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    Dwarf in the Playground
    Join Date
    May 2008

    Default 3.5e Rebrewed Core - Personal Notes

    These are notes for myself that I wish to keep online.
    It's still in construction.


    ATTRIBUTES:

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    There are 2 factions of Attributes:
    Body / Mind
    The 3 Body's Attributes are: Strength, Constitution, Dexterity
    The 3 Mind's Attributes are: Intelligence, Wisdom, Charisma

    Each faction is defined by 3 Categories:
    Power / Essence / Finesse

    Altogether, they make for a six-pointed star, with each having an opposite.

    -Power-
    Strength x Charisma

    -Essence-
    Constitution x Wisdom

    -Finesse-
    Dexterity x Intelligence

    All 6 attributes have their statistical functions:

    Strength - (Power)
    Physical capacities of a character in terms of raw power.

    Pre-determines Character Height
    Connected skill: ATHLETICS
    -base attack bonus to melee weapons (att. & dam.)
    -physical, wielded emcumbrance (weapons + shields)

    Constitution - (Essence)
    A character's resilience of the body, fortitude, and endurance.

    Pre-determines Character Weight
    Connected skill: ENDURANCE
    -hit points
    -resistance to critical, physical hits
    -physical, carried encumbrance (armor + gear)

    Dexterity - (Finesse)
    The character is accurate, coordinated, and flexible.

    Pre-determines Character Size
    Connected skill: ACROBATICS
    -base attack bonus to ranged weapons (att. & dam.)
    -base defense/armor class

    Intelligence - (Finesse)
    Flexibility and wits; words indicative of a myriad of ideas.

    Pre-determines Character Elocution
    Connected skill: EDUCATION (knowledge)
    -trained skill use (Thievery, Arcana, Military, Engineering, Craft, Forage)
    -bonus skills
    -bonus feats

    Wisdom - (Essence)
    A tough mind does not need a horse, for it only rides the wind.

    Pre-determines Character Composure
    Connected skill: PERCEPTION
    -combat initiative
    -concentration
    -mental, magic encumbrance (use magic item)
    -spirits saves (ex: illusion, charm)

    *Spirits save: Different from the will save, the spirits save isn't about "forcing" yourself through the spell (or resisting the compulsion), but more about realizing, or seeing through the falsehood of energies such as illusions and charms. It is based on the Sense Motive and Detect Illusions skill.

    Charisma - (Power)
    Just as the mighty fighter can bend bars with bare hands, strength of character can bend the force of elements.

    Pre-determines Character Confidence
    Connected skill: INFLUENCE
    -will saves (ex: sleep, dominate)
    -bonus magic damage
    -default attribute for bonus spells
    -bonus spell-like abilities for all (3E gnome-like)




    RACES:

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    6 Races: Half-Orc, Half-Elf, Elf, Dwarf, Halfling, Human

    Half-Orc

    Just like their orc counterparts, they are: tall, sturdy, powerful, and wild, and born to survive the law of the fittest. Their human features breeds their wits, curiosity, and perceptibility. Their most important distinction with the orcs is in their lifestyle; they are diurnal. Living off for their personal survivance at early ages, they are recluse who are not particularily seeking domination over other races, regardless of being a bit tormented and living by strict codes they determined themselves, and can later be accepted in the human world, not to say society. Their two domains are all about either using their strength and show their physical prowess, though one is more about control and mastery than the other.

    Favorite Class: Barbarian, (Berserker, rural; Ravager, mythos)
    Favorite Skills: Military, Forage
    Spoken Languages: Common, Orcish (Dwarven family)
    Life Expectency: Short
    Hit Dice: d12
    Movement Speed: 6
    Bonus Strength: +1 to their Strength score and +4 to all strength-based checks.
    Orcish Blood: +1 bonus with Orcish equipment due to their suitability. Typical items include: the waraxe.

