New
Rules, Section 1- Player Characters
Races
The following is a list
of allowed player character races.
-
Human
-
Dark Elf
-
High Elf (Most common type
of Elf)
-
Wooden Elf
-
Half High Elf
-
Half Wood Elf
-
Sea Elf (Some DM's might not
allow this race)
-
Minotaur's (Some DM's might
not allow this race)
-
Hill Dwarf
-
Mountain Dwarf
-
Half-lings
-
Gnome
-
And all character described
in The Complete Book of Humanoids (The DM may not allow all races, so ask
your DM, if wanted)
Infravision
Characters with Infravision
when in any locale that has impaired natural lighting are able to see out
to the range of their Infravision with the same clarity as normal daylight.
Languages
All characters are allowed
to learn a number of languages equal to the # of Lang. score in the Intelligence
table from the PHB. These languages do not count against the number of
non weapon proficiencies slots that a character gets.
Demihuman characters are
allowed 3 languages for free:
-
Common - The language most
widely used by the general population.
-
Native tongue - The language
used by the characters subspecies.
-
Race tongue - The language
used by the characters general race.
As an example Rath the Mountain
Dwarf gets the languages, Common, Mountain Dwarf, and Dwarf Common and
Lorran the High Elf would get the languages, Common, High Elf, and Elf
Common.
Half Elven characters get
none of the demihuman language benefits.
Classes
Weapons Allowed : refer
to the Weapon
Mastery rules in Section 3
Warriors : Players
wanting to play warriors should read the Combat rules in Section
3.
Knight: Knight
is a special character and cannot be chosen to begin with. Knights has
to be deserved and the warrior need to ne accepted by a order of Knights
Paladin: Players
of Paladin Characters should familiarise themselves with the Gods
Of Crysaniantilus. Paladin characters must chose a good or evil
god, depending on if the character wants to be an paladin of the good or
evil, but a neutral god can't be chosen.
Wizards : Players
wanting to play wizard characters should familiarize themselves with the
Magic rules in Section
2.
Allowed wizard classes
are:
-
Mage / wizard
-
Specialist wizards, e.g.:
Wild mage, Illusionist, Invoker etc.
Most wizards are referred
to as either Sorcerer or Wizard by the general population, the term mage
is not a widely accepted title for characters who wield the power of magic.
Clerics and Priests
: Players who want characters of this type should familiarize themselves
with the Gods Of Crysaniantilus as
well as the Magic rules in Section
3.
Priests clerics must chose
one of the gods, good as well as evil. A cleric have access to all spheres
of prayers and are allowed to use amours. So a cleric is paladin, with
major access to prayers. Priests have a limited access to the spheres of
prayers and are not allowed to use any amours at all.
Rogues : Thief
and Bard character class is allowed.
Players want to play bard,
need to familiarize themselves with the Gods
Of Crysaniantilus and chose a good of neutral god, as there belief.
Here is a Table showing
classes allowed:
Classes Allowed
To The Different Creatures
|
Creature
|
Classes
|
Human
|
All
|
Dark Elf
|
Warrior, ranger, wizard
and thief
|
High Elf
|
Warrior, knight, ranger,
wizard, priests and druid
|
Wooden Elf
|
Warrior, ranger and
druid
|
Half High Elf
|
High Elf + cleric
and thief
|
Half Wooden Elf
|
Wooden Elf + wizard
and priest
|
Sea Elf
|
Warrior and wizard.
|
Minotaur's
|
Warrior and wizard
|
Hill Dwarf
|
Warrior, priest, cleric,
bard and thief
|
Mountain Dwarf
|
Warrior, priest, cleric
|
Half-ling
|
Thief
|
Gnomes
|
Thieves, illusionist
and warrior
|
Other Humanoid's
|
Special
|
Alignment
Alignment allowed for
races, are described in PHB by TSR.
Alignemt Allowed
For different Classes
|
Class
|
Alignment
|
Warrior
|
All
|
Wizard
|
All
|
Priest
|
All, except chaotic
|
Cleric
|
All, except chaotic
|
Paladin
|
Any lawful, except
neutral
|
Thief
|
Neutral good to neutral
evil
|
Bard
|
Lawful neutral to
lawful good
|
Knight
|
Any lawful, except
neutral
|
These are the basic alignment for the different classes, but if other
alignment's are wanted, your DM might allow it.
