Enroth Rules: Characters

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Abilities

The PC�s have six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Rolling for initial abilities are 3d6 (3-18), six times. Then choose where you would like to put your stats. Once the six results are written, they may be modified by lowering one stat by two and then raising a different one by one (e.g. lower Wisdom from a 10 to 8, raise Dexterity from 14 to 15). If an 18 is rolled for and chosen for Strength, those who decide to play Knights, Paladins or Archers may roll d100 for exceptional Strength.

Races

All basic races are represented in Enroth. Although humans are overwhelmingly part of the landscape, there are some demi-humans who like to spend their times in human towns. All racial abilities are kept. Any race can become any class.

Class

Fighters (known as Knights) retain all of their abilities. Class minimums are Strength 14 and Constitution 14. Knights may wear any armor and can learn any weapon. They may become Experts and Masters in any weapon and all styles they are proficient in except Bow, Dagger, or Staff which are limited to Expert. They many not learn any magic, nor the Meditation skill. They gain the most out of the Body Building skill. Knights can be promoted to Cavalier status giving them extra hit points, and again to Champion gaining even more hit points.

Paladins lose all their extra abilities, yet keep the Immunity to the Disease condition. They are not required to limit themselves to 10 magical items, have no wealth, or tithe any money to their church. They do however gain the ability to cast Priest spells at 1st level. Class minimums are Strength 14 and Wisdom 14. They may not cast Spells of Light. Paladins can wear any armor and learn any weapon. They may become Experts in all weapons and weapon styles proficient in except Staff and may become Masters in Mace, Sword, Weapon and Plate, and Weapon and Shield. They may become Experts and Masters in all spells they are able to cast. Paladins can be promoted to Crusader status gaining extra hit points and Spell Points, and again to Hero gaining even more hit points and Spell Points.

Rangers (known as Archers) may only wear up to Chainmail and may not use a shield. Class minimums are Intelligence 14 and Dexterity 14. They also lose all special abilities like tracking, two-weapon use, animal empathy, and moving silently/hiding in shadows. They may become Experts in all weapons and styles proficient in except Staff and may become Masters in Bow, Spear, Weapon and Leather, and Weapon and Chain. They also gain the ability to cast Sorcerer spells at 1st level although they may not cast spells of High Sorcery. They may become Experts and Masters in all spells they are able to cast. Archers can be promoted to Battle Mage status gaining extra hit points and Spell Points, and again to Warrior Mage gaining even more hit points and Spell Points.

Clerics can only wear up to Chainmail and Shield and lose the ability to turn undead. Class minimums are Wisdom 14 and Charisma 14. They may only use mace or staff, although they may also use the bow. They may become Experts in all weapons and styles proficient in except Staff, and may become Masters in Mace, Weapon and Chain, and Weapon and Shield. They can cast Spells of Light. They may become Experts and Masters in all Clerical spells. Clerics can be promoted to Priest status gaining extra hit points and Spell Points, and again to High Priest gaining even more hit points and Spell Points.

Druids have weapon restrictions limited to dagger, staff and bow and can only learn the weapon and leather style. Class minimums are Intelligence 14 and Wisdom 14. They lose all special abilities for the class, but have no level gaining restrictions. However, they gain the ability to learn and use both Priest and Sorcerer spells, but do not have the ability to cast Spells of Light or High Sorcery. They may become Experts and Masters in any weapon or style they are proficient in except bow which is limited to Expert. They may become Experts and Masters in all spells they are able to cast. Druids can be promoted to Great Druid status gaining extra hit points and Spell Points, and again to Grand Druid gaining even more hit points and Spell Points.

Magic-Users (known as Sorcerers) gain the ability to wear leather armor, and are restricted to dagger, staff and bow. Class minimums are Intelligence 14 and Constitution 14. There are no specialists. They may become Experts and Masters in any weapon or style they are proficient in except bow which is limited to Expert. They may become Experts and Masters in all spells they are able to cast. Sorcerers can be promoted to Mage status gaining extra hit points and Spell Points, and again to Arch Mage gaining even more hit points and Spell Points.

