Stolen World>The Rules>slightly less Buggy Beta is DONE!!!
Aug 30, 2017 21:15:11 GMT -5
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Post by mao on Aug 30, 2017 21:15:11 GMT -5
STATS
3-6(-2) STR>Melee Dam, DX>AC ,CON>Hit Points ,INT>Mage Spell DC+to hit missile ,WIS> Cleric Spell DC+To Hit Melee ,CHA> Saves
7-8(-1)
9-11(+0)
12-14(+1)
15-17(+2)
18 (+3)
In addition there are 2 more stats , Luck(which is a static 9 for all char, it is not rolled) and a mysterious 7th stat which will not be explained but it is a static 12
STANDARD ARRAYS
16,15,14,13,11,8
18,13,11,10 ,8,6
14 x 3, 12x 3
LUCK AND SAVES
For all purpose's Luck is not considered a stat for any rule that has the word stat in it
>Testing Luck
Tests are done by rolling 2D6 and getting Equal or Under your currant Luck ability,if you are successful one is subtracted from your currant Currant Luck score
>Specific Tests
Spell DC> apply all modifiers But net value can be no different
than -2(good) or plus 3(bad)
Damage:win and do max dice damage on one Weapon attack
Crit: auto confirm critical hit(L times Daily)
Parry: win and you are "-'the difference to be hit
Shield Block: Win and shield or quarter Staff takes damage for you
Retain spell: Retain one spell just cast (L times daily)
SPELL BOOKS
All Spellcasters gain a spellbook w/ 4 Cantrips/4 L1 Spells(out of your class list and universal lists plus Int Mod/ EXCEPTION Rangers get Zero Cantrips and 4 L1 Spells
THATS RIGHT!!!! EVERYBODY MEMORIZES!!!!!!
The (NUMBER) in parentheses is the number of time you can cast a given spell, most commonly associated with Cantrips
SPELL PROGRESSION
SPELL LEVEL CANTRIPS FIRST SECOND THIRD
L1} .................C6............... F3
L2 ..................C6 ...............F5
L3 ..................C7 ...............F5 ......S3
L4 ..................C5............... F6 .....S5
L5 ..................C3 ...............F6 ......S6 ..........T3
CLASSES
CLERICS
ALL CLERICS
Medium armor and shield
Spells as listed in subclass
Universal Cleric Spells(cantrips)
Virtue (3) 1 temp HP
Detect Magic (2)
Stabilize(2) Stops subject from dying
Cure D3
HEALER
Aura, Heal D6 to a 20' Radius (+D6 at 3rd and 5th L) L/Daily +1 uses
Cantrips
Virtue (8) one temp HP
Mending(3) mends one small object
Resistance (4) -1 to next save
L1
CLW(2) D8+L
Sanctuary DC +1, Cannot be attacked unless you make an attack.L +2 rounds
Shield of Faith(2) +2 AC 1 hour
D6 HD
PALADIN(Bull of MMMWWW)
Heavy armor
All Weapons
Spells
L1
CLW D8+L
Magic Weapon(2) +1/+1
Bless allies are +1 to Hit
Create Milk(1 gallon) (2)
Divine Favor +2 to hit,,One combat
Obscuring Mist 5' radius dark mist cloud surrounds you
Reactive armor(Instant)+2 AC
L2
Create Milk (1 Gallon) (5)
L3
Commune with MMMWWWW
D8 HD
SEEKER
Cantrips
Detect Magic (5)
Read Magic (5)
Comprehend Languages (3)
L1
CLW
Bless(2) allies +1 to hit
Augry, ask DM yes/no question
Zone Of Truth 90 degree 60' long cone where no lie may be told
D6 HD
INVOKER
At will D8 "Blast " of Holy energy, Melee or Missile
