Caves and Critters 3.7

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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.

Main page: CC 3.7 Gods

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.

Character Races

Main page: CC 3.7 Races

Character Classes

Main page: CC 3.7 Character Classes

Stats

Stats are generated as standard by a “group roll”. All of the players roll one stat, the dm rolls the rest and everyone has the same stat line.

Feats

Main page: CC 3.7 Feats

Skills

Main page: CC 3.7 Skills

Gear

10,000 Copper is 1000 Bronze is 100 Silver is 10 gold is 1 Platinum

Characters Starting Wealth

Noble (Aristocrats)

700 + (10d8x10) (800-1500gp)


Wealthy (Fighter, Paladin, Ranger)

40 + (8d4x5) (80-200gp)


Moderate (Barbarian, Bard, Cleric, Rogue)

20 + (6d4x5) (50-140gp)


Poor (Druid, Monk, Sorcerer, Wizard)

10 + (4d4x5) (30-90gp)

Weaponry

Short Swords Gain “Balanced” Property

Spiked Chain replaced with Kusari To and Kusari Gama


Elven Racial Group Weapons

The Elven Racial Weapons Group Consists of

Rapier

Longsword

Longbow

Shortbow

Dwarven Racial Group Weapons

The Dwarven Racial Weapons Group Consists of

Pistol Crossbow

Light Crossbow

Heavy Crossbow

Dwarven Urgosh

Dwarven Waraxe

Monk Class Weapons

Specific Monk Weapons are

Club, Crossbow (Light, Heavy), Dagger, Handaxe, Javelin, Kama, Nunchaku, Quaterstaff, Sai, Shuriken, Siangham and Sling.

Armour

Light

Padded, +1/+4, Armour check 1, Arc failure 10%, 10 gp

Spellweave, +1/+8, Armour check 0, Arc failure 0%, 80 gp

Wicker, +2/+3, Armour check 2, Arc failure 10%, 5 gp

Leather +2/+7, Armour check 0, Arc failure 10%, 25 gp

Studded Leather, +3/+6, Armour check 1, Arc failure 15%, 30 gp

Ring Mail, +4/+5, Armour check 2, Arc failure 20%, 40 gp


Medium

Hide, +3/+4, Armour check 3, Arc failure 20%15 gp

Scale, +4/+2, Armour check 4, Arc failure 25%15 gp

Chain +5/+3, Armour check 5, Arc failure 30%25 gp

Light Chain, +5/+4, Armour check 3, Arc failure 20%100 gp

Heavy Hide, +6/+0, Armour check 5, Arc failure 30%20 gp

Breast Plate, +6/+3, Armour check 4, Arc failure 25%200 gp


Heavy

Brigandine, +6/+2, Armour check 4, Arc failure 15%40 gp

Lamellar, +7/+1, Armour check 5, Arc failure 25%250 gp

Heavy Chain, +7/+0, Armour check 6, Arc failure 35%150 gp

Field Plate, +7/+2, Armour check 5, Arc failure 30%1400 gp

Half Plate, +8/+0, Armour check 7, Arc failure 40% 600 gp

Full Plate, +8/+1, Armour check 6, Arc failure 35% 1500 gp

Heavy Plate, +9/+0, Armour check 7, Arc failure 40%950 gp


Extras

Armour Spikes+50gp

Locked Gauntlet+8gp

Shield Spikes+10gp


ShieldsShield AC

buckler +115 gp

Wooden light shield +23 gp

Steel light shield +29 gp

Wooden Heavy +37 gp

Steel Heavy shield +320 gp

Tower Shield +4 or cover. Max Dex +230 gp


Magical Bows and Ammunition

Magical Ammunition stacks with magical bows. A magical bow firing arrows extra hard stacks with arrows which are more accurate, but the flaming property does not. In every case, use you DM's judgement, but assume that only the enchantment bonus will stack.

Alterations To Magic Item Creation

Where a magical item, such as a basic enchanted sword does not have a spell associated with it and only has a caster level listed, assume that a character with the same hit die, the relevant item creation feat and the suitable equipment can in fact create the item. After all, if it does not involve casting a specific spell, then it involves following a recipe.

