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<blockquote data-quote="Szatany" data-source="post: 5859359" data-attributes="member: 21178"><p>I've been working on my own edition of D&D for quite some time now. It's a blend of 3e, 4e, pathfinder, and my own ideas, as well as ideas from other games. Let me show you beginning of the Character Codex.</p><p>(Game is split into three books: character codex has everything for players. Rules Handbook has all the rules. Challenge Manual has all the adversaries, as well as obstructions, diseases, traps, etc.)</p><p></p><p>Not everything is set in stone. For example, I'm not fully commited to the idea of 7th attribute which governs magic.</p><p></p><p></p><p><em>This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.</em></p><p></p><p> </p><p><strong>CHAPTER 1 – CHARACTER BASICS</strong></p><p> Simple versus advanced</p><p> Attributes</p><p> Secondary statistics</p><p></p><p><strong>CHAPTER 2 – RACES</strong></p><p> Common ground</p><p> Choosing your race</p><p></p><p><strong>CHAPTER 3 – BACKGROUNDS</strong></p><p></p><p><strong>CHAPTER 4 – CLASSES</strong></p><p> Levels</p><p> Classes</p><p> Brawler</p><p> Cleric</p><p> Fighter</p><p> Priest</p><p> Ranger</p><p> Rogue</p><p> Wizard</p><p> Mastery paths</p><p></p><p><strong>CHAPTER 5 – TALENTS</strong></p><p> Overview</p><p> Talent descriptions</p><p> Talent list</p><p> Talent descriptions</p><p></p><p><strong>CHAPTER 6 – SPELLS</strong></p><p> Overview</p><p> Spell descriptions</p><p> Spell list</p><p> Spell Descriptions</p><p></p><p><strong>CHAPTER 7 – FEATS</strong></p><p> Overview</p><p> Feat list</p><p> Feat descriptions</p><p></p><p><strong>CHAPTER 8 – EQUIPMENT</strong></p><p> Wealth and money</p><p> Weapons</p><p> Armor</p><p> Miscellaneous combat gear</p><p> Goods</p><p> Services</p><p> Transportation</p><p> Equipment packages</p><p></p><p></p><p><strong>CHAPTER 1 – CHARACTER BASICS</strong></p><p></p><p>FROM SIMPLE TO COMPLEX</p><p></p><p>The game is built in a way that allows players to learn it as they play. A character created at level 1 is very basic and has limited options when compared to characters of high level.</p><p></p><p>CHARCTER’S CREATION</p><p>Beginner characters compose of the following:</p><p>• Attributes and secondary statistics. There are seven attributes like Strength or Charisma, and a number of additional statistics like speed or health.</p><p>• Race. Race modifies character’s attributes and grants a host of unique abilities.</p><p>• Background (each character starts with one background that provides one or more feats and sometimes other benefits).</p><p>• Character details such as name, gender, history, looks, family, etc.</p><p>• Equipment. Characters don’t begin the game naked. Each character gains some silver coins to “purchase” everything he owns at the start of the game.</p><p></p><p>As characters take on adventures and gain experience points, they gain class levels and more abilities and powers.</p><p>• Levels in a class grant feats, improve various attributes and secondary statistics, and grant a host of special abilities. Once you take all ten levels in a class, you can move onto another class or enter a mastery path.</p><p>• Levels in a mastery path are like class levels, but benefits they grant are even more extraordinary.</p><p></p><p>ATTRIBUTES</p><p></p><p>VALUES </p><p>Each character has seven attributes. Each attribute partially describes your character and affects some of his or her actions. When an attribute’s value changes, all effects dependant on that attribute change accordingly.</p><p>To determine attribute values of a character, you spend points on them with costs detailed in the table below. Each player has 70 points to spend on her seven attributes. Later their values will be altered by the choice of character’s race and upon gaining experience levels.</p><p>The attribute value is the number you apply to the die roll when your character tries to do something related to that attribute. </p><p></p><p>Table: Attribute value costs</p><p></p><p>Table: Attribute value costs</p><p>Value-Cost-Modifier</p><p>6 0 0</p><p>7 1 0</p><p>8 2 0</p><p>9 4 0</p><p>10 6 0</p><p>11 9 +1</p><p>12 12 +1</p><p>13 16 +1</p><p>14 20 +2</p><p>15 25 +2</p><p>16 30 +2</p><p>17 35 +3</p><p>18 -- +3</p><p>19 -- +3</p><p>20 -- +4</p><p></p><p>For a wider range of values, see Rules Handbook.</p><p></p><p>MODIFIERS</p><p>Each attribute has a value, but also a modifier that is derived from that value. Modifiers are used for more potent abilities than mere skills. For example, characters have resistance to physical damage equal to their Constitution modifier.