Necessary basic rules I’ve had to make in order to run the game: this section will be updated as needed…
Lifting, Pushing, Carrying, and Encumberance: A medium sized character (biped) can lift up to 10 x their Strength stat over their head, and they can carry or push up to half of that weight in equipment and such before becoming encumbered. An Encumbered character has -1 to hit and damage/ -1 AC/ -10 feet of movement, and must make a Fortitude save for every hour of continuous activity. The DC for the Fortitude Save is 8+1 per previous check; failure means the creature is Fatigued. Dwarves are never encumbered by the weight of their equipment or armor. Characters may combine their carrying/ pushing weight to move large objects as long as everyone can get a good hold on the object. A Halfling sized creature multiplies STR stat by 5, and large creatures multiply by 15; huge creatures multiply by 25.
Example: medium sized creature with STR of 16 can lift 160# over its head and may carry or push up to 80# without encumbrance. If the creature were Halfling sized then they can lift 80# and carry 40# without encumbrance.
A characters top running speed is =STRx10 (medium size); STRx8 for small characters
Acceleration per round = normal land speed/ round. Medium= 30ft/rd, small and dwarf= 20ft unless modified by armor.
Maximum Running Time( in minutes)
Maximum Running Time( in minutes)
STAM x 7.5
Sprinting speed is = their current top running speed x 1.8, and their acceleration to top speed is (in game terms) nearly instant. The character can maintain this speed for 1 round and then they must succeed at a Fortitude save DC= 10, +1 for each sprint they've attempted within the last 24hrs.
The three entries above are
now covered by information I the CCD (pgs 5-13) and the lifting and carrying
rules are the only ones that are mandatory.
Skills:
I’ve
been letting the characters roll ‘ability’ or ‘skill’ checks for any skill
covered by their profession or 0-lvl skill set using the following formula:
action die + relevant stat bonus + misc.
when applicable. Where misc. =
situational modifiers etc. This house
rule only applies to situations that aren’t explicitly laid out all ready in
the Core Rules. Thieves for example can
make checks for things like ‘Appraise’ or ‘Tumbling’ or anything else that thieves
would get to do but isn’t covered by another skill check. Likewise wizards and clerics may use their
Intelligence score modifier on a wide variety of topics and knowledge
appropriate to their training and history, etc.
Climbing: (STR or AGIL)
Character
uses strength or agility score bonus or penalty depending on the type of
climbing being done: sheer surfaces (STR), natural rock wall or tree
(AGIL). A climber without ropes or a
climb speed may climb 5ft per round.
Ropes or other climbing gear will double this speed to 10ft per round.
Thieves double these speeds.
Jump (STR):
A creature rolls a jump check verses a DC= 1
per foot of jumping distance. A running
start grants a +1 bonus per 15ft of running speed; must have reasonable room to
run at the speed desired.
Spot (INT):
Assuming
good lighting and a large enough room or enclosure the maximum indoor spotting
range at ground level is equal to the lowest luck score in the group x 5ft. Otherwise all indoor spotting distances
covered and modified by lighting as well as environment. Maximum outdoor spotting range is set by the
following table re-printed (with permission) from Chapter 4 of Critters,
Creatures, & Denizens:
Table 4-11:
Spotting distance in miles to the horizon by creature size and observing altitude;
assuming perfect viewing conditions.*
|
||||||||||
Creature
Size and Height
|
Ground
Level
|
5
feet
|
10
feet
|
15
feet
|
20
feet
|
30
feet
|
40
feet
|
50
feet
|
75
feet
|
100
feet
|
Tiny (1.5ft)
|
1.49
|
3.11
|
4.14
|
4.96
|
5.66
|
6.85
|
7.86
|
8.76
|
10.67
|
12.29
|
Small (3ft)
|
2.11
|
3.45
|
4.4
|
5.18
|
5.85
|
7.01
|
8.0
|
8.88
|
10.77
|
12.38
|
Medium (5ft)
|
2.73
|
3.86
|
4.73
|
5.46
|
6.1
|
7.22
|
8.18
|
9.05
|
10.91
|
12.5
|
Large (10ft)
|
3.86
|
4.73
|
5.46
|
6.1
|
6.68
|
7.72
|
8.63
|
9.45
|
11.25
|
12.8
|
Huge (15ft)
|
4.73
|
5.46
|
6.1
|
6.68
|
7.22
|
8.18
|
9.05
|
9.84
|
11.57
|
10.08
|
Gargantuan (20ft)
|
5.46
|
6.1
|
6.68
|
7.22
|
7.72
|
8.63
|
9.45
|
10.21
|
11.89
|
13.36
|
Colossal (30ft)
|
6.68
|
7.22
|
7.72
|
8.18
|
8.63
|
9.45
|
10.21
|
10.91
|
12.5
|
13.91
|
*1 Mile = 1.609 Kilometers, & 1 foot = 0.305 meters.
