Prob gave too many options for character creation for complete newbies, or it would of been okay if I had printed out a nice list for each class rather than having to pass around the print out. Also was going to do the race as class thing , but everyone kinda choose a race and class while I was distracted explaining something to someone, so I went with it.
Stats are strength, dexterity , Savvy (a mash up of intelligence, willpower and charisma), awareness, 4d6 drop lowest assign as you go. Roll under stats for saving throws as well as general checks. Modified by level difference in the case of active attack (someone trying to control your mind rather than you trying to keep your balance on a roof top), skills as Neo Classical Geek revival (not that I've brought them in yet, newbie players already juggling too much.), your class also counts as a skill, so if you claim some subject exposure as part of your class training you get +2 to the roll.
Stat checks modifers:
default situation = no modifer
default situation + one additional thing not going your way (you are climbing a wall, but its slippery) =-2 on the stat
Default situation +2 additional things going wrong (same wall +slippery and your getting shot at) =-4
Default situation +3 additional things going wrong (same wall+slippery+under fire+covered in bees)=-8
etc
Sometimes a whole bunch depends on a stat check. Like trying to talk someone into that you are actually a weresnail and need all that salt and a catapult for reasons. In this case, the bare minimum is that they give you want you wanted. But other factors after the roll include if they are truly convinced , are they going to go about trying to get additional aid for you, are they in awe of you snailness, did you do this talking quickly and efficient or did you have to waffle about with diagrams? DOes he suspect you could be telling the truth about the snail curse, but lying about your intentions?
This is quick thing for that. In any situation where it seems more trouble than its worth don't use it.
If so you succeed the roll by 10 you can pick / decide like 3 things about it that describe how well it went
by 9-5 is 2 things 4-1 one thing, and rolling right on the stat means you get the bare minimum for success. Examples of additional success adjectives are
?? Boldly
?? Carefully
?? Cleverly
?? Forcefully
?? Helpfully
?? Impressively
?? Precisely
?? Thoroughly
?? Quickly
?? Quietly
(this is from www,onesevendesign.com/wildlings/wildings.pdf and is worth a look)
Dex adds to armour class if taking defensive action and armour class when unarmoured (if a positive modifier)
and to hit rolls in melee
Strength adds to damage where brute force is helpful and allows you to carry one additional heavy object per point of modifer
?Savvy adds attack rolls with directed spells, and initiative and the background roll to determine skills
Constitution adds to starting hit points (which are 5) and then adds to the growing mighty roll at each level up
Unconscious at zero hitpoints and roll on the "oh noes" table
Spells are recover with half hours rest and refreshment. Same with hitpoints unless you below zero. Then you need props healing.
Background table:
1d8+savvy modifer
0 or lower ONE TRACK MIND you get no other skills other than your class
1-2 INATTENTIVE one skill
3-4 RUN OF THE MILL two skills
5-6 BRIGHT SPARK you have 3 skills
7-8 DEFT HAND you have 4 skills
9-10 GIFTED you have 5 skills
11-12 SAVANT you have 6 skills
(this was added because the modifier from savvy was not doing much for non-spell casters and I was undecided if? I wanted? it used for initiative rolls . In the end I did, but yeah. I'll bring in this table when the players starting thinking more about their characters past, like if they are trying to build a rude shelter, I will ask, "so your character spend sometime learned wood skills, who taught them to them?" etc.
GROWING MIGHTY:
Roll a 1d8, add your con score, and +1 if you are a fighter
1 and below: no hitpoint bonus for you
2-4: no hitpoint bonus but +1 next time you have to roll. Make a note of that. Stacks if you roll this again
5-8:+1 hit points
9-10: +2 hit points11+: + 3 hit points
OH NOES:
Once in negative hit points roll a 1d6 and the amount of hitpoints you are? below zero. Every round make a con check. If you fail you lose one hit point.? If you succeed 2 in a roll , you have stabilized and will wake up in a couple of minutes
1. Bruised: you will at -1 to all rolls until you have had a couple of days decent rest
2.Battered:as above but -2
3:Savaged:you are bleeding to death! you lose one hit point per round unless some one binds your wounds with a successful savvy roll
4:Mauled:You will have crazy scars on your face and stuff. You will be fatigued for a month from your wounds
5:Mangled:Unless treated with magic (and a successful savvy roll, one roll a month) one random limb wouldn't work as good as it should.50/50 chance of either -1str or -1 dex
6:Maimed : you? lose a finger or an ear or a toe if not due to the original injury , then from infections or blood loss. You fumble on a 1 or 2 now.
7:Hewn. Yeah one limb is totally not on anymore. One less leg means you move way slower, one less arm means no shield or double weapons style for you.
