character creation- drow immunities

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Character Creation- Roll 4d6, keep highest three (no rerolling of 1s). Allocate in order of player choosing. Then choose race and class and roll hit points accordingly. Races- Drow- Racial Attributes- +2 Dex, +2 Chr, -2 Con. Darkvision- A Drow can see 160 ft in the dark. Drow Immunities- Drow are immune to sleep effects and receive a +2 against Enchantment Spells and effects. Spell Like Abilities- Dancing Lights, Darkness, and Faire Fire each 1x/day. Light Blindness- Stunned for 1 round and is dazzled while in affected area. Elven Weaponry- Drow are proficient with Bows, Hand Crossbow, and Rapiers. Dwarf- Racial Attributes- +2 Con, +2 Wis, -2 Chr. Hardy- Dwarves receive a +2 to saving throws against Poisons, Spells, and Spell-like Abilities. Hatred- Dwarves receive a +1 on attack rolls against Orcs and Goblins due to a special training against these enemies. Darkvision- A Dwarf can see up to 60ft in the dark. Dungeon Knowledge- A Dwarf has 2 in 6 on Architecture when dealing with stone- working and dungeoneering. Slow and Steady- Dwarves move at 20 ft, but their speed is never affected by armor penalties. Dwarven Weaponry- Dwarves are proficient with weapons with the Dwarven Descriptor as well as Battle Axe, Great Axe, and War Hammer. Elves- Racial Attributes- +2 Dex, +2 Int, -2 Con. Low-Light Vision- Elves can see twice as far as humans in dim light conditions. Sharp Eyes- Elves have 2 in 6 Perception Skill. Elven Immunities- Elves are immune to sleep effects and receive a +2 against Enchantment spells and effects. Meditative State- Elves enter a meditative dream-like state for 4 hours to feel rested. Elven Weaponry- Elves are proficient with Bows, Rapiers, and Longsword.

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Page 1: Character Creation- Drow Immunities

Character Creation- Roll 4d6, keep highest three (no rerolling of 1s). Allocate in order of player choosing. Then choose race and class and roll hit points accordingly. Races- Drow- Racial Attributes- +2 Dex, +2 Chr, -2 Con. Darkvision- A Drow can see 160 ft in the dark. Drow Immunities- Drow are immune to sleep effects and receive a +2 against Enchantment Spells and effects. Spell Like Abilities- Dancing Lights, Darkness, and Faire Fire each 1x/day. Light Blindness- Stunned for 1 round and is dazzled while in affected area. Elven Weaponry- Drow are proficient with Bows, Hand Crossbow, and Rapiers. Dwarf- Racial Attributes- +2 Con, +2 Wis, -2 Chr. Hardy- Dwarves receive a +2 to saving throws against Poisons, Spells, and Spell-like Abilities. Hatred- Dwarves receive a +1 on attack rolls against Orcs and Goblins due to a special training against these enemies. Darkvision- A Dwarf can see up to 60ft in the dark. Dungeon Knowledge- A Dwarf has 2 in 6 on Architecture when dealing with stone-working and dungeoneering. Slow and Steady- Dwarves move at 20 ft, but their speed is never affected by armor penalties. Dwarven Weaponry- Dwarves are proficient with weapons with the Dwarven Descriptor as well as Battle Axe, Great Axe, and War Hammer. Elves- Racial Attributes- +2 Dex, +2 Int, -2 Con. Low-Light Vision- Elves can see twice as far as humans in dim light conditions. Sharp Eyes- Elves have 2 in 6 Perception Skill. Elven Immunities- Elves are immune to sleep effects and receive a +2 against Enchantment spells and effects. Meditative State- Elves enter a meditative dream-like state for 4 hours to feel rested. Elven Weaponry- Elves are proficient with Bows, Rapiers, and Longsword.