Search (INT):
Searching a room thoroughly takes 1 turn (10
minutes) per 400sq.ft.; so a 50ft, by 50ft room takes 62.5 minutes (2500sq.ft.
/400sq.ft.=6.25turns) to search thoroughly.
Team searching:
Since
the calculation assumes only one person is searching, the total search time in
minutes can be divided by the number of characters who are successful with
their searches… minimum of 5 minutes.
Searching for traps:
Each
search roll covers 40ft of standard 10ft wide dungeon tunnel or corridor, and
takes the same time. The total amount of
time for searching is also subject to team searching rule, but all participants
must be thieves.
Table top movement:
1 hex = 5ft; all distances
are measured center to center.
About the Hex Grid:
See CCD pgs 5-7
Ø Covers number of critters in a hex, and other details.
Flanking:
If
you can get behind an opponent that is other wise distracted, or when attacking
from ambush; then your attack gets +1 to hit and damage. See Diagram 1-6 and information on CCD p. 7
Fatigue:
When
a PC is fatigued, they suffer -10ft movement and cannot run, sprint or charge &
have a -1 penalty to AC and on all actions until they can get a nights rest.
Exhaustion:
Double
the penalties for fatigue and the PC must rest for a full day. If character’s movement is reduced to 0ft
they are unable to continue and collapse to the ground. They’re conscious, but they must succeed at a
DC10 willpower save to either move or attack in any given round and they can
only crawl at 5ft/round.
Shields shall be Splintered rule: Modified from the post found here - http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html
Any
creature with a shield may opt to avoid lethal melee damage by sacrificing
their shield. A normal weapon may not
shatter a magical shield, except as a function of the Mighty Deeds of Arms
(MdoA) system. A warrior or Dwarf must
score an MdoA value = shields magic AC rating, and the weapon is destroyed as
well. Magic shields may sacrifice a “+1”
worth of their magic AC rating whenever the owner chooses, until they are
rendered normal, after that they are vulnerable to normal weapons again &
have one more use.
***
Diagnosing skill
Here’s
what I came up with for how a healer &/or cleric with the healing ‘skill’
functions:
- Diagnose: Healer may approach any willing recipient that is wounded, roll 1d20 +level+ INT bonus to assess their state of health.
- If step 1 succeeds, then they can accomplish any of the following: set a broken bone, stop a bleeding wound, apply a potion or antidote, deduce the proper course for treating a disease, or heal 1hp.
- Knowledge check: Allows character to “wild-craft” for medicinal plants and apply the basic alchemy skills to prepare medicines & antidotes. Roll 1d20+level+luck bonus to find the herbs, and a regular healing check to “craft” the medicine.
Tending
to the needs of the sick and injured allows everyone to heal at 2x the normal
rate when camping
***
Elves: are
in all of my game environments patterned after Tolkin's ideas, and are immortal
unless slain. In game terms they are as
presented in the PH except for the changes listed here. All of the Elven Sub-types exist on or in the
World of Aereth, but not all of the Elven Sub-types are available for
Players. Players may choose Sylven (most
Common: 0-55%), or Roll randomly: Grey Elf (56-75%), High Elf (76-90%), Averiel
(winged Elf: 90-95%), N-G Drow (95-100%)
·
All starting
equipment is purchased with the same “starting-gold” everyone else gets and at
the book prices, but the equipment is considered masterwork quality and may
(15% chance) be an "elven racial" magic item: Elvin Boots, Cloaks,
etc. Without the extra expense. Ropes,
Armor and Weapons have the same chance, but all are never better than +1 at PC
generation. All equipment that is
"enchanted" costs thrice the listed book price for the mundane
version of the item in question for non-elves, but for elven PC's, there is no
need to set costs and might be free if the need is great enough (rated by
potential harm/benefit to the Elvin people).
Said equipment doesn't count against the "average Gp by level"
tables.
·
They may buy
potions from Elven merchants at 2/3 the book price.
·
Due to their
longevity, they gain +1 skill point for every 500 years of age.
·
Due to their
longevity, they gain +1 to their base attack for every 1000 years of age with
their racially preferred weapons, usually mentioned in the race descriptions in
the PH.
