A player can choose to have their character spend coins carousing, as a religious tithe, or some
other expense with no mechanical effect but for roleplay. If a player spends their treasure in
this way, 75% of the spent treasure is awarded as experience points towards the player's next
character (due to death or retirement).
When rolling hit points as part of leveling up, if the hit points gained would be less than
1, a character gains 1 hit point instead.
Low level play is notoriously deadly. To help increase longevity, players do not roll hit points
at 1st-level. Instead, characters begin with the maximum allowed by their class' HD.
If a character's ability modifiers combine for a total of less than +0, the player may opt to reroll. All prior ability score rolls are deleted and a totally new set of values are rolled.
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Antonio J. Manzanedo |
Combat
Critical Hits
A roll of a natural 20 for an attack is an automatic hit. Fighters (and only
fighters) who roll a 20 on an attack roll deal maximum weapon damage. This applies to both PC
and NPC fighters. This maximum damage is in addition to any weapon-specific critical effects.
A critical hit with a weapon which has the Blunt property stuns the defender for 1d4
rounds.
A critical hit with a Torch causes the defender to light on fire (assuming the creature
is capable of combustion). At the start of its turn, the defender takes 1d4 damage. Putting
the fire out takes a round.
Disarming Attacks
A character can attempt to disarm an opponent. An attack roll to disarm does no damage.
Instead, the defender must save versus petrification
or lose the weapon being held. Recovering a weapon takes a round.
Reckless Attacks*
Before making an attack, a player can roll with a -2 penalty and add the same number to the
attack's damage. Martial characters (those with a D8 hit die, aka Barbarians, Dwarves,
Fighters, Knights, Paladins, and Rangers) can choose to modify their attacks/damage by either
2 or 4.
Shields Shall Splinter
A character using a shield may choose to take the full force of an attack on their shield,
destroying it but reducing the damage to 0. Fighters can choose to destroy a
shield in this way after damage has been rolled for an attack. All other characters must do so before damage is rolled.
Slow Weapons
Weapons with the slow property act in initiative order without penalty. This, in conjunction
with the updated weapons table, should help justify two-handed weapons.
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Frank Frazetta |
Death & Dying
0 HP and Dying
When a character is reduced to 0 hit points, they must
save versus death or die. If a character succeeds, they are considered unconscious. Further attacks on a character below 0 hit points force the character to make another
save versus death for each successful attack.
An unconscious character can be revived immediately by magical healing or with a healing potion. An unconscious character that is not revived through magical means regains consciousness when they recover the standard 1d3 hit points from completing a rest.
Healing the Dying*
If a character receives healing while
dying, they return to consciousness with hit points equal to the amount healed. Dying is a
harrowing experience. A character saved from the brink of death suffers a -3 penalty to all
d20 rolls for 1d3 days. If a character that has been saved from death's door and is still subject to the -3 penalty is reduced to 0 hit points again, they are dead.
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Matt Ray |
Miscellaneous
Carrying Capacity
A character's baseline carrying capacity is 1600 coins + 300 coins x Strength modifier.
- Eg.
A character with 16 (+2) Strength could carry 2200 coins without issue, while a character
with a 7 (-1) Strength can only carry 1300 coins effectively.
Command Undead
Instead of turning undead, clerics of a Chaotic alignment command them. Undead that
would be Turned are instead under the cleric's control for 1 turn per cleric level. Undead
which would have been destroyed are instead controlled for 1 day per level of the cleric.
Secret Doors
Investigating a room/hallway gives a 1 in 6 chance to discover secret doors (2 in 6
for elves). A full search of a room (1 turn per 40 feet of walls per person searching) WILL
reveal a secret door.
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Svetlin Velinov |
Weapon Specialization & Training
New characters begin their careers with training in a limited number of armaments (see the
Weapon Proficiency rules p.23). Many adventurers specialize in a particular type of weapon
during their early years. However, as an adventurer gains experience and treasure, they may
wish to learn how to use new weapons more effectively. Weapon training has the following
rules:
Basic Weapon Training
Learning how to use a new weapon takes both time and money. Gaining proficiency in a weapon
costs 200gp and requires 2d6 days of dedicated training with that weapon.
Training in a Non-Class Weapon
A character may learn how to use a weapon outside of their listed class weapons at three
times the normal rate (600gp). The character gains basic proficiency after
1d3+1 weeks of dedicated training.
Specializing in a Weapon
Becoming a specialist in a weapon is a long and difficult task. A character may only
specialize in weapons available to their class. In order to specialize in a weapon, a
character must first find a weapon master who trains others in that weapon’s fighting
style. A character must convince the weapon master to train them. Training under a master
takes 2d3 months. Costs vary between weapon masters, but such training generally
costs upwards of 1,500gp.
Special Weapon Techniques
Some weapon masters also have knowledge of rare, ancient techniques unique to a specific
school, style or weapon type. They may be willing to teach worth students, but will often
require payment, send the potential student on a quest to prove their worth, or some other
prerequisite for training.
- Example: Swordmaster Gerhard can train a martial character the double
slash technique: while using a sword, if a 1 is rolled for damage, the player may reroll the
die, but must lower the damage die by 1 step (8 ▶ 6 ▶ 4).
.jpg) |
Zhihui Su |
Weapons & Damage
Weapon Damage
Torches use a d4 for damage rolls.
One-handed weapons use a d6 for damage rolls.
Two-handed weapons use a d8 for damage rolls.
Special Weapon Effects
Weapons have special bonuses based on their weapon class. The following additional rules apply:
- Monsters with HD greater than that of the attacker are not affected by a weapon's special effect.
- Player characters, humanoids, and NPCs with class levels (regardless of HD) are always affected by a weapon's special effect.
- Weapon effects do not apply to attacks made against undead, or creatures that can only be harmed by magical attacks.
- The referee may make exceptions to any of these rules on a case to case basis (eg. damaging a skeleton's chainmail armor with an axe).
Axes (battle axe, hand axe)
On a damage roll 6 or greater, the target must
save vs death or suffer a -1 AC penalty until they have their armor repaired by a blacksmith or using an armor repair kit.
Blunt Weapons (club, mace, maul, warhammer)
On a damage roll 6 or greater, the target must save vs paralysis or be knocked unconscious for 1d4 turns. Creatures without a head are unaffected.
Piercing (arrow, bolt, dagger, seax knife, javelin, short sword, spear)
On a damage roll 6 or greater, the target must
save vs death or suffer a -1 penalty to attack rolls until they complete a night's rest or are able to bandage the wound.
Weapons with reach can attack a creature from up to 10' away, making them ideal for use in a second rank.
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