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›Borogovian ADnD

Borogovian ADnD

  • TOC
  • Character Gen
  • Equipment
  • Combat/Time
  • Level Up
  • House Rules
  • Swords and Sorcery
  • NPC/Factions
  • Handouts
  • Spells
  • Journals
  • Ambitions
  • Thief Tables

adnd2 vs hack4

  • Analysis Combat
  • Analysis Leveling

Ken's Hack4

  • House Rules
  • Zasz of the Bells

Character Generation

  1. 3d6 six times in order
    • if you pick fighter and have STR=18 and are not a halfling, roll d100 to see your partial strength.
    • other than that, all abilities' percentiles will be discovered as part of hitting level 2
    • no alt methods during chargen -- but if your PC has a burning desire to swap things around, let me know so that fey fortune tellers can send them on quests.
  2. pick a race (ignore table 7's existence) and add:
    1. human
    2. dwarf +1 con -1 cha
    3. elf +1 dex -1 con
    4. gnome +1 int -1 wis
    5. halfing +1 dex -1 str
    6. half elf
    7. kobold -4str +2dex +20 to certain thief skills (traps, sneak, silent), infra60
  3. Note your ability-derived stats and your Race Features
  4. select a class Note that only combinations of classic-4 (fighter/thief/cleric/mage) are available. Min Reqs for these four: your prime stat must be at least a 9.
    • humans: any single class.
    • dwarves: F, C, T, F/T, F/C
    • elves: F, R, M, C, T, F/M, F/T, M/T, F/M/T
    • gnome: F, I, C, T, F/C, F/I, F/T, C/I, C/T, I/T
    • half elves: F, R, M, C, D, T, B, F/C, F/T, F/D, F/M, C/R, C/M, T/M, F/M/C, F/M/T
    • halfling: F, C, T, F/T
  5. for casters: let me know your first and second pick of school/sphere. And theme if you have one in mind. Let me know if you're thinking starting with a relationship with a patron.
    • TODO: extract a list from the books to make it easier on players. (picking themes not on these lists is fine.)
  6. for thieves, handle thief skills
  7. choose an alignment. (note that you'll be treated by spirits as just neutral til epic events change that.)
  8. grab your saves.
  9. your THAC0 is 20.
  10. your HP is (fighter: 1d10. priest: 1d8. rogue: 1d6. mage: 1d4.) plus the con mod.
    • if you're a multiclass, roll each class and average the results, round down, then add con mod. (if one of your classes is fighter, you get the fighter benefits on CON table.)
  11. encumbrance rules can safely be ignored til PCs start acting like video game characters.
  12. we'll deal with proficiencies/skills later.
  13. Acquire languages til you hit your limit as defined by int:
    1. first slot: your own race if present on this table
    2. roll on this table til all slots are filled. Start with a d4, and increase a die size on each roll til you're using d20. (re-roll duplicates)
      1Co'maan (human)6gnomes11kobolds16giants
      2trolls7dwarves12goblins17illithids
      3gnolls8minotaurs13lizardmen18orcs
      4beastmen9Trilkhai (jaguar people)14merfolk19demons
      5elves10centaurs15sahuagin20undead
  14. buy stuff. if you haven't gone shopping by the time the session starts, you'll get a goverment issue kit.

secondary skills

Not required, but as a placeholder for any future skills/proficiency rules, feel free to roll for your past profession:

Race Features

Human

speed 12

Dwarf

  • +1 con -1 cha. speed 6.
  • +1 attack vs orcs, goblins, and related
  • -4 AC bonus when attacked by ogre, trolls, or giant-types
  • 60 foot infravision
  • extra con-based save bonus to saves vs wands/staves/rods, vs spells, and vs poison
  • magic malf: most magic items have a 20% malfunction chance per activation.
    • excluded and works normally: class-only items. weapons, armor, shields, gauntlets, girdles.
    • examples that malfunction: wizard toys and magic jewelry
    • silver lining: a cursed item that malfunctions is recognized as cursed.
  • detect stone stuff in 10 foot range when specifically attempting to do so:
    • 5/6's slope of passage
    • 5/6's is new construction
    • 4/6's sliding/shifting walls or rooms
    • 3/6's stonework traps, pits, and deadfalls
    • 3/6's approximate depth underground

Half Elf

  • speed 12.
  • 30% resist to sleep and charm type spells
  • 60 foot infravision
  • same 10ft Secret Radar as an Elf

Elf

  • +1 dex -1 con. speed 12.
  • 60 foot infravision
  • 90% resist to sleep and charm type spells
  • +1 atk using long/short bow/sword
  • elf wizards can cast while wearing elven chain (ph62)
  • -4 surprise penalty for enemies if elf is streaking with no clankers. (houserule inbound: this needs to be normalized into a standard thief skill so we can not track race-specific sneak rules)
    • feature is reduced to -2 if opening anything doorlike is involved.
10ft Secret RadarCasualSearching
secret doornope2/6
concealed door1/63/6

Gnome

  • +1 int -1 wis. speed 6.
  • +1 atk vs kobolds and goblins
  • -4 AC bonus vs gnolls, bugbears, ogres, trolls, and giant types
  • 60 foot infravision
  • extra con-based save bonus to saves vs wands/staves/rods, and vs spells
  • may replace a normal language with "burrowing mammals"
  • magic malf: most magic items have a 20% malfunction chance per activation.
    • excluded and works normally: illusionist items. weapons, armor, shields.
    • for gnome thieves, items that duplicate thief skills
    • examples that malfunction: wizard toys and magic jewelry
    • silver lining: a cursed item that malfunctions is recognized as cursed.
  • detect stone stuff in 10 foot range when specifically attempting to do so:
    • 5/6's slope of passage
    • 7/10's unsafe walls, ceilings, floors
    • 4/6's approximate depth underground
    • 3/6's approximate direction underground

Halfing

  • +1 dex -1 str. speed 6.
  • +1 atk using thrown or slings
  • roll d100. if <= 15, you have 60ft infravision. if it's <= 36, you have 30ft infravision.
  • extra con-based save bonus to saves vs wands/staves/rods, vs spells, and vs poison
  • same surprise streaking rule as Elf
  • if you have infravision, you can concentrate to detect passage's slope (75% accuracy) or direction (50%)

Derived Stats

Saves

Race specific save bonuses

This table is used by several race/save bonuses:

Str

Dex

Con

Int

Wis

  • note: bonus spells are cumulative: a wis 14 will be able to memorize +2 L1's

Cha

Thief Skills

tables 26-28 add 60 points to these, no more than 30 in any single one.

← Borogovian ADnDEquipment →
  • Human
  • Dwarf
  • Half Elf
  • Elf
  • Gnome
  • Halfing
  • Saves
  • Race specific save bonuses
  • Str
  • Dex
  • Con
  • Int
  • Wis
  • Cha
  • Thief Skills
Copyright © 2012-2024 Alexander Mathews <xander@ashnazg.com>