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    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default My take on D&D 6th

    Everything in this thread/topic is copywrighted material that belongs to ARTHAN please respect that and use only for personal entertainment.


    D&D 6th



    ---CONTENTS---

    01: Rules
    02: Characters
    03: Races
    04: Classes
    05: Skills
    06: Feats
    07: Equipment
    08: Rituals
    09: Combat
    10: Enemies
    11: Adventuring
    12: Index


    ---RULES---

    If you want to play with d20 system:
    Roll a d20 once and add all respective modifiers.

    If you want to play with d6 system (not really recommended but you can try it out):
    Roll a d6 three times (3d6) and add all respective modifiers.

    Dices go like this in d6 system:
    d20 = 3d6 = 10
    d12 = 1d6+3 = 6
    d10 = 1d6+2 = 5
    d8 = 1d6+1 = 4
    d6 = 1d6+0 = 3
    d4 = 1d6-1 = 2

    (everything is rounded down)

    ---CHARACTERS---

    01: choose gender
    02: choose race
    03: choose class
    04: choose feats (1 at level 1 plus 1 at each level up)
    05: choose equipment
    06: choose powers
    07: choose skills
    08: choose rituals
    09: choose adventuring gear
    10: choose special knowledge
    11: choose traits and behaviour
    12: choose name

    ---RACES---

    01: Human
    Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
    Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
    Full Item Price (you are good at negotiations, you can sell your items at full price)
    Watch Mastery (+4 skill bonus to Watch)
    Profession Mastery (+4 skill bonus to Profession)
    Negotiate Mastery (+4 skill bonus to Negotiate)


    02: Halfling
    Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
    Improved Camping (half the amount of hours you need to sleep during guard duty at camping)
    Full Item Price (you are good at negotiations, you can sell your items at full price)
    Listen Mastery (+4 skill bonus to Listen)
    Smell Mastery (+4 skill bonus to Smell)
    Mislead Mastery (+4 skill bonus to Mislead)


    03: Dwarf
    Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
    Resist Aging (ignore any negative effects of aging)
    Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
    Smell Mastery (+4 skill bonus to Smell)
    Profession Mastery (+4 skill bonus to Profession)
    Craftmanship Mastery(+4 skill bonus to Craftmanship)


    04: Elf
    Improved Resting (half the amount of hours you need to sleep each 24 hours)
    Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
    Resist Aging (ignore any negative effects of aging)
    Knowledge Mastery (+4 skill bonus to Knowledge)
    Performance Mastery (+4 skill bonus to Performance)
    Negotiate Mastery (+4 skill bonus to Negotiate)


    05: Orc
    Living Without Air (double the amount of rounds you can live without air)
    Living Without Water (double the amount of days you can live without water)
    Living Without Food (double the amount of weeks you can live without food)
    Watch Mastery (+4 skill bonus to Watch)
    Listen Mastery (+4 skill bonus to Listen)
    Intimidate Mastery (+4 skill bonus to Intimidate)


    06: Lizardfolk
    Living Without Air (double the amount of rounds you can live without air)
    Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
    Improved Resting (half the amount of hours you need to sleep each 24 hours)
    Taste Mastery (+4 skill bonus to Taste)
    Feel Mastery (+4 skill bonus to Feel)
    Profession Mastery (+4 skill bonus to Profession)


    07: Kobold
    Living Without Food (double the amount of weeks you can live without food)
    Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
    Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
    Taste Mastery (+4 skill bonus to Taste)
    Feel Mastery (+4 skill bonus to Feel)
    Craftmanship Mastery (+4 skill bonus to Craftmanship)


    08: Hobgoblin
    Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
    Improved Camping (half the amount of hours you need to sleep during guard duty at camping)
    Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
    Watch Mastery (+4 skill bonus to Watch)
    Listen Mastery (+4 skill bonus to Listen)
    Negotiate Mastery (+4 skill bonus to Negotiate)


    09: Goblin
    Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
    Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
    Full Item Price (you are good at negotiations, you can sell your items at full price)
    Listen Mastery (+4 skill bonus to Listen)
    Feel Mastery (+4 skill bonus to Feel)
    Mislead Mastery (+4 skill bonus to Mislead)


    10: Bugbear
    Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
    Improved Resting (half the amount of hours you need to sleep each 24 hours)
    Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
    Listen Mastery (+4 skill bonus to Listen)
    Smell Mastery (+4 skill bonus to Smell)
    Intimidate Mastery (+4 skill bonus to Intimidate)


    11: Tiefling
    Living Without Water (double the amount of days you can live without water)
    Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
    Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
    Taste Mastery (+4 skill bonus to Taste)
    Mislead Mastery (+4 skill bonus to Mislead)
    Intimidate Mastery (+4 skill bonus to Intimidate)


