I wouldn’t have believed it if I hadn’t been there myself. It was on the fields of Rios, a great battle was to occur between our forces and the barbarians of the north but it was never to be. As our men stood restlessly awaiting the call to battle, to plunge into the forest and route the savages, the air crackled with energy, at first murmurs spread that it was the witchery of the barbarians but when the first rift opened, pouring out a gray light which seemed to sap the color from everything it touched, we know otherwise. At first there was only one, but as it grew larger it seemed to splinter into many more, until the entire land seemed drenched in that nullifying gray.
When they started coming out, we didn’t know what to do. But we were hardened men, we’d been through war and seen many of the savageries, but we weren’t ready for what came next. One of the largest ones, a hulking humanoid creature looking like it was spun from stone and crystal, bellowed forth a mind-bending shout which echoed in our minds, I resisted the pulsing headache which swam through my head but others spun wildly, confused and bewildered. Then it was chaos, our men fell to each others swords. I could barely tell friend from foe, and what I could tell seemed to change every moment.
That was the first reported encounter with the Mythar. I’m certain they had been here before, they knew too much, how we lived, how our militaries were structured, where our major places of trade were. That first year we thought we had a real chance. We gathered our forces, old enmities were forgotten, we fought side by side with the shamanic people of the north, the mystics of the east, the hunters of the Iron Wastes. We fought as a whole and fell as one when the time came.
Then the darker days began.
-Victus Capita, a soldier in the Agorian army, start of the Mythar Invasion, 0 P.I.
Current world date is 101 P.I. (Post Invasion).
This game will be set a month or so in the future from the prior Mythar Invasion game, with some of the same cast and players. Players from that game will have priority. If you are interested please give a character background and description with basic class/race information before plunging into full-on character creation.
Game Rule Information:
Open Books: Core books, Expanded Psionics Handbook, Complete Books, Races Books, Sandstorm, Frostburn
By Permission: Unearthed Arcana, Libris Mortis, Draconomicon, Lords of Madness
Banned Books: Book of Vile Darkness, Book of Exalted Deeds, Savage Species, Miniatures Handbook, Manual of the Planes, Planar Handbook, Campaign Specific (FR, OA, etc.), 3.0 Splatbooks
Banned Material: Generic Classes (UA), Unspecified Spellcasting Material
* Use the most updated material Exception: Exotic Weapons Master 3.0 & 3.5 versions are 2 diff. PrC’s
Character Creation
Skills:
Feats:
Armor Compatibility
Prerequisites: BAB +4
Benefit: You increase the maximum Dexterity bonus allowed by armor by 1 for every three character levels.
Combat Variants
New Combat Manuevers:
Reckless Offense
When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus to your melee attack roll. The bonus on attack rolls and the penalty on Armor Class last until the beginning of your next turn.
Class Defense Bonus
Your total defense bonus equals your class defense bonus plus your dexterity modifier. Your total defense bonus is subject to the maximum dexterity bonus on armor.
Armor as Damage Reduction
Armor provides half of it's normal AC bonus as damage reduction and half as an armor bonus to AC; a remainder goes to AC. (example Studded Leather = DR 1/armor & AC +2, full plate +1 = DR 4/ armor & AC +5)
Turning Variant: Level Check
Wound Point/Vitality Point Variant
[sblock]Vitality and Wound Points
The vitality and wound points damage system was originally developed for the Star Wars Roleplaying Game as a more cinematic method of handling damage than the traditional hit point system. The system allows for characters to improve the amount of punishment they can withstand as they go up in level, while still allowing for a single lucky attack to take down a character.
Vitality Points
Vitality points are a measure of a character's ability to turn a direct hit into a graze or a glancing blow with no serious consequences. Like hit points in the standard D&D rules, vitality points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce vitality points.
Characters gain vitality points as they gain levels. Just as with hit points in the standard D&D rules, at each level a character rolls a vitality die and adds his Constitution modifier, adding the total to his vitality point total. (And, just as with hit points, a character always gains a minimum of at least 1 vitality point per level, regardless of his roll or Constitution modifier.) A 1st-level character gets the maximum vitality die result rather than rolling, as shown on Table 4-6 below.
Wound Points
Wound points measure how much true physical damage a character can withstand. Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. A character has a number of wound points equal to her current Constitution score.
Critical Hits
A critical hit deals the same amount of damage as a normal hit, but that damage is deducted from wound points rather than from vitality points. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits.
Any critical hit automatically overcomes a creature's damage reduction, regardless of whether the attack could normally do so.
