castles & crusades ck screen with house rules

6
1 CHARACTER BASICS Determining Challenge Class Challenge Class = Challenge Base + Challenge Level CC CB CL Difficulty of the task 18 see House Rules HD or Level of the opponent SIEGE ENGINE Instead of the usual 12/18 Challenge Base (CB), all CBs are 18. A character rolling against one of their Primes simply receives a +6 to their roll. The Rule of Thumb General Difficulty Challenge Level (CL) Easy task 1-5 Difficult task 6-10 Very difficult task 11-15 Heroic task 15-20 Attribute Modifiers 1 2-3 4-5 6-8 9-12 13- 15 16- 17 18- 19 -4 -3 -2 -1 0 +1 +2 +3 Saving Throws 1d20 + Attribute Modifer + Level Type Attribute Breath Weapon Dex or Con Charm Cha Confusion Wis Death Attacks Cha Disease Con Energy Drain Con Fear Cha Gaze Attack Wis Magic/Illusion Int or Wis Paralysis/Constriction Str Petrification/Polymorph Wis Poison Con Spells Varies see spell description Traps Dex HOUSE RULES HIT POINT KICKER All PCs receive an HP kicker at 1st level equal to their Constitution score. CRITICAL HITS A Critical Hit occurs on a natural “20” on an attack roll and deals double damage. This is expressed by doubling the number of dice rolled, plus all damage bonuses that would apply to that roll. ADDITIONAL CLASS ABILITIES Assassin / Bard / Monk / Ranger / Rogue: Gain the following maneuver: Tumble. Barbarian: Gain the following maneuver: Hold The Line. Cleric: May cast any Cure spell spontaneously (uses a spell slot of the appropriate level). Druid: May cast Endure Elements spontaneously (uses a 0- level spell slot). Fighter: Gain the following maneuvers: Combat Reflexes and Hold The Line. Illusionist: May cast any 0-level spell spontaneously. Knight / Paladin: Gain the following maneuver: Combat Reflexes. Wizard: May cast Detect Magic spontaneously (uses a 0- level spell slot). May cast a single Orb spell at will; choose the type of damage it deals at character creation: acid, cold, electricity, fire, negative energy, poison, or positive energy. ORB SPELL (Wizard house rule) CT 1 Range 30 feet D instant SV dexterity half SR yes Comp V, S Make an attack roll, but use your Intelligence as a bonus to hit instead of Strength or Dexterity. On a successful hit, you deal 1d4 damage of the type originally chosen at character creation (acid, cold, electricity, fire, negative energy, poison, or positive energy). The target may save for half damage. This spell is unique in that it does not require any type of preparation, does not use up spell slots, and can be cast at will by any Wizard. Only the damage type needs be chosen during character creation; this can never be changed. AEG TOOLBOX INDEX The Wilderness Wilderness 5-20 Civilization / Castles & Keeps 21-30 Air & Sea 31 Encounters by Location 32-44 Encounters by Creature Type 45-72 Dungeons Dungeons 71-94 Encounters 95-110 Cities Cities 111-148 Encounters (Sewers) 149 NPC Vital Stats Name (choose table, roll 1d20) p. 152-3 Race (1d4/2 for table or choice, roll 1d20) p. 154-5 Class (roll 1d20) p. 155 Alignment (roll 1d20) p. 155 Agenda (roll 1d10) DMG2 p. 32 Secrets (roll 1d10) DMG2 p. 32 Origin & Family (roll 2d20, apply one to each table) p. 155 Concepts (roll 1d6 [re-roll 6s] for table, roll 1d20) p. 155-7 Motivations (roll 1d8 [re-roll 8s] for table, roll 1d20) p. 158-9 Traits (roll 1d6 [re-roll 6s] for table, roll 1d20) p. 159-60 Taboos (roll 1d20) p. 160 Appearance & Dress (roll 2d20, apply one to each table) p. 160-1 More NPC Tables Weapons / Armor / Equipment / Effects p. 161-3 NPC Encounter Conditions I - V 163-4 NPC Magic / Spellcasters 165-171 NPC Hirelings I – VII 172-3 Merchant Houses 174 NPC Heroes 174-8 Animal Companions & Mounts Dogs 179 Horses 180 Mount Names 180

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CK (GM) Screen for Castles & Crusades, featuring the core rules plus some additional house rules and optional add-ons from the Castle Keeper's Guide.