    12: Gnome
    Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
    Resist Aging (ignore any negative effects of aging)
    Full Item Price (you are good at negotiations, you can sell your items at full price)
    Knowledge Mastery (+4 skill bonus to Knowledge)
    Smell Mastery (+4 skill bonus to Smell)
    Performance Mastery (+4 skill bonus to Performance)



    ---CLASSES---

    01: Mercenary
    Increased Health Points (you gain 10 more hp)
    Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
    Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    02: Herder
    Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
    Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
    Two-Weapon Defense (you gain +1 feat bonus to all defenses while holding two weapons with each hand)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    03: Crusader
    Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
    Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
    Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    04: Priest
    Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
    Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
    Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    05: Warrior
    Improved Charge (+1 combat bonus to all charge attacks)
    Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
    Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    06: Shaolin
    Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
    Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
    Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    07: Samurai
    Increased Health Points (you gain 10 more hp)
    Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
    Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    08: Scout
    Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
    Two-Weapon Defense (you gain +1 feat bonus to all defenses while holding two weapons with each hand)
    Improved Ranged Weapons (+1 combat bonus to all defenses as long as you carry a ranged weapon)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    09: Ninja
    Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
    Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
    Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    10: Sorcerer
    Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
    Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
    Improved Spell Attack (+1 combat bonus to the damage of all spell attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    11: Witch
    Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
    Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
    Improved Spell Attack (+1 combat bonus to the damage of all spell attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)

    12: Commander
    Improved Melee Weapons (+1 combat bonus to all defenses as long as you carry a melee weapon)
    Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
    Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)



    ---FEATS---

    01: general feats (they always give feat bonus)

    Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
    Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
    Ritual Performing Master (you gain +1 feat bonus to all the defenses when performing rituals of a circle of your choice, you can take this feat more than once)
    Spell Performing Master (you gain +1 feat bonus to the damage of all spells of an energy type of your choice, you can take this feat more than once)
    Creature Companion (you can have another creature, an npc, as your companion, it can participates at combat and levels up with you and gains XP like you)
    Special Mount (you ride in battle another creature, an npc, as your mount, it can participates at combat and levels up with you and gains XP like you)
    Summon Familiar (you can have another creature, an npc, as your familiar, it can participates at combat and levels up with you and gains XP like you)
    Animate Flying Weapon (you can have an animated flying weapon, an npc, as your follower, it can participates at combat and levels up with you and gains XP like you)
    Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
    Two-Weapon Defense (you gain +1 feat bonus to all defenses while holding two weapons with each hand)
    Improved Two-Weapon Fighting (you gain +2 feat bonus to damage while holding two weapons with each hand, unlocks at level 11)
    Improved Two-Weapon Defense (you gain +2 feat bonus to all defenses while holding two weapons with each hand, unlocks at level 11)



    02: racial feats (they always give racial bonus)

    Human Training (+1 racial bonus to damage if you are a human)
    Halfling Training (+1 racial bonus to damage if you are a halfling)
    Dwarven Training (+1 racial bonus to damage if you are a dwarf)
    Elven Training (+1 racial bonus to damage if you are an elf)
    Orcish Training (+1 racial bonus to damage if you are an orc)
    Lizardfolk Training (+1 racial bonus to damage if you are a lizardfolk)
    Kobold Training (+1 racial bonus to damage if you are a kobold)
    Hobgoblin Training (+1 racial bonus to damage if you are a hobgoblin)
    Goblin Training (+1 racial bonus to damage if you are a goblin)
    Bugbear Training (+1 racial bonus to damage if you are a bugbear)
    Tiefling Training (+1 racial bonus to damage if you are a tiefling)
    Gnomish Training (+1 racial bonus to damage if you are a gnome)



    03: class feats (they always give class bonus)

    Mercenary Training (+1 class bonus to damage if you are a mercenary)
    Herder Training (+1 class bonus to damage if you are a herder)
    Crusader Training (+1 class bonus to damage if you are a crusader)
    Priest Training (+1 class bonus to damage if you are a priest)
    Warrior Training (+1 class bonus to damage if you are a warrior)
    Shaolin Training (+1 class bonus to damage if you are a shaolin)
    Samurai Training (+1 class bonus to damage if you are a samurai)
    Scout Training (+1 class bonus to damage if you are a scout)
    Ninja Training (+1 class bonus to damage if you are a ninja)
    Sorcerer Training (+1 class bonus to damage if you are a sorcerer)
    Witch Training (+1 class bonus to damage if you are a witch)
    Commander Training (+1 class bonus to damage if you are a commander)



    04: skill feats (they always give skill bonus)

    Watch Mastery (+4 skill bonus to Watch)
    Listen Mastery (+4 skill bonus to Listen)
    Smell Mastery (+4 skill bonus to Smell)
    Taste Mastery (+4 skill bonus to Taste)
    Feel Mastery (+4 skill bonus to Feel)
    Knowledge Mastery (+4 skill bonus to Knowledge)
    Performance Mastery (+4 skill bonus to Performance)
    Profession Mastery (+4 skill bonus to Profession)
    Craftmanship Mastery(+4 skill bonus to Craftmanship)
    Mislead Mastery (+4 skill bonus to Mislead)
    Intimidate Mastery (+4 skill bonus to Intimidate)
    Negotiate Mastery (+4 skill bonus to Negotiate)



