Tuesday, May 26, 2020

Campaign Design - Base Classes: Rogue

Rogue
(from the Player's Handbook as modified by the Player's Guide to Rangers and Rogues)

Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: Entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.

Abilities: Dexterity provides extra protection for the lightly armored rogue. dexterity, Intelligence, and Wisdom are important for may of the rogue's skills. A high Intelligence score gives the rogue extra skill points which can be used to expand her repertoire.

Alignment: Any.
Hit Die: d6.
Luck Die: d10.

Class Skills
  • Skill List: The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft: Any (all skills taken individually)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform: Any (all skills taken individually)(Cha), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.

  • Skill Points at 1st Level: (8 + Intelligence modifier) x 4.

  • Skill Points at Each Additional Level: 8 + Intelligence modifier.
Class Features
  • Base Attack Bonus: Average. A rogue gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A rogue gains a +⅓ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A rogue gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A rogue gains a +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Rogues are proficient with all simple weapons plus the composite shortbow, hand crossbow, rapier, sap, shortbow, and short sword, and with light armor, but not with shields.

  • Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

  • Trapfinding (Ex): A rogue can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A magic trap generally has a DC of 25 + the level of the spell used to create it. A scout who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

  • Evasion (Ex): Beginning at 2nd level, a scout can avoid damage from certain attacks with a successful Reflex save. At 2nd level or higher, if a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

  • Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

    Trap sense bonuses gained from multiple classes stack.

  • Canny Rogue: Starting at 4th level, a rogue gains one of the two abilities listed below. Once the choice is made, it may not be changed thereafter.

    • Disruptive Attack (Ex): Through careful study, a rogue with this ability is able to find exploitable flaws in any creature's tactics and defenses. Whenever the rogue hits a target that is flat-footed against their attack, or whenever they hit a target they flank, they can choose to sacrifice their sneak attack damage in order to apply a -5 penalty to that creature's Armor Class for 1 round. Multiple hits against the same target do not stack. This ability works even against creatures normally immune to extra damage from sneak attacks, such as undead or constructs.

    • Uncanny Dodge (Ex): A rogue with this ability can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

  • Superior Canny Rogue: A rogue of 8th level can select from one of the following abilities. Once this choice is made, it cannot be changed thereafter.

    • Disruptive Attack (Ex): Through careful study, a rogue with this ability is able to find exploitable flaws in any creature's tactics and defenses. Whenever the rogue hits a target that is flat-footed against their attack, or whenever they hit a target they flank, they can choose to sacrifice their sneak attack damage in order to apply a -5 penalty to that creature's Armor Class for 1 round. Multiple hits against the same target do not stack. This ability works even against creatures normally immune to extra damage from sneak attacks, such as undead or constructs.

    • Improved Uncanny Dodge: A rogue with the uncanny dodge ability can select the improved uncanny dodge ability. A rogue with this ability can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    • Uncanny Dodge (Ex): A rogue with this ability can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead when she selects this ability.

  • Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

    • Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

    • Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to Armor Class, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

    • Dirty Fighting (Ex): The rogue is skilled at distracting, unnerving, deceiving, and otherwise upsetting her opponent with dishonorable fighting techniques that once per day she may choose to do any one of the following: Automatically succeed on a single attack roll, cause her opponent to fail a single attack roll, make a sine attack roll and then move away from the opponent, treating the square the action starts in as not threatened, or perform a single sneak attack even while the opponent is not flanked and retains his full Dexterity bonus.

    • Honed Senses (Ex): The rogue notices that others miss. once per day, the rogue may choose to use his honed senses on any one of the following skills: Appraise, Gather Information, Knowledge, Listen, Search, Sense Motive, or Spot skill checks, as well as all attempt to save against illusions. The rogue is considered to have rolled a 20 for this roll. The rogue may not use this ability after he has already rolled and failed.

    • Improved Defensive Roll (Ex): This ability is similar to defensive roll, except that instead of half damage, the rogue takes no damage at all. Since all rogues with this ability are required to already have defensive roll, they may now make two defensive rolls per day - one for zero damage and one for half damage. Prerequisite: Defensive Roll.

    • Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

    • Improved Slippery Mind (Ex): if a rogue with improved slippery mind is affected by any enchantment cast by a spellcaster whose caster level is less than half the character's rogue levels, the rogue succeeds automatically at her saving throw. The effects of the slippery mind special ability still apply to the enchantments of higher level casters. Prerequisites: Slippery Mind.

    • Inconspicuousness (Ex): The rogue is difficult to notice unless he is actively trying to attract attention. Unless the rogue is choosing to stand out, or unless others are specifically searching for him, the rogue is considered at all times to be hiding. The DC to spot a rogue with the inconspicuousness special ability is the rogue's Dexterity modifier + his ranks in Hide. Characters purposefully searching for the rogue see him normally, unless of course, the rogue is actively hiding. In addition, any time a spellcaster wishes to target the rogue with a Divination spell, she must first succeed a a Concentration check with a DC equal to the rogue's Intelligence modifier + his ranks in Hide.

    • Intuition (Ex): Once per session, the player of a rogue character may privately ask the DM a single in-character yes or no question. The DM must answer the question truthfully, and the player may then use this information as an in-character "hunch". This question cannot pertain to things that are randomly determined, since the DM cannot possibly know the answer in advance, but all other in-character yes or no questions are acceptable. if the question cannot be answered as it is phrased, the player may ask another until an answerable question is found.

    • Lódur's Luck (Su): The rogue is inordinately lucky - most of the time. Once per day, the rogue may turn a single unsuccessful roll into a 20. This ability may be used on any roll that requires a d20. Lódur's Luck can be used to confirm a critical hit, but if used as a regular attack roll it does not create a critical threat. For every three times this ability is used, the DM may choose to turn one of the rogue's successful rolls into a 1. The DM may not use this ability on a natural 20.

    • Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

    • Roguish Charm (Ex): The rogue is very likable, in spite of all evidence to the contrary. Once per day, she may choose to perform any one of the following two near-magical effects:

      First, the rogue may tell a single brief lie to one person and have it be believed unquestioningly until the rogue leaves the victim's line of sight for more than a minute. The lie must be believable to a sane person - "the sky is green" will not work, but "of course I didn't steal the jewel" would work on anyone who had not witnessed the incident directly. The lie cannot be longer than a single simple sentence.