Most weapons retain their normal critical threat range. If a weapon normally has a critical multiplier greater than x2, the weapon's threat range expands by 1 point per additional multiplier. Thus a x3 weapon has a threat range of 19-20 and a x4 weapon has a threat range of 18-20.
Injury and Death
Vitality and wound points together measure how hard a character is to hurt and kill. The damage from each successful attack and each fight accumulates, dropping a character's vitality point or wound point totals until he runs out of points.
Nonlethal Damage
Any attack that deals subdual damage in the core rules, such as a sap, an untrained unarmed strike, or a normal weapon taking a -4 penalty to hit "with the flat of the blade" is a nonlethal attack. Trying to make a lethal strike with a nonlethal weapon imposes a -4 penalty to hit. Nonlethal attacks cannot deal wound point damage under any circumstances.
A critical hit with a nonlethal attack deals vitality points damage as normal and causes the target struck to make a Fortidue saving throw (DC 5 + the damage taken) or be stunned for 1d4 rounds, just as if he had taken wound damage.
If a nonlethal attack deals more damage than the character has vitality points, then the character falls into negative vitality points. The character must make an immediate Fortitude saving throw (DC 5 + the amount of vitality points dealt), or be knocked unconscious until their vitality points return to 0 or higher. On a successful save the character is both fatigued and staggered until his vitality returns to 0 or higher. Any additional nonlethal attacks which would deal damage force another Fortitude saving throw or the character is knocked unconscious.
0 Vitality Points
At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional real damage he receives reduces his wound points, for circumstances involving nonlethal damage refer to the passage on nonlethal damage.
Taking Wound Damage
The first time a character takes wound damage -- even a single point -- he becomes fatigued. A fatigued character can't run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8 hours (or until the wound damage is healed, if that occurs first). Additional wound damage doesn't make the character exhausted.
In addition, any time an attack deals wound damage to a character, he must succeed on a Fortitude saving throw (DC 5 + number of wound points dealt) or be stunned for 1d4 rounds. (During that time, any other character can take a standard action to help the stunned character recover; doing so ends the stunned condition.)
0 Wound Points and Below
If an attack deals more damage than the character has wound points, then the character falls into negative wound points. The character must make an immediate Fortitude saving throw (DC 5 + the amount of wound points dealt), or become dying until their wound points return to 0 or higher. On a successful save the character is disabled until his wound points return to 0 or higher. Any additional attacks which would deal damage force another Fortitude saving throw or the character becomes dying.
Disabled: A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) worsens the character's condition to dying (unless it involved healing; see below).
Dying: A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 5 + the amount of wound points below 0, +1 per round after the first) to become stable.
If the character fails the save, he dies.
If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.
If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious.
If the character succeeds on the save by 10 or more, he becomes conscious and disabled.
Another character can make a dying character stable by succeeding on a Heal check DC (10 + the amount of wound points below 0) as a standard action (which provokes attacks of opportunity).
Stable Characters and Recovery
A stable character is unconscious. Every hour, a stable character must succeed on a Fortitude save (DC 10, +1 per hour after the first) to remain stable.
If the character fails the save, he becomes dying.
If the character succeeds on the save by less than 5, he does not get any worse, but does not improve. He is still stable and unconscious, and must continue to make Fortitude saves every hour.
If the character succeeds on the save by 5 or more, he becomes conscious and disabled.
An unaided stable, conscious character at 0 wound points has a 10% chance to start recovering wound points naturally that day.
Once an unaided character starts recovering wound points naturally, he is no longer in danger of dying.
Recovering with Help: A dying character can be made stable with a DC 15 Heal check (a standard action that provokes attacks of opportunity). One hour after a tended, dying character becomes stable, roll d%. He has a 10% chance of regaining consciousness, at which point he becomes disabled. If he remains unconscious, he has the same chance to regain consciousness every hour. Even while unconscious, he recovers wound points naturally, becoming conscious and able to resume normal activity when his wound points rise to 1 or higher.
Special Damage Situations
The vitality point system changes the way some special damage effects work.
Coup de Grace
A coup de grace functions normally in that it automatically hits and scores a critical hit (and thus the damage dealt is applied to the target's wound points). If the defender survives the damage, he must make a Fortitude save (DC 10, + the amount of damage dealt) or die. In the case of a nonlethal coup de grace, count it as a nonlethal critical hit. If the defender isn?t dropped to negative vitality, he must still make a Fortitude save (DC 5, + the amount of damage dealt) or be knocked unconscious.
