OSRP Rules RACES This Is a Set of Rules for Old-School Roleplaying

OSRP Rules RACES This Is a Set of Rules for Old-School Roleplaying

OSRP Rules RACES This is a set of rules for Old-School Roleplaying. Most characters are humans, and are by default. These rules are meant to be simple and easy to use. Human characters gain no special benefits. A player may choose for their character to be a Table of Contents different race, if their ability scores meet the 1. Character Creation requirements to be that race. 1. Ability Scores 2. Races Elves are woodland dwellers and the once- 3. Classes dominant race of the world. They are graceful and 1. Fighter powerful. To be an elf, a character must have 2. Magic-User Dexterity, Intelligence, and Charisma all at 9 or 3. Cleric higher. Elves have infravision (can see in the dark) 4. Thief cannot be affected by sleep spells, are immune to 5. Saving Throws paralysis, and get an extra +1 to hit with bows. 4. Equipment Elves can choose any class. Elves with Dexterity 5. Spells and Intelligence of 13 or higher can choose to be 2. Game Rules fighter/magic-users (see the classes section). 1. Dungeon Exploration 2. Wilderness Exploration Dwarves are hardy dwellers of vast underground 3. Combat cities. They guard the world's treasures. To be a 4. Advancement dwarf, a character must have a Constitution and 1. Proficiencies Wisdom both at 9 or higher. Dwarves get +2 on 3. Bestiary saving throws rolled against poison and magic, have infravision (can see in the dark), and can ABILITY SCORES never become lost underground. Dwarves can There are six ability scores: Strength, Dexterity, choose to be any class. A dwarf's hit die is always Constitution, Intelligence, Wisdom, and Charisma. one step higher than normal for his chosen class (so Roll 3d6, in order, for each of these abilities. Each dwarf fighters get a d10 hit die, dwarf magic-users ability has a score (between 3 and 18) and a a d6, and dwarf clerics and thieves a d8). modifier (between -3 and +3). Record both, according to the table below. Your ability scores Halflings live in the hills and forests of the world, determine which races and classes you qualify for. in idyllic villages. They are mostly farmers but some have a penchant for adventure. To be a Score Modifer halfling, a character must have a Strength of 15 or 3 -3 less and a Dexterity of 9 or higher. Halflings get +1 4-5 -2 on saving throw rolls and an extra +1 to hit with 6-8 -1 thrown weapons and slings. They may choose to be 9-12 +0 fighters, thieves, or magic-users. 13-15 +1 16-17 +2 LANGUAGES 18 +3 A character starts knowing their own language (Common for humans and halflings, Elven for Strength represents physical strength and power, elves, and Dwarven for dwarves). They also may Dexterity represents reflexes and coordination, learn one other language for each point of Constitution represents physical fortitude and Intelligence they have (if any). Characters of less health, Intelligence represents ability to reason and than 6 Intelligence tend to be illiterate. The remember, Wisdom represents willpower and languages are: Abyssal, Common, Draconic, awareness, and Charisma represents personal Dwarven, Elven, Giant, Goblin, Kobold, and magnetism and charm. Orcish. The setting may include more languages. Page 1 CLASSES level. Also, his attack bonus does not improve after 9th level. There are four classes: fighter, magic-user, cleric, and thief. Each class has a hit die (rolled for how Level Hit Dice Atk Bonus Spell Slots many hit points they have at each level, modified 1 1d4 +0 1 by Constitution modifier), an attack bonus, saving 2 2d4 +1 2 throws, armor and weapon proficiency, etc. If a 3 3d4 +1 2/1 character uses a weapon they are not proficient in, 4 4d4 +2 2/2 they take a -4 penalty on their attacks. 5 5d4 +2 2/2/1 Fighter (d8 hit die) 6 6d4 +3 2/2/2 The warriors, soldiers, and champions of the realm 7 7d4 +3 2/2/2/1 are fighters, who put skill at arms above all else. 8 8d4 +4 2/2/2/2 Fighters can use all types of weapons and all types 9 9d4 +4 2/2/2/2/1 of armor. Their attack bonus is equal to their level. 