8:Hemorrhaging: you are now losing 2 hit points per round and will not stabilize without outside treatement.
9+Slain. You is dead yo.
???? .
Other condtions :
Prone: lying one the ground is prone. You cannot move in this round and attack. You must use your move action to get up. If you get hit while trying to get up, roll a dex check to prevent yourself from falling down again. People are +2 to hit you with melee weapons but -2 with ranged.
Fatigued: fatigued is hella tired yo. You can't move more than a brisk walk, and must roll any physical stat check twice and choose the worse result.
Bigger than/smaller than/heaps bigger than/heaps smaller than: If you are bigger than someone you get +1 to damage them, but they get +1 a.c if they have a dex modifer to their armour class.
If you are heaps bigger than someone you get +4 to damage but they get +4 armour class if they have a dexterity? modifier to their armour class.
Crows are smaller than people. Lizard folk are NOT bigger than people for this purpose. A horse is bigger than a person for this. A cat is heaps smaller than a person. A elephant is heaps bigger? than a person .?
FIGHTER
The Fighter is a bad-ass warrior who's good at surviving when the chips are down.
inherent: Steely-eyed
You?re good at hitting things. Every roll you make to hit something gets a +1 added to it.
TALENTS : (pick 3, 2 has to be from the list below, the other can be from any class list)
Defender:
you are really good with shields .
When you use a shield it grants +1 Armour Class, and also can take 1 hit more than a shield of its type (2 hits for a light shield, 3 for a heavy shield) before disintegrating.
Brutish Improvisation:
You can pick people up and throw them or use them as a weapon.
If you successfully grapple someone you can use them as a? club or hurl them as a weapon. People clubs do 1d6 damage to both the club and the clubee. Same as if you throw them. You need atleast +2 on your strength modifier to use someone the size of a person as a club
Impending Doom:
You know how to be relentless with a blunt weapon, raining thunderous blow after thunderous blow.
If you roll minimum damage with a blunt weapon, the target is stunned in addition preventing them from attack this round and next.
Fiendish Slice:
You? know how to exploit tiny gaps in your foes defence, quickly slicing them and causing horrible bleeding ones.
If you are using an edged weapon and roll minimum damage, they start to bleed , taking 1 hit point of damage per round until they spend an action stemming the flow.
Organ Harvest:
You where to stab to really cause some damage. You cruel bastard you.
When using a piercing weapon and you roll maximum damage, roll the damage dice again and add it to the damage. If you roll maximum again, do this again.
Sharpshooter:
You are a crack shot with a bow or other ranged weapon if you have the time to line up your target and focus.
Any delayed attack you attempt to make with a Ranged weapon gets a +2 added to the attack roll if it's not interrupted by the Attack Turn. Outside of combat, as long as you aim for at least a minute at something that you can see, you will always hit it. You can initiate combat this way.
Armour Of Scars :
Getting beat up as often as you do has its advantages. You're tougher than most, and can take more punishment because of it. You start off with seven hit points instead of the usual five. Plus you've usually got some old war stories and a don't-mess-with-me countenance that gives you a +2 on any Savvy check when trying to talk someone out of violence.
Weapon of Choice:
You've become adeptly familiar with a specific weapon of your choice, and you use it as a natural extension of your body. As long as you are wielding it rolling a 19 counts as a critical hit as well as a 20. If for whatever reason you take up a new weapon, a week of training will switch your Weapon of Choice to that one.
Net of Steel.:
Being surrounded just makes you fight that much harder.
Can attack twice if outnumbered.
Rage:
As a focus action, or as a free action after taking a wound, unleash your rage. You become immune to mind control, horror, or fear. You do +1 damage on all attacks, and are at +1 to hit. You ignore the first point of damage inflicted by any attack. When the rage is over, you lose 2 wounds to exhaustion and strain. You stay enraged as long as there is need, and you can fly into rage as often as you want. While enraged you cannot use any talent requiring clear thinking, analysis, patience, articulate speech, or teamwork
Improv Everywhere:
You are really good at finding crazy ways to make the environment or circumstances work for you.
By making a Focused attack, you can attack an opponent in an unexpected way (usually by describing something cool with the environment), doing an extra point of damage as well as some extra sort of Cool Effect if you successfully hit (knocking them down, making them feel foolish, carving your initial, etc). (not e everyone can try crazy stuff, but it normally requires a stat check to work. If you have this ability any stat checks you make are at +2, or you can forgo the stat check with a focused action.
Reckless Attack:
You may throw caution to the wind and get right in opponents face , punishing them for being dumb and stuff, and not caring that you get beat up in return.
Do an additional +1 Wound at the cost of 1 Wound to yourself. You can inflict as many extra Wounds in this way as your con? modifier.? The damage done by attacking this strenuously cannot be reduced.
