I leave tomorrow for Gen Con! I’ve never been, so I’m super excited! Looking forward to getting to play some games, run some Hubris for Goodman Games, and the ENnies (this blog and Hubris are both up for awards). Mostly, though, I’m just looking forward to meeting as many awesome gamers as possible! Good times ahead! Feel free to send me a G+ message and we can hopefully work something out!
Thus far I’ve posted the Paladin, the Warlock, the Warrior classes (and Dwarf race), the Thief (and Halfling race), the Ranger class (and Half-elf and Elf races), and the Cleric class (with Half-demon race and God is in the TV deity).
Always speak with a Cockney accent
Hard to Kill: Half orcs are hard to keep down. The first time a half orc is reduced to zero HP, they have a 50% chance to stabilize with 1 HD of HP to continue fighting. This can be used once per day.
Thuggish: Half-orcs are large and resemble their full orc kin. A half-orc has Advantage on tests to intimidate (STR or CHR).
Burly: Half-orcs are muscular creatures. Increase the half-orcs Strength to 13 if original roll was lower.
Resistance: A half-orc can become angered and a tougher foe. Once per day the half-orc gains Resistance to all physical damage for a number of rounds equal to half their Constitution score (round down). This is a free action on their turn.
And here’s the Druid!
Starting HP: 1d6+ 4
HP Per Level/Resting: 1d6
Weapons & Armor: Dagger, Bows, Scimitar, Spear, Sling, Hand Axe, Cloth, Leather, and Small Shields
Attack Damage: 1d6 / 1d4 Unarmed or Improvising
Animal Shape: The Druid can transform into a small or medium creature (no larger than a brown bear, wolf, boar, or cougar, and no smaller than a dog, cat, eagle, hawk, etc.) While in this form the druid can track by scent (rolling under WIS with Advantage), move as the creature would (i.e., Swim, fly, etc.), gains their ability to breathe (i.e., fish or frog can breathe underwater), a bite attack (and possibly claw, horn, or bite attacks at a d6 as well- GM’s call). The animal’s armor class is based on size: small (eagle-sized) 0 armor; medium (dog/wolf-sized) 2 armor; large (brown bear-sized) 2. This armor does not stack with the armor the Druid is wearing, but replaces it. In animal form the Druid can see in a Far Away radius in the low light conditions. The Druid cannot communicate with other people while in animal form, but still understands their languages. This effect lasts for 1 hour. A druid can change into an animal once per day at level 1. This increases an additional time per day every odd level to a maximum of five times at 9th level.
Naturalist: A Druid has Advantage on all rolls involving surviving in nature, identifying plants, animals, direction, weather patterns, etc.
Pass Without a Trace: When in nature a Druid leaves no tracks and can walk through tough terrain (i.e., briar patches, etc.) and be unhindered and suffer no damage.
Druidic Spells: Druids call on the power of nature to give them the power to cast a number of Druid Spells per day see Spellcasting section.
Meditate: The Druid must meditate for an hour each morning, bring in the calming effect of nature into their mind. At the end of the hour the Druid can cast any spell from the Druid Spell List they are able to cast.
Roll to see if attributes increase, roll twice for STR or WIS.
|Druid Level||Spell Slot Level|
And finally- here are the rules for multiclassing for TBH.
Experience is divided between the two (or three) classes equally, and remainder experience is lost.
Multi-classed characters do not gain HD or roll attribute increase until a level is gained in both classes. A multi-classed character chooses which attribute from their classes they desire to reroll when they level up (i.e., a fighter/thief can choose between Strength, Dexterity, or Wisdom to reroll. They cannot choose both Strength AND Dexterity as a normal fighter would- they lose that by choosing to multi-class).
For example: A Fighter/Thief (2/1) just got enough experience to gain second level in thief. The character is unable to roll HP or Ability increases until they gain 3rd level in Fighter.
Multi-classed characters cap at 8th level instead of the normal 10. This is to reflect their spreading themselves rather than remaining focused.
Multi-classed characters use the more restrictive armor proficiency when determining use of abilities (i.e., a fighter/thief would suffer major penalties in plate mail when attempting to sneak or hide). They also use the least restrictive set of weapons.