Sunday, October 6, 2019

The mechanics for adding Elves, Dwarves, Gnomes and Halflings to the AS&SH system. What do you think?


Demi-Human Abilities for Astonishing Swordsmen and Sorcerers of Hyperborea
Race

Ability, Longform
Abilities, Detailed Below
Elf

All Elves need 20% more experience per level to level up than humans of the same class.
Plus one intelligence, Minus one constitution

Can use long and short bows and long and short swords regardless of class

At character creation an Elf can pick one first level Magician spell.  That spell can be cast once every 48 hours, no memorization or material components required.  That spell, once chosen, cannot be changed for any other.
Telescopic Vision

Twilight Vision

Magical Potency

Magical Knowledge

Alertness

Move Silently

Hide

Ambusher

Discern Noise

Detect Secret Doors

Dwarf

All Dwarves need 15% more experience per level to level up than humans of the same class.
Plus one constitution, Minus one charisma

Add a plus one to their chance to appraise items crafted of precious metals and/or carved stone

Can use all hammers and axes

Can use any type of armor and shield (not that certain classes that prohibit casting while using certain types of armor and shield trumps this ability)


Heat Vision

Tough

Resilient

Magic Resistant

Fearless

Small Sized Advantages

Discern Noise

Discern Smell

Poison Resistance

Determine Depth and Grade

Halfling

All Halflings need 15% more experience per level to level up than humans of the same class.
Plus one dexterity, Minus one strength

Plus one to hit with sling stones or thrown stones.

At character creation a halfling can pick one first level Druid spell.  That spell can be cast once every 48 hours, no memorization or material components required.  That spell, once chosen, cannot be changed for any other.
Dark Vision

Fearless

Small Sized Advantages

Climb

Move Silently

Hide

Ambusher

Poison Resistance

Lucky
Gnome

All Gnomes need 15% more experience per level to level up than humans of the same class.
Plus one to either dexterity or intelligence, Minus one to either strength or constitution

Add a plus one to their chance to appraise items crafted of precious metals and/or gems

At character creation a gnome can pick one first level illusionist spell.  That spell can be cast once per day, no memorization or material components required.  That spell, once chosen, cannot be changed for any other.
Microscopic Vision

Heat Vision

Magic Resistant

Friend to Burrowing Animals

Small Sized Advantages

Discern Noise

Discern Smell

Perceive Illusion

Determine Depth and Grade


All Races:  Must abide by armor restrictions of the classes over races, as in magic users who cannot use armor while casting cannot use armor when casting just because they are a dwarf.   Bonuses and abilities don’t stack if you get it for both race and class.  Except as described below, you pick the best one.

Abilities:  Note that some have been slightly altered from their equivalent in the AS&SH book, others are completely new.

Telescopic Vision:  See two times further than Humans with the same level of detail and accuracy.

Microscopic Vision:  See two times more detail than humans when looking at tiny objects.

Heat Vision:  See in the infrared spectrum out to 60 feet.  Helpful when looking for gems and metals underground as they often have a subtly different heat signature than the ground around them.  Any heat source like a torch or lantern or even a candle ruins this vision for ten minutes and impairs even normal vision for two minutes.  Penalized by two to all rolls during that time.

Dark Vision:  Can see in the dark in shades of grey up to 30 feet as if it was daytime.  Not disturbed by anything.

Twilight Vision: While outdoors, at night, can see as if it was twilight as long as there are stars and a moon in the sky.  If an elf, this basically grants you the ability to see at night as a normal human would during the day.  Not disturbed by anything.

Tough: One bonus hit point per level.

Resilient: Can move at normal pace while carrying twice the weight of a human with the same stats. (pg 236, table 79)

Magic Resistant:  You gain a plus one bonus to all saves versus magic.

Magical Potency:  Enemies save at minus one versus your spells, and you gain a plus two bonus to spell resistance checks enemies make against spells you cast at them.

Magical Knowledge:  Plus one to rolls involving arcane lore checks.

Friend to Burrowing Animals:  Have a telepathic and empathic bond with small burrowing animals.  Can control the ones within 5 feet that another is not controlling.  Can see and hear through one within 15 feet that another is not controlling.  Note that this form of communication does not mean the animal is any smarter.  While linked in this way if the creature dies the possessor/controller is stunned for three hours, and if it is hurt in any way they are stunned for one hour.

Fearless:  Plus two to all saves versus fear effects.

Small Sized Advantages:  Plus one to AC when fighting creatures one size larger than man sized.  

Alertness: Reduces by one (−1) on a d6 roll the party’s chance to be surprised when traversing the wilds (see Vol. III, p. 244: Combat, surprize).

Climb: To ascend or descend sheer cliffs or walls without need of climbing gear, if lightly armoured or unarmoured, as a thief of half their level, rounded down (see p. 23: Table 11). If vertical, the surface must be rough or cracked. At least one check must be made per 100 feet of climbing. Failure indicates the climber has slipped and fallen at about the midpoint of the check (see Vol. III, p. 263: Damage, falling damage).

Move Silently: To stalk as a panther, moving when traversing the wilds alone with preternatural quiet as a thief of half their level, rounded down (see p. 23: Table 11). The character must be lightly armoured or unarmoured. This skill is executed at half the character’s normal movement rate.

Hide: If lightly armoured or unarmoured, able to hide when traversing the wilds alone as a thief of half their level, rounded down (see p. 23: Table 11), lurking behind bushes, rocks, trees, and the like. The huntsman can camouflage himself, or flatten his body to the ground whilst remaining still. Only the slightest movement is permissible (e.g., unsheathing a blade, opening a pouch). Hiding is impossible in direct sunlight, or if the character is actively observed. In non-wilderness areas (e.g., cities, dungeons), his chance-in-twelve for success is penalized by −2.

Ambusher: When traversing the wilds alone or with others of like ability, the character’s base surprize chance increases by one (+1) on a d6 roll. Furthermore, when outdoors and working with the untrained, the character increases by one (+1) the party’s chance to surprize, if he positions and prepares them accordingly.

Discern Noise: Unusually perceptive when outdoors if an elf or Halfling, or if underground if a gnome or dwarf, detecting the faintest sounds. Can hear normal things sooner than humans. The character can discern noise as a thief of half their level, rounded down (see p. 23: Table 11). Six rounds (one minute) of concentrated listening are required.

Discern Smell:  Smells things others do not.  Can smell normal things sooner than humans. For faint smells, the character can Discern Smell as a thief of half their level, rounded down, Discerns Noise (see p. 23: Table 11). Six rounds (one minute) of concentrated listening are required.

Perceive Illusion: +2 bonus to saving throws versus illusions and phantasms. If the illusion is that of a sorcerer 3 or more levels lower than the illusionist, then the saving throw bonus is instead equal to the level difference (e.g., a 7th-level illusionist met by the phantasm spell of a 3rd-level bard gains a +4 saving throw bonus).  For gnomes this ability is believed to be linked to their Microscopic Vision in some way.

Detect Secret Doors: Find a secret door on a base 3-in-6 chance.

Poison Resistance: Plus one bonus on all saving throws versus poison, though not other death saving throws.

Determine Depth and Grade: Ascertain the extent of a pit, chasm, or shaft by dropping a coin or pebble and listening. The character has a 2-in-6 chance of success (rolled in secret by the referee). If the d6 roll is a 3 or 4, the scout’s estimate is off by 20%; on a 5 or 6 he has failed. Too, the character can determine the slope of dungeon passages, able to detect even the shallowest of slants on a base 2-in-6 chance of success.

Lucky:  Add plus one to all saving throws.

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