·
Age range is as
follows: Child/ Young adult/ Adult
750-1499 years/ Middle Age 1500 - 2499
years / Old Age 2500 - 4999 years / Venerable Age 5000 - 9999years / Maximum
Age 10000+10d100years.
However,
after about 2000 years most Elves “retire” from the mortal realm and go “across
the sea.” They can still communicate
with the material world and are not technically dead… just board and too
powerful to wander the world looking for something new. The “going across the sea” line is a
euphemism to cover for their knowledge of The Dreaming, which is where they go
after they shed their mortal flesh. They
permanently enter into the Dreaming and enter the service of their Goddess
Ireth directly. From there they may
choose to be reincarnated, but many go on to become the Saints and Minor
Deities of the Elven Pantheon.
Elf
Communities are Democratic and deeply socialistic in character. In the post “fall of the Isle of Lirae” world
of Áereth, the unity commonly seen between different Forest Communities of Elves
is absent. When the Island sank into the
sea 3100 years before game starts, it took with it most of the elven nobility
and many of the finest artisans, but with them went the delicate web-work of
treaties and alliances that had put an end to the inter-community strife that
we now see. The general world view of
Elves is that everything is done for the greater good of the World, then their
Elven Community, then the Elven Race, then everything else: in that order. Anyone choosing to play an Elf must keep in
mind that the fall of the Isle of Lirae is something that happened to their
grandparent’s generation, so the fall of the Isle is still in the realm of
current events and is still deeply affecting the psychology of the Elven Race.
Added
to this is the fact that the Isle fell as the result of the failures of the
last great coalition of the Races (Elves, Dwarves, Gnomes, Humans, and the
Irethia) and you can see why Elves or any of the other races are not all that
friendly towards one another at the moment.
However, within each Elven Community, most everything an Elf needs can
be harvested or made in short order by the individual with the specific need or
by someone they know. This means that in
an Elvin community common goods are very cheap; if not completely free, and
barter is common even in the royal courts.
For Elves, any services like healing or research may be acquired at low
or no cost, and material spell components are sold / bartered at cost within their
communities. In many dealings between
Elves, the exchange of information and stories has far greater value than gold
and gems. This aspect of Elven
psychology is why Gnomes frequently exasperate them, and is at the center of
why Elves find Dwarves to be funny.
Sadly, this latter factoid (in addition to the Mountain Dwarven habit of
preserving Ancestral Souls in relics) is also why interactions between the two
races are, as often as not, dispassionate and even hostile. When you are nearly
immortal, the things you fear most are slavery, and boredom. So Elves are prone to wandering the lands,
unless they are focused on learning or studying something that requires them to
stay in one place. It is quite normal
for Elves to "disappear" from daily community interactions for a
decade or more before anyone they know might notice their absence and go
looking for them. Especially with so
much Elven History and artifacts lost in the wilderness…
An
Elf is polite in the extreme when dealing with his or her own kind and
especially with kin; due to their longevity they have an exaggeratedly
ritualistic approach to civil behavior. (very Japanese in style) You cannot
afford to offend someone that you will need to live and/or work with for
thousands of years, especially now that feuds between Communities are a
possibility.
* * *
Dwarves: are
split into two types; Mountain and Hill Dwarf.
Both have a fear of water and an inability to float (-4 on swim checks
in addition to the penalty from armor) so they can't swim well even when they
are naked...
·
Due to their
longevity, they gain +1 to their base attack with racial weapons for every 100
years of age.
All
Dwarves are long-lived, but not immortal.
The oldest dwarves rarely leave their Clan Halls and have been known to
live for as many as 1000 years. Mountain
Dwarves do have a means of extending this to near immortality, by having their
memories and consciousnesses preserved within special relics. This is only done for the greatest and wisest
of the elders, crafters, and heroes.
Hill Dwarves can live to 1000 years, but the "exposed" and
"rugged" life they lead means that many don't usually see more than
about 750 to 800 years. Hill Dwarves
find the preservation relics of their kin to be a horrid practice. It is thought that this is one of the major
points of contention for the two scions of Daenthar’s Children. Hill Dwarves believe that everything “Proper”
and/or wholesome has its time and then fades away. In the World of Áereth Hill Dwarves and
Mountain Dwarves have an additional reason to hate each other… After the fall
of the Isle of Lirae the Mountain Dwarves began to steal wives from the Hill
Dwarves and keep Hill dwarves as slaves.
Several Clans on both sides have gone rogue rather than adhere to either
practice.
