OK I Finished typing all my stuff out and Copy and Pasted it from Notepad into here. This is basically the rules for my campaign and is based off of Ry's E6 and Mutants and Masterminds. I have general rules for a Classless D&D then I have my campaign specific House Rules, such as Teleport being modified, and Fly requiring a Broom, etc.
Character Creation in General
Point Buy System based off Mutants and Masterminds. DM selects Campaign's Power Level based off 1 - 20. Level 1 starts with
15 points while level 20 ends with 300 points. It scales 15 points per level with level 6 being 90 points and level 10 being
150 points. You use these Power Points to buy your characters ability scores, attack bonuses, character features, etc.
Ability Scores 1 per point (start at 10, max is 18, can be lowered below 10 to raise another stat.)
Attack Bonus 3 per point (max is level)
Defense Bonus 2 per point (max is level)
Feats 2 per feat
Weakness +10 Power Points (see M&M Rulebook)
Class abilities 3 per ability (anything that doesn't qualify as a feat)
Hit Dice
First you select the Hit Dice you wish to use for each Power Levels you have. Each power level uses a d4 for free.
At first level you get max hit dice X3, and at each level you roll and take the result or half the hit dice, whichever is
higher.
d6 - 2 points per level
d8 - 3 points per level
d10- 4 points per level
d12- 5 points per level
Proficiencies
Everyone is proficient in weapons as a Wizard to start and in no armor or shields.
Simple Weapons 2 points Light Armor 2 points, Medium 3 points, Heavy 4 points
Martial Weapons 3 points Light Shields 2 points, Heavy 3 points, all Shields 4 points
Class Abilities
All class abilities cost 3 points each. To buy the class ability you must be able to attain it within the character level
limits. IE a Barbarian's Damage Reduction 1/- can only be reached by Power Level 7+ campaign.
Class abilities that can be found as feats only cost 2 points, such as Sneak Attack or Favored Enemy (Unearthed Arcana)
Some class abilities can be upgraded for less by just paying 1 point per upgrade. IE Barbarian's rage 1/day to 2/day, or his
Trap Sense ability.
EXCEPTION: Sneak Attack is bought at 2 points per d6 and has a max of half your level rounded down. Characters with Sneak
Attack feats equal to half their level must be 4 Power Levels higher than a character with Improved Uncanny Dodge to Flank
them.
Prestige Class Abilities
To purchase class abilities from a Prestige class, you must meet all the minimum requirements of that prestige class.
IE a power level 10 character wanting to hide in plain site would be able to use the Shadowdancer's requirements to meet it,
as the Assassin's and Ranger's is too high level.
Spell Casting
You must choose which base class you are casting as. EX: Sorcerer, Paladin, etc. This defines whether its divine or arcane
and which ability scores are used.
You must first purchase the levels of spells before you can purchase the number of spells per day.
There are 3 different spell casting progressions. Low, Mid, and High. Low is as a Paladin, Mid as a bard or Duskblade, or
high as a Sorcerer/Wizard etc.
Low is 4 Points per Spell Level
Mid is 6 Points per Spell Level
High is 8 Points per Spell Level
Once you purchase your spell levels (Cantrips do not count), you may purchase your spells per day. The spells per day per
level are the maximum allowed for a level 20 caster (IE 6 1st level spells for a Sorcerer). Your caster level is determined
by the number of spells per day to reach the next caster level. IE a sorcerer who can cast 6 first level spells and 3 second
level spells has a caster level of 4. To reach 5 he must purchase another second level spell per day.
For 2 points a caster may learn all cantrips if available for his casting class. If a spontaneous caster, you use maximum
spells known as a 20th level caster. Divine casters emit auras as a Cleric.
Saves
Saving throws cost 1 point each and max is as a good saving throw by level. IE a max of 5 at level 6.
Skills
All skills are class skills. You purchase a skill Pool, that works as your skill points per level. IE for 2 points you get
2 skill points + Int Modifier per level. etc. It is not multiplied by 4 at first level.
DC's
The DC's of class abilities that use character level work as normal. Class abilities that use Class level use Half your
Character level rounded down. DC's from 5 level PRC's that say per PrC level is maxed at 5.
Auras and Invocations
These cost the same as class abilities, 3 points, and max known are as per level of the class you've chosen them from.; but
you must buy each aura known individually. Your Aura's level (+1, +3, etc) is dependant on the number of aura's you know.
TBo9S is available only through the 2 Martial Feats
Race
Race is chosen as normal. Races with level adjustments are bought with 15 points per Level Adjustment. Monster races are
bought by buying up the hit dice, chosing the class skills and paying 2 or 3 points per Monster Class ability respectively.
