Post by Cel on Jul 1, 2004 8:49:39 GMT -5
Rules:
1. Every 5 Ranks in Tumble give +1 Dodge bonus to AC
2. When you have more then 1 attack per round, every next attack heppens with a -2 to initiative.
Expample: CharA who has a BAB of +6/+1 is fighting Goblin. CharA's init is 17, and goblin's init is 16. CharA does a full attack, he acts on his init 17 (1 attack), goblin's turn, CharA's 2nd attack.
3. You will heal your 1/2 HD + con per Level every 8 hour rest. (Level 6 Fighter with 14 con will heal 42 hp)
4. On a ressurection, you will lose 100xp per Level.
5. Ability bonuses from Items stack to the maximum of 12 in the same ability.
6. The range you can throw a thrown weapon, such as a dagger, throwing axe, knife, shuriken, etc. is (10 ft + 5xStr Modifier) to a maximum of 50 ft. For example: If you have 20 str, you can throw a dagger 35 ft.
7. The spell Harm works like in 3e. Drains your target to 1d4 HP.
8. The spell Heal works like in 3e too. Heals you to max HP, retores lost abilities, removes all disease and poison, blindness and deafness.
9. Haste, works like in 3e too (+4 AC, extra partial action, an extra attack per round with highest AB, 50% faster movement, you can jump 50% farther then normal)When on items, such as boots of speed, it is permenant. (untill you take the item off)
10. Keen weapons stack with Improved Critical feat.
11. (See rule 2) When fighting when 2 weapons, you may choose to attack 1 by 1, or both togather which wont give you a -2 init on 2nd attack
12. Massive Damage is no longer 50. It's 200 instead.
13. Helmets add 1 AC
Character Creation:
1. You get 40 point buy.
2. You may select any non-magical gear, nothing masterwork. No gold, no gems, nothing else that has any value.
3. Special Races. PM me with that.
4. Normal Characters start from level 4. Special races, PM me.
5. You may not play a character of Good alignment.
6. Max out HP till level 3, roll level 4.
1. Every 5 Ranks in Tumble give +1 Dodge bonus to AC
2. When you have more then 1 attack per round, every next attack heppens with a -2 to initiative.
Expample: CharA who has a BAB of +6/+1 is fighting Goblin. CharA's init is 17, and goblin's init is 16. CharA does a full attack, he acts on his init 17 (1 attack), goblin's turn, CharA's 2nd attack.
3. You will heal your 1/2 HD + con per Level every 8 hour rest. (Level 6 Fighter with 14 con will heal 42 hp)
4. On a ressurection, you will lose 100xp per Level.
5. Ability bonuses from Items stack to the maximum of 12 in the same ability.
6. The range you can throw a thrown weapon, such as a dagger, throwing axe, knife, shuriken, etc. is (10 ft + 5xStr Modifier) to a maximum of 50 ft. For example: If you have 20 str, you can throw a dagger 35 ft.
7. The spell Harm works like in 3e. Drains your target to 1d4 HP.
8. The spell Heal works like in 3e too. Heals you to max HP, retores lost abilities, removes all disease and poison, blindness and deafness.
9. Haste, works like in 3e too (+4 AC, extra partial action, an extra attack per round with highest AB, 50% faster movement, you can jump 50% farther then normal)When on items, such as boots of speed, it is permenant. (untill you take the item off)
10. Keen weapons stack with Improved Critical feat.
11. (See rule 2) When fighting when 2 weapons, you may choose to attack 1 by 1, or both togather which wont give you a -2 init on 2nd attack
12. Massive Damage is no longer 50. It's 200 instead.
13. Helmets add 1 AC
Character Creation:
1. You get 40 point buy.
2. You may select any non-magical gear, nothing masterwork. No gold, no gems, nothing else that has any value.
3. Special Races. PM me with that.
4. Normal Characters start from level 4. Special races, PM me.
5. You may not play a character of Good alignment.
6. Max out HP till level 3, roll level 4.