    Dwarf

    Dwarves are tough, brave, and resilient. Their resistance is known to all. They have a certain kind of love for hard-work and growing long beards. They all originate from what they call the deep, a cavernous underground villas of impressive heights.
    Either as pious or virtuous warriors, they scour the world to claim the pride of their dwarven realm, king, and god.

    Favorite Class: Fighter, (Destroyer, rural; Cleric, mythos)
    Favorite Skills: Military, Engineering
    Spoken Languages: Common, Dwarven
    Life Expectency: Long
    Hit Dice: d10
    Movement Speed: 5
    Bonus Constitution: +1 to their Constitution score and +4 to all constitution-based checks & saves.
    Darkvision: 60 feet
    Dwarven Blood: +1 bonus with Dwarven equipment due to their suitability. Typical items include: the warhammer.

    Half-Elf
    (Elf Bloodline)

    Thanks to its feyline's grace, the Half-Elf has compelling beauty. Their origin is unknown, thus live a life of their own. Some show traits from dryads, nimphs, or satyrs, while others look just like humans or elves; yet all are compellingly attractive to the average mortal. Thanks to their bloodline, magical energy pulses through their veins. Their origin makes them gifted with powers to charm and bring forth special energies, or to be embedded with mystical elegance and might.

    Favorite Class: (Paladin; urban) , Sorcerer (Warlock; mythos)
    Favorite Skills: Arcana, Craft
    Spoken Languages: Common, Elven
    Life Expectency: Long
    Hit Dice: d8
    Movement Speed: 6
    Bonus Charisma: +1 to his Charisma score & +4 to all charisma-based checks and saves.
    Fey Bloodline: +1 additional spell per level.
    Slippery Mind: immune to Illusions and Charms spells level 4 or lower.
    Summon Familiar: As per the wizard spell level 1.

    Elf
    (Wood Elf)

    Known as the eternal watchers, Elves are the most common race in the world after humans. They have a real affinity for the wilderness, born within and living for the wild. They have developed a special philosophy and a supernatural perception that is transcended through their love for nature. Their animal companion is said to be an incarnated spirit of the wild and keeper of their kin. Elves vary in kind and origin, such as deep woods, secluded thickets, wide forests, or garden valleys. As devoted defenders of The Grove and descendant of the Spirit-kind, they have two paths they may choose: that of the sword, called guardian, or the mind, called keeper. (Ex: Guardian of the Grove, Spirit Keeper)

    Favorite Class: Ranger, (Fury of the Wild, rural; Druid, mythos)
    Favorite Skills: Thievery, Forage
    Spoken Languages: Common, Sylvan (Elven family)
    Life Expectency: Forever
    Hit Dice: d8
    Movement Speed: 7
    Bonus Wisdom: +1 to their Wisdom score and +4 to all wisdom-based checks.
    Meditative Rest: Elves do not need sleep. Instead, they enter a meditative trance for 4h hours. They are immune to sleep effects and spells.
    Animal Companion: As Woodland beings, Elves are blessed by nature, however they are at the same time bound to its protection. They gain an animal companion to their aid, under the condition of putting the interests of nature first and fore-all. The loss of their animal companion also means the elf may die of age.
    Wild Empathy: Elves can communicate with nature better than any other. They can improve the attitude of an animal as if they were interacting with a creature they can communicate with (diplomacy).
    Elven Blood: +1 bonus with Elven equipment due to their suitability. Typical items include: the longsword and the longbow.

    Halfling

    Halflings are very talented burrow-dwellers which live in cosy hills, and their name sticks because they're half of all. Cousins to the fraternal dwarves, they behave like happy gnomes, yet prefer to live among humans twice their size for their adaptability. Whatever they do, they love to talk and to investigate things that are none of their concern, to be the center of interest of everyone, as well as to sneak past privacy to satisfy their curiosity.
    Favorite Class: Rogue, (Savage (Ranger-type), rural; Bard, mythos)
    Favorite Skills: Thievery, Craft (+2 bonus)
    Spoken Languages: Common, Halfling, Plus Two (And Any Usual Language)
    Life Expectency: Average
    Hit Dice: d6
    Movement Speed: 6
    Special Features: Nimble Character
    *Lucky Saves, Bonus Intelligence & Nimble Mind, Inferior in Size

    Lucky Saves: The Halfling is a fearless, resilient, and nervous creature. As such, he receives a +2 bonus to all Saves.

