify to become an instrument of death, growing vicious-looking dark claws and thickening your skin. You gain a claw attack that you can use as a minor action; this is a melee attack that deals 1d4/19-20 points of piercing and slashing damage. You gain a +2 bonus to attack and damage with your claws, and if you score a critical hit, you gain a bonus of +1d8 to the severity. You also gain a +3 bonus to AC. This spell lasts until the end of the next round, but you can spend a minor action to sustain it until the end of the next round.
 

TarionzCousin

Second Most Angelic Devil Ever
Starting everyone at 1st level in an ongoing campaign seems a bit harsh.
It's Old School, baby! I like it.

I distinctly remember having 1st level PC's join the higher level groups. They pretty much snuck around and tried to stay alive, until they levelled up a bit. As the DM, it was enormous fun to occasionally lob a nasty spell or flight of arrows their way and watch them scurry. Ah, good times.

Jester, I'm intrigued. You've got a simplified base system and some good extrapolation going. Keep it up.
win.gif
 

Lanefan

Victoria Rules
It's Old School, baby! I like it.
Hey, I'm about as old school as it gets but even I don't force 1st-level characters into a party where the average is 3rd or higher. I usually start 'em about a level below the party average, and even then the rookies die off more than fast enough as it is!

My other worry, given Jester's proposals, is that an unlucky player (and by that I mean me) will never get to play a prestige class due to constantly dying off at low level; hence my suggestion several posts back that most (or all) of the classes become base and thus startable at 1st level.

Lanefan
 

LostSoul

Adventurer
Hey, I'm about as old school as it gets but even I don't force 1st-level characters into a party where the average is 3rd or higher. I usually start 'em about a level below the party average, and even then the rookies die off more than fast enough as it is!

Heh. I'm running a 4E hack and I start new PCs off at 1st level. Recently the party makeup was 9th, 9th, 7th, 4th, and 1st. That 1st level guy was quite effective. A glass cannon, but still. My main goal in the hack was to challenge players, not PCs, and it works.

*

Anyway, Jester: have you covered XP yet? Did I miss it?
 

the Jester

Legend
Anyway, Jester: have you covered XP yet? Did I miss it?

I mentioned some of my thoughts on monster xp but haven't finalized anything.

I am pretty sure that I'm going with an xp for treasure system, although I might use an "xp for spending money frivolously" system instead.
 

LostSoul

Adventurer
When I was fiddling with my hack, I came up with training times. Basically it meant GP spent in town "levelled up" the town. Drawing the link: Adventure - town - prestige in town increases - more adventure, drawing on increased resources for the town and more responsibility to the town - prestige in town increases.

I'm not saying that you want to go that way; want I want to point out is that I found it very helpful to think in terms of "cycles" like that.
 

nnms

First Post
A new 1st level fighter joining a 9th level party should be able to contribute meaningfully. One thing you won't see is monsters with arbitrarily high defenses. If a monster has a bonus to AC equivalent to plate mail, that literally means that its hide is as hard to chop into as plate armor.

This is exactly what I want from my game as well. I'm working on stripping the arbitrary leveling math out of 4e and making defenses based on comparisons with different armour types instead.

I do anticipate that a 1st level pc joining a high level party be somewhat less useful; without a certain amount of that, there's not much point in having levels at all. It's an interesting balance act to attempt, and until we actually play some, I won't know.

I think you're on the right track for having the PC be not useless. The difficulty in gaining more HP and the fact that basic attack bonuses don't spiral up like mad means a level 1 character is not necessarily going to be downed by a single monster hit or find her target to have defenses too high to hit.
 

the Jester

Legend
I think you're on the right track for having the PC be not useless. The difficulty in gaining more HP and the fact that basic attack bonuses don't spiral up like mad means a level 1 character is not necessarily going to be downed by a single monster hit or find her target to have defenses too high to hit.

Right; similar to AC, I try to gauge a monster's damage by equivalence- "oh, getting bit by this guy sucks as bad as getting stabbed by a dagger, so its damage on its bite is 1d4" rather than "oh, it's high level, it must do tons of damage."
 

the Jester

Legend
EQUIPMENT

MONEY
Different places sometimes have different currencies or valuations. However, the 'standard' economy in Jazz Edition uses the following coins and exchange rates:

100 Copper Pieces = 10 Silver Pieces = 2 Electrum Pieces = 1 Gold Piece = 1/5 Platinum Piece.

One gold piece is defined as enough money to feed a peasant for one year. This assumes that the peasant is providing much of his own food, but one gold piece will cover the rest. When you look at the price of a weapon, bear in mind this economic fact and realize just how rich you are.

