Character Generation and House Rules
From these beginnings and places will come your adventurers. To follow are the races, religions and classes available to you.
Starting stats – Roll 4d6, keeping the highest 3d6 (throw out ones), 7 times. Keep the 6 scores you want in any order you want. As a prospective adventurer, it is likely you are more exceptional than your fellow average creatures. Hopefully your rolls help you there.
Race – All the common races are available from the outset.
Class – as per PHB and Unearthed Arcana
Elves – four types, Y’este (first), Vilte (lesser, wilderness), Shi’ven (white, winter) and Ondo (mountain, deep). Shri’ven are new variant for Ardoc inhabiting the southern polar regions and tundra far south of Ardoc. The ones seen in the northern lands of Ardoc have typically rejected the isolated stance of their colder dwelling brethren. Racial Characteristics: immunity to cold – natural and magical cold effects take half damage. Instead of -2 constitution, -2 strength. Skin is pale to white with hair silver, gray or white in color. Eye color white to gray. Add two inches to base height and minus 10 from weight. As a race, very aloof in nature (run the Neutral alignment categories) and not fully trusting of any other race, most prominent in dealings with the other three elven variants.
Skills – No cross class skills. You may spend your points where you like them. Skill points are affected by social class. Please refer to table for determination. Based on outcome, skill may be granted based on background at DM discretion (TBD at character creation).
No Dead Levels –No dead levels. You get an additional feat every other level starting at 1st level. (1, 3, 5…) In addition, a one-time trade of up to 6 skill points at character creation can be used to add feats at a cost of three skills to one feat.
Sorcerer Notes – Sorcerer’s inate ability is the result of some past family event forever leaving some trace mark. The event leaves one dominant school of magic indelibly marked on the sorcerers abilities. Two minor schools manifest with close relation to the dominant as noted on the sorcerer’s wheel. In practice, the player has a dominant school. The two minor schools are then selected from one of the schools that directly touches it. For example, necromancy is dominant school. Divination, Abjuration or Evocation are the three options for minor schools. Evocation is the only school that touches all others. Universal spells are just that and are open to all heritages.
Warlock Notes – With ice in their veins, the warlocks of Ardoc are few. After the great purges performed by the followers of Saulen in their efforts to heal the world, the remaining went to ground to avoid feeling the persecu’, er, healing touch of the sun god. Most that survived were born without memory of to whom they owe their powers. The 200 years of ice and darkness stand between that time of knowledge and now. At present, there is no known new warlock’s line, only those that survived from the “Age of Lies”. Any race can be afflicted by the Warlock’s gift/curse. The eldritch fires controlled by a warlock burn blue to violet and seem to pull the warmth from the air through which they pass before hitting their poor foe. It is possible that other gifts may be present based on the luck of birth.
Wizard Notes – As per PHB, wizards can cast any spell from their spell book. The difference, if a wizard studies their book, daily, any spell in the book is available for casting that day so long as spell points are available. If they do not review their book daily however, there is a cumulative 20% chance per day for every day after day one the spell will not work at all or as expected due to memory slip.
Spell books (as per PHB pg 179) –
• Writing a New Spell into a Spellbook – Once a wizard understands a new spell, she can record it into her spellbook. Time: The process takes 24 hours, regardless of the spell’s level.
• Space in the Spellbook: A spell takes up one page of the spellbook per spell level, so a 2nd-level spell takes two pages, a 5th-level spell takes five pages, and so forth. Even a 0-level spell (cantrip) takes one page. A spellbook has one hundred pages.
• Materials and Costs: Materials for writing the spell (special quills, inks, and other supplies) cost 100 gp per page. Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level. She simply adds these to her spellbook as part of her ongoing research.
Cleric Notes – As noted in the book, clerical spells are divinely given. Spells are drawn from the domains of their deity, specific heal wounds spells and all zero level spells (see general cleric spells for list). In addition, the cleric can choose a non-domain spell for any bonus spell received per standard table adjustments for Wisdom. Standard book rules about domain powers for 2 selected domains of the three assigned to chosen deity apply. If a cleric in dire need asks for a spell outside the dominion of their deity and not chosen as a bonus spell, a difficulty of 14+1 per level of spell vs. d20 + wisdom must be successfully rolled. If successful, the prayer is heard and spell granted. This would work as spontaneous casting and would consumer spell points per standard rules for that spell. Outside of using full action for player, no cost if roll is failed.