Experience and Levels

Experience counts. Experience is gained through defeating opponents in combat and solving the various tasks and quests in Enroth. When a character gains enough experience, they become eligible to move up a “level” in a system of status and ranking. Gaining levels increase Hit Points (hp), Spell Points (SP), and Skill Points (SkP).

The price to increase an adventurers level is equal to the following chart:

Lvl 10 Lvl 11780,000 Lvl 213,160,000
Lvl 26,000 Lvl 12946,000 Lvl 223,486,000
Lvl 328,000 Lvl 131,128,000 Lvl 233,828,000
Lvl 466,000 Lvl 141,326,000 Lvl 244,186,000
Lvl 5120,000 Lvl 151,540,000 Lvl 254,560,000
Lvl 6190,000 Lvl 161,770,000 Lvl 264,950,000
Lvl 7276,000 Lvl 172,016,000 Lvl 275,356,000
Lvl 8378,000 Lvl 182,278,000 Lvl 285,778,000
Lvl 9496,000 Lvl 192,556,000 Lvl 296,216,000
Lvl 10630,000 Lvl 202,850,000 Lvl 306,670,000

Hit Points (hp)

Starting hp are a follows:

  • Knights: 2d8
  • Paladins/Archers: 1d10
  • Cleric: 1d8
  • Druid/Sorcerer: 1d6

The amount of hp gained when a PC gains a level is as follows:

  • Knight: 2d8, +5/lvl upon Promotion to Cavalier, and another +5/lvl upon promotion to Champion
  • Paladin/Archer: 1d10, +2/lvl upon Promotion to Crusader/Battle Mage, and another +2/lvl upon Promotion to Hero/Warrior Mage
  • Cleric: 1d8, +1/lvl upon Promotion to Priest, and another +1/lvl upon Promotion to High Priest
  • Druid/Sorcerer: 1d6, +1/lvl upon Promotion to Great Druid/Mage, and another +1/lvl upon Promotion to Grand Druid/Arch Mage

NOTE: All PC’s gain extra hp if they have a high Constitution. Also, all promotions give extra hp retroactively for previous levels gained.

Spell Points (SP)

Starting SP are as follows:

  • Clerics/Paladins: Clerics get 20 SP to start plus Wisdom bonuses. Paladins get 10 SP to start plus Wisdom bonuses. A Wisdom of 13-15 gives an extra 1 SP/lvl, 16-18 an extra 2/lvl, 19-21 an extra 3/lvl, 22+ an extra 4/lvl
  • Sorcerers/Archers: Sorcerers get 20 SP to start plus Intelligence bonuses. Archers get 10 SP to start plus Intelligence bonuses. An Intelligence of 13-15 gives an extra 1 SP/lvl, 16-18 an extra 2/lvl, 19-21 an extra 3/lvl, 22+ an extra 4/lvl
  • Druids: Druids get 20 SP to start plus both Intelligence and Wisdom bonuses.

The amount of SP gained when a PC gains a level is as follows:

  • Clerics/Sorcerers gain 12 SP every lvl, +4/lvl upon Promotion to Priest/Mage, and another +4/lvl upon Promotion to High Priest/Arch Mage
  • Paladins/Archers gain 6 SP every lvl, +1/lvl upon Promotion to Crusader/Battle Mage, and another +1/lvl upon Promotion to Hero/Warrior Mage
  • Druids gain 12 SP/lvl, +4/lvl upon Promotion to Great Druid, and another +4/lvl upon Promotion to Grand Druid

For example: A 3rd level Sorcerer with a 16 Intelligence would have 36 (level) + 6 (Int bonus) for a total of 42 SP, while a 7th level Mage with an 18 Intelligence would have 84 (level) + 28 (Mage status) + 14 SP (Int bonus) for a total of 126 SP

NOTE: All spellcasters upon Promotion gain extra SP retroactively for previous levels gained.

Skill Points (SkP): SkP are used to improve individual skills learned throughout a PC’s adventuring career. Each skill learned (weapon, weapon style, non-weapon, and magic) has a skill ranking, regardless of the level of the PC. Skill rankings are increased when a PC spends SkP to improve them. To increase a skill, the SkP required is equal to the next skill rank number. For example, if a PC wishes to increase his/her Dagger skill from a rank 3 to rank 4, the number of SkP needed is 4.

