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Appendix

New Rules

Skills
Diplomacy (Cha)
Use this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren't supposed to be. Check: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed. The Target: The base DC for any Diplomacy check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom. High-level characters are more committed to their views and are less likely to be swayed; high Wisdom characters are more likely to perceive the speaker's real motives and aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each. The Relationship: Whether they love, hate, or have never met each other, the relationship between two people always influences any request. -10 Intimate: Someone who with whom you have an implicit trust. Example: A lover or spouse. -7 Friend: Someone with whom you have a regularly positive personal relationship. Example: A long-time buddy or a sibling. -5 Ally: Someone on the same team, but with whom you have no personal relationship. Example: A cleric of the same religion or a knight serving the same king. -2 Acquaintance (Positive): Someone you have met several times with no particularly negative experiences. Example: The blacksmith that buys your looted equipment regularly. +0 Just Met: No relationship whatsoever. Example: A guard at a castle or a traveler on a road. +2 Acquaintance (Negative): Someone you have met several times with no particularly positive experiences. Example: A town guard that has arrested you for drunkenness once or twice. +5 Enemy: Someone on an opposed team, with whom you have no personal relationship. Example: A cleric of a philosophically-opposed religion or an orc bandit who is robbing you. +7 Personal Foe: Someone with whom you have a regularly antagonistic personal relationship. Example: An evil warlord

Appendix: New Rules

whom you are attempting to thwart, or a bounty hunter who is tracking you down for your crimes. +10 Nemesis: Someone who has sworn to do you, personally, harm. Example: The brother of a man you murdered in cold blood. Risk vs. Reward Judgement: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC themselves and what they might value; while 10 gp might be chump change to an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group. -10 Fantastic: The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for something of no value to the subject, such as information that is not a secret. -5 Favorable: The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items. +0 Even: The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret. +5 Unfavorable: The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money. +10 Horrible: There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a castle. Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation. Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase. Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals. Synergy: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus to Diplomacy. No other skill provides a synergy bonus to Diplomacy.

Feats
Diehard (General)
Prerequisite: Endurance. Benefit: You gain a +4 bonus on Fortitude made to stabilize. In addition, when reduced to negative wound points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative wound points (even if it isnt your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach 10 wound points, you immediately die. Normal: A character without this feat who is reduced to between 1 and 9 wound points is unconscious and dying.

Improved Trip (General)


Prerequisites: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. Special: A fighter may select Improved Trip as one of his fighter bonus feats.

Toughness (General)
Benefit: You gain +3 wound points. Special: A character may gain this feat multiple times. Its effects stack.

Equipment
Armor
Armor Qualities
To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them. Armor and shields can take damage from some types of attacks. Here is the format for armor entries (given as column headings on Table: Armor and Shields, below). Cost: The cost of the armor for Small or Medium humanoid creatures. See Armor for Unusual Creatures, below, for armor prices for other creatures. Armor/Shield Bonus: Each armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesnt stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesnt stack with other effects that grant a shield bonus. Damage Reduction: The damage reduction granted by armor stacks with other damage reduction of the same type (that is, damage reduction that has a dash after the number). A 7th level

2 Appendix: New Rules 2

Table: Armor and Shields


Arcane Speed Armor Spell Armor/Shield Damage Maximum Check Failure Bonus Reduction Dex Bonus Penalty Chance (30 ft.) (20 ft.) Weight1 30 ft. 30 ft. 30 ft. 30 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft.2 20 ft.2 20 ft.2 20 ft.2 20 ft. 20 ft. 20 ft. 20 ft. 15 ft. 15 ft. 15 ft. 15 ft. 15 ft.2 15 ft.2 15 ft.2 15 ft.2 10 lb. 15 lb. 20 lb. 25 lb. 25 lb. 30 lb. 40 lb. 30 lb. 45 lb. 35 lb. 50 lb. 50 lb. 5 lb. 5 lb. 6 lb. 10 lb. 15 lb. 45 lb.

Armor

Cost

Light armor Padded 5 gp +1 8 0 5% Leather 10 gp +1 1/ 6 0 10% Studded leather 25 gp +2 1/ 5 1 15% Chain shirt 100 gp +2 2/ 4 2 20% Medium armor Hide 15 gp +2 1/ 4 3 20% Scale mail 50 gp +2 2/ 3 4 25% Chainmail 150 gp +3 2/ 2 5 30% Breastplate 200 gp +3 2/ 3 4 25% Heavy armor Splint mail 200 gp +3 3/ 0 7 40% Banded mail 250 gp +3 3/ 1 6 35% Half-plate 600 gp +4 3/ 0 7 40% Full plate 1,500 gp +4 4/ 1 6 35% Shields Buckler 15 gp +1 1 5% Shield, light wooden 3 gp +1 1 5% Shield, light steel 9 gp +1 1 5% Shield, heavy wooden 7 gp +2 2 15% Shield, heavy steel 20 gp +2 2 15% 3 2 10 50% Shield, tower 30 gp +4 Extras Armor spikes +50 gp 5 Gauntlet, locked 8 gp Special Shield spikes +10 gp 1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters armor fitted for Large characters weighs twice as much. 2 When running in heavy armor, you move only triple your speed, not quadruple. 3 A tower shield can instead grant you cover. See the description. 5 Hand not free to cast spells.