May cast Wizard Summons spells but does not start with one
Cantrips
Light (6) Torch, One hour
Read Magic(3)10 min
L1
Command,One Verb command+1 DC
Doom(2) subject is -2 to hit/dam/ac, one combat
Bane(2) enemy's are -1 to hit
D8 HD
FIGHTERS
ALL FIGHTERS
Light and Medium Armour use
Proficient in all Melee Weapons
ASH BARBARIANS
Missile weapons
+2 hit/double damage First round of combat
BAB(Basic Attack Bonus) +2
D10 HD
Stealth +5
Survival ASH +6
sailor 5
BRIER RANGER
Tracking 4
Stealth 4
Spells(SPECIAL: No Cantrips)
L1
Scent Gain Tracking +4 , one hour/L
Idylic Sleep, sleeps for 8 hours, gains double rest bonus,
Call Animal
Detect Animal or Plant
Spider or Werewolf or Zombie Crush no save, D10 dam,short range
Monkey Fish gain swim 20 foot, climb 10 foot 1 hour/ L
BAB +2
Normal speed in Briers
D8 HD
CHAMPION
Heavy armor & Shield
In melee doing anything other than attacking the Champion always provokes AoO
May grant shield bonus to 2 adjacent allies
BAB+2
KNIGHT POVERTY
Missile Weapons
May only have 3 possessions,none of which can be magic, excluding food and water
+1/L HIT/DAMAGE/AC
+1/ Half L SAVES(round down)
BAB +3
D10 HD
SALT SEA BARBARIAN
Damage Reduction 2(4 vrs Salt Sea)
BAB +2
D10 HD
SWASHBUCKLER
May move freely through enemy squares while wearing no or light armor
BAB +2
D8 HD
when moving at least 1/2 move in a straight Line, may do d4 extra damage, L times/daily
WARRIOR
Heavy armor and shields
+1 Move in Medium Armor
Missile weapons
BAB+3
D10 HD
THIEVES
Climb 6
Stealth 5
Thieving 4
Backstab +2 hit/Double Weapon dice
THUG (fighter/thief)
Medium armor
all Melee weapons
BAB+2
HD D8
Vault Smasher(anti-Wizard spellcasting thief)
Spells
(gets Universal Wizard Spells
Cantrips
Drench(2)
Scoop
Breeze
Mage Hand(4)
Open/close(6)
L1
Deflect
Shield
Greater Detect Magic
Lesser Dispell Magic
Invisibility
Reduced Weight (Perm B)
BAB +1
D6 HD
CUT PURSE (Streetwise pickpocket)
Streetwise 5
Tracking 4
Sign Language 4
Use Magic Divice 4
Scroll 4
BAB +2
D6 HD
GUILD MASTER( Master thief)
All Basic skills=7
BAB+1
D6 HD
WIZARDS
WAR MAGE (melee)
ABILITY
As a full round action, your shadow rips away from you and is a duplicate of you ,including all buffs.This may be done once a day for 10 min a L
Cantrips
Thunder Kick (4) after you miss with a melee attck, roll again w/the same bonus , Unmod .D4 dam.
Guidance (4) (Swift) +1 on D20 Roll
Resistance(2) -1 to next save
Virtue(2) one temp. HP
L1
Thunder Kick, DC +3 ,fail trips enemy
Poison Weapon personal, 3 rounds, +D3 to Weapon Attack
Magic Weapon(See Paladin)
Snakes Swiftness Grant extra weapon attack to ally
Deflect (Instant) +2 AC, One attack
Line In The Sand(Instant) Extra AoO
Saved Fortune link
Damage Type, Choose 2 of the following damage Types(each must be memorized separatly) all your Melee damage is of this type, One Combat, Fire, Cold, Thunder, Holy, Lightning
Peace Bond Fixes Weapon to enemys body, Save DC +2
L2
Time Step link
BAB+2
D8 HD
HEDGE WIZARD
ABILITY
You may trade a First L spell for 6 cantrips
Light Armor Pro.
