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<blockquote data-quote="Sepulchrave II" data-source="post: 3365873" data-attributes="member: 4303"><p>1. Yep. It's underway. Although I'm not renowned for frequent updates... <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p>2. See below.</p><p>3. I'm assuming a <em>byrnie</em> is a chain shirt; a longer hauberk and support (equivalent to full chainmail) is probably conceivable.</p><p></p><p>**</p><p></p><p>Note that lethality in combat is designed to be high.</p><p></p><p><strong>Character Generation</strong></p><p>Characters begin at 8th-level, and use a 40-point buy. Characters are human.</p><p></p><p><strong>Special Restriction on Primary Spellcasters</strong></p><p>A spellcasting character may never have more than half of his total levels in a primary spellcasting class. Spells can be chosen from any published source, but choice can be vetoed for flavor reasons. </p><p></p><p><strong>Attacks</strong></p><p>Dexterity governs all attack rolls.</p><p></p><p><strong>Defense</strong></p><p>Defense replaces AC. Characters roll 1d20 + Defense as an opposed roll. Base Defense Bonus is equal to BAB. Defense is adjusted by the Dex modifier and by shields (light = +2, heavy = +4).</p><p></p><p><strong>Armor</strong></p><p>Armor conveys DR equal to its AC bonus. Armor choice is restricted to padded, leather, studded, hide, scale/ring or chain shirt (byrnie).</p><p></p><p><strong>Weapons</strong></p><p>Weapon choice is restricted. MW weapons are mechanically unchanged, but there are two new types of craftsmanship:</p><p></p><p>• A <em>weapon of quality</em> has its hardness increased by 2 and has 50% more hit points.</p><p>• A <em>keen</em> weapon doubles the threat range as normal, but <em>keen</em> is a nonmagical quality. Keen and Improved Critical stack.</p><p></p><p><strong>Helms</strong></p><p>A helmet confers a 25% immunity to critical hits; a big helmet (like a spangenhelm) confers a 50% immunity to critical hits.</p><p></p><p><strong>Critical Hits</strong></p><p>All crits do additional damage equal to only the weapon's base damage, and other modifiers do not apply. Multipliers higher than 2 still apply.</p><p></p><p><strong>Sneak Attack</strong></p><p>Sneak Attacks (and Skirmish) do +2 damage for each Sneak Attack (or Skirmish) die.</p><p></p><p><strong>Hit Points</strong></p><p>Characters receive Hit Points equal to their Con, and gain additional hit points equal to their BAB/2. The Toughness feat grants +3 extra hit points (Barbarians receive this feat for free at 1st level).</p><p></p><p><strong>Wound Condiitons</strong></p><p></p><p>• A character reduced to –10 or lower hit points is dead.</p><p>• A character reduced to between –1 and –9 hit points is dying. The character is partially conscious or unconscious and can take no actions; such a character loses an additional 1 hp every round: a successful Con check or Heal check (DC 15) prevents the loss of a hit point for that round; three successive checks are required to stabilize a character. </p><p>• A character reduced to 0 hit points is <em>incapacitated</em> but stable: he or she may be conscious, but can take no actions. This condition persists for as long as hit points remain in this range. </p><p>• A character with less than 25% his normal Hit Point total is <em>exhausted</em>. This condition persists for as long as hit points remain in this range.</p><p>• A character with 26%-50% of his normal Hit Point total is <em>fatigued</em>. This condition persists for as long as hit points remain in this range.</p><p>• Characters regain lost Hit Points at the rate of 1hp/week. The rate doubles for resting characters and for long-term care; it triples for both.</p><p></p><p></p><p><strong>Skills</strong></p><p>All +2/+2 skill bonus feats are dropped, but Skill Focus is retained. General synergy bonuses are dropped, but situational synergy bonuses to skills may still apply. All skills are considered class skills. The skill list is reduced:</p><p></p><p><strong>Acrobatics (Dex):</strong> This skill subsumes Balance and Tumble. It is subject to an armor check penalty.</p><p><strong>Booklearning (Int):</strong> This skill subsumes relevant aspects of various Knowledge skills as pertain to a Classical education and a knowledge of scripture. In order to take ranks in this skill, the character must have good or better Literacy and fluency in the Speak (Latin) skill.