    05: proficiency feats (they always give proficiency bonus)

    Fire/Acid Proficiency (+2 proficiency bonus to Fire/Acid damage)
    Air/Lightning Proficiency (+2 proficiency bonus to Air/Lightning damage)
    Force/Energy Proficiency (+2 proficiency bonus to Force/Energy damage)
    Sonic/Thunder Proficiency (+2 proficiency bonus to Sonic/Thunder damage)
    Water/Ice Proficiency (+2 proficiency bonus to Water/Ice damage)
    Life/Radiant Proficiency (+2 proficiency bonus to Life/Radiant damage)
    Poison/Disease Proficiency (+2 proficiency bonus to Poison/Disease damage)
    Death/Necrotic Proficiency (+2 proficiency bonus to Death/Necrotic damage)
    Silver/Quicksilver Proficiency (+2 proficiency bonus to Silver/Quicksilver damage)
    Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
    Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
    Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)



    06: item feats (they always give item bonus)

    Head Slot Mastery (+1 item bonus to Fire/Acid defense while wearing a head slot item)
    Neck Slot Mastery (+1 item bonus to Air/Lightning defense while wearing a neck slot item)
    Torso Slot Mastery (+1 item bonus to Force/Energy defense while wearing a torso slot item)
    Back Slot Mastery (+1 item bonus to Sonic/Thunder defense while wearing a back slot item)
    Left Hand Mastery (+1 item bonus to Water/Ice defense while wearing a left hand item)
    Right Hand Mastery (+1 item bonus to Life/Radiant defense while wearing a right hand item)
    Arms Slot Mastery (+1 item bonus to Poison/Disease defense while wearing an arms slot item)
    Left Ring Mastery (+1 item bonus to Death/Necrotic defense while wearing a left ring)
    Right Ring Mastery (+1 item bonus to Silver/Quicksilver defense while wearing a right ring)
    Waist Slot Mastery (+1 item bonus to Earth/Crushing defense while wearing a waist slot item)
    Legs Slot Mastery (+1 item bonus to Wood/Piercing defense while wearing a legs slot item)
    Feet Slot Mastery (+1 item bonus to Metal/Slashing defense while wearing a feet slot item)



    07: ritual feats (they always give ritual bonus)

    Teleportation Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the teleportation circle)
    Passage Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the passage circle)
    Animal Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the animal circle)
    Plant Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the plant circle)
    Fire Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the fire circle)
    Water Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the water circle)
    Air Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the air circle)
    Earth Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the earth circle)
    Knowledge Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the knowledge circle)
    Exploration Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the exploration circle)
    Truth Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the truth circle)
    Illusion Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the illusion circle)



    08: combat feats (they always give combat bonus)

    Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
    Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
    Improved Spell Attack (+1 combat bonus to the damage of all spell attacks)
    Improved Charge (+1 combat bonus to the damage of all charge attacks)
    Improved Defending (+1 combat bonus to all defenses of the defending attacks)
    Improved Shieldbashing (+1 combat bonus to the damage of all shieldbashing attacks)
    Improved Poisons (+1 combat bonus to all damage from poisons)
    Improved Potions (+1 combat bonus to all healing from potions)
    Improved Shields (+1 combat bonus to all defenses as long as you carry a shield)
    Improved Armors (+1 combat bonus to all defenses as long as you wear an armor)
    Improved Ranged Weapons (+1 combat bonus to all defenses as long as you carry a ranged weapon)
    Improved Melee Weapons (+1 combat bonus to all defenses as long as you carry a melee weapon)



    09: enemy feats (they always give enemy bonus)

    Favored Enemy (Plant) (+2 enemy bonus to damage against Plants)
    Favored Enemy (Animal) (+2 enemy bonus to damage against Animals)
    Favored Enemy (Undead) (+2 enemy bonus to damage against Undeads)
    Favored Enemy (Abberation) (+2 enemy bonus to damage against Abberations)
    Favored Enemy (Humanoid) (+2 enemy bonus to damage against Humanoids)
    Favored Enemy (Giant) (+2 enemy bonus to damage against Giants)
    Favored Enemy (Insect) (+2 enemy bonus to damage against Insects)
    Favored Enemy (Monster) (+2 enemy bonus to damage against Monsters)
    Favored Enemy (Dragon) (+2 enemy bonus to damage against Dragons)
    Favored Enemy (Elemental) (+2 enemy bonus to damage against Elementals)
    Favored Enemy (Constructs) (+2 enemy bonus to damage against Constructs)
    Favored Enemy (Spirit) (+2 enemy bonus to damage against Spirits)



