Académique Documents
Professionnel Documents
Culture Documents
Layout Contribution by
Christopher Cortright
Edited by
Cat Stark
Artwork/Pictures by
Various (Public Domain & Royalty Free)
& Wikimedia Commons
Published by
DC Enterprises and Pick Up & Go Games
Playtesters
Heather Ashcraft, Robb Bowers, Timothy Siefken, Lonnie Harris, Mike Chowanski, Matthew Hyke,
Athena Marshel Kathleen Scagliati, Rickey Grant, Tom Tracey, Bill Stechman
Character Creation Level, Hit Dice, Ability Scores, Skill Rank and any other
stats are half of the Wizard’s (round down). A familiar has
no Class Levels and thus none of the special qualities that
ABILITY SCORES come with being any character class. They are considered to
There are three Abilities: Strength (STR), Dexterity (DEX) be a magical creature once bound to a master.
and Mind (MIND). Roll 4d6 (reroll 1s) total the three Share Spells: Any spell the Wizard casts targeting
highest dice from that roll, repeat this five times. Assign the themselves may also target the familiar at the same time but
three highest scores to your attributes in any order. Ability the familiar must be within 5’ of its master.
Modifier (aka bonus) equals (SCORE-10)/2, round down. Deliver Touch Spell: A Wizard may cast a touch
spell, touch their familiar, and then order the familiar to
Races (Bonuses are applied to the Ability Score, not the deliver the touch spell to a target. The familiar then makes a
modifier) magic attack vs. the target's AC.
Humans get +1 to any two different Ability Scores Empathic Link: The familiar and master share an
Elves get +2 MIND empathic link which they use to communicate only general
Dwarves get +2 STR emotional content between one another.
Halflings get +2 DEX Symbiotic Bond: Both Wizard and familiar gain +1
Gnomes get +1 to DEX, +1 to MIND to any one skill check while bound to one another.
Half-orcs get +4 to STR, -2 to MIND
Half-elves get +1 to any one Ability Score, and +1 Racial
Bonus to any two Skills
Neutral, "Undecided"
A neutral character does what seems to be a good idea. He
doesn’t feel strongly one way or the other when it comes to
good vs. evil or law vs. chaos.
Players choose one other skill as their cross-class skill, Spell Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
except Bards. Wiz/Clr/Drd 1 1 3 5 7 9 11 13 15 17
Sorcerer 1 1 4 6 8 10 12 14 16 18
Class Skill rank = your class level; Cross-class skill rank =
½ your level (rounded down). All other skill are rank 0, but st
Communication, Physical and Survival skill checks may be Spell Points at 1 equal eight + MIND modifier.
made untrained. Skill roll = d20+skill rank + whatever stat st
bonus is most applicable to the use+situation modifiers For Wizards start knowing five 0-level spells and three 1 level
example, Climbing would use d20 + Physical ranks + STR spells. More spells can be gleaned from spellbooks or
bonus. Dodging a falling rock is d20 + Physical ranks + teachers which is a Knowledge check, DC 15 + the spell'sst
DEX bonus. Finding a trap is d20 + Subterfuge ranks + level. Sorcerers start with four level-0 spells and two 1
MIND bonus. Disabling a trap is d20 + Subterfuge ranks + level spells, they gain 2 spells every level. Casting a spell of
DEX bonus. DCs (Difficulty Class): 0=Very Easy, 5=Easy, any kind costs Spell Points (SP). The Spell Point cost equals
10=Average, 15=Tough, 20=Challenging, 25=Formidable, (spell's level x2) + 1:
30=Heroic, 40=Near Impossible
Spell Level 0 1 2 3 4 5 6 7 8 9
Saving Throws Spell Points 1 3 5 7 9 11 13 15 17 19
Fortitude Saves equal d20+Physical ranks + STR modifier.