</p><p><strong>Craft (Int):</strong> This skill is subject to general changes in the crafting procedure.</p><p><strong>Deception (Cha):</strong> This skill subsumes aspects of Bluff, as well as Disguise, Forgery and Sleight of Hand.</p><p><strong>Esoteric Lore (Int):</strong> This skill subsumes Knowledge (arcana), Spellcraft, and aspects of Knowledge (the planes) and Knowledge (religion) as appropriate. Questions regarding <em>seithr</em> and other magical systems are addressed using this skill.</p><p><strong>Heal (Wis):</strong> This skill is subject to general changes in recovery time from wounds.</p><p><strong>Literacy (None):</strong> This skill allows the character to read. The degree of literacy is determined by the number of skill points invested by the character: 0 = none; 1 = poor; 2 = fair; 3 = good; 4 = high.</p><p><strong>Perception (Wis):</strong> Listen, Sense Motive, Search and Spot are rolled into this skill.</p><p><strong>Perform (Cha):</strong> This skill is unchanged; Oratory is the default Perform skill.</p><p><strong>Persuasion (Cha):</strong> This skill subsumes Diplomacy, Intimidate, Gather Information and aspects of Bluff. </p><p><strong>Profession (Wis):</strong> This skill is unchanged.</p><p><strong>Prowess (Str):</strong> This skill subsumes Climb, Jump and Swim. It is subject to an armor check penalty.</p><p><strong>Sneak (Dex):</strong> This skill subsumes Hide and Move Silently; it is subject to an armor check penalty.</p><p><strong>Speak Language (None):</strong> This skill allows a character to speak a language; the degree of fluency is determined by the number of skill points invested: 0 = none; 1 = poor; 2 = fair; 3 = fluent; 4 = native. A character begins with 1 language at native fluency; other languages are purchased with skill points.</p><p><strong>Topical Knowledge (Int):</strong> This skill subsumes Knowledge (geography), Knowledge (history), Knowledge (nobility and royalty), and Knowledge (local). Most campaign 'facts' regarding people, places, important dates etc. are addressed using this skill.</p><p><strong>Wilderness Lore (Wis):</strong> This skill subsumes Knowledge (nature) and Survival. Any character with ranks in Wilderness Lore may track; the Track feat is dropped.</p><p></p><p><strong>Other Dropped or Folded Skills</strong></p><p></p><p><strong>Appraise</strong>: Rolled into Profession (merchant) or Perception, as appropriate.</p><p><strong>Concentration</strong>: Dropped. Use Character Level + Con bonus instead.</p><p><strong>Decipher Script</strong>: Dropped. Use Literacy or Esoteric Lore, as appropriate.</p><p><strong>Escape Artist:</strong> Dropped.</p><p><strong>Handle Animal</strong>: Rolled into Profession (farmer), Profession (teamster) or Ride, as appropriate.</p><p><strong>Knowledge (architecture and engineering)</strong>: Dropped.</p><p><strong>Knowledge (dungeoneering)</strong>: Dropped.</p><p><strong>Open Lock</strong>: Dropped.</p><p><strong>Use Magic Device:</strong> Dropped. Roll into Esoteric Lore if appropriate.</p><p><strong>Use Rope:</strong> Dropped.</p><p></p><p><strong>Feats</strong></p><p>All characters gain a feat every level, plus a bonus feat at first level. Fighters retain their bonus feat progression. All feats are subject to approval; some prerequisites may change based on revised skill list.</p><p></p><p><strong>Traits and Flaws</strong></p><p>These are available to anyone who wants them.</p><p></p><p><strong>Action Points</strong></p><p>Characters initially receive 8 action points: </p><p></p><p><em>Spend 1 Action Point</em></p><p>Gain +4 to any initiative check, saving throw, ability check or skill check.</p><p>Gain +4 on any attack roll, or roll made to confirm a critical hit</p><p>Gain a +4 dodge bonus to defense for 1 round.</p><p>On a critical hit, <em>daze</em> an opponent for 1 round (Fort negates; DC = 10+ damage dealt).</p><p>On a critical hit, deal a <em>bleeding wound</em> (Fort negates; DC = 10+ damage dealt).</p><p>Gain an additional use of a class-related ability (bardic music, wildshape etc.)</p><p>Increase the effective caster level of a spell by +4</p><p>Emulate a feat for which you meet the prerequisites.