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Topic: | Karakterskabelse (Houserules) |
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Pierre Husted Sigvardsen
2010-02-27 22:22:23
| Den vigtigste regel for karakterskabelse er:
Hvis du laver en karakter udelukkende med ting fra CORE (DMG, PHB & MM), så starter du i level 6.
Hvis du bruger andre ting, så starter du i level 5 (men tæller alligevel som level 6 i XP-beregninger og i forhold til Wealth-by-level - du har altså GP som en 6th level character).
Dette gælder udelukkende ved karakterskabelse. Hvis DM senere sætter udstyr i spil, som ikke er fra CORE, så giver det ingen "straf". Heller ikke hvis DM gør en Prestige Class tilgængelig i forbindelse med eventyret (det kan f.eks. være en Prestige Class knyttet til en gruppe, som man møder i eventyret). Alt du bruger udenfor CORE skal lige forbi en DM. Langt det meste fra rigtige bøger godkendes; stort set intet fra Dragon magazine godkendes. Se de øvrige Houserules her: http://www.famsigvardsen.dk/forum/index.php?topic=16 |
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Pierre Husted Sigvardsen
2010-02-27 23:21:22
| Lidt om karakterer Da der er skiftende karakterer og DMer, så er der nogle ting man ikke kan - f.eks. have hemmeligheder for gruppen.
Derfor er der nogle regler for hvilke karakter man må lave. Og alle karakterer er, i princippet, offentlige for alle spillere. Der kan selvefølgelig være tidspunkter indenfor en enkelt DMs eventyr, hvor en karakter har hemmeligheder. Men som udgangspunkt er der ingen hemmeligheder imellem eventyr.
Inden man kommer og deltager, er det en god idé at skrive sin karakter ind her i forumet i en selvstændig tråd. Så kan den siddende DM kigge karakteren igennem og godkende den inden spillet - og de andre spillere slipper for at sidde og vente på det på selve spilledagen. Tilladte bøger Alle D&D 3.5 bøger udgivet af Wizards of the Coast. Materiale fra Dragon Magazine kan kun sjældent godkendes. Vil du bruge noget andet, så snak med gruppen om det. Houserules og regelfortolkninger Tag også lige et kig i tråden [Houserules og regelfortolkninger] - så du ved hvilke specielle regler der er i spillet. Hvor foregår det? Spillet foregår i Greyhawk, og bruger udelukkende guderne derfra. Det betyder også at ens karakter kun kan komme fra Greyhawk lokationer (med mindre man har en virkelig god grund). Gruppen er hjemmehørende i Duchy of Tenh. Hvad må man ikke spille? Ingen karakterer må være onde/evil aligned. Ingen karakterer må være udøde. Ingen karakterer må være racer der ikke findes i Greyhawk (med mindre der er en rigtig god historie bag).
Hvis en spiller vælger at spille en chaotic-aligned karakter, så skal han være klar over at det kan koste ham hans karakter, hvis den går imod gruppen. Stats Alle karakterer starter med følgende stats: 17, 16, 14, 13, 12, 11 (i level 1; stat-up i 4th, etc). Skills Alle klasser får minimum 4 + int-modifier skillspoints per level. Level og XP Hvis man bruger ting fra andet end CORE (PHB, DMG & MM), så tæller man som en level højere - man får en slags +1 Level-adjustment.
Når en ny karakter starter, så er den en level under laveste level i gruppen - og halvvejs til næste level.
Hvis der er karakterer i gruppen, som ikke har været aktive i længere tid, så regnes de ikke med under "laveste level i gruppen".
Det er muligt senere at få nogle ekstra XP fra en anden karakter - så man hurtigere er i samme level som resten af karaktererne. Se mere under [Houserules - XP og level-up]. Udstyr En ny karakter starter med GP som i "Character wealth by level" (DMG tabel 5-1, side 134).
Guldet kan bruges til at købe hvad som helst godkendt udstyr. Dog kan højest halvdelen af guld bruges til en enkelt ting.
Det er muligt at karakteren har fremstillet udstyret selv med Item Creation Feats, men i forhold til det første indkøb koster det fuld GP pris (men til gengæld ingen XP).
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Pierre Husted Sigvardsen
2010-02-27 23:41:05
| Perks Perks er en slags mini-feats. Alle karakterer starter med 3 af dem i 1. level. Ønsker man flere perks, er det også muligt at (senere) bruge et feat på en af dem. Halv-elvere og halv-orker får et ekstra Perk i 1. level.
Der er følgende Perks til rådighed: Against the odds You are at your best when facing overwhelming odds. You get +1 to attack rolls and AC when fighting one-on-one against creatures with a CR higher than your level.
