From the desk of Scott C. McClure
Rules of Ivrel [Land of Legends]
I. Rules from the Dungeon Masters Guide [DMG]; all basic non-optional rules are in effect unless modified hereafter or by an optional rules text.
Player Character Ability Scores, Use Method IV [Pg 13 DMG]
Player Character Races, Racial Level Restrictions [Pg 22 & 23 of DMG]
Optional Table 8 In use [pg 23 of DMG]
Optional Level Advancement [pg 23 of DMG]
Proficiencies In Use, [pg 45 of DMG]
Horse Traits [pg 54 of DMG]
Individual Experience Awards [pg 70 of DMG]
Individual Initiative [pg 80 of DMG]
Weapon Speed and Initiative [pg 81 of DMG]
Pole arms and Weapon Frontage [pg 82 of DMG]
Shields and Weapon Frontage [pg 82 of DMG]
Critical Hits [pg 86 of DMG]
Parrying [pg 87 of DMG]
Hovering on Death's Door [pg 104 of DMG]
Infravision [pg 160 of DMG]
II. System Specific Rules or alteration's to AD&D Core Rules;
Two extra attributes, Perception and Comeliness [rolled during character generation along with the other attributes].
Use’s of the perception attribute are the following at the moment;
Sleep & Awakening tests, these are made to either determine if a character is awake after a prolonged time [such as when on watch] and to awaken a character [such as when your under attack].
To find secret doors and other hidden objects, this is more a way to allow non-elvin players to find things.
To notice key things to the plot of the campaign, or not-so subtle doings of any character, EXCEPT Thieves. The exception is because it is a thief’s profession to do shady things. Perception CANNOT be used to catch a thief in action, though it can be used to notice a FAILLED thief ability attempt.
Perception can be used to notice flaws in normal things, or to catch someone lying … if your character has reason to believe their being lied too or that a flaw should or shouldn’t be present.
Finally perception can be used in any way the DM feels appropriate.
Use’s of the Comeliness attribute are the following at the moment;
To concretely set what a character Looks like, thus separating Charisma to measure personality.
To influence and adjust reaction rolls, exactly as charisma does. This can only be used once with each new NPC. For first encounters sum up the total reaction modifiers of both your comeliness and charisma score’s. This is your first encounter reaction bonus.
Some classes or kits that would normally need a charisma requirement also need a comeliness requirement of the same value, the only exception being Paladins.
Expanded Character Races; [Some races are modified from basic]
See Race Section for full details on what are and not allowed to be played.
Some races from the elven, dwarven and humanoid handbooks are modified for this system.
Choice of either the RF or AC systems, see Rules Addendum 1: Expanded RF System.
Mages & Priests gain the "spell" bonus from high Wisdom or Intelligence. Mages get theirs from high Intelligence and Priests get there's from high Wisdom.
DP System from the Fighters handbook is in effect. Each type of armor and item has a DP [Depletion Points] that measure's its virtual hp's verse destruction. Modified DP values are given on the same table as the armor types, in rules addendum 1.
Proficiency choices are expanded above those standardly available in the player’s handbook. See the Compiled list of proficiencies and descriptions.
Characters intelligence is used to measure how many languages a character can speak fluently in their lifetime and how many extra proficiencies the character can possess at the start of play. No character may start play with more than four languages. All characters use up their first language slot on their native tongue. Read & write isn’t considered automatic even in the characters native tongue. The read & write proficiency enables a character to read & write in languages they are fluent in.
Arms and Equipment may be purchased from the Combat & Tactics Book.
Magic Users may choose spells out of the Wizard's Compendium Series of Books, along with the Tome of Magic and the Players Handbook.
Psionics are allowed, only race combinations that are legal though. No humanoids are psionicaly active.
Humans are allowed to multi-class, and can choose any combination a half-elf can.
Expanded Character Class's;
Warriors; Paladin, Ranger and Fighter
Wizards; Mage and Specialists
Rogues; Bard, Thief and Psionics
Clerics; Priests and Generic Cleric
Special; Ivrel Classes
Kits are usable for each class, no kits are allowed for Multi-Classed Characters unless it’s a multi-class kit. The following is a list of allowed kits at the moment [ask if one is new].
Priest kits are limited to those listed as available to Ivrel characters. There are also a variety of unique specialty priests of Ivrel.
Check the Kit Availability page for kits you can use on Ivrel. If the kit you want isn’t listed its not playable in this system.
The following are rules to be applied to kits and class's;
Specialty Mages CANNOT pick a kit, as their specialty is defined as their kit.
Multi-Classed Characters may not take a kit, as your combination of class's is enough to define kits.
Dual-Classed Character may only take one kit either in there first class or there second.
Specialty Player Class's cannot pick kits, as they are refined enough.
Some kits are considered universal to all races, they are the following;
Undead Slayers from the Elvin Handbook
Archers from the Elvin Handbook
Sharp Shooter from the Dwarven Handbook
Necromantic Handbook is in effect. A character must first be a necromancer specialty wizard to get any of its benefits and cannot be any race other than human.
All mages of any race can play a specialty not normally allowed by paying a +20% experience penalty in addition to any others they have. The only elven race that may be Necromatic is the Moon Elf.
Humanoids can play class & kits that aren't race specific and fit within their base class restrictions.
