4.5 Edition Rule Changes

Size: px
Start display at page:

Download "4.5 Edition Rule Changes"

Transcription

1 4.5 Edition Rule Changes Changes to more easily use 4th Edition with 5th Edition material 1 Version

2 CONTENTS 4.5 EDITION RULE CHANGES... 4 Purpose and Goal... 4 Bounded Accuracy... 5 Adventuring Day... 5 Hit Points, Healing and Resting... 5 Monster Damage EDITION EQUIPMENT CHANGES... 6 Magic Item Properties... 6 Attack Changes (To-Hit)... 6 Armor Changes (AC)... 6 Defense Changes (Fort/Ref/Will) EDITION MONSTER CHANGES... 8 Monster Properties... 8 Monster Attack and Defense... 8 Weaker Monsters... 8 Monster Damage... 8 Quick Damage Conversion Trap Damages Monster XP Rewards Monster Treasure Rewards Encounter Building Encounter Length Monster Example Owlbear EDITION CHARACTER CHANGES Hit Points Attack and Defense Power Changes Shield Bearer s Vendetta Feat Changes Healing Powers Healing Word Surgeless Healing XP/Level Progression OPTION: BACKGROUND Acolyte Building an Acolyte Starting Features Suggested Characteristics Additional Features Optional Powers OPTION: ALIGNMENT OPTION: INSPIRATION Gaining Inspiration Using Inspiration EDITION SKILL CHANGES Skill Changes th Edition DC Values Edition DC Values OPTION: SKILL LORE Arcana Knowledge Lore Dungeoneering Knowledge Lore History Knowledge Lore Nature Knowledge Lore Psicraft Knowledge Lore Religion Knowledge Lore COMBAT RULE CHANGES Healing Surges Second Wind Catching One s Breath Short Rest Extended Rest Healing the Dying Damage Types Conditions Cover and Concealment Targeting What You Can't See Action Points Weapon Properties Exhaustion EDITION RULES GAME EFFECT Combat Length Balance over all Levels Flexible Encounter Building th Edition Simulation Edition Simulation Version

3 Flexibility Conclusion Encounter Healing Monster Damage

4 4.5 EDITION RULE CHANGES Purpose and Goal As WotC went onwards and released 5th Edition, me and some other DM s who really liked the way 4th Edition worked was left in Limbo. I have bought every 5th Edition book released but I am not really interested in playing it. It would be too much a step backward for me. However, there is some great stuff in there that can be used to enhance 4th Edition further. One thing I have experienced from playing 4th Edition, as well as analyzing its rule base, is that 4th Edition is designed to make every encounter interesting and tactical. This is great, and what I like about it, but it can potentially also lead to having to run 5 x 2 hours combat encounters during an adventuring day. If that is how you like to do it - do it. Then these rule changes are nothing for you and you should stop reading. However, if you are interesting to add simple random encounters, a few fast skirmishes before the big tactical fight that plays out in minutes but still consumes limited party Resources (in the form of 4.5 Edition makes it easier to buy 5th Edition adventures and material and use them for your 4.5 Edition game table. /Myrhdraak Healing Surges), 4th Edition might not really remove that itch you have. 5th edition is design more with that in mind - but lacks the tactical part that 4th Edition brings. What I have tried to create here is a couple of changes to the 4th Edition Rules that allow the game to do BOTH, not one or the other, but BOTH. You as the DM have an easy toolbox to use. And if you want to convert 5th Edition adventures and play them, it will probably be simpler than with the traditional 4th Edition rule, which would require more of a redesign of the encounters. However, there are a changes that need to be done, especially on the monster side - but that is something we gotten used to with 4th Edition. If you want to know more around the analysis work that went into these rule changes, you can read them at: Changing-the-Combat-Parameters-of-4th- Edition These are my own conversions of 4th Edition into a number of 4.5 Edition Compendiums applying these new rules 4

5 Bounded Accuracy In 4.5 Edition we are taking advantage of the Bounded Accuracy rules from 5th Edition, as this allow us to use monsters of a wider range than in 4th Edition. The changes we make are in summary: * Monster To-Hit and Defense Progression: In 4th Edition the To-Hit and Defense progression for monsters are +1 per level. Level + 5 for To-Hit vs. AC, and Level + 14 for monster average AC. In 4.5 Edition we lower this progress to +1 per two levels (+0.5/level). The impact of this over 30 levels is then 15 lower in To-Hit and Defenses. * Character Level Progression: The level progression is reduced from +1 per two levels (+0.5), to +1 per four levels (+0.25). The impact this have over 30 levels is then 8 lower To-Hit and Defenses (15-7=8), i.e. we need to find another 7 to lower in order to get on par with monster changes. * Feat Changes: 4th Edition has introduced a "feat tax" of +1 to +3 on both To-Hit and Defense. By removing all those feats we reduced the difference towards monsters to 4 (7-3). * Magic Items: 4th Edition provides magic items that gives between +1 to +6 bonus To-Hit and Defenses. Removing half of that bonus to a +1 to +3 magic item bonus range instead reduced the difference towards monsters to 1 (4-3). In total we got a small +1 difference in favor for the players vs. monsters at the highest levels. Adventuring Day 5th Edition introduces another encounter building guideline. In 4th Edition we were building four to five tactical encounters with a short rest (5 minutes long) in between each. At the end the players could regain all their lost hit points and healing surges after an extended rest (6 hours long). 5th Edition instead only have two short rests (one hour long each), and two to three encounters before each short rest, making it six to eight encounters during an adventuring day and before the Long Rest (8 hours long). The new 4.5 Edition rules try to mimic this in order to be able to more easily reuse 5th Edition 4.5 Edition gives the DM more flexibility in how to build encounters using standard monsters, making each encounter count, even against lesser foes. adventures. It can be run with tactical encounters, or split up into or shorter encounters with much less tactical options but faster game play. You can also mix it as a DM, creating a encounter setup during the adventuring day, having a number of smaller skirmishes that finally leads up to the big final tactical battle in the end of the day. In order to allow 4th Edition to play both as 4th Edition but also like 5th Edition, we have to do some changes to healing, resting and monster damage. Hit Points, Healing and Resting One of the changes we have done in 4.5 Edition is to limit the ability to heal, both natural healing as well as magical healing, as well as reducing hit points of monsters and character to create faster game play. Hit Points: The hit points at first level for both monsters and characters remain the same. However, we have reduced the hit points progression per level to 75% of what it used to be. Natural Healing: We have reduced the value of the Healing Surge to 1/6th of the max hit points, rather than the 1/4th it used to be. We have limited natural healing to the recovery of only two healing surges per short rest. The second wind can only be used while bloodied and only provides temporary hit points. Magical Healing: We have reduced the Healing Word capability to two to three times before a short rest, i.e. not for every encounter. We do not allow surgeless healing, i.e. all healing powers which do not cost healing surges. This change reduces the healing capability of the whole party and allow us to have an impact with weaker monster in the encounter scenario. Monster Damage The monster average damage is no longer a linear progression of +1 hp extra damage per level, instead it is more exponential. This make monster damage less during heroic levels, while it rapidly increase during paragon levels, and surpasses 4th Edition average monster damage at epic level. This creates a more stable monster challenge across levels and make it simpler to plan and build balanced encounters across all character levels. /Myrhdraak 5

6 4.5 EDITION EQUIPMENT CHANGES Magic Item Properties Attack Changes (To-Hit) Several magic weapons and magic implements provide a +1 to +6 attack and damage bonus in 4th Edition. In 4.5 Edition this attack bonus have been reduced to +1 to +3, however the damage bonus still remains the same and the cost of magic items remain the same. WEAPON AND IMPLEMENT CONVERSION 4th Edition 4.5 Edition Equivalent Attack Dmg Critical +1 Weapon* Masterwork dX weapon +2 Weapon* +1 weapon dX +3 Weapon* +1½ weapon dX +4 Weapon* +2 weapon dX +5 Weapon* +3 weapon dX +6 Weapon* +4 weapon dX * Weapon is here used for any magic item that provides and attack and damage bonus Armor Changes (AC) While the Fortitude, Reflex and Will defenses loses the Feat boost of +1 to +3. The same is not true for AC, which does not have the same feat boost. In order to compensate for this on the AC we have to subtract the same amount as the feat boost gives from the 4th Edition material bonuses. In 4th Edition a material bonus was added to magic items at higher levels. For light armor, this bonus was a +1 to +2 AC bonus at higher levels. For heavy armor, this bonus a +1 to +6 AC bonus. The impact of this is therefore the following LIGHT ARMOR Light armor does not get any material bonus. In fact, they are reduced by -1 AC, to compensate for this feat boost reduction. Leather Armor now only gives a +1 AC increase and Hide only gives a +2 AC increase. LIGHT ARMOR CONVERSION 4th Edition 4.5 Edition Equivalent AC +1 Armor Masterwork armor* Armor +1 Armor Armor +1½ Armor Armor +2 Armor Armor +3 Armor Armor +4 Armor +4 * These armors can have other properties but do not provide any AC item bonus to the armor LIGHT ARMOR MATERIAL CONVERSION 4th Edition 4.5 Edition Equivalent +1 Material bonus +0 Material bonus HEAVY ARMOR Heavy armor get a reduction to their material bonus from +1 to +3 AC bonus, or roughly in half. HEAVY ARMOR CONVERSION 4th Edition 4.5 Edition Equivalent AC +1 Armor Masterwork Armor Armor +1 Armor Armor +1½ Armor Armor +2 Armor Armor +3 Armor Armor +4 Armor +6 HEAVY ARMOR MATERIAL CONVERSION 4th Edition 4.5 Edition Equivalent +1 Material bonus +0 Material bonus +2 Material bonus +1 Material bonus +3 Material bonus +1 Material bonus +4 Material bonus +2 Material bonus +5 Material bonus +3 Material bonus +6 Material bonus +4 Material bonus Defense Changes (Fort/Ref/Will) There are several magic items that bring some a defense bonus to Fortitude, Reflex and Will, normally 6 Version

7 in the range of a +1 to +6 bonus. This is now reduced to a +1 to +3 bonus. DEFENSE ITEM CONVERSION 4th Edition 4.5 Edition Equivalent Defense +1 Item Enchanted Item Item +1 Item Item +1½ Item Item +2 Item Item +3 Item Item +4 Item +4 * These magic items can have other properties but do not provide any Defense item bonus to wearer VARIANT: ARMOR RESISTANCE Most armor was created to be more or less efficient versus certain kinds of attacks. With these variant rules you can give armors resistance and vulnerabilities versus certain attacks and effects. * Leather based armor (Leather, Hide, and Studded armors): Resist 1 cold, 1 slashing; Vulnerable 1 bludgeoning, 1 fire. * Studded Leather: Vulnerable 1 fire * Mail based armor (Chain, Ring, and Scale mail): Resist 2 lightning, 2 bludgeoning; Vulnerable 2 piercing, 2 acid. * Plate based armor (Breastplate, Fullplate, Halfplate, Banded mail, and Plate): Resist 3 fire, 3 slashing; Vulnerable 3 piercing, 3 lightning. SPECIAL ABILITIES Please note that there might not be a difference between a +2 and +2½ armor when it comes to providing item bonus to AC, but the special abilities tied to certain levels is still relevant as it allows different power levels. 7