Reflex Saves equal d20+Physical ranks + DEX modifier. Choose spells that suit the character. Wizards may select
Will Saves equal d20+MIND modifier + your level. one ‘signature’ spell per spell level that they prefer to use
over any other. This choice cannot be changed, but does not
Skill Use Examples have to made upon gaining access to said spell level. These
Here are the skills from the SRD (System Recourse spells are easier to cast due to familiarity, costing 1 less SP
Documents) and their Crypts & Creatures equivalents: to use (minimum 0). All spells cast by Sorcerers are
STR bonus+ Physical: Balance, Climb, Intimidate, Jump signature spells. The Difficulty Class (DC) for resisting all
(long), Swim, Tumble, Use Rope spells is 10 + Caster's Level + Caster's MIND bonus.
STR bonus + Subterfuge: Escape Artist, Intimidate
STR bonus + Communication: Handle Animal (sometimes) Wizards, Clerics and Druids must prepare their spells. They
can only cast the spells that they have prepared. They can
DEX bonus + Physical: Climb, Jump (high), Use Rope prepare a number of spells equal to their Wiz/Clr/Drd Level
DEX bonus + Subterfuge: Disable Device, Escape Artist, + (MIND bonus x2). Sorcerers start with some spells and
Move Silently, Open Locks, Slight of Hand gain 2 per level. Spell preparation takes 1 hour and requires
DEX bonus + Knowledge: Craft (sometimes) 8 hours of rest. Sorcerers (including Bards) can cast any of
DEX bonus + Survival: Survival (Hunting) the spells they know without preparation, but all casters
require 8 hours of rest (not necessarily sleep) to regain Spell
MIND bonus + Subterfuge: Disable Device, Disguise, Points.
Intimidate (sometimes), Listen, Search, Spot
MIND bonus + Knowledge: Decipher Script, Heal, Meta-Magic
Knowledge checks, Craft (sometimes) Here are three ways for spell casters to add a little more
MIND bonus + Communication: Appraise, Bluff, Decipher variety to their repertoire. Each modifies a spell in a given
way, and each doubles the casting time of the spell (most weapons OR one light weapon and one one-handed weapon
spells become full round actions instead of standard actions, and attack with both in one round if they take a -2 penalty
for example). Also, each requires an additional expenditure (no penalty for Rangers) on both attack rolls. Rapiers count
of spell points, added to the standard cost of the spell at the as light weapons, but you cannot wield two rapiers at the
time it is cast. Casters must be at least 5 th level (10th for same time.
Bards) to engage in meta-magic castings.
Extending makes a spell last twice as long as it normally Some magic creatures have the supernatural ability to
would. An Extended spell costs an additional two Spell instantly heal damage from weapons or ignore blows
Points. altogether as though they were invulnerable. The numerical
Empowering makes a spell do 50% more damage than it part of a creature's damage reduction (or DR) is the amount
normally would. An Empowered spell costs an additional of damage the creature ignores from normal attacks.
four Spell Points. Usually, a certain type of weapon can overcome this
Widening makes a spell’s area of effect twice as big as it reduction (magic, good/evil, cold iron, etc). This
would normally be. A Widened spell costs an additional six information is separated from the damage reduction number
Spell Points. by a slash. For example, DR 5/magic means that a creature
takes five less points of damage from all weapons that are
Combat not magic. If a dash follows the slash, then the damage
reduction is effective against any attack that does not ignore
damage reduction. DR from multiple sources does not stack,
Hit Points at 1st level equal 6 + STR bonus. If your HP (Hit even if they are different sources.
Points) reach 0 you will become unconscious and near
death. Further damage counts into negative numbers. Upon Actions/Rounds
reaching your negative STR score, you die. One round is six seconds of combat. One round has passed
Roll d20 + DEX bonus for initiative order. There are no when all combatants have performed one standard/attack
Attacks of Opportunity (SRD). action and one movement action or two movement actions.
