Character Generation

Stats:

Humans:	10+d8, add 1 to any stat up to 19.
Non-humans:	8+d10

Hit Points: Max at first level, at least ½ of the maximum rollable levels 2-5.

Each character starts with 3 general (G) proficiencies to represent the skills they picked up growing up. Each of these will be at -5 to 0 (1d6-6). All characters start with 7 proficiencies and gain one every level not divisible by 3. These may be spent any way the player chooses.


Mastery:

Fighters:				Grand Mastery
Thieves:				High Mastery
Clerics, Bards with Specialization:	Mastery	
Multi-classed:			One less level than allowable

Any class can get expertise.
Mastery:		5th Level
High Mastery:	9th Level
Grand Mastery:	12th Level (need to beat a current Grand Master)


Class Notes:

Fighters, Rangers, Thieves and Mages may multi-class

Fighter:
Fighters are the ass-kickers of Caleran. While sitting around the campfire, Rangers will be off peeing in the woods, Paladins will be praying to their god, and Fighters will be sharpening their sword. To represent this, single class fighters get d12 hit dice and are the only fighter class able to specialize.

Paladin:
Worship either Klaag or Aetiani
Spheres:
Klaag:	war, combat, healing, protection
Aetiani:	healing, guardian, divination, protection

Ranger:
Proficiencies: Survival (choose terrain), Tracking, Animal Handling or Animal Lore, Two Weapon Style, Animal Training
Spheres:
Sela:	animal, plant
Tiburon:	water, weather, travelers
Verdani:	plant, charm
Ursolas:	sun(moon), travelers, air, animal
Eberon:	animal, combat
Donis:	plant, time
Celias:	plant, chaos

Priests:
There are no "normal" clerics or druids. Each god has one or more priests. XP is as per cleric.

Thief:
May specialize in one weapon

Bards:
As jacks of all trades, Bards have several major changes. XP is as per cleric, as is THACO, d8 HD. Thief skills vary according to kit, and all have another ability  (mastery, better spell progression...). 
Better spell progression is as per cleric minus one spell per level (no spell at first level, still). Maximum number of spells/ level is as per normal bard. Note: they will get higher level spell access.

True Bard:	
pick pockets, climb walls, detect noise, read languages
Either mastery or better spell progression (choose at character creation)

Blade:		
climb walls, move silently, hide in shadows, detect noise
Mastery

Charlatan:	
pick pockets, read languages, detect noise, open locks
Better spell progression

Gallant:		
climb walls, read languages, move silently, detect noise
Mastery

Gypsy:		
pick pockets, detect noise, climb walls, move silently
Minor access to healing, animal and plant priest spheres as mage spells (spellbook)

Herald:		
detect noise, read languages, pick pockets, hide in shadows
Mastery or better spell progression

Jester:		
climb walls, pick pockets, read languages, open locks
Mastery, martial arts, drunken style

Jongleur:	
climb walls, move silently, hide in shadows, pick pockets
Mastery, most often martial arts

Loremaster:	
read languages, detect noise, open locks, find/ remove traps
Better spell progression

Mesitersinger:	
detect noise, move silently, hide in shadows, climb walls
shape change as druid

Riddlemaster:	
read languages, open locks, find/ remove traps, detect noise
Better spell progression

Skald:	
detect noise, climb walls, pick pockets, read languages
Mastery

Thespian:	
move silently, read languages, pick pockets, detect noise
Mastery
 
Magic Users:
There are five known schools of magic, each has several sub-categories which can be specialized in. Each school is based on the theory of magic, where magic comes from.
The elemental school believes that magic is derived from nature.
 Channelers believe that magic is derived from channeling energy forces that are all around us.
Dark Channelers believe a similar theory, but they believe that the energy of magic is the life force around all of us and manipulate and wield it for their own nefarious purposes. Due to their insidious nature, dark Channelers are treated as necromancers with regards to dark gifts and curses.
Neuromancers believe that magic is nothing more than a manipulation of the mind, changing the way people perceive the world around them.
Wild mages believe that magic is everywhere and as mages they are merely conduits for its energy. Needless to say, wild mages are no accepted by the rest of the mages and the College of Wizardry. They are rogues learning whatever spells they find along the way. They are actually treated a bit differently than other mages.