Page 2: Character Creation- Drow Immunities

Gnomes- Racial Attributes- +2 Con, +2 Chr, -2 Str. Small- Gnomes receive a +1 AC and Attack Rolls, but a -1 to their CMB and CMD. They also have a 2 in 6 Stealth Skill. Low-Light Vision- Elves can see twice as far as humans in dim light conditions. Gnome Magic- Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: Dancing Lights, Ghost Sound, Prestidigitation, and Speak With Animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Illusion Resistance- Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Slow Speed- Due to their small stature Gnomes have a 20 ft movement. Gnomish Weaponry- Gnomes are proficient with all weapons with the Gnome descriptor as well as the sling. Half-Elf- Racial Attributes- +2 to any one Attribute Score. Low-Light Vision- Half-Elves can see twice as far as humans in dim light conditions. Sharp Eyes- Elves have 2 in 6 Perception Skill. Elven Immunities- Elves are immune to sleep effects and receive a +2 against Enchantment spells and effects. Human Blood- +1 Will Save Bonus. Mixed-Blooded Weaponry- Half-Elves are proficient with either all Bows or Rapiers and Longsword. Half Orc- Racial Attributes- +2 to any one Attribute Score. Dark Vision- Orcs can see up to 60ft in the dark. Orc Rage- 1x/day (like Barbarian Rage. This stacks if playing Barbarian Class). Ferocious Presence- +2 to Charisma checks when intimidating. Orcish Weaponry- Half-Orcs are proficient with all weapons with the Orc descriptor as well as the Spiked Chain. Halflings- Racial Attributes- +2 Dex, +2 Chr, -2 Str. Small- Halflings receive a +1 AC and Attack Rolls, but a -1 to their CMB and CMD. They also have a 2 in 6 Stealth Skill. Due to their stature a Halflings movement is 20 ft. Fearless- Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck- Halflings receive a +1 racial bonus on all saving throws. Sure Footed- Halfings have 2 in 6 to Acrobatics and Climb Halfling Weaponry- Halflings are proficient with the all weapons with Halfing descriptor, and the Dart Gun.

Page 3: Character Creation- Drow Immunities

Humans- Racial Attributes- +2 to any one Attribute Score. Human Ingenuity- A human receives +1 in two skills of player’s choice. The Human Will- Humans are a driven people. They receive +2 to their Will Saves. Human Weaponry- Humans can choose 2 weapons from either/or simple and martial weapons list to be proficient in. Tiefling- Racial Attributes- +2 Dex, +2 Int, -2 Chr Darkvision- Spell-like Ability- A Tiefling can tap into their infernal blood and cast Darkness 1x/day. Infernal Parentage- Choose One: Charm Person or Cause Fear as a Spell-like Ability (this reflects the type of Infernal that sired the Tiefling). They can use this 1x/day. Fiendish Resistances- Due to their heritage a Tiefling receives a +2 to any save when dealing with the following types of damage; Cold, Electric, and Fire. Tiefling Weaponry- Tieflings are proficient with the Scythe and Longsword. Classes- *All classes progress normally on Saves, HP, and BAB until level 10 where they plateau. From level 11 on- HP gain: +1 Alchemist, Oracle, Sorcerer, Wizard, and Witch. +2 Bard, Cleric, Inquisitor, Magus, Monk, Ranger, and Rogue. +3 Barbarian, Fighter, and Paladin. BAB and Saves upgrade 1 every four levels from level 10 on. . At level 4 and 8 a player may raise one attribute. This does not happen any further past level 8. Feats- At level 5 and 10 a player may choose one feat from the list. Spells- All casters reach their limit at level 10. Any spell of 6th level or higher is considered to be a ritual/incantation which requires special objects, time, and money to cast. Anything past level 10 spell ability is considered ritual/incantation for Rangers, Paladin, and Bards. Skills- This is handled like Lamentations of the Flame Princess- all characters (Save for Rogues and where else indicated) have a 1 in 6 chance to succeed on a task.