Melee attack bonus = STR bonus + ½ Level (rounded up) Casting a spell, attacking, class abilities and using some
Ranged attack bonus = DEX bonus + ½ Level (rounded up) skills are standard actions. Moving 30 feet (20 for Dwarves,
Magic attack bonus = MIND bonus + ½ Level (rounded up) Halflings and Gnomes), complex maneuvers, retrieving a
Add all attack bonuses to d20 rolls. If the roll is equal to or stored item, drawing a weapon and some skills are
higher than your opponent's Armor Class (AC), it’s a hit. movement actions, see your GM. If you do not take a
Natural 20 (showing 20 on the die) is automatically a movement action, you may take a 5' step as a free action.
critical hit, dealing double damage (roll damage + STR
bonus x2). Extra damage (example: Rogue Sneak damage) Other Hazards
over and above a weapon’s normal damage is not multiplied Falling: 1d6 damage per 10', half damage on d20 + Physical
when you score a critical hit. Natural 1 always misses. + DEX bonus save, DC equals depth fallen in feet.
When spells and abilities augment a creature's Attributes, Spikes: add + 1 to falling damage per 10' fallen, max +10.
plus or minus, their derived scores (HP, SP, Spell save DCs, Poison: d20 + Physical + STR bonus save to avoid or for
etc) also go up and down respectively per level. Example: half effect, depending on poison. Effect varies with poison
your STR increases from 14 to 18, you instantly gain type.
2HP/level, since your STR bonus also increased. Extreme Heat & Cold: If not wearing suitable protection,
d20 + Physical + STR bonus, once every ten minutes (DC
Fighters, Barbarians, Rogues, Rangers and Monks may use 15, + 1 per previous check), taking 1d6 cold damage on
DEX bonus + ½ Level as Melee Attack bonus instead if each failed save.
wielding light weapons. They can also wield two light
Experience Points and Level Advancement
Experience Points (XP) equal the Hit Dice (HD) of defeated monsters, or the given EL (Encounter Level) for a trap,
situation, etc. Add +1 for each doubling of the number of foes. example: one kobold = 1 XP, two kobolds = 2 XP, four
kobolds = 3 XP, etc. Add up the experience points (XP) of every encounter you take part in. When the total equals ten
times your current level, you’ve advanced to the next level. Keeping or dropping the overflow of XP is up to your GM.
Your GM may change the XP multiplier from ten to higher numbers to slow a fast game. Reset the total to zero after
advancing. Example: The 1st level adventurers have just completed a dungeon adventure, and defeated five individual
EL1 encounters, an EL2 trap and the EL3 leader. That’s a total of 10 XP (EL 10), so they all advance to level two. They
need to obtain another 20 XP to reach Level three.
Religion
Details, Favored Weapons & Alignments
Clerics must choose a god to worship. As long as they are in good-standing and pray, they
receive their spells and Spell Points after 8 hours of rest. They also receive a +1 divine bonus
to attack with their god's favored weapon. A Cleric's alignment must be no more than one step
from their god's alignment. Example: Clerics of Alladar (LG) can be Lawful Good, Lawful
Neutral or Neutral Good. Once a cleric is no longer in good-standing with their deity, a Quest
(see your GM) or the spell Atonement may be used to restore them.
Greater Gods
Alladar [al-a-dar] – God of Light (The Shining One) Alignment: Lawful Good, Favored
Weapon: Longsword
Xirix [zeer-riks] – God of Carnage (He-Who-Never-Sleeps) Alignment: Chaotic Evil –
Favored Weapon: Spear
Thelak [thal-ik] – God of Strength (The Brawler) Alignment: Chaotic Good – Favored
Weapon: Greataxe
Avelline [av-a-leen] - Goddess of Cruelty (The Empress) Alignment: Lawful Evil, Favored
Weapon: Mace (any)
Intermediate Gods
Khordalane [kord-a-layn] – God of Courage (The Holy Judge) Alignment: Lawful Neutral,
Favored Weapon: Bastard Sword
Kelene [ka-leen] – Goddess of Nature (The Green Lady) Alignment: True Neutral, Favored
Weapon: Quaterstaff.