    Inferior in Size: Being of a shorter stature, the Halfling is more agile, albeit also more weak; they gain a +1 dexterity, +4 to dexterity-based rolls, -1 to strength, and -4 to strength-based rolls.

    Human

    Quick learners, humans are the incarnation of modern creatures. They live in cities and are masters of the world. They know just about everything that exists in this universe and know how to adapt to any given situation. In some of the greatest cities also lies a few of the deepest secrets that very few can unveil.
    If there is only one saying to define the human is: to change is to prevail.
    Favorite Class: Any; Paladin, Cleric, Bard, Wizard
    Favorite Skills: Arcana, Engineering (+2 bonus)
    Spoken Languages: Common (Plus Any)
    Life Expectency: Short
    Hit Dice: Varies, See Below
    Movement Speed: 6
    Special Features: Adaptable Standing
    *Social Status, Dual Class, Bonus Skills

    Bonus Intelligence: +1 to their Intelligence score and +4 to all intelligence-based checks, including all skills.

    Choose a class. Your Hit Dice is according to the class-type you choose.

    Fighter-type; d10
    Rogue-type; d8
    Mage-type; d6

    Bonus Skills: The Humans' ability to adapt to new situations and learning skills quickly allow them to benefit from a +2 to skills per each new level they gain.

    Social Status: Humans are reknown everywhere for being relatively peaceful and understanding people, thus welcome at most shops (possibly with a discount) as well as churches and kingdoms all over the realm.

    Dual Class: When starting his career, the Human chooses another class. He gains all abilities from that class and picks whichever bonus is best for him (gestalt). This secondary class never goes up in level, unless it is given experience.

    Flavorful names for each dual class:
    F/Barbarian: Ironman; F/Berserker: Hulk; R/Ranger: Marauder; W/Cleric: Archbishop; W/Druid: Summoner; R/Paladin: Inquisitor; W/Paladin: [Color] Knight; R/Cleric: Shadowmaster; R/Bard:



    CLASSES:

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    In rustic terms, recommended for beginners, rules for classes are dictated only by 3: the Fighter, the Rogue, and the Mage.
    Each level, they acquire new powers, each in their specific sphere. They are: Combat, Talent, and Magic.

    Powers in the Combat sphere are simple. Each level increases the Fighter's ability to withstand longer in combat, and to inflict more damage. This is represented by an increase in Base Attack Bonus (later referred as BAB), defense/armor class (AC), and hit points (HP). Its primary attributes are Strength and Constitution.

    For Rogues, this is represented with Talents. Talents are skills and feats. High-level rogues develop so many talents that their value and versatility in and out of combat becomes key to any party. Its primary attributes are Dexterity and Intelligence.

    The Magic sphere may be the most difficult to get familiar with, but it's also the most omnipotent. It encompasses a wide variety of options that later becomes difficult to manage and/or optimize. A number of different spells, mixed with ways to modify them, and tied to the basic understanding of known versus useable spells is what the Magic sphere is about. Its primary attributes are Wisdom and Charisma.

    Basic/Standard System:
    Warrior's level progression
    d10
    +2 skill points
    +Combat Feat* every 2 levels, +1 use every other
    Favorite attributes: 1.STR, 2.CON, 3.DEX, 4.CHA
    *Combat Feat is an exceptional action, using a bonus to roll or other.

