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Ziegander
2012-12-15, 02:43 PM
DO NOT POST UNTIL I REMOVE THIS BANNER!

ALL DISCUSSION TO TAKE PLACE HERE (http://www.giantitp.com/forums/showthread.php?p=14383634#post14383634)


The Basics

The Core Mechanic
Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:


Roll a d20.
Add any relevant modifiers.
Compare the result to a target number.


If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

Dice

Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result.

d%
Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100.

Modifiers

A modifier is a bonus or penalty that can apply to any die roll. A positive modifier is a bonus, and a negative modifier is a penalty.

Stacking
In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (in the case of the same spell cast twice in succession or two party members using the same class feature). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies.

Modifier Types
There are six types of bonuses and penalties in this game. They are as follows:


Ability Modifier - The bonus or penalty applied to rolls associated with one of a creature's six Ability Scores.

Circumstance Modifier - A bonus or penalty applied to rolls because of the circumstances a creature finds itself in. Unlike other modifiers, Circumstance bonuses and/or penalties always stack with other Circumstance bonuses and/or penalties.

Competence Modifier - A bonus or penalty applied to rolls because or a creature's skill (or lack thereof) at the task.

Diminishment Penalty/Enhancement Bonus - A bonus or penalty applied to rolls as the result of some power or inspiration/torment outside of one's self.

Item Modifier - A bonus or penalty applied to rolls because of an item carried, used, or worn.

Racial Modifier - A bonus or penalty applied to rolls because of a creature's Racial traits.


Rounding Fractions

In general, if you wind up with a fraction, round up, unless specifically called to do otherwise.

Ability Scores
Ability Modifiers
Ability scores are generated using a 36 point buy-in method (Detailed below).Each ability, after changes made because of race, has a modifier ranging from -5 to +5.

The modifier is the number you apply to the die roll when your character tries to do something associated with that ability. Sometimes you use the modifier to calculate effects and other numbers that aren’t die rolls.

The Abilities
Each ability partially describes your character and affects some of his or her actions. When an ability score changes, all attributes associated with that score change accordingly. There are six Abilities, as follows:

Strength (Str)
Strength measures your character’s muscle and physical power. This ability is especially important for those who wish to prevail in melee combat. Strength also limits the amount of equipment your character can carry.

Rolls and effects/numbers associated with Strength:


Damage rolls and Save DCs when using a weapon attack (including bows). Exception: Crossbows.
Encumbrance and Movement.
Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
Strength checks (for breaking down doors and the like).


Constitution (Con)
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.

Rolls and effects/numbers associated with Constitution:


Each roll of a Health Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level). If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.
Fortitude saving throws, for resisting poison and similar threats.
Concentration and Survival checks. Concentration is a skill that helps characters complete actions while in danger or under stress that has Constitution as its key ability.


Dexterity (Dex)
Dexterity measures hand-eye coordination. This ability is important for characters of nearly all stripes in order to land with their attacks, but is especially important for thieves.

Rolls and effects/numbers associated with Dexterity:


Attack rolls, including those for attacks made with melee weapons and even many spells.
Craft, Disable Device, Escape Artist, and Sleight of Hand. These are the skills that have Dexterity as their key ability.


Agility (Agl)
Agility measures balance and reflexes. This ability is important for characters of nearly all stripes in order to avoid the attacks of others, but is especially important for acrobats.

Rolls and effects/numbers associated with Agility:


Armor Class (AC). As long as the creature is able to react.
Reflex saving throws, for avoiding traps and area effects.
Balance, Stealth, and Tumble. These are the skills that have Agility as their key ability.


Intelligence (Int)
Intelligence determines the power of one's mind and how quickly a creature learns and reasons. This ability is important for spellcasters because it affects how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.

Rolls and effects/numbers associated with Intelligence:


Damage rolls and Save DCs when using a spell.
The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
Knowledge, Linguistics, and Perception checks. These are the skills that have Intelligence as their key ability.


Charisma (Cha)
Charisma measures a character’s force of will, personality, and leadership quality. This ability represents actual strength of spirit, not merely how one is perceived by others in a social setting. Charisma is most important to any character that wishes to cast spells, since it affects a character's magic points.

Rolls and effects/numbers associated with Charisma:


Each roll of a Spirit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 magic point each time he or she advances in level). If a character’s Charisma score changes enough to alter his or her Charisma modifier, the character’s magic points also increase or decrease accordingly.
Will saving throws, for negating the effect of charms and similar effects.
Deception, Handle Animal, Performance, and Speechcraft, checks. These are the skills that have Charisma as their key ability.
Item power save DCs (such as the DC for a saving throw of a character's Wand of Fireball).