General Cleric Spells
Cleric Domain Spells and Abilities
Druid/Ranger Notes – While pulling from the divine spells, druids are non-deity driven (although likely they honor some nature god). Thus only restrictions are driven by alignment. The trade off in the class for losing animal companion is noted below. Otherwise spell restrictions and other class traits are as per PHB.
• Animal companion (As per Trailblazer recommendations page 34) – All Classes which gain an animal companion instead gain speak with animals at will as a spell-like ability. Coupled with wild empathy every animal is a potential role-playing companion. Such creatures may or may not travel with the character for a while, and may or may not come to their aid in combat, but like any other NPC, will be under the control of the DM.
Ranger Spell List
Spell Points – As per Unearthed Arcana pg 153-157 with the Vitalizing variant.
Spell casting –
All spells are designated as Rote, Restricted, or Ritual. Magic is elemental in nature (i.e. ice, fire, earth, air, mind, etc.) Some spells, such as healing or light, can be associated with any elemental with manifestation of spell being tinged with elemental effect. For instance, light cast by air or ice would have a cool to cold blue cast while fire would be a flickering red.
Rote spells include:
• All 0-level spells.
• Any single-target spell with a duration of 1 min/level or less.
Restricted spells include:
• Any area of effect or multiple-target spell.
• Any spell with a duration of 10 minutes/level or longer.
• Any Conjuration (creation, calling, or teleport).
Ritual spells include:
• Any spell with an XP cost, or unusual and expensive material component.
• The big three: Divination/Commune, Raise Dead, Teleport.
• Spells that create permanent goods (water, food, iron).
• Spells that start to cause problems because of abuse.
FAMILIARS – As per Trailblazer recommendations page 44
A familiar is a piece of an Arcane Spell caster’s physical and spiritual essence that takes the form of a tiny creature of its master’s choosing. Typically the familiar takes some form with a thematic relevance to its master. The Arcane Spell caster chooses the form their familiar takes at the time it is manifested. Although a familiar looks and sounds like a normal animal of its chosen form, it is a spiritual creation. A familiar radiates a magic aura commensurate with the power of its creator. A familiar is not alive and does not need to eat, sleep, or breathe. A familiar has no real physical substance, but it cannot pass through physical objects and is otherwise subject to “the laws of physics” as if it were a real creature. An Arcane Spell caster communicates telepathically with their familiar and can direct it as a free action. A familiar cannot attack, nor can it pick up or interact with physical objects. Manifesting a familiar is a standard action that provokes an attack of opportunity. When the familiar appears, it occupies the same space as its master. An Arcane Spell caster can manifest their familiar any number of times, but only up to 1 minute per caster level per rest. A sorcerer can dismiss his familiar (without penalty) as a free action. While manifested, the familiar grants its master a +2 circumstance bonus on Perception checks, and either a +2 bonus to one saving throw (Fort, Reflex, or Will) or a +3 bonus to one skill. The Arcane Spell caster must choose the bonus granted by his familiar at 1st level. Once chosen, this ability cannot be changed. An Arcane Spell caster sees and hears what his familiar sees and hears, as if he were standing at the familiar’s location, but he must concentrate to do so. The familiar uses the Arcane Spell caster’s Perception score, but sees as if it had low-light vision. The Arcane Spell caster can send the familiar to scout, up to a maximum range of 25 feet + 5 feet per caster level. If the familiar travels beyond this range for any reason, it is instantly dismissed (without penalty). The sorcerer may manifest the familiar again.
A familiar can climb, swim, and fly as its master desires. (The familiar, as a spirit creation, can fly, even if the creature that it resembles—such as a cat or a toad—does not normally fly.) It has a movement rate of 40, and flies with good maneuverability. A familiar has a Stealth modifier of +10, which includes bonuses for its size. Manifesting a familiar is not entirely without risk. A familiar has an armor class of 15 + ½ its master’s caster level. It cannot be flanked or caught flat-footed. The familiar is immune to any spell or spell-like ability that allows spell resistance. A familiar can be dispelled with a dispel magic spell; the DC is 10 + the master’s caster level. If a familiar takes any damage from an attack, or if it is dispelled, it is immediately dismissed, and its master suffers –1 negative level for 24 hours. The familiar cannot be manifested again during this time.