      Second, the rogue may talk someone into doing her a favor. This task must take less than 30 minutes to perform, and cannot directly endanger the victim or his loved ones in any way. Asking to borrow money is a good example, but requesting someone to hold off angry guards is not - unless the person is so powerful in personal ability or authority that turning back the guards poses no threat whatsoever.

      These abilities can only be used on sentient creatures with whom the rogue shares a common language. They can only be used on one person at a time. Characters with higher Hit Dice than the rogue's class level may make a Will save at a DC of 10 + the rogue's Charisma modifier + the rogue's ranks in an appropriate skill (usually Bluff for the first and Diplomacy for the second). Those who make their saves are fully aware of the rogue's attempt to manipulate them. These abilities can never work on the same person twice, and the rogue must always be within the target's line of sight to attempt either ability.

    • Search Mastery (Ex): The rogue is highly proficient at finding things. In fact, the rogue is so adept that he always finds something interesting on a roll of 20 or more, whenever he looks. Naturally, what the rogue finds will not always be what he was looking for- especially if he is searching in the wrong room - but it will be interesting in some way. DMs are encouraged to use this in whatever manner best fits the game. Rogues may find coins or jewelry, clues and plot devices for this or future sessions, buts of local gossip, things of no interest to the rogue personally, but useful to some other member of the party, or anything else useful or worthy of comment. Often the information or items a rogue finds in this manner may seem irrelevant at the time and only turn out to be interesting much later on in the campaign. Coins are a good fall-back if this ability ever threatens to slow down the game, but DMs should try to make this ability as interesting and diverse as they can. Prerequisite: Search 10+ ranks.

    • Skill Mastery (Ex): The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

    • Skilled Opportunist (Ex): This functions identically to the opportunist special ability, except that the rogue may use it as many times in a round as she has attacks of opportunity. Prerequisites: Combat Reflexes, Opportunist.

    • Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

    • Feat: A rogue may gain a bonus feat in place of a special ability. The rogue must meet all of the prerequisites for the selected feat as normal.
Rogue
LevelSpecial
1thSneak attack (+1d6), trapfinding
2ndEvasion
3rdSneak attack (+2d6), trap sense +1
4thCanny rogue
5thSneak attack (+3d6)
6thTrap sense +2
7thSneak attack (+4d6)
8thSuperior canny rogue
9thSneak attack (+5d6), trap sense +3
10thSpecial ability
11thSneak attack (+6d6)
12thTrap sense +4
13thSneak attack (+7d6), special ability
14th-
15thSneak attack (+8d6), trap sense +5
16thSpecial ability
17thSneak attack (+9d6)
18thTrap sense +6
19thSneak attack (+10d6), special ability
20th-

Home     Base Classes

Monday, May 25, 2020

House Rules - New Potions

This is a listing of potions found in the Dungeon Master's Guide or Magic Item Compendium that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Potion of Troll Blood: One of the most dangerous potions, this thick, foul=-smelling brew is distilled from troll blood and gives regenerative powers to the drinker, albeit not without risk. When quaffed, the potion grants regenerative power equal to one hit point per round for the next ten minutes. The power works even after death unless the body is burned or soaked in acid; dismemberment does not inhibit regeneration. The potion's side effect causes drinkers to go into a frenzy that makes them a danger to friend and foe. When the potion is imbibed, the drinker must make a DC 15 Fortitude save or immediately enter a blood age similar to that of a barbarian. The unlucky soul gains +4 to their Strength, +4 to their Constitution, and +2 to Will saves, but suffers a -2 penalty to their Armor Class and an inability to tell friend from foe. The frenzied drinker must attack the nearest creature, continuing to do so until it is killed, whereupon the berserk drinker will more to the next nearest target. If multiple targets are within the same range, randomly determine which one the imbiber attacks. Only the drinker's death or the time lapse of ten minutes can stop this frenzy.
  Aura: Strong transmutation; Caster Level: 13th; Prerequisites: Brew Potion, regenerate; Cost: 5,325 shillings.; Cost to Create: 2,663 shillings + 213 experience points; Weight: ½ lb..

Home     House Rules

Wednesday, May 20, 2020

House Rules - New Wondrous Items

This is a listing of wondrous items that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Anklet of Translocation: (Magic Item Compendium) An anklet of translocation allows you to make short dimensional hops. When it is activated, you ca instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation of wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. An anklet of translocation functions two times per day. Activating the anklet is a swift action.
  Aura: Moderate conjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, dimension door; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: -.

Arcanist's Gloves: (Magic Item Compendium) When you activate arcanist's gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn. Arcanist's gloves require a swift action to use and function two times per day.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, fox's cunning; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: -.

Belt of One Mighty Blow: (Magic Item Compendium) Activating a belt of one mighty blow is a swift action and grants extra damage on your next melee attack made before the end of your turn. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, and a two-handed weapon deals an extra 3d6 points of damage. A belt of one mighty blow functions once per day.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, bull's strength; Cost: 1,500 shillings; Cost to Create: 750 shillings + 60 experience points. Weight: 1 lb.

Boots of Agile Leaping: (Magic Item Compendium) While wearing boots of agile leaping, you can add your Dexterity modifier (instead of your Strength modifier) to Jump checks. If you have at least 5 ranks in Balance, you can stand from prone as a swift action. When standing from prone, you do not provoke attacks of opportunity.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cat's grace; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: 2 lbs.

Boots of Landing: (Magic Item Compendium) While wearing boots of landing, you land on your feet, no matter how far you fall, and you take 2 fewer dice of damage from the fall than normal (thus, a fall of 20 feet or less deals you no damage).
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, feather fall or catfall; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: 1 lb.

Bracers of Quick Strike: (Magic Item Compendium) When you activate bracers of quick strike, you can make one extra attack with any weapon you are holding if you already made a full attack action on this turn. This attack is made at your full base attack bonus plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack such as the Rapid Shot feat, a speed weapon, or the haste spell. Bracers of quick strike function once per day and are activated as a swift action. You must wear bracers of quick strike for 24 hours before you can access their abilities. if you take them off, they become inactive until worn for an additional 24 hours.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, haste; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: 1 lb.