Charger:
You're an expert at rushing in to attack, like a great big pooch after a tiny ball, you leap into the fray with terrifying speed.
?You can make both a Move action and an Attack action in the same round, as along as you are moving towards something you are attacking.
Heft:
You've got a little bit more oomph than everyone else.
?You can carry one more Heavy weapon or armour than your Strength bonus would allow.
Exploit Weakness:
Practice in fighting means you have a trained eye for an Achilles? Heel. Every couple of fights you can carefully observe that a monster or an opponent has a weakness, and if you are able to successfully Focus on it, subsequent attacks you make against it get a +2 bonus to hit and do an extra point of damage.
WITCH:
You are someone you has learned secrets and bargained with spirits to gain mystic leverage of the world. You know many practical skills as well such as herbalism and grave digging.
SPells. You get the spells given to you by your PACT. You can cast 1+savvy spells (minimum of one, before feeling drained. A half hours rest and light refreshment will allow you to cast spells again. UNlike Mages you do not have zero level spells because of reasons.
Inherent:
Tongues:
You can speak to everything . Animals, elements, plants etc. This takes a savvy check to understand if it?s particularly alien to your frame of reference. Also pick one Pact.
TALENTS: (pick 2, one from the list below and one from any class list)
Read thoughts:
If you make a successful awareness check you can get a snatch of someones surface most thoughts.? This requires concentration and you cannot do anything more demanding than light conversation.
Herbalism:
If you have access to your herbs or an environment that you are familiar with the plants there-in, you can make a healing poultice (heals 4 wounds over a minute), a sleeping potion (con save or fall into a deep sleep), poisons (stat checks or take damage to that stat equal to the amount you failed or other things. Might require an awareness check or a savvy check.
Converse With the Dead:
If you are in a haunted place, or have an object with powerful meaning for the departed, you may attempt to contact the spirit as a focus action. You mentally go to a misty in-between place, shaped by the one you are contacting, and you may meet there for a brief conversation. You cannot hurt one another. You may only attempt to contact the dead once per week per ghost, though the dead can contact you up to once a day
Familiar:
You have a companion that is an small animal or mystic creature. If you concentrate and are in a environment free of distractions you can communicate telepathically with it and see through its eyes. It is intelligent and can talk a number of languages.
Pacts: you can cast any spells your pacts grant you a number of times = 1+ your savvy modifier. After that you may not cast anymore spells until you have a half hours rest and some light refreshment.
HEALTH: to keep this pact you must aid any creature that asks for you help unless it?s tried to hurt you that day. If you break this pact, you cannot cast spells or use its ability from it until you spend a month devoting yourself to the sick. If you break this pact again you must spend 2 months tending to the sick, and your con is reduced by 2. If you break this pact a 3rd time you may never use this pact again.
Death Cheat:
This involves basic first aid and hiding the soul from the attentions of the reaper. By laying your hands on someone who is down to 1 hit points or less, which could be yourself, you bring them back up to 2 hit points in a quick ritual ( about 30 seconds) and involves weird singing or muttering and funny candles.
In addition you can cast these spells as a focus action. You can cast?? Detect Poison, Purify Food and Water, Cure light Wounds, Disrupt Undead, Death Watch, Sleep.
?FIRE:
You have made a pact with the spirits of heath and bonfire, candle and torch. To maintain this pact , if you put a fire out before it?s time? (ie smothering it or pouring water on it, instead of letting it consume its fuel and fade out) you must burn something you value within the week.
Breaking this pact means you cannot use its powers until you keep a fire burning for a month . If you break this pact again you lose 2 points of savvy and must burn everything you own. IF you break it again you can never use its powers again.
Ignite : As a standard action, you can unleash a scorching ball of fire from your outstretched hand. You can target any single foe within thrown range? with this ball of fire (using dex as your modifier). If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two witch levels you possess. You can use this ability a number of times per day equal to 3 + savvy modifier.
As well you can cast: Burning Hands, Daze, Dancing lights, Light, Cause Fear and Endure Elements.
EROS:
You have made a pact with the passions and muses that swim in love and attraction. To maintain this pact you must once every month aid a mission of love. The powers you have bargained with will send a person in need to you and you must aid them in some way. If you fail to do your best on this quest it counts as breaking your pact. You will not be able to use your ability?s of this pact until you successful help complete an even more difficult mission. If you fail this one you lose 2 points of Constition and will be given one last quest. If you fail this you may never use these powers again.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your Witch level are unaffected.