10+ +1 hp/lvl +4 2/2/2/2/1 In addition, fighters get a bonus on each damage roll they make with any weapon equal to one-third Magic-users of 9th level or higher can create their fighter level, rounded down. magical weapons, armor, rings, and other items. Magic-users of 3rd level or higher can create After 9th level, a fighter no longer gains hit dice: magical potions. instead, he gains 2 hit points per additional level. Also, his attack bonus and damage bonus do not Cleric (d6 hit die) – Requires Wis 11+ improve past 9th level. The priests and holy men of the realm are clerics, who pray to their gods for magic to wield on their Level Hit Dice Atk Bonus Dmg Bonus behalf. Clerics can wear any kind of armor, and can 1 1d8 +1 +0 use maces, hammers, clubs, morningstars, and 2 2d8 +2 +0 flails. A cleric's attack bonus is equal to one-half th 3 3d8 +3 +1 his level. After 9 level, a cleric no longer gains hit 4 4d8 +4 +1 dice: instead, he gains 2 hit points per additional level. Also, his attack bonus does not improve after 5 5d8 +5 +1 9th level. 6 6d8 +6 +2 7 7d8 +7 +2 Level Hit Dice Atk Bonus Spell Slots 8 8d8 +8 +2 1 1d6 +0 1 9 9d8 +9 +3 2 2d6 +1 2 10+ +2 hp/lvl +9 +3 3 3d6 +1 2/1 4 4d6 +2 2/2 Magic-User (d4 hit die) – Requires Int 11+ 5 5d6 +2 2/2/1 The sorcerers, wizards, and warlocks of the realm are magic-users, who study magic with unrivaled 6 6d6 +3 2/2/2 focus. A magic-user's attack bonus is equal to one- 7 7d6 +3 2/2/2/1 half his level. If a magic-user wears any kind of 8 8d6 +4 2/2/2/2 armor, he must roll 1d6 whenever he casts a spell, 9 9d6 +4 2/2/2/2/1 and on a 5 or less the spell fails to cast and is lost. 10+ +2 hp/lvl +4 2/2/2/2/1 A magic-user can use daggers, darts, and staffs as weapons. A character must have Intelligence 11+ to become a magic-user. Thief (d6 hit die) The burglars, scoundrels, and spies of the realm are After 9th level, a magic-user no longer gains hit thieves: skilled in subterfuge and trickery. dice: instead, he gains 1 hit point per additional Thieves can use all weapons that deal d6 damage Page 2 or less, and can wear leather armor. A thief's attack Fighter / Magic-User (d6 hit die) bonus is equal to one-half his level. After 9th level, Only elves with Intelligence and Dexterity both of a thief no longer gains hit dice: instead, he gains 1 13 or higher can become fighter/magic-users. They hit points per additional level. Also, his attack use the attack bonus and saving throw of fighters, bonus does not improve past 9th level. and can use any weapon the fighter can use; but cannot use shields and are limited to leather armor, Level Hit Dice Atk Bonus Sneak Atk which they can cast spells while wearing. They 1 1d6 +0 x2 also gain spell slots 1 level slower than normal 2 2d6 +1 x2 magic-users. 3 3d6 +1 x3 After 9th level, a fighter/magic-user no longer gains 4 4d6 +2 x3 hit dice: instead, he gains 1 hit point per additional 5 5d6 +2 x3 level. Also, his attack bonus does not improve after 6 6d6 +3 x4 9th level. 7 7d6 +3 x4 8 8d6 +4 x4 Level Hit Dice Atk Bonus Spell Slots 9 9d6 +4 x5 1 1d6 +1 1 10+ +1 hp/lvl +4 x5 2 2d6 +2 1 3 3d6 +3 1/1 Thieves have skills they can use. A thief can move 4 4d6 +4 1/1 silently, hide in shadows, pick locks, and pick 5 5d6 +5 1/1/1 pockets. To use a skill, the thief rolls 1d6, and 6 6d6 +6 1/1/1 succeeds depending on the skill and his level. 7 7d6 +7 1/1/1/1 Level Hide M. Silent P. Locks P. Pockets 8 8d6 +8 1/1/1/1 1-2 5+ 5+ 6+ 6+ 9 9d6 +9 1/1/1/1/1 3-4 4+ 4+ 5+ 5+ 10+ +1 hp/lvl +9 1/1/1/1/1 5-6 3+ 3+ 4+ 4+ SAVING THROWS 7-8 2+ 2+ 3+ 3+ When a character is subjected to a spell, trap, 9+ 2+ 2+ 2+ 2+ poison, monster special attack, or something similar, they can sometimes roll a saving throw to Hide in Shadows means the thief is hiding in avoid some or all of the effects. This represents shadows, and is effectively invisible while doing prowess at avoiding harm in all respects, and thus so. If someone happens to walk into the shadows, it improves as the character increases in level. To the thief may be spotted, but otherwise they have make a saving throw, roll 1d20. If the result equals no reason to suspect he is there.

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