    Rogue's level progression
    d8
    +6 skill points
    +Talent every 2 levels, +2 skill points every other
    Favorite attributes: 1.DEX, 2.WIS, 3.INT, 4. CON

    Mage's level progression
    d6
    +2 skill points
    +Spell Level every 2 levels, +1 use every other
    Favorite attributes: 1.INT, 2.CHA, 3WIS, 4DEX

    For more experimented players, here is a different classification, encompassing a total of 9 basic classes:

    Experienced player's class selection:
    Warrior: Fighter - Barbarian - Paladin
    Rogue: Ranger - Thief - Bard
    Mage: Cleric - Sorcerer - Wizard

    Indentured player's class selection initially the same, but then choose the following options:
    Favorite area - urban, rural, mythos
    Favorite element - fire, earth, water, air
    Favorite alignment - chaotic, lawful, evil

    Each of these choices affects parts of their character, scores, and play-style.

    OLD, now replaced*
    /Roles: Full-Fighter, Mid-Fighter, Mid-Spellcaster, Full-Spellcaster

    Full-Fighters: The fighter has good hit points and attack (BAB). He can withstand many enemies on himself and take in duel some of the strongest creatures and opponents. Full-Fighters are equivalent to Fighters above, with slight differences but with more complicated rules.
    Mid-Fighters: With many particularities of a Fighter, mainly taking an important role in battle, the mid-fighter is more there for support than to stand as the main figure, and this is true even more for some than others. Either mixed or purely Rogue, Mid-Fighters are more versatile than their Full-Fighters counterpart and can provide enough combat abilities to deal with tough foes.
    Mid-Spellcasters: These classes have the particularity to be apt at fighting, but mainly use a broad aray of spellcasting at their disposition. They are considered as mages, but hold on to being somewhat less of easy targets.
    Full-Spellcasters: Certainly the weakest, it is preferable to know the arts and compendium of magic well to benefit from this class' full potential.

    Berserker, the brawler
    Specialization and role: Bloodthirsty Full-Fighter, Combat
    A bastard by the looks, a dreadful warrior once in combat.
    First Skill: Rage
    Skills: Hi HP, Hi BAB, Rage (Diehard), For Saves, Medium (Heavy) Armor, Frightful Aura, Unarmed Combat, Improved Grapple, Improved Bull Rush
    Final ability: Tireless Rage

    Fighter, the soldier
    Specialization and role: Resilient Full-Fighter, Armors
    A juggernaut and a brick wall into one.
    First Skill: Heavy Armor
    Skills: Heavy (Battle) Armor, Hi HP, Hi BAB, For Saves, Heavy Shield, Magic Resistance, Damage Reduction, Poison & Disease Immunity
    Final ability: Perfect self (immunity to criticals and damage immunity)

    Barbarian, the gladiator
    Specialization and role: Lethal Full-Fighter, Weapons
    A Spartan-like killing machine.
    First Skill: Intimidate
    Skills: Weapon Focus, Specialization, Weapon Style, Hi BAB, All 3 Saves, Exotic Weapons, Improved Damage, Improved Critical, Light Armor
    Final ability: Critical Hit on every blow.

    Paladin, the inquisitor
    Specialization and role: Faithful Mid-Fighter, Removing Buffs
    A faith so strong, impossible to deceive.
    First Skills: Detect Alignment
    Skills: Hi BAB, For Saves, Medium Armor, Shield, Lay on Hands (Cure Disease), Aura of Courage, Turn Undead, True Sight, Smite Magic, Magical Attacks
    Final ability: Fast Healing

    Ranger, the scout
    Specialization and role: Mobile Mid-Fighter, Guerrillas
    The art of Speed.
    Skills: Improved Movement Speed, Terrain mastery, Hi BAB, Uncanny Dodge, Evasion, Ref Saves, Light Armor, Quick Shot
    Final ability: Dimension door-like step (movement).

    Rogue, the assassin
    Specialization and role: Skilled Mid-Fighter, Sneak Attacks
    The art of the shadows, aka art of Killing.
    Skills: Hi BAB, High skills, Ref Saves, light armor, Backstabb, Aim Attack (Sneak Attack): (Trip, Disarm, Cripple, Stun, Kill), Talented (Skills)
    Final ability: Ethereal (shadow) Body.

