Difference between revisions of "Characters (Red Age)"
From The Hidden Room
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'''Attack''' | '''Attack''' | ||
* Forceful attacks | * Forceful attacks add VIG to attack and damage; Finesse attacks add DEX. | ||
* Attack Bonus (up to 10th, rounding normally) | * Attack Bonus (up to 10th, rounding normally) | ||
** High: MOD + Level + 1 | ** High: MOD + Level + 1 | ||
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** Low: MOD + (Level / 3) | ** Low: MOD + (Level / 3) | ||
* Static Attack DC: 12 + Attack Bonus | * Static Attack DC: 12 + Attack Bonus | ||
* If multiclassing, gain the partial benefits from each class level, summing and rounding normally. | |||
If multiclassing, gain the partial benefits from each class level, summing and rounding normally. | |||
'''Defense''' | '''Defense''' | ||
Defense Bonus: +armor value + DEX (only when mobile and aware) | * 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. | |||
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) | |||
Static Defense DC: 11 + defense bonus | **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. | |||
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. | |||
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Revision as of 03:59, 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
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.