8 4.5 EDITION MONSTER CHANGES Monster Properties Translating monsters from 4th Edition to 4.5 Edition is mainly about adapting values to the new bounded accuracy figures, as well as applying the new damage output. The main effect is changing HP, defenses and attack bonuses, as well as damage output. However, initiative and skills are also affected by the bounded accuracy. Monster Attack and Defense Below are the changes done to monster Hit Points, attack and defense values, as well as initiative and skill checks. MONSTER HIT POINTS * Brute: These monsters get 20 + Con + 8 per level above first. To change an existing monster use the following formula: Existing HP - 2 x (Level - 1) * Controller, Skirmisher and Soldier: These monsters get 16 + Con + 6 per level above first. To change an existing monster use the following formula: Existing HP - 2 x (Level - 1) * Artillery and Lurker: These monsters get 12 + Con per level above first. To change an existing monster use the following formula: Existing HP x (Level - 1) Elite and Solo monsters have the subtracted amount multiplied with x2 and x4 respectively. An Elite Brute HP would then be: Existing HP - 4 x (Level - 1) MONSTER DEFENSES * Soldiers: These monsters get AC /2 levels, and Fort/Ref/Will /2 levels. To change an existing monster just subtract Level / 2 from all defenses (rounded up). For monsters of level 21 and more, just subtract -11 from AC/Defense. * Controller, Lurker and Skirmisher: These monsters get AC /2 levels, and Fort/Ref/Will /2 levels. To change an existing monster just subtract Level / 2 from all defenses (rounded up). For monsters of level 21 and more, just subtract -11 from AC/Defense. * Brute and Artillery: These monsters get /2 levels on all their defenses. To change an existing monster just subtract Level / 2 from all defenses (rounded up). For monsters of level 21 and more, just subtract -11 from AC/Defense. MONSTER ATTACK BONUSES Monster attack bonuses in 4.5 Edition are: * Attacks vs. AC: Monster Attack /2 levels. To change an existing monster just subtract Level / 2 from the attack (rounded up). For monsters of level 21 and more, just subtract -11. * Attacks vs. Fort/Ref/Will: Monster Attack /2 levels. To change an existing monster just subtract Level / 2 from the attack (rounded up). For monsters of level 21 and more, just subtract -11 from existing attack bonus. INITIATIVE AND SKILLS * Initiative, Perception and other skills are equal to the monster's ability modifier plus one-fourth its level. To change an existing monster just subtract Level / 4 from the skill or initiative (rounded up) Weaker Monsters 4th Edition monsters are quite tough at 1st level and the only other option is to use minions. In order to be able to mix and match monster in a similar way as higher level, lower monster levels have been added in a similar way as in 5th Edition. Lower level monsters are expressed as a fraction of their Level, i.e. 1/2, 1/4, 1/8, and 0 level. Their HP is reduced as a percentage of the 1st level monster HP, i.e. 80%, 60%, 40% and 20% of the full 1st level monster HP. Attack bonuses, AC and Defenses follow the standard progression of the monster. For easy reference see the Monster Attack, Defense and Damage Table below. Monster Damage 4.5 Edition monsters have less damage at heroic level, increases in paragon level to get on par with 4th Edition damage output at 21st level, and then surpasses 4th Edition damage at epic level. For easy reference see the Monster Attack, Defense and Damage Table below. 8 Version

9 MONSTER ATTACK, DEFENSE AND DAMAGE TABLE Monster Level Attack AC/Def AC/ Def 1 HP + CON 2 Minion 3 Damage Multiple Target (Average) 4 Single Target (Average) 5 7 Limited Use (Average) /+1 12/10 4/3/2+CON x d6+1 (4.5) 1d8+2 (6.5) 2d4+3 (8) 1/8 +4/+2 13/11 8/7/5+CON x d3+1 (5) 2d4+2 (7) 2d6+2 (9) 1/4 +4/+2 13/11 12/10/7+CON x d6+2 (5.5) 1d8+3 (7.5) 1d8+5 (9.5) 1/2 +5/+3 14/12 16/13/10+CONx d6+2 (5.5) 2d4+3 (8) 2d6+3 (10) 1 +5/+3 14/12 20/16/12+CON 4 2d4+1 (6) 1d8+4 (8.5) 1d8+6 (10.5) 2 +6/+4 15/13 28/22/16+CON 5 1d8+2 (6.5) 2d6+2 (9) 1d8+7 (11.5) 3 +6/+4 15/13 36/28/21+CON 5 1d8+2 (6.5) 1d8+5 (9.5) 2d8+3 (12) 4 +7/+5 16/14 44/34/25+CON 6 2d4+2 (7) 2d6+3 (10) 3d6+2 (12.5) 5 +7/+5 16/14 52/40/30+CON 6 1d8+3 (7.5) 1d8+6 (10.5) 2d8+4 (13) 6 +8/+6 17/15 60/46/34+CON 6 1d8+3 (7.5) 2d8+2 (11) 2d8+5 (14) 7 +8/+6 17/15 68/52/39+CON 7 2d4+3 (8) 1d10+6 (11.5) 3d6+3 (14.5) 8 +9/+7 18/16 76/58/43+CON 7 1d8+4 (8.5) 2d8+3 (12) 2d8+6 (15) 9 +9/+7 18/16 84/64/48+CON 7 2d6+2 (9) 3d6+2 (12.5) 3d6+5 (15.5) /+8 19/17 92/70/52+CON 8 2d6+2 (9) 2d8+4 (13) 3d6+6 (16.5) /+8 19/17 100/76/57+CON 9 2d6+3 (10) 3d6+3 (14.5) 2d10+7 (18) /+9 20/18 108/82/61+CON 10 2d8+2 (11) 2d8+7 (16) 2d10+9 (20) /+9 20/18 116/88/66+CON 11 3d6+2 (12.5) 3d6+7 (17.5) 2d10+11 (22) /+10 21/19 124/94/70+CON 12 2d6+3 (13.5) 2d10+8 (19) 2d10+13 (24) /+10 21/19 132/100/75+CON 13 3d6+4 (14.5) 3d6+10 (20.5) 3d8+12 (25.5) /+11 22/20 140/106/79+CON 14 3d6+5 (15.5) 2d10+11 (22) 3d8+14 (27.5) /+11 22/20 148/112/84+CON 15 3d6+6 (16.5) 3d6+13 (23.5) 3d10+13 (29.5) /+12 23/21 156/118/88+CON 16 3d6+7 (17.7) 2d10+14 (25) 3d10+15 (31.5) /+12 23/21 164/124/93+CON 18 3d6+8 (18.5) 3d8+13 (26.5) 4d8+15 (33) /+13 24/22 172/130/97+CON 19 3d6+9 (19.5) 4d6+14 (28) 4d8+17 (35) /+13 24/22 180/136/102+CON 20 2d10+9 (21) 4d6+16 (30) 3d12+18 (37.5) /+14 25/23 188/142/106+CON 21 3d6+12 (22.5) 4d6+18 (32) 4d10+18 (40) /+15 26/24 196/148/111+CON 22 2d10+13 (24) 4d8+16 (34) 5d8+20 (42.5) /+16 27/25 204/154/115+CON 24 2d10+14 (25) 4d8+18 (36) 4d12+19 (45) /+17 28/26 212/160/120+CON 25 3d8+13 (26.5) 4d10+16 (38) 5d10+20 (47.5) /+18 29/27 220/166/124+CON 27 4d6+14 (28) 4d10+18 (40) 4d12+24 (50) /+19 30/28 228/172/129+CON 28 3d10+13 (29.5) 4d10+20 (42) 5d12+20 (52.5) /+20 31/29 236/178/133+CON 29 4d6+17 (31) 4d12+18 (44) 4d12+29 (55) /+21 32/30 244/184/138+CON 31 4d6+18 (32) 4d12+20 (46) 5d12+25 (57.5) /+22 33/31 252/190/142+CON 32 3d10+17 (33.5) 4d12+22 (48) 4d12+34 (60) /+23 34/32 260/196/147+CON 34 4d8+17 (35) 4d12+24 (50) 5d12+30 (62,5) /+24 35/33 268/202/151+CON 35 3d12+17 (36.5) 4d12+26 (52) 4d12+39 (65) /+25 36/34 276/208/156+CON 36 4d10+16 (38) 4d12+28 (54) 5d12+35 (67.5) /+26 37/35 284/214/160+CON 38 4d10+17 (39) 4d12+30 (56) 4d12+44 (70) /+27 38/36 292/220/165+CON 39 3d12+21 (40.5) 4d12+32 (58) 5d12+40 (72.5) 1 Soldiers have +2 to their AC value. Brutes and Artillery have -2 to their AC value 2 HP values are divided like: Brute / Controller+Skirmisher+Soldier / Artillery+Lurker. To all values are the monster s Constitution value added. Add levels below 1, the constitution value is a fraction of the full value, represented as a multiplier going from 0.8 to Artillery minions deal only 75% of the stated damage on multi-target and melee attacks. Brute minions do 125% of the stated damage on their attacks. 4 Use multiple target damage for At-Will area, burst and blast attacks that can target more than one enemy. 5 Use single target damage for At-Will attacks targeting one enemy, or Encounter powers that can target more than one enemy (area, burst and blast attacks) 6 Use singe target damage for Encounter attacks targeting one enemy, or Brute At-Will attacks targeting a single enemy. 7 To calculate Brute Encounter attacks targeting a single enemy, multiply the single target damage with 150%. 9

10 Quick Damage Conversion If you do not want to waste time on converting damage you can use the following quick damage conversion table and add a modifier to the damage output of the monster, based on level and power usage. QUICK DAMAGE MODIFIER TABLE Monster Level Minion Damage Multiple Target Single Target Limited Use Trap Damages Traps that acts as monsters and do continues damage from multiple attacks, round after round, can easily be handled within the monster damage output above, and would motivate the same XP as a monster of equal level. However, not all traps do damage in such a way. Many traps are more of single attack nature, so in order to do the same average damage as a monster of equal level you have to use the average monster damage during an encounter as baseline. Below is suggested damage output for traps that does one single attack. SINGLE ATTACK TRAP DAMAGE Trap Level Single Attack Damage Trap Level Single Attack Damage 1 2d6+5 (14) 16 2d12+53 (66) 2 2d6+10 (17) 17 2d12+57 (70) 3 2d6+13 (20) 18 2d12+62 (75) 4 2d6+15 (22) 19 2d12+67 (79) 5 2d6+18 (25) 20 2d12+71 (84) 6 2d8+19 (28) 21 4d8+71 (89) 7 2d8+23 (32) 22 4d8+76 (94) 8 2d8+26 (35) 23 4d8+81 (99) 9 2d8+29 (38) 24 4d8+86 (104) 10 2d8+33 (42) 25 4d8+91 (109) 11 2d10+35 (46) 26 4d10+93 (115) 12 2d10+38 (49) 27 4d10+98 (120) 13 2d10+42 (53) 28 4d (126) 14 2d10+46 (57) 29 4d (132) 15 2d10+50 (61) 30 4d (138) Monster XP Rewards The Experience Point Rewards table provides XP values for monsters of every level. Use the Standard Monster column for NPCs, traps, and noncombat encounters (skill challenges and puzzles). EXPERIENCE POINTS REWARDS Monster Minion Standard Elite Solo Level Monster / / /

11 TARGET ENCOUNTER XP TOTALS Encounter Level 4 PCs 5 PCs 6 PCs / / / Monster Treasure Rewards With the bounded accuracy the dependency of magic items in order to hit enemies are reduced. The amount of treasures handed out is therefore reduced to half, or in average 5 treasure parcels per level (every other combat encounter). Below you find the amount of treasure that should be handed out at each level for a party of 5 players. It is equal to 5 treasure parcels per level. TOTAL TREASURE DURING LEVEL Character Level Total Treasure Character Level Total Treasure Encounter Building In order to build encounters use the target encounter XP to the left and use three encounters per day with two short rests in between. You can use the general guidelines below to get a quick overview of the monster challenge level needed for various adventure challenges and structures. The basic structure is three tactical encounters with two short rests in between (1+1+1). Below you can make those three encounters easy to deadly by increasing the level of the monsters, in comparison to the adventurers. You can also see the average remaining HP and Healing Surges at the end of the adventuring day. 11