Sharared [sha-rar-d] – God of Magic (Lord of all Magics) Alignment: True Neutral, Favored
Weapon: Quaterstaff
Jeztarith [jez-tar-ith] - Goddess of Death & Magic (Lady Death) Alignment: Lawful Neutral,
Favored Weapon: Dagger
Saragar [sar-a-gar] - God of Death (He Who Waits) Alignment: Neutral Evil, Favored
Weapon: Scythe
Lesser Gods
Cerican [sur-a-khan] - God of the Forest (Keeper of the Wood) Alignment: Neutral Good, Favored Weapon: Longbow
Erican [aer-a-khan] - God of Travels (Keeper of the Roads) Alignment: Neutral Good, Favored Weapon: Quaterstaff
Ossinthax [os-in-thaks] - God of Rogues (The Grand Thief) Alignment: Chaos Neutral, Favored Weapon: Short Sword or Sap
Kallisto [ka-lees-tow] – Goddess of Pestilence (Queen of Filth) Alignment: Chaotic Evil, Favored Weapon: Flail
crypts & creatures Equipment lists
Money Knife 1 1d3 10 ft
The most common form of money is the gold piece (gp). Pick, light 4 1d4 ----
Silver pieces may be used more often at lower levels or for Sap 1 1d6 ----
common items. There are also Copper pieces (cp) and Sickle 6 1d6 ----
Platinum pieces (pp). You'll begin play with a certain Sword, short 10 1d6 ----
amount based on your class.
Starting Cash
Fighter/Paladin/Ranger: 150gp
Cleric/Rogue: 125gp
Wizard/Sorcerer: 75gp
Bard/Barbarian: 100gp
Druid/Monk: 50gp
Exchange Rate cp sp gp pp
Copper Piece 1 1/10 1/100 1/1000
Silver Piece 10 1 1/10 1/100
Gold Piece 100 10 1 1/10
Platinum Piece 1000 100 10 1
Weapons
Here is the format for weapon entries (given as column
heading on the table below).
Cost: This value is the price for purchasing the weapon. The One-Handed Weapons
cost includes the miscellaneous gear that goes with the Battleaxe 10 1d8 ----
weapon. All weapon, armor/shields and equipment costs are Club Free 1d6 10 ft
given in GP unless otherwise noted. Flail 8 1d8 ----
Damage: The Damage column gives the damage dealt by Longsword 15 1d8 ----
the weapon on a successful hit. Add STR modifier to Mace, heavy (pictured) 12 1d8 ----
damage dealt for all melee weapons and slings only. Morningstar (pictured) 8 1d8 ----
Range Increment: Any attack at less than this distance is not Pick, heavy 8 1d6 ----
penalized for range. However, each full range increment Rapier 20 1d6 ----
imposes a cumulative -2 penalty on the attack roll. A thrown Scimitar 15 1d6 ----
weapon has a maximum range of 5 range increments. A Shortspear 1 1d6 20 ft
projectile weapon has a maximum range of 10 range Sword, bastard 35 1d10 ----
increments. Trident 15 1d8 10 ft
Waraxe, Dwarven 30 1d10 ----
Warhammer 12 1d8 ----
Whip 1 1d3 ----
Equipment
Adventuring Gear Cost
Acid (flask) 10 gp
Antitoxin (vial) 50 gp
Area map 50 gp
Backpack (empty) 2 gp
Banner 1-20 gp
Barrel (empty) 2 gp
ARMOR Cost Armor Bonus Basket (empty) 4 sp
Light Armor Bedroll 1 sp
Padded 2 +1 Bell 1 gp
Leather 10 +2 Blank Book / Journal (50 pages) 10 gp
