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Here, you will find rules info, weapons, skills, and other information relative to SLC's summer campaign. 

party.jpg
The adventurers gather, clad in their stately garb.

The only area where second edition fell short, in my opinion, were the weapons.  Thus, I think we can get rid of cumbersome speed factor, and adopt third editions approach to weaponry.  For your convenience, I have outlined the basic weapon types here:
 
LONGSWORD  Damage 1d8 Crit 19-20/x2  Medium
DAGGER         Damage 1d4 Crit 19-20/x2 Small
SHORTSWORD Damage 1d6 Crit 10-20/x2 Medium
BATTLE AXE   Damage 1d8 Crit 20/x3      Medium
RAPIER          Damage 1d6 Crit 18-20/x2  Medium
HEAVY PICK   Damage 1d6 Crit 20/x4      Medium
LIGHT FLAIL   Damage 1d8 Crit 20/x2     Medium
WARHAMMER  Damage 1d8 Crit 20/x3       Medium
GREATSWORD Damage 2d6 Crit 19-20/x2  Large
GREATAXE      Damage 1d12 Crit 20/x3    Large
LONGBOW       Damage 1d8   Crit 20/x3  Large     Range/ROF 2nd ed.
HEAVY FLAIL   Damage 1d10  Crit 19-20/x2 Large
POLEARM        Damage 1d10 Crit 10-20/x2 Large   Reach/Set Charge
 

With respect to skills, I have decided to devote SKILL GROUPS in place of proficiencies.  Any character can learn any one of these, and each is tied to a stat.  You select an area, you get all the skills.  See players handbook for details of each individual skill.  Think of these as handsome skill sets, much like the secondary skill option in the players book.  At 10th level, and 20th level, you may choose a new SKILL GROUP.  Ignore nonweapon skills for all purposes in 2nd Edition rules.  The skill groups are:
 
BOURGAISSE ARTISAN:  Based on DEXTERITY, this skill group encompasses making bows, using ropes, small crafts, leatherworking, woodworking, skinning/tannery and hide preparation, carpentry, engineering, and appraising. 
 
SCHOLAR:  Based on INTELLIGENCE, this skill group encompasses knowledge in alchemy, spellcraft, appraising, sciences, ancient languages, history, theology and religion, magical glyphs and runes, and research.
 
SOPHISTO:  This skill group is based on CHARISMA and ecompasses ettiquette, charm, diplomacy, leadership, heraldry, performing arts, forging documents, gaming, gathering information, disguise and subterfuge. 
 
ARTISAN LABORER:  This skillset is based on STRENGTH and encompasses all ability to smith weapons, armor, and other items of metal.  Also encompasses stone masonry and heavy construction. 
 
SURVIVALIST:  This skillset is based on WISDOM.  While all characters will have certain survival characteristics, this gives the ability to live off the land, heal and stitch wounds, find herbs, make poultices, skin animals and tan hides, hunting, tracking, cooking, and firebuilding.  Also, all forms of navigation and direction sense, and handling animals. 
 
ROBUSTO:  This is a skillset based on CONSTITUTION.  It allows for feats of endurance, including holding one's breath for 5 minutes, heavy drinking, stay concious in a fight (all the way to -10), go twice days without food of constitution score, run long distances in heavy armor, and stonemasonry and heavy construction.  This is the skillset the renowned Malin had. 
 

Customizable Traits

Gain 2 of these at 1st level, and one every 4th level thereafter (i.e. 4, 8, 12, etc.)