12 ADVENTURE CHALLENGE Challenge Monster vs. Party Level HS/HP at End of Day Easy Level % / Full Normal Level % / Full Hard Level % / Full Deadly Level + 2 0% / 70% If you want to run another structure, i.e. dividing the day with more encounters between each short rest, or maybe having fewer short rests, you can see an average recommendation on monster level needed. However, please note that as you reduce the number of short rests, or even remove them completely the calculations below becomes very level dependent. A low Heroic level character or an upper Paragon level character will be more at risk than the average number portrayed below. ADVENTURE STRUCTURE Structure (Enc/Day) Monster vs. Party Level HS/HP at End of Day Level +0 50% / Full Level % / Full Level % / Full 1+1 Level % / Full 2+2 Level % / Full 3+3 Level % / Full 1 Level % / 50% 2 Level % / 10% 3 Level % / Full Encounter Length When planning for your encounters I find it quite useful to have a look at the average length of the encounter in order to get a grip of how much table time each encounter is going to take. Should I increase or decrease some encounter levels in order to have the table time I envision for the encounter? How important is the encounter? Does it merit the table time? Party Level Average Encounter Length (Rounds) (Encounter Level compared to Party Level) ,41 0,41 0,84 1,22 1,71 2,29 3,10 3,86 4,80 5,71 6,82 2 0,35 0,72 1,05 1,47 1,92 2,57 3,20 3,97 4,70 5,60 6,47 3 0,70 1,02 1,41 1,82 2,34 2,83 3,53 4,23 5,09 5,91 6,91 4 1,00 1,37 1,77 2,26 2,74 3,39 4,06 4,87 5,65 6,60 7,53 5 1,10 1,48 1,95 2,41 2,96 3,59 4,37 5,11 6,02 6,89 7,95 6 1,44 1,89 2,32 2,86 3,44 4,18 4,89 5,75 6,58 7,58 8,57 7 1,46 1,71 2,01 2,44 2,96 3,47 4,11 4,82 5,68 6,52 7,52 8 1,67 1,95 2,34 2,84 3,33 3,92 4,59 5,40 6,20 7,15 8,08 9 1,78 2,06 2,53 2,97 3,53 4,06 4,70 5,37 6,26 7,12 8, ,99 2,44 2,86 3,39 3,90 4,51 5,11 5,96 6,78 7,75 8, ,12 2,36 2,64 2,91 3,35 3,82 4,39 4,96 5,71 6,46 7, ,20 2,46 2,70 2,99 3,40 3,90 4,40 5,00 5,66 6,44 7, ,55 2,82 3,12 3,39 3,70 4,00 4,55 5,09 5,83 6,56 7, ,75 3,05 3,30 3,60 3,89 4,36 4,86 5,54 6,23 7,05 7, ,97 3,21 3,50 3,78 4,16 4,64 5,25 5,91 6,68 7,45 8, ,14 3,42 3,68 4,00 4,46 5,00 5,62 6,36 7,08 7,93 9, ,07 3,35 3,67 3,98 4,30 4,60 4,95 5,53 6,27 7,38 8, ,14 3,44 3,73 4,06 4,34 4,66 4,97 5,60 6,58 7,79 9, ,27 3,54 3,86 4,14 4,45 4,74 5,14 6,03 7,13 8,36 9, ,07 3,38 3,66 4,00 4,28 4,60 5,10 6,10 7,21 8,60 10, ,49 2,73 3,00 3,23 3,50 3,87 4,27 4,67 5,24 6,04 7, ,45 2,69 2,92 3,17 3,48 3,87 4,23 4,63 5,11 5,92 6, ,54 2,71 2,91 3,22 3,62 4,03 4,48 4,96 5,67 6,46 7, ,53 2,72 2,96 3,30 3,67 4,11 4,52 5,04 5,71 6,54 7, ,49 2,71 2,98 3,31 3,72 4,14 4,60 5,11 5,84 6,66 7, ,59 2,84 3,11 3,49 3,88 4,32 4,76 5,36 6,07 6,95 7, ,49 2,73 3,02 3,28 3,60 3,93 4,41 4,95 5,64 6,41 7, ,60 2,87 3,13 3,42 3,72 4,10 4,58 5,17 5,85 6,68 7, ,59 2,83 3,11 3,38 3,70 4,04 4,55 5,10 5,81 6,59 7, ,70 2,97 3,22 3,52 3,82 4,24 4,73 5,33 6,02 6,86 7,80 12

13 4.5 Monster Example Below is an example on how you can mix information from different sources to get best from various edition of the monster, in this case an owlbear. Owlbear An amalgam of fur and feathers, this bizarre half-bear, half-owl monstrosity raises its huge, ursine claws in anger. Owlbear Level 8 Elite Brute Large fey beast XP 1,180 HP 184; Bloodied 92 Initiative +5 AC 18; Fortitude 18; Reflex 14; Will 16 Perception +14* Speed 7 Low-Light Vision Saving Throws +2; Action Points 1 TRAITS Keen Sight and Smell The owl bear has a +4* bonus on Perception checks that rely on sight or smell. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +8 vs. AC Hit: 2d8 + 6 slashing damage. M Double Attack * At-Will Effect: The owibear uses claw twice. If both attacks hit the same creature, the owibear grabs it (escape DC 16) if the owibear has fewer than two creatures grabbed. M Beak Snap * At-Will Effect: Melee 1 (one creature grabbed by the owibear). The target takes 3d piercing damage. TRIGGERED ACTIONS C Stunning Screech * Encounter Trigger: The owlbear is first bloodied. Attack (Free Action): Close blast 3 (creatures in blast); +7 vs. Fortitude Hit: The target is stunned (save ends). Str 20 (+7) Dex 14 (+4) Wis 16 (+5) Con 16 (+5) Int 2 (-2) Cha 10 (+2) Alignment unaligned Languages An owlbear's screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head. Deadly Ferocity. The owlbear's reputation for ferocity, aggression, stubbornnes~. and sheer ill temper makes it one of the most feared predators of the wild. There is 5th little, Edition if anything, monster that a hungry owlbear fears. descriptions Even monsters which that in outmatch an owlbear some in size cases and are strength better avoid tangling with it, for than this creature 4th Edition. cares nothing about a foe's superior strength as it attacks without provocation. Consummate Predators. An owl bear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its Short description from territory, to search for a mate, or to flush prey into its Pathfinder monster entry hunting grounds. These are typically forests familiar of owlbear to the owlbear, and dense enough to limit its quarry's escape routes. An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear's lair, Owlbear attracting trait scavengers from 5th and thus luring more prey. Edition that gives more Owl bears outside hunt alone of combat or in mated pairs. If quarry is plentiful, information a family of owlbears might remain together for longer than 'is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt. Savage Companions. Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a master, making it an unflinching guard or a fast and hardy mount. All monster People statistics of remote frontier settlements have have even been succeeded converted to at racing owlbears, but spectators the bet new as 4.5 often Edition on which owl bear will attack its handler values as they do on which will reach the finish line first. Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill 4th giants Edition and frost graphics giants sometimes keep owl bears as pets. which A starved in this rare owlbear case might show up in a gladiatorial actually arena, ruthlessly is better than 5th eviscerating and devouring its foes Edition before a bloodthirsty audience. Owlbear Origins. Scholars have long debated the origins of the owl bear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. 13

14 Pathfinder easy information about monster environment However, venerable elves and claim organization to have known these creatures for thousands of years, and some fey insist that owl bears have always existed in the Feywild. Environment. Temperate forests Organization. Solitary, pair, or pack (3 8) OWLBEAR LORE Nature DC 17: Owlbears are dangerous predators. They typically lair in forests and shallow caves. They can be active during the day or night, depending on the habits of the available prey. Adults live in mated pairs and hunt in packs, leaving their young in the lair. Arcana or Nature DC 22: Scholars claim that a demented wizard created the first specimen of owlbears by crossing a giant owl with a bear. However, venerable elves claim their origin is in the Feywild and that they made their way to the natural world long ago. I like the format of the skill information about various monsters and usually keep or update the 4th Edition material with new information tied to my own campaign world. Owlbear Large fey beast, unaligned HP 184; Bloodied 92 Initiative +5 AC 18; Fortitude 18; Reflex 14; Will 16 Perception +14* Speed 7 Low-Light Vision Str 20 (+7) Dex 14 (+4) Wis 16 (+5) Con 16 (+5) Int 2 (-2) Cha 10 (+2) Saving Throws +2; Action Points 1 Languages Challenge Level 8 Elite Brute (1,180 XP) Keen Sight and Smell The owl bear has a +4* bonus on Perception checks that rely on sight or smell. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +8 vs. AC Hit: 2d8 + 6 slashing damage. M Double Attack * At-Will Effect: The owibear uses claw twice. If both attacks hit the same creature, the owibear grabs it (escape DC 16) if the owibear has fewer than two creatures grabbed. M Beak Snap * At-Will Effect: Melee 1 (one creature grabbed by the owibear). The target takes 3d piercing damage. TRIGGERED ACTIONS C Stunning Screech * Encounter Trigger: The owlbear is first bloodied. Attack (Free Action): Close blast 3 (creatures in blast); +7 vs. Fortitude Hit: The target is stunned (save ends). If you liked the look and feel of the new monster format from 5th Edition it is quite easy to convert 4th Edition monsters into a similar layout. Personally I find it harder to read and find the information, but I can agree that the look and feel maybe more fitting for a fantasy RPG. 14

15 4.5 EDITION CHARACTER CHANGES Hit Points Hit Points is reduced in 4.5 Edition to shorten the length of combat, both for monsters and players. Initial HP at first level is kept the same, but the progression at higher levels have been reduced to 75% of the 4th Edition values. HIT POINT PROGRESSION Class Invoker, Psion, Wizard Ardent, Bard, Cleric, Druid, Monk, Ranger, Rogue, Runepriest, Seeker, Shaman, Sorcerer, Warlock, Warlord Avenger Barbarian, Battlemind, Fighter, Paladin Warden HP at 1st Level 10 + CON score 12 + CON score 14 + CON score 15 + CON score 17 + CON score HP per level gained * 4.5* * For characters with +4.5 HP / level, give +5 at odd levels and +4 at even levels, i.e. +4 at 2nd level, +5 at 3rd level, +4 at 4th level, etc. Attack and Defense In 4th Edition characters add +1 to their Attack, AC and Defense values, as well as Skill bonuses every 2nd level. Due to Bounded Accuracy this progress is now +1 at every 4th level, i.e. +0 at 1st to 3rd level, +1 at 4th to 7th level, +2 at 8th to 11th level, etc. Power Changes Some powers based on "ability + bonus" for calculating attack bonus gets changed in 4.5 Edition, as the bounded accuracy reduces the difference between weapon attack and non-weapon attacks. 5 POWER CHANGES Level 4th Edition Ability Bonus 4.5 Edition Ability Bonus Difference 1st th th th st Example Power: Below is an example how this change gets implemented on the Shield Berarer s Vendetta power - a Fighter Level 13 Encounter power. Shield Bearer s Vendetta C Shield Bearer s Vendetta Fighter Attack 13 When an enemy successfully attacks, you and your shield punish the foe and any other enemies nearby. Encounter * Martial Immediate Reaction Close burst 1 Requirement: You must be using a shield. Trigger: An enemy hits you or an ally adjacent to you with a melee attack Effect: You can shift 2 squares to a square adjacent to the triggering enemy. Target: Each enemy in burst you can see Attack: Strength + 4 vs. Reflex (+6 in 4th Edition) Level 21: Strength + 5 vs. Reflex (+9 in 4th Edition) Hit: 1d10 + Strength modifier damage, and the target is dazed until the end of its next turn. Feat Changes There are several feats that provides an attack bonus that is not supported anymore with the bounded accuracy progression. Below are the ones I have spotted myself, but as a general rule bonuses to damages are ok, bonuses to attacks are only ok if it covers very special situations, and they should not increase over level. Axe Expertise The axe is a weapon designed to cleave through armor and bone. You are trained to maximize the force you deliver with each hack of your axe. Benefit: When rolling damage for a weapon attack you make with an axe, you can reroll one damage die that results in a 1, but you must use the second result. 15 Version

16 Battle Song Expertise [Bard] Magic creates and is created by song, a fact that few understand better than you do. You specialize in the tools of the bard, be they weapons or instruments. Prerequisite: Bard Benefit: You gain a +1 feat bonus to the number of squares that you can push, pull, or slide creatures with your bard powers and bard paragon path powers that use such a weapon or item. Bludgeon Expertise In your hands, a hammer or a mace delivers crushing blows that reverberate through the toughest armor. Even glancing blows are enough to wear down your enemy. Benefit: You gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or a mace. Bow Expertise Your steady accuracy allows you to fire arrows with great precision. With training, you've learned to hone in on lone foes to deal out crippling strikes. Benefit: You gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature. This bonuses increase to +2 at 11th level and +3 at 21st level. Crossbow Expertise In your steady hands, a crossbow is a precision weapon. You need to see only a small portion of your enemy to deliver a deadly attack. Benefit: You ignore partial cover and superior cover with weapon allacks you make with a crossbow. Devoted Priest Expertise Even when you wade into battle with your weapon at the ready, your enemies still feel the sting of the symbol of your faith. Benefit: When you hit a creature vulnerable to radiant damage with a weapon attack while you are using a holy symbol, you gain a +1 bonus to the damage roll. This bonus increases to +2 at 11th level and +3 at 21st level. Devout Protector Expertise The power of your faith shines from both your holy symbol and your weapon, enhancing your attacks and your shield at the same time. Benefit: When you hit with a divine at-will attack power or a basic attack while wielding a melee weapon, using a shield, and using a holy symbol, your shield bonus to Reflex increases by 1 until the start of your next turn. Draconic Spellcaster [Arcane] Prerequisite: Dragonborn, any arcane class Benefit: You gain a +1 feat bonus to damage rolls when you use an arcane power that deals the same damage type as your breath weapon. The bonus increases to +2 at 15th level and to +3 at 25th level. Dwarven Rod Expertise You have learned a dwarven technique for wielding a rod for both magical and martial purposes. Prerequisite: Proficiency with rods Benefit: When you wield a rod, you can treat it as a club when making weapon attacks. You can use the enhancement bonus and critical dice of the rod when making weapon attacks or damage rolls with it, but you cannot use its properties or powers. Eldritch Fusillade Expertise Your hands move with surety of purpose and economy of motion as you prepare to unleash a torrent of bolts, both magical and physical, against your enemies. Benefit: While you wield both a wand and a crossbow, you can treat the hand holding the wand as if it were empty for the purpose of loading the crossbow. Feyborn Charm [Bard] Prerequisite: Eladrin or gnome, bard Benefit: When you use an arcane charm power, you gain a +1 feat bonus to damage rolls. The bonus increases to +2 at 11th level and to +3 at 21st level. You also gain a +1 feat bonus to Bluff checks and Diplomacy checks. Flail Expertise The flail requires a mix of speed and power, a style that you have perfected over long hours of training. With a sweeping attack, you entangle a foe and send it tumbling to the ground. Benefit: When you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it. 16