    Cleric, the supporter
    Specialization and role: Supportive Mid-Spellcaster, Buff Spells
    "Is someone hurt?"
    First Skill: Divine Grace
    Skills: Medium Armor, Divine Spellcasting, Conjuration Spells, Wil Saves, Av BAB, Shield, Divine Spellcasting
    Final ability: Miracles

    Druid, the shapeshifter
    Specialization and role: Omnipotent Mid-Spellcaster, Nature
    The nasty nature dweller, good in any form.
    Skills: Elemental & Life Spells, Polymorphs, Summonings, Improved Companion, Ref Saves, Av BAB, light armor, shield
    Final ability: Timeless Body, unlimited shapechange.

    Sorcerer, the warlock
    Specialization and role: Assault Full-Spellcaster, Arcane Spellcasting
    "You need some fire?"
    First Skill: Detect Magic
    Skills: Av BAB, Unlimited spellcasting, Ref Saves, light armor spellcasting, martial weapons, Spontaneous Spellcasting, Charms
    Final ability: Unlimited spellcasting, perfect casting (no casting faillure)

    Bard, the wizard
    Specialization and role: Versatile Full-Spellcaster, Extensive Spelllist
    "Indeed... and those twelve Yeighburs, and the Jiomun Narithmiano dukes..."
    Skills: Languages, Accessibility to all spells, High Lore and monster knowledge, scribe scroll, potion brewing, magic item making, chemical brews, Wil Saves, Low BAB, some light armored spellcasting, buckler
    Final ability: Tongue of the Sun and Moon, Perfect Lore and crafting.

    Mage, the specialist
    Specialization and role: Dedicated Full-Spellcaster, Metamagic
    "I do not spell... I merely cast..."
    Skills: Fast Spell Progression, High Level Spellcasting, School Specialization, Metamagic, Wil Saves, Low BAB
    Final ability: Divine Spells

    Prerequisites and tips:

    Berserker
    Stats
    Str ++ for intimidation and athletics
    Con + for better armor and rage
    Wis to enter combat first
    Cha to better intimidate your opponents
    Half-Orc: Bonus to Strength rolls allows for great skill and intimidate checks

    Fighter
    Stats
    Con ++ for heavier armors and hps
    Str + for heavier shield
    Dex for better armor class
    Wis to use highly advanced magical armor
    Dwarf: High constitution allows for better armor

    Barbarian
    Stats
    Str ++ for heavier weapons (and shields) and melee bonuses
    Dex + for ranged attacks, acrobatics, and armor class
    Con for overall combat endurance
    Int to train atletics, acrobatics and endurance skills
    Half-Orc: Higher Strength Score allows for more damage and better weapons

    Paladin
    Stats
    Cha ++ for use of special powers and diplomacy (negotiate)
    Wis + to sense motives and dispell illusions
    Str for good weapons
    Con for good armor
    Half-Elf: Bonus Charisma rolls allows for better saves against spells

    Ranger
    Stats
    Dex ++ for better ranged attacks and hiding (acrobatics)
    Wis + to spot enemies and dangers
    Int for more skill points to spend in craft, survival, and acrobatics
    Con to run continuously
    Elf: Meditative Rest and Keen Vision allows for better full-time surveillance

    Rogue
    Stats
    Dex + for hiding (acrobatics)
    Int + to put points in craft and thievery
    Wis + to search for traps
    Cha to inquire as a spy
    Halfing: Bonus to Dexterity rolls allow for better skill checks and sneak attack

    Druid
    Stats
    Wis ++ to understand nature and use higher spells
    Cha + to communicate with nature and deal more magic damage
    Dex for better AC and use of ranged weapons
    Con for longer shapeshifting and concentration checks
    Elf: High Wisdom Score allows for higher level spellcasting

    Cleric
    Stats
    Wis + for higher spells
    Int + for education (knowledge), arcana and healing skills
    Con + for heavy armor and concentration checks
    Str for carrying more gear
    Dwarf: High bonus to constitution rolls allows for succesful concentration

