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Jul 29th, 2016
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  1. Multiclassing/Proficiencies:
  2. There are no restrictions on multiclassing
  3. Every class gets access to ALL weapon/armor proficiencies. This does NOT apply to skills
  4. Additional attack from different sources stack (Subject to DM whim so don't worry about minmaxing class selection for this)
  5.  
  6. Feats: There are no Feats. Each player instead gets Fate Points
  7. Fate Points:
  8. spend fate points to alter the outcome of personal events as follows
  9. reroll a failed ability check or saving throw once (the new result must be used)
  10. gain a +5 bonus to an ability check (must be declared before roll is made)
  11. assume an automatic natural 20 for initiative
  12. remove a status effect (prone, stunned, blinded, feared, etc) immediately
  13. reduce a source of damage by 1d10 (cannot reduce critical damage)
  14. Fatal damage may be reduced to nonfatal by permannetly reducing the # of fate points by 1
  15. Fate points are regained roughly once every session assuming a reasonable amount of time has passed.
  16.  
  17. Combat:
  18. All units in melee combat are considered in Half Cover.
  19. Opportunity attacks may be triggered by any melee attack made within 5 feet (cannot make an attack with ranged weapons) (this does not apply to MOST enemies)
  20. Ranged weapons do NOT add Dex modifier to damage. Thrown melee weapons (spear, hatchet) DO.
  21.  
  22. Health:
  23. Taking more than half your health from a single SOURCE of damage results in Massive Damage (roll on critical damage table)
  24. Players are not incapacitated at 0hp. Instead each time they reach -2*Con Mod health they must make a Death saving throw (dc 10).
  25. Players die after 3 failed Death saves.
  26.  
  27. On a failed Death save players must roll on the critical damage table.
  28.  
  29.  
  30. Spellcasting:
  31. All Spells are cast At Will (no slots required)
  32. Class Abilities that use spell slots are NOT spells. refer to ability table
  33. Pick spell to cast. Determine if cast requires Fettered/Unfettered access to cast. Choose whether or not to Push your spell power.
  34. If Fettered: Add Proficiency bonus
  35. If Unfettered: No Bonus and automatically roll on psychic phenomena chart
  36. Roll d20 against DC Spell Level (ties lose). 13 is an automatic failure. 1 is an automatic critical failure
  37. On Success: Spell casts as intended
  38. On Fail: Roll on psychic phenomena chart.
  39. On Critical Fail: Roll perils of the warp
  40.  
  41. Roll on psychic phenomena chart (d100 as 2x d10s)
  42.  
  43. Push:
  44. Cast spell as a +1/2/3/4 level spell.
  45. Automatically roll on psychic phenomena chart, adding +5 per level gained to result.
  46.  
  47. Fettered vs Unfettered:
  48. Sorceror/Wizard/Cleric/Paladin/Magicsubclass (and Bards I guess) Gain 4/3/3/4/2/2 fate points.
  49. Divide character level by 2 (round down). Look at the highest level spell available at this new level, this is your Unfettered level power.
  50. All other spell use unfettered power.
  51. Warlock--!!!!!! Spooky choice pick at ur own risk !!!!!!
  52. All Warlock spells are cast as if they were unfettered
  53.  
  54. Corruption: Excessive use of warpcraft, environmental exposure, forbidden knowledge, and excessive warp exposure can cause corruption.
  55. Every 10 points make an improficient Wisdom save (10). Failure leads to a roll on malignancy table
  56. At 30 points characters begin to suffer mutation in addition to malignancy's of the mind-- make an additional improficient constitution save (10)
  57.  
  58.  
  59. Exhaustion:
  60. Some special abilities, excessive use of warpcraft, environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
  61. Barbarians may ignore the effects of exhaustion while Raging, but must make a constitution saving throw or suffer an additional point at the end of Rage.
  62. Level Effect
  63. 1 Disadvantage on ability checks
  64. 2 Speed halved
  65. 3 Disadvantage on attack rolls and saving throws
  66. 4 Hit point maximum halved
  67. 5 Speed reduced to 0
  68. 6 Death
  69.  
  70. AbilityLevel Cost
  71. 1 2
  72. 2 3
  73. 3 5
  74. 4 6
  75. 5 7
  76. 6 9
  77. 7 10
  78. 8 11
  79. 9 13
  80.  
  81. Ability POINTS BY LEVEL
  82. ClassLevel AbilityPoints
  83. 1st 2 1st
  84. 2nd 2 lst
  85. 3rd 3 2nd
  86. 4th 4 2nd
  87. 5th 6 3rd
  88. 6th 8 3rd
  89. 7th 9 4th
  90. 8th 11 4th
  91. 9th 14 5th
  92. lOth 16 5th
  93. 11th 18 6th
  94. 12th 18 6th
  95. 13th 20 7th
  96. 14th 20 7th
  97. 15th 23 8th
  98. 16th 23 8th
  99. 17th 26 9th
  100. 18th 28 9th
  101. 19th 30 9th
  102. 20th 33 9th
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