    10: adventuring feats (they always give adventuring bonus)

    Living Without Air (double the amount of rounds you can live without air)
    Living Without Water (double the amount of days you can live without water)
    Living Without Food (double the amount of weeks you can live without food)
    Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
    Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
    Improved Resting (half the amount of hours you need to sleep each 24 hours)
    Improved Camping (half the amount of hours you need to sleep during guard duty at camping)
    Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
    Resist Aging (ignore any negative effects of aging)
    Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
    Increased Health Points (you gain 10 more hp)
    Full Item Price (you are good at negotiations, you can sell your items at full price)



    11: resistance feats (they always give resistance/defense)

    Fire/Acid Resistance (+1 bonus to Fire/Acid defense, you can take this feat more than once)
    Air/Lightning Resistance (+1 bonus to Air/Lightning defense, you can take this feat more than once)
    Force/Energy Resistance (+1 bonus to Force/Energy defense, you can take this feat more than once)
    Sonic/Thunder Resistance (+1 bonus to Sonic/Thunder defense, you can take this feat more than once)
    Water/Ice Resistance (+1 bonus to Water/Ice defense, you can take this feat more than once)
    Life/Radiant Resistance (+1 bonus to Life/Radiant defense, you can take this feat more than once)
    Poison/Disease Resistance (+1 bonus to Poison/Disease defense, you can take this feat more than once)
    Death/Necrotic Resistance (+1 bonus to Death/Necrotic defense, you can take this feat more than once)
    Silver/Quicksilver Resistance (+1 bonus to Silver/Quicksilver defense, you can take this feat more than once)
    Earth/Crushing Resistance (+1 bonus to Earth/Crushing defense, you can take this feat more than once)
    Wood/Piercing Resistance (+1 bonus to Wood/Piercing defense, you can take this feat more than once)
    Metal/Slashing Resistance (+1 bonus to Metal/Slashing defense, you can take this feat more than once)



    12: vulnerability feats (they always give vulnerability and two extra general feat slots)

    Fire/Acid Vulnerability (-1 bonus to Fire/Acid defense, you can take this feat more than once)
    Air/Lightning Vulnerability (-1 bonus to Air/Lightning defense, you can take this feat more than once)
    Force/Energy Vulnerability (-1 bonus to Force/Energy defense, you can take this feat more than once)
    Sonic/Thunder Vulnerability (-1 bonus to Sonic/Thunder defense, you can take this feat more than once)
    Water/Ice Vulnerability (-1 bonus to Water/Ice defense, you can take this feat more than once)
    Life/Radiant Vulnerability (-1 bonus to Life/Radiant defense, you can take this feat more than once)
    Poison/Disease Vulnerability (-1 bonus to Poison/Disease defense, you can take this feat more than once)
    Death/Necrotic Vulnerability (-1 bonus to Death/Necrotic defense, you can take this feat more than once)
    Silver/Quicksilver Vulnerability (-1 bonus to Silver/Quicksilver defense, you can take this feat more than once)
    Earth/Crushing Vulnerability (-1 bonus to Earth/Crushing defense, you can take this feat more than once)
    Wood/Piercing Vulnerability (-1 bonus to Wood/Piercing defense, you can take this feat more than once)
    Metal/Slashing Vulnerability (-1 bonus to Metal/Slashing defense, you can take this feat more than once)



    ---EQUIPMENT---

    01: head (+4 item bonus to Watch)

    02: neck (+4 item bonus to Listen)

    03: torso (+4 item bonus to Smell)

    04: back (+4 item bonus to Taste)

    05: left hand (+4 item bonus to Feel)

    06: right hand (+4 item bonus to Knowledge)

    07: arms (+4 item bonus to Performance)

    08: left ring (+4 item bonus to Profession)

    09: right ring (+4 item bonus to Craftmanship)

    10: waist (+4 item bonus to Mislead)

    11: legs (+4 item bonus to Intimidate)

    12: feet (+4 item bonus to Negotiate)



    ---POWERS (SPELLS)---



    01: Fire/Acid

    Acidball ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Fireball ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Acid Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Flaming Sphere ( d8 = 1d6+1 = 4 damage 3 targets ) unlocks at level 5
    Alchemist Fire ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Alchemist Acid ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    02: Air/Lightning

    Lightning Bolt ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Air Bolt ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Electric Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Shocking Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Alchemist Lightning ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Alchemist Air ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    03: Force/Energy

    Energy Blow ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Force Blow ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Energy Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Force Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Alchemist Energy ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Alchemist Force ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    04: Sonic/Thunder

    Thunder Blow ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Sonic Blow ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Thunder Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Sonic Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Alchemist Thunder ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Alchemist Sound ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    05: Water/Ice

    Ice Storm ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Water Storm ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Frozen Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Water Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Alchemist Ice ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Alchemist Water ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    06: Life/Radiant

