House Rules and Character Creation

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badams30
Ranger Knight
Ranger Knight
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Joined: Wed May 23, 2012 2:29 pm
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House Rules and Character Creation

#1 Post by badams30 »

This thread will cover house rules, character creation and general campaign rules & points of interest

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badams30
Ranger Knight
Ranger Knight
Posts: 1492
Joined: Wed May 23, 2012 2:29 pm
Location: Apex, NC

Re: House Rules and Character Creation

#2 Post by badams30 »

General House Rules

Rules - Labyrinth Lord AEC
Optional HD (Fighters, d10, clerics D8, etc)
NO multiclass
NO age modifiers
NO PC Assassins
NO proficiencies
SKILLS: You can choose a skill at level one (it can be something such as Tanner, Innkeep, Blacksmith, Farmer, etc) Or I can roll for one for you. If you are older than 50, you can have two skills as a result of your age - if you wish.
Die Rolls: You will be responsible for all your die rolls - please use the Unseen Servant Dice Roller, set your macros as needed. Post your rolls with the links to the die roller. (Some of you aren't super familiar with this, so no worries - we'll poke along as we go and iron it all out.)

Ability Scores: Use the Unseen Servant Die Roller, 4d6, discard lowest roll, assign scores to your discretion, no point reassignment.

Starting Wealth: Use standard roll for starting gold per LL AEC.

Possessions, Rations, Encumbrance, etc: I'm pretty lax on encumbrance - within reason. Don't worry about the nickel and dime of weight, but keep it real... As for mounts and livestock, I'd suggest not starting with any. If you really want a critter, PM me and we can discuss.

HP: Start with max HP at level one (HD + CON modifier, if any) roll normally thereafter
DEATH: If a hit brings a PC to ZERO HP, they are dead, but if healing can be administered within 2 rounds (plus a CON save) they can be brought back to life (but will require some rest before they can resume normal activity) If a hit brings a PC more than 3 points below ZERO HP, they are dead, time to break out the dice and roll a new guy...

Bonus Spells: Clerics can gain bonus spells as per WIS bonus. Magic Users and Illusionists also gain spell bonuses for INT (the same as WIS for clerics)

Spells (Cleric and Magic User/Illusionist): For wizard types, the amount of spells that you know may be limited to what is in your spellbook, but you do not need to memorize specific spells. You can cast your allotted number of spells per day, but you do not need to memorize a specific spell beforehand.
Clerics - the same rule applies; you can call forth your divine powers by prayer on the fly - not by praying beforehand for a specific spell.

Fighters, Rangers, Paladins:
Favored Weapon: You may select one weapon that has been a focus of your training. This will be your favored weapon. With this weapon you will gain a +1 to hit at level 1-4. You will gain a cumulative +1 at every 4 levels thereafter, capping at +5.
You can change your favored weapon, but it requires intense training and focus. (PM me and we can discuss)

Clerics:
Clerics have the innate ability to lay on hands and heal 1d4 HP one time per day. At level 3 this increases to twice per day, at level 6 to 3 times per day, and at level 9, 4 times per day.

Magic Users:

I'll assign you your starting spells once your character is complete.

Magic Users now have access to ZERO LEVEL spells. (see below)
Detect Magic and Read Magic are now ZERO LEVEL
0-Level Spells Per Day:
Level 1 = 3 per day
Level 2-3 = 4 per day
Level 4-6 = 5 per day
Level 7+ = 6 per day

Level Zero Magic User Spells:
1. Acid Splash
2. Arcane Mark
3. Daze
4. Detect Magic*
5. Fiery Weapon
6. Fumble
7. Ghost Sound
8. Hover
9. Ignite/Snuff
10. Know Direction
11. Luck
12. Mage Hand
13. Message
14. Open/Close
15. Prestidigitation
16. Ray of Frost
17. Read Magic*
18. Trip
*As per the 1st level spell in the LL rules.

Zero Level Spells:

Acid Splash
Range: 30’
Duration: Instantaneous
You fire a small orb of acid at the target. You must succeed on a ranged attack to hit your target. The orb deals 1d3 points of acid damage.

Arcane Mark
Range: Touch
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

Daze
Range: 30’
Duration: 1 round
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. If the target makes a successful saving throw versus spells, he suffers no effects.

Fiery Weapon
Range: Touch
Duration: 1 round/level
Casting this spell sheaths one weapon in an elemental aura of fire. For the duration of the spell, the enchanted weapon deals an additional 1d4 points of fire damage on a successful hit. The fire does not harm the caster, but it may affect surrounding objects (for example, a flaming sword could be used to ignite a pool of oil).

Fumble
Range: 30’
Duration: Instantaneous
The target of this spell drops an object it is holding (if it is holding an object in each hand, the caster selects which hand is affected). The object lands on the ground at the subject’s feet, just as if the subject had been disarmed. Humanoids of five or more Hit Dice are not affected. Objects held in two hands, or carried in both hands (such as a polearm or a heavy chest) are not affected by this spell.

Ghost Sound
Range: 60’
Duration: 1 round/level
Ghost sound allows the caster to create a typical sound (footsteps, coughing, a door closing, etc.) that rises, recedes, approaches, or remains at a fixed place. The caster chooses what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. Ghost sound cannot create speech or words, though a faint muttering or whispering sound is possible.

Hover
Range: Self
Duration: 1 minute/level
The caster hovers up to 1’ off the ground. He retains his normal movement rate and may choose to end the spell prior to its full duration.

Ignite/Snuff
Range: Touch
Duration: Permanent
The caster can ignite any nonliving, flammable object, such as a candle, torch, or pile of kindling. If the caster uses this spell offensively, say to catch an opponent’s clothes on fire, the victim will normally have enough time to put out the small flames before any real damage occurs. This spell can also be used to extinguish small flames, a produced by candles, lanterns, torches, etc.

Know Direction
Range: Self
Duration: Instantaneous
You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but this doesn’t prevent you from becoming lost again if you do not keep your bearings.

Luck
Range: Self
Duration: See below
This spell gives the caster a momentary burst of good luck. The next saving throw, skill check or attack roll he makes after casting the spell has a circumstance bonus of +1.

Mage Hand
Range: 30’
Duration: 1 minute/level
The caster points his finger at one nonmagical, unattended object weighing up to 5 lb. and can lift it and move it at will from a distance. He can propel the object as far as 15’ in any direction, though the spell ends if the distance between him and the object ever exceeds the spell’s range. This spell does not create enough force to swing or hurl a weapon hard enough to cause damage.

Message
Range: 100’
Duration: 10 min./level
The caster can whisper messages and receive whispered replies with little chance of being overheard. He points his finger at each creature he wants to receive the message, up to a maximum of 1 creature per level. When he whispers, the whispered message is audible to all targeted creatures within range. To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. Magical silence, 1’ of stone, a thin sheet of metal, or 3’ of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between the caster and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that the caster hear. The spell transmits sound, not meaning. It does not transcend language barriers.

Open/Close
Range: 30’
Duration: Instantaneous
The caster can open or close a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

Prestidigitation
Range: 10’
Duration: 1 hour
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Trip
Range: 30’
Duration: Instantaneous
The subject trips forwards into the 5’ by 5’ area immediately in front of it. Humanoids of five or more Hit Dice are not affected.

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