Brooch of Stability: (Magic Item Compendium) This brooch is dangerous in dangerous battles. When your hit points are reduced to -1 or lower, you automatically become stable (assuming the damage was not enough to kill you). A brooch of stability functions once per day.
  Aura: Faint conjuration; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure light wounds; Cost: 1,000 shillings; Cost to Create: 275 shillings + 22 experience points. Weight: -.

Brute Gauntlets: (Magic Item Compendium) Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round.
  • 1 charge: +2 morale bonus.
  • 2 charges: +3 morale bonus.
  • 3 charges: +4 morale bonus.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, bull's strength; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: -.

Chain of Supernatural Might: (Book of Eldritch Might II) This heavy iron chain wraps around the hand and arm. It confers a +2 armor bonus to Armor Class and increases damage inflicted by unarmed or natural attacks with the arm it wraps by +2. Most importantly, it increases by +2 the saving throw DCs of all the user's supernatural abilities.
  Aura: Moderate conjuration and transmutation; Caster Level: 7th; Prerequisites: Craft Wondrous Item, greater magical flow enhancement, mage armor, magic fang; Cost: 30,000 shillings; Cost to Create: 15,000 shillings + 1,200 experience points. Weight: 15 lbs.

Cloak of the Living: (Book of Eldrtitch Might II) This gray cloak, when worn by an undead humanoid, makes it appear to th senses as an average, living humanoid of the appropriate type (a vampiric dwarf appears to be a dwarf, a human skeleton appears human, and so on). This illusion proves effective not only against all normal senses, but also against all divinations. The undead creature does not registaer under a detect undead spell, for example. A cloak of the living even foils true seeing. Undead wearing this cloak can still be turned.
  Aura: Strong illusion; Caster Level: 15th; Prerequisites: Craft Wondrous Item, mind blank, permanent image; Cost: 100,000 shillings; Cost to Create: 50,000 shillings + 4,000 experience points. Weight: 1 lbs.

Cloak of Predatory Vigor: (Magic Item Compendium) A cloak of predatory vigor helps you channel the power of your combat frenzy into rejuvenating energy. While in a rage or frenzy, you can activate this cloak as a swift action to heal damage to yourself equal to your Hit Dice. This effect functions two times per day.
  Aura: Faint conjuration; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure moderate wounds; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: 2 lbs.

Essence Crystal: (Vigil Watch: Secrets of the Asaatthi) This platinum chain is set with a blue-white crystal, used in the life transfer spell to store the souls of sentient creatures. The stone grows darker in color the more souls are placed into the crystal, and drains in color as each soul's life force is drained to ignore the natural effects of aging in the wearer. An essence crystal is usually found uncharged. When the wearer casts life transfer, the crystal gains a number of charges equal to the Hit Dice of the victim of the spell. By expending a charge, the wearer is immune to the effects of natural aging for a full year. The wearer resumes aging as normal if the essence crystal is removed. The crystal has hardness 5 and 25 hit points.
  Aura:; Strong necromancy; Caster Level: 13th; Prerequisites: Craft Wondrous Item, life transfer; Cost: 91,000 shillings; Cost to Create: 45,500 shillings + 3,640 experience points; Weight: -.

Headband of Reflected Arrows: (Book of Eldritch Might II) This headband of woven gold threads bears small crossed arrow symbols all around the outside. Three times per day it causes an arrow, crossbow bolt, or other ranged weapon directed at the wearer to turn around and go after the attacker. The same bonuses used to attack the wearer apply against the attacker. Thus, if an archer looses an arrow with a +13 bonus at the wearer, resolve a +13 attack against the archer instead, with damage inflicted normally upon a successful hit. The wearer need not be aware of the assault and cannot decide when to reflect an attack - the headband simply functions against the first three ranged weapon attacks made towards the wearer.
  Aura:; Strong abjuration; Caster Level: 13th; Prerequisites: Craft Wondrous Item, protection from arrows, spell turning; Cost: 7,800 shillings; Cost to Create: 3,900 shillings + 312 experience points; Weight: -.

Helm of Alacrity: (Book of Eldritch Might II) These golden helms give wearers a fraction of a second's warning when a blow is coming, aiding their ability to defend themselves. Each helm adds an insight bonus to the wearer's Armor Class.
  Aura:; Moderate abjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, freedom of action, the caster must have a caster level equal to or greater than four times the helm's bonus; Cost: 4,000 shillings (+1 helm), 16,000 shillings (+2 helm), 36,000 shillings (+3 helm), 64,000 shillings (+4 helm), or 100,000 shillings (+5 helm); Cost to Create: 2,000 shillings + 160 experience points (+1 helm), 8,000 shillings + 640 experience points (+2 helm), 18,000 shillings + 1,440 experience points (+3 helm), 32,000 shillings + 2,560 experience points (+4 helm), or 50,000 shillings + 4,000 experience points (+5 helm); Weight: 3 lbs.

Horn of Khil: (Fury in the Wastelands: The Orcs of Tellene) Carved from the horn of a fell beast, this standard size signal horn is crudely engraved with scenes of violence and death. Sacred ot Khil, the horn instills frenzy into all orcs that hear its deep, booming call. When blown, all orcs within 50 feet immediately rage, with the sole exception of the horn blower. This is identical to the 1st level barbarian brutal strikes class ability except that the rage lasts for 5 rounds. This rage counts against the daily uses of the rage ability for a barbarian character. The horn can be blown as many times per day as the owner wishes, but any given orc can be affected no more than once in a 24-hour period.
  Aura: Moderate transmutation; Caster Level: 9th; Prerequisites: Craft Wondrous Item, bear's endurance, bull's strength; Cost: 29,000 shillings.; Cost to Create: 14,500 shillings + 1,160 experience points; Weight: -.