In addition you get access to these spells:
Charm Person, Bless, Command, Remove Fear, Sanctuary , Shield Of Faith, Hypnotism, Disguise Self
ANIMAL:
You have made a pact with the grim powers of the animals. To keep this pact you must not meaninglessly disrupt animal life, and give aid and/or shelter to animals that come to you. If you break this pact , restoring it involves living as an animal for a month. If you break this pact again you lose 2 points of strength and can only restore it by not owning any possessions (including clothing) nor eating cooked food for a year. If you break this again you cannot use this pacts power ever again.
?Granted Powers: You can speak with and befriend animals with ease. You never need to make a check to relate to an animal and they are far more likely to be friendly to you.
The spells you get access to is:
Calm Animals, Cause fear, Remove fear, summon natures ally 1, Long strider, Jump, Detect snares and pits, Detect poison, Magic Fang, Calm animals, Pass Without Trace, Enlarge, Reduce, Cure Light wounds (animals only)
STORM:
The forces manifested in weather have made a bargain with you. You can use some of their powers, but you must not cower before them. You must not buddle up or huddle from the rain. You suffer no discomfort from being out in the rain or snow badly dressed, and can sleep quite comfortable outdoors. Indeed if you voluntary sleep inside or underground this counts as breaking your pact. And do regain your powers you must suffer a potent storm, which you can summon by standing skyclad (this means naked yo) atop a hill and asking for concession of your pact breaking.The storm will last all night and subject you to hail and snow, massive winds and lightning. If you break the pact again you will lose 2 points of constition and to regain your powers you will need to face a even stronger storm. Breaking your pact a 3rd time means never again will be able to use the powers of the Storm pact.
Lightning Arc (: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged? attack using your savvy bonus. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two witch levels you possess. You can use this ability a number of times per day equal to 3 + your Savvy modifier.
Spells:
Unseen Servant, Create Water, Obscuring Mist, Shocking Grasp, Ray of Frost, Fairy Fire, Endure elements
DOOM:
You are sworn to powers of fate and woe, vengeance and grim justice.
To maintain? this pact you will be given a task of justice, mediation or vengeance once a month. By avoiding this duty or treating it frivolously will break the pact.
Breaking this pact means go blind for a week, and then your powers return. Breaking the pact again means you lose your sight permanently but still retain the powers. Breaking the pact a 3rd time means you die.
Doom is a serious pact yo.
Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a ?2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your awareness modifier.
Ray of Enfeeblement, Cause fear, Cause Light Wounds, Doom, Bane, Entropic Shield, Command, Touch of fatigue, Chill Touch,? Disrupt Undead, Curse Water, True Strike
PLANTS:
The myriad ways of the green is you have sworn to. To maintain the pact you must have a 20 metre patch of wildness you maintain. This patch of wildness is home to particularly sensitive and rare plants and needs you to check in on it every couple of days. If you have to travel you will be assigned a selection of seeds and various locations to plant them on your travels. If you break the pact, to atone you will have either have to restore a desolate patch of wildness to health or plant or plant some assigned seeds in even more difficult spots. If you break the pact again you will lose 2 points of con and to atone you do as the previous atonement but encumbered by plants growing out of your back, counting as a very heavy item . if you break the pact again, no plant powers for you and those plants are still growing out of your back.
Thorny Caress : As a free action, your skin can become thorny bark, giving you +2 a.c and inflicting 1d4 damage on anyone grappling you. You can stay like this for 2 minutes per level of witch you possess.
You get access to these spells:
Good Berry, Detect Plants and Animals, Entangle, Shillelagh, Animate Rope, Summons Natures Ally (plants only), Mage Armour, Cure Light Wounds, Cause Light wounds , Endure elements.
MAGE:
You are someone who has studied the ways of magic, learning spells and subjecting your mind and body to strange energys.
inherent: Veil Touch
You see the mystical forces at work, where other users of magic have left their mark, or their spells are in effect or were within the last day or two. Not only that, you can leave your magical mark on any wall or object, visible only to people whom you feel would need to see it.
SPELLS YOU CAN CAST SPELLS:
choose 3 zero level spells and 3 1st levels. You can cast 1+savvy modifer 1st level spells before you feel drained and must rest before you can cast again. Zero level you can cast as much as you like, unless you feel drained then you must make a con check to cast it successfully. Spaming of zero level spells , ie trying to freeze a pool with ray of frost over and over means you have to make con checks as well, or be fatigued.
spells are after the talents, and before the weapons.
Select 2 talents, one has to be from mage list below.
Tome:
You have acquired a magical tome, perhaps found, stolen, or given to you in which hold a great many secrets, spells and lore. By spending a couple of minutes looking things up, you always know a single important fact about any given subject, either given to you by the DM or made up on the spot (per DM approval).
Bagatelle:
By waving your staff, implement, or just your fingers about, you can make one to three small and light inanimate things begin to float about nearby. They will even dance if you hum a tune. If you successfully cast the spell in combat, it increases your armor by one category as if you had a reach weapon until you take damage from a successful attack.
