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Spruce Falls

A Forgotten Realms city

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Character Creation

Dice Roll Method - Players roll 4d6 for each ability score & select the three highest numbers, rerolling 1’s. When 2 or more 1’s are rolled, reroll entire set. Then the numbers are assigned to characters’ abilities as desired. A character without any scores above 15 may be discarded, and a new character may be rolled up.

 

Character Background – A written character background is required for all characters.

 

Kits - Kits are allowed (with DM final approval).

 

Specialization – Only fighters may begin play with specialization. See below for info on specialization after this for other PC’s.

 

Additional Spells Granted (mages) – Starting mages begin with 6 1st level spells: 3 player chosen & 3 universal (copy, detect magic, read magic). They are augmented by character’s INT (knowledge) score, to represent the PC’s promise of becoming a good mage by his/her tutor who wishes him/her to be prepared in his adventures, as follows:

 

INT                Additional Spells (cumulative)

13                            1st

14                            1st

15                            2nd

16                            2nd

17                            3rd

18                            4th

19                            1st, 3rd

20                            2nd, 4th

21                            3rd, 5th

22                            4th, 5th

23                            1st, 6th

24                            5th, 6th

25                            6th, 7th

 

These spells are determined by the DM who will provide them to the player after the character’s history is determined accurately  provide appropriate spells the tutor would know & provide the PC with.

Combat  

Initiative – The lowest initiative always goes first, equal numbers for both sides go simultaneously.

  • Weapon speed factors are used.

  • Initiatives of more than 20 land on the next round at an initiative equal to the amount above 20, & cause an additional modifier of the same amount on that rounds initiative.

  • Multiple attacks from one creature occur simultaneously at the highest modified initiative (ex. ranger uses a dagger and a bastard sword at the same time, he adds 6 to his initiative to see when he attacks)

Critical Hits/Misses – On a natural attack roll of 20, the character has scored a critical hit. For special effect, other than rolling for damage twice, the player must roll an additional attack roll that would hit the target. On a natural attack roll of 1, the character has scored a critical miss. Results will be determined randomly by the DM.

 

Death - Unconsciousness occurs at 0 hp (unless specified by class or kit). Each round thereafter, the character loses 1HP/round until he/she is either healed or dies (at –½Con HP). For every point below 0 the character was reduced by an attack there is a 10% chance of permanent scarring.

 

Touch spells – They only require that a caster hit AC 10 modified for dexterity & magical bonuses, not taking into account armor, other than shields.  The caster may attack with unarmed combat while attempting a touch spell, but must hit against the full AC of the opponent.

Level Advancement  

Specialization – A PC fighter may choose either Weapon Mastery or Multiple Specialization (max double specialization), not both. All other characters are allowed single specialization at any point after creation provided they follow the normal rules for training.

 

Training -  After the PC has gained sufficient XP to attain the next level, he must, until 7th level:

  1. Seek a tutor to train him to realize all the benefits of his new level (skills, HP, THAC0, etc.). This tutor must be of the same class & versed in similar proficiencies (WP &/or NWP) that the PC has & wishes to attain. This tutor must also be of at least one level higher than the PC.

  2. Pay the tutor the sum of 100gp per level per week of training.

  3. Spend time training with the tutor. The amount of time required depends on the instructor & the student. # of weeks = 19 - Instructors’ WIS. At the end of this time the student makes a WIS or INT check whichever is higher. If the check is successful the lesson is over & the character can advance in level; however, if he fails, he must spend an additional week in training & repeat the check with a +1 penalty (cumulative). This process is repeated until the character advances in level or the penalties make it impossible & the character must seek another tutor & begin the process anew.  

  4. If for some reason a character doesn't get trained for a long time, they will stop gaining experience points past what they need for the next level. For example, a 4th level warrior would collect experience until (s)he had enough for 6th level, after that, all experience is lost.

 

S&P Proficiencies & Level Advancement - Each time a S&P character advances a level, he gains character points (4) to use on weapon & nonweapon proficiencies or to hold for use during the game. A character can add only one new weapon or nonweapon proficiency per level advancement unless that character has a special class ability that allows otherwise.

     Characters cannot improve their unmodified ratings in nonweapon proficiencies above 16. This can be modified upward by the characters’ relevant ability scores, or by a trait that improves their score in that specific proficiency.

Regardless of how high a character’s modified proficiency rating becomes, a roll of 20 on a proficiency check is always a failure.

An overview of CP uses is as follows:

  1. Character points are used to purchase weapon proficiencies. New weapon proficiencies usually cost 2 or 3 character points.

  2. Similarly, character points are used to purchase nonweapon proficiencies. Purchasing a nonweapon proficiency usually costs from 2 to 5 points. Also, character points are used to purchase traits, and bonus character points are awarded for taking disadvantages.

  3. Points can be used to increase proficiency scores. One character point improves a proficiency score by a +1 permanent bonus. A nonweapon proficiency only can be increased through character points once each level. Adventurers can add 1 character point to a given proficiency each time they advance a level of experience.