    Radiant Ray ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Life Ray ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Life Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Light Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Alchemist Radiance ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Alchemist Life ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    07: Poison/Disease

    Mighty Disease ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Mighty Poisoning ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Poisonous Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Disease Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Alchemist Disease ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Alchemist Poison ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    08: Death/Necrotic

    Necrotic Finger ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Death Finger ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Darkness Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Darkness Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Alchemist Necrotic ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Alchemist Death ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    09: Silver/Quicksilver

    Rain of Quicksilver Spikes ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Rain of Silver Spikes ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Silver Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Quicksilver Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Alchemist Quicksilver ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Alchemist Silver ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    10: Earth/Crushing

    Crushing Meteor ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Earth Meteor ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Stone Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Stone Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Animate Crushing Weapon ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Animate Earth ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    11: Wood/Piercing

    Piercing Spikes ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Wood Spikes ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Piercing Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Wooden Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Animate Piercing Weapon ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Animate Wood ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    12: Metal/Slashing

    Slashing Barrier ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
    Metal Barrier ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
    Slashing Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
    Metal Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
    Animate Slashing Weapon ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
    Animate Metal ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1



    ---SKILLS---

    01: Watch
    02: Listen
    03: Smell
    04: Taste
    05: Feel
    06: Knowledge
    07: Performance
    08: Profession
    09: Craftmanship
    10: Mislead
    11: Intimidate
    12: Negotiate
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  2. - Top - End - #2
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: My take on D&D 6th

    ---RITUALS---

    01: teleportation circle
    02: passage circle
    03: animal circle
    04: plant circle
    05: fire circle
    06: water circle
    07: air circle
    08: earth circle
    09: knowledge circle
    10: exploration circle
    11: truth circle
    12: illusion circle

    There are 12 circles of rituals. Teleportation circle has to do about extra-dimensional travel. Passage has to do with single-dimensional travel. Animal has to do with animals and so on.
    As you level up, you unlock more powerful rituals of the circle you have chosen. This happens at level 5, 10, 15 and 20 level.
    In order to cast a ritual, you must spend an amount of time equal to its casting time, uninterrupted. If you are interrupted, the ritual fails. The casting time varies from effect to effect
    and can be anything from a few minutes to a few hours but some rituals are being cast even instantly. However, you can only cast one ritual per round.

    Teleportation Circle:
    At level 1, for a casting time of 15 minutes, you can forbid teleportation into and out of an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can teleport to a destination that you know and deciphered its rune codes. There are plenty such destinations around the world but few
    know and have deciphered these rune codes. Having access to such a luxury can be a quest by itself. The destination must be at the same plane of existence with you.
    At level 10, for a casting time of 10 minutes, you can teleport to a destination that you know and deciphered its rune codes even at other planes of existence.
    At level 15, you can instantly teleport up to 15 feet away.
    At level 20, for a casting time of 5 minutes, you can teleport to any destination that you have line of sight to that destination.

    Passage Circle:
    At level 1, for a casting time of 15 minutes, you can forbid burrowing into and out of an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can open a 25 x 5 feet hole up to 15 feet away that lasts up to 20 minutes.
    At level 10, for a casting time of 10 minutes, you can create a 25 x 5 x 5 feet wall up to 15 feet away that lasts forever.
    At level 15, you can instantly open a 5 x 5 feet hole up to 5 feet away that lasts forever.
    At level 20, for a casting time of 5 minutes, you can open a 50 x 5 feet hole up to your line of sight that lasts forever.

    Animal Circle:
    At level 1, for a casting time of 15 minutes, you can forbid animals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can cure any disease at a single target you touch.
    At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any animal you know but you can't attack in animal form. You become normal again at will.
    At level 15, you can instantly charm any animal up to your level and up to 15 feet away. If you charm a new animal or if the animal goes beyond 15 feet away from you, the charm breaks.
    At level 20, for a casting time of 5 minutes, you can charm any animal up to your level and up to 15 feet away. That animal becomes your eternal companion and can go beyond 15 feet away
    from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

    Plant Circle:
    At level 1, for a casting time of 15 minutes, you can forbid plants from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can cure any poison at a single target you touch.
    At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any plant you know but you can't attack in plant form. You become normal again at will.
    At level 15, you can instantly charm any plant up to your level and up to 15 feet away. If you charm a new plant or if the plant goes beyond 15 feet away from you, the charm breaks.
    At level 20, for a casting time of 5 minutes, you can charm any plant up to your level and up to 15 feet away. That plant becomes your eternal companion and can go beyond 15 feet away
    from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

