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Characters

Ability Scores

Prior to the selection of character race and class, it is necessary to determine ability scores.

Generation

Roll abilities 3d6 in order, than add 3 points among any scores desired (max 18).

Modifiers

In OED the modifiers from your ability scores affect the attributes listed below.

  • Strength: Melee Attacks and Melee Damage
  • Intelligence: Secret Door and Trap Detection
  • Wisdom: Saves vs. Mental Attacks
  • Dexterity: Missile Attacks and Armor Class
  • Constitution: Hit Die Rolls
  • Charisma: Reaction Rolls
Score Modifier
0-2 -3
3-5 -2
6-8 -1
9-12 0
13-15 +1
16-18 +2
19-21 +3
22-24 +4
Every 3 (+1)

Experience Points: In OED, ability scores do not affect XP earned.

Languages

Known Languages: Characters start with Common and their own racial language (if nonhuman). They may specify other languages, as determeind by Intelligence bonus, at creation or later. The maximum number of extra languages learned is 1 per point of Intelligence above 10. We recommend defining a new one during any downtime between adventures. Note that PCs are assumed to be literate in any known languages.

Common:Common represents the standard Human language of the region.

Alignment Languages Alignment/divisional tongues are not known automatically; they must be learned like any other language. Usually this is only done by agents, officers, or subjugated populations of specific powers.

Alignment

OED features 3 alignment options:

  • Lawful beings want civilization peaceful and expanding; they take prisoners, pay taxes, obey the king.
  • Neutral beings seek a balance, or are simply disinterested.
  • Chaotic beings want civilization broken down and destroyed; the never take prisoners and stab each other in the back. PCs should list their alignment as either neutral or lawful and secretly inform the DM.

Race

Movement: In OED all PC races move at a base speed of 12" (60') per round.

Humans

Class Options: Can be a member of any class, and advance to an unlimited level.

Dwarves

Special Abilities: Infravision 60' (see creatures in darkness), Resist Magic (+4 to Saves), Dodge Giants (+4 to AC), Stone Detection (+1 in 6 to detect Traps, Secret Doors, etc. in stonework).

Class Options: Fighter (max 6th), Thief (unlimited), Wizard (optional, max 4th).

Elves

Special Abilities: Infravision 60' (see creatures in darkness), Hide in Woods (4 in 6), Woodland Detection (+1 in 6 to detect Traps, Secret Doors, etc. in woodlands).

Class Options: Fighter (max 4th), Thief (unlimited), Wizard (max 8th). Elves start as a member of BOTH the Wizard class and one other class.

Halflings

Special Abilities: Hide in Woods (4 in 6), Resist Magic (+4 to Saves), Ranged Attacks +4, Can use Light melee Weapons or use Medium melee weapons two handed, plus sling, shortbow, and light crossbow.

Class Options: Fighter (max 4th), Thief (unlimited), Wizard (optional, max 4th).

Class

OED features three character classes: Fighter, Thief, and Wizard. There are no Clerics in OED.

Starting Hit Points: When determining HP at first level, reroll 1s and 2s.

Fighters

Armor: Light (Leather), Medium (Chain), Heavy (Plate), Shields.

Weapons: All (Light, Medium, Heavy).

Level XP HP To Hit Class Abilities
1 0 1d8 +1 Swim (+2 in 6); Sweep Attacks
2 2,000 2d8 +2
3 4,000 3d8 +3
4 8,000 4d8 +4 Choose a Feat
5 16,000 5d8 +5
6 32,000 6d8 +6
7 64,000 7d8 +7
8 120,000 8d8 +8 Choose a Feat
9 240,000 9d8 +9
9+ (+240,000) (+3) (+1) Feat at levels 12, 16, etc.

Swim: Fighters gain a +2 in 6 to Swim.

Sweep Attacks: Fighters can melee attack a number of 1 HD opponents equal to their level in one round.

Feats: Fighters can select one feat at level 4 and every 4th level thereafter from the list below.

  1. Berserking: Gain +4 levels (increasing To Hit, Saves, Hit Die/HP - Average 20 hp) for the duration of melee combat; afterward save vs. breath or lose this ability for the day.
  2. Exceptional Strength: The character adds +3 to Strength.
  3. Great Fortitude: The character gains a +4 bonus to saves against poison, disease, and death.
  4. Iron Will: The character gains a +4 bonus to saves against mental attacks (including charm, fear, illusions, etc.)
  5. Mounted Combat: When mounted, the character gets +2 to hit and +4 to damage with a mounted lance, and +4 to checks d against being unhorsed.
  6. Rapid Shot: Add one attack per round with any missile weapon.
  7. Rapid Strike: Add one attack every OTHER round with any melee weapon.
  8. Survival: The character gains a +2 bonus to checks to find food, water, shelter, or avoid being lost in the wilderness.
  9. Toughness: The character gains +2 hit points per level.
  10. Tracking: Track prey on a base 4 in 6 chance.
  11. Two-Weapon Fighting: The character can fight with a light melee weapon in the off hand, for an extra attack (at -2 to hit) or a parry (+2 AC) each round.
  12. Weapon Specialization: Pick one kind of weapon, gain +2 to hit and damage with that weapon.

Thieves

Armor: Light (Leather) Armor.