TWO-WEAPON FIGHTING – If you wield a second weapon in your off-hand, you can get one extra attack per round with that weapon when you make a full attack. When fighting in this way you suffer a -8 penalty with your regular attack or attacks with your primary hand and a -8 penalty to the attack with your off-hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Note – Two-weapon Fight Feat reduces this penalty by 4 and Improved Two-Weapon Fighting allows them to make iterative attacks with both the primary and offhand weapon.
IMPROVED SHIELD BASH – As per Trailblazer recommendations page 74. While wielding a shield, a character can make one shield bash attack each round in addition to their normal weapon attacks while retaining the shields Armor Class bonus. A heavy shield receives a –4 penalty and a buckler or light shield receives a -2 penalty to all attacks that round. You cannot make a shield bash attack with a tower shield.
Note – Requires Shield Proficiency Feat
POISON- Naturally occurring venom (Spider bite, eating wrong mushroom) engender constitution save. Any created or magical poison or venom save is per PHB
DAMAGE CONVERSION – As per Unearthed Arcana pg 112, converts the amount of you armor bonus from lethal damage to Non lethal damage.
ITERATIVE ATTACKS – As per Trailblazer recommendations page 16.
• At BAB +6, you get a 2nd attack, but both attacks suffer a –2 penalty (–2/–2 instead of 0/–5).
• At BAB +11, the penalty drops to –1/–1 (instead of 0/–5/–10).
• At BAB +16, the penalty drops to –0/–0 (instead of 0/–5/–10/–20).
10-minute Rest Period – As per Trailblazer recommendations page 15.
A “rest period” is re-defined as 10 minutes of uninterrupted rest, to include no more than conversation and light activity.
• All character abilities and class features that were previously “per day” are instead granted “per rest.” This includes rage, smite wild shape, etc. as well as spell casting (see below).
• Spell casters may be required to spend action points in addition to resting, in order to recover Spell points and certain types of spells quickly.
• All abilities are refreshed once every 24 hours, at no cost of action points.
After a successful rest period, at no cost of Action Points:
• All “per rest” class abilities are refreshed (rage, smite, wild shape, etc.)
• All characters heal an amount of hit points equal to 50% of their normal, maximum hit point total.
• 50% of the Spell Points used are recovered. No Restricted or Ritual Spells recovered. Rest status moves one step.
• Any ongoing spell effects on your person are dispelled when your rest is complete, regardless of any duration they may have remaining. This does apply to spells both beneficial and harmful, regardless of their origin.
After a successful rest period, at a cost of 1 Action Point:
• A character can recover 100% of normal hit points.
• 100% of the Spell Points used are recovered. Rest status moves two steps.
• All Restricted spells used are available.
• One Ritual spell is refreshed, per action point spent.
Action Points – As per Unearthed Arcana pg 122-123, with exceptions you get 6 Action points per level and below. PCs may receive additional action points when significant Quests and Milestones are accomplished.
APs may be spent on the items mentioned in Unearth Arcana and following:
• Negate a critical threat scored on you by an opponent.
• Confirm a critical threat without having to re-roll your attack.
• Make a “second chance” saving throw or SR check on a subsequent round. This use is only permitted if the target failed his first saving throw/ SR check and is subject to an ongoing (not instantaneous) effect.
• During 10 minute Rest Period to gain more Spell Points and usage.
• Finally, a PC must spend an AP to bring his soul back from the dead.
Carrying Capacities – While finding treasure is an objective, how much can be carried is a valid issue. The following table includes some basic guidelines to be aware of when characters are at large in the DM/GM’s world.
Trading Values – Once a character carries it back to civilization, trade value needs to be assigned. Not every adventure leads to gold coin. In pastoral settings, the party might receive pay in the form of goods or livestock rather than money. The following table is the GM quick reference to aid in these endeavors.Home Page Myth and Religion Organizations and Societies The Geography