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Page 1: Castles & Crusades CK Screen with House Rules

1

CHARACTER BASICS

Determining Challenge Class

Challenge

Class

=

Challenge

Base

+

Challenge

Level

CC CB CL

Difficulty of

the task

18

see House

Rules

HD or Level

of the

opponent

SIEGE ENGINE

Instead of the usual 12/18 Challenge Base (CB), all CBs are 18. A

character rolling against one of their Primes simply receives a +6

to their roll.

The Rule of Thumb

General Difficulty Challenge Level (CL)

Easy task 1-5

Difficult task 6-10

Very difficult task 11-15

Heroic task 15-20

Attribute Modifiers

1 2-3 4-5 6-8 9-12 13-

15

16-

17

18-

19

-4 -3 -2 -1 0 +1 +2 +3

Saving Throws

1d20 + Attribute Modifer + Level

Type Attribute

Breath Weapon Dex or Con

Charm Cha

Confusion Wis

Death Attacks Cha

Disease Con

Energy Drain Con

Fear Cha

Gaze Attack Wis

Magic/Illusion Int or Wis

Paralysis/Constriction Str

Petrification/Polymorph Wis

Poison Con

Spells Varies – see spell description

Traps Dex

HOUSE RULES

HIT POINT KICKER

All PCs receive an HP kicker at 1st level equal to their Constitution

score.

CRITICAL HITS

A Critical Hit occurs on a natural “20” on an attack roll and deals

double damage. This is expressed by doubling the number of dice

rolled, plus all damage bonuses that would apply to that roll.

ADDITIONAL CLASS ABILITIES

• Assassin / Bard / Monk / Ranger / Rogue: Gain the

following maneuver: Tumble.

• Barbarian: Gain the following maneuver: Hold The Line.

• Cleric: May cast any Cure spell spontaneously (uses a spell

slot of the appropriate level).

• Druid: May cast Endure Elements spontaneously (uses a 0-

level spell slot).

• Fighter: Gain the following maneuvers: Combat Reflexes and

Hold The Line.

• Illusionist: May cast any 0-level spell spontaneously.

• Knight / Paladin: Gain the following maneuver: Combat

Reflexes.

• Wizard: May cast Detect Magic spontaneously (uses a 0-

level spell slot). May cast a single Orb spell at will; choose

the type of damage it deals at character creation: acid, cold,

electricity, fire, negative energy, poison, or positive energy.

ORB SPELL (Wizard house rule)

CT 1 Range 30 feet D instant

SV dexterity half SR yes Comp V, S

Make an attack roll, but use your Intelligence as a bonus to hit

instead of Strength or Dexterity. On a successful hit, you deal 1d4

damage of the type originally chosen at character creation (acid,

cold, electricity, fire, negative energy, poison, or positive energy).

The target may save for half damage.

This spell is unique in that it does not require any type of

preparation, does not use up spell slots, and can be cast at will by

any Wizard. Only the damage type needs be chosen during

character creation; this can never be changed.

AEG TOOLBOX INDEX

The Wilderness

Wilderness 5-20

Civilization / Castles & Keeps 21-30

Air & Sea 31

Encounters by Location 32-44

Encounters by Creature Type 45-72

Dungeons

Dungeons 71-94

Encounters 95-110

Cities

Cities 111-148

Encounters (Sewers) 149

NPC Vital Stats

Name (choose table, roll 1d20) p. 152-3

Race (1d4/2 for table or choice, roll

1d20)

p. 154-5

Class (roll 1d20) p. 155

Alignment (roll 1d20) p. 155

Agenda (roll 1d10) DMG2 p. 32

Secrets (roll 1d10) DMG2 p. 32

Origin & Family (roll 2d20, apply one to

each table)

p. 155

Concepts (roll 1d6 [re-roll 6s] for table,

roll 1d20)

p. 155-7

Motivations (roll 1d8 [re-roll 8s] for

table, roll 1d20)