Lens of Focus: (Book of Eldritch Might III) The small crystalline lens of focus, held in a gold frame with a small gold handle, magnifies ray spells cast through it. When a user casts any ray spell through the lens, the spell grants a +2 bonus to its ranged touch attack roll. it the ray inflicts damage, the amount increases by 50 percent.
  Aura: Strong transmutation; Caster Level: 13th; Prerequisites: Craft Wondrous Item, spellmaster; Cost: 20,000 shillings; Cost to Create: 10,000 shillings + 800 experience points. Weight: -.

Lute of Charms: (Book of Eldritch Might II) This magical lute allows the bearer to use charm person at will. Further, the DC of the spell is based upon the character's Perform check:
Perform Check ResultSpell DC
10 or less11
11 - 1513
16 - 2015
21 - 2517
26 or more19
As the lute is a masterwork quality instrument, it provides a +2 bonus on all Perform: Stringed Instrument checks when played.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, charm person; Cost: 6,000 shillings; Cost to Create: 3,000 shillings + 240 experience points. Weight: 2 lbs.

Pipes of Protection: (Book of Eldritch Might II) These magical pan pipes, when played, offer up a sphere of magical protection based on the player's desire. The sphere forms a 5-foot radius around the pipes' player and lasts as long as she plays. Using them properly calls for DC 15 Perform check. A new check is required every 10 minutes, with the DC increasing by +1 each time. A character can take only move-equivalent actions while playing the pipes. Each type of protection can be used once per day:
  • Protection from Flame: No open flame can exist within the sphere. It hedges out fire (including beings of the fire subtype) and objects hotter than 100 degrees Fahrenheit (such as lava) from outside, as if the sphere were a wall of force.
  • Protection from Frost: The temperature within the sphere remains 70 degrees Fahrenheit no matter what forces or spells are used against it. it hedges out cold and ice (like a cone of cold) and creatures of the cold subtype.
  • Protection from Undead: Undead cannot exist within the sphere (they are immediately thrust out) and cannot enter.
  • Protection from Poison: All poison, including poison gas, loses its potency within the sphere. Creatures within with a natural venom regain their poisonous ability once outside the sphere for 1d3 rounds.
  Aura: Strong abjuration; Caster Level: 14th; Prerequisites: Craft Wondrous Item, control undead, neutralize poison, protection from energy; Cost: 35,000 shillings; Cost to Create: 17,500 shillings + 1,400 experience points. Weight: 3 lbs.

Raptor's Mask: (Magic Item Compendium) A raptor's mask grants you a +5 bonus on Spot checks and renders you immune to effects that would leave you blinded or dazzled. A raptor's mask is part of the Regalia of the Phoenix.
  Aura: Faint divination; Caster Level: 5th; Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance, glitterdust, possession of a piece of the Regalia of the Phoenix; Cost: 3,500 shillings; Cost to Create: 1,750 shillings + 140 experience points. Weight: -.

Robe of Retaliation: (Magic Item Compendium) A robe of retaliation allows you to react to attacks with a burst of magical power. If you are struck by a creature wielding a melee weapon or a natural weapon, you can activate the robe as an immediate action and sacrifice an arcane spell of 1st-level or higher to deal damage to your attacker equal to 1d6 points per level of the spell sacrificed. This ability functions three times per day.
  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Wondrous Item, fire shield; Cost: 6,500 shillings; Cost to Create: 3,250 shillings + 260 experience points. Weight: 2 lbs.

Slave Bore: (Vigil Watch: Warrens of the Ratmen) The slave bore resembles a small corkscrew, crafted of silver and iron and dipped in the blood of the victim's potential master. The target of this device's foul magic usually is trussed up with a scarlet cord and made to wear a black velvet hood with a small forehead opening. A gag prevents the victim from biting his tongue during the painful ritual to come. The wielder then screws the bore into the victim's head.

When the bore is put into place, the victim immediately loses 2d4 Intelligence and 2d4 Wisdom and will lose 1d6 Constitution if he fails a DC 12 Fortitude save. While the bore is in place, the victim must make a Will save each day. The first day, the DC is 15, and it increases by +1 every day thereafter. Each day the victim resists successfully, his Constitution score drops by 1. If this score reaches 0, the victim dies. Should the victim fail his Will save, he becomes the slave of the individual whose blood is on the bore; the victim must obey his master's every command without question. These verbal commands may be delivered only by the slave's master, and must be comprehensible to the victim. The unfortunate slave has no chance to resist, remaining a slave until rescued or slain. So complete is the master's control, the slave will not even eat or drink unless commanded to do so. The Intelligence, Wisdom, and Constitution losses are permanent as long as the bore remains in place.

Another individual can remove the bore with a heal, limited wish, miracle, or wish spell, or someone can physically remove it from the victim's head. This latter procedure is extremely hazardous and requires a DC 25 Heal check. If the Heal check fails, the victim loses 1d6 points of Constitution and the healer may try again. If the bore is removed without killing the victim, his abilities slowly return to normal per the normal rules for ability damage. If the victim dies, the bore may be removed and the victim brought back to life with resurrection or similar spells.
  Aura: Moderate enchantment; Caster Level: 12th; Prerequisites: Craft Wondrous Item, dominate person; Cost: 3,500 shillings.; Cost to Create: 1,750 shillings + 140 experience points; Weight: -.

Wink Brooch: (Magic Item Compendium) Many a diplomat wears a wink brooch to court to gain an edge in conversation. When activated, this brooch grants you a +2 competence bonus on a single Bluff or Diplomacy check attempted before the end of your turn. This ability requires a swift action to use and functions three times per day.
  Aura: Faint enchantment; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, charm person; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: -.

Home     House Rules

Tuesday, May 19, 2020

House Rules - Crafting Equipment

Crafting Equipment

Item
Cost
Weight
Bowyer/Fletcher's Tools
20 shillings
2 lbs.
Bowyer/Fletcher's Tools, Masterwork
70 shillings
2 lbs.
Leatherworker's Tools
70 shillings
175 lbs.
Leatherworker's Tools, Masterwork
130 shillings
175 lbs.
Smithy
600 shillings
1,250 lbs.
Smithy, Masterwork
1,200 shillings
1,250 lbs.
This is a collection of mundane crafting equipment. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these items are general-purpose gear that many characters will find useful to carry. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Bowyer/Fletcher's Tools: (Quintessential Fighter) This tool kit contains all the tools required for a character to create bows, crossbows, arrows, and bolts.