    Fire Circle:
    At level 1, for a casting time of 15 minutes, you can forbid fire elementals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can grant fire resistance equal to your level at a single target you touch, for 10 minutes.
    At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any fire elemental you know but you can't attack in fire elemental form. You become normal
    again at will.
    At level 15, you can instantly charm any fire elemental up to your level and up to 15 feet away. If you charm a new fire elemental or if the fire elemental goes beyond 15 feet away from
    you, the charm breaks.
    At level 20, for a casting time of 5 minutes, you can charm any fire elemental up to your level and up to 15 feet away. That fire elemental becomes your eternal companion and can go
    beyond 15 feet away from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

    Water Circle:
    At level 1, for a casting time of 15 minutes, you can forbid water elementals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can grant ice resistance equal to your level at a single target you touch, for 10 minutes.
    At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any water elemental you know but you can't attack in water elemental form. You become normal
    again at will.
    At level 15, you can instantly charm any water elemental up to your level and up to 15 feet away. If you charm a new water elemental or if the water elemental goes beyond 15 feet away from
    you, the charm breaks.
    At level 20, for a casting time of 5 minutes, you can charm any water elemental up to your level and up to 15 feet away. That water elemental becomes your eternal companion and can go
    beyond 15 feet away from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

    Air Circle:
    At level 1, for a casting time of 15 minutes, you can forbid air elementals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can grant shock resistance equal to your level at a single target you touch, for 10 minutes.
    At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any air elemental you know but you can't attack in air elemental form. You become normal
    again at will.
    At level 15, you can instantly charm any air elemental up to your level and up to 15 feet away. If you charm a new air elemental or if the air elemental goes beyond 15 feet away from
    you, the charm breaks.
    At level 20, for a casting time of 5 minutes, you can charm any air elemental up to your level and up to 15 feet away. That air elemental becomes your eternal companion and can go
    beyond 15 feet away from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

    Earth Circle:
    At level 1, for a casting time of 15 minutes, you can forbid earth elementals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can grant sound resistance equal to your level at a single target you touch, for 10 minutes.
    At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any earth elemental you know but you can't attack in earth elemental form. You become normal
    again at will.
    At level 15, you can instantly charm any earth elemental up to your level and up to 15 feet away. If you charm a new earth elemental or if the earth elemental goes beyond 15 feet away from
    you, the charm breaks.
    At level 20, for a casting time of 5 minutes, you can charm any earth elemental up to your level and up to 15 feet away. That earth elemental becomes your eternal companion and can go
    beyond 15 feet away from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

    Knowledge Circle:
    At level 1, for a casting time of 15 minutes, you can ask a question to lesser being like an animal and get a yes or a no or neither for an answer about its surroundings.
    At level 5, for a casting time of 10 minutes, you can ask a question to a being like a lesser spirit and get a yes or a no or neither for an answer about the local barony.
    At level 10, for a casting time of 10 minutes, you can ask a question to a greater being like a greater spirit and get a yes or a no or neither for an answer about the whole country.
    At level 15, you can instantly know the surface thoughts of those within 15 feet of you.
    At level 20, for a casting time of 5 minutes, you know the correct answer to a single question, no matter what the question is. You choose the question while casting the ritual and you
    may choose a new question each time.

    Exploration Circle:
    At level 1, for a casting time of 15 minutes, you can create difficult terrain within an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can walk on liquid surfaces for 24 hours.
    At level 10, for a casting time of 10 minutes, you can fly on thin air for 24 hours.
    At level 15, you instantly know the direction, the time of the day, the date, the position of the sun/moon and the weather in general.
    At level 20, for a casting time of 5 minutes, you can teleport to any destination that you have line of sight to that destination.

    Truth Circle:
    At level 1, for a casting time of 15 minutes, you can forbid everyone from telling lies within an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can break a single optical illusion you touch.
    At level 10, for a casting time of 10 minutes, you force someone you touch to answer you the truth about a single subject of your choice.
    At level 15, you instantly know if someone you hear talking is telling the truth or not.
    At level 20, for a casting time of 5 minutes, you see the truth behind any illusion you can see or hear, for 24 hours, and you may break such illusions instantly if you wish to do so.

    Illusion Circle:
    At level 1, for a casting time of 15 minutes, you can forbid everyone from creating illusions within an area up to 15 x 15 feet, centered on you, up to 24 hours.
    At level 5, for a casting time of 10 minutes, you can create a single illusory item or an illusory sound.
    At level 10, for a casting time of 10 minutes, you can create a single illusory person or an illusory music.
    At level 15, you can instantly become invisible for one turn.
    At level 20, for a casting time of 5 minutes, you can create a colossal illusory image like an illusory mountain or an illusory river.