Massive Damage
A character who takes 50 or more points of Vitality Damage must make a Fortitude save (DC equal to 15 plus one half the damage dealt over 50) or take 1 point of wound damage.
Magical Damage
Magical damage is damage from spells, powers, spell-like or psi-like abilities, or supernatural effects.
Spells that deal hit point damage work somewhat differently in this system. When a character fails a saving throw by 10 or more against a spell which deals damage they take a certain amount of wound damage. For spells that deal a variable amount of hit point damage based on a die roll plus another value (such as inflict light wounds), apply the actual die roll as vitality damage, and any modifier to the die roll (such as caster level, for cure spells) as wound damage.
For powers that deal damage on a die roll without a secondary value (such as fireball), apply the actual die roll as vitality damage, and the number of dice rolled as wound damage.
Treat spells which deal a set amount of damage per level (or per some other increment method, etc.) as dealing one wound damage per level/increment, and then dealing their normal amount as vitality damage.
Spells that use an attack roll to hit and deal damage use the normal rules for critical hits, etc. Spells that allow no saving throw that deal damage always deal damage to vitality points first and then wound points second.
Healing
After taking damage, a character can recover vitality and wound points through natural healing (over the course of hours or days), or by magic. In any case, a character can't regain vitality points or wound points above his full normal totals.
Natural Healing
Characters recover vitality points at a rate of 1 vitality point per hour per character level.
With a full night's rest, a character recovers 1 wound point plus 1 wound point per 5 character levels (minimum 1 per night), or twice that amount with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night.
Assisted Healing
A character who provides long-term care (see the Heal skill, page 75 of the Player's Handbook) doubles the rate at which a wounded character recovers lost vitality and wound points.
Magical Healing
Spells that heal hit point damage work somewhat differently in this system. For spells that heal a variable amount of hit point damage based on a die roll plus another value (such as cure light wounds), apply the actual die roll as restored vitality points, and any modifier to the die roll (such as caster level, for cure spells) as restored wound points.
For powers that heal damage on a die roll without a secondary value (such as body adjustment), apply the actual die roll as restored vitality, and for each die rolled they restore one would point.
Treat spells which heal a set amount of damage per level (or per some other increment method, etc.) as healing one wound point per level/increment, and then restoring their normal amount of vitality damage.[/sblock]
Character Sheet
[sblock]Name
Race Class Level
Age:
Gender:
Height:
Weight:
Eyes:
Hair:
Skin:
STR: XX [--] (# points)
DEX: XX [--] (# points)
CON: XX [--] (# points)
INT: XX [--] (# points)
WIS: XX [--] (# points)
CHA: XX [--] (# points)
Wound Points: XX
Vitality Dice: XdX + X
VP: XX
Armor Class: 10 (10 base + X Dex + X Class + X Armor)
Class Defense Bonus:
Initiative: +X
BAB: +X
- Melee: +X
- Ranged: +X
Speed: XX’
FORT: +X (X Base + X Con)
REFL: +X (X Base + X Dex)
WILL: +X (X Base + X Wis)
Abilities:
-
Feats:
1st Level
-
Skills:
Skill +XX (X ranks, +X Att)
Languages:
- Common
Spellcasting:
Caster Level: X
Save DC: 10 + # Att + Level
Spells Known or Available:
Oth level – (X/day)
1st level – (X/day)
Psionics:
Manifester Level: X
Save DC: 10 + # Att + Level
Powers Known – Power Points: #pp
1st level –
Equipment:
Melee weapons
-Name Weapon +X (XdX+X, 20) Description (gp, lb)
Ranged weapons
-Name Weapon +X (XdX+X, 20, ft.) Description (gp, lb)
Armor
-Name Armor (+X AC, DR X/armor, Max Dex #, ACP -X) Description (gp, lb)
Miscellaneous Magical or Psionic Items
-Name (gp, lb)
Potions or Psionic Tattoos
-Type (gp)
Wands, Staffs or Dorjes
-Type (XX/50chg) (gp, 1oz)
Scrolls or Power Stones
-Type (gp)
Mundane equipment
-Adventurer’s Outfit (gp, 8lb)
Weight Carried: lb
Remain money: gp
Description
Personality
Background
[/sblock]
When they started coming out, we didn’t know what to do. But we were hardened men, we’d been through war and seen many of the savageries, but we weren’t ready for what came next. One of the largest ones, a hulking humanoid creature looking like it was spun from stone and crystal, bellowed forth a mind-bending shout which echoed in our minds, I resisted the pulsing headache which swam through my head but others spun wildly, confused and bewildered. Then it was chaos, our men fell to each others swords. I could barely tell friend from foe, and what I could tell seemed to change every moment.