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Alchemist- Level 1- Alchemy, Brew Potion, Bomb 1d6, and Mutagen. Level 5- Bomb 2d6, Swift Alchemy, and Discovery. Level 10- Bomb 3d6, Discovery, and Poison Immunity. Weapon and Armor Proficiency- All Simple Weapons and bombs. Light Armor but no Shields. Hit Die- d6. Barbarian- Level 1- Fast Movement, Rage 3x/day, Rage Power. Level 5- 1 Rage Power. Level 10- DR 2/- and Rage Power. Weapon and Armor Proficiency- All Simple and Martial Weapons and Light and Medium Armor and Shields (except Tower Shields). Hit Die- d12. Bard- Level 1- Jack of All Trades (they have 2 in 6 chance on all skills rather than 1 in 6). Bardic Performance 3x/day- Distraction, Fascinate, and Inspire Courage +1. Level 5- Bardic Performance 3x/day- Suggestion. Level 10- Bardic Performance 4x/day- Inspire Greatness. Weapon and Armor Proficiency- All Simple Weapons, plus Longsword, Rapier, Sap, Shortsword, Shortbow, and Whip. Bards are also proficient in Light Armor and Shields (except Tower Shields). Hit Die- d8. Cleric- Level 1- Aura, Channel Energy 2d6 3x/day and 1 Domain. Level 5- New Domain and Channel Energy 3d6 3x/day. Level 10- Channel Energy 5d6 3x/day and Channel Energy Feat. Weapon and Armor Proficiency- All Simple Weapons, Light and Medium Armor and Shields (except Tower Shields). Hit Die- d8. Druid- Level 1- Natures Bond and Wild Shape 1x/day. Level 5- Trackless Step and Wild Shape 2x/day. Level 10- Venom Immunity and Wild Shape 4x/day. Weapon and Armor Proficiency- Dagger, Dart, Quarterstaff, Scimitar, Scythe, Sickle, Shortspear, Sling, and Spear. Light and Medium armor and Shields (Except Tower Shields) that are natural and non-metal. Hit Die- d8. Fighter- Level 1- Power Attack, Cleave, Martial Training, and Weapon Focus. Level 5- Weapon Training and Bravery +2. Level 10- Improved Critical and Vital Strike. Weapon and Armor Proficiency- All Simple and Martial Weapons and all Armor and Shields (except Tower Shields). Hit Die- d10. Martial Training- Fighters receive a +2 to their CMB when disarming an opponent, Bull Rushing, Shield Bashing, Stand Still, and Sunder.

Page 5: Character Creation- Drow Immunities

Multi-attack- Only Fighters get the Multi-attack option at level 6. Rangers and Monks can get more than one attack through their special abilities. Only Fighters get standard. Inquisitor- Level 1- Domain and Judgment 1x/day. Level 5- Track, Bane, Judgment 2x/day. Level 10- Second Judgment, Judgment 3x/day, Discern Lies, and Improved Track. Weapon and Armor Proficiency- All Simple Weapons, plus Hand Crossbow, Short and Longbow, Repeating Crossbow, and the Favored Weapon of deity. Light and Medium Armor and Shields (except Tower Shields). Hit Die- d8. Magus- Level 1- Spell Combat and Spell Strike. Level 5- Medium Armor Training and Weapon Focus. Level 10- Improved Spell Combat. Monk- Level 1- Way of the Monk, Flurry of Blows, Unarmed Strike, and Acrobatics 2 in 6. Level 5- Stunning Fist and Evasion. Level 10- Wholeness of Body and Slow Fall 30 ft. Weapon and Armor Proficiency- Club, Crossbow (Light and Heavy), Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shortspear, Shortsword, Shuriken, Siangham, Sling, and Spear. Not proficient with any Armor or Shields. Hit Die- d8. Way of the Monk- A monk gets to their Wisdom Bonus (if any) to their AC and their CMB. In addition their AC increases by +1 at level 4 and level 8. Oracle- Level 1- Oracle Curse, Mystery, Revelation. Level 5- Mystery Spell. Level 10- Revelation and Mystery Spell. Weapon and Armor Proficiency- All Simple Weapons, Light and Medium Armor and Shields (except Tower Shields). Hit Die- d6. Paladin- Level 1- Aura of Good, Smite Evil 1x/day, Detect Evil, and Lay on Hands 1x/day. Level 5- Aura of Courage and Smite Evil 2x/day. Level 10- 1 Mercy point and Smite Evil 3x/day. Weapon and Armor Proficiency- All Simple and Martial Weapons and all Armor and Shields (including Tower Shields). Hit Die- d10.