In
terms of equipment: everything that a Dwarf needs to live and work within the
Clan Society is provided to him or her by their clan free of charge in exchange
for obedience to the will of the Clan Elders.
Any respectable Dwarf is expected to make as much of his or her own
equipment as they can. The
"pay" they receive from their chosen profession is kept on account in
the Clan Ledgers and is really only needed if a Dwarf wishes to make a
particularly expensive item, or if they are traveling in non-Dwarven
lands. The net result is that any Dwarf
PC may begin with masterwork weapons and armor appropriate for their class,
provided that they continue to maintain obedience to the will of their Clan
Elders and can be reasonably determined to be working in the Clan's best
interests.
·
All edged weapons
as well as armor plates/scales (etc.) are made of Laminated Steel: which gives
armor +1 AC over book listing; weapon damage (slashing only) and the weapon's
critical range are increased by +1.
·
Dwarf Steel has
hardness 14 / 35hp per inch of thickness and triples the price of any item (for
non-dwarves).
·
Mountain Dwarves
(other than Skaalds & Runskaaldern) get 2x standard starting gold;
Merchants get 4x.
Mountain Dwarves are the standard, grim and stalwart version put forward in Tolkin's and
other’s works. They are gruff, cynical,
suspicious, and difficult to like; but are truly loyal to anyone they have come
to trust. This can easily take a decade
or more of observation on the part of the Dwarf. Positive social reactions of Dwarves (all
types) are most easily attained by anyone who shows skill or interest in
crafting of some type, or by a demonstrated track record of Lawful behavior.
·
Their Darkvision
is 120ft. Additionally:
·
Mountain Dwarves
have their alignment restricted to Lawful.
·
All Mountain
Dwarves are devout worshipers of Daenthar Stonehammer in the world of
Áereth. Mountain Dwarves that wish to be
clerics are required to choose one of his three aspects: "the
Miner", "the Smith", or "the Defender". This defines the spheres the priest will have
access to, but the Stone Hammer is the only tool sacred to all three
aspects. Mountain Dwarves that choose to
venerate any other deity are given a chance to repent, leave, or die! In exactly that order.
·
A Mountain Dwarf may
not choose any arcane class if they wish to remain in good standing with their
Clan (or any other) and the benefits that come with being part of that
clan-structure, unless it is within context of one of the following
“sub-classes”. Additionally,
Mountain Dwarves don't make for especially powerful arcane casters. This is due to the fact that all Dwarves are
naturally resistant to magic.
·
All arcane
classes suffer from a natural -1 penalty to casting check that stacks with any
relevant armor penalty, encumbrance modifier, or other modifiers.
·
If an Arcane
Class is chosen then there is a 60% chance they are a Rune Mage (racially known
as Runskaalder) which, while it is a Wizard Class, is viewed as a religious
calling by Dwarven Society. All
Runskaaldern are wards of the church because the knowledge of, and the ability
to use, Rune Magic is a gift from Daenthar’s Blacksmith aspect. Runskaaldern are still part of Dwarven
society, though a very distant and feared part of society that is respected as
a powerful Guildcraft. Runeskaaldern are
always employed to engrave various Runes as wards and traps along the borders
of every Clan’s holdings.
·
There are many
(relatively speaking) ”Mad Dwarven Hermits” who have renownced Clan and Hall
which live on or in the mountains of the wilderness or at the fringes of
non-Dwarven societies where they may practice their Spellcraft as mercenaries,
adventurers, etc.
The
only types of Rogues that are tolerated in Mountain Dwarven society are:
·
"Lock
Smiths": a L rogue class that specializes in building and bypassing
locks. This is a useful profession to
the clan, but the class is highly regulated within Mountain Dwarf Lands.
·
"Trap
Engineers": Get their training in the Dwarven military. They are rarely allowed to leave service
permanently, but extended training leave has been granted often enough for it
to become a popular way to "see the world" for a while before
settling down to military service or a "quiet life" helping to
maintain the Clan Hold's defenses. Most
Clans support a few dozen specialists in this field (independent of the
military) in order to see to each Clans personal security. There is also a large body of written lore on
this subject, so Trap Engineers may take the skills Knowledge (trap engineering,
& dungineering) as a class skills.
Hill Dwarves: have different racial abilities:
·
Gain Keen Senses:
+2 spot, listen
·
Hill Dwarves have
the alignment restriction of Neutral.
Hill
Dwarves are are naturally resistant to magic.
