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