STARTING EQUIPMENT
You start with 3d6 x 10 gold pieces. Once you roll your starting money, you should spend most of it. No pc should enter play with more than 20 gp in cash. Available gear is broken down into categories: Armor & Shields, Weapons, Clothing, Mounts & Animals and Miscellanious.

ARMOR & SHIELDS
Armor and shield are the basic protective gear that one needs in battle. When a creature wears armor it is not proficient in, it takes a -2 penalty to speed, defenses and attacks. When a creature uses a shield it is not proficient in, it takes a -1 penalty to Reflex, initiative and defenses. When a creature wears a helm that it is not proficient in, it takes a -1 penalty to speed, initiative and skill checks.

NOTE: If you do not wear armor, you gain a +1 bonus to AC if you Dexterity is 13 or higher and a +2 bonus to AC if your Dexterity is 16 or higher.

Protection Type --- Bonuses/Notes --- Cost
Leather armor --- +1 AC (+2 with Dex 12; +3 with Dex 16) --- 5 gp
Studded leather --- +2 AC (+3 with Dex 14; +4 with Dex 18) --- 25 gp
Chain mail --- +3 AC (+4 with Dex 17); -5' speed --- 50 gp
Scale armor --- +4 AC; -1 speed --- 75 gp
Banded mail --- +5 AC; +1 Fortitude; -5' speed --- 150 gp
Plate mail --- +6 AC; +2 Fortitude; -5' speed --- 600 gp
Full plate --- +7 AC; +2 Fortitude; -5' speed --- 5,000 gp

Light shield --- +1 AC; +1 Reflex --- 5 gp
Heavy shield --- +2 AC; +2 Reflex --- 20 gp

Cap --- +1 AC --- 5 gp
Helm --- +1 AC; -1 crit severity --- 12 gp
Great helm --- +2 AC; -1d3 crit severity --- 35 gp

WEAPONS
Wielding a weapon that one is not proficient in incurs no penalty per se; however, the wielder must be proficient in order to gain the weapon's proficiency bonus. Weapons are divided into broad categories based on their function. These categories overlap and many weapons are members of multiple categories; they include Axes, Bows, Crossbows, Chain Weapons, Clubs, Hammers, Heavy Blades, Heavy Thrown Weapons, Light Blades, Light Thrown Weapons, Pole Arms, Slings and Spears. Each weapon's damage is noted as B, P and/or S; these represent bludgeoning, piercing and slashing damage types. Weapons with multiple types listed can deal any of those types, but the default is the first one listed. Finally, many weapons have special characteristics, which are noted below. A non-proficient wielder cannot benefit from any of these characteristics except for reach.


Weapon Type --- Prof --- Damage/Crit --- Notes --- Categories --- Cost
Awl pike* --- +1 --- 1d8/x3 P --- Reach 3, set --- Pole arm, spear --- 45 gp
Bastard sword** --- +2 --- 2d4/19-20 S/P --- None --- Hvy blade --- 30 gp
Battle axe** --- +2 --- 1d8/x3 S --- None --- Axe --- 18 gp
Broad sword --- +1 --- 1d8/19-20 S/P --- None --- Hvy blade --- 15 gp
Club --- +1 --- 1d4 B --- None --- Club --- Free
Dagger --- +3 --- 1d4/19-20 P/S --- Range 3 --- Lt blade, lt thrown --- 5 gp
Dagger, silver --- +3 --- 1d4/19-20 P/S --- Range 3 --- Lt blade, lt thrown --- 50 gp
Dart --- +3 --- 1d3 P --- Range 3 --- Lt thrown --- 2 gp
Flail** --- +2 --- 1d8/x3 B --- Dangerous --- Chain --- 15 gp
Glaive* --- +1 --- 2d4/19-20 P/S --- Reach 2, set --- Hvy blade, pole arm --- 30 gp
Great axe* --- +1 --- 1d12/x3 S --- None --- Axe --- 60 gp
Great sword* --- +1 --- 1d10/19-20 S/P --- None --- Hvy blade --- 50 gp
Halberd* --- +1 --- 1d10/x3 S/P --- Reach 2 --- Axe, pole arm --- 40 gp
Hand axe --- +2 --- 1d6/x3 S --- None --- Axe --- 8 gp
Heavy crossbow* --- +1 --- 1d12/19-20 P --- Range 12; load full --- Crossbow --- 250 gp
Javelin --- +2 --- 1d6 P --- Range 4 --- Spear, hvy thrown --- 10 gp
Lance --- +2 --- 1d8 P --- Mounted, reach 2 --- Spear --- 40 gp
Light crossbow* --- +1 --- 1d8/19-20 P --- Range 8; load standard --- Crossbow --- 65 gp
Longbow* --- +2 --- 1d8/x3 P --- Range 10 --- Bow --- 100 gp
Longsword --- +2 --- 1d8/19-20 S/P --- None --- Hvy blade --- 20 gp
Mace** --- +1 --- 1d6 B --- None --- Club --- 7 gp
Maul* --- +1 --- 1d10 B --- None --- Hammer --- 30 gp
Quarterstaff --- +2 --- 1d6 B --- Defensive --- Club --- 10 gp
Ranseur* --- +1 --- 2d4 P/S --- Reach 2; tripping --- Pole arm, spear --- 30 gp
Scimitar --- +2 --- 1d6/18-20 S --- None --- Lt blade --- 40 gp
Shortbow* --- +3 --- 1d6/x3 P --- Range 6 --- Bow --- 30 gp
Short sword --- +2 --- 1d6/19-20 P/S --- None --- Lt blade --- 10 gp
Sling --- +2 --- 1d4 B --- Range 5; load minor --- Sling --- 4 gp
Spear** --- +2 --- 1d6/x3 P --- Reach 2, set --- Spear --- 12 gp
Throwing axe --- +1 --- 1d6 S --- Range 3 --- Axe, hvy thrown --- 12 gp
War hammer --- +2 --- 1d6 B --- Range 3 --- Hammer, hvy thrown --- 12 gp