Cantrips
Open/Close(4) one unlocked Object
Mage Hand(6) 5Lbs 8" Range, duration= Concentration
Acid Orb (4) +4 To Hit , D4 damage
Mending (4) See above
resistance See Above
Ghost Sounds(3) ghastly Howl is heard
Power Word Swear(Instant) (link)
Omen Casting (2)(Free) If target made last round a save vrs your spell, the next spell you cast is at +1 DC
L1
Protection From Cantrips
Cantrip Volley, you may cast 4 different Cantrips that are a standard action as a standard action
Idylic Sleep(see Brier Ranger)
Clandestine Conversation, you and one ally per L may talk secretly for L+1 rounds
Bungle (2) Target is -5 to hit next round, short range
Magnetic Ray (link)
D6 HD
APPRENTICE OF XUR(Invoker)(Your Spellboolk is tattoos on your body)
Ability
Once a day You may rip one of your tattoos off and cast the spell as a full round action, it will grow back in 48 hours
Cantrips
Ray of Frost(5) D3 damage,cold,short range
Shocking Grasp (4) D6 damage in melee, free action
Jolt (5) D3 lightning damage short range
Hex(3) save negates, victim is -1 to hit for d3 rounds
Soften (2) (Link)
L1
Scream
Magic Missile
Lesser Magic Spike (Instant) (+2 )
L2
Power Word Harm As Magic Missile but casting time becomes Free
D8 HD
APPRENTISE OF THE DARK LICHE(summoner)
ABILITY
You may cast spells through your summoned creatures and your summons last L plus 1 round longer
Cantrips
Animate Tool(4)
L1
Adhesive spital
Grease
L1 Summons
Ruffian
Devilthorn Fox
Elvish Hand Servant
Sigiled Star Fish
Lesser Deadbridge Shaman
D8 HD
MMWWW ACOLYTE
ABILITY
You may cast CLW spontaneously,you may learn higher L cure spells but memorize them normally
Cantrips
Signal(4)
Timer (3)
Guardian Mote(2)
Virtue (4)
Guidance (4)
L1
Lesser Dispell Magic
Mage Gift
Magic Missile
Shield
Snakes Swiftness
Magic Weapon
D6 HD
GREAT UNIVERSITY ARCHIVIST
ABILITY
You may take spells from any list in these rules
Pro. with Dagger and quarter staff
D4 HD
UNIVERSAL WIZARD SPELLS
Cantrips
Detect Magic(3)
Mage Hand(3)
Open/Close(3)
Disrupt Undead
Disrupt Lycanthrope
L1
Mage Armor>Plus 4 Ac for 1 hour/L
Choke
Practice Fire Ball (link)
L2
Power Word Practice Fireball(Instant) Otherwise as Practice...
Exhilaration (link)
Preserve (link)
Dispel Magic
Greater Choke
WEAPONS
Light
Dagger +2 Hit D3, may be thrown
Main Gauche +1 to hit, D3 +1 AC vrs Melee Weapons
Poinard +1 to hit(+3 vrs predominately metal armor) D3
Hand axe D4,may be thrown
Short Sword +1 to hit D4
Medium
Battle Axe D6, +3 to confirm criticals
Broad Sword 2D3
Long Sword D6 crits on 19-20
Mace D6, does 1 point on a miss
Military Pick D4, crits on 18-20 for extra D6 damage
Morning Star D6, ignores shields
Two Handed
Great Axe D6+1 Dam, +4 to confirm critical
Great Sword D8
Heavy Pick D6 crits on 18-29 for extra D6
Quarter Staff D4 Damage , -2 AC
Polearm D6 Damage, reach
Two Handed
Short Bow D4
Long Bow D6
Crossbow D8/every other round
Boomerang D4, returns
ARMOR
Light
(Move 6')