Not every mage has to specialize, but every mage needs to choose a school. Spells learned from another school incur a -20% penalty. (ie if an elementalist finds the spell book of a dark channeler, they may learn the knowable spells within, but at a -20% penalty).

Universal spells: universal, abjuration, conjuration (minus elemental), enchantment.

School			
Specialties						
Banned

Elemental		
Fire, Water, Earth, air (+20% total)				
Necromantic, Dimension, Illusion, Charm (opposing element)

Channelers		
Alteration, Force, Invocation				
Divination, Charm, Mentalisim, Necromantic

Dark Channelers		
Invocation, Necromantic, Force, Shadow			
Divination, Charm, Mentalism, Illusion

Neuromancers		
Illusion, Divination, Charm, Mentalism, Some Alteration (You can fly, you are as fast as a cat...)	
Rest of Alteration, Conjuration, Necromantic, Elemental

Wild 			
Wild Magic*


Death

"It’s worse than that Jim, he’s dead."

Characters can and do die. How? Once a character reaches 0 hit points they are unconscious and lose 1 hit point per round until they reach -10. This bleeding can be stopped by any character by spending one round bandaging their wounds. This is not a permanent halt to death, as in 1 turn (10 rounds) the character will die if not healed. One exception to this is the Iron Will proficiency. If a successful check is made, the character with this proficiency can stay standing and fighting until they reach negative constitution in hit points. However, they still lose one hit point per round once they reach zero and once they reach negative constitution, they are dead.


Critical Hits and Fumbles

Critical hits and fumbles:

On a natural 1 or 20 on a to hit roll something really good or really bad happens: 1 - bad, 20- good. Another d20 is rolled to determine the results.

Fumbles:

Melee (weapons, fists, etc...  any weapon can be dulled, hands dulled will not allow somatic casting):
1-  Weapon slammed into ground (or wall...), save vs crushing blow with pluses for magic, minuses for strength or weapon is broken.
2-  weapon thrown away 1d10 feet, lose attacks this round, roll 1d8 for direction, if it hits a wall save vs fall or break, also save vs dex@-10 or lose attacks next round.
3-  weapon thrown away as above, save vs dex@-5
4-  weapon thrown away as above, save vs dex@-2
5-  weapon thrown away as above, save vs dex
6-  weapon dulled, lose attacks this round, -2 to hit and attack until sharpened or repaired, save vs dex@-5 or lose attacks next round, sharpening or repair takes amount of rounds weapon is used in combat after damage plus 2d4 rounds.
7-  weapon dulled, -1 to hit and damage, save vs dex or lose attacks next round.
8-  weapon dulled, -2 to hit and damage
9-  weapon dulled, -1 to hit and damage
10-  lose weapon 3d8 feet away, d8 for direction
11-  lose weapon 3d6 feet away, d8 for direction
12-  lose weapon 2d10 feet away, d8 for direction
13-  lose weapon 1d10 feet away, d8 for direction
14-  lose attacks this round, dex check@-10 or lose attacks next round as well
15-  lose attacks this round, dex check@-5 or lose attacks next round
16-  lose attacks this round, dex check or lose attacks next round
17-  lose attacks this round, +4 to reaction next round
18-  lose attacks this round, +2 to reaction next round
19-  lose attacks this round, dex check or fall, 1d8 for direction, 1d10 feet, 10 minus armor type base ac minus reaction adjustment rounds to get up (eg leather armor with 18 dex: 10-8-2= 0 rounds, get up next round.)
20-  lose attacks this round

Bow weapons:
1-  pc must make strength check, if successful, bow string snaps and bow must make save vs crushing blow or be broken, pluses for magic apply
2-  arrow misfires, roll most appropriate die to see whot it hits (minus target), include pc
3-  bow is -2 to hit until fixed, fixing time is arrows used+2d4, 2d4 for pc with bowyer/ fletcher
4-  bow is -1 to hit, see above for fix time
5-  bow is -1 to hit, see above for fix time
6-  bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string)
7-  bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string)
8-  bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string)
9-  bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string)
10-  bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string)
11-  pc drops bow
12-  pc drops bow
13-  pc drops bow
14-  pc drops bow
15-  pc drops bow
16-  pc drops quiver
17-  pc loses attacks this round
18-  pc loses attacks this round
19-  lose attacks this round, dex check or fall, 1d8 for direction, 1d10 feet, 10 minus armor type base ac minus reaction adjustment rounds to get up (eg leather armor with 18 dex: 10-8-2= 0 rounds, get up next round.)
20-  pc loses this arrow

