Pendria House Rules Updated

Jcftao's Whitebox Campaign

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Pendria House Rules Updated

Postby jcftao » Mon Feb 15, 2016 2:29 am

House Rules (updated 4-12-17)

For this game, we will be using the Whitebox Rules with the following house rules.

Character Generation—roll 3d6, eight times, arrange six rolls in any order for stats, use one roll for starting money, and discard one roll. Starting money will be in silver pieces instead of gold. Pendria is on the silver standard.

Hopeless Characters—there is no such thing as a hopeless character. Some of my favorite characters had serious flaws! I suggest you play the character for awhile. If you still want to roll another, then we can do that.

Hit points—maximum hit points for 1st level characters. For higher levels, players roll as per Whitebox rules but eany 1's are re-rolled.

Contacts—characters start the game with d4 + CHR bonus contacts. These contacts will be NPCs that the PC knows and will be considered friendly. They may offer information and help within reason.
1. Merchant
2. Blacksmith
3. Wise old hermit
4. Sergeant of the Guard
5. Local farmer
6. Local woodsman
7. Member of the Rangers
8. Local priest
9. Local scholar
10. Tavern owner
11. Stable owner
12. Noble
13. Captain of the Guard
14. Guildmaster
15. Local wizard
16. Serf
17. Local criminal
18. Slave

Elves
Elves will be the variant class as described in Whitebox rules.
Elven characters will roll for their house affiliation (Noble Elven House list)

Dwarves
Dwarven characters will roll for their clan affiliation. Dwarves may use battle axes one or two handed, but may not use two-handed swords or long bows.

Money and Treasure
I want to try the Silver Standard in the Pendria game. Copper pieces will finally get some respect! All this means is that when looking at price lists, I replace GP with SP and so on. This will have a benefit in game play...a small purse of gold pieces really means something.

Shields Shall Be Splintered from Trollsmyth http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html
If the character is hit in combat and damage has been rolled, the character may opt to sacrifice his shield in lieu of taking damage. Magical shields will have a 10% chance per +1 enchantment of not shattering. A shield may be splintered from a magical energy attack or breath weapon, allowing the wielder to take half damage. Magical shields will lose a +1 of enchantment if used in this manner. This ability is only usable by player characters and major NPCs.

Arrow recovery—if PCs take time to recover arrows, they may roll one die closest to the number of arrows shot and recover the result. For example, if a PC shot 7 arrows, he would roll 1d8 for the number of arrows recovered. This also applies to crossbow bolts and sling stones. The DM may rule that arrows are not easily recovered given the situation (i.e. firing into a forest.)

Masterwork Weapons—melee weapons and missile weapons that are finely crafted are considered masterwork items. These are rare and valuable items. They have no magical powers but are well balanced and stronger than normal weapons and therefore grant a +1 bonus to hit (but not to damage). The cost of masterwork items will vary, but will be at least ten times greater than the cost of normal weapons.

Masterwork Armor and Shields—these exceptional items will add an additional +1 AC bonus.

Combat
Missile fire into melee incurs a -2 penalty to hit. If target is missed, there is a 50% chance an ally is hit.

Longbows cannot be fired on horseback but shortbows can.

Spears can be set to receive a charge. If attack hits, damage will be doubled.

Flails, due to their design, can bypass shields, thus ignoring AC bonus and also Shields Shall Be Splintered rule.

Fighters may attack once per level when confronting enemies of 1 HD or less.

Heavy Crossbows fire every other round, but gain +4 to hit opponents wearing heavy armor (chain mail or plate mail).

Aiming—each round spent aiming a missile weapon at a target adds +1 to hit roll. (+2 max)

Critical Hits—an attack roll of a natural 20 is a critical hit. Damage will be maximum weapon damage plus one roll of the damage die (and then add any modifiers for Str).

Critical Fumble—on a natural 1, attacker must roll a dexterity check or drop his weapon. If the dexterity check misses by more than 5 or a 20 is rolled, the attacker falls down and is considered prone (+2 to hit until standing up).