    ---COMBAT---
    (in this game and edition all attacks hit automatically, no dice is rolled)
    (before each attack you can lose X hp and add X to damage to a single target where X cannot exceed your level)



    01: performing a basic melee attack
    (you use a melee weapon you hold against a target that is near you, you roll the respective damage)



    02: performing a basic ranged attack
    (you use a ranged weapon you hold against a target that is away from you, you roll the respective damage)



    03: performing a spell attack
    (you use a spell you know against targets that are either near you or away from you, you roll the respective damage)



    04: charging
    (you use a melee weapon you hold against a target that is away from you, you roll the respective damage)



    05: defending
    (you select a damage type over the 12 existing ones:
    Fire/Acid, Air/Lightning, Force/Energy, Sonic/Thunder, Water/Ice, Life/Radiant, Poison/Disease, Death/Necrotic, Silver/Quicksilver, Earth/Crushing, Wood/Piercing, Metal/Slashing.
    You gain +1 bonus to the respective defense of the selected damage type.)



    06: shieldbashing
    (you use your shield as a melee weapon against a target that is near you, the shield bonus is the Earth/Crushing damage the shield deals, you roll the respective damage)



    07: poisons

    -Poison/Disease:
    White Widow Poison ( d20 = 3d6 = 10 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 10
    Dire Sting Poison ( d12 = 1d6+3 = 6 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 5
    Brown Snake Poison ( d10 = 1d6+2 = 5 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 4
    Grey Scorpion Poison ( d8 = 1d6+1 = 4 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 3
    Black Spider Poison ( d6 = 1d6+0 = 3 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 2
    Simple Poison ( d4 = 1d6-1 = 2 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 1



    08: potions

    Potion of Great Healing ( d20 = 3d6 = 10 healing, 1 target, 1 hand ) unlocks at level 10
    Potion of Cure Critical Wounds ( d12 = 1d6+3 = 6 healing, 1 target, 1 hand ) unlocks at level 5
    Potion of Cure Serious Wounds ( d10 = 1d6+2 = 5 healing, 1 target, 1 hand ) unlocks at level 4
    Poiton of Cure Moderate Wounds ( d8 = 1d6+1 = 4 healing, 1 target, 1 hand ) unlocks at level 3
    Potion of Cure Light Wounds ( d6 = 1d6+0 = 3 healing, 1 target, 1 hand ) unlocks at level 2
    Potion of Cure Minor Wounds ( d4 = 1d6-1 = 2 healing, 1 target, 1 hand ) unlocks at level 1



    09: shields

    Tower Shield (+6 shield bonus to all defenses) unlocks at level 11
    Heavy Metal Shield (+5 shield bonus to all defenses) unlocks at level 9
    Heavy Wooden Shield (+4 shield bonus to all defenses) unlocks at level 7
    Light Metal Shield (+3 shield bonus to all defenses) unlocks at level 5
    Light Wooden Shield (+2 shield bonus to all defenses) unlocks at level 3
    Buckler (+1 shield bonus to all defenses) unlocks at level 1



    10: armors

    Plate Armor (+6 armor bonus to all defenses) unlocks at level 11
    Scale Armor (+5 armor bonus to all defenses) unlocks at level 9
    Chainmail Armor (+4 armor bonus to all defenses) unlocks at level 7
    Hide Armor (+3 armor bonus to all defenses) unlocks at level 5
    Leather Armor (+2 armor bonus to all defenses) unlocks at level 3
    Cloth Armor (+1 armor bonus to all defenses) unlocks at level 1



    11: ranged weapons

    -Earth/Crushing:
    Dire Sling ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
    Great Sling ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
    Masterwork Sling ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 4
    Heavy Sling ( d8 = 1d6+1 = 4 damage, 1 target, 2 hands ) unlocks at level 3
    Light Sling ( d6 = 1d6+0 = 3 damage, 1 target, 2 hands ) unlocks at level 2
    Rock Thrower ( d4 = 1d6-1 = 2 damage, 1 target, 2 hands ) unlocks at level 1

    -Wood/Piercing:
    Dire Bow ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
    Greatbow ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
    Composite Bow ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 4
    Longbow ( d8 = 1d6+1 = 4 damage, 1 target, 2 hands ) unlocks at level 3
    Shortbow ( d6 = 1d6+0 = 3 damage, 1 target, 2 hands ) unlocks at level 2
    Handbow ( d4 = 1d6-1 = 2 damage, 1 target, 2 hands ) unlocks at level 1

    -Metal/Slashing:
    Dire Crossbow ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
    Great Crossbow ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
    Repeating Crossbow ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 4
    Heavy Crossbow ( d8 = 1d6+1 = 4 damage, 1 target, 2 hands ) unlocks at level 3
    Light Crossbow ( d6 = 1d6+0 = 3 damage, 1 target, 2 hands ) unlocks at level 2
    Hand Crossbow ( d4 = 1d6-1 = 2 damage, 1 target, 2 hands ) unlocks at level 1



    12: melee weapons

    -Earth/Crushing:
    Dire Flair ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
    Morningstar ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
    Maul ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 3
    Heavy Mace ( d8 = 1d6+1 = 4 damage, 1 target, 1 hand ) unlocks at level 2
    Light Mace ( d6 = 1d6+0 = 3 damage, 1 target, 1 hand ) unlocks at level 1
    Pick ( d4 = 1d6-1 = 2 damage, 1 target, 1 hand, thrown ) unlocks at level 1

