Adapting 800 CE to d20/Third Edition (800 CE Supplement)
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d20 Third Edition[edit]
800 CE can be used with the Third Edition. This article presents a way for the 800 CE setting to play as a low magic setting using the d20 rules set.
Alternate Rule Sets[edit]
There are many alternate rule sets based on the Third Edition. These may work better for your game. Each of these systems takes a slightly different approach to a lower-power game setting. All are highly recommended.
- Arcana Unearthed/Arcana Expanded/Diamond Throne
- The Black Company
- Iron Heroes
- E6
- E8
- Conan d20
Abilities[edit]
Use the elite array (15, 14, 13, 12, 10, 8).
Alternatively, 25 point buy.
Races[edit]
The only race is Human.
Many humans are of unusual or divine descent. The DM may determine that some or all characters have a bloodline.
Classes[edit]
Base Classes[edit]
- Barbarian: A mainstay of the Germanic world, the barbarbian tradition is still strong in many European countries. Many Francish knights are actually barbarians.
- Bard: The bard is a popular profession in the Celtic countries. The bard can also make a good "adviser" style spellcaster.
- Fighter: The fighter is a mainstay of all peoples.
- Paladin: The non-magic paladin variant is popular in monotheistic nations.
- Ranger: The non-magic ranger variant is popular throughout all countries.
- Rogue: The rogue is a mainstay of all peoples.
Prestige Classes[edit]
- Cleric: Pagan clerics pick gods from their appropriate pantheons. Monotheist clerics do not have direct communion with their god. Instead, they work through angels or saints. Becoming a cleric require four levels of any class. Clerics do not gain spells above 6th level, although they still gain the slots and may use metamagics to use those slots.
- Druid: The druid is more popular in the Celtic and nomadic regions of Europe. Becoming a druid require four levels of any class. Druids use the Player's Handbook II shapechange rules. Druids do not gain spells above 6th level, although they still gain the slots and may use metamagics to use those slots.
- Sorcerer: The sorcerer is most seen among illiterate people. Becoming a sorcerer require four levels of any class. Sorcerers do not gain spells above 6th level, although they still gain the slots and may use metamagics to use those slots.
- Wizard: The wizard is mostly seen among literate peoples. Wizards are the only class that begins the game able to read. Wizards should always gain few spells. Becoming a wizards requires four levels of any class and the ability to read. Wizards do not gain spells above 6th level, although they still gain the slots and may use metamagics to use those slots.
Arcana Unearthed/Expanded Classes[edit]
Monte Cook's Arcana setting has many interesting classes that fit well within the 800 CE settings. The Akashik, Champion, Oathsworn, Ritual Warrior, Totem Warrior, Unfettered, and Warmain each bring interesting capabilities to the setting.
The magical classes of this setting have a tone that is more appropriate to this setting. These classes are available from first level.
Note that a true magic using character will gain attention, not all of it good.
Skills[edit]
The Heal skill gives access to Skill Based Healing.
No character may read unless they take they spend the skill points to read in their desired language. Only the wizard begins knowing how to read, and learns how to read all the languages that he learns. Many clerics learn to read, but many do not.
Feats[edit]
All characters gain the Improved Unarmed Strike feat when their BAB equals +1 or better. A character strikes as a monk of a level equal to his BAB.
Fighters, paladins, rangers, and barbarians learn Improved Grapple at first level.
Equipment[edit]
Armor[edit]
Most armors have been developed by 800 CE. The two exceptions are partial plate and full plate. These last two armors have not been developed.
The armor table below is derived from the article Armor Construction Rules.