+10 lb. +5 lb. +5 lb. weighs half as much, and

barbarian wearing a breastplate has DR 3/- (1/- from his class levels and 2/- from his armor). Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearers ability to dodge blows. This restriction doesnt affect any other Dexterity-related abilities. Even if a characters Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC. Your characters encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Armor Class. Shields: Shields do not affect a characters maximum Dexterity bonus. Armor Check Penalty: Any armor heavier than leather hurts a characters ability to use some skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist,

Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. A characters encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty. Shields: If a character is wearing armor and using a shield, both armor check penalties apply. Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he or she is not proficient takes the armors (and/or shields) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields. Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He or she takes a 2 penalty on Strength and Dexterity and cant charge or run. Sleeping in light armor does not cause fatigue.

Appendix: New Rules

Arcane Spell Failure: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if theyre wearing armor. Bards can wear light armor without incurring any arcane spell failure chance for their bard spells. Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure roll. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure. Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance. Speed: Medium or heavy armor slows the wearer down. The number on Table: Armor and Shields is the characters speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarfs land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load. Shields: Shields do not affect a characters speed. Weight: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.

calculations are summarized in the table below (Natural Armor and Damage reduction). If the creature already has damage reduction, either add the value gained from natural armor (if the existing damage reduction is of the same type) or treat it as a separate DR value (if it is of a different type).

Masterworks
In a world where magic is hunted and rare, the differences in normal craftsmanship become greater and even more apparent. Legates and Orc leaders alike demand the finest weapons and suits of armor, as well as the best tools and services from their supporting craftsman or the local population, if they are garrisoned at some town. Resistance members and refugees try to defend themselves to the best of their ability, making the best quality items they can afford the time to and also, escaping the dangers of bearing a magical iem with them. In each case, the ultimate purpose to own items of the highest quality is the tangible benefit they gain from it.

Above Average
Above average items come in 6 levels of improved quality. Each level increases the number or strength of benefit the items quality can provide. Each level adds one benefit to the item, increasing its usefulness or effectiveness. Higher levels of quality allow the same benefit to be taken twice, or even three times, making the item much better for a particular purpose or use.

Masterwork Armor
Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor bonus is improved by 1 and the armor check penalty is lessened by 1. A masterwork suit of armor or shield costs an extra 150 gp over and above the normal cost for that type of armor or shield. The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon. All magic armors and shields are automatically considered to be of masterwork quality. You cant add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item.

Fine
A not uncommon example of extra care and effort being put into an items manufacture. Fine items gain one benefit suitable to that type of item, most towns and cities have craftsman capable of creating an item of this quality.

Excellent
Requiring much more time and care than an average item, most excellent items are made by craftsmen wishing to create a showpiece to demonstrate their skills, or as the result of a commission. Excellent items gain two benefits.

Magic Armor
An armors enhancement bonus (if any) increases its armor bonus to AC, but has no effect on the armors damage reduction. The +1 armor bonus for being masterwork does not stack with magical enhancement bonuses.

Exceptional
Always a major undertaking, exceptional items require the labor of an above average craftsman and often a bit of luck. Very few craftsmen have the time to lavish on such work for their own amusement most exceptional items are the result of important commissions, and as a result the item often has some small place in stories from that time. Unless newly made, this item can be identified with a DC 30 Knowledge (history) check.

Armor Damage Reduction Values


For armors not covered on the table, you can determine the new armor values and damage reduction based on the armor bonus. To determine the armors damage reduction, divide the armors normal bonus by 2 (rounding down). To determine the armors new armor bonus, subtract the DR from the normal armor bonus. All other armor statistics, such as maximum Dexterity bonus, armor check penalty, and arcane spell failure chance, are unchanged.

Superior
Only possible for craftsmen whos skills far exceeds those of common artists, superior items reflect a broad knowledge of how the item is supposed to look and be used, combining many small improvements over typical examples. Unless newly made, this item can be identified with a DC 27 Knowledge (History) check.

Natural Armor
A creatures natural armor also provides a modicum of damage reduction. Divide the monsters natural armor bonus (not including any enhancement bonus) by 5 to determine the monsters damage reduction. The same value is subtracted from the monsters natural armor bonus to AC to find the monsters new AC. These

Masterwork

4 Appendix: New Rules 4

Some of the finest work a person can ever hope to see, true masterworks are often the culmination of a lifetime of practice and learning. Unless newly made, this item can be identified with a DC 24 Knowledge (history) check.

Masterpiece
Only craftsmen of legendary skill and often supported by magic or the work of years are able to produce such items. The pinnacle of their type, these items are usually remembered in song and story, even if their original owner is forgotten! Unless newly made, this item can be identified with a DC 21 Knowledge (history) check.