Wand:
You start play with a slender wand of materials matching your personality. This was gifted to the character, or loving crafted through their own research. Any spells requiring an attack roll maybe cast through the wand giving you a +1 to hit
Decipher:
You are really good at decipher weird languages or secret codes. You make an awareness check to get the gist of a written language you don?t understand, or get clues about the nature of secret symbols or codes.
Journal Automaton:
As long as you carry a book with you that is enchanted for this purpose (a process that takes about an hour), it will journal your experience. It will sketch maps, record salient bits of conversation, jot musings, and footnote research.
Counter-Spell:
You swotty swotting of magic has given you insights in how to pull a spell apart as well as make it. When a spell is being cast you can attempt to dismantle it.
. Cast during the defend/protect phase, this spell allows you to intercept any magic cast in your arena or an adjacent arena. Both the one you intercept and you roll 1d12 and add your level to the roll + savvy modifer. On a tie, they cancel each other out. If you get a higher success, the spell is cancelled and the other spellcaster takes 1 wound. If you lose, the spell works and you take 1 wound.
ROGUE
Nimble and full of trickery, the thief is someone who can slip into difficult places and uncover secrets that no one is supposed to know.
inherent: Opportunity Knocks:
?Every now and then fortune smiles on you and pulls your fat out of the fire. Once per game session you get an automatic success on any Dexterity or Savvy test, or on a single attack roll.
In addition pick 3 talents, 2 must be from the list below, the other one from any class list.
Fast Hands:
A successful Cunning check against a same-arena opponent's Awareness allows you to remove and acquire any visible object that they are not actively holding, no matter what the situation is. During combat this is usually noticed, regardless of success.
Back Stab:
?By attacking an opponent that happens to be attacking somebody else this round, you get a +2 to hit them and do an extra two points of damage.
Endless Knives:
You like to always have a cache of sharp things hidden around your person, which you can use above and beyond your main weapon as a secondary Ranged or Light weapon. Any attempts to disarm you will always result in your having at least one small blade somewhere that was missed. These daggers do not count towards your total number of weapon types.
Trapwise:
You are +2 Awareness to notice traps . You can disarm them with a successful Dexterity or Savvy test. You can also create, repair, or activate traps.
Heedless:
Whenever you are surprised by something or someone, including traps,you get to add a +2 on the next die roll you make as long as it happens directly afterwards.
Vanish:
As long as there's a dark place nearby, you can quickly disappear, and anybody attempting to attack you must succeed at an Awareness check vs. your Dexerity first. Once successfully in the shadows, you receive a +2 on your next attack, after which you are once again clearly visible.
Acrobatics.
You can tumble, caper, dive roll and backflip and other assorted feats of agility and grace.
This allows you to cut falling damage in half, rounding down. As well you can get +4 on rolls to avoid impediment or grapples. You may also do all kinds of acrobatic stuff.
Picklocks:???
With your special tool kit of funny shaped pieces of wire and hooks you can unlock most conventional? locks with ease.
When you wanna open something locked, you make a dexterity check, success means its open. This will take a minute, - 5 seconds x the amount you succeeded by.If you fail you may reroll after a minute +( 5xthe amount you failed by)seconds.? If you roll a 20 on your check, this lock completely stumps you and further attempts are futile.
Quick:
You gain +2 initiative, others are +4 difficulty to impede you.
Batshit Climbing:
Anyone can climb, but you can climb like a sticky spider.
You can automatically climb anything that anyone could normally climb without having to roll a strength check, (athough if you want to climb it faster you can make your choice of a strength or dex check) and can climb difficult surfaces (like a brick wall or a sheer cliff) with a successful strength or dex check (your choice of which stat to use). Again you can climb even faster by taking a penalty on your roll.
Impersonation:
You are really good at doing peoples voices, and general mannerisms. With a successfully awareness check you disguise your self as someone else, although this might need access to props such as wigs or face paint if you were trying to do more than pretend to be a gruff towns guard in the dark.
Evasive:
The first attack on you during a round you've spent Moving automatically misses; but you cannot choose the Move action on the following round.
How Convenient?.
Once per game session you can have just the right mundane item on you, that you just happened to ?find? earlier.
PIXIE +2 dex -2 con
Pixies are tiny semi real fairy people. They can choose to experience the world fully by becoming fully real and becoming a fleshy human sized human, (although often on the short and underfeed side) They still have insect wings about an arms length and antenna and pointy ears.
Inherent: You have wings, while these don?t support your weight, they do allow you to glide 3 metres for every 1 you fall (as long as you are not holding a heavy weight). As long as you can glide you will not suffer falling damage.