17 Gnome Phantasmist [Wizard] Prerequisite: Gnome, wizard Benefit: When you use an arcane illusion power, you gain a +2 feat bonus to damage rolls. The bonus increases to +3 at 11th level and to +4 at 21st level. Heaven s Arrow Prerequisite: Invoker Benefit: You gain a +1 feat bonus to attack rolls with ranged invoker attack powers against targets that are not adjacent to any creature. Heavy Blade Expertise The heavy blade blends accurate attacks and quick parries into a potent package. You have learned to use your weapon to deflect enemies' attacks as you move about the battlefield. Benefit: While wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks. Hex Expertise [Warlock] You call upon a symbol of your warlock s pact to strengthen your connection with your patron and increase your control over your Warlock s Curse. Prerequisite: Warlock, Warlock s Curse class feature Benefit: Once per day, while wielding such a weapon, you can place your Warlock s Curse on any enemy you can see, rather than the nearest enemy you can see. Holy Symbol Expertise Holy symbols are signs of faith. Yours represents a god or a cause that is dear to you. Your resolve is strengthened whenever you smite a foe with your symbol. Benefit: When you attack an enemy with an implement attack using a holy symbol, your enemies cannot gain combat advantage against you until the start of your next turn, unless you use a power or another ability that states that you grant combat advantage. Implement Focus Feat is removed Implement Expertise Feat is removed Improved Bull Rush Prerequisite: Str 13, Con 13 Benefit: When you use the bull rush action, you gain a +1 feat bonus to the attack roll. The bonus increases to +2 at 11th level and +3 at 21st level. Improved Grab Prerequisite: Str 13 Benefit: When you use the grab action, you gain a +1 feat bonus to the attack roll. The bonus increases to +2 at 11th level and +3 at 21st level. Improved Defenses You hone your body and mind to guard yourself against attacks targeting weak spots in your defenses. Prerequisite: One of your defense scores is 5 or lower than your highest defense score. Benefit: You gain a +2 feat bonus to either Fortitude, Reflex, or Will (your choice), as long as it meets the prerequisite. This bonus increases to +3 at 11th level and +4 at 21st level. Special: You can take this feat a second time for another defense type, as long as it meets the prerequisite. Iron Will This feat is removed Ki Focus Expertise You have dedicated yourself to becoming as attuned to your ki focus as possible, heightening your prowess in battle. Benefit: You gain a +1 bonus to the damage rolls of attacks that you make with your ki focus against a bloodied enemy. Both of these bonuses increase to +2 at 11th level and +3 at 21st level. Light Blade Expertise What a light blade lacks in weight and power, it makes up in accuracy. In your hands, this advantage becomes even deadlier when your foe's defenses are down. Benefit: You gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you. - This bonus increase to +2 at 11th level and +3 at 21st level. Master at Arms Some warriors seek to master one or two weapons. You instead learned techniques to wield a variety of arms. Benefit: You can use a minor action to sheathe a weapon and then draw a weapon. 17

18 Mighty Crusader Expertise You use your weapon to fend off attacks while you unleash your prayers through the symbol of your faith. Benefit: When you use two hands to wield a melee weapon with which you have proficiency, ranged and area attacks that you make with a holy symbol do not provoke attacks of opportunity. Orb Expertise The orb is an implement of strength and durability. When you produce an effect, you can channel energy from the orb to empower your magic. Benefit: You gain a +1 feat bonus to the number of squares you pull, push, or slide targets of attacks that you make with an orb. Pick Expertise The pick is a favored weapon of dwarves, gnomes, and others that must battle giants. Its curved point makes it an excellent weapon for striking at a foe's feet, particularly against larger foes such as giants or ogres. Of course, to a halfling or gnome a human is a larger foe. Benefit: You gain a +1 bonus to pick damage rolls against any enemy that has a size category larger than yours. This bonus increases to +2 at 11th level and +3 at 21st level. Polearm Expertise With proper training, a polearm's length provides both an offensive and a defensive edge. When you attack, you keep your foes at a distance. When they close to attack, the polearm's size makes it ideal for parrying. Benefit: While you hold a two-handed polearm in both hands, you gain a +2 bonus to all defenses against charge attacks. Rod Expertise A rod is a useful conduit for arcane energy. It is also useful when defending yourself against your foes. The magic you draw from within a rod, along with your training and expertise, allows you to use it to parry attacks. Benefit: When you hold a rod, you gain a +1 shield bonus to AC and Reflex. Sling Expertise The sling is a versatile weapon favored by melee combatants because it is fast and light, and it can be carried in one hand. You are a master of the sling and can use it without threat from nearby foes. Benefit: When you make a ranged or an area attack with a sling, you don't provoke opportunity attacks for doing so. Spear Expertise Your talent with the spear is deadliest when you are advancing upon a foe. Benefit: When charging, you also gain a +1 bonus to damage rolls of weapon attacks that you make with a spear. This bonus increase to +2 at 11th level and +3 at 21 st level. Staff Expertise The staff is the most durable implement as well as a dependable weapon. You have learned to use the staff to defend yourself while unleashing your magical powers or to strike at enemies beyond your reach. Benefit: When you make a rangcd attack or an area attack with a staff as an implement, you don't provoke opportunity attacks for doing so. When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1. Superior Fortitude Your natural endurance is so great that you can ignore lasting injuries. Prerequisite: Strength 15 or Constitution 15 Benefit: You gain a +1 feat bonus to Fortitude. You also gain resist 3 to ongoing damage. This resistance increases to 6 at 11th level and 9 at 21st level. Superior Reflexes Your speed and agility give you the upper hand at the start or combat as well as an advantage against certain attacks. Prerequisite: Dexterity 15 or Intelligence 15 Benefit: You gain a +1 feat bonus to Reflex. You also gain combat advantage against all enemies during your first turn in an encounter. Superior Will You can shrug off attacks that try to seize your mind or leave you senseless. Prerequisite: Wisdom 15 or Charisma 15 Benefit: You gain a +1 feat bonus to Will. In addition, if you are dazed or stunned, you can make a saving throw at the start or your turn to end that effect, even if the effect doesn't normaly end on a save. 18

19 Tome Expertise The tomes you study reveal ancient and dangerous secrets. Your familiarity with these books lets you access their power more easily and make your conjurations and summoned monsters more fearsome. Benefit: Enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect. Totem Expertise A totem is a physical representation of one or more primal spirits. Your totem makes it easier to commune with the associated spirit and reveals your enemies to your allies. Benefit: You ignore partial cover and partial concealment on implement attacks you make with a totem. Two-Handed Weapon Expertise You are a master of wielding two-handed melee weapons, and you can deal devastating amounts of damage when you charge. Benefit: You gain a + 1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. This bonus increase to +2 at 11th level and +3 at 21st level. Weapon Expertise The feat is removed Weapon Ki Technique You have learned to further blur the already hazy boundary between the use of your weapons and the use of your ki focus. Benefit: When you wield a weapon and a ki focus, you gain a +1 bonus to the damage rolls of at-will attacks you make against bloodied enemies. This bonus increases to +2 at 11th level and +3 at 21st level. White Lotus Dueling Expertise [Arcane] You have been trained to carry out an arcane duel using a variety of implements often more than one at the same time. Prerequisite: Any arcane class Benefit: When you hit an enemy with an arcane at-will attack power or basic attack on your turn, you gain a +2 bonus to Arcana checks and Diplomacy checks until the end of your next turn. Versatile Expertise Feat is removed Wand Expertise The wand is the most precise implement. You have learned to use it to deliver perfectly aimed attacks in spite of any cover your foes have. Benefit: You ignore partial cover and superior cover for implement attacks you make with a wand. War Wizard s Expertise [Arcane] While the techniques of channeling arcane power with a bladed weapon were said to have been discovered by the race that became the elves, drow, and eladrin, variants have since spread far and wide. You have mastered one of these special talents that not only enhances your attacks but gives your friends a measure of protection from those same strikes. Prerequisite: Any arcane class Benefit: When you use an arcane attack power with a light blade or a heavy blade and hit one or more allies, you reduce the damage dealt to those allies by that attack by 4. This reduction becomes 6 at 11th level and 8 at 21st level. 19

20 Healing Powers In order to be able to run many smaller encounters that still may tax the party s healing surges, we make two major power changes. We take away surgeless healing, and we reduce the usage of the Healing Word power. Healing Word Healing word allows you to invigorate and restore your allies. As you gain levels, you can restore more hit points with each use. Healing word is a close burst, but it affects only one creature. You can use this power without provoking opportunity attacks, but remember that you must still be within range of the ally who needs healing. C Healing Word Cleric Feature You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. Encounter (Special) * Divine, Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. Special: You can use this power twice, but only regain the two uses after a short rest. You can use any number of healing words during an encounter, but only once per round. At 16th level, you get three uses of this power. Surgeless Healing The following powers do not any longer provide healing without the use of Healing Surges. The powers work as normally but uses Healing Surges to fuel their power. Ardent 6 - Mend Wounds (Daily) Ardent 10 - From the Brink (Daily) Ardent 16 - Mental Rejuvenation (Daily) Ardent 19 - Vitality Transfer (Daily) Ardent 2 - Healing Bond (Daily) Ardent 22 - Expedite Healing (Daily) Ardent 25 - Bountiful Portent (Daily) Artificer 10 - Healing Figurine (Daily) Artificer 22 - Cure-All Admixture (Daily) Assassin 22 - Soul of Death (Daily) Avenger 19 - Vengeful Recovery (Daily) Avenger 29 - Fiery Vengeance (Daily) Bard 22 - Ode to the Daring (Daily) Bard 22 - Elegy Unwritten (Daily) Bard 16 - Elegy of the Undefeated (Daily) Catalyst 12 - Serene Mind (Daily) Cleric 22 - Mass Cure Serious Wounds (Daily) Cleric 6 - Cure Serious Wounds (Daily) Cleric 2 - Cure Light Wounds (Daily) Cleric 16 - Cure Critical Wounds (Daily) Cleric 19 - Indomitable Spirit (Daily) Cleric 25 - Life Lanterns (Daily) Cleric 29 - Breath of the Stars (Daily) Cleric 19 - Miraculous Intervention (Daily) Cleric 10 - Battle Surge (Daily) Cleric 19 - Unconquerable Spirit (Daily) Cunning Prevaricator 12 - Trickery's Reward (Encounter) Druid 5 - Life Blood Harvest (Daily) Druid 22 - Touch of Renewal (Daily) Heir of Siberys 26 - Siberys Mark of Healing (Daily) Indomitable Champion 26 - Epic Tenacity (Daily) Invoker 10 - Covenant of Endurance (Daily) Invoker 16 - Covenant of Life (Daily) Miracle Worker 12 - Miraculous Grace (Daily) Multiclass 16 - Healing Flesh of the Infected (Encounter) Paladin 16 - Death Ward (Daily) Paladin 0 - Lay On Hands (At-Will) Paladin 22 - Fateful Cleansing (Daily) Praetor Legate 20 - Dictator's Judgment (Daily) Pyreen 26 - Rejuvenate the Land (Daily) Radiant Serpent 12 - Shining Pass (Daily) Ranger 6 - Invigorate the Beast (Daily) Raven Knight 26 - Dark Scythe (Daily) Runepriest 2 - Shield of Sacrifice (Daily) Runepriest 16 - Rune of Reinvigoration (Daily) Shaman 2 - Spirit of Life (Daily) Shaman 16 - Healing Howl (Daily) Shaman 22 - Natural Rebirth (Encounter) Shaman 19 - Tree Father's Ward (Daily) Skill Power 16 - Miraculous Treatment (Daily) Tactical Warpriest 12 - Battle Favor (Daily) Tiefling Warfiend 12 - Infernal Resurgence (Daily) Voice for the Ravaged 12 - Restorative Wind (Daily) Warden 6 - Bear's Endurance (Daily) Warden 9 - Form of the Stone Sentinel (Daily) Warden 29 - Form of Verdant Growth (Daily) Warlock 25 - Vestige of Vykolad (Daily) Warlord 19 - Exhorted Counterattack (Daily) Warlord 7 - General's Gift (Encounter) 20