·
All arcane
classes suffer from a natural -1penalty to casting checks that stacks with any
relevant armor penalty, encumbrance modifier, or misc. penalties.
·
All Hill Dwarves
gain the Survival (type) skill as a class skill with a +1 bonus for free at 1st
level.
Hill
Dwarves are not restricted in the worship of any Gods... Daenthar Stonehammer
has a special alter in most homes, but a Hill Dwarf is as likely to enter into
service of one of the various Nature Deities, and even on rare occasions with
Elemental Powers as he or she is to worship Daenthar Stonehammer. Hill Dwarves have moved further down the
Philosophical Road than their under-mountain kin and are comfortable with any
Dwarf worshiping any non-evil Deity of their choice. This is the third and most unforgivable wedge
between Hill and Mountain Dwarves.
Hill
Dwarves are much more Democratic than their Authoritarian kin. They have a noted fondness for growing things
and natural surroundings and even get along well with Elves, but they will
always burrow into the highest available natural land feature, or use augmented
natural caves and tunnels within protected river gorges or canyons, etc.
regardless of the terrain environment to make their homes. A great many of their land holdings are
actually in the very same mountains as their kin, the Hill Dwarves simply chose
to live a less restrictive lifestyle on top of the mountain as well, rather
than in a permanently subterranean method because they still sing the slave
songs of their ancestors who fled the Khonsurian Empire thousands of years ago.
In
more mountainous lands the Hill Dwarves are known for their swift Cavalry units
of Mountain Goats or Cave Bears, but in other climates they have equally feared
cavalry units of appropriate types.
Wolves and War Hounds are not uncommon, but Boar and the occasional use
of Giant Hawks, Hippogriffs, or Griffons as a "support wing" for
large engagements are rare, but not unheard of.
Hill
Dwarven society is structured much like their mountain kin with respect to the
duty to ones Clan, but where the Mountain Dwarves have a King, the Hill Dwarves
have the Grand Council that meets when needed and is composed of one Senior
Elder and the Chief from each Clan.
There are variations in custom and legal trends at both a local and
Regional level and as disputes are common, diplomacy is a valued skill.
All
Hill Dwarven clans will come to the aid of a neighboring clan so long as no
feud exists between them, but rarely will 4 or more clans unite under one
banner in any given five century interval.
The Council of Elders at the heart of each clan has equal rank with
their counterparts in another clan and will enforce their own laws; visiting
Hill Dwarves are expected to adhere to these laws and customs.
The
relations between Mountain and Hill Dwarven clans is negotiable, Mountain Dwarf
Clans have been known to enslave and manipulate their kin for any reasons you
can imagine. There have been uncounted
numbers of Clan wars between the various factions. Many of these wars can last for a decade or
more before being settled.
* * *
Half-orcs: Half-orcs
are not uncommon in Human lands, especially along the Northeastern borders They are strong and make excellent laborers
and troops, but their Orc heritage makes them unpredictable and dangerous. While Nature saw fit to make orcs violent,
she at least made them durable, and Half-orcs have inherited this trait.
Move: 40ft
Hit points: 1d10
Weapon Training: Battle-axe,
Blackjack, Club, Crossbow, Dagger, Dart, Flail, Garrote, Hand-axe, Long Sword,
Mace, Pole-arm, Short Bow, Short Sword, Sling, Spear, Staff, Two-handed Sword,
and War-hammer. Half-orcs may use any
armor they can scrape together. They
can use shields and can make shield bash attacks like any other warior, but
they haven’t the Dwarven prowess with this style of attack.
Alignment: Chaotic
Attack Modifier: Unlike other
warriors, Half-orcs do not have access to the Mighty deeds die and variable
attack rolls. Half-orcs have a natural
physical prowess and other abilities that make them inherently mighty and they
therefore have a fixed attack bonus progression.
MDoA: No
Critical Hits: Like other warriors,
Half-orcs have a better chance of causing critical damage due to their natural
ferocity and savagery in combat. They
will threaten critical hits on a greater range on their action die and they use
more aggressive critical tables.
Luck: A Half-orc’s Luck modifier
applies to their number of hit points at each level.
Action Die: Half-orcs have inherited
the orc’s tendency towards brutish and stupid, as such they are indifferent
students of… well, anything and they are slow to learn and apply new
ideas. This is reflected in many ways,
but also in their action die progression.
Special Class Abilities:
Rage –
Half-orcs have inherited the blood lust and short temper of their Orc parent. The character my burn 1 point of Personality
or Intelligence score to enter into a profoundly violent rage that lasts for
1d4 rounds, +1 round per level of the Half-orc.