Crafting Masterworks
Creating a masterwork item takes considerable skill and patience, and requires an amount of special or exotic materials, an item of the highest quality can be crafted only with the best materials one can get their hands on. To attempt to create an above average item, the craftsman must commit additional time depending on the Masterwork level he is hoping to create, as described below. With the material needed in hand and the time required to produce the item determined, the craftsman makes his check to create the item. The quality of the resulting item depends on how much he beats the DC for the check, while the time taken sets the maximum level of quality he can achieve, even if the result would allow a higher quality item. Only on a result of less than the normal DC does the craftsman fail to produce at least an average item.

equal to the one given below, the material can be used, otherwise, it does not suffice and thus, cannot achieve that degree of quality. The DM is encouraged to allow the cost to be met by using exotic and rare materials that fit both the desired benefits to be bestowed and the item type, those exotic materials need not be tied to the items shape and function. A longsword, for example, could be made of excellent quality through the use of either mithral (which has a cost equal to 2,000 gp, according to the core rules) or with the use of two exotic materials, the blood of unique beast found on the outskirts of the hills surrounding a given town and specially refined steel that that has suffered the strike of lightning for at least an year on the peaks of thunder. There is no hard rule for determining exotic materials, but the DM should consider that items of quality higher than fine carry properties that can rival even magical items, while not holding the drawbacks those have.

Determining Time Required


With the material to be used on hand, the next step is to determine the amount time required to produce a given masterwork item. In order to determine the minimum amount of time to be taken by a character in order to produce a given quality of item, you must know the base time and the multiplier presented on the table below. Base time: to calculated the base time multiply the DC to create a given item by either the lowest check result the crafter can achieve or a check result that is equal to the DC, whatever is higher. Divide the item price in silver pieces by that value and you will have the number of weeks he might take to produce the item, if you use the value of the item in copper pieces you will have the amount of time in days. Minimum time: the time required to produce an item is the minimum time the character can invest into the production in order to reach the degree of excellence he hopes to, this is determined by taking the base time and multiplying it by the number given on the table below. If, for any reason, the character does not take the amount of time required he can choose between having an unfinished item, which he can try to complete at a later time, or have a lower quality item that could be produced in that time and then roll the die.

Gathering Raw Materials


The materials used to produce a masterwork item are by no means the same used to produce an average quality item, only the best steel can even hope to hold some of the masterwork abilities a crafter can bestow upon it, and the highest qualities of items require even more exceptional base materials, like mithral or alchemical silver. The cost of the raw materials used to create a masterwork item represents one-third of the items price, including the cost of the quality component, meaning that no item can be made without specially refined, created or collected materials, or the use of mediums with higher inner costs and special properties. To determine whether a given material qualifies to make a specific item quality compare the cost modifier of the item to the cost increase given below on the table below, if the value is at least

Taking 10 and Taking 20


The craftsman may take 10 normally when trying to create an item of above average quality. When taking 20, however, the time required makes the undertaking a very long endeavor indeed, determine the adjusted minimum time by multiplying the time required to create the masterwork item by 20.

Table: Masterwork Levels


Name Average Fine Excellent Exceptional Superior Masterwork Masterpiece Cost +500 gp +1,5000 gp +3,000 gp +6,000 gp +8,000 gp +10,000 gp Beat DC by +0 +5 +10 +15 +20 +25 +30 Time Required x1 x2 x4 x6 x10 x15 x25 Benefit none 1 benefit 2 benefits 3 benefits, may double once 4 benefits, may double once 5 benefits, may double twice or triple once 6 benefits, may double twice or double and triple once.

Appendix: New Rules

Example: Vonkar Thanos of the Zurkir clan is a master weaponsmith and is attempting to create an exceptional greataxe, the DC to create a greataxe is 15, meaning that Vonkar can roll a 1 on the die and still make the weapon. The longest Vonkar would take to create such an axe would be almost equal to 6 days, or about 0.8 weeks (200 sp divided by 240 - DC x minimum check result he can achieve). Since Vonkar is attempting to create an exceptional greataxe the minimum amount of time he must work is around 36 days, or 5 weeks (base time x time required multiplier) After working for 5 weeks on the axe Vonkar makes a craft (weaponsmith) check, if the result is equal to 30 or more, meaning he needs a 15 in the die roll, he has produced an exceptional greataxe. Note that Vonkar could still produce an average through excellent greataxe if his check result would not beat the check result for the exceptional quality, he would need a die roll of 10 for an excellent greataxe, meaning he could produce one by taking 10, a fine greataxe with a roll of 5 through 9, or yet, make only an average item even after taking 5 weeks of work, this would be a die roll equal to 4 or lower.

Concealable (any item)


Benefit: The bearer gains a +2 quality bonus to Sleight of hand checks to hide this item on his person. Double: The quality bonus increases to +4. Triple: The quality bonus increases to +6.

Crushing (any bludgeoning weapon)


Benefit: In addition to normal damage this weapon inflicts 2 points of nonlethal damage with every successful hit. This is a quality bonus to damage. Double: The additional nonlethal damage inflicted increases to +4. Triple: The additional nonlethal damage inflicted increases to +6.

Deadly (any weapon)


Benefit: Increase the threat range of a weapon with a 20 threat range by 1. This bonus is applied after any feats or other modifiers. Double: Increase the threat range of a weapon with a 19-20 threat range by 1. This bonus is applied after any feats or other modifiers. Triple: Increase the threat range of a weapon with a 18-20 threat range by 1. This bonus is applied after any feats or other modifiers.