Ititerative Attacks
When BAB of +6 has been paid, it can either be raised to +7 or add a secondary attack at +1. This attack can be bought up to
your BAB. IE a +6/+6.
CAMPAIGN SPECIFIC - Everything from here on are optional rules included in my campaign.
Spell Casting and Spell Resistance. Faith System.
Spell Resistance can be bought at 1 to 1 up to a max of 3x's your level, such as 18 at level 6. If you buy spell resistance,
you may not purchase spells or spell-like abilities. Likewise a character that purchases spell casting or spell-like
abilities may not use Supernatural Abilities or Spell Resistance. Extrordinary abilities may be used by everyone. Exception
is a Race that gains spell resistance may only use their natural spells or spell like abilities. This spell resistance does
not stack with any other spell resistance.
Item Creation
All Item Creation feats give the caster the ability to make any item at Half book Price. Period. No XP or other costs.
Material Costs are assumed in the price unless its made of a special material.
Magical Armor and Shields
Mage Armor and the bonus given from Magical Armor adds to Touch AC. The magic bonus given to shields acts as a Damage
Reduction for Spells that cause damage, such as Magic Missle and Fireball, etc.
Armor Points / Damage Reduction
Armor has Damage Reduction based on armor type. The total amount of damage a suit of armor can take is 10x's its AC bonus +
any magical bonus. Armor reduces by a certain number per individual physical hit as follows:
Light 1/-
Medium 2/-
Heavy 3/-
This Damage reduction stacks with all other damage reduction. For example Half Plate has 70 Armor Points and reduces damage
3 points at a time. The cost to repair armor is 25% of the base cost of the armor.
Divine and Arcane Focus
Spell Casters must use a Focus for all spells. Material Components are not used as if every caster had an Eschew Materials
feat. Arcane Spell Casters must use a Wand or Staff and a Divine Caster must use a Holy Symbol that takes up a Magic Item
Slot, such as a Ring, Amulent, Shield, etc. A Shield is the only one of these slots that can remain magically enhanced.
Other Spells also require a specific focus besides the ones used above.
Fly Spell must have a Broom, Carpet, or Bed. Flying requries ride checks and acts as if the player is mounted. IE Casting
spells off the back of a broom requires a concentration check as if on horse back.
Teleport works as a Port Key. 2 Mundane Objects must be set in certain places and must be outdoors. It takes 10 minutes
casting time to set each item (20 minutes total). If either of the items are moved, the enchantment is broken.
Dimension Door takes a full round action to cast and requires throwing a stone to the location wished to Dimension Door to.
The location must also be within line of effect.
Taking 10 on Attack rolls
You may take a 10 on all attack rolls. You may instead roll as normal. A natural 20 is always an auto hit and automatic
crit. A roll of a 10 is also an Automatic Hit. If a second 10 or 20 is rolled, you roll on the critial hit chart. A thirt
10 results in an instant kill. 3 20's in a row also cause an instant kill. 2 20's does not roll on the critical hit chart.
Two Same Critial Locations rolled in the same encounter severs the limb, head, etc.
Crit Chart
1-2 Nothing
3 - offhand is hit, -2 Dex and can't use offhand. A shield or Gauntlet blocks this
4 - Mainhand, -2 Dex, can't use mainhand, weapon dropped if no Guard or Gauntlet
5 - Offarm, -2 Dex, -2 Str, Same as Off Hand, Shield and Arm Guards block this
6 - Mainarm, Same as off arm
7-8 Leg, -2 Str, -4 Dex, move at Half Speed. Leg Armor blocks this
9 - Stomach - 20% Chance of death, +5 Damage, sickened, -4 Con. Plate Armor Blocks this
10 - Chest - 20% Death, stunned, -2 Con, Bleeding 1 point. Blocked by Plate armor
11 - Neck 50% Death, Bleeding 5 points
12 - Head 20% Death, -4 Cha, int, Wis, Stunned 1d4, +10 damage
If a 10 is not taken and an attack roll results in a 1, a botch is made. If a melee or ranged attack, the attacker takes
normal weapon damage as subdual. If a sneak attack, half the sneak attack damage is added as subdual damage. If a spell,
such as from a ranged touch attack, the caster must save against his own spell DC.
Drama Dice, Hero Points, Bennies, Etc.
Drama Dice are d10's that can be used for a number of options.
Add to any dice roll
Re-Roll any dice roll
Submit 1 for a Move action immediately
Submit 2 for a Standard Action immediately
submit 3 for a Full Round Action started at the end of your turn, cannot stack with another spell being cast.
Automatically Stabalize when dropped below 0 HP
Submit for Dramatic Situation
All PC's recieve 5 Drama Dice per game session. All unused Drama Dice are lost. These cannot be traded.
