Fallow's Cross Rules Amendments - 10/10/95
Character Generation
Stats
- Character stats are generated using 85 points that may be divided between as you wish (up to racial maximums).
- The To-Hit bonus on the Muscle score is transferred to the Stamina score.
- Single classed fighters only may increase their Muscle or Stamina score up to 20. This may only be done if the original generated Strength score is 18/00, then one score may be lifted to 20, but the other becomes 16; or one score can be lifted to 19, but the other becomes 17.
- Any stat that is raised to 20 by any means must have GM's approval.
- With exceptional Strength score, each band counts as one point for the raising or lowering of Muscle or Stamina scores in character generation (moving up or down to the same place proportionally in the next band).
- Bonus priest spells gained from a high Wisdom score are non-flexi slots and must be chosen when regaining new spells each day.
- The Intelligence/Reason 'Max. # Spells' has been changed for high scores to: 19 = 23, 20 = 28, 21 = 34, 22 = 41, 23 = 49, 24 = 58 and Reason 25 = 68 spells.
- Proficiencies gained from a high Intelligence/Knowledge score can be used on any Non-weapon proficiency.
Race
- There are no class level limited for any race.
- All races can dual class.
- Humans can Multi-class as per Half-Elves.
- If bought Dark Elves have 120' active infravision and Aquatic Elves have 90' active infravision, all other races have 60' passive infravision.
- Humans start with 20 race CP's, and they may transfer any number to their class.
- Half-Elves may transfer up to 10 race CP's to their class, all other races may only transfer up to 5 CP's to their class.
- All races start off with the Common language and their native tongue (these do not count against their intelligence based language limit).
- If you buy one of the racial packages you get all the languages listed (up to your intelligence based language limit), the listed race abilities and the listed race disadvantages.
- The Elven 'Spell Abilities' ability can only been taken by Drow characters with the following addition: While not in the Underdark one spell is lost per day, when the character returns to the Underdark the lost spells are regained at the rate of 1 per month.
- The Halfling 'Detect Evil' ability cost is changed to 10 CP's.
- Half-Elves can, if they wish, buy for 10 CP's the standard full Elf stat modifiers (i.e. +1 Dexterity and -1 to Constitution) with the suitable racial maximum adjustments.
- When in doubt of a races modifiers or abilities the player should refer to the most specialist handbook available of the race in question (unless noted above).
Class
- No experience point bonuses are gained for high stats in any class.
- No two disadvantages may overlap in effect.
- Class based skills/abilities can be bought at double CP cost after character generation.
- Normal spell casters learn an individual spell for each of the slots, for each level he has, but once a slot is used the spell is erased from memory. Eight hours of sleep is required before spells can be relearned. Priests regain their spells without rest at the time appropriate to their deity (If this time is unspecified it is taken as dawn).
- Semi-flexible spell casters may learn spells as normal spell casters but the spell is not erased from memory once used, and may be recast as long as the caster has slots of that level remaining. The mages get their spells back after eight hours of rest automatically unless they wish to change their selection in memory. Priests regain their spells without rest at the time appropriate to their deity (If this time is unspecified it is taken as dawn). This ability costs 5 Class CP's.
- Flexible spell casters have the advantage of being able to draw from their memory a wide variety of spells at any one time, limited by his or her mental capacity, and the extent of remaining casting power. Flexi-casters, cast the same number of spells as would a normal caster of the same class and level. Thus, a second level flexi-mage will still only have the ability to cast two first level spells each day (assuming he is not a Specialist Wizard). However, the specific spells do not have to chosen before the adventure, and may be selected from a memorised list at the moment of casting. The number of spells the caster has available for choice is based on his or her prime requisite for spell casting. This is Intelligence/Reason for wizards and Wisdom/Intuition for clerics, specialist priests and druids. The number of spells available is the same as the 'maximum number of spells per level' as defined in the Intelligence/Reason table. Thus a Flexi-cleric with a Wisdom/Intuition of 16 can select a spell swatch of 11 different spells at each level. Free spells gained by priests for high Wisdom scores still have to be individually selected by traditional means and additional flexibility is not gained for these spells. Wizards gain their spells back after eight hours of rest automatically unless they wish to change their selection in memory. Priests regain their spells without rest at the time appropriate to their deity each day (If this time is unspecified it is taken as dawn). This ability costs 15 Class CP's.
- Spell components are assumed to be available for spells of 3rd level or less (except of Identify), but in special circumstances a caster may be deemed to be without them.
- No class may change their standard THAC0 table.
- No other class can gain the Warriors hit-point bonus for above 16 Constitution/Fitness scores or exceptional strength bonuses.
Classed Based
- Warrior: The categories for the disadvantage 'Limited Magic Item Use' are changed to the following:
- Potions, oils and scrolls.
- Rings, rods, staffs and wands.
- Miscellaneous Magic.
- Weapons.
- Armour.
- Paladin/Ranger: May buy the ability to Specialise in three weapons for 15 CP's.
- Bard: A elven bard may not take the skill 'History' if he has taken the racial ability 'Magic Identification'.
- Wizard: Priestly Wizard is removed as a ability.
- Wizard: The categories for the disadvantage 'Limited Magic Item Use' are changed to the following:
- Potions, oils and scrolls.
- Rings
- Rods, staffs and wands.
- Miscellaneous Magic.
- Weapons and Armour.
- Speciality Priest/Cleric: Wizardly Priest, Resist Energy Drain and Warrior-Priest are removed as abilities.
- Speciality Priest: Start with 0 Class CP's.