Masterwork Benefits
Below are listed various improvements and benefits an item could receive from being of above average quality. Each masterwork benefit indicates what sort of item it can be applied to, and comes in three levels: single (listed as the standard benefit), double, and triple. Benefits that can only be applied to gear may not be chosen for weapon or armor. Quality bonuses do not stack with themselves.

Decorative (any item)


Benefit: The owner gains a +1 quality bonus to Diplomacy checks while displaying ownership of the items. Double: The quality bonus increases to +2. Triple: The quality bonus increases to +3.

Accurate (any weapon)


Benefit: The wielder gains a +1 quality bonus to his attack rolls with this weapon. Double: The quality bonus increases to +2. Triple: The quality bonus increases to +3.

Forgery (any item)


Benefit: The DC to determine this is not the genuine object is increased by +2. Double: The DC is increased by +4. Triple: the DC is increased by +6.

Adapted (any armor)


Benefit: A suit of light armors maximum dexterity bonus is increased by 1. Double: A suit of light armors maximum dexterity bonus is increased by 2. Triple: A suit of light armors maximum dexterity bonus is increased by 3.

Fortified (armor)
Benefit: A suit of medium or heavy armors Damage Reduction is increased by 1 against melee and ranged weapons. Double: A suit of light armors Damage Reduction is increased by 1 against melee and ranged weapons. Triple: Any suit of armors Damage Reduction is increased by 2 against melee and ranged weapons.

Arcane Designed (any armor)


Benefit: A suit of light armors arcane spell failure is reduced by 5%. Double: A suit of heavy or medium armors arcane spell failure is reduced by 5%. Triple: Any suit of armors arcane spell failure is reduced by 10%, this cannot reduce the chance to lower than zero.

Guard (any weapon or shield)


Benefit: The wielder may reduce his attack rolls by 1 for the entire round to gain an equal deflection bonus to Armor Class for that round. This deflection bonus is doubled if this item is a shield. Double: The wielder may reduce his attack rolls by up to 2 to gain an equal deflection bonus to Armor Class. This deflection bonus is doubled if this item is a shield. Triple: The wielder may reduce his attack rolls by up to 3 to gain an equal deflection bonus to Armor Class. This deflection bonus is doubled if this item is a shield.

Balanced (any weapon or shield)


Benefit: While this item is in hand and readied, the wielder gains a +1 quality bonus to his initiative total. Double: The quality bonus increases to +2. Triple: The quality bonus increases to +3.

6 Appendix: New Rules 6

Lethal (any weapon)


Benefit: Wielder gains a +2 quality bonus to rolls to confirm a critical hit. Double: The quality bonus increases to +4. Triple: The quality bonus increases to +6.

Threatening (any item)


Benefit: The wielder or wearer gains a +2 quality bonus to Intimidate checks while displaying the item. Double: The quality bonus increases to +4. Triple: The quality bonus increases to +6.

Light (any item)


Benefit: The item functions normally and has the usual number of hit points, but is 10% lighter than normal. Double: The weight is reduced by 20%. Triple: The weight is reduced by 30%.

Unhindering (any armor)


Benefit: The movement provided by the armor is reduced by 5 ft. The armor type is otherwise unaffected. Double: The movement provided by the armor is reduced by 10 ft. The armor type is otherwise unaffected. Triple: The movement provided by the armor is reduced by 15 ft. The armor type is otherwise unaffected.

Mastercraft (armor or shield)


Benefit: This armor reduces its armor check penalty by 1, to a minimum of 0. Double: This armor reduces its armor check penalty by 2, to a minimum of 0. Triple: This armor reduces its armor check penalty by 3, to a minimum of 0.

Well-crafted (any gear)


Benefit: This item provides a +1 quality bonus to one skill when used for its intended purpose. Double: The quality bonus increases to +2. Triple: The quality bonus increases to +3.

Ornate (any item)


Benefit: The cost multiplier for this item is increased by 5. it also adds a +2 quality bonus to Diplomacy checks when given as a gift. Double: The cost multiplier for this item is increased by 10. it also adds a +4 quality bonus to Diplomacy checks when given as a gift. Triple: The cost multiplier fro this item is increased by 15. it also adds a +6 quality bonus to Diplomacy checks when given as a gift.

Combat
Defense Bonus
The Class Defense Bonus
Every character has a defense bonus based on his level, this defense bonus applies to Armor Class and stacks with all other bonuses to AC, including the characters shield bonus, natural armor bonus, and so forth. The defense bonus applies in all situations, even when you are flat footed or would lose your Dex bonus to AC. A characters defense bonus is derived from his character level and class, as shown on the table below. For classes not mentioned below, determine the characters class defense bonus by looking the classes and choosing a category that has the most classes that closely resemble the concept of your class.

Rugged (any item)


Benefit: The item gains a +2 quality bonus to its hardness and Break DC. Double: The quality bonus increases to +4. Triple: The quality bonus increases to +6.

Poisoned (any weapon)


Benefit: The number of strikes the weapon may make before the poison is rubbed of is doubled. Double: The number of strikes the weapon may make before the poison is rubbed of is tripled. Triple: The number of strikes the weapon may make before the poison is rubbed of is quadrupled.

