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Rules

Advancement | Alignment | Assurance | Basic Actions | Conditions | Equipment | Falling | Initiative | Languages | Replacement Characters | Spell Changes



Advancement

With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.

See the table below for the required amount of Experience Points a character needs to increase their level by 1. On your character sheet, indicate your character’s new level beside the name of their class, and deduct the appropriate amount of XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!

Levels
To Reach Level
2
800
3
1,000
4-6
1,200
7-10
1,400
11-15
1,600
16-20
1,800


Alignment, Damage, & Runes

There are two types of alignment damage radiant and entropic. Creatures that are Lawful Neutral, Lawful Good, Neutral Good, or Chaotic Good are unaffected by radiant damage and creatures that are Lawful Evil, Neutral Evil, Chaotic Evil, or Chaotic Neutral are unaffected by entropic damage. Any ability, spell, item, etc that deals good or lawful damage instead deals radiant damage. Any ability, spell, item, etc that deals evil or chaotic damage instead deals entropic damage.

Only Aberrations, Astrals, Celestials, Elementals, Ethereals, Fey, Fiends, Monitors, and Undead have alignments and are unaffected by alignment damage of their type as per normal.

Anyone that doesn't have an alignment is affected by both alignment damage types.

Expert Assurance

When you become an Expert in any skill, you can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Initiative

Initiative is done as groups (usually two sides, the PCs and their opponents) vice individually.

Unless it is obvious that one side has the advantage over the other (usually attacking an unsuspecting target) and should act first, each side involved rolls a d10. The side that rolls highest goes first, ties go to the opponents of the PCs. If it's two PCs, ties go to the instigator.

Any spell that gives a bonus to an individual for initiative ignores that bonus. Bonuses to the group still apply.

Equipment


Alignment Runes

The Good and Evil runes become the Radiant and Entropic runes, respectively, and their critical effects can be triggered once a day as a Free Action instead of a Reaction. You must be a Cleric or Champion of a god who's alignment matches the rune (see above) to be able to create the rune or use a weapon with the rune without suffering the negative side effects of the rune.


Bag of Holding

Bags of Holding gain the Uncommon tag.


Crossbows & Heavy Crossbows

Crossbows and Heavy Crossbows gain the Deadly d12 trait.


Shields

Shields gain the Shove trait.

Shield Block

All shields can take a certain number of Dents with no repercussions. An additional Dent beyond that number requires you to make a DC 10 flat check. A success means the shield is broken while a failure results in the shield being destroyed.

Bucklers can take one Dent (a second resulting in the DC 10 flat check), shields can take two Dents (a third resulting in the DC 10 flat check), and a tower shield can take three Dents (a fourth resulting in the DC 10 flat check).

You can Repair one Dent if you are Trained, two if Expert, three if Master, and four if Legendary in Crafting. A critical success repairs one additional Dent and a Critical Failure results in causing a Dent. This can destroy the shield if it is already broken.

Adamantine, Arrow-Catching, and Reforging Shields can block one additional time before making the DC 10 flat check.

Sturdy Shields can block two additional times before making a DC 10 flat check.


Tools & Kits

Disguise Kits, Writing Sets, & Healer's Tools have ten uses before they need to be replaced.


Mutagens

The following mutagens are changed as written:

Bestial Mutagen - The penalty to Reflex Saves is only -1. The damage of all attacks are increased by one die size category (1d8 for Lesser, and 1d12 for Major).

Juggernaut Mutagen - The penalty to Will Saves and Perception checks is only -1.

Quicksilver Mutagen - You lose only your level in HP and suffer only a -1 to Fotitude Saves.

Silvertongue Mutagen - The penalty to the various skills is reduced to -1.

Stone Body Mutagen - The penalty to Speed from this Mutagen is only -5 feet and the penalty to Reflex Saves is only -1.

 

Higher Quality Gear

Smiths can craft higher quality weapons and armor if they have the right level of proficiency in the Craft Skill (equal to the item quality in the tables below) and be of the requisite level (as normal).

Weapon Quality
Item Bonus
Property Rune Slots
Item Level
Price
Expert
+1
1
2
35 gp
Master
+2
2
10
935 gp
Legendary
+3
3
16
8,935 gp

Armor Quality
Item Bonus
Property Rune Slots
Item Level
Price
Expert
+1
1
5
160 gp
Master
+2
2
11
1,060 gp
Legendary
+3
3
18
20,560 gp

Higher quality equipment also increases the durability of items (these effects are not cumulative).

Expert quality increases the hp of the item by half.

Master quality doubles the hp of the item.

Legendary quality doubles the hp of the item and increases its hardness by 1. 

Falling

When you fall more than 5 feet, you take bludgeoning damage equal to the distance you fell when you land and draw a critical hit card for every 10 full points of damage you suffer. Treat falls longer than 1,500 feet as though they were 1,500 feet. If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.

You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can’t be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).

Intentionally "Falling"

If you jump down to a solid surface from a height that would cause damage, you can make a vertical leap or High Jump and reduce the distance you've fallen by the distance of your jump.


Replacement Characters

When your character dies or retires, your new character comes in at 2 levels lower than the average party level. You gain double experience until you match the party member with the highest level and experience total.


Spell Changes

Any spell that says it deals good or lawful damage instead deals radiant damage. Any spell that says it deals evil or chaotic damage instead deals entropic damage.

Spells

Detect Alignment - If the creature has an alignment, the spell works as normal, but only detects an alignment of an unaligned creature if the creature is a Champion or Cleric - the alignment of their deity.

Divine Decree - This spell affects all non-allies in the area.

Champion Focus Spells

Litany Against Wrath - This spell can be sustained up to one minute and triggers the first time the creature deals damage to a non-evil creature.

Wizard Focus Spells

Augment Summoning - This has a Free Action cast time.

Call of the Grave - This has a One Action cast time.

Charming Words - This does not have the Incapacitation trait.

Diviner's Sight - This spell has a Duration of one minute.

Physical Boost - This spell has a Range of 30 feet and a Duration of one minute, though it still only affects the next check of the appropriate type made in that minute. 




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