</p><p>Gain an extra attack at your highest BAB</p><p>Cast a spell without expending a spell slot</p><p>None of your actions provoke AoOs for 1 round.</p><p></p><p></p><p><em>Spend 2 Action Points</em></p><p>Reroll any d20 roll.</p><p>On a critical hit, <em>stun</em> an opponent for 1d4 rounds (Fort negates; DC = 10+ damage dealt).</p><p>On a critical hit, disable or maim a hand, ear, eye etc. (Fort negates; DC = 10+ damage dealt)</p><p>Automatically stabilize if at –1 to –9 hp.</p><p></p><p><em>Spend 3 Action Points</em></p><p>A hit which would reduce you to 0 hp or less instead reduces you to 1 hp.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3365873, member: 4303"] 1. Yep. It's underway. Although I'm not renowned for frequent updates... :uhoh: 2. See below. 3. I'm assuming a [I]byrnie[/I] is a chain shirt; a longer hauberk and support (equivalent to full chainmail) is probably conceivable. ** Note that lethality in combat is designed to be high. [B]Character Generation[/B] Characters begin at 8th-level, and use a 40-point buy. Characters are human. [B]Special Restriction on Primary Spellcasters[/B] A spellcasting character may never have more than half of his total levels in a primary spellcasting class. Spells can be chosen from any published source, but choice can be vetoed for flavor reasons. [B]Attacks[/B] Dexterity governs all attack rolls. [B]Defense[/B] Defense replaces AC. Characters roll 1d20 + Defense as an opposed roll. Base Defense Bonus is equal to BAB. Defense is adjusted by the Dex modifier and by shields (light = +2, heavy = +4). [B]Armor[/B] Armor conveys DR equal to its AC bonus. Armor choice is restricted to padded, leather, studded, hide, scale/ring or chain shirt (byrnie). [B]Weapons[/B] Weapon choice is restricted. MW weapons are mechanically unchanged, but there are two new types of craftsmanship: • A [I]weapon of quality[/I] has its hardness increased by 2 and has 50% more hit points. • A [I]keen[/I] weapon doubles the threat range as normal, but [I]keen[/I] is a nonmagical quality. Keen and Improved Critical stack. [B]Helms[/B] A helmet confers a 25% immunity to critical hits; a big helmet (like a spangenhelm) confers a 50% immunity to critical hits. [B]Critical Hits[/B] All crits do additional damage equal to only the weapon's base damage, and other modifiers do not apply. Multipliers higher than 2 still apply. [B]Sneak Attack[/B] Sneak Attacks (and Skirmish) do +2 damage for each Sneak Attack (or Skirmish) die. [B]Hit Points[/B] Characters receive Hit Points equal to their Con, and gain additional hit points equal to their BAB/2. The Toughness feat grants +3 extra hit points (Barbarians receive this feat for free at 1st level). [B]Wound Condiitons[/B] • A character reduced to –10 or lower hit points is dead. • A character reduced to between –1 and –9 hit points is dying. The character is partially conscious or unconscious and can take no actions; such a character loses an additional 1 hp every round: a successful Con check or Heal check (DC 15) prevents the loss of a hit point for that round; three successive checks are required to stabilize a character. • A character reduced to 0 hit points is [I]incapacitated[/I] but stable: he or she may be conscious, but can take no actions. This condition persists for as long as hit points remain in this range. • A character with less than 25% his normal Hit Point total is [I]exhausted[/I]. This condition persists for as long as hit points remain in this range. • A character with 26%-50% of his normal Hit Point total is [I]fatigued[/I]. This condition persists for as long as hit points remain in this range. • Characters regain lost Hit Points at the rate of 1hp/week. The rate doubles for resting characters and for long-term care; it triples for both. [B]Skills[/B] All +2/+2 skill bonus feats are dropped, but Skill Focus is retained. General synergy bonuses are dropped, but situational synergy bonuses to skills may still apply. All skills are considered class skills. The skill list is reduced: [B]Acrobatics (Dex):[/B] This skill subsumes Balance and Tumble. It is subject to an armor check penalty. [B]Booklearning (Int):[/B] This skill subsumes relevant aspects of various Knowledge skills as pertain to a Classical education and a knowledge of scripture. In