Caves and Critters 3.7

From Vague Hope Wiki
Revision as of 08:48, 24 May 2009 by Haku (Talk | contribs) (Classes)

Jump to: navigation, search
Players Handbook v3.7238561819824523680087

A Simplified Source Book for General Home-Brew Settings

Not For sale or licensed distribution.

The Gods

These Gods are setting Specific however they come with a list of altered and rebalanced domains which work with the changes in the new system. DM's are encouraged to remove/alter or play about with the gods for their settings and create new or more appropriate domains. However with the rules for paladins and clerics being so bound up in their gods, I could not create a sourcebook without including a section on gods.

Major Deities

Solun, Guardian of the Bridge

Lawful Good

Soluns Domains are Magic, Destiny, The White Moon

Soluns Favoured Weapon is the Morningstar

Soluns Paladins are expected to Oath to:

Slay those who would abuse magic's power for evil ends.

Reika, The Peaceful Waters

Neutral Good.

Reika's domains are Peace, Stars and Water

Reika's Favoured Weapon is the Rapier

Reika's Paladins are expected to Oath to:

Protect Families from the ravages of war and destruction.

Antibus, The One Between

Lawful Neutral

Antibus' domains are Life, Death, Disease

Antibus' Favoured weapon is the Staff

Antibus' Paladins are expected to Oath to:

Destroy evil undead and reclaim the mindless servants of death to aid the living

Protect, Shelter and teach young without parents or homes

Indus, The Forger

Lawful Neutral

Indus' domains are Construction, Earth, Wealth

Indus' Favoured weapon is the Hammer

Indus' Paladins are expected to Oath to:

Uphold and spread the laws of society to build a stronger community.

Mond, The Red Flame

Neutral.

Monds domains are Agriculture, Fire and Health.

Mond's Favoured Weapon is the Scythe

Monds Paladins are expected to Oath to:

Defend hearth and home.

Spread confidence and joy in the harvest.

Grund, The Warcalled Warrior

Chaotic Neutral

Grunds Domains are War, The Red Moon, Thunder

Grund's Favoured weapon is the Longsword

Grunds Paladins are expected to Oath to:

Root out and organise the destruction of those who would destroy your way of life.

Minor Deities

These are gods of lesser power, and their servants are actually less powerful than those of the major deities. They are not recommended for PC's.

The Watcher in the Night

Neutral

Her Domain is Rain

Her Favoured weapon is the Dagger

The Master of Many Names

Chaotic neutral

His Domain is Air

His Favoured Weapon is the Gnomish Hooked Hammer

The Joybringer

Chaotic Good

His Domain is Mischief

His Favoured Weapon is the Sling

Paladins in the World

Not having written down or explained the paladins code in any detail was always an issue. Here are some clarifications on the code which ALL paladins must follow.

The Paladins Code

All paladins, regardless of alignment or deity have to follow this code as part of their knightly duties. The rules which follow are arbitrary but agreed upon and exist to help allow paladins from different religions to work together and to prevent orders of paladins besmirching each others names or, Gods forbid, Coming to blows.

-Thy shall respect legitimate authority.

This is perhaps the hardest tenet in the paladins code. A Legitimate authority is an authority which any paladin should recognise, anyone placed with divine authority and non corrupt rulers. An evil authority, or one which uses methods vile or reprehensible is no longer a legitimate authority. It is however important to note that at this age of social development it is perfectly acceptable for a king to behead, imprison or torture subjects with very little evidence and the paladins code looks on this behaviour as dubious but normal.

-Thy shall Act with Honour in all thy dealings and not use poisons.

This one is a lot easier. Don't lie, don't cheat (even to save another), always show your full force and don't poison, directly or indirectly. It is also assumed that a paladin will try to avoid being involved in plans which involve poison as a major component, rather than as a minor “the ranger happens to have poisoned his short sword” component.

-Thy shall offer help to those worthy in need.

Help people. Do not help those that are evil. Do not help people with evil ends.

-Thy shall punish those who harm or threaten innocents.