21 XP/Level Progression As we have changed the XP for monsters at various levels, we also have to change the Character Advancement table to reflect these changes. I am here providing to options, on the classic 4th Edition progression, i.e. 10 encounters before you gain a new level. An alterantive version I use in my own campaign is 10 combat encounters and 4 non-combat encounters, which could be skill challenges, traps, roleplaying rewards, quest XP, etc. This forces me to always plan for 30% of the XP not being tied to combat. CHARACTER ADVANCEMENT Total XP (10 Enc) Alternative XP (10+4 Enc) Level Level Bonus

22 OPTION: BACKGROUND wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp. By combining the 4th Edition theme concept with 5th Edition character backgrounds, we can create more depth and flexibility for character creation. Below is an example of the Acolyte Background. Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in appendix B or those specified by your DM, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. Building an Acolyte Although acolytes aren t always clerics (or paladins, or adventurers of any sort), it s not unusual for clerics or other heroes to be acolytes. Acolytes are educated by the standards of their homelands, plus they are influential and responsible. When difficult challenges or threats arise, rulers often consult with local priests and seek their advice about how to proceed. Some acolytes are content to offer their counsel, but others more inclined to action might set out to solve problems personally, eventually taking up a career in adventuring. Naturally, adventuring acolytes are often clerics. Druids also serve as members of the priesthood in some cultures and are a good fit for this background. Rogues or fighters might also serve as acolytes, employing guile or strong sword arms in the service of their faith. Starting Features Skill Proficiencies: Insight, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer SHELTER OF THE FAITHFUL As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. 22

23 You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. DIVINE SYMBOL Many ordinary acolytes have no supernatural powers, but you re not an ordinary one you re an adventurer. Even if you aren t a cleric, you have studied the lore recorded in your faith s scriptures, and you know the power the holy symbol of your faith holds. When you brandish your holy symbol, you can smite enemies while inspiring your companions. Benefit: Choose smiting symbol or shining symbol. You gain that power. M Smiting Symbol Acolyte Attack The power of your deity shields a nearby ally while you smite the foe. Encounter * Divine, Weapon Standard Action Melee weapon Target: One enemy Attack: Highest ability modifier vs. AC Hit: 1[W] + highest ability modifier damage. Effect: Choose one ally within 3 squares of you. That ally gains a +2 bonus to all defenses until the end of your next turn. He or she also gains temporary hit points equal to 3 + one-half your level. Level 11: 2[W] + highest ability modifier damage. Level 21: 3[W] + highest ability modifier damage. C Shining Symbol Acolyte Attack Your holy symbol gleams with a brilliant radiance, searing your foes and dazzling them for a short time. Encounter * Divine, Implement, Radiant Standard Action Close blast 3 Target: Each enemy in the blast Attack: Highest ability modifier vs. Will Hit: 1[W] + highest ability modifier damage. Effect: 1d8 + highest ability modifier radiant damage, and the target takes a 2 penalty to attack rolls until the end of your next turn. Level 11: 2d8 + highest ability modifier radiant damage. Level 21: 3d8 + highest ability modifier radiant damage. Suggested Characteristics Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. d8 Personality Trait 1 I idolize a particular hero of my faith, and constantly refer to that person s deeds and example. 2 I can find common ground between the fiercest enemies, empathizing with them and working towards peace. 3 I see omens in every event and action. The gods try to speak to us, we just need to listen. 4 Nothing can shake my optimistic attitude. 5 I quote (or misquote) sacred texts and proverbs in almost every situation. 6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. 7 I've enjoyed fine food, drink, and high society among my temple s elite. Rough living grates on me. 8 I ve spent so long in the temple that I have little practical experience dealing with people in the outside world. d6 Ideal 1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) 2 Charity. I always try to help those in need, no matter what the personal cost. (Good) 3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) 4 Power. I hope to one day rise to the top of my faith s religious hierarchy. (Lawful) 5 Faith. I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful) 6 Aspiration. I seek to prove myself worthy of my god s favor by matching my actions against his or her teachings. (Any) d6 Bond 1 I would die to recover an ancient relic of my faith that was lost long ago. 2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. 3 I owe my life to the priest who took me in when my parents died. 4 Everything I do is for the common people. 5 I will do anything to protect the temple where I served. 6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. 23

24 d6 Flaw 1 I judge others harshly, and myself even more severely. 2 I put too much trust in those who wield power within my temple s hierarchy. 3 My piety sometimes leads me to blindly trust those that profess faith in my god. 4 I am inflexible in my thinking. 5 I am suspicious of strangers and expect the worst of them. 6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. Additional Features LEVEL 5 FEATURE With long study, you have come to know the holy texts of your faith like the back of your hand. You find inspiration and guidance in these ancient writings. Benefit: You gain a +2 power bonus to Religion checks and Insight checks. LEVEL 10 FEATURE Strengthened and sustained by your personal faith, you reassure your companions with your simple presence. You inspire them to rise above their setbacks and injuries with your calm confidence in the eventual triumph of your cause. Benefit: While adjacent to you, your allies gain a +1 power bonus to saving throws. Optional Powers Just as your holy symbol is a weapon against evil, so too are the familiar verses and prayers passed down through the generations. Many devout people whisper these comforting words in times of danger or grief, but when you give them the full force of your sincerity and belief, they possess the power to work minor miracles. The following features and powers are available to any character who has chosen the acolyte background. LEVEL 2 UTILITY POWER By reciting a familiar prayer for comfort and help in the face of enemies, you bestow a small amount of healing on all allies nearby. Sorely wounded allies and those suffering from debilitating conditions receive more comfort from your prayer. RELIGIONS IN THE WORLD A religion or a faith in the DUNGEONS & DRAGONS roleplaying game is essentially one organization of priests, and those people who recognize the authority of that priesthood in religious matters. When people speak of the Church of the Silver Flame, the Temple of Light, the Path of Truth, or the Holy Temple of Therund, they re referring to the physical shrines and temples, the worshipers, and the hierarchy of priests associated with that faith. Ordinarily, a religion spans a kingdom or a handful of small, neighboring city-states and holdings. The next kingdom over might have a similar religion venerating the same deities in the same way, but if the priestly hierarchies are separate, then the two kingdoms effectively have two different religions. Additionally, a single realm or city can be home to several different religions, which might appeal to different areas of the kingdom or different social classes of the kingdom s citizens. Just like secular states, neighboring religions might be allies, rivals, or bitter enemies. Usually a religion is centered on the whole pantheon; most people worship all gods, even if they just hope to avert the attention of evil gods by propitiating them at appropriate times. In some cases, a religion favors a single god or set of gods from the pantheon above the others, but even then priests of that faith acknowledge the divinity of the rest of the pantheon. In other cases, a faith is a social structure, philosophy, or behavior system that has little to do with the pantheon for example, a system of ancestor worship or the shamanic worship of many barbarian tribes. C Word of Comfort Acolyte Utility 2 You recite a verse offering a prayer of comfort and endurance in the face of adversity. Daily * Divine, Healing Standard Action Close burst 2 Target: You and each ally in the burst Effect: Each target can make a saving throw. In addition, each target regains 5 hit points, or 10 hit points if he or she is bloodied. 24

25 LEVEL 6 UTILITY POWER Continuously repeating a prayer to avert harm, you shield yourself and allies near you from the attacks of your enemies, as long as none of you breaks the effect by striking. With word of protection, you can guide a small party through a dangerous area or provide a crucial respite in the middle of a pitched battle. C Word of Protection Acolyte Utility 6 You protect yourself and nearby allies with a prayer of peace. Daily * Divine Standard Action Close burst 3 Target: You and each ally in the burst Effect: Each target gains a +5 power bonus to all defenses until the end of your next turn. If any target makes an attack, the effect ends for all targets. Sustain Standard: The effect persists until the end of your next turn. (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. LEVEL 10 UTILITY POWER You learn an ancient prayer for consecrating places against the trespass of evil creatures, especially undead. Good and true people making their stand on sanctified ground are protected from the attacks of their foes, and healing effects are bolstered for them. Holy light burns undead that venture into the area. C Sanctifying Word Acolyte Utility 10 Your prayer sanctifies the ground on which you stand, protecting allies and daunting foes that dare to approach. Daily * Divine, Radiant, Zone Standard Action Close burst 1 Effect: The burst creates a zone that lasts until the end of your next turn. While in the zone, each ally gains a +2 bonus to all defenses and adds 5 to his or her healing surge value. Any undead creature that ends its turn in the zone takes 5 radiant damage. Sustain Minor: The zone persists until the end of your next turn. (Dragon Magazine #399 Ordained Priest) OPTION: ALIGNMENT 4th Edition took a step away from the classical D&D alignment concept. In 5th Edition it was taken back. Here is a proposal that tries to combine the two. A typical creature in the worlds of DUNGEONS & DRAGONS has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good. Good (G) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are good. Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. Lawful (L) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful. Neutral (N) or true neutral characters, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes, they advocate the middle way of neutrality as the best, most balanced road in the long run. Druids are neutral. Unaligned (UA) is the alignment of those who prefer to steer clear of moral questions and don t take sides, doing what seems best at the time. Lizardfolk, and many humans are unaligned. 25

26 Chaotic (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic. Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. Evil (E) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil. Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. Using Inspiration If you have inspiration, you can expend it when you make an attack roll, saving throw, skill or ability check. Spending your inspiration gives you advantage on that roll. You then roll a second d20 when you make the roll. Use the higher of the two rolls to determine if you are successful or not. Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. OPTION: INSPIRATION 5th Edition puts more focus on things happening between adventures. Inspiration was one such system that was added. If you build your own character backgrounds, inspiration can be used to further reward players that follow their backstory. Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. Gaining Inspiration Your DM can choose to give you inspiration when you chose play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way when it is not in your best interest. You either have inspiration or you don t you can t stockpile multiple inspirations for later use. An example would be to not take an insult from the guard captain in the city, when it would be in your best interest to not follow your trait "I am easily insulted and meet every insult with violence" There is a goldmine of good material in the 5th Edition books that you can reuse for your 4.5 Edition game with just some minor tweaking. /Myrhdraak 26

27 4.5 EDITION SKILL CHANGES Skill Changes The use of bounded accuracy in the 4.5 Edition rules also affects the Skill DC progression, mainly lowering the high level DC values. 4th Edition DC Values DIFFICULTY CLASS BY LEVEL Level Easy Moderate Hard Edition DC Values DIFFICULTY CLASS BY LEVEL Level Easy Moderate Hard Version

28 OPTION: SKILL LORE As an option your DM might decide that the vast area of knowledge your skill represents is too wide for you to be an expert in everything, and that you should describe the focus of your characters training. These optional lore rules can be used for that purpose. KNOWLEDGE LORE * Primary Lore: When you get training in a knowledge skill you select one primary lore area of focus for you character. You have your full knowledge skill bonus (one-fourth your character level + 5) in this lore area. * Secondary Lore: You have a +2 skill bonus on all the other lore areas in that trained knowledge skill. * Secondary Lore Progression: As you gain level you get an additional +1 in one lore category of your choice within the knowledge skill you are trained. However, the total bonus can never be higher than one-fourth your level + 5. * Lore Retraining: As part of gaining a level you may also decide to shift your lore focus. You might change two lore skill points between different lore areas, within the same trained skill for each level. KNOWLEDGE LORE AREAS Knowledge Skill Lore Arcana (Int) Alchemy Astrology Engineering Forbidden Lore Magical Lore Planar Lore Dungeoneering (Int) History (Int) Nature (Int/Wis) Architecture & Construction Lore Far Realm Lore Geological Lore Mineralogy Lore Underdark Lore Geographical Lore Heraldic Lore Historical Lore Local Lore Societal Lore Warfare Lore Feywild Lore (Int) Nature Lore (Int) Nature Medicine Lore (Int) Spirituality Lore (Wis) Survival Lore (Wis) Psicraft (Varies) Religion (Int/Wis) Clairsentience Lore (Wis) Far Realm Lore (Int) Metacreativity Lore (Int) Psionic Lore (Int) Psychokinesis Lore (Con) Psychometabolism Lore (Str) Psychoporation Lore (Dex) Telepathy Lore (Cha) Angelic Lore (Int) Divination (Wis) Maleficent Lore (Int) Religious Lore (Int) Undead Lore (Int) Arcana Knowledge Lore ALCHEMY (INT) You can use Alchemy to craft alchemical items, identify rare material components and their uses in alchemical formulas, as well as recognizing effects caused by alchemical compounds. Magic is unnecessary to create alchemical items, but rare and expensive arcane ingredients are required. It is not only wizards that practice alchemy. A ranger might use alchemy to craft a poultice that aids an ally s healing. A rogue can create an alchemical chalk to destroy a lock beyond the limits of his Thievery skill. A cleric can use alchemy to make his or her weapons more potent against insubstantial creatures. ASTROLOGY (INT) You can use Astrology to recognize events in the sky as well as reading star signs. As the stars are under the dominion of divine and foreign entities that have direct effect of the lives in your world, you can divine the meaning of astrological events and phenomenon in the sky and how they are going to affect the lives and future of people around you. You can also use your knowledge of the stars when travelling overseas to guide your ships passage. 28