Monster Defense Bonuses


Monsters have inherent defense bonuses based on type, treating Hit Die as levels in the table presented in order to determine their defense bonus to AC. If a creature has levels in a PC class, it gains a defense bonus just like any other character with a PC class. This bonus stacks with any defense bonus the creature may have from Hit Die.

Sharp (slashing or piercing weapon)


Benefit: Add a +1 quality bonus to all damage rolls with this weapon. This bonus is applied before any multipliers. Double: the quality bonus increases to +2. Triple: the quality bonus increases to +3.

Table: Creature Defense Bonuses


Creature Type Dragons, magical beasts, outsiders Aberrations, constructs, elementals, giants, monstrous humanoids Animals, humanoids, oozes, plants, vermin Fey, undead Defense Bnus Amazing Good Fair Poor

Sturdy (any item)


Benefit: The item gains a +50% quality bonus to the number of hit points it has. Double: The quality bonus increases to +100%. Triple: The quality bonus increases to +150%.

Appendix: New Rules

the character stabilizes and stops dying, no longer loosing 1 wound point every round (though he or she remains unconscious).

Table: Class Defense Bonus


Level Amazing1 Good2 1st +0 +0 2nd +1 +0 3rd +1 +1 4th +2 +1 5th +2 +1 6th +2 +2 7th +3 +2 8th +3 +2 9th +4 +3 10th +4 +3 11th +4 +3 12th +5 +4 13th +5 +4 14th +6 +4 15th +6 +5 16th +6 +5 17th +7 +5 18th +7 +6 19th +8 +6 20th +8 +6 1 Barbarian, Fighter 2 Legate, Wildlander 3 Rogue 4 Channeler, Defender Fair3 +0 +0 +0 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 Poor4 +0 +0 +0 +0 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4

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.

Being Hit
What Vitality Points Represent: 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. 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. At each level a character rolls a vitality die and adds his Constitution modifier, adding the total to his vitality point total. (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. What Wound Points Represent: 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. Damaging Helpless Defenders: Even if you have lots of vitality points, an arrow through the heart is still an arrow through the heart. When a character cant avoid damage or deflect blows somehow, meaning that he is helpless, hes in trouble. Whenever a character is considered helpless all damage he takes is applied directly to his wound points. Effects of Damage: Damage first reduces vitality points. You only take wound damage after all your vitality points have been exhausted or if you take a critical hit. Massive Damage: The massive damage rule does not apply under this system.

Vitality & Wound Points


Combat Statistics
Vitality and Wound Points
Your vitality and wound points tell you how much punishment you can take before dropping. Your vitality points are based on your class, your level, and your Constitution modifier. Your wound points are equal to your Constitution score. When your vitality points reach 0, you no longer have the innate energy to roll with the attack. The next successful attack against you deals damage that reduces your wound points, representing a physical injury. (If an attack reduces your vitality points to 0 and damage remains to be applied, the damage immediately reduces your wound points.) When you take any wound damage, you become fatigued. In addition, you must make a Fortitude saving throw (DC 10 + the number of wound points lost in this round). If the save fails, the character is dazed. When your wound points reach 0, youre disabled. When your wound points are reduced to a number between -1 and -9 inclusive, youre dying. A dying character is unconscious and can take no actions. Each round, a dying character makes a Fortitude saving throw (DC 20, + current wound points below zero). If the save fails, the character loses 1 wound point. If the save succeeds,

0 Vitality Points
At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional damage he receives reduces his wound points.

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 10 + number of wound points lost from the attack) or be dazed for 1d4 rounds. (During that time, any other character can take a heal check DC 15 as a standard action to help the dazed character recover, or a full round action to provide first aid care for the character; doing so ends the dazed condition.)

Dazed
A character who takes wound damage in a round and fails his Fortitude save (DC 10 + the number of wound points lost in the

8 Appendix: New Rules 8

Combat Basics
Damage
Vitality points and wound points represent how much damage a character can take. If you score a hit, roll damage and deduct the result from the targets current vitality points. If the target has run out of vitality points, or if the target has no vitality points to begin with, damage is deducted from the targets wound points.

Dazed
A character who takes wound damage in a round and fails a Fortitude save (DC 10 + the number of wound points lost in the round) is dazed and can take no actions. This condition typically lasts 1d4 round.

0 Wound Points
If you wound points drop to 0, you are disabled. A disabled character can only take a single move action or attack action in a round; he or she cant perform full-round actions. A disabled character who takes any strenuous action takes 1 point of wound damage.

Vitality Points and Wound Points


Damage is usually deducted from your vitality points. Vitality points represent your characters ability to roll with an attack and avoid physical damage. Wound points represent how much physical damage a character can take before falling unconscious or dying. Damage is deducted from your wound points only after youve exhausted your vitality points or when you are struck by a critical hit.

-1 to -9 Wound Points
If your wound points drop to a number between -1 and 9 (inclusive), your character is unconscious and dying. A dying character loses 1 wound point every round. Each round, before losing that wound point, the character makes a Fortitude saving throw (DC 20, + current wound points below zero). If the save succeeds, the character becomes stable. A stable character remains unconscious but stops losing wound points. If the save fails, the character loses the wound point and makes another save in the next round. A dying character can be stabilized with the Treat Injury skill or the Heal Another skill.