order to take ranks in this skill, the character must have good or better Literacy and fluency in the Speak (Latin) skill. [B]Craft (Int):[/B] This skill is subject to general changes in the crafting procedure. [B]Deception (Cha):[/B] This skill subsumes aspects of Bluff, as well as Disguise, Forgery and Sleight of Hand. [B]Esoteric Lore (Int):[/B] This skill subsumes Knowledge (arcana), Spellcraft, and aspects of Knowledge (the planes) and Knowledge (religion) as appropriate. Questions regarding [I]seithr[/I] and other magical systems are addressed using this skill. [B]Heal (Wis):[/B] This skill is subject to general changes in recovery time from wounds. [B]Literacy (None):[/B] This skill allows the character to read. The degree of literacy is determined by the number of skill points invested by the character: 0 = none; 1 = poor; 2 = fair; 3 = good; 4 = high. [B]Perception (Wis):[/B] Listen, Sense Motive, Search and Spot are rolled into this skill. [B]Perform (Cha):[/B] This skill is unchanged; Oratory is the default Perform skill. [B]Persuasion (Cha):[/B] This skill subsumes Diplomacy, Intimidate, Gather Information and aspects of Bluff. [B]Profession (Wis):[/B] This skill is unchanged. [B]Prowess (Str):[/B] This skill subsumes Climb, Jump and Swim. It is subject to an armor check penalty. [B]Sneak (Dex):[/B] This skill subsumes Hide and Move Silently; it is subject to an armor check penalty. [B]Speak Language (None):[/B] This skill allows a character to speak a language; the degree of fluency is determined by the number of skill points invested: 0 = none; 1 = poor; 2 = fair; 3 = fluent; 4 = native. A character begins with 1 language at native fluency; other languages are purchased with skill points. [B]Topical Knowledge (Int):[/B] This skill subsumes Knowledge (geography), Knowledge (history), Knowledge (nobility and royalty), and Knowledge (local). Most campaign 'facts' regarding people, places, important dates etc. are addressed using this skill. [B]Wilderness Lore (Wis):[/B] This skill subsumes Knowledge (nature) and Survival. Any character with ranks in Wilderness Lore may track; the Track feat is dropped. [B]Other Dropped or Folded Skills[/B] [B]Appraise[/B]: Rolled into Profession (merchant) or Perception, as appropriate. [B]Concentration[/B]: Dropped. Use Character Level + Con bonus instead. [B]Decipher Script[/B]: Dropped. Use Literacy or Esoteric Lore, as appropriate. [B]Escape Artist:[/B] Dropped. [B]Handle Animal[/B]: Rolled into Profession (farmer), Profession (teamster) or Ride, as appropriate. [B]Knowledge (architecture and engineering)[/B]: Dropped. [B]Knowledge (dungeoneering)[/B]: Dropped. [B]Open Lock[/B]: Dropped. [B]Use Magic Device:[/B] Dropped. Roll into Esoteric Lore if appropriate. [B]Use Rope:[/B] Dropped. [B]Feats[/B] All characters gain a feat every level, plus a bonus feat at first level. Fighters retain their bonus feat progression. All feats are subject to approval; some prerequisites may change based on revised skill list. [B]Traits and Flaws[/B] These are available to anyone who wants them. [B]Action Points[/B] Characters initially receive 8 action points: [I]Spend 1 Action Point[/I] Gain +4 to any initiative check, saving throw, ability check or skill check. Gain +4 on any attack roll, or roll made to confirm a critical hit Gain a +4 dodge bonus to defense for 1 round. On a critical hit, [I]daze[/I] an opponent for 1 round (Fort negates; DC = 10+ damage dealt). On a critical hit, deal a [I]bleeding wound[/I] (Fort negates; DC = 10+ damage dealt). Gain an additional use of a class-related ability (bardic music, wildshape etc.) Increase the effective caster level of a spell by +4 Emulate a feat for which you meet the prerequisites. Gain an extra attack at your highest BAB Cast a spell without expending a spell slot None of your actions provoke AoOs for 1 round. [I]Spend 2 Action Points[/I] Reroll any d20 roll. On a critical hit, [I]stun[/I] an opponent for 1d4 rounds (Fort negates; DC = 10+ damage dealt). On a critical hit, disable or maim a hand, ear, eye etc. (Fort negates; DC = 10+ damage dealt) Automatically stabilize if at –1 to –9 hp. [I]Spend 3 Action Points[/I] A hit which would reduce you to 0 hp or less instead reduces you to 1 hp. [/QUOTE]
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