p. 158-9

Traits (roll 1d6 [re-roll 6s] for table, roll

1d20)

p. 159-60

Taboos (roll 1d20) p. 160

Appearance & Dress (roll 2d20, apply

one to each table)

p. 160-1

More NPC Tables

Weapons / Armor / Equipment / Effects p. 161-3

NPC Encounter Conditions I - V 163-4

NPC Magic / Spellcasters 165-171

NPC Hirelings I – VII 172-3

Merchant Houses 174

NPC Heroes 174-8

Animal Companions & Mounts

Dogs 179

Horses 180

Mount Names 180

Page 2: Castles & Crusades CK Screen with House Rules

2

VISION & LIGHT

Vision

Type Effects

Deepvision 120’

See in complete darkness

Twilight Vision Up to 1 mile

Must have ambient light

Darkvision 60’

See in complete darkness

Dusk Vision Normal range

Must have moon, star or natural

ambient light

Light Sources (4e DMG p. 67)

Source Radius

feet/squares Brightness Duration

Candle 10’ / 2 Dim 1 hour

Torch 25’ / 5 Bright 1 hour

Lantern 50’ / 10 Bright

8 hrs /

pint of

oil

Campfire 50’ / 10 Bright 8 hrs

Sunrod 50’ / 10 Bright 4 hrs

Phosphorescent

fungi 50’ / 10 Dim Ongoing

Brazier 50’ / 10 Bright 8 hrs

Fireplace/oven 20’ / 5 Bright

8 hrs /

load of

fuel

Forge 10’ / 2 Bright

8 hrs /

load of

fuel

Magma 200’ / 40 Bright Ongoing

Magical Dagger 10’ / 2 Dim Ongoing

Magical Sword 20’ / 4 Dim Ongoing

TRAVEL & ENCUMBRANCE

Encumbrance

Encumbrance

Category Effect

None No effect

Light 1/4 move, +1 CL to all DEX checks

Moderate 1/2 move, +2 CL to all DEX checks

Heavy 3/4 move, +4 CL to all DEX checks,

lose DEX bonus to AC

Overburdened 1 foot/round, auto-fail all DEX checks,

lose DEX bonus to AC

On foot – miles/day

Burden

Terrain

Normal Rugged Very

Rugged

Light 30 20 10

Moderate 20 10 5

Heavy 10 5 2

Mounted – miles/day

Mount

Terrain

Normal Rugged Very

Rugged

Light 60 25 5

Medium 40 20 5

Heavy 30 15 5

Draft 30 15 5

Cart* 25 15 -

Wagon* 25 10 -

*Road, track or open terrain only.

ADVENTURING

The “DM’s Best Friend”

Especially favorable circumstance +2

Particularly unfavorable circumstance -2

Search / Perception Checks

(better of INT or WIS)

Easy Anything valuable in a chest full of

junk; something small or subtle but

otherwise in sight

Difficult A valuable item tucked away in an

unlikely place; a secret latch or

compartment

Very Difficult A secret door

Skill Challenges

1. Goal

2. Level and Challenge Classes (CC)

• Vs. Difficult CC

• Later uses of same skill vs. Very Difficult CC

• Group Check v Easy CC (1/2 group = success)

3. Complexity (CPX)

CPX Successes Advantages DCs

1 4 - 4 mod

2 6 - 5 mod, 1 hard

3 8 2 6 mod, 2 hard

4 10 4 7 mod, 3 hard

5 12 6 8 mod, 4 hard

4. Primary and Secondary Skills

5. Consequences

a. Success, or Stages of Success

b. Failure, or Stages of Failure

c. XP rewards

Advantages (examples)

• Success v. Very Difficult CC counts as 2 successes

• Success v. Very Difficult CC removes 1 failure

• Success v. Easy CC acts as success v. Difficult CC

• Later uses of same skill v. Difficult CC

Page 3: Castles & Crusades CK Screen with House Rules

3

INTOXICATION

Rules modified from Tales from the Floating Vagabond

Alcohol costs and Intoxicant Points can be found in AEG

Toolbox p. 132-133

1. Compare the # of Intoxicant Points (IPs) imbibed

in 1 hour to the character’s Constitution score

(+6 if CON is Prime).