Death, Dying, and Healing


Combat is dangerous. As you lose vitality points and wound point you begin to suffer various adverse effects.

0 Vitality Points
If you run out of vitality points, you can no longer avoid physical damage. Any additional damage you receive is deducted from your wound points.

-10 Wound Points


A character whose wound points are at -10 or lower is dead.

Lost Wound Points


If your character takes any wound damage, he or she becomes fatigued. A fatigued character cant run or charge and takes a -2 penalty to Strength and Dexterity. In addition, in each round in which you take wound damage, you must make a Fortitude saving throw. The DC is 10 + the number of wound points you lost in the round. If the save fails, you are dazed.

Healing
As long as a character isnt dying, he or she regains 1 wound point for each day of light activity or rest. For each hour of light activity or rest, a character regains a number of vitality points equal to his or her character level. The Heal skill may be used to provide long-term care and double those benefits.

round) becomes dazed. A dazed character is unable to act normally, the character can take no actions, but has no penalty to AC. A character remains dazed for 1d4 rounds or until he receives help. A dazed character is not stunned, so attackers get no special advantage against it.

spell) deals more damage to the character he or she takes 1 point of wound damage. Unless the action involved healing, the character is now at -1 wound points and is dying.

Dying (-1 to -9 Wound Points)


When your current wound points drop below 0, and between -1 and -9, inclusive, youre dying. A dying character is near death and immediately falls unconscious and can take no actions. Each round on his turn, a dying character must make a Fortitude save (DC 20 + current wound points below zero) to become stable. If the save fails, the character loses 1 wound point and must make another save in the next round.

Disabled (0 Wound Points)


At 0 wound points, you are 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

Appendix: New Rules

If the save succeeds, the character becomes stable. A stable character stops losing wound points every round and remains unconscious. Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).

Dead (-10 Wound Points or Lower)


When your characters current wound points drop to 10 or lower, hes dead. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution to 0 or lower.

Stable Characters and Recovery


Recovering without Help: Each round, a dying character makes a Fortitude saving throw (DC 20, + current wound points below zero). If the save fails, the character loses 1 wound point and must make another save in the next round. If the save succeeds, the character becomes stable. A stable character stops losing wound points every round and remains unconscious. If no one tends to the stable character (see below), he now makes a Fortitude save every hour. If the save succeeds, the stable character regains consciousness. (If a dying character is stabilized and conscious, treat him as though he were disabled as far as actions and movement are concerned). Each time the character fails the hourly save, he loses 1 wound point. An unaided stable, conscious character who has negative wound points or who is disabled makes a Fortitude saving throw (DC 20, + current wound points below zero) to start recovering wound points naturally that day. If the save fails, the character loses 1 wound point. Once an unaided character starts recovering wound points naturally, he is no longer in danger of losing additional wound point (even if his current wound points total is still negative). 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 he is entitled a Fortitude saving throw (DC 20, + current wound points below zero) to regain consciousness, at which point he becomes disabled. If he remains unconscious, he is entitled another save 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.

system, a 10th-level cleric could cast it to heal 2d8+10 vitality points or 2 wound points and 10 vitality points. Spells or effects that heal amounts of damage but are not based on die rolls, such as Heal, apply the healing to lost vitality points. A caster may choose to heal wound points instead of vitality points by spending more energy of the spell, thus each wound point to be healed costs 5 points of the spell. For example, a 10th-level cleric casting heal has 100 points of healing to apply. If the target has taken 10 points of wound damage and 68 points of vitality damage, the caster may use the spell to heal all the wound damage, costing 50 points of the spell, and 50 points of the vitality damage, leaving the target with only 18 points of vitality damage remaining. Healing Limits: You can never get back more vitality points or wound points than you lost. Even magical healing wont raise your vitality points or wound points higher than your full normal totals. Note that an increase in your Constitution score raises your full totals as well as your current, since it reflects an effective health increase. Healing Ability Damage: Ability damage is temporary, returning at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score.

Temporary Vitality Points


Certain effects give a character temporary vitality points. When a character gains temporary vitality points, note his current vitality point total. When the temporary vitality points go away the characters vitality points drop to his current vitality point total. If the characters vitality points are below his current vitality point total at that time, all the temporary vitality points have already been lost and the characters vitality point total does not drop further. When temporary vitality points are lost, they cannot be restored as real vitality points can be, even by magic. Increases in Constitution Score and Current Vitality and Wound Points: An increase in a characters Constitution score, even a temporary one, can give her more vitality and wound points (an effective vitality and wound point increase), but these are not temporary vitality or wound points. They can be restored and they are not lost first as temporary hit points are. Whenever the effect ends the character looses the appropriate amount of vitality and wound points, meaning a dying character can die if enough points must be taken.