A king executing his subjects is well in the clear if he believes those people not to be innocent. Even if they did turn out to be innocent, the king is still in the clear since he cannot afford to hinge his position of legitimate authority on the odd peasant. If a king is allowed to declare war on an evil nation, he can execute his subjects to prevent evil. Since beheading as a method of dissuasion is still held as normal and acceptable then the king is OK. The Big Bad Evil necromancer however is not, since he is not a “legitimate authority”. If a king was executing his subjects and giving their souls to demons on the other hand it's time to get your righteous smite on. Bandits, Brigands, Orcs and other monsters are all fair game.


The Paladins Oath to their god is covered in more detail under each god.

Player Races

Humans

Ages 16-75

Speed: 30ftSize: Medium

Quick to master: 1 bonus feat, +4 skill points at first level, +1 skill point per level after 1st.

Cosmopolitan: +2 racial bonus to diplomacy

Racial Polyglot: may learn any language present in an area except secret languages.

Elves

Age 25-275

+2 Dexterity. -2 Constitution.

Speed: 30ftSize: Medium

Sleeplessness: Immune to all sleep effects. +2 racial saves vs enchantment.

Elven Weapon Familiarity: proficiency with the elven racial weapons group.

Keen Senses: +2 racial bonus on Listen, Search and Spot.

Dwarves

Age 20-300

+2 Constitution. -2 Dexterity.

Speed: 20ftSize: Medium

Darkvision 60ft

Sturdy: A Dwarf is capable of moving his normal maximum speed when wearing armour or encumbered due to weight. other restrictions to his movement still apply and a dwarf must still be able to lift the load she is carrying. Dwarves are also counted as “unusually stable”.

Stonecuning: A Dwarf gains a +4 racial bonus to appraise, craft and knowledge checks when dealing with stonework. A Dwarf always knows how deep she is underground and is always able to retrace his steps in underground settings. Dwarves still get lost in forests or other rural settings.

Dwarven Weapon Familiarity: Proficiency with the dwarven racial weapons group.

+2 Racial Saves vs poison and spells.

Halflings

Age 16-140

+2 Dexterity. -2 Strength.

Speed: 20ftSize: Small

Small: +1 attack, +1 Armour Class, +4 to hide, Lift and carry capacities are 3/4 normal.

Lucky: +1 luck to all saves

Good Aim: +1 luck to hit with slings and thrown weapons

Fearless: +2 racial bonus on saves vs fear

+2 Racial bonus to Listen, Climb, Jump, Move Silently

Gnomes

Age 18-120

-2 Strength, -2 Wisdom, +2 Intelligence, +2 Charisma

Speed: 20ftSize: Small

Small: +1 attack, +1 Armour Class, +4 to hide, Lift and carry capacities are 3/4 normal.

spell like abilities: Gnomes gain the following spell like abilities (DC10 + charisma mod + spell level) Dancing lights, Ghost sound, Prestidigitation and a special speak with burrowing animals which lasts one minute.

Illusion Focus: +1 to the DC's of any illusion spell and +2 to saves vs illusion.

Weapon Familiarity: Gnomes treat the hooked hammer as a simple weapon rather than an exotic.

+2 racial bonus to listen, spot and knowledge arcana.

Low light vision


Minotaurs

Age 17-80

+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence

Speed: 30ftSize: Medium

Oversized build: A Minotaur may wield weapons one size category too large without penalty.

Blessing of the Labrys: Minotaurs are immune to maze spells and effects. A Minotaur will never be "lost" except in extreme circumstances.

+1 Natural Armour

+2 Racial bonus on Search and Survival

Darkvision 60ft

Gore: a Minotaur has a powerful gore attack which deals 2d6 damage with full strength bonus. This is a natural attack.

Mossos

Age 14-65

+2 Wisdom, -2 Intelligence

Speed: 30ftSize: Medium

Weapon Familiarity: a Mossos receives improved unarmed strike as a bonus feat at first level.

Improved lung capacity: a Mossos may hold it's breath for 5x longer than normal.

+2 Natural Armour

+4 racial bonus to swim and balance. A Mossos may always take 10 on swim.

Character Classes

Main page: CC 3.7 Character Classes