Thrown weapons:
1-  pc nicks self, take damageX ROF, lose attacks this round
2-  pc nicks self, damage as above, lose attacks this round
3-  pc nicks self, damage as above, lose attacks this round
4-  pc nicks self, damage as above, lose attacks this round
5-  pc nicks self, damage as above, lose attacks this round
6-  pc nicks self, damage as above, lose attacks this round
7-  pc nicks self, damage as above, lose attacks this round
8-  pc nicks self, damage as above, lose attacks this round
9-  pc nicks self, damage as above, lose attacks this round
10-  pc nicks self, damage as above, lose attacks this round
11-  pc nicks self, damage as above
12-  pc nicks self, damage as above
13-  pc nicks self, damage as above
14-  pc nicks self, damage as above
15-  pc nicks self, damage as above
16-  pc loses two attacks this round, hold over to next round if needed (only one round though)
17-  pc loses two attacks this round, hold over to next round if needed (only one round though)
18-  pc loses one attack this round
19-  pc loses one attack this round
20-  lose attacks this round, dex check or fall, 1d8 for direction, 1d10 feet, 10 minus armor type base ac minus reaction adjustment rounds to get up (eg leather armor with 18 dex: 10-8-2= 0 rounds, get up next round.)

Shield:
1-  Attack/ parry misses, knocked off balance, lose all attacks this round, dex save@-8 or fall, 1d8 for direction, 1d10 feet, lose ac bonus of shield
2-  Attack/ parry misses, no shield attack/ defense next round, dex check or lose all actions next round
3-  Attack/ parry misses, no shield attack/ defense next round, dex check or lose all actions next round
4-  Attack/ parry misses, no shield attack/ defense next round, dex check or lose all actions next round
5-  Attack/ parry misses, no shield attack/ defense next round, dex check or lose all actions next round
6-  Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round
7-  Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round
8-  Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round
9-  Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round
10-  Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round
11-  pc loses shield attack/ parry this round and normal attacks
12-  pc loses shield attack/ parry this round and normal attacks
13-  pc loses shield attack/ parry this round and normal attacks
14-  pc loses shield attack/ parry this round and normal attacks
15-  pc loses shield attack/ parry this round and normal attacks
16-  add +4 to reaction next round/ attack/ parry misses
17-  add +4 to reaction next round/ attack/ parry misses
18-  add +4 to reaction next round/ attack/ parry misses
19-  add +4 to reaction next round/ attack/ parry misses
20-  Opponent grabs shield, opposed strength check to break away, if unsuccessful, all attacks negate shield and are +2 to hit

Critical Hits!!!

1-15 double damage
16-18 triple damage
19- roll additional d10, number rolled is modifier, 1-3 becoming 4, if ten rolled, roll again adding to 10...
20- roll 1d20 and consult chart

1-5 opponent takes 1d4+3x damage and loses attacks for 1d4 rounds, attacks made against are at +
6-10 opponent takes 1d4+3x damage and loses mobility for the rest of battle, attacks made against are at +4
11-12 opponent takes 3d6x damage, all sixes rolled again and added...
13-  opponent takes 1d4+3X damage, in unconscious
14-  opponent’s brain jarred, takes 1d4+3x damage, if spell caster, all spells lost, all opponents lose 2d4 attacks, attacks against are at +4
15-   opponent blinded, takes 1d4+3X damage, loses 1d4-1 attacks, all attacks at -4
16-  Opponent take to one hp, loses action next round
17-  Instant Death
18-  Instant Death
19-  Instant Death
20-  Opponent smashed beyond recognition, no raising of any sort possible


Missile Fire into Melee

It seems like a good idea at the time, however...

When firing into melee, a roll of 2-5 on the to hit roll is automatically a miss and hits one of the shooter(if any present, if none present, THAC0 resolved as normal). If hit, there is a 1 out of three (1-2 on a d6) chance that the shooter will hit the targeted opponent, otherwise another target will be hit (randomly chosen).

If firing in marching order not in the front rank, any roll of 2-5 automatically hits one of the shooter’s allies, any miss has a 1 in 3 chance of doing the same.

Missile Weapons and Melee... They Just Don’t Mix!