29 PLANAR LORE (INT) You can use Planar Lore to determine your knowledge of the known planes and their inhabitants (the Far Realms are not considered a known plane). You can use this skill to identify the traits and histories of various planes, and to gather information about the activities, attitudes, and traits of otherworldly creatures. Planar Lore is much like a combination of Geographical Lore and Societal Lore, but only relating to the planes. Benefit: If you have 5 or more ranks in Arcana (Planar Lore), and you have to make Endurance checks while on other planes, also roll an Arcana (Planar Lore) and use the highest result of the two. ENGINEERING (INT) You can use Engineering to apply your scientific and practical knowledge to invent, design, build, maintain, and improve machines, devices, systems, and processes. It can be applied to create simple tools, or improve existing ones. You scientific mind can also be used to try to understand the purpose and design of new, foreign or even otherworldly objects and constructions. FORBIDDEN LORE (INT) You can use Forbidden Lore to recall information about the occult, the weird, and the forbidden including alien creatures, powerful entities from lesser known planes, and unnatural phenomena. Typically, this applies only to knowledge that could be considered taboo to most academia; this might include knowledge about summoning fiends or opening portals to the Far Realm, though general knowledge about the magic used by demons would still fall under Magical Lore MAGICAL LORE (INT) You can use Magical Lore to recall knowledge about magic-related lore and magical effects, including spells, magic items, arcane runes, magic symbols, ancient mysteries, and magic traditions. Most often this skill is used in conjunction with attempts to recall knowledge of arcane magic. Dungeoneering Knowledge Lore ARCHITECTURE & CONSTRUCTION LORE (INT) You can use Architecture and Construction Lore to plan, design and oversee the construction of buildings, aqueducts, bridges, and fortifications. You can recognize which races and civilizations have done the constructions, but you can also recognize faults or damages to constructions or tunnel walls that might prove hazardous, or irregularities that might indicate hidden compartments or doors. Examples of use could be to oversee the repairs of the city walls, excavating a newly discovered buried ruin, reinforcing a fortified pass, infiltrating and navigating in an enemy castle, blowing up a bridge and rebuilding a city. Benefit: If you have 5 or more ranks in Dungeoneering (Architecture and Construction Lore), when you make Search checks to find secret doors or hidden compartments, also roll a Dungeoneering (Architecture and Construction Lore) check and use the highest result of the two. FAR REALM LORE (INT) You can use Far Realm Lore to determine your knowledge of the Far Realm and their inhabitants. You can use this skill to identify activities, attitudes, and traits of aberrant creatures, but also to detect the influence and madness that can be inflicted on natural creatures and people touched by the Far Realm entities. Far Realm Lore is much like a combination of Geographical Lore and Societal Lore, but only relating to the Far Realm. 29

30 and Natural Lore, but only in regard to the Underdark. Benefit: If you have 5 or more ranks in Dungeoneering (Underdark Lore), when you make Endurance checks while underground, also roll a Dungeoneering (Underdark Lore) check and use the higher result of the two. GEOLOGICAL LORE (INT) You can use Geological Lore to recall knowledge about the geological nature of the surrounding, such as age of surround bedrock, the presence or evidence of water underground, geological hazards from geysers and volcanic activities. You can use this lore skill to identify landmarks, determine the traits of the landscape, and find your way safely through hazardous underground areas. Geological lore typically applies only to underground environs; in a similar way as Geographical lore applies to topics above ground. Benefit: If you have 5 or more ranks in Dungeoneering (Geological Lore), when you make Nature checks to keep from getting lost or to avoid natural hazards underground, also roll a Dungeoneering (Geological Lore) and use the higher result of the two. MINERALOGY LORE (INT) You can use Mineralogy Lore to recall knowledge about naturally occurring gems, minerals and valuable metals in the specific rock type, as well as information about how to extract and process it. This includes knowledge of the general value of gemstones and rare metals, which can be used to appraise the value of certain treasures or mineral findings, as well as how to identifying different values from texture, hardness and chemical structures. UNDERDARK LORE (INT) You use Underdark Lore to see if you know something about caves, caverns, Underdark flora and fauna, and the peoples living there. Underdark Lore covers many of the same topics as Geographical Lore History Knowledge Lore GEOGRAPHICAL LORE (INT) You can use Geographical Lore to determine if you know something about lands, terrain, navigation, and climate. You can use this lore skill to identify landmarks, determine the traits of the landscape, and find your way safely through hazardous natural areas. Geographical lore typically applies only to aboveground environs. Benefit: If you have 5 or more ranks in History (Geographical Lore), when you make Nature checks to keep from getting lost or to avoid natural hazards above ground, also make a History (Geographical Lore) check and use the higher result of the two. HERALDIC LORE (INT) You can use Heraldic Lore to recall information pertaining to the lineages, heraldry, customs, family trees, mottoes, crests, personality, and etiquette related to royalty and nobility. This skill also can be used when recalling knowledge about the actions and personal histories of nobility and royalty, including scandals and other notable deeds. Benefit: If you have 5 or more ranks in History (Heraldic Lore), when you make Diplomacy checks to engage with nobles, also make a History (Heraldic Lore) and use the higher result of the two. HISTORICAL LORE (INT) You can use Historical Lore to determine if you know something about royalty, wars, colonies, migrations, and founding of cities. Historical lore covers a broad swath of topics, mostly relating to the civilizations of the world and the events of ages past. Historical lore usually applies only to the nations and peoples of the past, but can provide the same kind of information as Societal Lore about those fallen civilizations. Additionally, Historical Lore can cover events of historical significance, particularly those that had long-lasting repercussions. LOCAL LORE (INT) You can use Local Lore to recall information about a city or other small region with which you are 30

31 familiar. You use this skill when you would answer a question related to folklore, legends, personalities, inhabitants, laws, and traditions within a region you select. When you gain training in this skill, you should choose a region with your DM s assistance. As your skill increases, your DM can allow this skill to apply to checks related to knowledge of other regions. Local Lore differs from Societal Lore in that it covers a smaller region, but also provides more detailed information about the events and individuals of that region. Benefit: If you have 5 or more ranks in History (Local Lore), when you make Streetwise checks to gather information in an area your Local Lore knowledge cover, also roll a History (Local Lore) check and use the higher result of the two. of their presence and traits of fey creatures, but also know how to greet and interact with fey creatures. You are aware of nobles in the Seelie and Unseelie court, which to talk to and whom to avoid. Feywild Lore is much like a combination of Geographical Lore and Societal Lore, but only relating to the Feywild. Benefit: If you have 5 or more ranks in Nature (Feywild Lore), when you make Diplomacy checks to interact with fey creatures from different countries or races, also roll a Nature (Feywild Lore) and use the higher value of the two. SOCIETAL LORE (INT) You can use Societal Lore to recall information about cultures and societies and to see if you know something about people, customs, laws, and traditions. You can use this skill in situations where you attempt to determine the correct etiquette and customs when interacting with a foreign or esoteric culture. Societal Lore differs from Local Lore in that Societal Lore typically offers information about cultures other than those in which you were raised. Benefit: If you have 5 or more ranks in History (Societal Lore), when you make Diplomacy checks to interact with foreigners from different countries or races, also roll a History (Societal Lore) and use the higher value of the two. WARFARE LORE (INT) You can use Warfare Lore to determine if you know something about wars, war strategy, army units, siege engines, and historic battles. Warfare lore covers a broad swath of topics, mostly relating wars, warfare and famous commanders of the world and the battles of ages past. Warfare lore usually applies only to the wars between nations and peoples of the past, but can also provide some information about existing armies and commanders. Additionally, Warfare Lore can cover wars and battles of historical significance, particularly those that had long-lasting repercussions. Nature Knowledge Lore FEYWILD LORE (INT) You can use Feywild Lore to determine your knowledge of the Feywild and their inhabitants. You can use this skill to identify activities, attitudes, signs NATURE LORE (INT) You can use Natural Lore to recall knowledge about the natural world, including naturally occurring plants and animals, natural weather and seasons, and their natural cycles and behavior, This includes knowledge of the habits of natural creatures, climate, storms and other natural phenomenon. You can use this to identifying plants and animals by sight, smell or tracks, or to predict the weather in the nearest days. Benefit: If you have 5 or more ranks in Nature (Nature Lore), when you make Endurance checks to endure though weather or temperatures, also make a Nature (Nature Lore) check and use the higher result. NATURE MEDICINE LORE (INT) You can use Nature Medicine Lore to recall knowledge about naturally occurring medical plants and their natural cycles. This includes knowledge of the terrain and what plants and remedies can be created from them. You can identify medical plants by sight or smell, and create remedies, pollutions, 31

32 potions or medicine from them for various appliances, including injuries, diseases, and poisoning. Benefit: If you have 5 or more ranks in Nature (Nature Medicine Lore), when you make Heal checks in above ground natural environments, also roll a Nature (Nature Medicine Lore) check and use the higher result of the two. SPIRITUALITY LORE (WIS) You can use Spirituality Lore to recall knowledge about the primal spirits, primordials, mythic primal history, shaman and druidic traditions, and totems. You make checks using this skill when attempting to remember information related to primal powers, their spirits, their followers, and the history of the primordials. SURVIVAL LORE (WIS) You can use Survival Lore to survive in the wilderness and track for prey or enemies. This includes knowledge of how to forage for food and water in the wilderness, and how to build shelters. You can also find and follow tracks, either for hunting or tracking enemies. Benefit: If you have 5 or more ranks in Nature (Survival Lore), when you make Endurance checks for outdoor survival in natural environments, also roll a Nature (Survival Lore) check and use the higher result of the two. Psicraft Knowledge Lore Psicraft differs from other skills in the sense that the different disciplines used are associated with different abilities. This mainly effects the use of psionic mantras, which use the skill level of each discipline as well as the ability modifier of the discipline's associated ability. CLAIRSENTIENCE (WIS) The clairsentience psionic discipline focus on powers that enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable. Realm entities. Far Realm Lore is much like a combination of Geographical Lore and Societal Lore, but only relating to the Far Realm. METACREATIVITY (INT) The metacreativity psionic discipline focus on powers that create objects, creatures, or some form of matter. A metacreativity power draws raw ectoplasm from the Astral Plane to create objects or creatures in the place the psionic user designates. Objects created in this fashion are as solid and durable as normal objects, despite their originally diaphanous substance. PSIONIC LORE (INT) You can use Psionic Lore to recall psionic related lore and psionic effects, including knowledge about psionic powers, psionic items, ancient psionic mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs and psionic races. Most often this skill is used in conjunction with attempts to recall knowledge of psionic powers or psionic effects. PSYCHOKINESIS (CON) The psychokinesis psionic discipline focus on powers that manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects above and beyond the power s standard display, such as moving, melting, transforming, or blasting a target. PSYCHOMETABOLISM (STR) The psychometabolism psionic discipline focus on powers that change the physical properties of some creature, thing, or condition. PSYCHOPORTATION (DEX) The psychoportation psionic discipline focus on powers that move the manifester, an object, or another creature through space and time. TELEPATHY (CHA) The telepathy psionic discipline focus on powers that can spy on and affect the minds of others, influencing or controlling their behavior. FAR REALM LORE (INT) You can use Far Realm Lore to determine your knowledge of the Far Realm and their inhabitants. You can use this skill to identify activities, attitudes, and traits of aberrant creatures, but also to detect the influence and madness that can be inflicted on natural creatures and people touched by the Far 32