    Sorcerer
    Stats
    Cha ++ for more spells and better magic damage
    Dex + for combat versatility
    Str for better weapons
    Con for better concentration and armor
    Half-Elf: High Charisma score allows for more power use and efficiency

    Bard
    Stats
    Int + for craft (scribing) skills, education (higher lore and speak languages)
    Cha + for more spells to cast without chance of faillure if armored
    Wis + for numerous use of magical items and use of untrained skills
    Dex for ranged attacks, better AC, and to perform (bonus on charm spells)
    Halfling: Favorite Skills and Bonus Languages allow for skills optimization

    Mage
    Stats
    Int ++ for arcane (copy magic) skills, higher level spellcasting and initiative
    Cha + for more magical damage with spells
    Con in case of concentration checks
    Dex for ranged weapons and AC
    Human: High Intelligence and Skills (Favorite) allow for optimal progression



    COMBAT - EQUIPMENT:

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    Weapon types: (4)
    -Short (0), ex: short sword, dagger (throwing)
    -Simple (S), ex: long sword or shortspear, shortbow or light crossbow
    -Martial (M), ex: two-handed sword or polearm, longbow or heavy crossbow
    -Exotic (E), ex: two-bladed sword or whip, repeating crossbow or net

    Armor Types: (4)
    -Basic (0), ex: torso-sized brigandine
    -Light (L), ex: full leather or light cuirass, with buckler or a parry weapon
    -Heavy (H), ex: hauberk and coif with leather pads and a wooden shield
    -Battle (B), ex: full mail with plate and helmet, and a kite shield

    By Class, plus total proficiency level:
    Fighter: Martial (3), Battle (4); = 7
    Barbarian: Exotic (4), Light*(2) (*plus Shields); = 6+
    Berserker: Martial (3), Heavy (3); = 6
    Paladin: Martial (3), Heavy (3); = 6
    Cleric: Simple* (2), Heavy (3) (*Varies); = 5*
    Sorcerer: Martial (3), Light* (2) (*No Buckler); = 5-
    Ranger: Simple (2), Light (2); = 4
    Druid: Simple* (2), Light* (2) (*Special); = 4*
    Rogue: Short* (1), Light (2) (*plus Exotic Ranged); = 3+
    Bard: Short (1), Light (2); = 3
    Wizard: Short (1), Basic (1); = 2
    In order of proficiency level: fighter, (barbarian, berserker), (paladin, cleric), (ranger, sorcerer, druid), (rogue, bard), wizard

    Fighter 7 Barbarian 6+ Berserker 6 Paladin 6 Cleric 5* Sorcerer: 5- Ranger 4 Druid 4* Rogue 3+ Bard 3 Wizard 2

    List of Equipments*:

    *Note: this list has been voluntarily simplified. DMs willing to bring a bit of flavor to the game can simply twist the weapon chart and their stats to their preferences, but this was simply simplified because the differences do not really bring anything significant to the game.


    COMBAT - WEAPONS:
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    Weapons such as the: Sword (P), Axe (S), Mace (B) are all interchangeable. To simplify them, they have been replaced under its simplest form, the sword. Same applies for the bow and crossbow.

    Weapons being used in melee combat use strength, whereas ranged weapons use dexterity. Those having the property of delivering both melee and ranged attacks much be used with their related attribute. So, if a character attacks an enemy with a Quarterstaff in combat, he uses his strength modifier. However, if that enemy is at range, he will use his dexterity bonus instead. On the other hand, though off-hand weapons can be used in melee (or be thrown), they are strictly considered as ranged weapons.

    Ranged weapons use Dexterity and are disadvantageous in close combat.

