House Rules :
Character Creation
Rolling Up - The players roll 3d6 for each stat in order and fully create two characters immediately. This serves both to off-set the sometimes harsh realities of completely random character generation and provides an immediate replacement should one of the player's characters die during the session.
Hit Points - characters receive maximum hitpoints at first level.
Clerics - The Cleric class is not used. Magic Users have access to the Cleric spell list as well as their own.
Starting Mages - While they cannot wear armour, they can use all weapons that do 1d6 or less damage, including missile weapons.
Humans Only - Quinterra is a world constructed by the group as a whole and partly because we want to stick to a Conan influence and partly because we have not yet discovered a good reason for including them, non-human races are not playable.
Character Evolution
XPs for Gold - In order to encourage Conan-style spending and dissuade the kind of money-hoarding that usually goes on in RPGs, the characters only receive XPs for the gold they actually spend during the session.
Hit Point Progression - Characters receive 1d3+3 instead of 1d6 at levels two and three and 2d3 instead of 1d6 at level four.
Hirelings
Unnamed hirelings suffer a -2hp penalty
Higher level hirelings - Hirelings total hit dice is equal to your hireling cap. Higher level hirelings may have hit dice equal to half the player character level rounded down.
e.g. Tamrik is level 4, he may have a total of 5 hirelings. Tamrik ops for 2 hirelings with 2 hit dice + 1 hireling with 1 hit dice. 3 hirelings total with 5 hit dice combined.
Magic Items
Magic Inflation - In order to avoid magic item inflation and to maintain the Conanesque setting magic items should preferably limited use or limited scope. More powerful items should have flaws or complications.
Flavourful Descriptions - All magic items must have at minimum a unique name, and preferably an interesting description. Magic items without a name do not work.
Combat
Initiative - Each side rolls 1d6 at the beginning of each round and then acts in order of dexterity.
Weapons and Hands - Characters using naturally two-handed weapons roll their damage twice and use the higher score. Those using two weapons at the same time receive +1 to hit. Those using normal weapons with two hands receive +1 to damage rolls.
Scrolls
Creation - Magi can create scrolls. It takes 1 week and 100gp per level of the scroll being created. Some scrolls may need particular materials depending on the GM's whimsy.
Use - Spells cast from scrolls take a full round to cast and take effect last in the melee round, regardless of initiative. Both Magi and Rogues can use scrolls.
New Spells
Banish Undead
Spell Level: M3
Range: 50 feet
Duration: Special
This spell channels magical might to “Turn” the undead,making them flee from the magic-user’s power (or, bringing them to heel as servants and minions). This works as per the standard "Banish Undead" ability listed under the Cleric class in the main rule book.
The Banish Undead spell and some details of the Rogue class are taken from the OD&D blog Savage Swords of Amthor.
Calm Beast
Spell Level: M1
Range: 20 feet
Duration: Special
This spell calms any non-magical beast until it is agitated by fresh cause. Note that a calmed beast is not necessarily friendly, nor will it cease to act according to its nature. Calming one beast will often act to help calm others in its herd or pack.
Soon’s Secure Sigil
Lvl 1
Duration: one month/level
Target: One closed object (Book, door, botttle)
Saving throw: None
A visible glowing sigil is drawn on the warded object, and will detonate when someone other than the caster attempts to open it, causing 1d6 +1/lvl of Magical damage to the opener.
eg 1d6+3 @ Lvl 3
Water Walking
Lvl 2
Duration: 1 turn/level
Target: One Person/Creature
The target can walk on water or any comparable surface for the duration of the spell.
Rogues - Rogues are a new class, as follows:
Rogues are cunning adventurers, jack-of-all-trades and conmen.
Hit Die Type: 1d6 per level
After reaching 9 hit dice, the rogue gains only 2 hit points per level
Armor/Shield Permitted: Any, but they cannot cast spells while wearing armor
heavier than leather or when using a shield.
Weapons Permitted: Any
Prime Attribute (5% xp bonus): Dexterity 13+
Rogues have the same Level Xp, combat and Save of Clerics
Rogue Class Abilities
Spell Casting: Rogues can cast spells. They must prepare spells just like
magic-users, and must keep a spell book. Rogues start with no spells or
spell book and must acquire spells through cunning, adventuring, and from
other player-characters.
Rogue Spell Advancement by Spell Level
Level 1st 2nd 3rd
1 - - -
2 1 - -
3 1 - -
4 1 1 -
5 1 1 -
6 2 1 1
7 2 1 1
8 2 2 1
9 3 2 1
10 3 2 2
Rogues cast spells at half actual level, rounded up
Backstabbing: A rogue receives an additional +1 bonus to hit and damage when
attacking enemies from behind or surprised enemies.
Lightning reactions: A rogue receives a +1 bonus to initiative and to all
saving throws caused by traps.
Quick-witted: A rogue may try to use magical items prohibited for his class,
race or alignment. When trying to use a prohibited item, have the Rogue make
a Saving Throw, if the roll indicates a success the Rogue may use the
magical item. Charged items and scrolls require a check each time the item
is handled. A successful check allows a Rogue to handle and use a Permanent
item for one hour.
A successful Saving throw does not only grant use of the desired magic item,
but also allows the rogue to avoid any eventual damage from the item due to
alignment, class or race restrictions. If the Saving throw fails, the rogue
can not use the item (no charges are lost) and may take damage depending on
the item handled.
Rogues can not use this ability to dump cursed items.
Limits to followers
Charisma
|
Number of followers
|
3-8
|
One disreputable hireling
|
9-12
|
One ordinary hireling
|
13-14
|
Two hirelings
|
15-16
|
Three hirelings
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17-18
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Four hirelings
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