Rose Brier Heal as CLW 1/day, +2 AC
Devilthorn Fox Skin +1 AC, 1 DR
Firework Padded Shirt 2 DR
Medium
(Move 5)
Maggot Hide (looks like spiked mouths) 25% chance of doing d3 dam to Melee attackers, +3 AC
Mithril-Leaf Scale +1 AC, 2 DR
Owl Feather toga Ultra light (move 6) +3 AC
Soul-sucking Ring Mail +1 DC +2 AC, 1 DR
Sapphire Breastplate -1 saves vrs Magic +1 AC,1 DR
Heavy
(Move 4)
Clockwork Plate+1 AC, 3 DR
Rust Monster Hide 25% chance of Sundering enemy weapon(d4) +4 AC
Slagwurm Hide +5 AC
Iron Wood Plate 25% Fortification(+4 AC
ACTIONS AND MANEUVERS
A round is broken up into 2 parts, A Standard action and a Move action
Move actions
Move base speed
Retreve or pass item
Standard Action
Cast Spell
Missille attack
Melee Attack
use Item
PRESTIGE CLASSES
Once you hit 6th level all L based abilities freeze at 5th and you enter a Prestge Class ,you must complete all 5 levels of your new class. PRE,= Prerequisite for class
PARAGON(PRE= None)
L6-10 +1 Stat per L
DRAGON BLOOD(PRE= none)
L6 +1 AC
L7 +1 stat
L8 HD of original Class
L9 +1 AC
L10 (as L8)
SWORD MASTER(PRE= Non-Spell caster)
L6 +1 to hit
L7 +1 to hit with Swords
L8 +1 AC
L9 +1 Stat
L10 +1 to hit w/ Swords
ARCHMAGE(PRE= Wizard)
L6 gain one L2 spell
L7 add one ECL for all casting puposes
L8 -1 DC
L9 Add one ECL
L10 -1 DC
BLOODCASTER( PRE= Any Spell caster)
L6 gain one L2 Spell
L7 -1 DC
L8 Gain one L3 Spell
L9 Spontaneous Casting of any one spell you know
L10 Gain 2 4th L spells
BATTLEMAGE(PRE= Non spell caster)
(choose one Spell casting class to gain from)
L6 gain 2 First L spells ECL=1
L7 gain 4 Cantrip slotts
L8 Gain +1 stat
L9 Gain 2 L1 Spells
L10 gain 2 level 2 spells
3-6(-2) STR>Melee Dam, DX>AC ,CON>Hit Points ,INT>Mage Spell DC+to hit missile ,WIS> Cleric Spell DC+To Hit Melee ,CHA> Saves
7-8(-1)
9-11(+0)
12-14(+1)
15-17(+2)
18 (+3)
In addition there are 2 more stats , Luck(which is a static 9 for all char, it is not rolled) and a mysterious 7th stat which will not be explained but it is a static 12
STANDARD ARRAYS
16,15,14,13,11,8
18,13,11,10 ,8,6
14 x 3, 12x 3
LUCK AND SAVES
For all purpose's Luck is not considered a stat for any rule that has the word stat in it
>Testing Luck
Tests are done by rolling 2D6 and getting Equal or Under your currant Luck ability,if you are successful one is subtracted from your currant Currant Luck score
>Specific Tests
Spell DC> apply all modifiers But net value can be no different
than -2(good) or plus 3(bad)
Damage:win and do max dice damage on one Weapon attack
Crit: auto confirm critical hit(L times Daily)
Parry: win and you are "-'the difference to be hit
Shield Block: Win and shield or quarter Staff takes damage for you
Retain spell: Retain one spell just cast (L times daily)
SPELL BOOKS
All Spellcasters gain a spellbook w/ 4 Cantrips/4 L1 Spells(out of your class list and universal lists plus Int Mod/ EXCEPTION Rangers get Zero Cantrips and 4 L1 Spells
THATS RIGHT!!!! EVERYBODY MEMORIZES!!!!!!