Beautiful / Handsome Physically, your are more appealing to others. You gain +1 to competence bonus to your Bluff ( when in a social situation), Diplomacy and Gather Information when dealing with members of the opposite sex.
Blood of the old ones You have a 50% longer life span.
Brave You get +4 to saves against Fear effects.
Dirty Fighter You know all the dirty tricks in the book (and a few more.). You get +1 to bluff checks when feinting in combat. What’s more, you get +1 to damage rolls when your opponent is caught flat-footed.
Disciplined You get +2 to save vs. compulsions. Concentration is a class skill.
Exceptional Hardiness You get +1 bonus to Fortitude saves.
Exceptional Reflexes You get +1 bonus to Reflex saves.
Exceptional Willpower You get +1 bonus to Will saves.
Extra Spell You can learn one more spell. (Wizard only).
Elf-friend (or dwarf-friend, orc-friend, etc.) You have a long history of good standing with the race in question, and therefore gain a +4 circumstance bonus to social interaction with members of the race. And no, you cannot choose your own race!
Elven Reverie Your elven heritage allows you to get by with only 4 hours of sleep (“reverie”). Only half-elves may take this perk.
Elven Upbringing Having grown up among the elven folk, you have also learned to easily discern secret doors (as the elven racial ability). Only half-elves may take this perk.
Fast Healer You heal double the normal amount of HP when resting.
Firm Grip You have an iron vice, granting you a +2 bonus to avoid being disarmed and +1 to climb checks.
Great Leader You get +1 to your Leadership score and +1 to Diplomacy skill checks.
Great Strength You get +1 to strength checks, such as bending iron bars, bull rushes, kick in the doors, etc., but not attack rolls, damage rolls or skill checks.
Healthy You get + 2 to saves vs. disease.
High Pain Threshold You get +2 to saves involving great pain and massive trauma (massive damage, torture, staying conscious due to wound damage, symbol of pain, etc.).
Inherent Immunity: Cold Your are able to remain comfortable in temperatures that most find chilling, and you can sometimes avoid the worst effects of cold-based attack such as white dragon breath. In game terms you get +2 to saving throws against cold, and Survival checks in cold environments.
Inherent Immunity: Heat Your are able to remain comfortable in temperatures that most find overly warm, and you can sometimes avoid the worst effects of fire-based attack such as red dragon breath. In game terms you get +2 to saving throws against fire, and Survival checks in warm environments.
Knack Make a cross class skill a class skill. This perk may be taken more than once each time applying to a new skill.
Light Sleeper You do not get the normal -10 penalty to listen checks for being asleep.
Loner When alone you get +1 to all skill checks.
Precise memory You may reroll one knowledge skill check per game session. What’s more, you get a +2 competence bonus to Intelligence checks involving memory (not including knowledge skill checks).
Routined Fighter The many, many hours of practice have finally paid off. You get a +2 competence bonus to avoid a fumble.
Routined Killer The many, many hours of practice have finally paid off. You get a +2 competence bonus to attack rolls to confirm a critical hit.
Strong Back Your Strength counts as 4 higher for the purpose of carrying capacity.
Superstitious You are highly suspicious of magic. You get a +2 to saves vs. spells. However, you must always try to resist magic – even beneficial magic such as healing, buffs, etc.. The benefit and drawback of this perk does not apply if you are unconscious.
Talented Mage Once per day you may cast a spell as if you were one level higher.
Tenacious Magic Your CL counts as being one higher for the purpose of resisting dispelling.
Thick Blood You get +5% chance to stabilize.
-High Class You come from a family of high social standing. Ex. You might be the son/daughter of the mayor of a fair sized town.
-- Noble Lineage Your Lineage can be traced back for at least half a dozen generations. Ex. You might be the son/daughter of a duke or baron. You also gets Knowledge: Nobility and Royality as a class skill. Requires High Class.
--- Blue Blood You are the trueborn son/daughter of the king. You also gets Diplomacy as a class skill Requires Noble Lineage.
- Lucky You get +2 to pure Charisma checks (not skill checks).
-- Exceptionally Lucky You get 1 reroll per session - personal only. Requires Lucky.
--- Super Lucky You got the Shine, belive me you were born under a lucky star. You get 1 reroll per session - to be used on anyone anywhere. Requires Exceptionally Lucky.
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Pierre Husted Sigvardsen
2010-02-27 23:42:20
| Nye karakterer starter som minimum i 6th level (5th hvis ting udenfor CORE er brugt - dog med GP som 6th level). |
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