Magical Rings

Magical Rings are often vastly more powerful than other magical items. There are several reasons for this, ranging from the fact that a simple ring is essentially practical enough for anyone to wear (although hardened melee fighters may disagree) to the interesting magical connections between rings, the circle, eternity etc. Whatever the case magical rings are often more powerful for the simple fact that they are actually easier to enchant than most other items. A Magical Ring with a secondary effect placed upon it has a 20% cost reduction to the overall price to create (to a minimum of it's original cost). It is this fact that has led to many of the powerful artifact rings being created over the years.

New Items:

Gloves of the Forge Lord - 1500gp

These magical gloves are a common sight in enchanted forges and wizards towers across the world as they enable the wearer to create magical items without being a skilled mage. Essentially someone with the correct feats, wearing these gloves can imbue the item they are creating by chanting a mantra which binds the item to their soul. The wearer of these gloves must create the majority of an item in order for it to become enchanted, and when it is the glove wearer is the one who loses the xp in item creation. It is possible to hire a mage or similar spell caster to cast a required spell at the right moment, and unless that spell has an xp component then the caster will be otherwise untroubled by the item creation.

A Character wearing these gloves can use detect magic three times per day, and receives a +2 competency bonus to Spellcraft and Knowledge_Arcana checks.

Removed Items:

Phylactery of Faithfulness

Levelling up and Modifications for starting above level 1

Starting gold allowance for characters above level 1

Character Level Wealth (Gp) Character Level Wealth (Gp)
2 900 12 88 000
3 2 700 13 110 000
4 5 400 14 150 000
5 9 000 15 200 000
6 13 000 16 260 000
7 19 000 17 340 000
8 27 000 18 440 000
9 36 000 19 580 000
10 49 000 20 760 000
11 66 000 ----------------------------------------- -----------------------------------------
Major Change: Multiclass Characters

All multiclass xp penalties removed.

Character Death: Just when the heck do I die anyway?

A character is dead not when they reach 0 hit points but when they hit -10. If a character has more than 100 hit points their death limit becomes 10% of their maximum hit points (rounding down). A character who is on less than 0 hit points loses a hit point each round and then makes a stabilisation roll. This is a raw d10 and on a roll of a 1 your character ceases losing hit points and becomes stable. Once your character is stable you must make a stabilisation check each hour to see if your character begins bleeding to death again. If you pass this hourly roll your character resumes conciousness. Being on negative hit points is very, very bad and the chance of recovery without medical help is very slim indeed.

New Concept: BAC

BAC, or Base Armour Class, represents a slight increase in the chance of your character defending himself without really expending much in the way of effort (or hit points). A powerful character wearing his trousers and a shirt is hardly going to be bothered over much by a commoner with a pitchfork, and as such I felt there was a need for armour class to increase at least slightly with a characters level. Only player characters and some powerful or skilled monsters and Npc's qualify for BAC, and it should not really be given to expendable enemies, as it represents very unusual levels of skill. Mechanically, you gain one point of BAC for each full four points of Base Attack Bonus you have, and certain classes, and feats grant you bonus BAC. BAC works exactly the same way as dexterity and is not applicable to your characters flat footed armour class, nor can it be used if your character is helpless or otherwise unable to dodge.

BABBAC

1-40

5-71

8-112

12-153

16-194

205

New Concept: Marking

I will freely admit to stealing this idea from 4th edition, however it is an emergent mechanic that is quite obvious to anyone who has ever played basketball, watched a game of football, or ever been in a melee. Essentially opponents who are “marking” you, are opponents who are threatening you. Their marking value is the same as their BAC, so a level one fighter has a marking value of one. If you attack someone who is not the person marking you, you take their marking value as an attack penalty, even if you move away from them successfully. If there are two people marking you, and you attack person number two you still take person number one's marking value as a penalty to your attack, but you ignore the marking penalty of person number two. If you were to ignore them both and attack a third person then you would take an attack penalty equal to person one AND person two's marking values. This mechanic provides another reason not to get surrounded, and helps keep the defenders “sticky” in a way which makes sense (they are in your face, getting in your way, and harassing you). A Character cannot “Mark” someone whilst mounted, concentrating on a spell or whilst distracted.

Spells

Main page: CC 3.7 Spells