[Version 0.4]
[Last Updated on 11-24-2001]
Disclaimer:
This is not an all-inclusive list of
rules, but it is some of the ones that I could think of now that I wanted to change. As
the game goes on and decisions are made then they will be added to this document, so that
everyone knows how certain situations will be run.
Not all rules
will be known to the player. Some things you just have to find out through playing. Just
like in real life sometimes we are not sure how things will come out before we try them.
Character
Creation:
See Character Creation Basics Handout for
info. It is stored in the PC notebook.
Abilities:
Starting PCs will start at 3rd
Level.
When rolling HPs consider the 1st Level to be maximum and all levels
after that are unprotected.
Races:
I have added the Half-Ogre as a P.C.
Race. See me for full details on the race and available classes.
Halflings have Low Light Vision as per the Elves.
Classes:
Prestige
Classes:
Skills:
On skill checks
you can have a negative modifier.
To make arrows for the approprate bow type is the same DC check as it takes to make the
bow.
Feats:
Change the
Combat Reflexes to a +1 Attack Bonus.
Added two new feats: Favored Enemy Strike [General] and Favored Enemy Critical Strike
[General] for the Ranger Class.
Equipment:
There is a Standard Adventurers Pack
available for purchase. This has all the basic equipment any starting adventurer will need
for one price.
Masterwork items are are their base times (X) their plus to a maximum of +5. Example: A +5
Masterwork Halberd is 300 Base X the plus +5=1,500 +10 for the cost of the weapon for a
grand total of 1,510.
Great Helmet: Adds a +1 Armor Bonus and costs 15 g.p.
Alchemists Lab has 50 uses before having to be replenished. Cost 350 g.p to
replenish.
Combat:
There is no rule of Attacks of Opportunity,
other than what we already use at this time.
Adventuring:
Training Costs
are 100 g.p. per level. Example to go to 5th Level=500 g.p.
Magic:
Spells:
Miscellaneous:
|