Initiative
Initiative is rolled using a D12. On a result of a 12, the character gets a +1 luck bonus to all rolls on his first turn.
Level Advancement
See E6. Every 5k XP, gain a feat
Character Creation in General
Point Buy System based off Mutants and Masterminds. DM selects Campaign's Power Level based off 1 - 20. Level 1 starts with
15 points while level 20 ends with 300 points. It scales 15 points per level with level 6 being 90 points and level 10 being
150 points. You use these Power Points to buy your characters ability scores, attack bonuses, character features, etc.
Ability Scores 1 per point (start at 10, max is 18, can be lowered below 10 to raise another stat.)
Attack Bonus 3 per point (max is level)
Defense Bonus 2 per point (max is level)
Feats 2 per feat
Weakness +10 Power Points (see M&M Rulebook)
Class abilities 3 per ability (anything that doesn't qualify as a feat)
Hit Dice
First you select the Hit Dice you wish to use for each Power Levels you have. Each power level uses a d4 for free.
At first level you get max hit dice X3, and at each level you roll and take the result or half the hit dice, whichever is
higher.
d6 - 2 points per level
d8 - 3 points per level
d10- 4 points per level
d12- 5 points per level
Proficiencies
Everyone is proficient in weapons as a Wizard to start and in no armor or shields.
Simple Weapons 2 points Light Armor 2 points, Medium 3 points, Heavy 4 points
Martial Weapons 3 points Light Shields 2 points, Heavy 3 points, all Shields 4 points
Class Abilities
All class abilities cost 3 points each. To buy the class ability you must be able to attain it within the character level
limits. IE a Barbarian's Damage Reduction 1/- can only be reached by Power Level 7+ campaign.
Class abilities that can be found as feats only cost 2 points, such as Sneak Attack or Favored Enemy (Unearthed Arcana)
Some class abilities can be upgraded for less by just paying 1 point per upgrade. IE Barbarian's rage 1/day to 2/day, or his
Trap Sense ability.
EXCEPTION: Sneak Attack is bought at 2 points per d6 and has a max of half your level rounded down. Characters with Sneak
Attack feats equal to half their level must be 4 Power Levels higher than a character with Improved Uncanny Dodge to Flank
them.
Prestige Class Abilities
To purchase class abilities from a Prestige class, you must meet all the minimum requirements of that prestige class.
IE a power level 10 character wanting to hide in plain site would be able to use the Shadowdancer's requirements to meet it,
as the Assassin's and Ranger's is too high level.
Spell Casting
You must choose which base class you are casting as. EX: Sorcerer, Paladin, etc. This defines whether its divine or arcane
and which ability scores are used.
You must first purchase the levels of spells before you can purchase the number of spells per day.
There are 3 different spell casting progressions. Low, Mid, and High. Low is as a Paladin, Mid as a bard or Duskblade, or
high as a Sorcerer/Wizard etc.
Low is 4 Points per Spell Level
Mid is 6 Points per Spell Level
High is 8 Points per Spell Level
Once you purchase your spell levels (Cantrips do not count), you may purchase your spells per day. The spells per day per
level are the maximum allowed for a level 20 caster (IE 6 1st level spells for a Sorcerer). Your caster level is determined
by the number of spells per day to reach the next caster level. IE a sorcerer who can cast 6 first level spells and 3 second
level spells has a caster level of 4. To reach 5 he must purchase another second level spell per day.
For 2 points a caster may learn all cantrips if available for his casting class. If a spontaneous caster, you use maximum
spells known as a 20th level caster. Divine casters emit auras as a Cleric.
Saves
Saving throws cost 1 point each and max is as a good saving throw by level. IE a max of 5 at level 6.
Skills
All skills are class skills. You purchase a skill Pool, that works as your skill points per level. IE for 2 points you get
2 skill points + Int Modifier per level. etc. It is not multiplied by 4 at first level.
DC's
The DC's of class abilities that use character level work as normal. Class abilities that use Class level use Half your
Character level rounded down. DC's from 5 level PRC's that say per PrC level is maxed at 5.
Auras and Invocations
These cost the same as class abilities, 3 points, and max known are as per level of the class you've chosen them from.; but
you must buy each aura known individually. Your Aura's level (+1, +3, etc) is dependant on the number of aura's you know.
TBo9S is available only through the 2 Martial Feats
Race
Race is chosen as normal. Races with level adjustments are bought with 15 points per Level Adjustment. Monster races are
bought by buying up the hit dice, chosing the class skills and paying 2 or 3 points per Monster Class ability respectively.
Ititerative Attacks
When BAB of +6 has been paid, it can either be raised to +7 or add a secondary attack at +1. This attack can be bought up to
your BAB. IE a +6/+6.