Derived Statistics

Health & Spirit Dice
Coming soon...

Attacks
Coming soon...

Saving Throws
Coming soon...

Encumbrance & Movement
Coming soon...

Ziegander
2012-12-15, 02:48 PM
Making a Character

Races
When choosing to make a character, the first thing you should do is choose a race to start - even before determining your character's ability scores. Your character's race helps guide its visual and cultural identity and to some extend its personality as well. However, by no means is your choice of race a straightjacket or a stereotype. There are six standard races available, though your DM may decide that other races are available based on his or her discretion.

Human

Medium Size
Speed 6
Humans do not receive any racial bonuses or penalties to Ability Scores.
Humans receive 1 extra feat at 1st level
Humans receive 1 extra skill point per level
Humans receive a +1 racial bonus to all saving throws.
Human Spirit (Ex): Once per day, you may reroll any roll of the dice and take the better result. You may do this an additional time each day for every eight character levels you possess after 1st.


Dragonkin

Medium Size
Speed 5
Dragonkin receive a +2 racial bonus to Intelligence, but suffer a -2 racial penalty to Agility.
Dragonkin receive a +2 racial bonus to Armor Class.
Dragon Breath (Ex): Choose Cold, Electricity, or Fire. You gain a Breath Weapon that deals 1d6 damage of the chosen element in a 20ft cone (Reflex negates). The damage increases by 1d6 for every two character levels you possess after 1st. The area increases by 10ft for every four character levels you possess after 1st. Using your Dragon Breath is a full-round action that does not provoke attacks of opportunity. After using it, roll 1d4. You cannot use your Dragon Breath again until that many rounds have passed.
Draconic Power (Ex): You have Resistance 5 against the element you chose with your Dragon Breath racial trait, and you gain a +1 racial bonus to saving throws and to your own save DCs involving effects with that element's descriptor. For every ten character levels you possess after 1st this Resistance increases by 5 and this racial bonus increases by +1. The Resistance granted by this racial trait stacks with any and all other Resistance you may have.


Dwarf

Small Size
Speed 4
Dwarves receive a +2 racial bonus to Constitution, but suffer a -2 racial penalty to Charisma.
Dwarves receive a +2 racial bonus to Will saving throws.
Dwarves receive a +3 racial bonus to all Climb, Craft, and Knowledge (Dungeoneering) rolls.
Dwarves calculate their Encumbrance and Movement as if their Strength were 4 points higher.
Dwarves can see through 20ft of Darkness as if it were only Shadow, and can see through 60ft of Shadow as if it were Well-Lit.
Powerful Build (Ex): A Dwarf is treated as one size larger anytime doing so would be advantageous to him. A Dwarf is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A Dwarf can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Giant-Slayer (Ex): A Dwarf deals 1d6 extra damage to any creature that is at least two-sizes larger than he is. This extra damage increases by 1d6 for every four character levels you possess after 1st.


Elf

Medium Size
Speed 7
Elves receive a +2 racial bonus to Dexterity, but suffer a -2 racial penalty to Strength.
Elves receive a +3 racial bonus to all Balance, Perception, and Tumble rolls.
Elves receive 1 extra Magic Point per level.
Elves can see through 40ft of Shadow as if it were Well-Lit.
Weapon Familiarity (Ex): An Elf adds its Dexterity modifier to weapon damage rolls if it is higher than its Strength modifier.
High Arcana (Ex): Elves gain a +1 racial bonus to the save DCs of any arcane spells they cast. This bonus increases by +1 for every ten character levels an Elf possesses after 1st.


Gnome

Small Size
Speed 6
Gnomes receive a +2 racial bonus to Agility, but suffer a -2 racial penalty to Constitution.
Gnomes receive a +3 racial bonus to all Deception, Performance, and Stealth rolls.
Gnomes are immune to Sleep, Fatigue, and Exhaustion effects.
Gnomes can see through 20ft of Darkness as if it were only Shadow, and can see through 60ft of Shadow as if it were Well-Lit.
Invisibility Cloak (Ex): Once per day, as a free action, a Gnome may turn Invisible as the spell for up to 1 minute per character level.
Weapon Familiarity (Ex): Gnomes receive a +1 racial bonus to attack rolls with Thrown weapons. This bonus increases by +1 for every four character levels you possess after 1st.