  4. Wizards can spend points to gain extra spells. Only one additional enchantment per level can be purchased this way, and the cost is 2 points plus 1 point per level of the spell purchased. They cannot purchase higher level spells than they can cast.

  5. Points can be spent to improve a character’s roll for additional hit points when advancing a level. For every 2 character points spent, the player can roll one additional die when determining new hit points, taking the highest number from the dice rolled.

  6. Character points also can be used in the course of play, not just during character creation or between adventures. During a game session, a player can spend saved points to give his character a second chance to accomplish a feat, or to reroll a failed attack, saving throw, proficiency check, or even a low damage roll.

For example, Leon chooses to save 2 character points after creating his fighter. During a game, Leon’s fighter tries to strike an ogre. The attack roll fails. However, the ogre strikes the fighter, wounding him badly. In the next round, fearing for his fighter’s life, Leon declares that he will spend a character point if his attack misses. The roll indeed fails, and Leon now can spend a point and reroll his attack. If this attack roll succeeds, the first roll is ignored and Leon’s fighter has struck the ogre. If the reroll failed, Leon’s character still misses and play continues. Regardless of any reroll’s success, any character points spent are lost. Players can continue to spend points as long as they declare so before rolling any dice—and as long as they have points to spend. This mechanic allows characters a second chance to accomplish important tasks or to achieve feats vital to the story.

 

Spellpoint Magic System

Spellpoint Calculation - ½ Relevant Ability (INT-mages or WIS-clerics) x PC’s level = Spellpoint total

 

Spell cast cost calculation Spell level x 2 = Spellpoint cost for casting spell

 

Spellpoint recovery – Spellpoints replenish daily provided the magicuser gets at least 8 hours of uninterrupted sleep (4 if abilities allow).

 

Spell Components – Common components aren’t required, but more expensive or rare components (gems, monster parts, specially made items such as glass rods, gold daggers, etc.) must be bought, made, or found by the magicuser, & must be kept track of by the player. 

 

Wizard Spells – Wizard spells are not memorized daily, but instead, the mage is attuned to only a portion of the Weave from which to draw his magical energy to cast any spell in his repertoire. It is replenished daily with rest as detailed above. He/she is required to study his notes (spellbook) daily to ensure proper casting of his know spells (failure to do so will cause miscast rolls). The time required for appropriate study is 15 minutes times the highest level of spell the wizard may cast per day. At each level the mage is allowed one spell to be designated as “memorized”, that is, he/she can cast this spell even without having studied the spell the previous day, & thus avoiding miscasts (i.e. lost spellbook). This ability gradually fails with time if study does not resume & miscasting can occur (see casting without spellbook).

 

Priest Spells - Priest spells are not memorized, but are prayed for.  Prayer takes 15 minutes times the highest level of spell the priest may cast per day.  If the priest did not pray for the required amount in a particular day, then they may cast no spells in that day, but do still receive granted powers.  Priests do not receive spells at the time of prayer, but at the time of casting, with the exception of Quest Spells.  The priest's god may substitute a spell of the same level, or not grant a spell whenever deemed necessary.  The priest's god will also substitute spells if the spell is inappropriate for the priest.  1st & 2nd level spells are always cast without intervention.  (“Prayer” is a loose term given to the types of activities that are required by the individual’s deity.)   

                Like wizards, common spell components need not be kept track of, but a priest must purchase or make a holy symbol, holy water, & other more expensive or rare components & keep track of them.

 

Spell Research - Basic Time of Research = 3 weeks per spell level of dedicated time (max 1 day of interruption without penalty)

                                Basic Cost of Research = 100–1,000 gp per spell level (TBD by DM based on spell nature & accessibility)

                                Basic Success Chance = 10% + 1%/point of relevant ability score + 1%/ experience level – (2 x spell level)

If the character does not succeed in his first attempt (unless he’s very high level, he probably won’t), he may continue his research. At the end of each additional week, he may attempt a check with a +10% cumulative bonus. A result of 99 or 100 on his success check, the DM may rule that the spell proves unworkable and must be abandoned.

 

# of known spells - depends on INT for spell limit -- basically no limit if INT above 18, but limits if below as per standard rules.

 

Exceeding # of spells limit - The wizard must research any spells above &  beyond the normal # of spells limit for his INT, instead of simply scribing any newfound spells into his spell book.

 

Casting without spellbook – A wizard has a chance to cast spells when he’s lost his spellbook/been unable to study for the required time. The # of spells that can be cast without the spellbook can’t exceed the spellcaster’s level in spell levels & is restricted to spells of the next lower level than the maximum level a caster can cast, however always includes cantrips (They are the essence of the wizards spells & are almost impossible to “unlearn”).

            An INT knowledge check to remember the spell properly (-1 cumulative/day) & avoid miscast, & use the % to learn spell as the basis for the check to cast properly  (-10% penalty cumulative/day) since studying spellbook (when either check reaches 0 the caster can’t remember the spell). If the spell is designated as a memorized spell,