CAMPAIGN SPECIFIC - Everything from here on are optional rules included in my campaign.
Spell Casting and Spell Resistance. Faith System.
Spell Resistance can be bought at 1 to 1 up to a max of 3x's your level, such as 18 at level 6. If you buy spell resistance,
you may not purchase spells or spell-like abilities. Likewise a character that purchases spell casting or spell-like
abilities may not use Supernatural Abilities or Spell Resistance. Extrordinary abilities may be used by everyone. Exception
is a Race that gains spell resistance may only use their natural spells or spell like abilities. This spell resistance does
not stack with any other spell resistance.
Item Creation
All Item Creation feats give the caster the ability to make any item at Half book Price. Period. No XP or other costs.
Material Costs are assumed in the price unless its made of a special material.
Magical Armor and Shields
Mage Armor and the bonus given from Magical Armor adds to Touch AC. The magic bonus given to shields acts as a Damage
Reduction for Spells that cause damage, such as Magic Missle and Fireball, etc.
Armor Points / Damage Reduction
Armor has Damage Reduction based on armor type. The total amount of damage a suit of armor can take is 10x's its AC bonus +
any magical bonus. Armor reduces by a certain number per individual physical hit as follows:
Light 1/-
Medium 2/-
Heavy 3/-
This Damage reduction stacks with all other damage reduction. For example Half Plate has 70 Armor Points and reduces damage
3 points at a time. The cost to repair armor is 25% of the base cost of the armor.
Divine and Arcane Focus
Spell Casters must use a Focus for all spells. Material Components are not used as if every caster had an Eschew Materials
feat. Arcane Spell Casters must use a Wand or Staff and a Divine Caster must use a Holy Symbol that takes up a Magic Item
Slot, such as a Ring, Amulent, Shield, etc. A Shield is the only one of these slots that can remain magically enhanced.
Other Spells also require a specific focus besides the ones used above.
Fly Spell must have a Broom, Carpet, or Bed. Flying requries ride checks and acts as if the player is mounted. IE Casting
spells off the back of a broom requires a concentration check as if on horse back.
Teleport works as a Port Key. 2 Mundane Objects must be set in certain places and must be outdoors. It takes 10 minutes
casting time to set each item (20 minutes total). If either of the items are moved, the enchantment is broken.
Dimension Door takes a full round action to cast and requires throwing a stone to the location wished to Dimension Door to.
The location must also be within line of effect.
Taking 10 on Attack rolls
You may take a 10 on all attack rolls. You may instead roll as normal. A natural 20 is always an auto hit and automatic
crit. A roll of a 10 is also an Automatic Hit. If a second 10 or 20 is rolled, you roll on the critial hit chart. A thirt
10 results in an instant kill. 3 20's in a row also cause an instant kill. 2 20's does not roll on the critical hit chart.
Two Same Critial Locations rolled in the same encounter severs the limb, head, etc.
Crit Chart
1-2 Nothing
3 - offhand is hit, -2 Dex and can't use offhand. A shield or Gauntlet blocks this
4 - Mainhand, -2 Dex, can't use mainhand, weapon dropped if no Guard or Gauntlet
5 - Offarm, -2 Dex, -2 Str, Same as Off Hand, Shield and Arm Guards block this
6 - Mainarm, Same as off arm
7-8 Leg, -2 Str, -4 Dex, move at Half Speed. Leg Armor blocks this
9 - Stomach - 20% Chance of death, +5 Damage, sickened, -4 Con. Plate Armor Blocks this
10 - Chest - 20% Death, stunned, -2 Con, Bleeding 1 point. Blocked by Plate armor
11 - Neck 50% Death, Bleeding 5 points
12 - Head 20% Death, -4 Cha, int, Wis, Stunned 1d4, +10 damage
If a 10 is not taken and an attack roll results in a 1, a botch is made. If a melee or ranged attack, the attacker takes
normal weapon damage as subdual. If a sneak attack, half the sneak attack damage is added as subdual damage. If a spell,
such as from a ranged touch attack, the caster must save against his own spell DC.
Drama Dice, Hero Points, Bennies, Etc.
Drama Dice are d10's that can be used for a number of options.
Add to any dice roll
Re-Roll any dice roll
Submit 1 for a Move action immediately
Submit 2 for a Standard Action immediately
submit 3 for a Full Round Action started at the end of your turn, cannot stack with another spell being cast.
Automatically Stabalize when dropped below 0 HP
Submit for Dramatic Situation
All PC's recieve 5 Drama Dice per game session. All unused Drama Dice are lost. These cannot be traded.
Initiative
Initiative is rolled using a D12. On a result of a 12, the character gets a +1 luck bonus to all rolls on his first turn.
Level Advancement
See E6. Every 5k XP, gain a feat
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