</p><p></p><p></p><p><strong>ATTRIBUTE DESCRIPTIONS</strong></p><p> </p><p>STRENGTH (STR)</p><p>Strength measures your character’s muscle and physical power.</p><p>• Apply your character’s Strength value to climb, drive, might, and parry checks, and to most close weapon attack rolls.</p><p>• Apply your character’s Strength modifier to your carrying capacity.</p><p></p><p>CONSTITUTION (CON)</p><p>Constitution represents your character’s health and stamina.</p><p>• Apply your character’s Constitution value to endurance, run, and swim checks, as well as to your Health.</p><p>• Apply your character’s Constitution modifier to your damage resistance (physical).</p><p></p><p>AGILITY (AGI)</p><p>Agility measures flexibility, reflexes, and balance.</p><p>• Apply your character’s Agility value to acrobatics, dodge, hide, and ride checks, and to close spell attack rolls and some close weapon attack rolls.</p><p>• Apply your character’s Agility modifier to the number of minor actions you have each turn.</p><p></p><p>PRECISION (PRE)</p><p>Precision measures hand-eye coordination, sharpness of senses and manual dexterity.</p><p>• Apply your character’s Precision value to alchemy, dexterity, mechanics, perception, and smithing checks, and to ranged weapon attack rolls and ranged spell attack rolls.</p><p>• Apply your character’s Precision modifier to your Prowess. </p><p></p><p>INTELLECT (INT)</p><p>Intellect determines how well your character learns and reasons.</p><p>• Apply your character’s Intellect value to courtesy, education, govern, linguistics, medicine, survival, and tame checks.</p><p>• Apply your character’s Intellect modifier to your Prowess. </p><p></p><p>CHARISMA (CHA)</p><p>Charisma measures a character’s force of personality, persuasiveness, will power, and ability to lead. This ability represents actual strength of personality, not merely how one is perceived by others. </p><p>• Apply your character’s Charisma value to bluff, haggle, presence, question, and willpower checks.</p><p>• Apply your character’s Charisma modifier to your damage resistance (mental).</p><p></p><p>MAGICKA (MAG)</p><p>Magicka determines your character’s connection to the otherworldly and magic.</p><p>• Apply your character’s Magicka value to control magic and sixth sense checks and to Mana.</p><p> </p><p></p><p><strong>SECONDARY STATISTICS</strong></p><p></p><p>Character’s description is not contained to attributes only. There are also few other characteristics important during the game that must be generated. </p><p></p><p>ARMOR CLASS</p><p>Armor class protects character in a passive manner, providing the Difficulty Class that an opponent needs to achieve to affect the character with a physical strike.</p><p>Your Armor class is 10 + bonus from the armor you wear.</p><p></p><p>SPEED AND SIZE</p><p>Your race determines your size and speed. Medium sized races range from 120 to 240 cm (4 to 8 ft.) and have average walk speed of 5. More exotic races can be bigger, smaller, provide different walk speed, or other speed types.</p><p></p><p>HEALTH AND HEALTH POINTS</p><p>Your Health measures how hard you are to defeat or kill. Your starting Health is equal to your CON value.</p><p>Your current level of Health is called Health Points (HP). While Health changes only when you gain levels or learn abilities that raise it, your HP will change every time you take damage or are healed.</p><p></p><p>PROWESS AND PROWESS POINTS</p><p>Prowess measures character’s tactical awareness and her ability to use various combat techniques and tricks in battle. Your Prowess is equal to your Precision modifier plus your Intellect modifier.</p><p>Your current level of Prowess is called Prowess Points (PP). While Prowess changes only when you increase your attributes or learn abilities that raise it, your PP will change every time you execute a talent.</p><p></p><p>MANA AND MANA POINTS</p><p>Your Mana measures your pool of magical energy that you can access to power magical abilities. Your Mana is equal to your Magicka value.</p><p>Your current level of Mana is called Mana Points (MP). While Mana changes only when you increase your Magicka or learn abilities that raise it, your MP will change every time you cast a spell.</p><p></p><p>CARRYING CAPACITY</p><p>Carrying capacity measures how many heavy items a character can carry.</p><p></p><p></p><p><strong>CHAPTER 2 – RACES</strong></p><p></p><p>COMMON GROUD</p><p></p><p>A race is a term for a single species inhabiting a fantasy world. Race affects your attributes and grants you a few abilities, but most importantly it sets your character firmly in the gaming world, providing a basis upon which you build your character’s back story.