Nonlethal Wound Damage


Sometimes you get involved in a brawl or you are hit with a swords hilt, this kind of attack will not kill you, but it can knock you out. Dealing Nonlethal Wound Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, can also deal nonlethal damage. Since vitality points make no difference between lethal and nonlethal damage, damage taken by a character, be it from a lethal or nonlethal attack, reduces its vitality points total without accounting for the type of damage dealt by the attack. When a character suffers wound damage, on the other hand, lethal and nonlethal damage are taken into account and the attack may result in widely different results based on the type of damage suffered. Whenever a situation arises that a character takes nonlethal wound damage, keep a running total of how much is accumulated. Do not deduct the nonlethal wound damage number from your current wound points. It is not real damage, and thus cannot kill you, instead, when your nonlethal wound damage equals your current wound points, youre staggered, and when it exceeds your current wound points, you fall unconscious. It doesnt matter whether the nonlethal wound damage equals or exceeds your current

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, wound point at a rate of 1 wound point per night of rest (8 hours), 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 a variable amount of damage based on a die roll (such as cure light wounds), apply the actual die roll as restored vitality points, or he may exchange one die of the spell to heal 2 wound points instead. For example, cure moderate wounds heals 2d8 points of damage, +1 point per caster level (maximum +10). Under this

10 Appendix: New Rules 10

wound points because the nonlethal wound damage has gone up or because your current wound points have gone down. Nonlethal wound damage does not cause a character to be fatigued or put the character at risk of being dazed. Nonlethal Wound Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a 4 penalty on your attack roll, notice that the attack type is taken into account only if the attack deals wound damage. Lethal Wound Damage with a Weapon that Deals Nonlethal Wound Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a 4 penalty on your attack roll, notice that the attack type is taken into account only if the attack deals wound damage. Staggered and Unconscious: When your nonlethal wound damage equals your current wound points, youre staggered. You can only take a standard action or a move action in each round. You cease being staggered when your current wound points once again exceed your nonlethal wound damage. When your nonlethal wound damage exceeds your current wound points, you fall unconscious. While unconscious, you are helpless. Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious. Healing Nonlethal Wound Damage: You heal nonlethal damage at the rate of 1 point per hour per character level. When a spell or a magical power cures wound damage, it also removes an equal amount of nonlethal wound damage.

(DR 5/bludgeoning) overcomes the creature's damage reduction even if it was hit with a weapon that does not deal bludgeoning damage. A barbarians damage reduction, on the other hand, applies to all damage suffered from natural attacks or weapons, thus it still applies to damage dealt by critical hits.

NPCs and Monsters


Most monsters have both wound points and vitality points. For Small, Medium, and Large creatures, a monster's wound point total is equal to its current Constitution score. Creatures smaller or larger than that have their wound point total multiplied by a factor based on their size, as indicated on the table below. A monster's vitality point total is equal to the number of hit points it would normally have, based on its type and Constitution score.

Table: Wound Points by Size


Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Wound Point Multiplier x1/8 x1/4 x1/2 x1 x1 x1 x2 x4 x8

Special Damage Situations


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 Weapons that normally have a critical multiplier greater than x2 have their threat range expanded by 1 point per additional multiplier instead, as indicated on the table below.

Creatures without Constitution Scores


Some creatures, such as undead and constructs, do not have Constitution scores. If a creature has no Constitution score, it has no vitality points. Instead, it has wound points equal to the number of vitality points it would have based on its HD and type. Such creatures are never fatigued or dazed by wound damage.

Table: Weapon Threat Ranges


Critical Multiplier x3 x4 x5 New Threat Range 19-20 18-20 17-20

Bonus Hit Points


If a creature would have bonus hit points based on its type, these are treated as bonus wound points. (For example, a Medium construct gets 20 bonus wound points.) The same holds true for any permanent effect that increases a character's hit point total (such as the Toughness feat, which adds 3 to the character's wound point total).

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.

Fast Healing
Creatures with fast healing regain vitality points at an exceptionally fast rate, usually 1 or more vitality points per round, as given in the creature's description (for example, a vampire has fast healing 5). This ability also allows the creature to heal nonlethal wound damage. If a creature has suffered nonlethal wound damage and vitality damage, the nonlethal wound damage is healed before the vitality damage. If a creature with fast healing has no Constitution score, fast healing restores lost wound points at the same rate instead.

Damage Reduction
Damage reduction functions normally, reducing damage dealt by attacks. However, any critical hit automatically overcomes a creature's damage reduction if it is one that could be bypassed by a special weapon quality or material, regardless of whether the attack could normally do so. For example, a critical hit against a skeleton

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Appendix: New Rules

Regeneration
Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, thus it deals vitality damage or nonlethal wound damage. In addition, the creature automatically cures itself of vitality or nonlethal wound damage at a fixed rate, healing nonlethal wound damage before vitality damage. Certain attack forms, however, typically fire and acid, deal lethal damage to regenerating creatures; that sort of attack deals either vitality damage or lethal wound damage, as normal. Lethal wound damage cannot be regenerated the same way nonlethal wound damage and vitality damage are. The creatures description includes the details. Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached. Regeneration does not restore damage taken from starvation, thirst, or suffocation. Attack forms that dont deal vitality or wound damage ignore regeneration. An attack that can cause instant death, such as a coup de grace, only threatens the creature with death if it is delivered by weapons that deal it lethal damage.

that one can only call heroic. In such a case, the DM should award the character a hero point. A witch that jumps down into a pit full of vipers to heal a dying friend, even though he knows hell take damage from the fall and risks death from the snakes venom, is a real hero. Hero points are a reward for that kind of valiant action. Hero points can be used at the players discretion to perform amazing often otherwise impossible actions. Unlike most of the other rules in this chapter, hero points require a considerable amount of DM adjudication and discretion. DMs with no interest in rewarding heroic acts or allowing PCs to perform acts beyond the rules should ignore this section.