The (NUMBER) in parentheses is the number of time you can cast a given spell, most commonly associated with Cantrips
SPELL PROGRESSION
SPELL LEVEL CANTRIPS FIRST SECOND THIRD
L1} .................C6............... F3
L2 ..................C6 ...............F5
L3 ..................C7 ...............F5 ......S3
L4 ..................C5............... F6 .....S5
L5 ..................C3 ...............F6 ......S6 ..........T3
CLASSES
CLERICS
ALL CLERICS
Medium armor and shield
Spells as listed in subclass
Universal Cleric Spells(cantrips)
Virtue (3) 1 temp HP
Detect Magic (2)
Stabilize(2) Stops subject from dying
Cure D3
HEALER
Aura, Heal D6 to a 20' Radius (+D6 at 3rd and 5th L) L/Daily +1 uses
Cantrips
Virtue (8) one temp HP
Mending(3) mends one small object
Resistance (4) -1 to next save
L1
CLW(2) D8+L
Sanctuary DC +1, Cannot be attacked unless you make an attack.L +2 rounds
Shield of Faith(2) +2 AC 1 hour
D6 HD
PALADIN(Bull of MMMWWW)
Heavy armor
All Weapons
Spells
L1
CLW D8+L
Magic Weapon(2) +1/+1
Bless allies are +1 to Hit
Create Milk(1 gallon) (2)
Divine Favor +2 to hit,,One combat
Obscuring Mist 5' radius dark mist cloud surrounds you
Reactive armor(Instant)+2 AC
L2
Create Milk (1 Gallon) (5)
L3
Commune with MMMWWWW
D8 HD
SEEKER
Cantrips
Detect Magic (5)
Read Magic (5)
Comprehend Languages (3)
L1
CLW
Bless(2) allies +1 to hit
Augry, ask DM yes/no question
Zone Of Truth 90 degree 60' long cone where no lie may be told
D6 HD
INVOKER
At will D8 "Blast " of Holy energy, Melee or Missile
May cast Wizard Summons spells but does not start with one
Cantrips
Light (6) Torch, One hour
Read Magic(3)10 min
L1
Command,One Verb command+1 DC
Doom(2) subject is -2 to hit/dam/ac, one combat
Bane(2) enemy's are -1 to hit
D8 HD
FIGHTERS
ALL FIGHTERS
Light and Medium Armour use
Proficient in all Melee Weapons
ASH BARBARIANS
Missile weapons
+2 hit/double damage First round of combat
BAB(Basic Attack Bonus) +2
D10 HD
Stealth +5
Survival ASH +6
sailor 5
BRIER RANGER
Tracking 4
Stealth 4
Spells(SPECIAL: No Cantrips)
L1
Scent Gain Tracking +4 , one hour/L
Idylic Sleep, sleeps for 8 hours, gains double rest bonus,
Call Animal
Detect Animal or Plant
Spider or Werewolf or Zombie Crush no save, D10 dam,short range
Monkey Fish gain swim 20 foot, climb 10 foot 1 hour/ L
BAB +2
Normal speed in Briers
D8 HD
CHAMPION
Heavy armor & Shield
In melee doing anything other than attacking the Champion always provokes AoO
May grant shield bonus to 2 adjacent allies
BAB+2
KNIGHT POVERTY
Missile Weapons
May only have 3 possessions,none of which can be magic, excluding food and water
+1/L HIT/DAMAGE/AC
+1/ Half L SAVES(round down)
BAB +3
D10 HD
SALT SEA BARBARIAN
Damage Reduction 2(4 vrs Salt Sea)
BAB +2
D10 HD
SWASHBUCKLER
May move freely through enemy squares while wearing no or light armor
BAB +2
D8 HD
when moving at least 1/2 move in a straight Line, may do d4 extra damage, L times/daily
WARRIOR
Heavy armor and shields
+1 Move in Medium Armor
Missile weapons
BAB+3
D10 HD
THIEVES
Climb 6
Stealth 5
Thieving 4
Backstab +2 hit/Double Weapon dice
THUG (fighter/thief)
Medium armor
all Melee weapons
BAB+2
HD D8
Vault Smasher(anti-Wizard spellcasting thief)
Spells
(gets Universal Wizard Spells
Cantrips
Drench(2)
Scoop
Breeze
Mage Hand(4)
Open/close(6)
L1
Deflect
Shield
Greater Detect Magic
Lesser Dispell Magic
Invisibility
Reduced Weight (Perm B)
BAB +1
D6 HD
CUT PURSE (Streetwise pickpocket)
Streetwise 5
Tracking 4
Sign Language 4
Use Magic Divice 4
Scroll 4
BAB +2
D6 HD
GUILD MASTER( Master thief)
All Basic skills=7
BAB+1
D6 HD
WIZARDS
WAR MAGE (melee)
ABILITY
As a full round action, your shadow rips away from you and is a duplicate of you ,including all buffs.This may be done once a day for 10 min a L
Cantrips
Thunder Kick (4) after you miss with a melee attck, roll again w/the same bonus , Unmod .D4 dam.