Weapons: Light Weapons plus Sword, Sling, and Light Crossbow.

Level XP HP To Hit Class Abilities
1 0 1d6 +0 Swim (+2 in 6); Backstab x2; Detect Noise (+1 in 6); Climb (+1 in 6); Thief Skills
2 1,200 2d6 +1
3 2,400 3d6 +2
4 4,800 4d6 +2 Backstab x3; Detect Noise (+1 in 6); Climb (+1 in 6)
5 9,600 5d6 +3
6 20,000 6d6 +4
7 40,000 7d6 +4
8 60,000 8d6 +5 Backstab x4; Detect Noise (+1 in 6); Climb (+1 in 6)
9 85,000 9d6 +6
10 115,000 10d6 +6
10+ (+125,000) (+2) (+2/3) Backstab, Detect Noise, and Climb increment at 12th, 16th, etc.

Swim: Thieves gain a +2 in 6 to Swim.

Backstab: Inflicts x2 damage, must be in hiding/unnoticed for 1 round prior to strike. Multiplier increases at levels 4, 8, 12, 16, etc.

Climb and Detect Noise: Thieves gain a +1 in 6 to Detect Noise and Climb. This bonus increases at level 4, 8, 12, 16, etc.

Thief Skills: d20 + Thief Level + Dex Modifier ≥ 20. Three tries per target (when applicable).

  • Hide in Shadows: A Thief can remain undetected when hiding or moving through shadows. Requires shadows and a lack of observation prior to hiding.
  • Move Silently: The likelihood of the Thief moving with absolute silence.
  • Open Locks: Making use of materials at hand, the thief can bypass small, discreet, single mechanical locking mechanisms. On a natural 1 - the lock must be forced open - a very time consuming process.
  • Pick Pockets: Can also be used to allow the Thief to perform acts of sleight of hand.
  • Remove Traps: Making use of materials at hand, the thief can neutralize small mechanical devices, needle traps, etc. Rarely consider a mishap on natural 1.

Wizards

Armor: None.

Weapons: Dagger and Staff only.

Level XP HP To Hit Class Abilities
1 0 1d4 +0 Spells: 1; Spell Research
2 2,500 2d4 +1 Spells: 2
3 5,000 3d4 +1 Spells: 3 1
4 10,000 4d4 +2 Spells: 4 2; Potion and Scroll Creation
5 20,000 5d4 +2 Spells: 4 2 1
6 35,000 6d4 +3 Spells: 4 2 2
7 50,000 7d4 +3 Spells: 4 3 2 1
8 75,000 8d4 +4 Spells: 4 3 3 2; Magic Wands/Staves & Weapon Creation
9 100,000 9d4 +4 Spells: 4 3 3 2 1
10 200,000 10d4 +5 Spells: 4 4 3 3 2
11 300,000 11d4 +5 Spells: 4 4 4 3 3
12 600,000 11d4+1 +6 Spells: 4 4 4 4 4 1; All Other Magic Item Creation
13 900,000 11d4+2 +6 Spells: 5 5 5 4 4 2
14 1,200,000 11d4+3 +7 Spells: 5 5 5 4 4 3
15 1,500,000 11d4+4 +7 Spells: 5 5 5 4 4 4
16 1,800,000 11d4+5 +8 Spells: 5 5 5 5 5 5
16+ (+300,000) (+1) (+1/2) Spells: Alternate +1 spells of levels 1-3, then +1 spells of levels 4-6

Spell Casting: Standard "Vancian" magic; Only 1 instance of a spell can be memorized at a time.

Spellbook: Wizards start with a spellbook containing all 1st level spells. Each level of spells requires its own book. Replacement or duplicate spellbooks require time and expense the same as learning spells.

Learning Spells: Adding a new spell from a book or scroll requires a roll of d20 + Wizard Level + Int modifier ≥ 20. Requires 1 day per spell level (3 tries per spell).

Spell Research: Requires 1 week per spell level and a roll of d20 + Wizard Level + Int Modifier ≥ 20. Access to a library or other resources grant a +4 to the roll.

Magic Item Creation: Takes 1 day and 100SP per spell level/charge/use and the ability to cast the relevant spell(s).

The DM will secretly roll a 1 in 20 chance for a mishap/cursed item.

Note: Treat potions of healing as a 1st level spell, and Mithridate as 4th level spell.

Multi Classing

Adding Classes: A character must have a 16 or greater in the Prime Requisite of the new class (Strength for Fighter, Dexterity for Thieves, Intelligence for Wizards), and must pay 1000xp to add the new class.

Note: Elves begin play as a member of the Wizard class and one other without needing to meet the above requirements.

Experience Points: After each adventure, the character applies all earned XP to a single class of their choice.

Benefits of Multiclassing:

  • Uses best entry for Armor.
  • Uses best entry for Weapons.
  • Uses best value for Attacks
  • Uses highest class for Saves,
  • Keep a separate HP tally for each class and use the higher of the two for your character's HP.
  • Fighter/Wizards may cast spells in Light (Leather) and Medium (Chain) armor as long as they do not employ a shield.
  • Fighter/Wizards may cast spells so long as they only wield 1 handed melee weapon, and have a free hand.
  • Thief skills can only be used in Light (Leather) armor.