BECMI House Rules

BECMI House Rules last updated 4/16/2014 Classes Cleric and Druid Elves Elves may opt, during character creation, to

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BECMI House Rules

last updated 4/16/2014

Classes Cleric and Druid

Elves

Elves may opt, during character creation, to be a Druidic Clerics may use weapons specific to their deity as well as Elf. They advance and work identical to normal elves, except that they use the druid (and cleric) spell list and standard cleric weapons. spell advancement chart. They are not bound by any druid st nd Clerics and Druids know all 1 – 2 level spells. They learn restrictions. They cannot turn undead. 3rd – 5th level spells from higher members of their order. th They learn 6th – 7th level spells via direct communion or Upon gaining 10 level, an Elf must decide to advance as a Wizard or Lord. A Druidic Elf chooses to advance as a through deific emissaries. Druid or Lord. Those who choose Lord advance in Attack Dwarves Ranks as normal. Elves who choose to advance as a Lord Dwarves gain +2 HP per Attack Rank gained beyond C gain +2 HP per Attack Rank. and can achieve Attack Ranks N and O. Elves that choose Wizard or Druid gain additional spells but will advance in Attack Ranks more slowly and cannot reach Dwarf Extra Attack Ranks* the same level of combat ability as other elves. Wizard Elves † ‡ Attack Rank XP Equivelant Fighter Level gain +2 HP per Attack Rank gained, beyond C, and Druid N 2,900,000 28-30 Elves gain +1 HP per Attack Rank gained, including C. Druids can be played from 1st level.

O

3,200,000

31-33

* Only applies to the Dwarf class, not Dwarven Clerics † Dwarves will come close to a Fighter in combat capabilities, but will never get the 4 attacks per round available to 36th level Fighters ‡ Use these levels in the Hit Roll Chart for determining each Attack Rank’s matrix

Dwarven Clerics Dwarves can be clerics. Dwarven Clerics advance as clerics and use cleric attack tables. They suffer a 10% penalty to XP up to max level. They use a d8 for Hit Dice, may advance to 12th level, and may use any weapon available to dwarves. They gain +2 HP at levels 10, 11, and 12. Dwarven Clerics gain Attack Ranks at different intervals than other dwarves. Each Attack Rank gives +1 HP per rank, including B, as well as additional spells.

Dwarven Cleric Attack Ranks Attack Rank B C D E F G H I J K L

XP* 500,000† 700,000 900,000 1,100,000 1,300,000 1,500,000‡ 1,700,000 1,900,000 2,100,000 2,300,000 2,900,000

1st 4 5 6 6 7 7 7 7 7 7 7

Cleric Spells per Day 2nd 3rd 4th 5th 6th 4 4 3 2 1 5 5 3 2 2 5 5 4 4 3 6 5 4 4 3 6 5 4 4 4 6 5 5 5 4 7 6 6 5 4 7 6 6 5 5 7 7 6 6 5 7 7 7 7 6 7 7 7 7 7

7th – – – 1 2 3 3 4 5 5 6

* Upon reaching 12th level, a Dwarven Cleric no longer suffers a 10% penalty to XP † Dwarven Clerics do not gain multiple attacks ‡ Half damage from any damage-causing spell or spell-like effect

Elf Wizard Attack Ranks Attack Rank C C D D E E F F G H

XP 850,000* 1,100,000 1,350,000 1,600,000† 1,850,000 2,100,000 2,350,000 2,600,000 2,850,000 3,100,000

1st 4 4 5 5 6 6 6 6 7 7

Magic-user Spells per Day 2nd 3rd 4th 5th 6th 7th 8th 9th 3 3 3 2 1 – – – 4 4 3 2 2 – – – 4 4 4 3 2 1 – – 5 5 4 3 2 2 – – 5 5 4 4 3 2 1 – 5 5 5 4 3 2 2 – 5 5 5 4 4 3 2 1 6 5 5 5 4 3 2 2 7 6 6 5 5 4 3 2 7 6 6 5 5 4 4 3

* Wizard Elves do not gain multiple attacks † Half damage from breath weapons, or one-quarter damage if the saving throw is successful

Elf Druid Attack Ranks Attack Rank C D E F G H I J K L

XP 850,000* 1,100,000 1,350,000 1,600,000† 1,850,000 2,100,000 2,350,000 2,600,000 2,850,000 3,100,000

2nd 4 5 5 6 6 6 7 7 7 7

3rd 4 5 5 5 5 5 6 6 7 7

4th 3 3 4 4 4 5 6 6 6 7

5th 2 2 4 4 4 5 5 5 6 7

6th 1 2 3 3 4 4 4 5 5 6

Fighters can become a Paladin, Avenger, or Knight at 2nd level but they must role play the conversion in the game. Paladin and Avenger special abilities are determined by deity. Fighters can choose, at 1st level, to be a “Swashbuckler”. They use their DEX modifier for attack rolls (not damage). They cannot use armor that weighs 2 or more stones.