Awarding Hero Points


The most important thing to remember about hero points is that awarding them to PCs, or not awarding them, is totally up to the DM. Some characters may never earn even a single hero point, while others, over the course of the campaign, may earn many. Some whole campaigns may never use hero points, while in others they are common. The DM is encouraged to be parsimonious with them. Hero points should be awarded at the end or beginning of a game session, when experience points are dispersed. Characters with the Born Hero talent (see Chapter Five) should, if they act at all appropriately, earn at least 1 hero point per level. Still, the exact rewards are up to the DM. A character should never earn a hero point performing an action in which he uses a hero point.

Monster Challenge Ratings


Increase the CR of any Gargantuan or Colossal creature by +1, unless the creature does not have a Constitution score. Monsters with fractional CRs move up to the next highest fraction. The kobold (ordinarily CR 1/4) becomes CR 1/3, for example, while the goblin (normally CR 1/2) becomes CR 1.

Using Hero Points


On his turn, before determining the success or failure of an action, a player can announce that he is using a hero point to help accomplish the action. Normally, the hero point adds a bonus of +20 to the action, if the roll of a d20 dictates its success or failure. However, there are exceptions: 1. If used with an attack roll, and the attack roll would have succeeded without the hero point, the hero point doubles the damage inflicted by the attack OR it allows the PC to make a called shot, inflicting a special effect such as: A strike to a foes eyes that blinds her for 1d10 + 4 rounds; A strike to a foes head or other vitals that stuns her for 1d3 rounds; A strike to a foes limb that renders it useless for 1d6 rounds. 2. If a character uses a hero point to act when it is not his turn, he can take a normal rounds worth of actions out of the normal initiative sequence with no special bonuses. He then returns to his normal initiative count. 3. If used when a character is being attacked by either a physical attack, a spell, or some other threat, the hero point can be used to add a +1d20 luck bonus to Armor Class or to a saving throw. If used with a saving throw for half damage or a partial effect, if the character would have made the save without the help of the hero point, he takes no damage or ill effect at all. 4. If used when a die roll determines that the character will die, the character avoids death and instead suffers a great and debilitating injury determined by the DM the character gains a disfiguring scar, loses a hand, loses an eye, gains a limp, and so on. This is the only case when a hero point can be used after the result of an action is determined. 5. A character can use a hero point to make something work in a way the rules normally do not allow. This requires careful DM adjudication. For example, a magister could use a hero point to cast a special version of vitrification that turned a foe to glass for only one hour (instead of permanently) or that could be undone only by some specific requirement (the touch of three honest mojh or

Hero Points
Sometimes, a character commits a selfless act or a brave deed

Dramatic Uses of Hero Points


The DM might want encourage the use of hero points in dramatic ways rather than mundane ways. A mundane use of a hero point might be: Using it to help make a simple attack roll; Using it to help make a simple skill check; Using it to help make sure a spell succeeds. Dramatic ways of using a hero point include the following: Attacking a foe by swinging across a great hall on a rope attached to a chandelier; Firing an arrow (or throwing ones sword) to cut the bonds of a bound ally in the middle of a fight; Popping open a lock in the middle of combat by banging on it just right. Encourage players to use hero points to attempt actions seen in a movie or read about in a story. The DM is justified in secretly increasing the bonus offered by the hero point if the player chooses to use it in an interesting, fun, and dramatic matter.

12 Appendix: New Rules 12

exposure to the light of heaven, for example). An unfettered might try to use a hero point not only to disarm a foe but to send the weapon sailing into the hand of a nearby ally. The DM should still apply all normal circumstance modifiers to the PCs action. Actions using hero points can still fail. The object of hero points, more than anything else, is to represent the role of wild luck and karma in overcoming logical circumstance penalties to extremely difficult actions. They make the nearly impossible somewhat more possible but still not a sure thing.

Hero Points for NPCS


DMs can also give hero points to NPCs. They may even wish to invert the concept and award villain points to characters who perform exceedingly villainous deeds. A hero point makes an NPC opponent far more dangerous. DMs should consider granting an experience point bonus of +50 percent for defeating an opponent with a hero (or villain) point.

Hero Points for Characters Above 1st level


If the needs of the game require that a player create a character above 1st level, the character may have already earned a hero point in his career. Assume that there is a 10 percent chance per level that a character has a hero point when created. If above 10th level, he has 1 hero point and has a 10 percent chance per level above 10th to have another. If the character has the Born Hero feat, he starts with a hero point, and has a 10 percent chance per level to have another. If he has the Born Hero talent and is above 10th level, he starts with 2 hero points and has a 10 percent chance per level above 10th to have another.

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Appendix: New Rules

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