That was the first reported encounter with the Mythar. I’m certain they had been here before, they knew too much, how we lived, how our militaries were structured, where our major places of trade were. That first year we thought we had a real chance. We gathered our forces, old enmities were forgotten, we fought side by side with the shamanic people of the north, the mystics of the east, the hunters of the Iron Wastes. We fought as a whole and fell as one when the time came.
Then the darker days began.
-Victus Capita, a soldier in the Agorian army, start of the Mythar Invasion, 0 P.I.
Current world date is 101 P.I. (Post Invasion).
This game will be set a month or so in the future from the prior Mythar Invasion game, with some of the same cast and players. Players from that game will have priority. If you are interested please give a character background and description with basic class/race information before plunging into full-on character creation.
Game Rule Information:
Open Books: Core books, Expanded Psionics Handbook, Complete Books, Races Books, Sandstorm, Frostburn
By Permission: Unearthed Arcana, Libris Mortis, Draconomicon, Lords of Madness
Banned Books: Book of Vile Darkness, Book of Exalted Deeds, Savage Species, Miniatures Handbook, Manual of the Planes, Planar Handbook, Campaign Specific (FR, OA, etc.), 3.0 Splatbooks
Banned Material: Generic Classes (UA), Unspecified Spellcasting Material
* Use the most updated material Exception: Exotic Weapons Master 3.0 & 3.5 versions are 2 diff. PrC’s
Character Creation
- 33 Point Buy
- Level 7
- Races Allowed: See below.
- Classes Allowed: See below.
- Prestige Classes Allowed: By permission.
- Alignment: No alignments are used
- Taint: The taint system from UA is used.
- Vitality Points: Max at 1st level, 3/4 every additional level (d4=3, d6=4.5, d8=6, d10=7.5, d12=9)
- BAB: Fractional BAB Chart (UA)
- Saves: Fractional Save Chart (UA)
- Equipment: 3000gp in mundane equipment. Additional equipment will be given by the DM, suggestions may be made.
Skills:
- Spell/Psicraft: Based off of the primary spellcasting/manifesting attribute for a class.
- Use Magic Device/Use Psionic Device: Becomes a single Use Device skill.
Feats:
Armor Compatibility
Prerequisites: BAB +4
Benefit: You increase the maximum Dexterity bonus allowed by armor by 1 for every three character levels.
Combat Variants
New Combat Manuevers:
Reckless Offense
When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus to your melee attack roll. The bonus on attack rolls and the penalty on Armor Class last until the beginning of your next turn.
Class Defense Bonus
- Poor (+0): fighter, paladin, psion, psychic warrior, samurai, shugenja, wu jen
- Average (+1): barbarian, druid, psychic rogue, monk, ninja, soulknife, spirit shaman, wilder
- Good (+2): bard, ranger, rogue, scout, swashbuckler
Your total defense bonus equals your class defense bonus plus your dexterity modifier. Your total defense bonus is subject to the maximum dexterity bonus on armor.
Armor as Damage Reduction
Armor provides half of it's normal AC bonus as damage reduction and half as an armor bonus to AC; a remainder goes to AC. (example Studded Leather = DR 1/armor & AC +2, full plate +1 = DR 4/ armor & AC +5)
Turning Variant: Level Check
Wound Point/Vitality Point Variant
[sblock]Vitality and Wound Points
The vitality and wound points damage system was originally developed for the Star Wars Roleplaying Game as a more cinematic method of handling damage than the traditional hit point system. The system allows for characters to improve the amount of punishment they can withstand as they go up in level, while still allowing for a single lucky attack to take down a character.
Vitality Points
Vitality points are a measure of a character's ability to turn a direct hit into a graze or a glancing blow with no serious consequences. Like hit points in the standard D&D rules, vitality points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce vitality points.
Characters gain vitality points as they gain levels. Just as with hit points in the standard D&D rules, at each level a character rolls a vitality die and adds his Constitution modifier, adding the total to his vitality point total. (And, just as with hit points, a character always gains a minimum of at least 1 vitality point per level, regardless of his roll or Constitution modifier.) A 1st-level character gets the maximum vitality die result rather than rolling, as shown on Table 4-6 below.
Wound Points
Wound points measure how much true physical damage a character can withstand. Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. A character has a number of wound points equal to her current Constitution score.