Ammunition --- Notes --- Cost
Arrow --- Ammunition for bows --- 1 sp
Arrow, silver --- Ammunition for bows --- 1 gp
Bolt --- Ammunition for crossbows --- 3 sp
Bolt, silver --- Ammunition for crossbows --- 3 gp
Stone --- Ammunition for slings --- Free
Bullet --- Ammunition for slings; gives +1 bonus to damage --- 5 cp
Bullet, silver --- Ammunition for slings; gives +1 bonus to damage --- 5 sp

*Requires two hands to use.
**You can wield this weapon in one or two hands.

Dangerous: A non-proficient wielder fumbles on a 1-2.
Defensive: You gain a +1 bonus to AC while wielding this weapon.
Mounted: When you charge with this weapon and you are mounted, you gain a +4 bonus to damage. When you use this weapon and you are not mounted, you gain no proficiency bonus from it.
Range: This indicates the weapon's range increment, in squares. A missile weapon can fire to a maximum of 10 range increments; thrown weapons can be hurled a maximum of 5 range increments. For every range increment beyond the first, the attack suffers a -1 penalty to hit.
Set: When you spend a standard action to ready this weapon against a charging enemy and you hit, you deal double normal damage dice and gain a +1d6 bonus to crit severity.
Silver: Certain monsters are vulnerable to silver weapons. A silver version of most weapons can be fashioned, costing about ten times the normal amount, but ony a few are commonly made. Others must be custom-made.
Tripping: You get a +4 bonus on your opposed roll to trip an enemy with this weapon.

CLOTHING
Clothing makes the man, or so some would have you believe. Each pc starts with three items of poor clothing for free; anything else must be purchased. True finery, such as would be found in the upper classes, typically must be custom-made.

Clothing --- Cost
Beggar's shift --- 1 cp
Poor trousers --- 2 cp
Poor shirt --- 1 cp
Poor cloak --- 3 cp
Poor hat --- 1 cp
Poor sandals --- 4 cp
Merchant's coat --- 1 gp
Merchant's breeches --- 7 sp
Merchant's shoes. --- 1 gp
Merchant's hat --- 2 gp
Merchant's belt --- 3 sp
Traveler's tunic --- 5 sp
Traveler's trousers --- 5 sp
Traveler's boots --- 2 gp
Traveler's cloak (hooded) --- 8 sp
Traveler's jacket --- 1 gp
Traveler's belt --- 2 sp
Plain robes --- 5 sp
Fancy robes --- 20 gp
Workman's gloves --- 5 cp
Riding gloves --- 5 sp
Fancy gloves --- 5 gp

MOUNTS & ANIMALS
Mounts and livestock are an important part of everyday life. While adventurers may have limited interest in buying livestock, it is quite possible that the only treasure they might find in a goblin outpost is a bunch of chickens and goats, so they may wish to sell them. Slaves are included on this list as they are legally considered “livestock” in most areas. Other, more exotic animals are sometimes available for sale on a case by case basis, including hippogriffs, griffons, pegasi, drakes, etc.

