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1) All classes using a d4 before now use a d6 for hit dice.

All classes with 2 skill points per level now use 4. The skill list can be found below. All classes have access to Heal and Perception. Any rules I have made as part of setting material apply to their particular classes. Classes can be tweaked and customized, within reason, based on available variant rules to make the character more enjoyable for the player. 2) Skills require practice to justify adding a new rank to them. A roll of a natural 20 means an automatic success and a natural 1 or modified roll of below 1 means an automatic failure on a skill roll. 3) Favored class rules are based on Pathfinder rules (gain +1 hit point or +1 skill level per level gained in your favored class). Races have preferred category of classes. When player take a favored class that also matches what their racial preferred class category is, they gain both bonuses. 4) Characters receive a feat every other level and 2 ability points every four. Ability points may be spent separately. A character may take a flaw for a one-to one basis to gain additional feats at character creation, and up to two flaws are allowed. 5) Upon losing or retiring a character, a player will receive half of the previous characters unspent xp to apply to their new character. Starting level for the new character will always be one less than the highest level in the surviving party. 6) When resurrected from the dead, the character must make a save that is Charisma based of DC 20 character level. An exception success mean the character comes back with no penalties. Success indicated that the character half of the experience needed to reach the next level they currently had. Failure means the character loses a point of Constitution. Dramatic failure means the character must make another roll to come back with the DC being lowered to 10 - character level, but loses a level. 7) Confirm to crit or fumble in combat. For a fumble, an roll lower than what would be considered a success confirms. For a natural 20 or 1, a second natural 20 or 1 respectively requires another confirm, with the results being increasingly good or increasingly bad. A third natural 20 indicates an automatic death blow. A third natural 1 will cause a rather unfortunate fate appropriate to the task at hand as determined by the DM. 8) All characters have a second wind. Once per encounter, as minor action, regain hit points equal to half your total hit points and gain +2 bonus to all defenses until the start of your next turn. An additional second wind is gained at fifth level and every five levels there after. 9) Players must submit a background. Backgrounds are encouraged to have NPCs and locations, which will be incorporated into the campaign, as well as insight into the character and their reason(s) for adventuring. Backgrounds need not be more than three paragraphs long, and are asked to be no longer than four pages. All magical items that the character is starting with must be mentioned in the background, or the character will lose that magic item and be refunded three quarters its cost. Disposable magical items are an exception to this rule. 10) Any d20 source material is allowed, however all characters must meet DM approval. A link to any d20 material used that was found online should be submitted. Anything from a book a DM is unfamiliar with must be explained, and is up for review before being decided upon as to whether the material is appropriate or not for the particular game being ran. 11) Characters will be created using 25 points point buy rules with stats starting at 10. With racial modifiers, stats are to be kept between 6 and 20 12) Thematic rules may be added to the game, such as sanity rules, Ravenloft saves, depravity and corruption rules, etc. These rules must be presented at the beginning of the campaign before character creation has begun and must be decided upon by the entire group. Any additional rules may be decided upon before the campaign has started. That may only be added after the start of the campaign with a group consensus. 13) Anything your character have available to them, the NPC do as well, and vice versa.

Skill Name Acrobatics Arcana* Athletics Bluff Craft Diplomacy Dungeoneering Education* Endurance Heal History* Insight Intimidate Nature Perception Perform Profession* Psionics* Religion* Stealth Streetwise Thievery* Use Magic Device* Use Psionic Device*

Ability Modifier Dexterity Intelligence Strength Charisma Skill Based Charisma Wisdom Intelligence Constitution Wisdom Intelligence Wisdom Charisma Wisdom Wisdom Charisma Skill Based Intelligence Wisdom Dexterity Charisma Dexterity Charisma Charisma

* indicates that you must be trained in the skill to use it

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