2. If IPs > Constitution Score, make a CON check.

a. Success = Sobriety goes down one level

(see chart).

b. Failure = Sobriety goes down two levels

(see chart).

3. Subtract a number of IPs off the total equal to

your Constitution score

4. At each level starting at “Happy” or less, make a

second CON check for each remaining full IP

imbibed (with a CL according to the chart

below).

a. Success = Sobriety goes down one level

(see chart).

b. Failure = Sobriety goes down two levels

(see chart).

5. At each level starting at “Wasted” or higher,

make a CON check (with a CL according to the

chart below) at the end of each hour.

a. Failure = roll 1d6

i. 1-4 = Pass out

ii. 5-6 = Throw up

Sobriety Level CL Effects*

Sober - -

Happy 2 -1

Tipsy 4 -2

High 6 -3

Wasted 8 -4

Blotto 10 -5

Soaked 12 -6

*Penalty effects Dex, Int, Wis, and Cha scores.

Recovering From Intoxication

1. Roll on the following chart based on Intoxication

Level to determine how quickly you recover

from intoxication.

2. If your character uses a stimulant, apply the

appropriate multiplier to the time rolled to

determine when your character recovers.

Intoxication

Level

Recovery

Time (hours)

Stimulant Effect

Mild Strong

Happy 1d4/2 x 0.80 x 0.50

Tipsy 1d6/2 x 0.80 x 0.50

High 1d4+1 x 0.85 x 0.55

Wasted 1d6+1 x 0.85 x 0.55

Blotto 2d4 x 0.90 x 0.55

Soaked 1d6+4 x 0.95 x 0.60

Mild stims: no harmful side effects.

Strong stims: have a 5% chance per application of causing

a permanent -1 Constitution score.

Mild Stimulants

Might include tea, vitamin-rich fruits (such as

oranges and bananas), or concoctions made from

special herbs or nuts.

• Can be found through foraging and herb lore

(WIS check) – Easy task

• Can be created through alchemical means (INT

check) – Easy task

Strong Stimulants

Might include coffee or various herbal/alchemical

concoctions.

• Can be found through foraging and herb lore

(WIS check) – Difficult task

• Can be created through alchemical means (INT

check) – Difficult task

MAGIC & SPELLS

DF (Divine Focus) – Item of spiritual significance (holy

symbol) that channels deific power. Not consumed.

F (Focus) – A physical component that focuses the spell’s

energy. Not consumed.

M (Material) – Physical substance or object used to power

the spell. Generally consumed.

S (Somatic) – Measured and precise hand movements; the

character must have at least one hand free.

V (Verbal) – Spoken incantation; the character must be

able to speak in a clear, strong voice.

Confusion

1d10 Behavior

1 Wander away for 1 turn (unless prevented)

2-3 Attempt mundane task for 1 round

4-6 Do nothing for 1 round

7-8 Try to locate lost items for 1 round

9 Attack nearest creature for 1 round

10 Act normally for 1 round

Scrying Modifiers

Caster knows the character well +5

Caster has only met the character -5

Caster has only heard of the character -10

Caster has no knowledge of the character -15

Caster has likeness of the character (picture, doll, etc.) +5

Caster has a possession of the character’s +5

Caster has a body part of the character’s (lock of hair,

fingernail)

+5

Character is on a different plane -15

Teleportation Location Familiarity

Familiarity On

Target

Off

Target

Similar

Area Mishap

Very familiar 01-97 98-99 100 -

Studied carefully 01-94 95-97 98-99 100

Seen casually 01-88 89-94 95-98 99-100

Viewed once 01-76 77-88 89-96 97-100

Description 01-52 53-76 77-92 93-100

False destination

(1d20+80) - 81-92 93-100 -

Page 4: Castles & Crusades CK Screen with House Rules

4

COMBAT

The Combat Round

1. Surprise Check

Each party rolls 1d6

• 1-2 = Surprised

• If both parties are surprised, nothing happens

• If one party is surprised, the attackers get 1

round of free actions

2. Initiative

1d10, Players win ties

*Creatures with reach interrupt attackers who don’t

have reach, effectively setting their Initiative as 1

higher than the interrupted creature

3. Fundamental Actions

• Attack or cast a spell

• Movement:

o 1/2 move and still attack

o Full move, jog (move x2), or run (move

x4) but cannot attack

• Use an ability

• Use an item that is easily accessible

• Ready an item from a pack or otherwise stowed

to be used in a subsequent round

Situational Modifiers

Defender is prone or blind +5

Defender is prone and defenseless +10

Defender at lower elevation

• Defender potentially uses helmet AC instead of

standard armor bonus

+1

Defender is stunned or cowering +2

Defender is invisible or attacker is blind -10

Melee attack from mount/unstable platform -2

Ranged attack from mount/unstable platform -4

Flank attack +1

Rear attack* +2

*Rog and Asn do NOT gain this bonus – they receive

their class ability’s bonus to Rear Attacks instead

Concealment

Defender is… Mod.

1/4 concealed (light fog) -2

1/2 concealed (dense fog, dim light) -4

3/4 concealed (near darkness) -6

Completely concealed -10

Cover

Defender has… Modifier

1/4 cover +2 AC

1/2 cover +4 AC

3/4 cover +6 AC

Full cover +10 AC

Ranged Combat

Close range (listed range) -

Medium range (range x2) -2

Long range (range x3) -6

Grenade-Like Missiles

Miss Distance

1d6 feet (1d2 squares)

Optional:

Close range = 1d4 feet (1 square)

Long range = 1d8 feet (2 squares)

Hit Points and Dying

0 HP

• Fall unconscious

• Recover consciousness in 1d6 hours and can 1/2

move at that point, but otherwise cannot act

• Healing spells take effect immediately

-1 to -6 HP

• Fall unconscious

• Begin healing after 24 hours

• Magic healing can only raise you to 0 HP; normal

healing begins after that

-7 to -9 HP

• Start losing 1 HP/round on the following round

• Require first aid/magic healing to be administered in

order to stop this HP loss

• Begin normal healing 24 hours after being stabilized

-10 HP

• Death occurs immediately

• Only spells or effects such as resurrection,

reincarnation, or bribes to the DM can remedy death

Turning Undead

1. WIS check on undead up to 60 feet away

2. FAIL = cannot turn those undead for 24 hours

3. SUCCESS = Turn undead

• 1d12 + CHA bonus common undead are turned,

or

• 1d6 + CHA bonus extraordinary undead are

turned, or

• 1 + CHA bonus unique undead are turned

TURNED UNDEAD

Turned undead flee at full movement for 10 rounds if they

can. Otherwise, they are cowering (+2 bonus to hit them).

If the character that turned them approaches within 10

feet or attacks, the turning is broken.

DESTROYING UNDEAD

If the character that turned the undead is 5+ levels higher

than the HD of the undead, the undead are instead

destroyed.

If the character is 10+ levels higher than the HD of the

undead, then the maximum number of undead the

character could have turned are instead destroyed.

Page 5: Castles & Crusades CK Screen with House Rules

5

OFFENSIVE MANEUVERS

CHARGE

• Melee attack preceded by a run or jog (minimum full move

required)

• +2 damage (negated if charge is interrupted by a successful

attack)

• -4 penalty to AC until next round

DISARM

• Must be a Ftr, Rgr, Knt, Rog, Asn, Clr, or Pal

• Attack vs. AC 18 + opponent’s HD/Level + DEX bonus

GRAPPLE

• Attacker rolls d20 + STR bonus + BtH

• Defender’s AC = 12 + STR bonus (+6 if STR is Prime) + DEX

bonus + 2 per size difference larger

• HIT = defender is prone and defenseless

o Defender must break a grapple with a successful

grapple check as their action

OVERBEARING

• Attacker rolls d20 + STR bonus + [DM’s discretion] BtH

• Defender’s AC = 12 + STR bonus (+6 if STR is Prime) + BtH + 2

per size difference larger

• HIT = defender knocked prone until the end of the round,

takes 1-2 subdual damage

• Attacker is at -2 AC until the end of the round

PUSH (house rule)

• Melee attack preceded by a run or jog (minimum full move

required)

o If you have a shield in hand, add it’s normal AC

bonus to the attack roll (usually a +1 or +2)

• No damage; instead, you push the opponent 5’ away from

you (i.e. either directly away from your trajectory or up to 90

degrees from your trajectory)

• +5’ per 10 above their AC on your attack roll

• You must advance into the space(s) that they vacated

(essentially moving with them)

Note: Pushing an opponent into dangerous terrain allows them to

make a Saving Throw immediately before entering that terrain. If

they succeed, all further movement ends for both characters.