Studded Leather 25 +3 Blanket, winter 5 sp
Chain Shirt 100 +4 Block & tackle 5 gp
Bottle, wine, glass (empty) 2 gp Rope, hempen (50 feet) 1 gp
Bucket (empty) 5 sp Rope, silk (50 feet) 10 gp
Caltrops (1d2 damage) 1 gp Sack (empty) 1 sp
Candle 1 cp Sealing Wax 1 gp
Canvas (square yard) 1 sp Sewing Needle 5 sp
Case, map/scroll 1 gp Sextant * 500 gp
Cauldron 1 gp Shovel 2 gp
Chain (10 feet) 30 gp Signal Whistle/Horn 8 sp
Chalk, 1 piece 1 cp Signet Ring 5 gp
Chest (empty) 2 gp Sledge 1 gp
Compass* 10 gp Soap (per pound) 5 sp
Craftman's tools 5 gp Spyglass 1,000 gp
Crowbar 2 gp Tarot/Harrow Deck 1-100 gp
Everburning Torch 110 gp Tent 10 gp
Firewood (per day) 1 cp Torch 1 cp
Fishhook 1 sp Vial, ink or potion 1 gp
Fishing net (25 square feet) 4 gp Waterskin 1 gp
Flask (empty) 3 cp Whetstone 1 cp
Flint & Steel 1 gp
Grappling Hook 1 gp Tools & Skill Kits
Hammer 5 sp Abacus 2 gp
Holy/Unholy Water 25 gp Alchemist's lab 200 gp
Hourglass 25 gp Artisan's tools 5 gp
Ink (1 oz. Vial) 8 gp Artisan's tools, masterwork* 55 gp
Inkpen/Quill 1 sp Climber's kit 80 gp
Jug, clay 3 sp Disguise kit*# 50 gp
Ladder, 10 feet 5 cp Healer's kit*# 50 gp
Lamp, Common Holly and mistletoe —
(15' normal light, 15' dim light) 1 sp Holy symbol, wooden 1 gp
Lantern, bullseye Holy symbol, silver 25 gp
(60' cone of normal light, 60' dim light)12 gp Magnifying glass 100 gp
Lantern, hooded Musical instrument, common 5 gp
(30' normal light, 30' dim light) 7 gp Musical instrument, masterwork* 100 gp
Lock, simple (DC 20) 20 gp Scale, merchant's 2 gp
Lock, average (DC 25) 40 gp Spell component pouch 5 gp
Lock, good (DC 30) 80 gp Spellbook, wizard's (blank) 15 gp
Lock, superior (DC 40) 150 gp Thieves' tools 30 gp
Magnifying Glass 100 gp Thieves' tools, masterwork* 100 gp
Manacles (DC 30) 15 gp Tool, masterwork* 50 gp
Marbles 1 sp * = item grants a +2 equipment bonus with checks
Mess Kit 2 sp # = 10 uses then expended
Mirror, small steel 10 gp
Mug/Tankard, clay 2 cp Clothing
Oil, pint flask 1 sp Artisan's Outfit 1 gp
Paper (sheet) 4 sp Cleric's Outfit 5 gp
Parchment (sheet) 2 sp Cold weather Outfit 8 gp
Perfume/Cologne 5 gp Courtier's Outfit 30 gp
Pick, miner's 3 gp Entertainer's Outfit 3 gp
Pitcher, clay 2 cp Explorer's Outfit 10 gp
Piton 1 sp Monk's Outfit 5 gp
Pole, 10 feet 2 sp Noble's Outfit 75 gp
Pot, iron 5 sp Peasant’s Outfit 1 sp
Pouch, belt (empty) 1 gp Royal Outfit 200 gp
Ram, portable 10 gp Scholar's Outfit 5 gp
Rations, trail (per day) 5 sp Tabard 5 gp
Rations, iron (per day) 1 gp Traveler's Outfit 1 gp
Mounts Related Gear Spellcasting and Services Cost
Barding, medium creature armor price x2 Bath (cold) 2 cp
Barding, large creature armor price x4 Bath (hot) 6 cp
Bit & bridle 2 gp Bath (public) 2 sp-1 gp
Carriage 100 gp Coach cab 3 cp per mile
Cart 15 gp Doctor 1 gp per day
Dog, guard 25 gp Inn Stay 2 gp-32 gp/night
Dog, war 75 gp Hireling, trained 3 sp per day
