Difference between revisions of "Characters (Red Age)"
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==Attack, Defense, & Saves== | ==Attack, Defense, & Saves== | ||
Attack | |||
Forceful attacks use VIG; Finesse attacks use DEX. | |||
Attack Bonus (up to 10th, rounding normally) | |||
High: MOD + Level + 1 | |||
Medium: MOD + 2 x (Level / 3) | |||
Low: MOD + (Level / 3) | |||
If multiclassing, gain the partial benefits from each class level, summing and rounding normally. | |||
Static Attack DC: 12 + Attack Bonus | |||
|| | |||
Defense | |||
Defense Bonus: +armor value + DEX (only when mobile and aware) | |||
You may use your Dexterity Save bonus instead of Defense bonus when you take the Dodge action. | |||
Static Defense DC: 11 + defense bonus | |||
Armor: light (+2), medium (+4, Clumsy 15 / +2), heavy (+6, Clumsy 13 / +1), shield (+2) | |||
If not proficient with your armor or shield, halve its effective armor value and apply Clumsy 11 / +0. | |||
Clumsy limits your Dexterity and DEX to the listed values for all purposes (not just defense), and you are considered to bear a Medium Load, at minimum. | |||
|| | |||
Starting Saves | Starting Saves | ||
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Gain the save proficiency granted by your class, and one free choice. | Gain the save proficiency granted by your class, and one free choice. | ||
{| | {| class="wikitable" style="border: hidden;" | ||
| | |||
Saves | Saves | ||
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Static Effect DC: 11 + Effect Bonus | Static Effect DC: 11 + Effect Bonus | ||
|} | |} |
Revision as of 03:53, 24 April 2022
Red Age > Rules > Characters
Basics
Level
Level | XP | PROF (HALF) | HP | Life | Feat Points | Attack | ||
---|---|---|---|---|---|---|---|---|
High | Mid | Low | ||||||
1 | 0 | 1 |
Stats
Hit Points & Life
- HP (up to 10th) = 2 + class starting bonus hp + ((3+VIG+class bonus hp) x level)
- Above 10th: +(1+heroic class bonus hp) per level
- If multiclassing, use your single highest (class starting bonus hp) and the (class bonus hp) and /or (heroic class bonus hp) for the individual class levels gained.
- Reserve HP: equal to normal HP. Converted into HP through rest, putting an upper limit on near-term natural recovery.
- Life (rounding down) = 10 + VIG + SPT + PROF
Attack, Defense, & Saves
Attack Forceful attacks use VIG; Finesse attacks use DEX.
Attack Bonus (up to 10th, rounding normally)
High: MOD + Level + 1
Medium: MOD + 2 x (Level / 3)
Low: MOD + (Level / 3)
If multiclassing, gain the partial benefits from each class level, summing and rounding normally.
Static Attack DC: 12 + Attack Bonus
||
Defense Defense Bonus: +armor value + DEX (only when mobile and aware)
You may use your Dexterity Save bonus instead of Defense bonus when you take the Dodge action.
Static Defense DC: 11 + defense bonus
Armor: light (+2), medium (+4, Clumsy 15 / +2), heavy (+6, Clumsy 13 / +1), shield (+2)
If not proficient with your armor or shield, halve its effective armor value and apply Clumsy 11 / +0.
Clumsy limits your Dexterity and DEX to the listed values for all purposes (not just defense), and you are considered to bear a Medium Load, at minimum.
||
Starting Saves
Gain the save proficiency granted by your class, and one free choice.
Combat Proficienies
Background
A brief description of your culture, upbringing, and previous life (e.g. escaped northern slave turned sailor).
- You may know how to play an instrument, sail a boat, herd animals, perform court etiquette, forge a plow, recite local history, etc. You aren't masterful, but you can be competent, or even professional (mastery or unique prowess requires a feat).
- You can perform actions using the knowledge and skills of your background. If the outcome is in doubt, make a check using the appropriate Stat Bonus.
- PCs are assumed to be competent adventurers as part of their background, able to handle pack animals, start campfires, forage and hunt a little, tie knots, make camp, etc.
- Through play and downtime actions, you can add to your background, learning new skills, languages, etc.