During this violent apoplexy the Half-orc is incapable of recognizing
friend from foe without succeeding at a DC12 Willpower save. They can burn more
than one point, this just increases the number of d4’s used in calculating the
duration of the rampage. For example, if
the Half-orc burned 4 points of INT the rage lasts for 4d4 rounds, +1 round per
level of the Half-orc. They cannot use a
shield, nor gain any benefits from tactics or follow the orders of others and
are as likely to attack the cleric as sit still for any lay on hands attempt. NOTE: Character
loses the ability to use armor if their INT score falls below 5, and they
forget how to use a shield and can’t attack with anything other than a club or
fists if their INT score falls below 4.
If their INT score falls below 3 they lose the ability to communicate or
experience much beyond raw emotions. No
score can be burned down to 0.
Rage Die –
During the Half-orc’s rage they may roll this die along with those for their
weapon’s damage as well as on any strength checks made for throwing, climbing
or lifting, jumping, etc.
Armor Bonus
– Half-orcs gain a natural armor bonus that does not stack with any armor they
are wearing, but they gain full benefits from their agility and shields under
normal circumstances.
Size –
Half-orcs retain the medium size of their Human parent, but they count as one
size larger for lifting and running.
Vitality –
Half orcs heal at twice the normal rate, and gain +1 point per die of healing
applied to them from magical or natural sources. Half-orcs roll normally for all ability scores other than STAMINA. For this trait the half-orc character rolls 4d5 and takes what they can get. The Storyteller may choose to ignore this part and keep this maximum of 18, or they can allow a score of 19 to have a bonus of '+4'; a score of 20 = a bonus of '+5'.
Mutations –
Some 0-lvl Half-orcs start off with a mutation, but most don’t gain their first
mutation until 3rd level, then they gain another at 6th
& 9th levels. There is a
30% chance that they will mutate at 8th level and a 60% chance of
mutation at 10th level. These
percentages are modified by the character’s Luck bonus or penalty in increments
of 10%; i.e. a -3 luck penalty
increases the percentage chance of mutation by 30%. When a mutation is indicated, roll 1d30
modified by luck and consult Mutation Table 2-1 on page 21 of the CCD. Orcs are already prone to violent rages, so
they don’t worry about Mutation
Instability. It is up to the
Storyteller as to whether or not the Half-orc inflicts Death Throes upon their
surroundings at termination. Half-orcs are also subject to a -2 penalty on
saves versus polymorph and other such effects.
Class Level Progression Table
Level
|
Attack
bonus
|
Crit
Die & table
|
Threat
Range
|
Action
Dice
|
Rage
Die
|
Ref
|
Fort
|
Will
|
Armor
Bonus
|
Mutation
|
0
|
+0
|
1d7/ I
|
20
|
1d20
|
+d3
|
+0
|
+1
|
-1
|
+1
|
Possibly
|
1
|
+1
|
1d14/II
|
20
|
1d20
|
+d3
|
+1
|
+2
|
-1
|
+1
|
N
|
2
|
+1
|
1d16/II
|
20
|
1d20
|
+d4
|
+1
|
+2
|
-1
|
+2
|
N
|
3
|
+2
|
1d20/II
|
20
|
1d20
|
+d5
|
+2
|
+3
|
+0
|
+2
|
Y
|
4
|
+3
|
1d20/III
|
19+
|
1d20
|
+d6
|
+2
|
+3
|
+0
|
+3
|
N
|
5
|
+3
|
1d24/III
|
19+
|
1d20+1d12
|
+d7
|
+3
|
+4
|
+0
|
+3
|
N
|
6
|
+4
|
1d24/IV
|
19+
|
1d20+1d12
|
+d8
|
+3
|
+4
|
+1
|
+4
|
Y
|
7
|
+5
|
2d12/IV
|
19+
|
1d20+1d14
|
+d10
|
+4
|
+5
|
+1
|
+4
|
N
|
8
|
+5
|
2d14/V
|
18+
|
1d20+1d14
|
+d12
|
+4
|
+5
|
+1
|
+5
|
30% Y
|
9
|
+6
|
2d16/V
|
18+
|
1d20+1d16
|
+d14
|
+5
|
+6
|
+2
|
+5
|
Y
|
10
|
+7
|
2d20/M
|
18+
|
1d20+1d16+1d12
|
+d16
|
+5
|
+6
|
+2
|
+6
|
60% Y
|
No comments:
Post a Comment