Another way to improve skills is to find a teacher. These teachers may agree to increase a PC’s skill from “Normal” to “Expert”, or even from “Expert” to “Master”! A more impressive title gives the PC some special abilities that aren’t generally the same for each skill. For instance, a Master mace swinger gains the power to stun opponents, while a Master swordsman can use another weapon with a sword with no penalty!

Proficiencies:

Weapon Proficiencies

There are both weapon and weapon style proficiencies. There are no slots for such proficiencies and all applicable skills may be taken if the PC has the money to learn the skill.

Weapon Proficiencies are as follows: Axe (both one and two handed), Bow (incl Crossbows), Dagger, Mace (incl Hammers), Spear (incl Tridents and Halberds), Staff, and Sword (all types).

Attack abilities are as follows:

  • Knights/Paladins use the Warrior chart equal to their skill level
  • Archers/Clerics use the Cleric chart equal to their skill level (Exception: Archers use Bow skills equal to Warriors)
  • Druids/Sorcerers use the Thief chart equal to their skill level

Weapon Style Proficiencies are Weapon and Shield, Weapon and Leather, Weapon and Chain, Weapon and Plate. If a PC does not know a particular weapon style, he/she may NOT wear that type of armor and use a weapon!

For every five levels in Weapon and Armor styles (Leather, Chain, Plate, and Shield), PC’s gain a bonus of -1 to their AC.

After some experience in any proficiency, PC’s may become Experts in their weapons or weapon styles. Expertise in weapon proficiencies and weapon styles are as follows:

  • Axe – gains an attack speed bonus (-1 to SF on one handed and -2 SF on two handed) and gains an attack ‘to hit’ bonus of +1
  • Bow – gains an attack speed bonus (-2 SF), and gains an attack ‘to hit’ bonus of +1
  • Dagger – gains the ability to use another dagger in his/her off hand with no penalty, gaining another attack, and gains an attack ‘to hit’ bonus of +1
  • Mace – gains an attack ‘to hit’ bonus of +1 and a damage bonus of +2
  • Spear – gains an attack ‘to hit’ bonus of +1 and an AC bonus of -1
  • Staff – gains an attack ‘to hit’ bonus of +1 and an AC bonus of -1
  • Sword – gains an attack speed bonus (-1 to SF on one handed and -2 SF on two handed) and gains an attack ‘to hit’ bonus of +1
  • Weapon and Shield – gains a bonus of -1 AC to both melee and missile attacks
  • Weapon and Leather – reduces the speed penalty of wearing leather armor by half
  • Weapon and Chain – reduces the speed penalty of wearing chain mail armor by half
  • Weapon and Plate – reduces the speed penalty of wearing plate armor by half

NOTE: Knights get an extra bonus of 1/2 AT/rnd with the weapon they become an Expert in.

After more experience as Experts in their weapon or weapon styles, PC’s may become Masters. Mastery in weapon proficiencies and weapon styles are as follows:

  • Axe – gains an attack damage bonus of +4
  • Bow – gains the ability to fire twice as many shots per round as the weapon normally gives (i.e. Bows AT 4/1, Crossbows 2/1)
  • Dagger – gains the ability equal to the level of the skill (i.e. 14th level skill has a 14% chance) on a successful hit to do triple base weapon damage
  • Mace – gains the ability equal to the level of the skill (as above) on a successful hit to stun his/her opponent (-4 to hit, AC, dmg, ½ attacks)
  • Spear – gains an attack damage bonus of +4
  • Staff – gains the ability equal to the level of the skill (as above) on a successful hit to stun his/her opponent (as above)
  • Sword – gains the ability to use another sword in his/her off hand with no penalty, gaining another attack
  • Weapon and Shield – gains a bonus of -1 AC to both melee and missile attacks
  • Weapon and Leather – removes the speed penalty of wearing leather armor
  • Weapon and Chain – removes the speed penalty of wearing chain mail armor
  • Weapon and Plate – removes the speed penalty of wearing plate armor

NOTE: Knights get another extra 1/2 AT/rnd when they become Masters in a weapon.