Armor | Cost | Armor/ Shield Bonus |
Maximum Dex Bonus |
Armor Check Penalty |
Arcane Spell Failure Chance |
–—Speed—– | Weight1 | |
---|---|---|---|---|---|---|---|---|
(30 ft.) | (20 ft.) | |||||||
Cuirasses (light armor) | ||||||||
Reinforced Boiled Leather Lamellar Cuirass | 5 gp | +1 | +5 | -1 | 15% | 30 ft | 20 ft | 15 lbs |
Boiled Leather Plate Cuirass | 10 gp | +2 | +6 | 0 | 10% | 30 ft | 20 ft | 15 lbs |
Reinforced Leather Plate Cuirass | 40 gp | +3 | +5 | -1 | 15% | 30 ft | 20 ft | 25 lbs |
Iron Banded Cuirass | 200 gp | +4 | +5 | -2 | 10% | 30 ft | 20 ft | 25 lbs |
Iron Plate Cuirass | 3,175 gp | +5 | +5 | -2 | 10% | 30 ft | 20 ft | 25 lbs |
Hauberks (medium armor) | ||||||||
Cloth Plate Jack (Arming Doublet) |
5 gp | +1 | +6 | -0 | 10% | 30 ft | 20 ft | 10 lbs |
Boiled Leather Plate Jack | 50 gp | +4 | +4 | -2 | 20% | 30 ft | 20 ft | 25 lbs |
Steel Scale Jack | 50 gp | +4 | +3 | -4 | 20% | 20 ft | 15 ft | 20 lbs |
Steel Lamellar Jack | 150 gp | +5 | +3 | -4 | 20% | 20 ft | 15 ft | 25 lbs |
Steel Chain Hauberk | 50 gp | +4 | +3 | -4 | 20% | 30 ft | 20 ft | 25 lbs |
Reinforced Steel Chain Hauberk (Plate Mail Jack) |
150 gp | +5 | +3 | -5 | 25% | 30 ft | 20 ft | 40 lbs |
Armor Suits (heavy armor) | ||||||||
Steel Mail Suit (Chainmail suit) |
100 gp | +5 | +1 | -6 | 30% | 20 ft | 15 ft | 40 lb |
Reinforced Steel Mail Suit (Plate Mail) |
150 gp | +6 | +0 | -7 | 35% | 20 ft | 15 ft | 60 lb |
Steel Banded Suit | 600 gp | +7 | +1 | -6 | 30% | 20 ft | 15 ft | 40 lb |
Steel Lamellar Suit | 200 gp | +6 | +1 | -6 | 30% | 20 ft | 15 ft | 45 lb |
WEAPONS[edit]
During the 9th Century, many weapons of the High Middle Ages were not yet developed. Below is a listing of weapons more common to the ninth century. These weapons are usually tools that can be used as weapons.
Simple Weapons[edit]
Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 | |
---|---|---|---|---|---|---|---|
LIGHT MELEE WEAPONS | |||||||
Club | — | 1d4 | 1d6 | ×2 | 10 ft. | 3 lb. | Bludgeoning |
Dagger, Seax, or Long Knife | 2 gp | 1d3 | 1d4 | 19–20/×2 | 10 ft. | 1 lb. | Piercing or Slashing |
Handaxe or Hatchet | 6 gp | 1d4 | 1d6 | ×3 | — | 3 lb. | Slashing |
Mallet | — | 1d3 | 1d4 | x2 | 5 ft. | 1 lb. | Bludgeoning |
Practice Sword | 1 cp | 1d3 | 1d4 | x2 | — | 1 lb | Bludgeoning |
Threshing Flail | 5 cp | 1d3 | 1d4 | x2 | — | 1 lb | Bludgeoning |
Sickle or Falx | 6 gp | 1d4 | 1d6 | x2 | — | 2 lbs. | Slashing |
Throwing Axe | 8 gp | 1d4 | 1d6 | x2 | 10 ft. | 2 lb | Slashing |
Whip (no reach) | 1 sp | 1d23 | 1d33 | ×2 | — | 2 lb. | Slashing |
ONE HANDED MELEE WEAPONS | |||||||
Mace, heavy | 12 gp | 1d6 | 1d8 | ×2 | — | 8 lb. | Bludgeoning |
Wagoner's Axe or Broad Axe | 4 gp | 1d6 | 1d8 | ×2 | — | 4 lb. | Slashing |
TWO HANDED MELEE WEAPONS | |||||||
Longspear4 | 5 gp | 1d6 | 1d8 | ×3 | — | 9 lb. | Piercing |
Quarterstaff5 | — | 1d4/1d4 | 1d6/1d6 | ×2 | — | 4 lb. | Bludgeoning |
Spear | 2 gp | 1d6 | 1d8 | ×3 | 20 ft. | 6 lb. | Piercing |