These do make you vulnerable to fire, you take another 2 points of damage from fire. Also wearing iron or steel (equivalent to medium armour) makes you fatigued
IN addition you can spend any of class talents on any of the below:
Cloud Stepping:
Any surface can support you while you?re running. Water, leaves, crumbling rooftops,falling snowflakes, etc. If you stop running, you fall.
Wild Ways:
You can speak with any animal of the forest (and a few outside the forest), though they may not want to be friends with you. If you do manage to make friends with an animal, it will travel with you and help you out for at least a day, maybe more.
Flicker:
You can summon a floating light source that follows your commands, including being able to shine as brightly as a torch or as dim as a candle. Alternately, you can bind the spirit to a single item to light up the same way, specifying what conditions make it .
Attuned:
You've got a sense of the world around you that seems almost unnatural. You get to increase your starting Awareness bonus by one, and any initiative roll you make is improved by two.
Innate magic:
Pick 2 zero level spells or one first level spell. You can use them /it once. You then need to rest for half an hour to reuse it.
CROW -2 strength, +2 savvy
You are only about two-and-a-half to three feet tall, so it's very easy to get into places that your fellow adventurers cannot. You can fly clumsy , reaching about 4 metres with a successful con check (half that with a failed one). You can glide atleast 10 metres though. This is as long as you?re not carrying anything heavy.
Armour must be especially made for you and prevents you from flying. You cannot carry heavy items and are small which can work in your favour but means you can get pushed around easy. See note on size at the start, you count as small in comparison to humans
In addition you can spend any talents from your class on the below talents
Scavenger:
You can eat pretty much anything. You can retrieve it later if you're willing to get your hands dirty. You always have a Light weapon, even if you've been disarmed, thanks to that sharp beak of yours.
Evasive:
The first attack on you during a round you've spent Moving automatically misses; but you cannot choose the Move action on the following round.
UnderFoot:
You can give up an existing action to automatically succeed at Impeding someone, and doing so trips them up enough that their next roll is made at a -1 (don?t forget to remind the DM).
Aww?.
Every now and then, your normally sinister nature is completely subverted by random acts of adorability. By breaking out some serious puppy dog eyes (not literally), no non-player-character will possibly be able to believe that you've done something bad. Your fellow party members may know better, however.
How Convenient?.
Once per game session you can have just the right mundane item on you, that you just happened to ?find? earlier.
LIZARD FOLK
Lizard folk are big humanoid lizards. There appearance can vary quite a bit, with some having horns or spines and others being lurid colours. Although fierce when provoked , they are more or less a peacefully folk.
: +2 str, -2 savvy
Inherent?Built
You are about 2 metres in height and are stubborn to boot. You bigness will count against sometimes, giving you a -2 to getting the fuck out of the way type rolls. Get 2 extra wound boxs.
Armour must be espially made for you and horses don't trust you. Not one bit. IF you are reduced to half hitpoints by a cold attack or are hit by a cold attack when below half of your hit points you are Slowed , as the spell.
You may spend any talents from your class on the talents below
Carnivore:. Once per day, you can eat at least 4 fist-fulls of fresh raw meat and get 1 wound back, no matter how badly you are hurt.
Tail Lash:. You trained to use your tail to surprise your foe in a fight. If you hit by 5 or more, you can either get a free ?Push? action to whack them out of your immediate area,? or get a free ?Impede? effort to whip their legs out from under them, or do +1 wound.
Scent:
Identify who or what was present, and where they went. Add difficulty for elapsed time, rain, difficult terrain, and so on. Can test Awareness to know one important fact about what happened or the state of those making the tracks. Can be opposed with Savvy.
Aquatic:
You can hold your breath for up to half a hour and are a great swimmer.
Scaley:
Your hide is very strong , even for you kind. You have an additional 2 points of armour class.
MAGE SPELLS: (you get to choose 3 zero level and three 1st level to start with)
???
Abjur
???? Resistance: Subject gains +1 on saving throws.
Conj
???? Acid Splash: Orb deals 1d3 acid damage.
Div
???? Detect Poison: Detects poison in one creature or small object.
???? Detect Magic: Detects spells and magic items within 60 ft.
?Ench
???? Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
???? Dancing Lights: Creates torches or other lights.
???? Flare: Dazzles one creature (?1 on attack rolls).
???? Light: Object shines like a torch.
???? Ray of Frost: Ray deals 1d3 cold damage.
Illus
???? Ghost Sound: Figment sounds.
Necro
???? Disrupt`a Undead: Deals 1d6 damage to one undead.
???? Touch of Fatigue: Touch attack fatigues target.
Trans
???? Mage Hand: 5-pound telekinesis.
