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  1. DA RULES
  2.  
  3. Stats: 1-2 is -3, 3-5 is -2, 6-8 is -1, 9-12 is +0, 13-16 is +1, 17-18 is +2.
  4. Strength: bonus to all dmg rolls, test for feats of strength. Can carry items = str score.
  5. Intelligence: bonus to all spell damage, test for feats of intellect or to comprehend languages.
  6. Wisdom: bonus to initiative and all healing results, test for feats of perception.
  7. Constitution: bonus to HP per level 78and all healing received. test for feats of endurance.
  8. Dexterity: bonus to all hit rolls and armor class, test for feats of agility.
  9. Charisma: bonus to all reaction rolls and # of followers allowed, test for feats of persuasion.
  10.  
  11. HP per level = 1d6 for casters and specialists, 2d4 for warriors.
  12. AC starts at 10 and goes down from there with armor and dex.
  13.  
  14. Class bonuses:
  15. Warrior: +1 to hit/level, heavy armor and shields, twohand fighting.
  16. lvl1:
  17. 1/fight Smite/Snipe (roll once on critical hit chart).
  18. 1/fight Overbear (knock one adjacent enemy prone on a successful attack).
  19. 1/fight Quick draw (reload or draw a weapon for no action cost).
  20. lvl2:
  21. 1/fight Total defense (use attack action to negate all damage for one round).
  22. 1/fight Take aim (use move action to make your next attack a guaranteed hit)
  23. lvl3:
  24. 1/fight Lightning strike (make one attack that does not cost an action)
  25.  
  26. Specialist: +1 initiative/level, light armor, twoweapon fighting.
  27. lvl1:
  28. 1/day Find hidden (autofinds traps, secret doors etc. within 5 yards. passive +2 to wis bonus when searching for same).
  29. 1/day Sneak (become undetectable for 1 round. passive -2 to enemy wis bonus when rolling to detect you).
  30. 1/day Burgle (disable one trap, lock or mechanism automatically. passive +2 to int tests when rolling for same).
  31. 1/fight Surprise (ignore armor and dex of target for your current hit roll)
  32. lvl2:
  33. 1/fight Charmer (force a reaction roll from target group. passive +2 bonus to reaction rolls).
  34. 1/fight Hamstring (on a hit, deal one critical effect of your choice to your target).
  35. 1/fight Dodge (preemptively use your next move action to evade one attack completely, and move one hex/square).
  36.  
  37. Caster: +1 spell dmg & healing/level, no armor, rods wands and staves.
  38. lvl1:
  39. 1/fight Magic Missile (one tiny object autohits up to one target for 1d6 damage).
  40. 1/fight Staunch (heal target for 1d6 points).
  41. 1/day Light/Darkness (Object emits daylight in 10 yard radius, torchlight in 20 yard radius for one hour).
  42. 1/fight Shield (Summon a disk of force with a str score of 5 for 1d4 rounds, grants -4 AC to one target).
  43. lvl2:
  44. 1/fight Sleep (put 1d4 HD of creatures to sleep for 1d4 rounds).
  45. 1/fight Counterspell (preemptively use next move action to negate one spell of level one or lower completely).
  46. 1/day Charge (add 1d6 charges to any rod, wand or staff).
  47. 1/fight Buff/Narf (add +2/-2 to one stat bonus on one target for 1d4 rounds).
  48. lvl3:
  49. 1/fight Flare/Freeze/Shock/Acid Arrow (Add burning/freezing/paralyzing/dissolving effect to Magic Missile,
  50. it also deals 1d4 additional damage for one turn to the target(s)).
  51. 1/day Miracle (bring to life one being that died in the last one hour).
  52.  
  53. A character starts with two class abilities. Each level, a character gains one ability
  54. of equal and lesser level and increases all numerical effects of each lower level ability by one,
  55. including uses per day/fight and number of dice rolled.
  56. These abilities are divided into per day and per fight abilities. The former can be used x times
  57. per in-game day or session. The latter can be used at will outside of an encounter, but is
  58. limited to the specified number of uses in a fight or other encounter.
  59. All abilities can be declared before or after a roll is made, at the player's choice.
  60.  
  61. Items are divided into large, small and tiny. You can carry large items equal to your str score,
  62. ten small items or 100 tiny items count as one large item.
  63.  
  64. Crit table is here: http://rolesrules.blogspot.com/2011/04/one-page-crits-fumbles.html
  65.  
  66. Character sheet:
  67.  
  68. STR|xx|+x HP|xx/xx x/fight <Example> (basic effect)
  69. INT|xx|+x AC|x x/day <Example> (basic effect)
  70. WIS|xx|+x <Ability>
  71. CON|xx|+x <Right hand> <Ability>
  72. DEX|xx|+x <left hand> <Ability>
  73. CHA|xx|+x <armor> <Ability>
  74.  
  75. Items:
  76. |1| |6| |11|
  77. |2| |7| |12|
  78. |3| |8| |13|
  79. |4| |9| |14|
  80. |5| |10| |15|
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