33 DIVINATION (WIS) You can use Divination in order to interpret signs, events, or omens from your god or other entities that try to contact you. You can also attempt to gain insight into a question or situation by way of an occult, standardized process or ritual. It is up to your DM to decide if and what the gods choose to reveal to you. MALEFICENT LORE (INT) You use Maleficent Lore to see if you know something about immortal creatures from the lower planes, including the various kinds of demons and devils, their general abilities, their plane of residence, their patron, potential vulnerabilities, how many gather in one place, where they are found, and infamous individual arch-devils or named demons. RELIGIOUS LORE (INT) You can use Religious Lore to recall knowledge about religions, gods and goddesses, mythic history, ecclesiastical traditions, and holy symbols. You make checks using this skill when attempting to remember information related to divine powers, their domains, their followers, and the histories of their holy orders. Religion Knowledge Lore ANGELIC LORE (INT) You use Angelic Lore to see if you know something about immortal creatures from the upper planes, including the various kinds of angels, their general abilities, their plane of residence, their patron, potential vulnerabilities, how many gather in one place, where they are found, and famous individual angels. UNDEAD LORE (INT) You use Undead Lore to see if you know something about undead creatures, including the various kinds of undead, their general abilities, potential vulnerabilities, how many gather in one place, where they are found, and infamous individual undead. Benefit: If you succeed with a Religion (Undead Lore) check against a DC equal to the undead creature's AC + 5, you get a +2 attack bonus when using the turn undead power against that type of undead during the encounter. 33

34 COMBAT RULE CHANGES Healing Surges When an adventurer spends a healing surge, he or she regains hit points equal to his or her healing surge value, normally one-sixth (1/6) of his or her maximum hit points (rounded down). Second Wind Adventurers can dig into their resolve and endurance to find an extra burst of vitality. In game terms, an adventurer focuses momentarily on selfdefense and spends a healing surge to regain lost hit points. Using one's second wind is the one way that all adventurers have of healing themselves during an encounter. They must otherwise rely on other sources of healing. Unless otherwise noted in the stat block of a monster or DM-controlled character, this action is available only to adventurers. SECOND WIND: STANDARD ACTION * Action: Standard action. * Only while Bloodied: A character can take this action only once per encounter, and only while bloodied. A character can use his or her second wind without taking an action if another character administers first aid to him or her using the Heal skill. * Spend a Healing Surge: The character spends a healing surge to gain temporary hit points equal to the healing surge value. * + 2 Bonus to All Defenses: The character gains a + 2 bonus to all defenses until the start of his or her next turn. However, the character does not gain this bonus if he or she uses second wind as a result of someone administering first aid. Catching One s Breath A short rest allows a creature to regain the use of encounter powers. Catching one s breath follow these rules. CATCHING ONE S BREATH * Duration: Catching one s breath takes about 5 minutes, and is normally done outside of battle. * No Limit per Day: A creature can catch one s breath an unlimited number of times during a day. * No Strenuous Activity: Catching one s breath means just that. The creature can stand guard, sit in place, ride on a wagon or other vehicle, or do other tasks that don't require much exertion. * Regain the Use of Powers: After catching one s breath, a creature regains the use of expended encounter powers. * Interruptions: If a creature is interrupted while catching his or her breath, the creature needs to rest for another 5 minutes to get the benefits of regaining encounter powers. Short Rest A short rest allows a creature to regain the use of encounter powers and spend healing surges to regain hit points. Short rests follow these rules. SHORT REST * Duration: A short rest is a period of downtime, at least 1 hour long. * No Limit per Day: A creature can take an unlimited number of short rests per day. * No Strenuous Activity: Resting means just that. The creature can eat, drink, read, sit in place, ride on a wagon or other vehicle, tending to wounds or do other tasks that don't require much exertion. * Spend Healing Surges: After a short rest, a creature can spend up to 2 healing surges. A creature can never regain more than 4 healing surges from short rests during a day. A creature that runs out of healing surges must take an extended rest to regain them. * Using Powers during the Rest: A creature can use an encounter power (such as a healing power) during a short rest. * Interruptions: If a creature's short rest is interrupted, the creature needs to rest for another hour to get the benefits of a short rest. 34 Version

35 Extended Rest Once per a 24-hour period, a creature can gain the benefits of an extended rest. EXTENDED REST * Duration: An extended rest is at least 8 hours long. * Once per 24-hour: After a creature finishes an extended rest, it has to wait 16 hours before beginning another one. * Sleep or Light Activity: A creature normally sleeps during an extended rest but doesn't have to. The creature can engage in light activites for no more than 2 hours, such as reading, talking, eating or standing watch, or other activities that doesn't require much exertion. * Regain Hit Points and Healing Surges: At the end of an extended rest a character can use any remaining healing surges to regain lost hit points, a creature regains spent healing surges up to a number of healing surges equal to half the total number of them (rounded up). A character can choose to use the regained healing surges to heal any lost hit points. * Regain the Use of Powers: At the end of an extended rest, a creature regains the use of expended encounter powers and daily powers. * Action Points: At the end of an extended rest, a creature loses any unspent action points, but starts fresh with 1 action point. * Interruptions: If the extended rest is interrupted by a period of strenuous activity fighting, casting spells, at least 1 hour of walking, or similar adventuring activities the characters must begin the rest again to gain any benefit from it. Healing the Dying When an adventurer is dying, he or she needs healing to become conscious. The healing need to restore him or her to at least 1 hit point in order to get conscious. If someone has stabilized the character using the Heal skill but he or she receives no healing, he or she can use healing surges to regains hit points after an extended rest. HEALING THE DYING * Regain Hit Points: When an adventurer is dying and receives healing, the healing need to take him or her from the current negative hit points to above 0 hit points for him or her to regain consiousness. If the healing effect requires the adventurer to spend a healing surge but he or she needs to take an extended rest to regain healing surges which can be used to get the adventurer's hit point total to 1 or above to get conscious. * Become Conscious: As soon as an adventurer has a current hit point total higher than 0, he or she becomes conscious and is no longer dying. (The adventurer is still prone until he or she takes an action to stand up.) Damage Types The following new weapon damage types have been added: * Bludgeoning: Blunt force attacks hammers, falling, constriction, and the like deal bludgeoning damage. * Piercing: Puncturing and impaling attacks, including spears and monster s bites, deal piercing damage. * Slashing: Swords, axes, and monster s claws deal slashing damage. Conditions I have added a number of new condition types from 5th Edition and 13th Age. Some existing ones have been changed to also cover impacts on skill checks: CHARMED The charmed condition is representing a creature under the influence or charismatic control of another creature the charmer. It is not so0 strong a condition as a person being dominated. But it influences the charmed creature into believing the charmer to be its ally. * A charmed creature can t attack the charmer or target the charmer with harmful abilities or magical effects. * The charmer has combat advantage versus the charmed creature. * The charmer has a +4 power bonus on any skill or ability checks to interact socially with the creature. 35

36 DAZED Have the following addition: * The creature takes a -2 penalty on skill and ability checks. DEAFENED Have the following changes: * The creature takes a -10 penalty to Perception checks, and any skill or ability check that requires hearing. FRIGHTENED A frightened creature have seen something that really scares it, to a point where it believes it will die from the source of its fears, real or imagined. It can be the sight of a rotting undead, or illusions conjured by its enemies, or mind tricks played by a psionic controller. * A frightened creature grants combat advantage while the source of its fear is within line of sight. * A frightened creature gets a -2 penalty on skill and ability checks while the source of its fear is within line of sight. * The creature can t willingly move closer to the source of its fear. GRABBED Have the following addition: * The creature takes a -2 penalty to Dexterity checks or skill checks based on Dexterity, except escape attempts from the grab condition. IMMOBILIZED Have the following addition: * The creature takes a -2 penalty to Dexterity checks or skill checks based on Dexterity. INVISIBLE A variety of powers and other effects can turn a creature invisible, effectively giving it total concealment. Sometimes invisibility is magical, and other times it is mundane. The most common way to become invisible is to use the Stealth skill to become hidden. * An invisible creature is impossible to see without the aid of magic or a special sense. * Creatures that want to target an invisible creature have to guess its square in order to have any chance of targeting it. However, the creature s location can be detected by any noise it makes or any tracks it leaves. If the invisible creature made a move action on its last turn, you might detect its present square with an active Perception check as a move action with a -10 penalty to the check * You have total concealment (-5 penalty to attack rolls) against any enemy that can't see you. * You have combat advantage against any enemy that can't see you (but you still have to be able to see the enemy). * You don't provoke opportunity attacks from enemies that can't see you. INTOXICATED Consumption of beverage, alcohol and other drugs leads to a state of intoxication, which have very few positive effects, except the belief of one s own greatness. * An intoxicated creature grants combat advantage and gets a -2 penalty on skill and ability checks. * An intoxicated creature gets a +2 bonus to all defenses against attacks with the fear keyword. PETRIFIED Have the following addition: * A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten. * The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. POISONED A creature who has been poisoned is suffering from internal cramps, nauseated, burning head ache, or some other conditions caused by the workings of the poison inside its systems, causing it too loose focus on the surroundings. * A poisoned creature grants combat advantage on attack rolls, and has a -2 penalty on skill and ability checks. RESTRAINED Have the following addition: * The creature takes a -4 penalty to Dexterity checks or skill checks based on Dexterity. STUNNED Have the following change: * The creature can't take actions and can speak only falteringly. 36

37 UNCONSCIOUS Have the following changes: * The creature can t speak and is unaware of its surroundings. * The creature drops whatever it was holding and falls prone, if possible. WEAKENED Have the following addition: * The creature takes a -4 penalty to Strength checks or skill checks based on Strength. Cover and Concealment I took the total cover addition from 5th Edition and included it within 4.5 Edition. TOTAL COVER A target with total cover can t be targeted directly by an attack or a power, although some powers can reach such a target by including it in an area of effect, such as an area burst. A target has total cover if it is completely concealed by an obstacle. Targeting What You Can't See I made the following changes based on some rephrasing in 5th Edition which was better. Make a Perception Check: On its turn, the attacker can make a Perception check as a minor action to try to determine the location of an hidden creature that is hiding from it. Finding an invisible creature is harder. If the invisible creature made a move action on its last turn, you might hear or sense its present location and square with an active Perception check as a move action with a -10 penalty to the check Action Points I saw an article on enhancing the use of Action Points, which I liked and incorporated: * Gain a Damage Bonus: Whenever you roll damage, you can spend an action point to deal 1[W] extra damage if the attack was a weapon attack, or 1d8 extra damage if it wasn t. Only one target of the attack takes this extra damage. * Regain an Encounter Power: When you miss with an encounter attack power, you can spend an action point to regain the use of that power. If you have the Psionic Augmentation class feature, you can spend an action point to regain the power points expended when you miss with an augmented at-will attack power. * Spend a Healing Surge: You can spend an action point to spend a healing surge to regain hit points. * Cancel a Critical Hit: You can spend an action point when an enemy scores a critical hit against you. The enemy then treats the critical hit as a normal hit. Weapon Properties I added the Trip weapon property to a number of weapons bola, flail, halberd, heavy flail, sickle, scythe, spiked chain, triple-headed flail, whip. Trip: A trip weapon lets you knock an enemy prone. You can only trip an opponent who is no more than one size category larger than you. M Trip Attack You use your weapon to knock your enemy from its feet. At-Will Standard Action Melee 1 Target: One creature who is no more than one size category larger than you. Attack: Strength or Dexterity vs. Fortitude or Reflex (target s choice) Hit: The target falls prone. Miss: You provoke an opportunity attack from the target. Special: If the target has more than two legs, the enemy gets a +2 defense bonus for each additional leg it has. Exhaustion I added the Exhaustion condition from 5th Edition: Some special abilities and environmental hazards, such as starvation and the long term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An affect can give a creature one or more levels of exhaustion, as specified in the effect s description. Level Effect 1-2 penalty to skill and ability checks 2 Speed halved 3 Creature grants combat advantage 4 Hit point maximum halved 5 Immobilized 6 Death If an already exhausted creature suffers another effect that causes exhaustion, its current level of 37

38 exhaustion increases by the amount specified in the effect s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has a -2 penalty to skill and ability checks. An effect that removes exhaustion reduces its level as specified in the effect s description, with all exhaustion effects ending if a creature s exhaustion level is reduced below 1. Finishing a long rest reduces a creature s exhaustion level by 1, provided that the creature has also ingested some food and drink. 38