Non-Weapon Proficiencies

Non-weapon proficiencies are similar to weapon proficiencies and styles. They are not governed by slots and any class can learn any skill as long as they have the money and time. Some classes are better than others to use particular skills. After some experience in the skill, the PC can become an Expert if they can find a teacher. After more experience as an Expert, the PC can then become a Master in that skill if another teacher is found.

These are the Non-Weapon Proficiencies used in Enroth:

Alchemy: Having this skill allows the brewing and mixing of herbal potions. Also, anyone with this skill can automatically tell the type of potion upon sight without tasting. The power of potions able to be created depends upon the class of the user. Any class can take this skill, but only Clerics, Druids, and Sorcerers can become Experts and only Druids can become Masters.

  • Basic potions: Any class
  • Compound Potions: Clerics, Druids and Sorcerers
  • White Potions: Druids and Sorcerers and Expert ability
  • Black Potions: Druids only and Master ability

Bodybuilding: Taking this proficiency allows a PC to add additional hit points (hp) to their totals for every new level they achieve. The number of hit points gains depends on their level of knowledge and their class. Any class can take this skill.

  • Knights: +2 hp/level at Basic Level, +4 hp/level at Expert, and +6/level at Master
  • Paladin/Archer: +1 hp/level at Basic, +2 hp/level at Expert, and +3 hp/level at Master
  • Cleric: +1 hp/level at Basic, +2 hp/level at Expert, May not become Masters
  • Sorcerer/Druid: +1 hp/level at Basic, may not become Experts or Masters

Diplomacy: This proficiency allows a PC to affect their reputation with others in any direction they desire. Having a high Diplomacy can allow PC’s to talk their way out of a dangerous situation or improve talks with high ranking officials. Any class can take this skill but only Knights and Paladins can become Masters in it.

  • Basic level: An improvement of +1 Charisma reaction/4 levels
  • Expert level: An improvement of +1 Charisma reaction/3 levels
  • Master level: An improvement of +1 Charisma reaction/2 levels

Disarm Trap: Taking this proficiency allows a PC a chance to disarm booby trapped containers or locks. Only traps found by a successful Perception check can be disarmed. Any class can learn this skill, however only Archers can become Masters.

  • Basic level: A 3% chance to disarm a trap for every level of the PC
  • Expert level: A 6% chance to disarm a trap for every level of the PC
  • Master level: A 10% chance to disarm a trap for every level of the PC

There are some traps that give penalties to skill attempts so there is no maximum percentage chance a PC can have. A 100% chance to disarm gives the PC no chance of failure. A failed check sets off the trap.

Identify Item: This proficiency gives the user the ability to identify the abilities of any magical item. This includes high quality non-magical items. Any class can learn this skill, however only Sorcerers can become Masters.

  • Basic level: A 2% chance/level to identify
  • Expert level: A 4% chance/level to identify
  • Master level: A 7% chance/level to identify

A failed check means the PC must give it to another PC to check or have it checked at an Armor, Weapon, or Alchemist shop.

Learning: This useful skill gives the PC an extra bonus to their experience gained. Any class can learn this skill and become Experts or Masters in it.

  • Basic level: 9% + 1% XP bonus/level
  • Expert level: Double this bonus
  • Master level: Triple this bonus

Meditation: This skill is similar to Body Building except it is for spell casters and it increases their Spell Points. All classes except Knights can learn this skill and become Experts or Masters in it. The number of bonus SP depends upon their class:

  • Paladins/Archers: 1 SP/level at Basic, 2 SP/level at Expert, and 3 SP/level at Master
  • Clerics/Sorcerers: 2 SP/level at Basic, 4 SP/level at Expert, and 6 SP/level at Master
  • Druids: 2 SP/level at Basic, 5 SP/level at Expert, and 7 SP/level at Master

Merchant: Buying and selling in Enroth is a healthy barter system and successful Merchants are the key. All places where something is sold is sold at a (sometimes very high) marked up price. PCs skilled in the Merchant skill can get better prices when trying to purchase or sell items. Any class can learn this skill, however Knights, Paladins, and Clerics cannot become Masters.