First Aid and Healing
In addition to the various magical means of restoring hit points, a character recovers naturally at the rate of 1 hit point per day of uninterrupted rest. Four weeks of rest will return a character to full hit points regardless of how many hit points may have been lost. [S&W Complete Rulebook]
In addition, if they are in the care of a trained healer (doctor, wise woman, etc.) then they regain hit points at double the rate.

Binding Wounds—characters can spend one turn to bind 1d4 hit points of wounds immediately following a battle. The character can only recover hit points lost during this particular battle and recovered hit points cannot exceed the uninjured maximum amount. Binding of wounds may only be done once per day upon any character.

Strong Drink—a drink of ale, wine, or other spirits will restore 1d4 hit points. This may be done once per day.

Healing Poultices—characters and NPCs trained in the healing arts may create non-magical healing poultices. The poultice, when applied to an injury, will heal 1d6 hit points. This can be done once per day. The healing poultice can be made if materials are available (the DM will determine if the character has located the proper herbs and materials). 1d3 healing poultices may be created per day but the character can pursue no other activities during that day. Otherwise, the healing poultices may be purchased for 50sp each from an NPC healer.

Anti-Toxin—characters and NPCs trained in the healing arts can aid others that are poisoned. If a healer has the necessary materials (herbs, etc.) and is able to administer to the victim within one turn, the victim will receive a +2 bonus to their initial saving throw. The DM will ask for the poison save after the healer has given aid to the victim.

Level Drain—characters that have been drained of levels by undead can only be cured or restored through clerical magic.

Death and Dying—Characters that are reduced to 0 hit points are considered unconscious. If a character is reduced to less than 0 hit points, they must roll their fate on the table of Death Awaits You All... https://drive.google.com/file/d/0B1sBcIMhTRMcWnJMckdvX2V5U1E/view?usp=sharing

Magic
Detect Magic—magic users have the trained ability to detect magic as per the spell, but only with 2 in 6 chance (similar to secret doors check). This ability will take one turn. This differs from the spell Detect Magic which does not have the chance of failure or longer time to cast.

Bonus Spells— magic users with INT scores of 15 or greater may cast one additional 1st level spell. Magic users receive read magic and detect magic as bonus spells in their spell book at 1st level.

Magical Blasts—Magic users may use their wand or staff to cast magical bolts of energy. They may fire one bolt per round and must roll to hit opponents AC (as per missile attack, DEX bonus can add to hit). The range is 30'. The damage the magical bolt does is 1d6-1 + 1/3 their caster level (rounded up). If they roll a 1 for the attack roll, the caster must make a CON check or fall unconscious for 1d6 rounds and must rest for 8 hours to regain this ability. If their wand or staff is damaged or lost, they must make a new one before using this ability again.

Cantrips—magic users gain one or more cantrips each level. The number of cantrips learned each level is equal to 1+ their INT bonus modifier. If the character has no INT bonus modifier, they will still gain one cantrip. Cantrips may be chosen. Cantrips are minor effects and may be used at will. Other cantrips may be found during adventures or created by the player. Some example cantrips are listed below.

1. Glow—small blue glowing orb appears in hand and provides light as a candle
2. Spook—illusionary sounds (minor)
3. Smoke—puff of smoke from caster's fingertips
4. Legerdemain—small object placed in hand can be made to vanish and reappear
5. Flame—small flame shoots from caster's hand (no more than a few inches)
6. Unseen hand—caster can summon invisible hand to perform minor tasks (i.e. stir tea, turn pages, take notes, etc.) Object weighs one pound or less
7. Shadow—caster can make shadows grow around him for dramatic effect (which may affect reaction)
8. Bird—caster produces a live dove from empty hands (must have dove secreted on person beforehand)
9. Touch of Frost—small amounts of liquid will freeze (1 pint or less)
10. Whispering Wind—a short message can be whispered to another person within sight
11. Gust of Wind—a small blast of air or gently breeze (not strong enough to knock down a child)
12. Clean—magically clean or polish one item (but will not mend)
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