Page 6: Character Creation- Drow Immunities

Ranger- Level 1- Favored Enemy, Track, and Combat Style. Level 5- Hunters Bond and Improved Track. Level 10- Combat Style. Weapon and Armor Proficiency- All Simple and Martial Weapons and with Light and Medium Armor and Shields (Except Tower Shields). Hit Die- d10. Rogue- Level 1- Improved Sap, Sneak Attack 1d6, Evasion, and Skills. *Rogues start with 4 skill points and gain 2 every level until level 20. Level 5- Uncanny Dodge, Rogue Talent, and Sneak Attack 2d6. Level 10- Sneak Attack 3d6 and Advanced Talent. Weapon and Armor Proficiency- All Simple Weapons and Hand Crossbow, Rapier, Sap, Shortbow, and Shortsword. Light Armor and no Shields. Hit Die- d8. Improved Sap- Rogues add +2 to their DC when using the Sap combat maneuver. Sorcerer- Level 1- Bloodline Power and Bloodline Spell. Level 5- Bloodline Spell and Bloodline Power. Level 10- Bloodline Power. Weapon and Armor Proficiency- All Simple Weapons and no Armor or Shields. Hit Die- d6. Summoner- Level 1- Eidolon, Life Link, Summon Monster, Bond Senses, and Summon Spell 3x/day (as per Lamentations of the Flame Princess). Level 5- Masters Call. Level 10- Aspect. Weapon and Armor Proficiency- All Simple Weapons and Light Armor but no Shields. Hit Die- d6. Witch- Level 1- Witches Familiar and Hex. Level 5- Hex. Level 10- Hex or Major Hex. Weapon and Armor Proficiency- All Simple Weapons and no Armor or Shields. Hit Die- d6. Wizard- Level 1- Arcane Bond, Scribe Scroll, and School Focus. Level 5- Combat Casting. Level 10- School Focus and Craft Wand. Weapon and Armor Proficiency- Club, Dagger, Light and Heavy Crossbow, and Quarterstaff. No Armor or Shields. Hit Die- d6.

Page 7: Character Creation- Drow Immunities

Skills- Acrobatics Appraise Architecture Climb Disable Device Languages Perception Performance Pick Locks Search Sleight of Hand Stealth Swim Use Magic Device Tracking- Goes off of Search. Rangers and Inquisitors have a 3 in 6 chance when using this skill in this fashion. Improved Track raises skill to 4 in 6 chance. Weapon Damage, Armor, Spells- save for Summon Monster which is not available- this game will use LotFP Summon Spell, and CMB/CMD all as Pathfinder. XP Allowance: If a player wishes to learn the use of a new language or weapon they can spend 500xp to do so. An Alchemist, Barbarian, Oracle, Paladin, Rogue, and Witch can also spend 1000xp to drop their current Discovery, Rage Talent, Revelation, Mercy, Rogue Trick, or Hex and learn a new one. *Handling Class Abilities- Some class abilities such as certain Barbarians Rage Powers will need to be modified for this Pathfinder build. Example: Raging Climber- the bonus provided would up climbing chance by +1; so 2 in 6 chance for success.

Page 8: Character Creation- Drow Immunities

Starting Gear Each Character Starts with the Following:

Backpack Bedroll Torches x2 Rations x 5 Waterskin Flint and Steel 1 healing potion (1d8+1)* 1 jug of alcoholic beverage* Hemp Rope (50ft). Adventurer’s Clothing

o Barbarians- Hide Armor, Light Wooden Shield, and three weapons. o Bard- A musical instrument*, Leather Armor, and 2 weapons. o Cleric- A Holy Symbol, 1 Vial of Holy Water*, Chain Shirt, and 2

Weapons o Druid- 3 days feed for Animal, Leather Armor, and 2 weapons. o Fighter- Chainmail, Light or Heavy Steel Shield and 3 weapons. o Monk- 2 Weapons. o Paladin- Chainmail, Light or Heavy Steel Shield, 1 Vial of Holy Water*,

and 2 Weapons. o Ranger- Studded Leather, Tent, and 3 Weapons. o Rogue- Studded Leather, Caltrops, Thieves Tools, Dagger and 1 other

Weapon. o Sorcerer- Dagger and 1 other weapon. o Wizard- Spellbook, Staff, and 1 other weapon.