SLIDE (house rule)

• Melee attack preceded by a run or jog (minimum full move

required)

o If you have a shield in hand, add it’s normal AC

bonus to the attack roll (usually a +1 or +2)

• No damage; instead, you slide the opponent 5’ away from

you in any direction

• You do not have to advance into the space(s) that they

vacated (though you may choose to)

Note: Sliding an opponent into dangerous terrain does not allow

them a save, unless they are subject to falling, in which case they

get a Dexterity Saving Throw to catch themselves.

TOUCH ATTACK

• Defender’s AC = 10 + DEX bonus + special modifiers from

magic items and spells

TWO-WEAPON FIGHTING

• Attack with primary and secondary weapon at same time;

attacker must call which is primary weapon

• -3 penalty to primary hit roll

• -6 penalty to secondary hit roll

• Penalties can be mitigated on a 1:1 ratio by attacker’s DEX

bonus

DEFENSIVE MANEUVERS

DISENGAGE FROM COMBAT

1. Hasty Disengagement

• May move up to a run (move x4)

• -2 AC until the end of the round

• Opponent gains a free melee attack

2. Fighting Disengagement

• Move up to 1/2 move

• Cannot take any other action that round

DODGE

• Must be facing and aware of the attacker(s)

• Up to 3 dodges per round

• Sacrifice all other actions by dodging

• +2 AC

EVADE

• Evade one opponent you are facing

• +4 AC until the end of the round

SPECIAL MANEUVERS

COMBAT REFLEXES (Fighter / Knight / Paladin house rule)

Dexterity

• After you’ve already gained the initiative against an

opponent who has entered your reach, you may make

subsequent ‘reach’ attacks

• Whenever subsequent enemies enter your reach, you make

a DEX check (CL = opponent’s HD or level); if successful, you

may make another reach attack as normal

• Your initiative remains at the point in which you interrupted

the first opponent to enter your reach

• You may do this a number of times in a round equal to your

Dexterity bonus, +1 more time if DEX is a Primary attribute

DELAY (house rule)

• You delay your Initiative until any point lower in the round,

thus resetting your initiative to that lower point

• You cannot interrupt someone else’s action

HOLD THE LINE (Barbarian / Fighter house rule)

Strength

• Whenever someone enters your reach, you may forego

gaining the Initiative

• Instead, you make a STR check (CL = opponent’s HD or level);

if successful, their movement ends at the point in which

they first entered your reach

READY AN ACTION (house rule)

• You prepare a reaction to a specific trigger; once that trigger

occurs, you then interrupt and may act with your prepared

action

• Your initiative is reset to that point in the round

• If you reach your next initiative without having taken the

readied action, you don’t get the readied action

TUMBLE (Assassin / Bard / Monk / Ranger / Rogue house rule)

Dexterity

• Any time you engage an opponent with reach, you may

make a Dexterity check (CL = opponent’s HD or level); if

successful, you negate their ability to attack first and win the

initiative due to having a reach weapon

• This may also be used to negate Combat Reflexes and Hold

The Line maneuvers

Page 6: Castles & Crusades CK Screen with House Rules

6

LOYALTY, MORALE, and ATTITUDE

Base Loyalty: 0 +/- leader’s CHA mod (INT for monsters)

Loyalty / Morale Check Mental save, + Loyalty bonus (INT modifier for most monsters)

