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Attribute Rolls – 3d6 assignable as you want. May use Destiny Points (see below) to increase any attribute at character creation.
I’m getting rid of alignments. You want to be a priest of a lawful god that acts like a rotten piece of scum? Go right ahead. Priestly powers will be derived from your faith in a god, since that’s where his/her powers come from rather than how much you obey his doctrine. Our world’s filled with believers who don’t behave in accordance with the teachings of their religion. So is Lorathia.
This also means no alignment languages either.
First level characters automatically start with maximum hit points + CON bonus. Magic Users and Specialists (Thieves) start with 6 HP + CON bonus.
Clerics – 1 spell at Level 1. Also gain the ability to “Sense Divine Intervention” to determine if an item or place is created or blessed by the gods. No weapon or armor restrictions. Automatically skilled in the chosen weapon of their deity. Must spend a skill point to use without penalty any weapon that is not their deity’s favored weapon. See Magic in Lorathia for notes about clerical spell use.
Fighter – considered skill level 1 in all standard weapons (swords, daggers, hand axe, spear).
Elves – No heatvision. Instead get night vision due to larger dilating pupils. Only have a -1 penalty in the dark instead of -4 after 1 minute of acclimating. If bright light suddenly occurs then elves are light-blinded for -4.
Dwarves – No heatvision. Instead get night vision due to larger dilating pupils. Only have a -1 penalty in the dark instead of -4 after 1 minute of acclimating. If bright light suddenly occurs then elves are light-blinded for -4.
Thieves – thieves are a specialist class that can be modified depending on their specialty (assassin, locksmith, engineer, acrobat). Basically, the core thief skills in the thief table on page 40 of the rules can be modified to increase skills at the expense of others. see Thief Class for details.
Magic Users – get detect magic as an innate ability (non-spell). Also have cantrips (minor spell like effects as a unlimited use spell (no power drain). Do not have to memorize spells and instead have core spells they know based on experience and effects they can create based on ability. See Magic in Lorathia for rules about spell use for magic users. No weapon restrictions but can not wear armor. Must have both hands free to cast spells.
The skill system is my way of allowing flexibility and customization above and beyond the standard character classes. You want to have a PC ranger? Choose the fighter class and then grab the tracking and hunting skills. Basically, you can have any skill you want, you just have to use it in the context of the campaign to earn it. Skill range in level from 0 to 10, with 10 being a world class level of proficiency. Skills are awarded based on usage, not on character levels. Typically, once you’ve done something successfully 3 times or sought out training I’ll let you have the skill at level 1. Want to get a fire building skill? Just build 3 successful fires during an adventure OR find a woodsman to teach you the skill and build 1 successful fire. Want to learn knots? Find a sailor to teach you or tie 3 things up successfully and you’ve got it.
Mentorships can allow you to advance 1 skill level, but can only raise your skill to a level 2 or lower. After achieving a skill level of 2 you have to practice to get better.
Each skill level confers a modifier to your ability score check as follows:
All characters start with 5 skill points + INT modifier that they can assign as part of their characters background.
These are a common basket of skills for certain PC and NPC archetypes in Lorathia. Listed are the kit, the associated character class in parentheses, and some sample skills that suit the character. Note that these are just ideas. You can customize your character with your skill points in any way you see fit.
Druid – (Cleric) – Pass Without Trace, Woodland Lore, Mountaineering, Survival, Tracking. Cleric/Shaman for the barbarian tribes.
Ranger – (Fighter) – Tracking, Woodland Lore, Survival, Animal Husbandry, Trapping, Archery, Two Handed Fighting, Pass Without Trace, Stealth, Camouflage, Hunting
Teonic (Holy) Knight – (Fighter) – Theology, Mounted Combat, Horseriding, Reading/Writing, Leonian (Old Tongue), History, War Strategy, Command
Liege Knight – (Fighter) – Diplomacy, History, Commmand, War Strategy, Horseriding, Reading/Writing, Heraldry, Falconry
Assassin – (Thief) – Apothecary, Stealth, Camouflage, Disguise, Smuggling, Grifting
Acrobat – (Thief) – Acrobatics, Jumping, Tumbling, Sleight of Hand, Tightrope
Initiative will be rolled once at the beginning of the encounter and then carried thru to the end. No rerolling init at the start of every round.
Each character starts out with 1d4 destiny points (Thieves get 1d4+1). They may use these
points to influence non-combat rolls (automatic success), gain an
extra +5 attack and damage roll in combat, make another PC/NPC roll
an automatic failure, -5 attack and damage by enemies, or to buy character traits. You may also use 1 destiny point to increase an ability score by 1 point at character creation (max 18).
They may gain 1 additional destiny point every 4 levels and may gain
destiny points if they take a character drawback. Destiny points may also be awarded for great roleplaying or at DM discretion.