*= Optional.

Page 9: Character Creation- Drow Immunities

Feats Combat Feats- Blind-Fight- Reroll miss chances for concealment. Catch Off-Guard- No penalties for improvised melee weapons.

Improvised Weapon Mastery- Catch of Guard or Throw Anything- Make improvised weapon deadly.

Combat Expertise- Trade attack bonus for AC bonus. Deadly Aim- Trade ranged attack bonus for damage. Defensive Combat Training- NA- Use your total Hit Dice as your base attack bonus for CMD. Dodge- Dex 13- +1 Dodge bonus to AC Improved Critical- Proficiency with weapon, base attack bonus +8, Double the threat range of one weapon. Point-Blank Shot- NA- +1 Attack and damage on targets within 30 feet.

Far Shot- Point-Blank Shot- Decrease ranged penalties by half. Precise Shot- Point-Blank Shot- No penalty for shooting into melee. Rapid Shot- Dex 13, Point-Blank Shot- Make one extra ranged attack.

Power Attack- Str 13, Base attack bonus +1- Trade melee attack bonus for damage. Cleave- Power Attack- Make an additional attack if the first one hits.

Great Cleave- Power Attack and Cleave- Make an additional attack after each attack hits.

Skirmisher- You are able to react quickly and hit targets that you were engaged in combat with who are attempting to flee or engage another person. You gain a number of attacks equal to your Dex modifier. Maximum of one hit per target. Vital Strike- Power Attack- Deal twice the normal damage on a single attack. Whirlwind Attack- Power Attack- Make one melee attack against all foes within reach.

Rapid Reload- Weapon proficiency (crossbow)- Reload Crossbow quickly. Throw Anything- No penalties for improvised ranged weapons. Two-Weapon Fighting- Reduce two-weapon fighting penalties.

Double-Slice- Two-Weapon Fighting- Add your Str bonus to off-hand damage rolls. Improved Two-Weapon Fighting- Two-Weapon Fighting- Gain additional off-hand attack. Two-Weapon Defense- Two-Weapon Fighting- Gain +1 shield bonus when fighting with two weapons.

Weapon Finess- Use Dex instead of Str on attack rolls with light weapons. Weapon Focus- Proficiency with weapon- +1 bonus on attack rolls with one weapon.

Greater Weapon Focus- Weapon Focus, Base Attack Bonus +8- +1 on attack rolls with one weapon.

Weapon Specialization- +2 on Damage rolls with one weapon.

Page 10: Character Creation- Drow Immunities

Arcane Feats- Arcane Strike- Ability to cast Arcane Spells- +1 damage and weapons are considered magic. Arcane Armor Training- Ability to cast Arcane Spells- You are able to cast arcane spells and wear Light or Studded Leather. General Magic Feats- Combat Casting- +4 bonus on concentration checks for concentration checks when character has taken damage while casting. Spell Focus- +1 bonus on save DC’s for one school.

Greater Spell Focus- Spell Focus- Additional +1 on save DC’s for one school. Brew Potion- Caster Level 3rd- Create magic potions. Learn Incantation- Level 10- You learn 1 incantation/ritual spell (this cannot be unlearned) that is 1 degree higher than your highest casting level (ie- level 10 mage can cast level 5 spells- so the mage can learn 1 level 6 spell). Barbarian Feats- Extra Rage- Rage Class Feature- Use Rage 2 more times per day. Cleric Feats- Alignment Channel- Channel Energy Class Feature- Channel Energy can heal or harm outsiders. Channel Smite- Channel Energy Class Feature- Channel energy through your attack. Elemental Channel- Channel Energy class feature- Channel energy can harm or heal elementals. Extra Channel- Channel Energy class feature- Channel energy 2 more times per day. Improved Channel- Channel Energy class feature- +2 on channel energy DC. Selective Channeling- Channel Energy class feature- Choose whom to affect with channel energy. Turn Undead- Channel Positive Energy class feature- Channel energy can be used to make undead flee. Druid Feats- Natural Spell- Wild Shape class feature- Cast spells while using wild shape. Extra Wild Shape- Wild Shape Class Feautre- Use Wild Shape 2 more times per day. Inquisitor Feats- Extra Judgments- Judgement Class Feature- Use Judgment 2 more times per day.