    Short Weapons:

    Short Melee Weapons:
    Short Sword: +3
    Short 2-handed Melee Weapons:
    Quarterstaff: +0, +1 AC (melee) or ranged (10ft)
    Short Ranged Weapons:
    Dagger (off-hand weapon): +2, 20ft thrown
    Sling (Missile): +0 @ 60ft

    Simple Weapons:

    Simple Melee Weapons:
    Longsword: +4
    Simple Ranged Weapons:
    Shortspear (off-hand weapon): +3, 20ft thrown
    Simple 2-handed Ranged Weapons
    Shortspear: +3, +1 AC (melee) or ranged (10ft)
    Shortbow (Missile): +4 @ 60ft

    Martial Weapons:

    Martial 2-handed Melee Weapons:
    Great Sword: +7, critical on 19-20
    Martial 2-handed Ranged Weapons:
    Longspear: +5, +1 AC (melee) or ranged (10ft)
    Longbow (Missile): +6 @ 60ft

    Exotic Weapons:

    Exotic Melee Weapons:
    Great Sword: +5
    Exotic 2-handed Melee Weapons:
    Two-bladed Sword: +8, critical on 19-20
    Exotic Ranged Weapons:
    Chains (off-hand weapon): +0*, ranged (10ft) (*+4 to hit, no damage)
    Blowgun (Missile): +0* @ 20ft (*+6 to hit, no damage)
    Hand Bow (Missile): +2 @ 60ft

    *The Chains are made of a Ball, a Net, or a Whip over the tip of the chains that is especially useful for special attacks to entangle a creature of one size category within of you, trip, or disarm an enemy.

    Critical hits: +10 on your roll. (30)
    Ambidextry: to wield 2 weapons, you need a dexterity score of at least 10 plus the total attack power they have together. Ex: Short sword +3 and dagger +2, equals 15. The attack, however, is a melee one (thus require you to use you Strength bonus on your roll.)


    COMBAT - ARMORS
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    As with weapons, some armors are better versus S, P or B weapons. Only Shields, however, take into consideration Range versus Melee Weapons.
    Shields (buckler) cover up to 3 squares before them and receive double their bonus against ranged attacks (all missile weapons and spear attacks at range).

    Basic
    Leather Cuirass +1, 4lb - 20gp
    Mithril Shirt +3, 8lb - 200gp

    Light
    Fine Leather +2, 10lb - 30gp
    Hard Leather +3, 15lb - 80gp
    Breast Plate +5, 25lb - 300gp
    Buckler +2, 2lb - 5gp

    Heavy
    Banded Leather +4, 30lb - 50gp
    Chainmail +5, 40lb - 100gp
    Splint Mail +6, 40lb - 200gp
    Half-Plate +8, 50lb - 500gp
    Round Shield +3, 10lb - 10gp
    Kite Shield +4, 20lb - 20gp
    *Ameliorated protective items such as Helmets, Bracers and Greaves can grant additional Armor Class at this point.

    Battle
    Plated Mail +7, 60lb - 120gp
    Full-Plate +10, 70lb - 1,200gp
    Tower Shield +5, 40lb - 30gp



    TALENT - SKILLS:

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    Ability-based skills:

    STR Athletics (run, swim, climb; bull rush, grapple)
    DEX Acrobatics (tumble, hide, perform)
    CON Endurance (fortitude, survival)
    INT Education (language, reading, knowledge: all)
    WIS Perception (search, listen, sense motive, detect illusion)
    CHA Influence (inspire, negotiate, and inquire)

    Know-how skills (Int-based):

    Thievery (Disguise, Stealth, Bluff, Steal): Art to Conceil (self, truth, object)
    Arcana (Planes, Religion, Magic): Ultimate Divine Knowledge
    Engineering (Fortress, Dungeon, Science): Science of Civilizations
    Military (Weaponry, War, Tactics): Science of War
    Craft (Artisantry, Forgery, Devices & Locks): Fine Arts
    Forage (Heal, Nature, Handle Animal): Art of Sufficiency

    Thievery: Halfling, Elf
    Arcana: Half-Elf, Human
    Engineering: Dwarf, Human
    Military: Dwarf, Half-Orc
    Craft: Halfling, Half-Elf
    Survival: Half-Orc, Elf

    Starting at level 1, you get 10 skill points + your intelligence modifier to put in any skill you want. Every level, you get additional points equal to your intelligence modifier, or none if it's negative. A negative intelligence modifier also means you can't put your initial 10 skill points in Know-how skills.