Constitution measures two additional things now, it’s the amount by which you can go “negative” before permanent death. I.e. a con of 18 means you have 18 rounds till you bleed to death after being reduced to 0 hps. Your constitution hp bonus is now added to 1 to get hp recovery while sleeping.
All characters can use their dexterity reaction bonus as an initiative modifier. Mages, Psionists and Priests do not use the reaction bonus during spell casting or activation of a discipline.
Mages, Psionists and Priests do not get their dexterity AC adjustment while casting.
All characters use their base creature size category as their unarmed speed for initiative purposes. A normal human height PC is speed 3. This speed applies to all innate abilities and powers not given an actual “speed” of use. This is only used when there is no modifier for the action or object being used. Large creatures always add three to all initiative rolls, huge always add six to all initiative rolls and tiny always subtracts one from all initiative rolls. Minimum speed is always one even if modifiers reduce the initiative is reduced below one.
There is an alternate alignment system in effect for play in the Ivrel Campaign setting. See core – alternate alignment system for specific details.
There is an alternate hit point system in effect for play in the Ivrel Campaign setting. See core – alternate hit point system for specific details.
Currency and Time modifications are in the Ivrel System Notes.
Character death rules are altered to more fit a player friendly format; the following adjustments have been made to the basic rules put forward in the DMG.
A characters constitution measures how far a given character can go negative before actually expiring due to wounds.
When a character is reduced to below zero physical hit points all spells that have been memorized are lost and must be memorized at a latter time. This includes priests.
When a character possessing Psionics is reduced to below zero physical hit points all PSP’s are lost, upon regaining consciousness the character has 1 PSP.
Any character capable of multiple attacks either through specialization or level loose all attacks gained and are considered to be at the start of their combat. I.e. a first level specialized warrior who is reduced below zero before his attack can be made in the second round looses his second attack. When he regains consciousness he is reset one attack.
All magical or psionic abilities that are require to be sustained drop automatically. This doesn’t include triggered items or residual spells that are active for a certain amount of time, such as mirror image. In addition spells such as Armor and Stone Skin also automatically dissipate.
Any character reduced below zero who is administered to naturally suffer a –5 to all ability, proficiency, attribute, save, thac0 and other associated rolls. They are exhausted and heavily encumbered by this fatigue. In addition such characters cannot cast or use innate abilities [Psionics included] for the duration of a 24-hour period. If magically healed the penalties are reduced to –2 for the 24-hour period immediately following the characters coming back to consciousness. They are still considered heavily fatigued and encumbered. Characters who are magically healed can cast spells and use innate abilities [including Psionics].
Characters are considered knocked unconscious when their physical hit points are reduced to zero. They are dieing when their hit points go below zero [see constitution mentioned above].
Bleeding occurs as a character is wounded; for the most part bleeding is only caused by physical damage done by physical objects such as weapons, claws, teeth, etc. All bleeding damage comes from the physical hit points only. Regenerating creatures only bleed for one round before healing up.
Spells do not cause bleeding with the exception of spells, which form a physical weapon, and in such cases the weapon is what is causing the bleeding not the spell, which created it. Illusions may mimic bleeding, warriors and priest get a bonus of equal to their level divided by two round up to save vs. illusions containing bleeding. This is because these two classes are intimately aware of how things bleed and what to expect when looking at wounds.
The three stages of bleeding are obvious, internal and dismemberment. Each is explained in more detail below. Bandaging is considered an action and must be declared, spells follow their associated rules and the proficiency check is considered an action and must be declared.
The first type of bleeding is from damage during combat for every two slashing or piercing hits that actually cause physical wounds the character bleeds one hit point at the end of the round. These wounds are obvious and can be “bandaged” by any character. It should be noted no spell causes this type of bleeding. Magical healing automatically closes ALL wounds a character has at this level of injury.
The second type of bleeding is from being reduced below zero hit points, this represents the internal and external damage the character has taken. These wounds must be treated by a character that possesses one of the following proficiencies; healing, veterinary healing [at a –6 to the roll] or diagnostic. In order to slow the bleeding. If not treated the character bleeds one physical hit point out for every turn unattended to. If treated by a skilled character the bleeding is slowed to one hit point per day till treated by an actual surgeon or magically healed. Magical healing automatically stops all bleeding at this level of injury.
The third type of bleeding is from losing of limbs. This is the quickest and most assuredly deadly of the different types. A character who has lost an arm loses one fourth their [maximum] physical hit points per round, if a leg is lost they loose half their [maximum] physical hit points per round. Characters can only treat these wounds with the healing proficiency or magic. If attended to by such a character the bleeding slows to one physical hit point per round. Magical healing only closes off the wound and stops all bleeding. Characters can apply a tourniquet to the wound if the limb is severed halfway down. This reduces the blood lose to two hit points per round. Magical healing automatically stops bleeding and seals up the wound, note that if magical healing is used the character cannot reattach the lost limb. If the characters head is lost then death is immediate and irrevocable [even with regeneration]. This must be weighed by the player when the damage happens, do they have time to get the character back with his limb or is it the end for that limb till a regeneration spell is cast on it [600 gp’s].
Weapon Expertise as presented on page 74 of Players Options: Combat & Tactics is in effect and can be selected by any warrior class or multi-classed warrior combo.
7/9/2012 16:02 A7/P7