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Paladin Feats- Extra Lay on Hands- Lay on Hands Class Feature- Use Lay on Hands 2 more times per day. Extra Smite- Smite Class Feature- Use Smite 2 more times per day. Other Feats- Skilled- Receive 2 Skill Points. Agile Maneuvers- Use your Dex bonus when calculating your CMB Armor Proficiency, Light- No penalties on attack rolls while wearing light armor.

Armor Proficiency, Medium- Armor Proficiency, Light - No penalties on attack rolls while wearing medium armor. Armor Proficiency, Heavy- Armor Proficiency, Medium - No penalties on attack rolls while wearing heavy armor.

Endurance- +4 bonus on checks to avoid nonleathal damage. Diehard- Endurance- Automatically stabilize and remain conscious below 0 HP.

Fleet- Your base speed increases by 5 feet. Great Fortitude- +2 on Fortitude Saves Intimidating Prowess- Add Str bonus to Chr bonus when intimidating. Iron Will- +2 bonus on Will saves. Leadership- Character level 10- Gain a cohort and followers. Lightning Reflexes- +2 bonus on Reflex saves. Nimble Moves- Ignore 5 feet of difficult terrain when you move. Poison Use- You have the ability to mix and apply poison to your weapons. You gain a +2 to INT rolls to not poison yourself. Quick Draw- Draw a weapon as a free action. Shield proficiency- No penalties to attack rolls when using a shield. Toughness- +3 +Con bonus HP. Creation Feats such as Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wondrous Item, and Forge Ring should be rituals/incantations with ceremonies and be very time consuming. This is to avoid the magic-o-mart feel of many games and make magic items extremely valuable and cherished. Combat- Arcane Spell Failure- Gone. Arcane casters can’t cast spells in any armor that they aren’t proficient with. Attacks of Opportunity- Gone. Charge- Same as Pathfinder. Casting on the Defensive- Gone. Fighting Defensively- Gone. Concentration- Functions the same as Pathfinder. Total Defense- Functions the same as Pathfinder.

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Combat Maneuvers- Bullrush- Same as Pathfinder. Disarm- Success means that the target drops whatever weapon is in their hand. Grapple- You wrestle an opponent to the ground. Sap- If a target is studied for 3 rounds without being made away of your presence you can roll a CMB VS their CMD. Failure means the target is knocked unconscious for 1d4 hours. Shield Bash- Target makes a Fort Save DC 10 + char Str Mod + ½ char level or is staggered for 1 round. Stand Still- If you hold your action and an enemy moves past you, you make a CMB VS CMD. Success stops them in their tracks. They can finish out their turn if they have any options left. Sunder- Weapons- Roll characters CMB VS CMD- on successful hit roll 1d6. On a 5 or 6 you succeed in breaking the weapon. Magical Weapons can only be destroyed on a roll of 6. Objects- Roll of 4-6 will destroy most items. Magical Objects- Magical Objects can only be destroyed on a roll of 6. Glass- Roll of 2-6 glass is destroyed. Trip- You knock an enemy prone. Combat Actions- Standard Action Movement Action Full Round Action Free Action Immediate Action Movement- 1 square or 1 inch= 5 ft.

Page 13: Character Creation- Drow Immunities

Classifications of Conditions Physical (Injury) Physical (Impaired) Physical (Illness) Mental Saves- Fortitude, Reflex, and Will. When a situation comes up that requires a save Determine what is happening in the scene and the severity of it. Determine if it can be avoided through one of the Saves. Failure might require another save for effects. The effects should be determined by what is happening in the scene/what the player is attempting to accomplish. This could be handled as a negative to an Attribute, Attack, or Damage, slower movement, or general weakness or exhaustion.