Animal --- Notes --- Cost

Bodokod --- Large beetle used to haul wagons and other slow steady labor --- 60 gp
Cat --- None --- 1 sp
Chicken --- None --- ¼ cp
Cow --- None --- 80 gp
Dog --- None --- 4 gp
Dog (war) --- Trained for battle --- 25 gp
Garen --- Zebra-like mount --- 20 gp
Goat --- None --- 5 gp
Horse (draft) --- None --- 35 gp
Horse (riding) --- None --- 50 gp
Horse (war) --- Trained for battle --- 120 gp
Kocho --- Riding (flightless) bird; trained for battle --- 150 gp
Mule --- None --- 15 gp
Ox --- None --- 30 gp
Pig --- None --- 8 gp
Riding lizard --- None --- 40 gp
Shikkigar --- Gnomish war cats; only available in gnome communities --- 250 gp
Slave, adolescent --- Assumes healthy --- 100 gp
Slave, labor --- Assumes healthy --- 400 gp
Slave, pleasure --- Assumes healthy --- 500 gp
Slave, skilled --- Assumes healthy; price may be much higher, depending on skills --- 1,500 gp

MISCELLANIOUS
This is a catch-all category that includes pretty much everything else. Included on this price list are some services, as well as various types of equipment. In all cases, the assumed quality of the item in question is poor to average. For a higher quality item, the cost will ratchet up quickly.

A few items are listed with their cost as “*”. These items are expended by value (a typical example is ritual components).

Item or Service --- Notes --- Cost
Ale, cask --- Good quality may increase price 500% --- 2 gp
Ale, cup --- Good quality may increase price 500% --- 1 cp
Ale, skin --- Good quality may increase price 500% --- 4 cp
Backpack --- None --- 5 sp
Barrister --- Lawyer/advocate --- 5 gp/day
Belt pouch --- None --- 3 cp
Crier --- Yell messages on street corner or in market --- 3 cp/day
Flint & steel --- Fire starting kit --- 5 sp
Grappling hook --- Gives +2 bonus to climb --- 3 gp
Holy symbol, wood --- Needed for prayers --- 5 cp
Holy symbol, iron --- Needed for 2nd valence prayers --- 1 gp
Holy symbol, silver --- Needed for 4th valence prayers --- 25 gp
Holy water --- Lt thrown; range 2; deals 0 radiant damage --- 20 gp
Incense --- None --- 1 cp/hour
Ink and quill --- None --- 10 gp
Lantern, hooded --- Bright light in a burst 6; dim light for 3 more squares --- 5 gp
Lantern, bullseye --- Bright light in a blast 6; dim light for 1 more square --- 3 gp
Maid --- Household service --- 7 cp/day
Man-at-arms --- Untrained; you must provide gear --- 1 gp/day
Manservant --- Basic personal attendant --- 5 sp/day
Meal at an inn --- Good quality may increase price 1000% --- 4 cp
Mirror, hand --- None --- 20 gp
Oil, alchemist's fire --- Dangerous, range 2; 1d6 fire + ongoing 2 fire (save ends on a 10+; adjacent enemies take 2 fire) --- 5 gp
Oil, lamp --- Burns for 2 hours --- 2 sp
Parchment (blank) --- None --- 1 gp
Pole (10') --- None --- 1 cp
Porter --- Servant to carry gear --- 3 sp/day
Rations, iron --- Preserved; will not spoil easily --- 4 sp/day
Rations, standard --- Unpreserved --- 1 sp/day
Ritual components --- Needed by clerics & wizards for many things --- *
Room (common) --- Sleep in common room with everyone else --- 1 cp/night
Room (poor) --- Shared with many strangers ---
Room (average) --- Shared with a few, likely strangers --- 8 cp/night
Room (good) --- Shared with a few friends; own room triples price --- 5 sp/night
Room (fine) --- Shared with friends or attendants; private bed --- 5 gp/night
Room (rich) --- Includes beck-and-call service; suite of rooms --- 35 gp/night
Rope (50') --- None --- 1 sp
Sack (large) --- None --- 3 cp
Sack (small) --- None --- 1 cp
Thieves' tools --- For picking locks & disabling traps --- 20 gp
Torch --- Dim light in a burst 4; lasts 2 hours --- 1 cp
Waterskin --- None --- 2 cp
Wine, bottle --- Good quality may increase price 2000% --- 3 sp
Wine, cask --- Good quality may increase price 2000% --- 8 gp
Wine, cup --- Good quality may increase price 2000% --- 3 cp
Wine, skin --- Good quality may increase price 2000% --- 2 sp
 

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