Planetouched

Medium Size
Speed 6
Planetouched receive a +2 racial bonus to Charisma, but suffer a -2 racial penalty to Dexterity. Depending on a Planetouched's bloodline it may receive other racial bonuses or penalties to Ability Scores.
Planetouched are immune to Paralysis and Stunning.
Planetouched Bloodline (Ex): Choose either Celestial or Infernal. You gain additional racial traits depending on your choice.

Celestial Bloodline

You receive a +2 racial bonus to Constitution, but suffer a -2 racial penalty to Agility.
You have Resistance 5 to Cold, Electricity, and Fire, which increases by 5 for every four character levels you possess after 1st.
Against Dragons, Evil Outsiders, Undead and Vermin you receive a +1 racial bonus to attack rolls and deal 1d6 extra damage. This racial bonus and extra damage increases by +1/+1d6 for every ten levels you possess after 1st.
Once per day you may create Daylight as the spell.


Infernal Bloodline

You receive a +2 racial bonus to Strength, but suffer a -2 racial penalty to Intelligence.
You have Resistance 5 to Acid, Negative Energy, and Sonic, which increases by 5 for every four character levels you possess after 1st.
Against Animals, Humanoids, Good Outsiders, and Plants you receive a +1 racial bonus to attack rolls and deal 1d6 extra damage. This racial bonus and extra damage increases by +1/+1d6 for every ten levels you possess after 1st.
You can see through 20ft of Darkness as if it were only Shadow, and can see through 60ft of Shadow as if it were Well-Lit.



Character Description
Vital Statistics

Age
You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Random Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Random Starting Ages.

Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.

(Table to come).

With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year.

The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Height And Weight
The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.

Alignment

A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.

Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.

Good Vs. Evil
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.

"Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

"Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.

Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good-evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.

Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior.

Law Vs. Chaos
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

"Law" implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

"Chaos" implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.

Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful-chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks.

Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

The Nine Alignments
Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are generally only for monsters and villains. Your campaign may vary.

Lawful Good, "Crusader"
A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion.

Neutral Good, "Benefactor"
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them..

Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

Chaotic Good, "Rebel"
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

Lawful Neutral, "Judge"
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

Neutral, "Undecided"
A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

Chaotic Neutral, "Free Spirit"
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.

Lawful Evil, "Dominator"
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil.

Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

Neutral Evil, "Malefactor"
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

Chaotic Evil, "Destroyer"
A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil.

Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

Base Classes

The Cleric

HD: 1d6
SD: 1d10
Proficiencies: Simple weapons, light and medium armors, simple shields
Class Skills: Concentration, Craft, Handle Animal, Knowledge (Religion), Linguistics, and Speechcraft.

{table=head]Level|Attack Dice|Class Features|
Spell Level

1st|1 Dice|Channel Divinity, Spells|
0

2nd|1 Dice|Believer's Blessing|
0

3rd|1 Dice||
1st

4th|1 Dice|Perform Miracle 1/week|
1st

5th|1 Dice||
2nd

6th|2 Dice||
2nd

7th|2 Dice|Initiate's Blessing|
2nd

8th|2 Dice||
3rd

9th|2 Dice|Perform Miracle 2/week|
3rd

10th|2 Dice||
4th

11th|3 Dice||
4th

12th|3 Dice|Priest's Blessing|
4th

13th|3 Dice||
5th

14th|3 Dice|Perform Miracle 3/week|
5th

15th|3 Dice||
6th

16th|4 Dice||
6th

17th|4 Dice|Zealot's Blessing|
6th

18th|4 Dice||
7th

19th|4 Dice|Perform Miracle 4/week|
7th

20th|4 Dice||
8th[/table]

The Fighter

HD: 1d12
SD: 1d4
Proficiencies: All weapons, armors, and shields.
Class Skills: Balance, Climb, Concentration, Handle Animal, Jump, Perception, Survival, and Swim.