Bowyer/Fletcher's Tools, Masterwork: This tool kit contains all the tools required for a character to create bows, crossbows, arrows, and bolts. The tools are finely crafted and of superior quality, granting a +2 circumstance bonus on all Craft: Bowmaking checks and all Craft: Weaponsmithing checks to make crossbows and bolts.

Leatherworker's Tools: (Quintessential Fighter) This includes all of the tools necessary for a craftsman to soak, tan, boil, wax, and sew leather armor and equipment. these tools are essential for both construction and repairing such items.

Leatherworker's Tools, Masterwork: This includes all of the tools necessary for a craftsman to soak, tan, boil, wax, and sew leather armor and equipment. these tools are essential for both construction and repairing such items. The tools are finely crafted and of superior quality, granting a +2 circumstance bonus on all Craft: Leatherworking checks.

Smithy: (Quintessential Fighter) This is required to forge metal armor and weapon, a smithy includes a furnace, anvil, and all tools and molds necessary.

Smithy, Masterwork: This is required to forge metal armor and weapons. A smithy includes a furnace, anvil, and all tools and molds necessary. The tools and other equipment are all finely crafted and of superior quality, granting a +2 circumstance bonus on all Craft: Blacksmithing checks, Craft: Weaponsmithing checks, and Craft: Armorsmithing checks made to create metal equipment.

Home     House Rules

House Rules - Mundane Weapon and Armor Enhancements

Mundane Weapon and Armor Enhancements

Item
Cost
Weight
Armor-Piercing
+50% of base weapon cost
-
Basket Hilt
+15% of base weapon cost
-
Bent Grip
+15% of base weapon cost
-
Bow Sling
1 shilling
-
Bow Stabilizer
100 shillings
2 lbs.
Hollow Hilt
+15 shillings
-
Hollow Hilt, Masterwork
+45 shillings
-
Serrated Blade
+300 shillings
-
Shielded Grip
+25% of base weapon cost
-
Strengthened
+50% of base weapon cost
+50% of base weapon weight
Weighted
+100% of base weapon cost
+50% of base weapon weight
This is a collection of mundane weapon enhancements. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these items are general-purpose gear that many characters will find useful to carry. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor-Piercing: (Path of the Sword) This may be applied only to light weapons that deal piercing damage. The weapon has been modified to slip between pieces of armor. Against any opponent with an armor bonus to Armor Class, this weapon grants a +1 bonus to attack rolls. This bonus does not apply to an opponent that only has a natural armor bonus to Armor Class.

Basket Hilt: (Path of the Sword) This is a complex grip that wraps around the wielder's hand. It can only be used on Medium-sized weapons or less that are to be wielded with one hand. The basket hilt grants the wielder a +2 bonus to resist disarm attempts.

Bent Grip: (Player's Guide to Fighters and Barbarians) A bent grip allows great control over a weapon, though at some cost of power. This grip has a number of flanges and a significant curve, allowing it to fit easily in the hand. Bent grips function properly on any light sword and on one-handed piercing swords. This grip may not be fitted on other weapons. Weapons with a bent grip gain a +1 enhancement bonus to their threat range (which does not stack with enchantments that also improve the threat range). The bent grip is commonly used in Enslem and the Gorovlic Isles.

Bow Sling: (Quintessential Fighter) The bow sling is a simple attachment that may be added to any greatbow, longbow, or shortbow, including composite versions of those weapons. Consisting of little more than a cured leather strap attached to an archer's hand, the sling will stop a bow from being accidentally dropped. A character with a bow sling gains a +4 circumstance bonus to all rolls made to avoid being disarmed of his bow. Using a bow strap makes it more difficult to drop the bow intentionally, and it requires a move-equivalent action to do so.

Bow Stabilizer: (Quintessential Fighter) Stabilizers are weights mounted on the front of a bow to keep the weapon stable during long-ranged shots. They increase the range increment of any bow by +20 feet. They may only be fitted to greatbows, longbows, and shortbows, including the composite versions of those weapons.

Hollow Hilt: (Path of the Sword) A weapon with a hollow hilt has a small compartment in the hilt, grip, or shaft, which can store 4 cubic inches worth of material in a Small weapon, or 6 cubic inches of material in a Medium weapon.

Hollow Hilt, Masterwork: (Path of the Sword) This is a small compartment in the hilt, grip, or shaft of a weapon, just as above, only applied to a masterwork weapon. The compartment can store 6 cubic inches worth of material in a Small weapon, or 8 cubic inches of material in a Medium weapon.

Serrated Blade: (Quintessential Fighter) Some weaponsmiths intentionally forge their weapons to have wickedly serrated edges, designed to cause the maximum amount of damage whenever they strike. Only the very finest weaponssmiths have the skill to hone blades to such sharpness as to have any appreciable effect. Only masterworked slashing weapons may be given a serrated edge, either while they are being forged, or as a later modification. A slashing weapon with a serrated blade will grant a +1 bonus to all damage rolls made with it.

Shielded Grip: (Player's Guide to Fighters and Barbarians) One of a number of protected grips, such as shell or basket hilts, the shielded grip is used in a variety of bladed weapons - including daggers, rapiers, and longswords. If a weapon with a shielded grip is employed in battle, and the wielder is using Combat Expertise, the Armor Class bonus gained through the use of that feat is increased by +1. This bonus increases to +2 if the Combat Expertise proficient character is using two shielded grip weapons, but only if they posses the Two-Weapon Fighting feat. Additionally, a shielded grip grants a +1 circumstance bonus for the purpose of resisting disarm attempts.

Strengthening: (Path of the Sword) The weapon is made of stronger, thicker materials. This makes it considerably heavier, but also harder to break. A strengthened weapon has its hardness increased by 1 and its hit points increased by 25% (rounded up). This increases the weight of the weapon by 50%.

Weighted: (Path of the Sword) This improvement may only be applied to weapons that deal bludgeoning damage. The head of the weapon is designed to be extremely heavy by adding extra metal, wrapping it in steel bands, and so on. This increases the weapon's damage by +1 and increases the weight of the weapon by 50%.