Donkey or Mule 8 gp Hireling, untrained 1 sp per day
Feed (per day) 5 cp Laundry 1 sp-1 gp/4 items
Horse, heavy 200 gp Lawyer 5 sp-10 gp per day
Horse, light 75 gp Nurse 7 sp per day
Pony 30 gp Messenger 2 cp per mile
Saddle, military 20 gp Road or gate toll 1 cp
Saddle, pack 5 gp Scribe (text/map) 1 gp / 10 gp
Saddle, riding 10 gp Ship's passage 1 sp per mile
Saddlebags 4 gp Spellcasting Caster level × spell level × 10gp
Stabling (per day) 5 cp Valet/Stewert/Servant/Bodyguard 1 gp per day
Warhorse, heavy 400 gp
Warhorse, light 150 gp Pre-compiled Equipment Lists
Warpony 100 gp Here are standard equipment packages, pre-compiled and
Carriage 100 gp pre-calculated, to help new players get started quickly.
Cart 15 gp These lists provides a way for a player to quickly equip
Galley (4 mph) 30,000 gp his/her PC or a GM to equip an NPC or hireling on the fly.
Keelboat (1 mph) 3,000 gp
Longship / Sailing ship (2-3mph) 10,000 gp Ye Old Fast Packs, 25 Gold Pieces each:
Rowboat (1.5 mph) 50 gp
Oar 2 gp Pack A (1-2): Backpack, Belt Pouch, Bedroll, Lantern
Sled 20 gp (hooded), 10 Oil Flasks, Flint & Steel, Shovel, 2 sets of
Wagon 35 gp Caltrops, Signal Whistle, Waterskin, Iron Ration (4 days)
Warship (2.5 mph) 25,000 gp
Pack B (3-4): Backpack, Belt Pouch, Bedroll, Torches, 4 Oil
Flasks, Flint & Steel, 10 Pieces of Chalk, 10 foot Pole,
Mirror, Crowbar, Waterskin, Iron Rations (4 days)
EL4 Traps
CONDITIONAL MODIFIERS
Lightning Bolt Trap: spell effect (5d6, electricity); Save DC 14
for ½ damage; Search DC 28, Disable DC 28. Ability Damage: Reduction of an ability can be cured magically
or naturally at a rated of 1 point per day of rest. For every 2 points
Spiked Pit Trap: 60 ft. deep (6d6, fall), Atk +10 (1d4 each, 1d4
of damage you take to a single ability, apply a –1 penalty to the
spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
ability modifiers. For every 2 points that STR or MIND is lowered
Wall Scythe Trap: Atk +20 (2d4+8, scythe); Search DC 21, by, subtract your level in HP/SP. Loss of DEX also affects your
Disable DC 18. AC. If your STR is permanently reduced to 0 you die. If your
DEX or MIND is permanently reduced to 0 you fall unconscious.
EL5 Traps Blind: You cant see. -2 to AC, -4 to all STR, DEX and all visual
Falling Block Trap: Atk +15 (6d6, slam); Search DC 25, Disable skills checks.
DC 17. Broken (item): -2 to attack if used as a weapon.
Fireball Trap: spell effect (1d4+7, fire); Save DC 16 for ½ Confused: Can't tell the difference between friend or foe, attacks
damage; Search DC 29, Disable DC 29. last attacker until dead or out of sight.
Poisoned Wall Spikes: Atk +16 (1d8+4 plus poison, spikes); Deafened: D'uh, you're can't hear... -4 initiative, automatically
Search DC 17, Disable DC 21. fails Perception checks based on sound. 20% spell failure chance
for spells with verbal components.