{table=head]Level|Attack Dice|Class Features|
Special

1st|1 Dice|Combat Expertise, Fighting Style|
--

2nd|1 Dice|Extra Maneuver|
--

3rd|2 Dice||
--

4th|2 Dice|Extra Maneuver|
--

5th|3 Dice||
--

6th|3 Dice|Extra Maneuver|
--

7th|4 Dice||
--

8th|4 Dice|Extra Maneuver|
--

9th|5 Dice||
--

10th|5 Dice|Extra Maneuver|
--

11th|6 Dice||
--

12th|6 Dice|Extra Maneuver|
--

13th|7 Dice||
--

14th|7 Dice|Extra Maneuver|
--

15th|8 Dice||
--

16th|8 Dice|Extra Maneuver|
--

17th|9 Dice||
--

18th|9 Dice|Extra Maneuver|
--

19th|10 Dice||
--

20th|10 Dice|Extra Maneuver|
--[/table]

The Rogue

HD: 1d8
SD: 1d6
Proficiencies: Simple weapons, plus the shortsword, the longsword, the rapier, the warhammer, the shortbow, and the longbow; light armors; and simple shields.
Class Skills: All Skills.

{table=head]Level|Attack Dice|Class Features|
Spell Level

1st|1 Dice|Background, Sneak Attack|
--

2nd|1 Dice|Artful Dodger|
--

3rd|1 Dice|Skill Trick|
--

4th|2 Dice||
--

5th|2 Dice|Rogue's Scheme|
0

6th|2 Dice|Skill Trick|
0

7th|3 Dice||
0

8th|3 Dice||
1st

9th|3 Dice|Skill Trick|
1st

10th|4 Dice||
1st

11th|4 Dice||
2nd

12th|4 Dice|Skill Trick|
2nd

13th|5 Dice||
2nd

14th|5 Dice||
3rd

15th|5 Dice|Skill Trick|
3rd

16th|6 Dice||
3rd

17th|6 Dice||
4th

18th|6 Dice|Skill Trick|
4th

19th|7 Dice||
4th

20th|7 Dice||
5th[/table]

The Wizard

HD: 1d4
SD: 1d12
Proficiencies: Simple weapons, no armors, no shields
Class Skills: Concentration, Craft, Disable Device, Knowledge (Arcane), Knowledge (Dungeons), Knowledge (History), and Linguistics.

{table=head]Level|Attack Dice|Class Features|
Spell Level

1st|1 Dice|Arcane Tradition, Spells|
0

2nd|1 Dice|Metamagic Study|
0

3rd|1 Dice||
1st

4th|1 Dice|Arcane Thesis|
1st

5th|1 Dice||
2nd

6th|1 Dice|Metamagic Study|
2nd

7th|1 Dice||
3rd

8th|1 Dice|Arcane Thesis|
3rd

9th|1 Dice||
4th

10th|1 Dice|Metamagic Study|
4th

11th|1 Dice||
5th

12th|1 Dice|Arcane Thesis|
5th

13th|1 Dice||
6th

14th|1 Dice|Metamagic Study|
6th

15th|1 Dice||
7th

16th|1 Dice|Arcane Thesis|
7th

17th|1 Dice||
8th

18th|1 Dice|Metamagic Study|
8th

19th|1 Dice||
9th

20th|1 Dice|Archmage's Dissertation|
9th[/table]


The Bard
HD: d6
SD: d8

No material yet. I want this to work like a mixture of Monte Cook's spellsong Bard + Truenamer. My vision for the Bard is sort of this mystical information broker with knowledge of Words of Power. Yes, he tells stories and sings songs, but they only have such awesome power because of his knowledge of True Speech. How is this going to work? I have no coherent idea.


The Cleric
HD: d6
SD: d10

No material yet. My vision for the Cleric is much like the Binder. The Cleric does his praying, to whichever gods he wants, and receives Blessings (constant passive effects) and is invested with the power to perform Miracles (much more like daily spells). This should be fun to design and play.


The Druid
HD: d6
SD: d8

No material yet.


The Fighter
HD: d12
SD: d4

No material yet. Yes, the Fighter gets MP. Yes, a Fighter character will be capable of learning and casting spells (not through the class, but by spending independent resources).


The Monk
HD: d8
SD: d8

No material yet.


The Paladin
HD: d10
SD: d6

No material yet. Not sure what direction I want to take the Paladin at this moment.


The Rogue
HD: d8
SD: d6

No material yet.


The Sorcerer
HD: d6
SD: d10

No material yet. The Sorcerer is Binder + Warlock. Sorcery is very much a "dark" and "forbidden" art rife with faustian pacts. How am I to differentiate this between the Cleric and the Wizard? Not sure yet.


The Wizard
HD: d4
SD: d12

No material yet. Basically, the same guy as always, but with spontaneous casting and spell points rather than slots per day. Still uses a spellbook to record spells known, but doesn't prepare his spells from it.