Guidance (4) (Swift) +1 on D20 Roll
Resistance(2) -1 to next save
Virtue(2) one temp. HP
L1
Thunder Kick, DC +3 ,fail trips enemy
Poison Weapon personal, 3 rounds, +D3 to Weapon Attack
Magic Weapon(See Paladin)
Snakes Swiftness Grant extra weapon attack to ally
Deflect (Instant) +2 AC, One attack
Line In The Sand(Instant) Extra AoO
Saved Fortune link
Damage Type, Choose 2 of the following damage Types(each must be memorized separatly) all your Melee damage is of this type, One Combat, Fire, Cold, Thunder, Holy, Lightning
Peace Bond Fixes Weapon to enemys body, Save DC +2
L2
Time Step link
BAB+2
D8 HD
HEDGE WIZARD
ABILITY
You may trade a First L spell for 6 cantrips
Light Armor Pro.
Cantrips
Open/Close(4) one unlocked Object
Mage Hand(6) 5Lbs 8" Range, duration= Concentration
Acid Orb (4) +4 To Hit , D4 damage
Mending (4) See above
resistance See Above
Ghost Sounds(3) ghastly Howl is heard
Power Word Swear(Instant) (link)
Omen Casting (2)(Free) If target made last round a save vrs your spell, the next spell you cast is at +1 DC
L1
Protection From Cantrips
Cantrip Volley, you may cast 4 different Cantrips that are a standard action as a standard action
Idylic Sleep(see Brier Ranger)
Clandestine Conversation, you and one ally per L may talk secretly for L+1 rounds
Bungle (2) Target is -5 to hit next round, short range
Magnetic Ray (link)
D6 HD
APPRENTICE OF XUR(Invoker)(Your Spellboolk is tattoos on your body)
Ability
Once a day You may rip one of your tattoos off and cast the spell as a full round action, it will grow back in 48 hours
Cantrips
Ray of Frost(5) D3 damage,cold,short range
Shocking Grasp (4) D6 damage in melee, free action
Jolt (5) D3 lightning damage short range
Hex(3) save negates, victim is -1 to hit for d3 rounds
Soften (2) (Link)
L1
Scream
Magic Missile
Lesser Magic Spike (Instant) (+2 )
L2
Power Word Harm As Magic Missile but casting time becomes Free
D8 HD
APPRENTISE OF THE DARK LICHE(summoner)
ABILITY
You may cast spells through your summoned creatures and your summons last L plus 1 round longer
Cantrips
Animate Tool(4)
L1
Adhesive spital
Grease
L1 Summons
Ruffian
Devilthorn Fox
Elvish Hand Servant
Sigiled Star Fish
Lesser Deadbridge Shaman
D8 HD
MMWWW ACOLYTE
ABILITY
You may cast CLW spontaneously,you may learn higher L cure spells but memorize them normally
Cantrips
Signal(4)
Timer (3)
Guardian Mote(2)
Virtue (4)
Guidance (4)
L1
Lesser Dispell Magic
Mage Gift
Magic Missile
Shield
Snakes Swiftness
Magic Weapon
D6 HD
GREAT UNIVERSITY ARCHIVIST
ABILITY
You may take spells from any list in these rules
Pro. with Dagger and quarter staff
D4 HD
UNIVERSAL WIZARD SPELLS
Cantrips
Detect Magic(3)
Mage Hand(3)
Open/Close(3)
Disrupt Undead
Disrupt Lycanthrope
L1
Mage Armor>Plus 4 Ac for 1 hour/L
Choke
Practice Fire Ball (link)
L2
Power Word Practice Fireball(Instant) Otherwise as Practice...