Required Alignment
For The Gods
|
God
|
Alignment
|
Lantan
|
Neutral good, lawful
good and chaotic good
|
Cicilian
|
Neutral good, lawful
good and chaotic good
|
Salina
|
Lawful good and chaotic
good
|
Silicnon
|
Neutral good, lawful
good and chaotic good
|
Bladua
|
Neutral good, lawful
good and chaotic good
|
Kon-Kundra
|
Lawful and chaotic
good
|
Hobbriano
|
Lawful and chaotic
good
|
Loreon
|
Neutral good, neutral,
lawful good and chaotic neutral
|
Vladron
|
Neutral good, neutral,
lawful neutral, chaotic neutral and neutral evil
|
Londran
|
Neutral good, neutral,
lawful neutral and chaotic neutral
|
Coll
|
Neutral good, neutral,
lawful neutral, chaotic neutral and neutral evil
|
Basilian
|
Neutral good to chaotic
neutral
|
Kashan
|
Neutral good, neutral,
lawful neutral and chaotic neutral
|
Silisian
|
Lwaful good, neutral
good, neutral, lawful neutral, chaotic neutral
|
Shanasanta
|
Neutral evil, lawful
evil and chaotic evil
|
Hindrola
|
Lawful evil and chaotic
evil
|
Sisanta
|
Neutral evil, lawful
evil and chaotic evil
|
Slavanya
|
Lawful evil and chaotic
evil
|
Cathlin
|
Lawful evil and chaotic
evil
|
Zeloino
|
Neutral evil and lawful
evil
|
Meranio
|
Neutral evil and lawful
evil
|
The DM might not allow
all alignment, because of e.g.. quests etc.
Non
Weapon Proficiencies
Players should use the
proficiency system to help better describe what other abilities their character
has. Characters are allowed to add their # of Lang. score from the intelligence
table in the PHB to the number of non weapon proficiencies that their class
is allotted.
Characters may devote
more than the required number of NWP slots to become proficient in a skill.
The effect of this is to give a +1 bonus to the proficiency check roll
for each additional NWP allotted above the minimum required. For example
a character becomes proficient with artistic ability, devoting 1 NWP to
the proficiency. Proficiency checks are made against wisdom (0). The character
the decides to devote an additional two NWP slots to the proficiency, now
checks against this proficiency are made against wisdom (+2).
New
Non Weapon Proficiencies
Death punch
NWP group: Warrior
NWP points: 2
The warrior there have
this proficiencies, are able to kill any person, by hitting a special place
in the neck, with his / her fingers.
The attacked character
can not breath at this stange, but with the same simple hit from the attacker,
start the pulse again. The attacked character can be in the ono-breathing
stage for 30 sec. before he / she dies. The attacked character are not
able to do anything in the non-breathing stage.
This proficiency are not
able at a normal traning-centers, but often find in the dark part of the
world. Only warriors over level 7 is able to learn that, and not every
can anyway (decided by DM). To precede this skill, a dex. score with -
2 and a str. score with - 4, has to be complateded.
Shield Use
NWP group: General
NWP points: 1
This proficiency are need
to get any bonuses from shield use. A shield can still be used, but will
not gain the characters armour class.
And aditional two NWP
points can be used to give any shield a + 1 AC.
Currency
Copper, silver, gold and
platinum pieces is the coins used all over Crysaniantilus, but the basic
currency is gold pieces.
The coins looks different
in each country abd are marked diffentrently, but they are accepted in
most countries. There are also some merchants there doesn't accept all
kind of coins.
Mithrill silver, gold
and platinum are also a well know currency, but they are not accepted everywhere
and is mostly used by rich people of high rank.. The are worth 100 times
the normal (1 gp. - 100 gp.).
Here is a Table there shows
how much the coins is worth, compared to each other:
The Different
Coins Compared To Each Other
|
Coins
|
Copper
|
Silver
|
Gold
|
Platinum
|
Mithrill Silver
|
Mithrill Gold
|
Mithrill Platinum
|
Copper
|
X
|
10
|
100
|
500
|
1.000
|
10.000
|
50.000
|
Silver
|
0,1
|
X
|
10
|
50
|
100
|
1.000
|
5.000
|
Gold
|
0,01
|
0,1
|
X
|
5
|
10
|
100
|
500
|
Platinum
|
0,002
|
0,02
|
0,2
|
X
|
2
|
20
|
100
|
Mithrill Silver
|
0,001
|
0,01
|
0,01
|
2
|
X
|
10
|
50
|
Mithrill Gold
|
0,0001
|
0,001
|
0,01
|
0,2
|
0,1
|
X
|
5
|
Mithrill Platinum
|
0,00002
|
0,0002
|
0,002
|
0,01
|
0,02
|
0,2
|
X
|
Forward to Section
2, Magic.