Mundane Armor Improvements

It is possible to commission easily distinguished or customized pieces. Below you will find an outline of several of these enhancements, their costs, and the benefits of taking the time to be unique.

Precisely Fitted Armor: Armor can be tailored to a specific individual. Such armor must be crafted of masterwork quality and tailored specifically the the character as part of its construction. The character who wears the armor must be measured precisely before the work can commence, and then the cost of the armor is increased by 50%. Precisely fitted armor has some minor, but useful benefits, as follows:
  • Hasty donning time is reduced by one round if the armor is light armor, by two rounds if the armor is medium armor or heavy armor other than half-plate or full-plate, and by one minute if the armor is half-plate or full-plate.
  • The precise fit enables you to move more easily within it, reducing the apparent weight by 10% for purposes of load calculation. This weight reduction also applies to Swim checks.
  • Well-made armor simply looks better. You gain a +1 circumstance bonus to Bluff and Diplomacy checks in circumstance in which the target of the check would be favorably impressed by someone in high-quality armor.
Embossed and Decorated Armor and Weapons: Both armor and weapons can be covered with decorations, fine enameled designs, intricate embossed patterns, and so on. This does nothing for the functionality of the armor or weapon, but it does make the equipment extremely distinctive. Characters who are nobles, high-ranking military commanders, or successful merchants might desire such equipment to demonstrate their status and wealth. Decorated and personalized items grant the following benefits:
  • The items are much easier to locate if stolen. Add a +2 circumstance bonus to any Gather Information checks related to tracking down lost or stolen items that have been decorated.
  • Those likely to be impressed by wealth, especially ostentatious displays of wealth, are going to be favorably disposed towards a character wielding decorated arms and armor. Such a character gains a +2 circumstance bonus to Bluff and Diplomacy checks against such individuals.
The one major drawback to such items is that extensive field use can mar the fine craftsmanship. Any time a character sustains more than 50% of his hit points in damage, decorated armor has been marred and must be repaired. Likewise, if a character scores more than two critical hits with a decorated weapon in a single combat, it is also considered marred and must be repaired.

Decorated items cost a minimum of double the cost of masterwork items of the same type (although they are not necessarily masterwork - if a character wants a decorated masterwork item, they must pay the cost for masterwork quality as well). If the character insists on particularly costly decorations - for example, an image of the character slaying a green dragon to be placed on a large shield, with the dragon made from precisely cut emeralds, and the character formed of rubies - the price can be as high as the DM thinks is reasonable.

Home     House Rules

Monday, May 18, 2020

Campaign Design - Diseases

Diseases

This is a collection of additional diseases that are not found in the Player's Handbook or Dungeon Master's Guide.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Black Pox: Blood begins to pool up and rot within the black pox victim, forming large pustules that ooze thick, black, septic blood. Very virulent and often fatal in a few short days, this is probably one of the most feared contagions on the Three Worlds. Thankfully, once you've had the pox, you become immune to it - one way or another. Contact, Fortitude DC 21, incubation 1 day, damage 1d3 Strength, 1 Dexterity, and 1d3 Constitution. For each ability damaged, the victim must make another Fortitude save. Each failed save means that 1 point of temporary damage delivered to that ability becomes permanent.

Gray Wasting: The flesh of those afflicted with gray wasting becomes very dry, even to the point of flaking off in large pieces, and their hair tends to fall out. They cannot eat - anything victims consume they immediately disgorge - and rapidly lose weight over the course of a week or two. Even after fighting off the gray wasting, its deleterious effects remain until victims have had a period of bed rest equal to a number of days of their illness. Any day during the recovery period in which a victim does not have complete bed rest adds a day to the recovery time. Injury, Fortitude DC 19, incubation 1d3 days, damage 1d3 Constitution.

Flower Fever: The flower fever is rarely fatal and seems more like a very bad cold or flu, debilitating the host for a week or two with weakness, congestion, headaches, and vomiting. In addition, the victim begins to exude a strange and pleasant floral aroma that encourages others to inhale deeply, serving to spread this airborne contagion. Inhalation, Fortitude DC 14, incubation 1 day, damage 1d2 Constitution.

Lung Rot: This infection actually attacks the liver, not the lungs. Bile begins flooding the victim's system causing extreme jaundice. The victim also begins to cough and vomit up massive amounts of this bright green bile - thus the erroneous association with the lungs. Unfortunately, it takes months for lung rot symptoms to manifest, and by then it is long past the time for preventative cures. Inhalation, Fortitude DC 17, incubation 1d6 months, damage 2d4 Strength. Any time the victim suffers more than 4 points of Strength damage, apply an additional 1 point of permanent Strength damage as well.

Scarlet Shaking Pox: The victim of scarlet shaking pox develops huge red blemishes and becomes stricken with uncontrollable muscle spasms. This condition worsens as the disease progresses, uif iften takes several months to kill a victim. Though symptoms persist for the entire duration of the disease, the victim suffers damage slowly - once per week. No natural healing is possible - the victim cannot make natural saving throws to avoid damage after they fail the initial save against infection, though the disease can be treated magically, with herbs, and medicinally (use only the healer's heal check roll for the saving throw. Without treatment, this disease always ends in death. Contact, Fortitude DC 23, incubation 1d2 weeks, damage 1d6 Dexterity. For each ability damaged, the victim must make another Fortitude save. Each failed save means that 1 point of temporary damage delivered to that ability becomes permanent.

Home     General Rules

House Rules - Scribing and Spellbooks

Scribing and Spellbooks

Item
Cost
Weight
Jewelbook, 100 facets
90 shillings
-
Jewelbook, 150 facets
110 shillings
-
Jewelbook, 200 facets
130 shillings
-
Moltvellum, 1 sheet
3 pennies
-
Moltvellum Book, 100 pages
17 shillings
2 lbs.
Ribbonscroll, 100 folds
22 shillings
⅓ lb.
Ribbonscroll, 150 folds
30 shillings
½ lb.
Ribbonscroll, 200 folds
45 shillings
1 lb.
This is a collection of equipment generally used as books or scrolls, or as substitutes for books or scrolls, or in the creation of books and scrolls. Although most of the items listed here may be used for arcane writings and magical scrolls, they can also be used for more mundane purposes.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Jewelbook: These "books" are common among dwarves, often being used as spellbooks. Using shaping (gemcutting) and Craft Wondrous Item, text is inscribed in the jewel's facets. When the jewel is handled in a particular way, turning the facets just so, a page of text appears, visible only to the wielder. A jewelbook requires a gem worth at least 45 shillings with 100 total facets (inside and out). A jewelbook can have more facets - and therefore more pages - at an additional 1 shilling per 5 facets.