Splitting Maul | 5 gp | 1d8 | 1d10 | x2 | — | 10 lbs | Bludgeoning or Slashing |
Felling Axe | 8 gp | 1d8 | 1d10 | x2 | — | 6 lb. | Slashing |
RANGED WEAPONS | |||||||
Crossbow, light | 35 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 4 lb. | Piercing |
Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — |
Dart | 5 sp | 1d3 | 1d4 | ×2 | 20 ft. | 1/2 lb. | Piercing |
Javelin | 1 gp | 1d4 | 1d6 | ×2 | 30 ft. | 2 lb. | Piercing |
Sling | — | 1d3 | 1d4 | ×2 | 50 ft. | 0 lb. | Bludgeoning |
Bullets, sling (10) | 1 sp | — | — | — | — | 5 lb. | — |
Felling Axe: These two-handed axes are used to fell trees. They are also useful for felling opponents.
Mace: A mace is any club that has a weighted or studded head. They are easy to use and fairly brutal.
Splitting Maul: The splitting maul is used to split trunks of wood into wedges or planks. They are dull on one side and wedged on the other.
Wagoner's Axe: These broad-bladed axes are used to shape wood. They are useful as melee weapons. They are usually found among the wagoners who transport equipment for the army.
Whip: This is a cattle whip. It is used to control livestock. It is rarely used as a weapon. This whip does not have reach.
Martial Weapons[edit]
Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 | |
---|---|---|---|---|---|---|---|
Light Melee Weapons | |||||||
Sap | 1 gp | 1d43 | 1d63 | ×2 | — | 2 lb. | Bludgeoning |
Shield, light | special | 1d2 | 1d3 | ×2 | — | special | Bludgeoning |
Spiked armor | special | 1d4 | 1d6 | ×2 | — | special | Piercing |
Spiked shield, light | special | 1d3 | 1d4 | ×2 | — | special | Piercing |
Seax, Sappara, Dao, Jian | 10 gp | 1d4 | 1d6 | 19–20/×2 | — | 2 lb. | Piercing |
One-Handed Melee Weapons | |||||||
Battleaxe | 10 gp | 1d6 | 1d8 | ×3 | — | 6 lb. | Slashing |
Spatha, Sverd, or Viking Sword | 15 gp | 1d6 | 1d8 | 19–20/×2 | — | 4 lb. | Slashing |
Scimitar | 15 gp | 1d4 | 1d6 | 18–20/×2 | — | 4 lb. | Slashing |
Shield, heavy | special | 1d3 | 1d4 | ×2 | — | special | Bludgeoning |
Spiked shield, heavy | special | 1d4 | 1d6 | ×2 | — | special | Piercing |
Two-Handed Melee Weapons | |||||||
Falchion | 75 gp | 1d6 | 2d4 | 18–20/×2 | — | 8 lb. | Slashing |
Greataxe | 20 gp | 1d10 | 1d12 | ×3 | — | 12 lb. | Slashing |
Greatclub | 5 gp | 1d8 | 1d10 | ×2 | — | 8 lb. | Bludgeoning |
Lance4 | 10 gp | 1d6 | 1d8 | ×3 | — | 10 lb. | Piercing |
Pole Axe4 | 8 gp | 1d8 | 1d10 | ×3 | — | 10 lb. | Slashing |
Scythe | 18 gp | 1d6 | 2d4 | ×4 | — | 10 lb. | Piercing or slashing |
Ranged Weapons | |||||||
Longbow | 75 gp | 1d6 | 1d8 | ×3 | 100 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Longbow, composite | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow | 30 gp | 1d4 | 1d6 | ×3 | 60 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow, composite | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
- The Stirrup
A stirrup allows a rider with Mounted Combat to substitute his horse's Strength bonus for his own. This applies both to hit and to damage.
