Difference between revisions of "Characters (Red Age)"
From The Hidden Room
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==Attack, Defense, & Saves== | ==Attack, Defense, & Saves== | ||
Starting Saves | |||
Gain the save proficiency granted by your class, and one free choice. | |||
{| | |||
Saves | |||
Vigor: used to resist poison, disease, fatigue, privation, magical manipulation of the body, and forced movement. | |||
Dexterity: used to avoid trouble by fast reactions, dodging, and taking cover from rays, explosions, falling into pits, etc. | |||
A shield (w/ proficiency) gives +2 Dexterity Save against blasts, bolts, beams, falling rocks, and other things you can use it to take cover from. | |||
Wits: used to spot incoming trouble, see through deceptions, illusions, and manipulations, and cope with ambushes or confusion. | |||
Spirit: used to resist mental, emotional, or spiritual influence by magical or social means, and the imposition of enchantments. | |||
Save Bonus | |||
Proficient: MOD + PROF | |||
Non-Proficient: MOD + HALF | |||
Static Save DC = 12 + Save Bonus | |||
Effect | |||
Effect is simply the inverse of a Save (like Attack and Defense). The player rolls Effect to try to bypass the target's Save. | |||
Effect Bonus = MOD + PROF | |||
Clerics use SPT. Sorcerers and Malisons may use WIT or SPT. | |||
Spells and other effects can be Direct or Resisted. | |||
Direct: no modifier | |||
Resisted: -3 to Effect Bonus | |||
Static Effect DC: 11 + Effect 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. | |||
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 | |||
|} | |||
==Combat Proficienies== | ==Combat Proficienies== |
Revision as of 03:52, 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
Starting Saves
Gain the save proficiency granted by your class, and one free choice.
Saves Vigor: used to resist poison, disease, fatigue, privation, magical manipulation of the body, and forced movement. Dexterity: used to avoid trouble by fast reactions, dodging, and taking cover from rays, explosions, falling into pits, etc. A shield (w/ proficiency) gives +2 Dexterity Save against blasts, bolts, beams, falling rocks, and other things you can use it to take cover from. Wits: used to spot incoming trouble, see through deceptions, illusions, and manipulations, and cope with ambushes or confusion. Spirit: used to resist mental, emotional, or spiritual influence by magical or social means, and the imposition of enchantments. Save Bonus Proficient: MOD + PROF Non-Proficient: MOD + HALF Static Save DC = 12 + Save Bonus Effect Effect is simply the inverse of a Save (like Attack and Defense). The player rolls Effect to try to bypass the target's Save. Effect Bonus = MOD + PROF Clerics use SPT. Sorcerers and Malisons may use WIT or SPT. Spells and other effects can be Direct or Resisted. Direct: no modifier Resisted: -3 to Effect Bonus Static Effect DC: 11 + Effect 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. 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 BonusCombat 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.