A jewelbook can be read only with a successful DC 25 Decipher Script check or read magic. Inscribing a new page of text in a jewelbook costs 75 shillings for materials and effort. If used as a spellbook, inscribing a spell costs 150 shillings per page.

Creating a jewelbook requires the crafter to have 4+ ranks of Craft: Gemcutting, the Craft Wondrous Item feat, and the ability to cast shaping (gemcutting). It requires raw materials worth half the cost of the finished jewelbook consisting of an appropriate gemstone, and 1/25 the total shilling cost in experience points. For example, creating a 150 facet jewelbook requires a gem worth 55 shillings and 4 experience points.

Moltvellum: This material is made from molted lizardfolk skin using shaping (alchemy) and treating it with special substances to create moltvellum. After being treated this way, it is effectively nothing but fine parchment. particularly important documents or records are written on this material. Moltvellum can be used to make scrolls and spellbooks.

Ribbonscroll: Made of silk, linen, or vellum (including moltvellum), a ribbonscroll looks like a decorative sash. it is, in fact, a useful writing surface. The material of a ribbonscroll has intricate folds, each the equivalent to a page, allowing it to store many more "pages" than is apparent. Only by unfolding it in a precise way is the information visible in a coherent fashion. A ribbonscroll weighs one-tenth the amount of a book of an equivalent page count. it is resistant to water and soiling, and rips and other minor damage can be repaired without losing text.

A successful DC 20 Spot check or DC 15 Search check discerns that a ribbonscroll is more than just a decorative sash. Reading individual ribbonscroll folds requires no skill other than knowing the language used. Making sense of the total context requires a successful DC 20 Decipher Script check.

If used as a spellbook, inscribing a new spell in a ribbonscroll costs 150 shillings per page.

Home     House Rules

Thursday, May 7, 2020

Campaign Design - Military Organization in the Freeholds

Military Organization in the Freeholds

Standing armies are essentially unheard of in the Freeholds. In addition to being expensive to maintain, a ruler or noble who keeps a large fighting force on hand without an obvious threat to defend against is likely to be viewed with suspicion by his neighbors. Consequently, most of the lords and kings of the Freeholds rely upon a small cadre of household troops that are supplemented in times of need with a call to a lord's feudal subordinates and a citizen militia.

One of the most important offices in a Freehold is the folcgesiþ, the warleader or marshal of the kingdom. This is a position appointed by the ruling monarch, usually from his own household - it is fairly common for an æðeling to also be the nation's folcgesiþ - but it is not uncommon for the office to be held by a sibling or cousin of the monarch, or more rarely one of the æorls or þegns of the realm. In wartime, the folcgesiþ is the ðengel's commander in the field, assuming that the ðengel doesn't command his armies himself. He is assumed to speak with the ruler's voice, and act with the ruler's hands, and consequently in military matters all others in the realm are supposed to defer to the folcgesiþ's authority. When not leading armies in the field, the primary responsibility of the folcgesiþ is to ensure the readiness of his sovereign's troops, by recruiting and providing for his household troops, ensuring that the various noble Houses are able to fulfill their feudal military obligations, and by keeping watch on the readiness of the fyrdd. In practice, these responsibilities mean that the folcgesiþ often ends up acting as the senior official in a kingdom on almost all administrative matters.

For the most part, a king or landholding noble will maintain only enough troops to garrison key castles and fortresses and handle everyday problems such as bandits, counting on his ability to expand his forces in times of need. These household troops are referred to as the folgoþ and are commanded by the húscnehts acting as both an officer corps and an elite component. These troops are generally professional soldiers, skilled at arms and equipped as well as their liege can afford. In many cases, household troops will supplement their provided equipment whenever possible, under the reasonable assumption that better armor and weapons will improve their chances for survival when they are called upon to fight. When answering the call of their liege, a House will usually bring their húscnehts and a portion of their household troops to fulfill their obligations.

In times of great danger, such as when a Freehold is invaded, its rulers can call upon the fyrdd, a citizen militia composed of all of the free men in the kingdom.Fyrddmen are expected to provide their own equipment, although many ruling Houses have taken it upon themselves to create armories stocked with basic supplies to ensure that their fyrddmen are adequately provided for. Although there is no hard and fast rule concerning what a fyrddman must arm himself with, the basic assumption is that every fyrddman will be equipped with a bow and spear and wear some sort of light armor, usually leather. Many commoners have the Fyrddman feat, which provides them with the basic skills needed to fulfill their obligations. Although some might think that the obligations of being a fyrddman would grate upon the populace, it is an important mark of social status, and as a result, most denizens of the Freeholds eagerly claim the role. Even so, most ruling nobles are reluctant to call out the fyrdd except in the most serious circumstances, as keeping the farmers and artisans of the nation in the field for battle for any length of time can be crippling for their land's economic health.

When a king or noble calls upon his vassals and assembles his forces for war, the resulting assembly is called a herefolc, or sometimes an innhere, although the second only applies to a purely land-based force. When an army is composed entirely of húscnehts, it is often referred to as an ísenhere, or iron-clad army, due to the fact that all such individuals are almost always armored in steel armor. On those rare occasions in which the fyrdd is also called up to fight alongside the herefolc, the resulting panoply is referred to as a þrymm, which is roughly translated as "host".