EL6 Traps Dying: Upon reaching negative HP, a dying creature can take no
Compacting Room Trap: walls move together (12d6, crush); actions and loses 1 HP per round until they are stabilized
Search DC 20, Disable DC 22. (Knowledge + MIND, DC 15).
Energy Drain: Gain a negative level. For each negative level a
Lightning Bolt Trap: spell effect (10d6, electricity); Save DC 14
creature has, it takes a cumulative –1 penalty on all ability checks, Helpless: A helpless character is paralyzed, held, bound, sleeping,
attack rolls, combat maneuver checks, saving throws, and skill unconscious, or otherwise completely at an opponent's mercy.
checks. In addition, the creature reduces its current and total hit Their DEX is 0, enemies get +4 to attack, with a full-round action
points and spell points by 5 for each negative level it possesses. If a killing blow may be attempted. Auto-double damage (+Sneak, if
the subject has at least as many negative levels as Hit Dice, he applicable), if they survive Physical + STR bonus (DC
dies. The spell Restoration cures this condition. 10+damage) or die.
Entangled: An entangled creature moves at half speed, cannot run Invisible: An invisible creature gains a +2 to attack rolls.
or charge, and takes a –2 penalty on all attack rolls and a –4 Detecting invisible creatures are +20 to the DC to detect.
penalty to DEX. An entangled character who attempts to cast a Negative Level: See Energy Drain.
spell must make a concentration check (DC 15 + spell level) or Paralyzed: A paralyzed character is frozen in place and unable to
lose the spell. move or act. A paralyzed character has effective DEX and STR
Exhausted: Can't run or charge, -6 to STR and DEX checks. scores of 0 and is helpless, but can take purely mental actions.
After 1 hour of rest, the character becomes fatigued. Petrified: A petrified character was turned to stone and is
Fascinated: Target takes no action, -4 to all skill checks. The considered unconscious. If a petrified character cracks or breaks,
effect brakes if they know they are threatened. but the broken pieces are joined with the body as he returns to
Fatigued: Can't run or charge, -2 to STR and DEX checks. After flesh, he is unharmed.
8 hours of rest, the character is no longer fatigued. Stable: A character who was dying but who has stopped losing
Grappled: A grappled creature is restrained by a creature, trap, or hit points each round and still has negative hit points is stable. The
effect. Grappled creatures can't move and take a –4 to Dexterity. A character is no longer dying, but is still unconscious. D20 +
grappled creature takes a –2 on all attack rolls, except those made Physical + STR modifier each hour to become conscience.
to grapple or escape a grapple. In addition, grappled creatures can Stunned: A stunned creature drops everything held, can't take
take no action that requires two hands to perform. Escape or actions, takes a –2 to AC, and loses its DEX bonus to AC (if any).
reversal requires opposed Physical + STR bonus checks. Unconscious: See Helpless
Treasure
APL: Average party level, Rolled: Equals maximum number of time that the Treasure table may be rolled.
There are only 10 item-slots that any one character can possess at any one time: Head, neck, torso, back/shoulder, belt, legs, arms,
hands, feet, rings (one for each hand) After an appropriate item is chosen, then fill in the blank with said item. Items should scale with
the APL, about +1 every four levels of the player character. Custom/special magic items (level appropriate) may also be selected.
HP (Hit Points)
Spell/Power Points
AC (Armor Class)
10+DEX bonus+Armor+Shield Bonus
Physical
Subterfuge SAVING THROWS
Knowledge D20 + Physical ranks + STR mod ( ) Fortitude
Communication D20 + Physical ranks + DEX mod ( ) Reflex
Survival D20 + your level + MIND mod ( ) Will
Concentration (Psionics)
Skill roll = d20 + rank + class bonus +1 Ability Mod. + Misc. XP (Experience Points) _______ Coinage Amount
Class Features & Other Traits NOTES Platinum Pieces
Gold Pieces
Silver Pieces
Copper Pieces
3.Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.