 

Trait list (any character can pick from them; not necessarily comprehensive)

 

Nimble                         +1 dodge to AC

Marksman                    +1 Range damage

Ability Focus                +10% in any thief skill

Surefooted                   +2 to all saving throws where dodging comes into play

Quick Strike                 +4 to initiative rolls

Favored Soul                +1 to all saves (must have a diety)

Courage                       Immune to fear (regular or magical)  and all its effects (+5 to horror saves)

 

Construct Heart            Does not suffer fatigue

Spontaneous Casting    Clerics drop a spell for a heal spell of equal or lower level

 

Superior Scrolls            Reduce failure of casting a higher level scroll by 10%

 

Tough                           Extra +5 hit points (can be taken multiple times)

 

Weapon expert Additional 3 weapon skills (can be taken multiple times)

 

Monkey Grip                Can use a two handed weapon in one hand (can’t dual wield L. weapons)

 

Martial artist                 Fist attacks do 1d6 lethal damage, rather than 1d3 nonlethal

 

Bludgeoning Ex.            +1 damage with bludgeoning weapons

Slashing Ex.                  +1 damage with slashing weapons

Piercing Ex.                  +1 damage with piercing weapons

Use divine wands          Allows use of wands of divine origin, if not allowed already (Wis16)

 

Use magic wands          Allows use of magic wands if not allowed already (Int.16 and Scholar skill set)

 

Artificer                        Ability to create magic items (must be spell caster, or have Int. 16 and Scholar skill set)

 

Extra Spell                    For each spell level, may memorize or pray for extra spell (Can be taken multiple times, up to 3)

 

Armored Casting          Reduce casting penalty in armor by 5% for Wizards

 

Spell expert                  Choose a spell.  Cast it 2x per day without memorizing it.

 

Empower Spell Ability to add another 50% to power of spell.  Spell takes up 2 slots of the base spell level when empowered.  Works for healing spells too. 

 

Non-class weapon        Allows you to use a weapon not in your character class.  Still must spend a proficiency slot to gain the skill. 

 

Stat training                  +1 (or 25%) to any statistic.  Can be taken up to 3 times in a characters life. 

 

Knife figher                   Treat daggers as shortswords, and shortswords as longswords. 

 

Gunnery                       +1/+1 with all smokepowder weapons, and proficient in all smokepowder weapons

 

Shot on the Move         Allows you to move more than 1 step and get full ROF with a bow and arrow.

 

Rapid Shot                   Allows 3 shots with a bow and arrow (-2,-2,-2).  All movement restrictions apply. 

 

Undead slayer              Gain +2 damage against undead targets

Demon slayer               Gain +2 damage against demons and fiend targets

 

Dragon Slayer              Gain +2 damage against dragons (must have killed at least one dragon to take this)

 

Horseback Archer        Can make ranged archery or gunnery attacks from horseback with no penalty, rather than standard -4 penalty. 

 

Horseback Fighter        Can make attacks from a horse without the standard -4 penalty, and gain bonus of +1 for being on higher ground.  (all warriors start out with this for free) 

 

Tactician:                      Know your opponents max hit points and AC after two rounds of fighting it. 

 

Lycanthrope Hunter      +2 damage against all lycanthropes

 

 

 

 

Style Specializations

Each has two tiers.  Warriors can learn multiple style specializations.  Every other group can only learn one.  Wizards may not learn the two weapon style specialization. 

1 handed style specialization:

 

1 slot:               AC reduced by 1.

2 slots: Criticals with weapon red

 

Weapon and shield

 

1 slot:               Increase shield AC by 1

2 slots:              Increase shield AC by 2

 

Two Handed Style

 

1 slot:               Double strength bonus

2 slot:               Swing damages additional adjacent targets by half (must still hit, roll 1 at. Roll)

 

Two Weapon Style Specialization

 

1 slot:  Reduce base penalty to -2/-2 (-0/-2 if light weapon is employed in off hand)

2 slots:  Reduce base penalty to -0/-2 (-0/-0 if light weapon is employed in off hand)

 

 

NEW BLEEDING RULE

 

When you go down to negative hit points, you lose 1 hit point per turn (10 rounds), but have a 10% chance to stabilize on your own.  Takes 10 rounds to stabilize someone.  Anyone can do it, but you can’t do it in combat.  If you stabilize and no one is around, you will die in 5 hours plus a number of hours equal to your hit point bonus from high constitution (if any). 

 
 

To submit additional information for consideration in the Brogue Gazeteer, contact the dungeonmaster.