Home     Three Worlds     Midrun     Freeholds

Campaign Design - Nobility in the Freeholds

Nobility in the Freeholds

The Freeholds are governed by means of oaths of service given in return for grants of land and authority. Like the Rhadynnic Isles, the Freeholders organize their affairs by Houses - with allegiance being counted from family to family rather than individual to individual. A ruling House will accept an oath of fealty, called a hyldájj, from the head of a House who symbolically pledges the loyalty of his entire family to his suzerain, and who receives lands to hold and authority to mete justice, collect taxes, and otherwise act in his lord's name. This form of allegiance is called helde, and the head of the subordinate House is called a heldeman. Most heldemen pledge not only their loyalty, but also specific promises to their feudal superior, usually taking the form of a promise to provide a set amount of funds, goods, and soldiers on an annual basis. The hyldájj. is not a one-way oath - in addition to providing property and power, the suzerain also promises to defend his subordinate so long as they hold to their oath of service.

In common parlance, the land held by a heldeman is referred to as their læn of fiefdom. The land held by a ruling House that they directly control is called their innland. Land that a House has control over but has parceled out to subordinate houses by means of a hyldájj oath is referred to as utland. Technically, all of the land in a Freehold is under the control of its ruling House, but they only directly control their innland.

The fundamental title in the Freeholds from which all other ranks of nobility flow is the ðengel or King. There are currently nine recognized kings in the Freeholds. In the days of the Rhadynnic Sky Empire, the rulers of the Freeholds owed allegiance directly to the Bronze Throne, and not to any one of the Great Houses. Since the whelming of Llydaw and the fall of House Llud, there is no longer any power that bestows the title of ðengel upon the rulers of the Freeholds, and since the Bronze Throne of Beli Mawr is currently vacant and there appears to be no realistic chance it will be occupied any time soon, no higher authority. In recent years the generally accepted marker that one is entitled to call oneself a King in the Freeholds is recognition by and admission to the High Council.

Most of the royal houses in the Freeholds have long pedigrees, dating back to the days of the Sky Empire and beyond, but a few are of much more recent vintage as the chaos following the whelming of Llydaw has provided opportunities for the bold and determined. Ðengel Girion of Cadfor is the first of his house, having conquered the lands he rules over the last few decades. Ðengel Seluc of Nuþralia owes his position to the wars waged by his father Kiarr Hewædsonne to seize control of the territory Seluc now rules from the nation of Polþia. A sufficiently strong and willful individual could conceivably drive off the evil denizens of places like Loring or the Hills of Brann-Galedd and claim a kingship for themselves.

In the distant past, the title æðeling explicitly meant "prince" in the Freeholds and was applied to the eldest son of a ruling ðengel, but that usage is now regarded as archaic. In current parlance, the æðeling of a Freehold is the designated heir to the mantle of rulership, whoever that might be. The title evolved in this direction as the rules of succession became more flexible, mostly as the result of the influence of the Rhadynnic Great Houses.

The most powerful noble outside of the royal house is the æorl, sometimes referred to an an ældorman. This is generally a hereditary title, held by a particular house designated by the ðengel of the Freehold, although a house can technically be removed from the position. As ældorman are often quite powerful, both politically and militarily, this step is usually only taken in extraordinary circumstances. In general, an æorl is a critically important figure in a given kingdom, and owes his fealty directly to the king, with no intervening authority between them. A king relies upon his ældormen to manage territory, ensure justice, and provide troops in time of war. This dependency means that a kingdom with too many ældormen almost inevitably has a weak king, and consequently most of the kingdoms in the Freeholds have three or fewer ældormen.

The next rank below the æorl's are the þegns, the most minor of landholding hereditary nobles. Like an ældorman, a þegn holds lands granted to his House in return for service. Unlike æorls, who can only derive their authority directly from a ðengel, a þegnhood can be created by an æorl. Although many þegns owe their fealty directly to the king of their Freehold, many are subordinated to one or another æorl. In most respects, a þegn's House is much he same as an æorl's House, just on a slightly smaller scale. One must note that although most þegns hold smaller læns and exert lesser influence than æorls, this is not a hard and fast rule. There are a number of notable þegns who have acquired an outsized level of power and influence for their Houses.

Finally, the lowest rank of "nobility" is the cneht, also referred to as knights. This is a non-hereditary title, bestowed upon an individual, usually as a reward for faithful service or recognition of superior achievement. This is also a title that many æorls and þegns hold in addition to their hereditary title. Unlike other ranks of nobility, a cneht does not swear their oath on behalf of their House, but only on behalf of their person. In broad strokes, there are two types of cneht: The ordinary landholding cneht, who is granted a læn in exchange for an oath of loyalty and service, and the húscneht or "household knight", who who holds no land but serves as a key element of a feudal lord's retinue. Nobles of all higher ranks may create cnehts, although there is a general order of precedence among cnehts based upon who bestowed the rank upon them, with a cneht created by an æorl having more prestige than a cneht created by a þegn, and a cneht created by a ðengel commanding greater respect than either. In practice, this distinction is mostly ceremonial, and usually only truly matters when determining who has priority of command on the battlefield.

Although not a rank of nobility, a common appellation used for well-placed individuals who serve as advisors to a ruler is þéodwita, which roughly means "wise counselor" or "man of counsel". Many such individuals are also æorls, þegns, or cnehts, but they do not have to be, and otherwise untitled people are sometimes given this honorific due to their service.

In formal usage, nobles will list out the succession of authorities from whence they derive their titles using the term helde, and sometimes the name of the læmn using the term fram. For example, Æorl Sihtrc of Eor would formally give his name as Æorl Sihtrc fram Eor helde Seluc fram Nuþralia, indicating that his demesne is Eor and he holds it by grant from Ðengel Seluc of Nuþralia. Similarly Cneht Elidyr, a húscneht of House Kindelan would formally write his name as Cneht Elidyr helde Þegn Eanion fram Gwenith helde Ðengel Girion fram Cadfor, showing that he holds his rank as a result from a grant from Þegn Eanion of Gwenith who holds his title as a result of a grant from Ðengel Girion of Cadfor. This sort of formal usage is not commonly employed, its use being reserved primarily for ceremonial functions, official documents, and legal proceedings. For everyday use, most nobles will simply use their title and given name or sometimes even simply the name of their læn. For example, Þegn Eadred of Varin would generally be referred to as Þegn Eadred, or simply called Varin.

Home     Three Worlds     Midrun     Freeholds