Exhilaration (link)
Preserve (link)
Dispel Magic
Greater Choke
WEAPONS
Light
Dagger +2 Hit D3, may be thrown
Main Gauche +1 to hit, D3 +1 AC vrs Melee Weapons
Poinard +1 to hit(+3 vrs predominately metal armor) D3
Hand axe D4,may be thrown
Short Sword +1 to hit D4
Medium
Battle Axe D6, +3 to confirm criticals
Broad Sword 2D3
Long Sword D6 crits on 19-20
Mace D6, does 1 point on a miss
Military Pick D4, crits on 18-20 for extra D6 damage
Morning Star D6, ignores shields
Two Handed
Great Axe D6+1 Dam, +4 to confirm critical
Great Sword D8
Heavy Pick D6 crits on 18-29 for extra D6
Quarter Staff D4 Damage , -2 AC
Polearm D6 Damage, reach
Two Handed
Short Bow D4
Long Bow D6
Crossbow D8/every other round
Boomerang D4, returns
ARMOR
Light
(Move 6')
Rose Brier Heal as CLW 1/day, +2 AC
Devilthorn Fox Skin +1 AC, 1 DR
Firework Padded Shirt 2 DR
Medium
(Move 5)
Maggot Hide (looks like spiked mouths) 25% chance of doing d3 dam to Melee attackers, +3 AC
Mithril-Leaf Scale +1 AC, 2 DR
Owl Feather toga Ultra light (move 6) +3 AC
Soul-sucking Ring Mail +1 DC +2 AC, 1 DR
Sapphire Breastplate -1 saves vrs Magic +1 AC,1 DR
Heavy
(Move 4)
Clockwork Plate+1 AC, 3 DR
Rust Monster Hide 25% chance of Sundering enemy weapon(d4) +4 AC
Slagwurm Hide +5 AC
Iron Wood Plate 25% Fortification(+4 AC
ACTIONS AND MANEUVERS
A round is broken up into 2 parts, A Standard action and a Move action
Move actions
Move base speed
Retreve or pass item
Standard Action
Cast Spell
Missille attack
Melee Attack
use Item
PRESTIGE CLASSES
Once you hit 6th level all L based abilities freeze at 5th and you enter a Prestge Class ,you must complete all 5 levels of your new class. PRE,= Prerequisite for class
PARAGON(PRE= None)
L6-10 +1 Stat per L
DRAGON BLOOD(PRE= none)
L6 +1 AC
L7 +1 stat
L8 HD of original Class
L9 +1 AC
L10 (as L8)
SWORD MASTER(PRE= Non-Spell caster)
L6 +1 to hit
L7 +1 to hit with Swords
L8 +1 AC
L9 +1 Stat
L10 +1 to hit w/ Swords
ARCHMAGE(PRE= Wizard)
L6 gain one L2 spell
L7 add one ECL for all casting puposes
L8 -1 DC
L9 Add one ECL
L10 -1 DC
BLOODCASTER( PRE= Any Spell caster)
L6 gain one L2 Spell
L7 -1 DC
L8 Gain one L3 Spell
L9 Spontaneous Casting of any one spell you know
L10 Gain 2 4th L spells
BATTLEMAGE(PRE= Non spell caster)
(choose one Spell casting class to gain from)
L6 gain 2 First L spells ECL=1
L7 gain 4 Cantrip slotts
L8 Gain +1 stat
L9 Gain 2 L1 Spells
L10 gain 2 level 2 spells