  • Basic level: 7% + 3% better price or lowered markup/level bonus
  • Expert level: Double this bonus
  • Master level: Triple this bonus

Merchant is computed this way. The price at any particular merchant is marked up for purchases or marked down for selling back. The Merchant skill takes the marked up/down price and subtracts/adds the percentage of the skill from that price. If the result is still above cost, that is the price. If the price is equal or below cost, the price is cost. For example, an item is being sold at 150 gp and cost price is 100 gp. A Merchant skill of 1 will give a 10% discount on the marked up price which is equal to 15 gp. Subtract the 15 gp from 150 gp for a total of 135 gp. This is how much the vendor will sell the item to that PC. An example of buying back is a PC wishes sell an item to a vendor that has a cost price of 100 gp. The vendor is normally willing to buy the item back for 20 gp. The percentage times cost equals 10 gp. The vendor adds this number to the sell back price and gets a total of 30 gp. This is how much the vendor will buy the item from the PC for.

Perception: This skill is a definite must for those who want to find that needle in the haystack. Having this skill allows the PC to find hidden treasures, secret doors, and traps. It also reduces the damage taken from an improperly disarmed trap. Any class can learn this skill, however only Archers can become Masters.

  • Basic level: A 3% chance to discover/1% reduced damage for every level of the PC
  • Expert level: A 6% chance to discover/2% reduced damage for every level of the PC
  • Master level: A 10% chance to discover/4% reduced damage for every level of the PC

There are some traps and hidden areas that give penalties to skill attempts so there is no maximum percentage chance a PC can have. A 100% chance to discover gives the PC no chance of failure. A failed check misses the trap or secret item, however another check is allowed at a -10% cumulative penalty for each additional try. Each check takes 1 round and searches a 10X10 area or one item.

Repair Item: All items over time can break, and there are some monsters whose blows are so powerful that they can break items in two. PCs knowledgeable in this skill can do a field level repair quickly so that the item can be used until it is brought to a service shop. This skill allows the PC to use service shops at reduced prices to fix the items themselves saving a great deal of money. Some items are very complex and can only be repaired with Expert or Master level. All classes can learn this skill, however only Paladins, Archers, and Knights can become Experts and only Knights can become Masters.

  • Basic level: 2% chance to repair item/2% savings for every level of the PC
  • Expert level: 4% chance to repair quality item/4% savings for every level of the PC
  • Master level: 7% chance to repair any item/7% savings for every level of the PC

Starting Skills:

PC’s begin with a limited number of skills and can choose from a short list at character creation depending upon class.

  • Knights: Begin automatically with the skills of Sword, and Weapon and Leather. They can choose two more from the following list: Dagger, Axe, Spear, Bow, Weapon and Chain, Weapon and Shield, Body Building, Disarm Trap, or Perception.
  • Paladins: Begin automatically with the skills of Sword and Spirit Magic. They can choose two more from the following list: Dagger, Spear, Mace, Weapon and Leather, Weapon and Chain, Weapon and Shield, Perception, Diplomacy, or Disarm Trap
  • Archers: Begin automatically with the skills of Bow and Air Magic. They can choose two more from the following list: Sword, Dagger, Axe, Weapon and Leather, Fire Magic, Identify Item, Perception, Diplomacy, or Disarm Trap
  • Clerics: Begin automatically with the skills of Mace and Body Magic. They can choose two more from the following list: Staff, Weapon and Leather, Weapon and Shield, Spirit Magic, Mind Magic, Identify Item, Repair Item, Meditation, Diplomacy
  • Sorcerer: Begin automatically with the skills of Dagger and Fire Magic. They can choose two more from the following list: Staff, Weapon and Leather, Air Magic, Earth Magic, Water Magic, Identify Item, Repair Item, Meditation, or Diplomacy
  • Druid: Begin automatically with the skills of Staff and Earth Magic. They can choose two more from the following list: Mace, Weapon and Leather, Water Magic, Spirit Magic, Body Magic, Identify Item, Alchemy, Meditation, or Learning

Equipment

Purchasing Equipment

Gold is the coin of the realm and is about the size of a penny. There are other items that are replacements for gold such as gems, but they are rare and must be discovered by the PCs.