Exotic Weapons[edit]
Many weapons have yet to be developed or have not come into fashion. The greatsword is not appropriate to this time period. Should any non-period weapon come into play, that weapon is exotic.
Weapon Equivalences[edit]
d20 Term | Historical Term |
---|---|
Bow | Any self bow |
Bow, Composite | Any recurved bow e.g. English Longbow |
Greataxe | Pole Axe, Danish Axe, Dane Axe |
Bastard Sword | Long Sword, Hand-and-a-half Sword |
Long Spear | Pike |
Long Sword | Spatha, Sverd, Viking Sword |
Short Sword | Seax, Sappara, Dao, Jian |
Boar Spear | Spear |
Dagger | Seax, Knife |
Throwing Axe | Francissca |
ALCHEMICAL EQUIPMENT[edit]
Alchemical Equipment is generally not available for purchase. Characters with Craft (Alchemy) may still make these materials.
SCHEDULED BONUSES[edit]
All characters receive scheduled bonuses as they advance in level. This is to replace default equipment that they otherwise would have received and to generally lower the dependence on equipment.
Level | Bonuses | Wealth Equivalent |
---|---|---|
4. | +1 armor enhancement, +1 shield enhancement, +1 enhancement to all saves | 3,000 gp |
6. | +1 weapon enhancement, +1 deflection, +1 natural armor class, +1 armor enhancement, +1 shield enhancement, +1 enhancement to all saves | 9,000 gp |
8. | +1 weapon enhancement, +1 deflection, +1 natural armor class, +2 armor enhancement, +2 shield enhancement, +2 enhancement to all saves | 18,000 gp |
12. | +3 armor enhancement, +3 shield enhancement, +3 enhancement to all saves, +2 weapon enhancement, +2 deflection, +2 natural armor class | 51,000 gp |
14. | +3 weapon enhancement, +3 deflection, +3 natural armor class, +4 armor enhancement, +4 shield enhancement, +4 enhancement to all saves | 72,000 gp |
15. | +3 weapon enhancement, +3 deflection, +3 natural armor class, +5 armor enhancement, +5 shield enhancement, +5 enhancement to all saves | 123,000 gp |
16. | +4 weapon enhancement, +4 deflection, +4 natural armor class, +5 armor enhancement, +5 shield enhancement, +5 enhancement to all saves | 171,000 gp |
18. | +5 weapon enhancement, +5 deflection, +5 natural armor class, +5 armor enhancement, +5 shield enhancement, +5 enhancement to all saves | 225,000 gp |
Characters only gain the shield enhancement while they gain a shield bonus.
A weapon enhancement does not make a weapon magical.
A character's wealth for his level should be less than the recommended wealth by the appropriate amount.
Magic[edit]
By default, d20 Third Edition is a moderate to high level magic setting. 800 CE is a low magic setting. This can cause issues in the mood and feel of your game. There are several ways to handle this discrepancy.
- Ignore the discrepancy and go. Treat the campaign as "inspired by history". You need change nothing. Your characters are special. Most people aren't special.
- Lower the magic of the setting. There are many ways to do this, each with its own problems. Third edition assumes wealth and magic for the player characters. By changing the assumptions behind the game, you alter the feel and power curve of the game. You may need to use alternate rules.
- Make all spellcasting classes prestige classes. Require a minimum level to begin casting spells.
Weapons[edit]
Magic weapon need not be +1. You could have a +0 Flaming Greataxe. Most magic weapons emphasize some special property over a numerical bonus.
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