Traits Open This in a New Window Character traits are abilities that are not tied to your character’s race or class. They can enhance your character’s skills, racial abilities, class abilities, or other statistics, enabling you to further customize him. At its core, a character trait is approximately equal in power to half a feat, so two character traits are roughly equivalent to a bonus feat. Yet a character trait isn’t just another kind of power you can add on to your character—it’s a way to quantify (and encourage) building a character background that fits into your campaign world. Think of character traits as “story seeds” for your background; after you pick your two traits, you’ll have a point of inspiration from which to build your character’s personality and history. Many traits grant a new type of bonus: a “trait” bonus. Character traits are only for player characters. Back to Top Gaining Traits When you create your character for a campaign, ask your GM how many traits you can select.
Elves Random Starting Ages 1 This category includes barbarians, oracles, rogues, and sorcerers.2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards. Random Height and Weight The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. Elves value their privacy and traditions, and while they are often slow to make friends at both the personal and national levels, once an outsider is accepted as a comrade, the resulting alliances can last for generations. Physical Description: Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. While elven clothing often plays off the beauty of the natural world, those elves who live in cities tend to bedeck themselves in the latest fashions. Standard Racial Traits
uutuuksia: - Lautapelit.fi Armor and Shields For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. Many characters can wear only the simplest of armors, and only some can use shields. To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them. Here is the format for armor entries (given as column headings on Table: Armor and Shields). Cost The cost in gold pieces of the armor for Small or Medium humanoid creatures. Armor/Shield Bonus Each type of armor grants an armor bonus to Armor Class, while shields grant a shield bonus to Armor Class. Maximum Dex Bonus This number is the maximum Dexterity bonus to Armor Class that this type of armor allows. Even if a character's Dex bonus to Armor Class drops to 0 because of armor, this situation does not count as losing his Dex bonus to Armor Class. >Shields: Shields do not affect a character's maximum Dex bonus, except for tower shields.
Ranger For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Alignment: Any Hit Die: d10 Starting Wealth: 5d6 × 10 gp (average 175 gp.) Class Skills Skill Ranks per Level: 6 + Int modifier. Class Features All of the following are class features of the ranger. Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favored Enemy (Ex) Track (Ex)
The Hypertext d20 SRD (v3.5 d20 System Reference Document) Special Materials Weapons, armor and some other items can sometimes be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material. Each of the special materials described below has a definite game effect. Some creatures have damage reduction making them resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Adamantine Mined from rocks that fell from the heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Angelskin Source : Pathfinder Roleplaying Game Ultimate Equipment Bone Bronze
Falconer Rangers have always enjoyed a special bond with a specific animal, but the falconer takes this bond to a deeper level. Falconers begin with their companion earlier than other rangers, and have the ability to teach their companions special tricks. Feathered Companion (Ex) At 1st level, a falconer earns the trust and companionship of a bird of prey. Roam (DC 15) The falconer can let his animal companion loose to roam and forage. Distract (DC 20; bird only) The animal companion flutters wildly around any enemy it would normally attack with the attack trick. This ability replaces wild empathy. Hunter’s Bond (Ex) At 4th level, a falconer must select an animal companion when he gains hunter’s bond. Swoop for the Kill (Ex) At 6th level, when outdoors, a falconer can direct his feathered companion to strike an enemy from high above. Swooping Charge (DC 20; bird) The falconer’s bird companion flies up and then swoops down into a charge.
Dead Simple RPG Rules | Gawd 'elp us Games Posted on July 19, 2010 by Craig Following on from the success of my one page Wargames rules (FUBAR), I wondered if the same principle could be applied to roleplaying, and here’s the result: Dead Simple Fantasy RPG Rules v3.0 Those of you that have already downloaded this set may wish to download the core rules again. As promised I have started to produce supplements to the core rules: Supplement 1 – Dead Simple Game Mastering Supplement 2 – Going Underground Supplement 3 – Loot! Supplement 4 – The Marketplace Dead Simple – Supplement 5 The Village of Grobblet Dead Simple – Supplement 6A The Denizens of the Dark Dead Simple – Supplement 6B Dark Forests… Dead Simple – Supplement 6C Death is only the beginning… Dead Simple – The Tomb of St.Magnus Part 1 As these rules are only one page they are very easy to adapt to your own setting or theme. Blood & Faith – Simple One Page Reformation RPG Rules You can even change genres in the flick of a page. Blaster – Simple One Page SF RPG Rules Cheers, Craig.
Weapons Without a doubt, weapons number among adventurers’ most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite—or perhaps even a whole arsenal of their favorites. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. From the common longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes. All weapons deal hit point damage. Weapons are grouped into several interlocking sets of categories. Simple, Martial, and Exotic Weapons Most character classes are proficient with all simple weapons. Melee and Ranged Weapons Melee weapons are used for making melee attacks, though some of them can be thrown as well. Projectile Weapons: Most projectile weapons require two hands to use (see specific weapon descriptions).