Critical Hits
A critical hit deals the same amount of damage as a normal hit, but that damage is deducted from wound points rather than from vitality points. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits.
Any critical hit automatically overcomes a creature's damage reduction, regardless of whether the attack could normally do so.
Most weapons retain their normal critical threat range. If a weapon normally has a critical multiplier greater than x2, the weapon's threat range expands by 1 point per additional multiplier. Thus a x3 weapon has a threat range of 19-20 and a x4 weapon has a threat range of 18-20.
Injury and Death
Vitality and wound points together measure how hard a character is to hurt and kill. The damage from each successful attack and each fight accumulates, dropping a character's vitality point or wound point totals until he runs out of points.
Nonlethal Damage
Any attack that deals subdual damage in the core rules, such as a sap, an untrained unarmed strike, or a normal weapon taking a -4 penalty to hit "with the flat of the blade" is a nonlethal attack. Trying to make a lethal strike with a nonlethal weapon imposes a -4 penalty to hit. Nonlethal attacks cannot deal wound point damage under any circumstances.
A critical hit with a nonlethal attack deals vitality points damage as normal and causes the target struck to make a Fortidue saving throw (DC 5 + the damage taken) or be stunned for 1d4 rounds, just as if he had taken wound damage.
If a nonlethal attack deals more damage than the character has vitality points, then the character falls into negative vitality points. The character must make an immediate Fortitude saving throw (DC 5 + the amount of vitality points dealt), or be knocked unconscious until their vitality points return to 0 or higher. On a successful save the character is both fatigued and staggered until his vitality returns to 0 or higher. Any additional nonlethal attacks which would deal damage force another Fortitude saving throw or the character is knocked unconscious.
0 Vitality Points
At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional real damage he receives reduces his wound points, for circumstances involving nonlethal damage refer to the passage on nonlethal damage.
Taking Wound Damage
The first time a character takes wound damage -- even a single point -- he becomes fatigued. A fatigued character can't run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8 hours (or until the wound damage is healed, if that occurs first). Additional wound damage doesn't make the character exhausted.
In addition, any time an attack deals wound damage to a character, he must succeed on a Fortitude saving throw (DC 5 + number of wound points dealt) or be stunned for 1d4 rounds. (During that time, any other character can take a standard action to help the stunned character recover; doing so ends the stunned condition.)
0 Wound Points and Below
If an attack deals more damage than the character has wound points, then the character falls into negative wound points. The character must make an immediate Fortitude saving throw (DC 5 + the amount of wound points dealt), or become dying until their wound points return to 0 or higher. On a successful save the character is disabled until his wound points return to 0 or higher. Any additional attacks which would deal damage force another Fortitude saving throw or the character becomes dying.
Disabled: A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) worsens the character's condition to dying (unless it involved healing; see below).
Dying: A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 5 + the amount of wound points below 0, +1 per round after the first) to become stable.
If the character fails the save, he dies.
If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.
If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious.
If the character succeeds on the save by 10 or more, he becomes conscious and disabled.
Another character can make a dying character stable by succeeding on a Heal check DC (10 + the amount of wound points below 0) as a standard action (which provokes attacks of opportunity).
Stable Characters and Recovery
A stable character is unconscious. Every hour, a stable character must succeed on a Fortitude save (DC 10, +1 per hour after the first) to remain stable.
If the character fails the save, he becomes dying.
If the character succeeds on the save by less than 5, he does not get any worse, but does not improve. He is still stable and unconscious, and must continue to make Fortitude saves every hour.
If the character succeeds on the save by 5 or more, he becomes conscious and disabled.
An unaided stable, conscious character at 0 wound points has a 10% chance to start recovering wound points naturally that day.
Once an unaided character starts recovering wound points naturally, he is no longer in danger of dying.
Recovering with Help: A dying character can be made stable with a DC 15 Heal check (a standard action that provokes attacks of opportunity). One hour after a tended, dying character becomes stable, roll d%. He has a 10% chance of regaining consciousness, at which point he becomes disabled. If he remains unconscious, he has the same chance to regain consciousness every hour. Even while unconscious, he recovers wound points naturally, becoming conscious and able to resume normal activity when his wound points rise to 1 or higher.
Special Damage Situations
The vitality point system changes the way some special damage effects work.