???? Mending: Makes minor repairs on an object.
???? Message: Whispered conversation at distance.
???? Open/Close: Opens or closes small or light things.
Univ
???? Prestidigitation: Performs minor tricks.
1ST-LEVEL MAGE
Abjur
???? Alarm: Wards an area for 2 hours/level.
???? Endure Elements: Exist comfortably in hot or cold environments.
???? Hold Portal: Holds door shut.?
???? Shield: Invisible disc gives +4 to AC, blocks magic missiles.
???? Grease: Makes 10-ft. square or one object slippery.
???? Mage Armor: Gives subject +4 armor bonus.
???? Mount: Summons riding horse for 2 hours/level.
???? Obscuring Mist: Fog surrounds you.
???? Summon Monster I: Calls extraplanar creature to fight for you.
???? Unseen Servant: Invisible force obeys your commands.
Div
???? Comprehend Languages: You understand all spoken and written languages.
???? Detect Secret Doors: Reveals hidden doors within 60 ft.
???? Detect Undead: Reveals undead within 60 ft.
???? IdentifyM: Determines properties of magic item.
???? True Strike: +20 on your next attack roll.
Ench
???? Charm Person: Makes one person your friend.
???? Hypnotism: Fascinates 2d4 HD of creatures.
???? Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
???? Burning Hands: 1d4/level fire damage (max 5d4).
???? Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
???? Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
???? Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
???? Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
???? Disguise Self: Changes your appearance.
???? Magic Aura: Alters object?s magic aura.
???? Silent Image: Creates minor illusion of your design.
???? Ventriloquism: Throws voice for 1 min./level.
Necro
???? Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
???? Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
???? Ray ate Rope: Makes a rope move at your command.
???? Enlarge Person: Humanoid creature doubles in size.
???? Erase: Mundane or magical writing vanishes.
???? Expeditious Retreat: Your speed increases by 30 ft.
???? Feather Fall: Objects or creatures fall slowly.
???? Jump: Subject gets bonus on Jump checks.
???? Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size
Witch spells:
These spells are standard actions:
??? Cure Minor Wounds: Cures 1 point of damage.
??? Detect Magic: Detects spells and magic items within 60 ft.
??? Detect Poison: Detects poison in one creature or object.
??? Guidance: +1 on one attack roll, saving throw, or skill check.
??? Inflict Minor Wounds: Touch attack, 1 point of damage.
??? Light: Object shines like a torch.
??? Mending: Makes minor repairs on an object.
??? Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
??? Read Magic: Read scrolls and spellbooks.
??? Resistance: Subject gains +1 on saving throws.
??? Virtue: Subject gains 1 temporary hp.
These spells are focus spells, ie they happen alittle slower
??? Bane: Enemies take ?1 on attack rolls and saves against fear.
??? Bless: Allies gain +1 on attack rolls and saves against fear.
??? Bless Water M: Makes holy water.
??? Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
??? Command: One subject obeys selected command for 1 round.
??? Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
??? Curse Water M: Makes unholy water.
??? Deathwatch: Reveals how near death subjects within 30 ft. are.
??? Doom: One subject takes ?2 on attack rolls, damage rolls, saves, and checks.
??? Endure Elements: Exist comfortably in hot or cold environments.
??? Entropic Shield: Ranged attacks against you have 20% miss chance.
??????? Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
??? Obscuring Mist: Fog surrounds you.
??? Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
??? Sanctuary: Opponents can?t attack you, and you can?t attack.
??? Mystic Sheild: Aura grants +2 or higher deflection bonus.
??? Summon Monster I: Calls extraplanar creature to fight for you.
Pick 4 items from the picture cards.
You have 1d10 silver pieces and 1d20 copper. (10 copper is one silver) to buy anything else you want.
You can start with one weapon of your choice and? an armour of your choice.
You can carry a number of Heavy items = to strength modifier (minimum zero). If you carry more than that, you are staggering around encumbered and can?t really move beyond a brisk walk, and you will fail any stat roll relating to movement or agility.
A very heavy item counts as 2 heavy items .
You can carry like 2 weapons and be okay. After that each weapon start counting as a heavy weapon.
Armours:
Your default armour class is ten + your con modifier. If you are not wearing any armour you can add your dexterity modifier (if positive) to this. If you take the Dodge action as you action in combat you can add your dexterity modifier (if positive) to your? a.c as well
Light armour
This is like leather armour, big thick animal hides, studded vests, a chainmail vest, or thick quilted cloth
It gives +2 a.c
Heavy armour:
This is like breast plates, full length chain, fancy armoured shoulder pads, horned helmets and roman style banded armour
It gives +4 a.c and it counts a heavy item.
Very Heavy Armour
This is full plate armour, massive fancy or brutal steel stuff
It gives +6 a.c and counts as a very heavy item.