Intelligence and Morale Save Bonus

Int Score Mod Int Score Mod

Animal 1-2 -3 Superior 16-17 +2

Inferior 3-5 -2 Genius 18-21 +3

Low 6-8 -1 Supra-Genius 22-25 +4

Average 9-12 0 Deific 26+ +5

High 13-15 +1

When to Check for Morale Consequences of Failure

Faced by obviously superior force Fall back, fighting

25% of party eliminated / slain Fall back, fighting

50% of party eliminated / slain Disengage and retreat

Leader unconscious / captured Flee in panic

Leader slain or deserts Flee or surrender

Immediate Circumstances Modifier

Each enemy deserting or slain +1

Inflicting casualties w/o receiving any +2

Each ally killed -1

Taking casualties w/o inflicting any -1

Each ally deserting -1

Outnumbered and outclassed by 3:1 -2

Leader unconscious -1

50% of allies slain -1

Leader slain or deserts -3

When to Check for Loyalty Failure

Offered bribe Cooperates

Ordered to testify against leader Agrees

Has a chance to steal goods Steals

Left alone in danger or abandoned Deserts

Ordered into danger, to perform a heroic act, or

to rescue someone

Refuses

Offered surrender terms by a superior enemy Surrenders

Ordered to use / diminish magic item Refuses

Score Loyalty

< 0 None –will kill, capture, harm, or desert at first

opportunity

0-2 Disloyal – always seeks personal advantage

3-6 Little – seek own advantage at first sign of

weakness

7-10 Fair – will support if no great risk to self

11-15 Loyal – will support, even at great risk to self

> 15 Fanatical – unquestioning, no hesitation

Loyalty Base Modifiers

Enlistment / Association Modifier

Associated -1

Captured or enlisted -1

Henchman +1

Hired mercenary 0

Hired mercenary, short term -1

Slave -3

Length of Enlistment / Association* Modifier

Less than one month -1

Less than one year 0

1 to 5 years +1

More than 5 years +2

*This includes time b/t service or length of time that the PC has

been generally known and familiar to the associate

Training or Status Level Modifier

Untrained / peasant -2

Little training / levied troops -1

Newly recruited regulars 0

Trained regulars +1

Elite, sub-officers, minor officials / expert hireling +2

Guards, officers, or major officials / henchmen +3

Pay or Treasure Shared Modifier

None -2

Partial, late, or unfair -1

Average 0

Above average, choice shares +1

Exceptional, bonuses, gift items* +2

*Typically magical items if a henchman is concerned

Discipline / Activity Modifier

Lax / little -1

Firm and harsh / occasional 0

Firm and fair / often +1

General Treatment by Leader Modifier

Inhuman and heartless -2

Cruel and domineering -1*

Indifferent and uncaring or variable -1

Just and invariable +1

Just, kind, and invariable +2

*Applies only when the leader is not present, is incapacitated, or

dead; if the leader is near and in power, minuses are treated as

pluses.

Racial Preference Modifier

Hatred -2

Antipathy -1

Neutral 0

Good will +1

Preferred +2

Alignment Difference Modifier

1 place removed 0

2 places removed -1

3 places removed -2

Alignment of Leader Modifier

LG, LN +1

LE, NG, N, CG 0

CN, NE -1

CE -2

The Leader Has… Modifier

Killed faithful follower in front of witnesses -4

Tortured follower in front of witnesses -3

Reputed to have slain followers, or let them die -2

Oath breaker -1

Reputed to have tortured followers, discharged

without cause

-1

Given choice shares of treasure recently +1

Risked life for within last 6 months +1

Saved the life of, ransomed, or rescued +2

Used his own magic to save follower regularly +2

Raised, resurrected, or returned follower to life +4

Diplomacy Check CHA check; CL varies based on initial Attitude

• Improves an extra step per +5 rolled over the CC.

Starting Attitude Challenge Level*

Hostile – will take risks to harm you 20

Unfriendly – wishes you ill 15

Indifferent – doesn’t care 10

Friendly – wishes you well 5

Helpful – will take risks to help you 0

*This is in addition to the creature’s HD or level

The Request Is For…: Simple directions or advice (-2); reveal an

unimportant secret (+2); give lengthy or complicated aid (+2); give

dangerous aid (+5); reveal secret knowledge (+5 or more); give aid

that could result in punishment (+10 or more); additional requests

(+2 per request).