</p><p>All races that can be chosen here (“player races”) have some characteristics in common. Because they are the same for all the races, they are omitted from their respective entries.</p><p></p><p>Common racial traits:</p><p>• Creature Type: Humanoid. All races are humanoids, have two arms, two legs they walk on, one head and so on.</p><p>• Size: Medium. As Medium creatures, you have no special bonuses or penalties due to the size.</p><p>• Languages: regional and trade. All members of every race know how to speak their regional language. In addition, most non-player characters (NPCs) and all player characters (PCs) know trade language. Trade is a simple language developed long time ago by traders and is spoken almost everywhere in the world, or at least by those who allow visitors into their lands.</p><p></p><p>CHOOSING YOUR RACE</p><p></p><p>Choosing your character’s race is one of the more important decisions you’ll need to make. As your character grows more powerful, you’ll be able to diversify his or her abilities by selecting different classes, skills, and feats, but you only get to pick your race once. Of course, each race is best suited to a specific type of role—dwarves make better fighters than sorcerers for example.</p><p></p><p><span style="color: Red"> a sample race</span></p><p>CYCLOPES</p><p>• Family: Giant.</p><p>• A +2 to STR and CON, and a –2 to PRE.</p><p>• Walk speed 5.</p><p>• +2 to medicine, might, and run checks.</p><p>• Healthy: Whenever a medicine check is made to help a cyclops, the healer gains a +2 bonus to the check.</p><p>• Future Sight: Once per day a cyclops may roll 1d20 before he makes a check. After rolling, he can decide to either undertake this action and use the result of the roll, or do something else entirely and discard the result.</p><p></p><p></p><p><strong>CHAPTER 4 – CLASSES</strong></p><p></p><p>LEVELS</p><p></p><p>Once you have accumulated 100 experience points, you can gain your first level in any class of your choice. There are several classes presented in this chapter but you can only have levels in one of them.</p><p>Mastery Paths: Once you finish a class, you can either start another one or choose a mastery. Masteries work much like classes, but are even more powerful.</p><p></p><p>CLASS DETAILS</p><p>Each class is broken down into ten distinct levels of power. </p><p>XP: How much experience points a character must earn to advance to the next level. This is a total value of experience points required.</p><p>Health: How much health grows at each level.</p><p>Mana and/or Prowess: How much your prowess or mana grows at each level. Some classes grant bonuses to both.</p><p>Features: Abilities that a class grants at each level. </p><p></p><p><span style="color: Red">a sample class</span></p><p>BRAWLER</p><p>Brawlers possess incredible inner strength. For some brawlers, this is a flame that burns hot in their hearts. For others, it’s the absolute clarity and tranquility of their minds. Brawlers consider their bodies their greatest weapons. </p><p></p><p>Level-XP-Health-Prowess-Features</p><p>1st 100 +3 +1 Brawler feats, brawler skills</p><p>2nd 300 +3 +0 Talents, bonus feat</p><p>3rd 600 +3 +1 Inner fire</p><p>4th 1000 +3 +0 Speed, bonus feat</p><p>5th 1500 +3 +1 Improvement (STR and CON)</p><p>6th 2100 +3 +0 brawler skills (+4), bonus feat</p><p>7th 2800 +3 +1 Vigor surge</p><p>8th 3600 +3 +0 Uncanny reaction, bonus feat</p><p>9th 4500 +3 +1 inner fire (+4)</p><p>10th 5500 +3 +0 Vengeful, bonus feat</p><p> </p><p>FEATURES</p><p>All of the following are class features of the brawler.</p><p>Brawler Feats: A 1st level brawler gains the following feats: Dodge Focus or Parry Focus, Lone Blade Style, and Unarmed Style</p><p>Brawler Skills: A 1st level brawler gains a +2 bonus to the following checks: climb, endurance, might, run, survival, swim, and tame. This bonus increases to +4 at 6th level.</p><p>Talents: Beginning with 2nd level, a brawler gains access to all brawler talents he meets the level prerequisites of.</p><p>Bonus Feat: At every even level, a brawler gains a feat. This can be any feat he meets the prerequisites of.</p><p>Inner Fire: A 3rd level brawler can his inner energy to become more formidable in combat. Doing so requires a minor action and one Prowess Point. While powered with inner energy, the brawler:</p><p>• Gains a +2 bonus to Strength and Agility.</p><p>• Gains a +2 bonus to endurance and willpower checks.</p><p>At the beginning of his each turn, a brawler must spend a prowess point or the ability ends. Inner fire can be used only once per encounter.