Coup de Grace
A coup de grace functions normally in that it automatically hits and scores a critical hit (and thus the damage dealt is applied to the target's wound points). If the defender survives the damage, he must make a Fortitude save (DC 10, + the amount of damage dealt) or die. In the case of a nonlethal coup de grace, count it as a nonlethal critical hit. If the defender isn?t dropped to negative vitality, he must still make a Fortitude save (DC 5, + the amount of damage dealt) or be knocked unconscious.
Massive Damage
A character who takes 50 or more points of Vitality Damage must make a Fortitude save (DC equal to 15 plus one half the damage dealt over 50) or take 1 point of wound damage.
Magical Damage
Magical damage is damage from spells, powers, spell-like or psi-like abilities, or supernatural effects.
Spells that deal hit point damage work somewhat differently in this system. When a character fails a saving throw by 10 or more against a spell which deals damage they take a certain amount of wound damage. For spells that deal a variable amount of hit point damage based on a die roll plus another value (such as inflict light wounds), apply the actual die roll as vitality damage, and any modifier to the die roll (such as caster level, for cure spells) as wound damage.
For powers that deal damage on a die roll without a secondary value (such as fireball), apply the actual die roll as vitality damage, and the number of dice rolled as wound damage.
Treat spells which deal a set amount of damage per level (or per some other increment method, etc.) as dealing one wound damage per level/increment, and then dealing their normal amount as vitality damage.
Spells that use an attack roll to hit and deal damage use the normal rules for critical hits, etc. Spells that allow no saving throw that deal damage always deal damage to vitality points first and then wound points second.
Healing
After taking damage, a character can recover vitality and wound points through natural healing (over the course of hours or days), or by magic. In any case, a character can't regain vitality points or wound points above his full normal totals.
Natural Healing
Characters recover vitality points at a rate of 1 vitality point per hour per character level.
With a full night's rest, a character recovers 1 wound point plus 1 wound point per 5 character levels (minimum 1 per night), or twice that amount with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night.
Assisted Healing
A character who provides long-term care (see the Heal skill, page 75 of the Player's Handbook) doubles the rate at which a wounded character recovers lost vitality and wound points.
Magical Healing
Spells that heal hit point damage work somewhat differently in this system. For spells that heal a variable amount of hit point damage based on a die roll plus another value (such as cure light wounds), apply the actual die roll as restored vitality points, and any modifier to the die roll (such as caster level, for cure spells) as restored wound points.
For powers that heal damage on a die roll without a secondary value (such as body adjustment), apply the actual die roll as restored vitality, and for each die rolled they restore one would point.
Treat spells which heal a set amount of damage per level (or per some other increment method, etc.) as healing one wound point per level/increment, and then restoring their normal amount of vitality damage.[/sblock]
Character Sheet
[sblock]Name
Race Class Level
Age:
Gender:
Height:
Weight:
Eyes:
Hair:
Skin:
STR: XX [--] (# points)
DEX: XX [--] (# points)
CON: XX [--] (# points)
INT: XX [--] (# points)
WIS: XX [--] (# points)
CHA: XX [--] (# points)
Wound Points: XX
Vitality Dice: XdX + X
VP: XX
Armor Class: 10 (10 base + X Dex + X Class + X Armor)
Class Defense Bonus:
Initiative: +X
BAB: +X
- Melee: +X
- Ranged: +X
Speed: XX’
FORT: +X (X Base + X Con)
REFL: +X (X Base + X Dex)
WILL: +X (X Base + X Wis)
Abilities:
-
Feats:
1st Level
-
Skills:
Skill +XX (X ranks, +X Att)
Languages:
- Common
Spellcasting:
Caster Level: X
Save DC: 10 + # Att + Level
Spells Known or Available:
Oth level – (X/day)
1st level – (X/day)
Psionics:
Manifester Level: X
Save DC: 10 + # Att + Level
Powers Known – Power Points: #pp
1st level –
Equipment:
Melee weapons
-Name Weapon +X (XdX+X, 20) Description (gp, lb)
Ranged weapons
-Name Weapon +X (XdX+X, 20, ft.) Description (gp, lb)
Armor
-Name Armor (+X AC, DR X/armor, Max Dex #, ACP -X) Description (gp, lb)
Miscellaneous Magical or Psionic Items
-Name (gp, lb)
Potions or Psionic Tattoos
-Type (gp)
Wands, Staffs or Dorjes
-Type (XX/50chg) (gp, 1oz)
Scrolls or Power Stones
-Type (gp)
Mundane equipment
-Adventurer’s Outfit (gp, 8lb)
Weight Carried: lb
Remain money: gp
Description
Personality
Background
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