Halflings

Halflings gain +2 HP per Attack Rank gained beyond A. They advance in Attack Ranks, beyond A, every 250,000 XP (instead of every 300,000) and can reach Attack Rank M. Halflings can perform the following thief abilities: • Move Silently* (as a thief of 3 levels higher) • Pick Pockets* (as a thief of equal level) • Climb Sheer Surfaces* (as a thief of equal level) • Hear Noise (as a thief of 3 levels higher) * Requires non-encumbering armor

Magic Users

Magic users can use any weapon available to thieves. Spell Acquisition and Research*: • Spells can be learned from extraplanar creatures and various monsters 70% of the time. • Spells can be learned from higher level casters at a success rate of 5% per level difference (so a 9th level caster teaching a 1st level caster would have an 45% chance to succeed) • Spells can be learned from studying another magic user’s spellbook with a 20% chance of success • Spells can never be learned from scrolls * INT bonus modifies learning by 10% for each point (i.e. an INT of 18 will give you a 50% chance with learning from another’s spellbook)

Thieves

Druid/Cleric Spells per Day 1st 4 5 6 6 7 7 7 7 7 7

Fighter

7th – – – 1 2 3 3 4 5 6

* Druid Elves do not gain multiple attacks † Half damage from breath weapons, or one-quarter damage if the saving throw is successful

Thieves use a d6 for hit dice. They use the B/X progression for skills. Higher level skills and information will be determined at a later date. Backstab improves to ×3 at 9th, ×4 at 15th, ×5 at 25th

Mystics

Mystics function as explained in the Rules Cyclopedia except for level progression. They progress as listed up to, and including, 8th level. 9th level requires 280,000 XP and each level beyond requires 300,000 XP. At 8th level, Mystics use Attack Rank A and gain one Rank for each level higher. Mystics can reach 17th level. CON bonus does not apply after 9th level. They continue to roll for HP at each level. They don’t add STR to attack or damage when fighting unarmed. Mystics do improve their AC using DEX.

Combat Options

Initiative

Fighters can Smash and Parry at any level; Swashbucklers cannot Smash; Mystics can only Smash when using a weapon.

Initiative is not a d6 roll. Instead, use the following chart Coin encumbrance is tiresome. Encumbrance is now to determine initiative each round based on your action. tallied in stones. Use the following charts to determine The lowest number goes first. encumbrance and movement.

Disarm is only available when given by weapon mastery.

Weapon Mastery (WM)

The following level restrictions are in place for WM EX – 9th level (8th for halflings) MS – 15th level or 1,000,000 XP (for demi-humans) GM – 25th level or 2,200,000 XP (for demi-humans) Demi-humans gain WM slots every 400,000 XP beyond max level (instead of every 200,000). Deflect will use 1/3 the enemy HD as a penalty for your Save vs. Death Ray.

Shield Weapons

Shield weapons are not available

Normal Sword

I dislike how a Normal Sword outshines all other weapons. Here are the new stats for a normal sword: SWORD, NORMAL (B) [P = H]

†

CST: 10gp ENC: 60cn

BS SK EX

——— ——— --/5/10

MS

--/5/10

1d8 1d10 2d6

P: 2d6+4 S: 2d4+4 GM 5/10/15 P: 2d6+6 S: 2d4+6

——— ——— H: -2AC/1 H: -3AC/2 H: -4AC/3

——— Deflect (1) Deflect (1) Disarm (Save) Deflect (2) Disarm (Save +2) Deflect (3) Disarm (Save +4)

Two-handed stuff

Two-handed weapons do not automatically lose initiative. Two-handed weapons do 2 × STR bonus to damage. Dual wielding does not grant an extra attack each round, rather it gives +1 to your attack bonus, regardless of magical bonus to off-hand weapon. The off-hand weapon must be a small weapon (a  symbol on the WM table).

Order 1* 2* 3* 4* 5 6 7 8 9 10 11 12 13 14

Encumbrance and Movement

Encumbrance

Order of Initiative

Action Glance Attack Readied Action (missile, potion, wand, etc., spells can’t be “readied”) 1th – 3rd Level Spell Missile Fire, Wand Movement† and Acquisition‡ (incl. beginning a charge attack) Breath Weapon Extreme Weapon (pike, long tail, etc.) 4th – 6th Level Spell, use an Acquired‡ Item Long Weapon (2-H sword, pole arm, tail, long tentacle, etc.) Medium Weapon (normal sword, battle axe, tentacle, etc.) Short Weapon (dagger, mace, hand axe, long claw, etc.) 7th – 9th Level Spell Scroll Touch Attacks (bite, short claws, etc.)

* These actions may be deferred until after movement and occur sequentially afterwards (i.e. glance attacks happen on 6, breath weapons and 1st – 3rd level spells happen on 8, etc.) † A PC can move 1/3 your movement rate and still attack in a round or you can move your full movement rate in a round ‡ Acquisition is when a player tries to acquire something (pick up a dropped weapon, grab the MacGuffin and get ready to run, get a potion from a pack, etc.)

Scale or Chain Armor*† Banded or Plate Armor* Every 5 items carried† Every 100 coins carried Every oversized item carried

+1 stone +2 stones +1 stone +1 stone +1 stone

* Armor does not count as an “item”, it is given its own stone value † Does not include elven chain (which weighs the same as Leather) ‡ Use the info below for guidance, clothing does not count towards encumbrance, very small things like garlic, rings, wolvesbane, etc. are not counted except in excessive quantities

Everything is normally considered a single item with the following exceptions: 1 full quiver is 1 item, 2 daggers are 1 item, a scroll case is 1 item, 3 stakes + mallet are 1 item, 12 iron spikes are 1 item, 2 vials is 1 item, 2 mirrors are 1 item, 10 jewelry pieces are 1 item, etc…use good judgment.

Movement Stones* 0-1 2 3 4 5+

Encumbrance Description Unencumbered Lightly Encumbered Heavily Encumbered Severely Encumbered Overencumbered

Base Speed 120 90 60 30 0

* STR bonus increases carrying capability on a 1-1 ratio; therefore a PC with a STR of 18 would be unencumbered on a value of 0-4, lightly encumbered on a 5, heavily encumbered on a 6, etc.