- Cleric: May not have access to sphere's of spells that are not in their gods spell list for speciality priests, but may have all those sphere's at major or minor access.
- Psionicists: Start with 0 Class CP's.
- Psionicists: May buy Thief's 'Weapon specialisation' for 15 CP's or Thief's 'Defence bonus' for 10 CP's.
General Notes
- Fighters can use any number of Non-weapon Proficiency CP's as Weapon Proficiency CP's.
- When changing to a new class (duel classing) a character may not carry any CP's, of any type to the new class; nor do they gain any of the normal starting Non-weapon or Weapon Proficiency CP's.
- If a character is using a 'Kit' with any of their classes, they must make sure they allocate CP's to pay for any of the disadvantages shown in the Kit.
- Characters who take a Kit from the 'Players Options' book do not gain any reduction in the CP cost of the Recommended Non-weapon or Weapon Proficiencies stated in the kit.
- The disadvantage 'Powerful Enemy' gains a character 1-10 CP's, as decided by the GM.
- A characters base 'Perception' score is their Intelligence/Reason plus Wisdom/Intuition score.
- Observation proficiency:- Observation - 2 CP's - General. The first time it is taken the character may add either Intelligence/Reason or Wisdom/Intuition to their Perception score. Each additional CP spent on Observation (maximum of one per level) adds 5% to Perception score.
- All characters can 'detect noise' at half their Perception score. If a character has the class ability 'Detect noise' they may add half their perception to the 'Detect noise' score.
- Spell casters may buy additional spells (individual spells i.e. an extra Magic Missile spell per day) at a cost of 5 CP's per level of the spell, only one spell of each level may be purchased in this way. Only spells that the caster can already cast may be bought in this way.
Weapon Skills
Proficiency
- allows character to use weapon with no penalties.
CP Cost: Warrior: 2 Rogue: 3 Priest: 3 Wizard: 3
- rogue or priest can spend 4 CP for a warrior weapon
- wizard can spend 5 CP for a rogue or priest weapon
- wizard can spend 6 CP for a warrior weapon
Weapon of Choice
- gives character +1 to-hit with one individual weapon.
- must be proficient in weapon.
- only one weapon of choice at a time.
- takes one month to attune to the weapon.
CP Cost: Warrior: 2 Rogue: 2 Priest: 2 Wizard: 4
Weapon Expertise
- gives weapon an extra attack every two rounds.
CP Cost: Warrior: 3 Rogue: 4 Priest: 4 Wizard: 5
Weapon Specialisation
- may only be taken if the character has the class ability 'Weapon
specialisation'.
- is not stackable with Expertise.
- melee weapons: gives the same as Expertise with +1 to-hit and +2 damage.
- missile weapons: +1 to-hit at all ranges, extra attacks.
- bow's: point blank range is 30 feet, gains +2 damage at point blank range.
- crossbow's: point blank range is 60 feet, gains +2 damage at point blank range.
CP Cost/Minimum Level:
Fighter: 2 / 1
Multi-class Fighter: 4 / 2
Ranger/Paladin: 4 / 3
Rogue: 8 / 6 Priest: 6 / 5 Wizard: 10 / 7
Weapon Mastery
- only available to single classed fighters of 5th level or more.
- must already be specialised in the weapon.
- weapon mastery is with one weapon type only i.e. long sword.
- lose all other weapon Proficiencies, Expertise and Specializations.
- melee weapons: gives the same as Specialisation but with +3 to-hit and +3 damage.
- missile weapons: gives the same as Specialisation but with +2 to-hit at all ranges and +3 to-hit and damage at point blank range.
CP Cost: 4
High Mastery
- only available to single classed fighters of 6th level or more.
- must already be a Master of the weapon.
- lose all style specializations.
- melee weapons: gives the same as Mastery with a -2 to the speed of the weapon.
- missile weapons: gives the same as Mastery but a extra extreme range (1/3 farther than long range but at -10 to-hit)
CP Cost: 2
Grand Mastery
- only available to single classed fighters of 9th level or more.
- must already be a High Master of the weapon (a character can become a Grand Master in unarmed combat)
- a grand master only gets bonuses for one individual weapon (i.e. this long sword +3).
- -4 to hit with all other weapons, even weapons of the same type.
- same as High Mastery but gets +1 attack per round and damage die is increased to next type.
- may only be a grand master of one type of weapon ever. If characters weapon is destroyed he may relearn weapon mastery with starting again at Specialisation level with only the bonuses of specialisation but all of the penalties of a grand master. He regains mastery at a rate of one level per month.
CP Cost: 2
Summary
Weapon of Choice: | +1 to-hit |
Weapon Expertise: | +1 attack per two rounds |
Weapon Specialisation: | +1 to-hit, +2 damage, +1 attack per two rounds |
Weapon Mastery: | +3 to-hit, +3 damage, +1 attack per two rounds |
High Mastery: | +3 to-hit, +3 damage, +1 attack per two rounds, -2 speed |
Grand Mastery: | +3 to-hit, +3 damage, +1 attack per round, -2 speed, larger damage die |
Notes For Games Masters and Players
For Energy Draining attacks the players are allowed a saving throw vs. Death magic.
Any unusual characters (i.e. odd race, combination of classes) must be agreed by several GM's before being played. After four adventures the character must be discussed with the whole group and then a decision will be made if the character should continue.
No player may start a 'evil' character, i.e. a worshiper of a evil god or with a evil alignment.
No GM may make grand changes to the campaign setting.
A GM may not use other peoples character as NPC's without their
permission.