</p><p>At 9th level, bonuses to attributes and checks improve to +4.</p><p>Improvement: At 5th level, a brawler gains a +1 permanent increase to both his Strength and Constitution.</p><p>Speed: At 4th level, a brawler can move much faster. His walk speed improves by 2.</p><p>Vigor Surge: At 7th level, a brawler can muster all his energies to continue fighting. Whenever hurt and in combat, a brawler can make a Constitution check as a standard action against DC 30. If successful, he regains a number of HP equal to 2 + his Constitution modifier.</p><p>Uncanny Reaction: At 8th level, a brawler acts normally (and is not surprised) on the surprise round.</p><p>Vengeful: Whenever a brawler or 10th or higher level takes any damage other than inner damage, he gains a +1 bonus to damage with close weapon attacks until the end of his next turn.</p></blockquote><p></p>
[QUOTE="Szatany, post: 5859359, member: 21178"] I've been working on my own edition of D&D for quite some time now. It's a blend of 3e, 4e, pathfinder, and my own ideas, as well as ideas from other games. Let me show you beginning of the Character Codex. (Game is split into three books: character codex has everything for players. Rules Handbook has all the rules. Challenge Manual has all the adversaries, as well as obstructions, diseases, traps, etc.) Not everything is set in stone. For example, I'm not fully commited to the idea of 7th attribute which governs magic. [I]This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.[/I] [B]CHAPTER 1 – CHARACTER BASICS[/B] Simple versus advanced Attributes Secondary statistics [B]CHAPTER 2 – RACES[/B] Common ground Choosing your race [B]CHAPTER 3 – BACKGROUNDS[/B] [B]CHAPTER 4 – CLASSES[/B] Levels Classes Brawler Cleric Fighter Priest Ranger Rogue Wizard Mastery paths [B]CHAPTER 5 – TALENTS[/B] Overview Talent descriptions Talent list Talent descriptions [B]CHAPTER 6 – SPELLS[/B] Overview Spell descriptions Spell list Spell Descriptions [B]CHAPTER 7 – FEATS[/B] Overview Feat list Feat descriptions [B]CHAPTER 8 – EQUIPMENT[/B] Wealth and money Weapons Armor Miscellaneous combat gear Goods Services Transportation Equipment packages [B]CHAPTER 1 – CHARACTER BASICS[/B] FROM SIMPLE TO COMPLEX The game is built in a way that allows players to learn it as they play. A character created at level 1 is very basic and has limited options when compared to characters of high level. CHARCTER’S CREATION Beginner characters compose of the following: • Attributes and secondary statistics. There are seven attributes like Strength or Charisma, and a number of additional statistics like speed or health. • Race. Race modifies character’s attributes and grants a host of unique abilities. • Background (each character starts with one background that provides one or more feats and sometimes other benefits). • Character details such as name, gender, history, looks, family, etc. • Equipment. Characters don’t begin the game naked. Each character gains some silver coins to “purchase” everything he owns at the start of the game. As characters take on adventures and gain experience points, they gain class levels and more abilities and powers. • Levels in a class grant feats, improve various attributes and secondary statistics, and grant a host of special abilities. Once you take all ten levels in a class, you can move onto another class or enter a mastery path. • Levels in a mastery path are like class levels, but benefits they grant are even more extraordinary. ATTRIBUTES VALUES Each character has seven attributes. Each attribute partially describes your character and affects some of his or her actions. When an attribute’s value changes, all effects dependant on that attribute change accordingly. To determine attribute values of a character, you spend points on them with costs detailed in the table below. Each player has 70 points to spend on her seven attributes. Later their values will be altered by the choice of character’s race and upon gaining experience levels. The attribute value is the number you apply to the die roll when your character tries to do something related to that attribute. Table: Attribute value costs Table: Attribute value costs Value-Cost-Modifier 6 0 0 7 1 0 8 2 0 9 4 0 10 6 0 11 9 +1 12 12 +1 13 16 +1 14 20 +2 15 25 +2 16 30 +2 17 35 +3 18 -- +3 19 -- +3 20 -- +4 For a wider range of values, see Rules Handbook. MODIFIERS Each attribute has a value, but also a modifier that is derived from that value. Modifiers are used for more potent abilities than mere skills. For example, characters have resistance to physical damage equal to their Constitution