    TALENT - LANGUAGES:
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    Alphabet:
    Language: Creatures


    Draconic:

    Draconic, Abyssal, Infernal, Celestial
    Draconic*: Dragons, Elementals
    Abyssal*: Demons
    Infernal*: Devils
    Celestial*: Good outsiders

    Common:

    Common, Undercommon, Halfling, Kobold
    Common: Humans and all races
    Undercommon: Thieves, Beggars, Hustlers
    Halfling: Halflings
    Kobold: Kobolds, Lizardfolks, Gnolls

    Elven:

    Elven, Sylvan, Archaic, Druidic
    Elven: Elves
    Sylvan: Dryads, Centaurs, Feys
    Archaic: Drows, High Elves
    Druidic*: Druids

    Dwarven:

    Dwarven, Terran, Orcish, Goblin
    Dwarven: Dwarves, Gnomes
    Orcish: Orcs, Ogres
    Goblin: Goblins, Hobgoblins, Bugbears
    Terran*: Giants, Trolls

    *Unusual languages (unaccessible for the Halfling)



    TALENT - FEATS:
    Spoiler
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    Blind-Fight, Sneak Attack, Cleave, Combat Reflexes, Deflect Arrows, Uncanny Dodge, Evasion, Weapon Proficiency, Two-weapon Fighting, Improved Critical, Sunder/Disarm, Trip/Grapple, Precise Shot, Far Shot, Quick Shot, Rapid Reload, Lethal (Unarmed, Crippling) Strike, Power Attack, Quick Draw, Attack-on-the-Run, Spring Attack, Whirlwind Attack, Snatch Arrows, Woodland Stride, Opportunist



    MAGIC - SPELLS:
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    XXX
    Wizard Spells:

    Cantrips
    Chill
    Light
    Knock
    Prestigitation (Mage Hand, Telekinesis)
    Read Magic
    Detect Magic
    Alarm
    Mending

    Level 1
    Blur
    Comprehend Language
    Fear
    Suggestion
    Fog Cloud > Druid
    Color Spray > Druid
    Sleep > Sorcerer
    Identify
    Disguise
    Feather Fall
    Grease > Druid
    Shield
    False Life
    Animal Messenger > Druid
    Spider Climb > Druid
    Detect Invisibility
    Know Alignment > Cleric

    Level 2
    Magic Missile (Acid Arrow>
    Armor
    Darkness >
    Levitate
    Invisibility
    Magic Equipment
    Ray of Enfeeblement
    Hidden Refuge (Rope Trick)
    Sound Burst
    Blink
    Dispel Magic
    Slow (Hold>
    Water Breathing
    Stinking Cloud > Druid

    Level 3
    Mirror Image
    Phantasmal Force
    Fly
    Decay
    Haste
    Protection from Energy
    Animate Dead
    Glitterdust
    Protection from Normal Missiles
    Enlarge
    Deafness
    Dominate
    Horror

    Level 4
    Blight
    Dimension Door
    Black Tentacles
    Polymorph > Druid
    Stoneskin
    Wall
    Monster Summoning
    Confusion

    Level 5
    Cloudkill
    Contact Other Plane
    Feeblemind
    Scrying
    Telekinesis
    Teleport
    Paralysis

    Level 6
    Arcane Gate


    Remove Curse
    Gentle Repose

    Cone of Cold
    Confusion
    Ice Storm
    Lightning Bolt
    Web *3rd*
    Locate Animals and Plants *Cantrip*
    Darkvision
    Sleep
    Charm Person
    Thunderwave
    Gust of Wind
    Ray of Frost
    Shocking Grasp
    Burning Hands



    GENERAL - ENCUMBRANCE

    GENERAL - MOVEMENT, FATIGUE

    GENERAL - ENCOUNTERS (COMBAT)

    GENERAL - COVER

    GENERAL - OTHER
    Last edited by Flame_Excess; 2014-11-13 at 06:59 AM.

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