Equipment can be purchased at any store in the realm. Weaponsmiths sell weapons, but most specialize in one weapon style, so shop around. Weaponsmiths also can identify and repair weapons for a cost. Armories sell, identify and repair shields and armor, and as weaponsmiths, some may specialize in certain kinds of armor. Magic Shops and Apothecaries offer potions and miscellaneous arcane items. They can identify and repair such items as well for a price. General Stores sell the junk that other stores do not want to sell. They tend to be overpriced and they buyback at very reduced prices.

Having a PC with a high Merchant skill comes in handy when talking to shop owners. The storekeeper will always tell the PCs how much the item is and a little background about it. All shops will negotiate with a PC with Merchant skill to haggle over the price. No skill or a low skill will leave the PCs penniless, while a high Mastered skill will leave the storekeeper crying in his or her cash box. Merchant skill also comes in handy when trying to sell “liberated” items to the store keeper. The higher the Merchant skill, the better the buyback price.

Banks are places where PCs can store their gold should it be weighing down their packs. There is no charge for storage and PCs can withdraw their funds from any branch.

Spell Guilds are places to learn magic and purchase spellbooks. Merchant skill is handy here as well as the Guildmasters will also haggle over prices.

Thief or Mercenary Guilds have teachers that, for a price, will teach PCs varied Weapon and Non-weapon skills. Merchant skill will bring down prices here as well.

Temples offer a chance to give a donation to or receive healing from for a price. Fees are set and Merchant will not change the prices. Generous donations will receive a boon from the attending priest.

Inns and Taverns rent rooms, sell traveling rations, and offer drinks and information about the local area. Merchant skill will help keep you out of the common room for the night.

Training Halls are places to advance in levels. All class come here, although some places have limited staff and level maximums. Training takes a week per level for advancement (i.e. raising from 5th to 6th takes one week) and includes increases in skills through spending Skill Points. Training costs gold and each progressive level costs more. Having the Merchant skill can lower the prices somewhat.

Stables and Docks are places of transportation and will allow quicker and safer transport to various cities and places in the realm. Having a high Merchant skill will lower prices. Schedules vary per area, so check with the stablemaster or ship captain for information.

Local City Councils are always in need of able adventurers to take on a variety of dangerous quests, so look them up when you come to a town.

Starting Equipment

PC’s starting equipment depends upon what skills they choose at character creation. They gain a basic weapon for the weapon skill(s) they choose, i.e. Dagger, Mace, Staff, Longsword, Spear, Hand Axe, and/or Crossbow. If they choose a weapon style, they will receive either Leather Armor, Chainmail Armor, and/or a Wooden Shield. Spellcasters choosing Magic skills will receive the first two spells from each spell list they choose. PC’s also get an empty potion bottle, a random herb, and a simple ring which is randomly decided by the DM. There is a very slight chance that this ring will be enchanted.

Armor and Weapons

NameSpeed Factor/PenaltyAC/Damage (S-M/Lrg)
Leather Armor+4AC 8
Chainmail Armor+8AC 5
Wooden ShieldN/A-1 AC for missiles
Dagger+21d4/1d3
Hand Axe+41d6/1d4
Horseman’s Mace+61d6/1d4
Staff+41d6/1d6
Longsword+51d8/1d12
Spear (one-handed)+61d6/1d8
Spear (two-handed)+82d6/2d8
Crossbow (AT 1/1)
Range: 6/12/18
+71d6/1d6

Combat

Combat in Enroth is the same as regular AD&D. Rounds are 15 seconds in length.

  • Step 1: Check for surprise
  • Step 2: Roll initiative: 1d10 + Armor Speed Penalty + Weapon Speed Factor or Spell Casting Time, lowest goes first. Spells that take a round to cast, always go last and the effect begins at the beginning of the next round. If PC or monster has more than one attack, roll initiative for each attack.
  • Step 3: Make attack roll (weapons or some spells) with d20 against opponents Armor Class using appropriate class attack chart at weapon or spell level
  • Step 4: If a hit made, roll damage and subtract protections (if applicable)
  • Step 5: Next PC/monster attacks, until next round.