modifier. [B]ATTRIBUTE DESCRIPTIONS[/B] STRENGTH (STR) Strength measures your character’s muscle and physical power. • Apply your character’s Strength value to climb, drive, might, and parry checks, and to most close weapon attack rolls. • Apply your character’s Strength modifier to your carrying capacity. CONSTITUTION (CON) Constitution represents your character’s health and stamina. • Apply your character’s Constitution value to endurance, run, and swim checks, as well as to your Health. • Apply your character’s Constitution modifier to your damage resistance (physical). AGILITY (AGI) Agility measures flexibility, reflexes, and balance. • Apply your character’s Agility value to acrobatics, dodge, hide, and ride checks, and to close spell attack rolls and some close weapon attack rolls. • Apply your character’s Agility modifier to the number of minor actions you have each turn. PRECISION (PRE) Precision measures hand-eye coordination, sharpness of senses and manual dexterity. • Apply your character’s Precision value to alchemy, dexterity, mechanics, perception, and smithing checks, and to ranged weapon attack rolls and ranged spell attack rolls. • Apply your character’s Precision modifier to your Prowess. INTELLECT (INT) Intellect determines how well your character learns and reasons. • Apply your character’s Intellect value to courtesy, education, govern, linguistics, medicine, survival, and tame checks. • Apply your character’s Intellect modifier to your Prowess. CHARISMA (CHA) Charisma measures a character’s force of personality, persuasiveness, will power, and ability to lead. This ability represents actual strength of personality, not merely how one is perceived by others. • Apply your character’s Charisma value to bluff, haggle, presence, question, and willpower checks. • Apply your character’s Charisma modifier to your damage resistance (mental). MAGICKA (MAG) Magicka determines your character’s connection to the otherworldly and magic. • Apply your character’s Magicka value to control magic and sixth sense checks and to Mana. [B]SECONDARY STATISTICS[/B] Character’s description is not contained to attributes only. There are also few other characteristics important during the game that must be generated. ARMOR CLASS Armor class protects character in a passive manner, providing the Difficulty Class that an opponent needs to achieve to affect the character with a physical strike. Your Armor class is 10 + bonus from the armor you wear. SPEED AND SIZE Your race determines your size and speed. Medium sized races range from 120 to 240 cm (4 to 8 ft.) and have average walk speed of 5. More exotic races can be bigger, smaller, provide different walk speed, or other speed types. HEALTH AND HEALTH POINTS Your Health measures how hard you are to defeat or kill. Your starting Health is equal to your CON value. Your current level of Health is called Health Points (HP). While Health changes only when you gain levels or learn abilities that raise it, your HP will change every time you take damage or are healed. PROWESS AND PROWESS POINTS Prowess measures character’s tactical awareness and her ability to use various combat techniques and tricks in battle. Your Prowess is equal to your Precision modifier plus your Intellect modifier. Your current level of Prowess is called Prowess Points (PP). While Prowess changes only when you increase your attributes or learn abilities that raise it, your PP will change every time you execute a talent. MANA AND MANA POINTS Your Mana measures your pool of magical energy that you can access to power magical abilities. Your Mana is equal to your Magicka value. Your current level of Mana is called Mana Points (MP). While Mana changes only when you increase your Magicka or learn abilities that raise it, your MP will change every time you cast a spell. CARRYING CAPACITY Carrying capacity measures how many heavy items a character can carry. [B]CHAPTER 2 – RACES[/B] COMMON GROUD A race is a term for a single species inhabiting a fantasy world. Race affects your attributes and grants you a few abilities, but most importantly it sets your character firmly in the gaming world, providing a basis upon which you build your character’s back story. All races that can be chosen here (“player races”) have some characteristics in common. Because they are the same for all the races, they are omitted from their respective entries. Common racial traits: • Creature Type: Humanoid. All races are humanoids, have two arms, two legs they walk on, one head and so on. • Size: Medium. As Medium creatures, you have no special bonuses or penalties due to the