    -Wood/Piercing:
    Dire Trident ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
    Greatspear ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
    Longspear ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 3
    Spear ( d8 = 1d6+1 = 4 damage, 1 target, 1 hand ) unlocks at level 2
    Shortspear ( d6 = 1d6+0 = 3 damage, 1 target, 1 hand ) unlocks at level 1
    Katar ( d4 = 1d6-1 = 2 damage, 1 target, 1 hand, thrown ) unlocks at level 1

    -Metal/Slashing:
    Dire Sword ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
    Greatsword ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
    Bastard Sword ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 3
    Longsword ( d8 = 1d6+1 = 4 damage, 1 target, 1 hand ) unlocks at level 2
    Shortsword ( d6 = 1d6+0 = 3 damage, 1 target, 1 hand ) unlocks at level 1
    Dagger ( d4 = 1d6-1 = 2 damage, 1 target, 1 hand, thrown ) unlocks at level 1



    ---ENEMIES---

    01: plant
    02: animal
    03: undead
    04: abberation
    05: humanoid
    06: giant
    07: insect
    08: monster
    09: dragon
    10: elemental
    11: construct
    12: spirit

    ---ADVENTURING---

    01: without air (you can survive without air for 7 rounds)

    02: without water (you can survive with very few to no water for 7 days)

    03: without food (you can survive with very few to no food for 7 weeks)

    04: extreme weather (extreme weather represents damage of a certain damage type, for example very cold weather represents 1 Water/Ice damage per round, and the same goes respectively for the rest extreme weather conditions)

    05: falling damage (you take 1 Earth/Crushing damage for every 5 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 10 feet you fall)

    06: resting (when you sleep you regain all your lost hp, sleep takes at least 6 hours to gain any benefits from it and you have to fully sleep at least once every 24 hours)

    07: camping (usually when an adventuring party camps in the wilderness they take turns guarding for any night attackers, in such an occasion just raise the sleeping time from 6 to 10 hours for the whole adventuring group)

    08: vision (usually humans have normal vision while elves have low-light vision and dwarves have darkvision, but that is not totally true, the truth is your character's background chooses your vision type, a surface dwarf has normal vision while a cave-dwelling human has low-light or even darkvision etc.)

    09: aging (you age according to the race you belong to, when you reach half your age you take -1 penalty to all damage and when you reach 3/4 of your age you take -1 penalty to all your defenses)

    10: antimagic circles (spells are powerful but so are antimagic circles, ancient magic spheres of air that block any spell or ritual perfmormed within them, so you may like to have a magic-user character but beware that you may run out of options in such an area!)



    11: health points (all creatures have the same health points, or hp as they are more well-known, according to their level)

    level 20 (health = 110 hp)
    level 19 (health = 105 hp)
    level 18 (health = 100 hp)
    level 17 (health = 95 hp)
    level 16 (health = 90 hp)
    level 15 (health = 85 hp)
    level 14 (health = 80 hp)
    level 13 (health = 75 hp)
    level 12 (health = 70 hp)
    level 11 (health = 65 hp)
    level 10 (health = 60 hp)
    level 9 (health = 55 hp)
    level 8 (health = 50 hp)
    level 7 (health = 45 hp)
    level 6 (health = 40 hp)
    level 5 (health = 35 hp)
    level 4 (health = 30 hp)
    level 3 (health = 25 hp)
    level 2 (health = 20 hp)
    level 1 (health = 15 hp)



    12: item price (all the items cost according to the level they are unlocked, keep in mind that even spells are items and have to be bought, if you sell something you sell it at half its price, ammunition of any weapon always costs 1 gp per 10 units)

    unlocked level 20 (price = 524288 gp)
    unlocked level 19 (price = 262144 gp)
    unlocked level 18 (price = 131072 gp)
    unlocked level 17 (price = 65536 gp)
    unlocked level 16 (price = 32768 gp)
    unlocked level 15 (price = 16384 gp)
    unlocked level 14 (price = 8192 gp)
    unlocked level 13 (price = 4096 gp)
    unlocked level 12 (price = 2048 gp)
    unlocked level 11 (price = 1024 gp)
    unlocked level 10 (price = 512 gp)
    unlocked level 9 (price = 256 gp)
    unlocked level 8 (price = 128 gp)
    unlocked level 7 (price = 64 gp)
    unlocked level 6 (price = 32 gp)
    unlocked level 5 (price = 16 gp)
    unlocked level 4 (price = 8 gp)
    unlocked level 3 (price = 4 gp)
    unlocked level 2 (price = 2 gp)
    unlocked level 1 (price = 1 gp)
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

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