Ziegander
2012-12-15, 03:38 PM
Skills

Skill Rules Summary
Buying a rank in any skill costs a creature 1 skill point. A creature with at least one rank in a Class Skill, gains a +2 Competence Bonus to rolls when using that skill. Class Skills are the skills found on your character’s class skill list. You can’t save skill points to spend later.

The maximum number of ranks a creature can have in any skill is equal to its character level. Many skills can be used even if the creature has no ranks in them; doing this is called using a skill Untrained.

As you gain ranks in a particular skill your level of training increases in stages from Novice all the way to Legendary as shown below:

0 Ranks = Untrained.
1-3 Ranks = Novice.
4-6 Ranks = Journeyman.
7-9 Ranks = Expert.
10-12 Ranks = Master.
13-15 Ranks = Grandmaster.
16+ Ranks = Legendary.

Using Skills
To use any skill, roll: 1d20 + modifiers. The ability modifier used in a skill check is the modifier for the skill’s key ability (the ability associated with the skill’s use). The key ability of each skill is noted in its description.

When making a skill roll, do not add your ranks to the result.

This roll works like an attack roll or a saving throw— the higher the roll, the better. Either you’re trying to match or exceed a certain Difficulty Class (DC), or you’re trying to beat another creature’s roll. The key difference with a skill roll is that the DC does not necessary determine difficulty. That depends more on your level of training.

Circumstances can affect your roll - even beyond a Circumstance bonus or penalty. A creature who is free to work without distractions can make a careful attempt and avoid simple mistakes. A creature who has lots of time can try over and over again, thereby assuring the best outcome. If others help, a creature may succeed where it would otherwise fail.

Difficulty Class
Some checks are made against a Difficulty Class (DC). The DC is a number, which always starts between 10 and 20, that you must score as a result on your skill roll in order to succeed, but it is a bit more complicated than that.

The base DCs for skills always range from 10 to 20, but they are also assigned a level from Novice to Legendary. If your own training level for that skill matches the level of the DC, then the DC remains whatever value is listed. If your level is one lower, then the DC is increased by 5. If yours is one higher, then the DC is lowered by 5. If your level is two or more levels lower, then you automatically fail any and all attempts. If your level is two or more levels higher, then you automatically succeed.

Opposed Rolls
An opposed roll is a roll whose success or failure is determined by comparing the roll's result to another character’s result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the creature with the higher key ability modifier wins. If the even the key ability modifiers are the same, roll again to break the tie.

Trying Again
In general, you can try a skill roll again if you fail, and you can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. A few skills are virtually useless once a roll has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.

Using a Skill Untrained
Generally, if your character attempts to use a skill he or she does not possess any ranks, you make a skill roll as normal. The roll result doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the roll.

Many skills can be used only by someone who is trained in them (by a creature that has at least one rank).

Time And Skills
Using a skill might take a round, take no time, or take several rounds or even longer. Most uses of skills are standard actions, move actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity.

Some uses of skills are instant and represent reactions to an event, or are included as part of an action. These uses of skills are not actions. Other uses of skills represent part of movement.

Using Skills Without Rolls
A skill roll represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the factor of chance.

Taking 10
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.

Taking 20
When you have plenty of time (generally 2 minutes for a skill that can normally be used in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single roll would take.

Since taking 20 assumes that the character will fail many times before succeeding, characters are unable to take 20 on a skill that carries penalties for failure. Common “take 20” skills include Escape Artist, Open Lock, and Search.

Combining Skill Attempts
When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap. Each character that wishes to work together makes his or her own skill roll against the target DC, but as long as one character succeeds, than the failures of the other characters are not taken into account.

Furthermore, before determining the ultimate success or failure of the action, for each character working together, add a +2 circumstance bonus to the highest roll among the characters for each failed roll that did not fail by more than 5 (do not count the highest roll itself if it also would have failed).

Multiple creatures may also combine their efforts to attempt an action that, individually, one would automatically fail. For example, if two thieves have 3 ranks in Disable Device (Novices), but wish to open a safe with an Expert level lock, then they may combine their skill attempts. In this case, for every two creatures working on the task, increase the effective training level of the party by 1. In this case, each would be considered Journeymen in Disable Device despite their lack of ranks, allowing them to attempt to open the lock, but increasing its base DC by 5. If they had two other Novice thieves with them, they could attempt it as Experts. However, when attempting a task in this way, ALL creatures involved in the task must succeed at their rolls. If even one fails, then the task fails, with all its standard consequences.