size. • Languages: regional and trade. All members of every race know how to speak their regional language. In addition, most non-player characters (NPCs) and all player characters (PCs) know trade language. Trade is a simple language developed long time ago by traders and is spoken almost everywhere in the world, or at least by those who allow visitors into their lands. CHOOSING YOUR RACE Choosing your character’s race is one of the more important decisions you’ll need to make. As your character grows more powerful, you’ll be able to diversify his or her abilities by selecting different classes, skills, and feats, but you only get to pick your race once. Of course, each race is best suited to a specific type of role—dwarves make better fighters than sorcerers for example. [COLOR="Red"] a sample race[/COLOR] CYCLOPES • Family: Giant. • A +2 to STR and CON, and a –2 to PRE. • Walk speed 5. • +2 to medicine, might, and run checks. • Healthy: Whenever a medicine check is made to help a cyclops, the healer gains a +2 bonus to the check. • Future Sight: Once per day a cyclops may roll 1d20 before he makes a check. After rolling, he can decide to either undertake this action and use the result of the roll, or do something else entirely and discard the result. [B]CHAPTER 4 – CLASSES[/B] LEVELS Once you have accumulated 100 experience points, you can gain your first level in any class of your choice. There are several classes presented in this chapter but you can only have levels in one of them. Mastery Paths: Once you finish a class, you can either start another one or choose a mastery. Masteries work much like classes, but are even more powerful. CLASS DETAILS Each class is broken down into ten distinct levels of power. XP: How much experience points a character must earn to advance to the next level. This is a total value of experience points required. Health: How much health grows at each level. Mana and/or Prowess: How much your prowess or mana grows at each level. Some classes grant bonuses to both. Features: Abilities that a class grants at each level. [COLOR="Red"]a sample class[/COLOR] BRAWLER Brawlers possess incredible inner strength. For some brawlers, this is a flame that burns hot in their hearts. For others, it’s the absolute clarity and tranquility of their minds. Brawlers consider their bodies their greatest weapons. Level-XP-Health-Prowess-Features 1st 100 +3 +1 Brawler feats, brawler skills 2nd 300 +3 +0 Talents, bonus feat 3rd 600 +3 +1 Inner fire 4th 1000 +3 +0 Speed, bonus feat 5th 1500 +3 +1 Improvement (STR and CON) 6th 2100 +3 +0 brawler skills (+4), bonus feat 7th 2800 +3 +1 Vigor surge 8th 3600 +3 +0 Uncanny reaction, bonus feat 9th 4500 +3 +1 inner fire (+4) 10th 5500 +3 +0 Vengeful, bonus feat FEATURES All of the following are class features of the brawler. Brawler Feats: A 1st level brawler gains the following feats: Dodge Focus or Parry Focus, Lone Blade Style, and Unarmed Style Brawler Skills: A 1st level brawler gains a +2 bonus to the following checks: climb, endurance, might, run, survival, swim, and tame. This bonus increases to +4 at 6th level. Talents: Beginning with 2nd level, a brawler gains access to all brawler talents he meets the level prerequisites of. Bonus Feat: At every even level, a brawler gains a feat. This can be any feat he meets the prerequisites of. Inner Fire: A 3rd level brawler can his inner energy to become more formidable in combat. Doing so requires a minor action and one Prowess Point. While powered with inner energy, the brawler: • Gains a +2 bonus to Strength and Agility. • Gains a +2 bonus to endurance and willpower checks. At the beginning of his each turn, a brawler must spend a prowess point or the ability ends. Inner fire can be used only once per encounter. At 9th level, bonuses to attributes and checks improve to +4. Improvement: At 5th level, a brawler gains a +1 permanent increase to both his Strength and Constitution. Speed: At 4th level, a brawler can move much faster. His walk speed improves by 2. Vigor Surge: At 7th level, a brawler can muster all his energies to continue fighting. Whenever hurt and in combat, a brawler can make a Constitution check as a standard action against DC 30. If successful, he regains a number of HP equal to 2 + his Constitution modifier. Uncanny Reaction: At 8th level, a brawler acts normally (and is not surprised) on the surprise round. Vengeful: Whenever a brawler or 10th or higher level takes any damage other than inner damage, he gains a +1 bonus to damage with close weapon attacks until the end of his next turn. [/QUOTE]
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