Bucklers (a small shield the size of a dinner plate), fancy helmets, Poltroons (excessive shoulder armour), vembraces (arm guards) count as a weapon for encumbrance purposes.
And you can sacrifice them in order to reduce an attack to doing only 1 point of damage. I.e the item is destroyed in the attack and you keep your organs in your body for now.
Shields are about the size of a rubbish lid and are either round or roughly triangle. Or rectangle. Maybe heart shaped? Maybe not. Anyway it will give you +1 to a.c? and can be sacrificed to reduced an attack to one wound. It also counts as weapon for encumbrance purposes and means you can?t use a ranged or very Heavy weapon (those requiring 2 free hands)
Heavy Shields count as a heavy item , give you +2 a.c and can if sacrificed to reduce an attack to one point of damage it becomes damaged but not destroyed. Using it again for this will destroy it however. Heavy shields are those big square things roman soldiers had.
Weapons!
Weapons have all kinds of different things going for them.
The most basic one is the damage type.
It will either be slashing, piercing, or blunt.
Some weapons will have the choice of being something or something, like a sabre that can be used for slashing or piercing.? Some will do both kinds of damage at the same time, like a mattock (a great big war pick) which does piercing and blunt at the same time.
Most of the time this does not matter but occasionally you will fight things that are harder to hurt with some attacks than others. Skeletons for example? are resistant to piercing weapons, having no organs to skewer .
?Light weapons give you +2 if you are using them in Tight circumstances such as a grapple or a chimney. Light weapons only count for encumbrance purposes if you have like 30 of them.
Reach weapons are long and shit. You get +1 to your a.c when using one because you can keep your enemy at bay. If an enemy is really close to you however or you are in tight environment they are useless. Unless you can think of something cunning to do with them They also give you a +2 bonus in .hazardous environments, where footing is difficult or visibility is limited.
Ranged weapons attack earlier than melee ones and can attack people at a distance. You get +2 to attack in a open environment.
Throwable weapons are weapons that can be reliably thrown. You can of course throw anything , however results maybe haphazard. When thrown weapons count as ranged
Heavy weapons count as a heavy item. They give a +2 in a cluttered enviroment
Very Heavy weapons count as very heavy item. They give a +2 in a cluttered enviroment
Batshit weapons are weapons that are completely batshit to use.? And real hard to see coming. Your opponent cannot get any bonuses to a.c via dex against you in this combat? unless they successfully make an awareness check. You fumble with a batshit weapon on a roll of 1,2,3 instead of just on a 1.
Snare weapons are good for disarming people. If you roll minimum damage with them, the opponent must make a strength check or be disarmed.
Dagger 1d2
Piercing or slashing, throwable, light
Short sword 1d4
Slashing, light
Sword 1d6
Piercing or Slashing
Broad sword 1d6
Slashin, heavy
Claymore 1d8
S,heavy
Hatchet 1d4
Throwable slashing
Hand axe 1d6
slashing
Battle axe 1d8
S , heavy
Huge Axe 1d10
S,very heavy
Mace 1d4
blunt
Flail 1d8
Heavy, blunt, Reach
3 section staff 1d6
Reach, Batshit, Blunt,
Urumi 1d6
Reach (can be used one handed though), batshit, slashing
Katar: 1d4
Light, slashing or piercing
Tetsubo: 1d10
Very heavy, blunt
Short spear 1d4
Piercing, throwable
Long spear 1d6
Piercing, throwable, Reach
Iklwa 1d6
Piercing or slashing
Naginata 1d10
Heavy, reach, Slashing
Pollaxe 1d10
Heavy, Slashing and/or Blunt
Rope Dart 1d2
Piercing? or slashing, batshit, reach, throwable
Meteor Hammer 1d6
Blunt, reach, batshit, throwable
Kusari-gama 1d2
Blunt or slashing and/or piercing, reach or light
Sickle 1d2
Slashing and piercing, snare,light
Scythe 1d6
Heavy, batshit, slashing
Morning Star 1d4
Blunt and piercing
Club 1d2
Blunt
Knuckle duster 1
Blunt, light
Sai 1d2
Piercing, light, snare
Chakram 1d2
Throwable, slashing, light
Hand crossbow 1d2
Ranged, piercing,
Crossbow 1d6
Ranged, piercing, slow to reload
Shortbow 1d4
Ranged, piercing
Heavy Crossbow 1d8
Ranged, piercing, slow to reload
Long bow 1d6
Ranged ,Piercing
Source: http://monstermanualsewnfrompants.blogspot.com/2012/07/this-is-home-brew-system-im-running.html
heisman finalists heisman finalists kepler 22 b kepler 22 b st nicholas st nicholas mindy mccready
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