Combining Skill Attempts is especially useful when the party must attempt a task with dangerous or otherwise ill consequences but has several members with some competence in the area.

Ability Tests
Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make something called an Ability Test. An ability test is a roll of 1d20 plus the appropriate ability modifier. Essentially, you’re making an untrained skill check for which there is no skill.

In some cases, an action is a straight test of one’s ability with no luck involved. Just as you wouldn’t make a height check to see who is taller, you don’t make a Strength check to see who is stronger.

Skill Descriptions
This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here.

What follows is the format for skill descriptions:

Skill Name
The skill name line includes (in addition to the name of the skill) the following information.

Key Ability
The abbreviation of the ability whose modifier applies to the skill roll.

The skill name line is followed by a general description of what using the skill represents. After the description are a few other types of information.

Uses
What a creature (“you” in the skill description) can do with a successful skill roll and the DCs of the uses of the skill (if any).

Untrained
This entry indicates what a creature without ranks in the skill can do with it. If this entry doesn’t appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can’t use this skill (for skills that are designated as “Trained Only”).

Trained Only
If this notation is included, then you must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (without ranks). Some skills have uses that can be used Untrained and some that require at least 1 rank to use. Such skills will note each use separately.

Action
The type of action or amount of time a given use of the skill requires.

Try Again
Any conditions that apply to successive attempts to use the skill successfully. If the skill doesn’t allow you to attempt the same task more than once, or if failure carries an inherent penalty (such as with the Climb skill), you can’t take 20. If this paragraph is omitted, the skill can be retried without any inherent penalty, other than the additional time required.

Special
Any extra facts that apply to the skill, such as special effects deriving from its use or bonuses that certain characters receive because of class, feat choices, or race.

Balance
Key Ability: Dexterity.
Untrained
Without any ranks in the Balance skill you may attempt to maintain your footing in treacherous terrain and in response to an opposing creature's attempt to trip you.

Obstructed Terrain (Light): DC 10.
Obstructed Terrain (Heavy): DC 15.
Slippery Surface (Slightly): DC 10.
Slippery Surface (Very): DC 15.

Obstructed Terrain (Light) + Slippery Surface (Slightly): DC 12.
Obstructed Terrain (Light) + Slippery Surface (Very): DC 17.
Obstructed Terrain (Heavy) + Slippery Surface (Slightly): DC 17.
Obstructed Terrain (Heavy) + Slippery Surface (Very): DC 20.

Winds cause a balancing creature to suffer a circumstance penalty to their Balance roll. Moderate Wind -2, Strong Wind -4, Severe Wind -7, and Windstorm -10. It is impossible for an Untrained balancing creature to keep its footing during a Hurricane or Tornado

Trained Only
Ranks 1-3
Novice balancers may balance on narrow surfaces and are not considered Flat-Footed when balancing on DC 10 surfaces.

Narrow Surface (Half-Shoulder Width): DC 11.
Narrow Surface 1/5 Shoulder Width): DC 14.
Narrow Surface (1/10 Shoulder Width): DC 17.
Narrow Surface (1/20 Shoulder Width): DC 20.

Narrow Surface (Half-Shoulder Width) + Slippery Surface (Slightly): DC 14.
Narrow Surface (Half-Shoulder Width) + Slippery Surface (Very): DC 17.
Narrow Surface 1/5 Shoulder Width) + Slippery Surface (Slightly): DC 17.
Narrow Surface 1/5 Shoulder Width) + Slippery Surface (Very): DC 20.
Narrow Surface (1/10 Shoulder Width) + Slippery Surface (Slightly): DC 20.

It is not possible to balance on surfaces that are more narrow or more slippery and narrow without further training.

Ranks 4-6
...



Balance
Climb
Concentration
Craft
Deception
Disable Device
Escape Artist
Handle Animal
Jump
Knowledge
Linguistics
Perception
Performance
Sleight of Hand
Speechcraft
Stealth
Survival
Swim
Tumble


Full descriptions to follow.

Ziegander
2012-12-15, 06:31 PM
Feats

Nothing here yet...

Ziegander
2012-12-15, 06:37 PM
Combat

Nothing here yet...

Ziegander
2012-12-15, 06:39 PM
Equipment

Nothing here yet...

Ziegander
2012-12-15, 10:09 PM
Maneuvers

Nothing here yet...

Ziegander
2012-12-15, 10:47 PM
Spells

Nothing here yet...