39 4.5 EDITION RULES GAME EFFECT Combat Length One of the ambitions I had with changing the rules of 4th Edition was to reduce the average length of battles. This was mainly achieved by reducing the HP of monsters and characters to 75% of the HP progression used in 4th Edition (1st level characters and monsters have the same HP in 4.5 and 4th Editon). Below you can see that we have managed to reduce the average time with 2 rounds in Paragon and Epic levels, keeping the average length within the sweat spot of 5 rounds. Balance over all Levels Another goal was to try to get rid of the problems encountered in Epic level play of 4th Edition, where DMs was forced to use monster 3 to 8 levels over the party level to really challenge them. As can be seen in the tables below, we have managed to get rid of the 4th Edition Paragon valley, i.e. that the game get harder at Paragon level, but get much easier at Epic level play. In 4.5 Edition we have managed to get this much more balanced across all levels. Flexible Encounter Building Another goal was to make 4th Edition to mimic the 5th Edition game play, i.e. turning the 5 encounters per day with 4 short rest ( ) adventuring day in 4th Edition to the 5th Edition 6 (2+2+2) to 9 (3+3+3) encounters per day with 2 short rests. By doing this change, it would be easier to apply my 4.5 Edition game with 5th Edition adventures. 39 Version

40 4th Edition Simulation If we start to look at simulating 4th Edition game play in the 3 (1+1+1), 6 ( ) and 9 ( ) encounter scenario using standard 4th Edition setup we get the following results: We have to adjust the monster levels from Monster Level +2, down to M-2 level compared to party level, in the three scenarios and we see that the average battle length is reduced from 7.26 rounds per encounter, down to 4.11 rounds per encounter in the 9 Encounter scenario. However, with an assumption that the average game table time is half an hour per round in 4th Edition (yes, I know it can be done faster, but in order to compare I use the same in both examples anyway, so it really does not matter). We can see that we get an adventuring day that increases from 11 hour table time to 14 hours and then 18.5 hours in the 9 encounter scenario. 4.5 Edition Simulation If we now look at the 4.5 Edition simulation of the same 3 (1+1+1), 6 (2+2+2), and 9 (3+3+3) encounter scanrios using 2 short rests during the adventuring day, we get the results below: As can be seen 4.5 Edition has been built for the 3 Encounters. We use monsters of equal level to the party in the 3 Encounter scenario and then reduce the monster level to M-3 and M-5 when using more encounters between each short rest. The battle length is reduced from an average 3.99 (7.26) rounds per encounter down to only 2.5 (4.11) rounds per encounter in the 9 Encounter scenario. This has a big effect on game table time, going from 6 (11) hours, 9 (14) hours and as high as 11 (18.5) hours for the 9 Encounter Scenario. Flexibility Conclusion We have created a game that allows you as a DM to more easily mix and match long tactical encounters, playing like traditional 4th Edition, with a game play more like 5th Edition with small short encounters that still tax the party resources and take little table time to resolve. We have maybe not reached the 2 rounds table time I am hearing from 5th Edition, but 2.5 rounds are not that bad either (for being 4th Edition rules). 40

41 Encounter Healing In order to achieve this flexibility some of the changes I had to do was to try to reduce the amount of healing the party could do during an Encounter. This was achieved by reducing the Healing Surge value to only 1/6th of the character Max HP, and also reducing the effect of Healing Word (or similar class feature powers). These allow massive encounter based healing. By limiting this to only be regained after an one hour short rest and then running several encounters between each rest I managed to reduce the healing capability per encounter. Another impact was getting rid of surgeless healing, and requiring all healing to have a cost in healing surges. The difference can be seen in the graphs below. While 4.5 Edition generally have less healing than 4th Edition (see the two graphs to the left), the big difference is when you run the 9 Encounter scenario, where the 4.5 Edition healing greatly reduces the ability to heal per Encounter (see the two graphs to the right). Monster Damage Another thing that we needed to change in order to achieve the equal threat level of monsters at all levels was the damage output of the 4.5 Edition monsters. By reducing monster damage during Heroic levels, and then increasing them during Paragon levels, and then even more during Epic levels, we get a curve that compensates the 4th Edition Paragon level valley seen previously and making the threat level more balanced over all monster levels. 41

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Dev Ashish Warlock,99 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Male 4 lb. Unaligned Race Size Age Gender Height Weight Alignment Deity Adventuring Company

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Ginn & Tonique Page Character Sheet Player Name Ginn & Tonique 8,000 Character Name Level Class Paragon Path Epic Destiny Total XP Kalashtar Medium Ioun Race Size Age Gender Height Weight Alignment Deity

More information

Swords Against Owlbears Print Book Errata - 17 June 2017

Swords Against Owlbears Print Book Errata - 17 June 2017 Swords Against Owlbears Print Book Errata - 17 June 2017 Revised Monster Mutant Boar Piggy shouldn t be! Piggy shouldn t be! Large 7th level wrecker [BEAST] Initiative: +10 Smash and Gore +12 vs. AC (two

More information

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one.

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one. Races The major races included in the 13 th Age Archmage Engine include humans, dwarves, elves, gnomes, half-elves, half-orcs, and halflings. Your character need not be limited to these races, however.

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Player Name Brian S. Stephan Shael Aethellosuir 6,44 Character Name Level Class Paragon Path Epic Destiny Total XP Eladrin Medium 4 Male 6'0" 66 lb. Unaligned Kord 40400 Race Size Age Gender

More information

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level!

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! DWA R F! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! You can wield a battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer,

More information

Pabst B. Ribbit 8 Assassin 13,000 Character Name Level Class Paragon Path Epic Destiny Total XP

Pabst B. Ribbit 8 Assassin 13,000 Character Name Level Class Paragon Path Epic Destiny Total XP Pabst B. Ribbit Page Character Sheet Player Name Pabst B. Ribbit 8 3,000 Character Name Level Class Paragon Path Epic Destiny Total XP Bullywug Medium Race Size Age Gender Height Weight Alignment Deity

More information

Danelle 12 Paladin Justiciar Character Name Level Class Paragon Path Epic Destiny Total XP

Danelle 12 Paladin Justiciar Character Name Level Class Paragon Path Epic Destiny Total XP Danelle Page Roy Character Sheet Player Name Roy Danelle Justiciar 3.000 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Female.67m 6kg Lawful Good Habbakuk Chester Race Size

More information

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Holy Knight The compassion to pursue good, the will to uphold law, and the power to defeat evil these are the three weapons of the holy knight. Few have the purity and devotion that it takes to walk the

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Player Name Brian S. Stephan Bon Odori 4 Invoker,9 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium 9 Male '0" 4 lb. Lawful Good Bahamut Scions of Possession Race

More information

Roll 4d6, six times Note results on scrap paper. Drop lowest score and add up the three highest scores.

Roll 4d6, six times Note results on scrap paper. Drop lowest score and add up the three highest scores. A GUIDE TO CREATING A DUNGEONS & DRAGONS CHARACTER Created by F. Sinclair, School Librarian, for the D&D activity group. Referenced from the D&D Core Rule Books: Player s Handbook, Published by Wizards

More information

Converting to SEG. The following is a correlation between CoC Characteristics and SEG Attributes:

Converting to SEG. The following is a correlation between CoC Characteristics and SEG Attributes: Converting to SEG Call of Cthulu Attributes Divide all attribute scores by 2 and round fractions down. The following is a correlation between CoC Characteristics and SEG Attributes: CoC Characteristic

More information

New Hybrid and Multiclass Options

New Hybrid and Multiclass Options Updated 8/10/11 New Hybrid and Multiclass Options By Mike Mearls Illustrations by William O Connor, Howard Lyon, Goran Josic, Ben Wootten, and Andrew Silver With the release of Player s Option: Heroes

More information

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents Bard Card deck BattLe CrIeS SongS SPeLLS CLaSS features talents Customizable Character Class Deck compatible with 13th Age, and The Archmage Engine Bard Card deck Design by Kazekami kazekami303@gmail.com

More information

Prototype Character Creation

Prototype Character Creation Prototype Character Creation Even for a 1 st -level character, the process of character creation can be an involved one, which requires lots of decisions. While some players, particularly those who have

More information

ATTENTION ORGANIZERS!

ATTENTION ORGANIZERS! ATTENTION ORGANIZERS! PLEASE READ ALL THE ENCLOSED MATERIALS CAREFULLY! Players can bring their character from D&D Neverwinter Game Day! The Game Day adventure, Gates of Neverdeath, served as a prelude

More information

Defenders of the Realm: Battlefields 1. Player seating arrangement -

Defenders of the Realm: Battlefields 1. Player seating arrangement - Defenders of the Realm: Battlefields is a competitive fantasy battle game for 2 to 4 players. In the game, one side takes the role of the Dark Lord s invading army and minions while the other side represents

More information

Rules Cyclopedia Addendum

Rules Cyclopedia Addendum Rules Cyclopedia Addendum The purpose of this document is to detail how race and class can be separated when using the D&D Rules Cyclopedia. This document also details very simple class options that can

More information

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com This game is playable by 1-4 people. There are a total of four characters, divided evenly between

More information

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points The Rules Creating Armies The first step that all players involved in the battle

More information

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne.

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. NOTE: Class requires player to use a standard 52 deck-of-cards, (+2 Optional Jokers). Recommended Abilities: CHA (Spell-casting modifier),

More information

Table of Contents. How does this game work? What do I need to play? What kind of character can I play? What are stats? What is proficiency?

Table of Contents. How does this game work? What do I need to play? What kind of character can I play? What are stats? What is proficiency? h D? do i play D w & o An absolute beginner s guide to the world s favorite roleplaying game, featuring frequently asked questions about character building and adventuring 1 2 Table of Contents How does

More information

DEX INT /2 LVL STR CON RACIAL CLASS FEAT ENH /2 LVL DEX INT /2 LVL WIS CHA ABILITY RACIAL CLASS FEAT ENH /2 LVL

DEX INT /2 LVL STR CON RACIAL CLASS FEAT ENH /2 LVL DEX INT /2 LVL WIS CHA ABILITY RACIAL CLASS FEAT ENH /2 LVL Character Name Level Player Name Class Paragon Path Epic Destiny Experience Points 4TH EDITION RACTER FOLIO Race Size Alignment Deity Adventuring Company SENSES SCORES STR STRENGTH BASE DEFENSES AC CLASS

More information

Version Character Creation

Version Character Creation Version 1.85 Character Creation 1. Pick a race. Choose any race that fits your character concept. Races have no effect on ingame stats and exist only for roleplaying purposes. 2. Pick a class. Each class

More information

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky)

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky) Armor Token Pool Granted by Armiger class (a la Mellowship Slinky) The Armiger gains Armor tokens. An armiger spends these tokens to power Armor abilities and may not possess more than his armiger level

More information

Tiny Quest: Races: Choose one of the 4 races, which has the listed effect: * Human: Class skills +1.

Tiny Quest: Races: Choose one of the 4 races, which has the listed effect: * Human: Class skills +1. Tiny Quest: Basics of Tabletop RPG's: A tabletop RPG is a roleplaying game played with other people. One of those people takes on the role of the GM, who creates the world and controls all the characters

More information

DRACONIANS IN PATHFINDER

DRACONIANS IN PATHFINDER DRACONIANS IN PATHFINDER DRACONIAN TRAITS Disease Immunity (Ex) All draconians possess immunity to disease. Dragon Sight All draconians possess darkvision 120 ft., low-light vision, blindsense 60 ft.,

More information

SorCerer Card deck SPeLLS CLaSS features * talents

SorCerer Card deck SPeLLS CLaSS features * talents SorCerer Card deck SPeLLS CLaSS features talents Customizable Character Class Deck compatible with 13th Age, and The Archmage Engine Sorcerer Card deck Design by Kazekami kazekami303@gmail.com Version

More information

DUNGEON CRAWLER LABYRINTH

DUNGEON CRAWLER LABYRINTH Gifted Vision inc 2015 Welcome to Dungeon Crawler Labyrinth! Deep in the crust of Ara lies twisting tunnels that only the denizens of the deep know, and there lie the untold treasures of all of the would-be

More information

The Druid, Levels 1-3

The Druid, Levels 1-3 1 of 7 12/1/2008 1:19 AM "I am the seeker. I am the stalker. I am the storm." CLASS TRAITS Role: Controller. Your beast form gives you access to powers that provide control at close range, while your humanoid

More information

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3 Table of Contents TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3 GAME OVERVIEW 3 Exception Based Game 3 WINNING AND LOSING 3 TAKING TURNS 3-5 Initiative 3 Tiles and Squares 4 Player Turn

More information

Athletics - climb, jump, and swim.

Athletics - climb, jump, and swim. mini_screen5ev2.fm Page 1 Monday, March 16, 2015 8:45 AM Strength skills Athletics - climb, jump, and swim. Dexterity skills Acrobatics - balance and tumble Sleight of Hand - pick pockets and manual trickery.

More information

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 18 AC DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 15 FORT

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 18 AC DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 15 FORT Jason Doolis Page Character Sheet Player Name Jason Doolis,00 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Male Lawful Good Pelor Race Size Age Gender Height Weight Alignment

More information

Advantages of Great Strength (C) 1996 By Rick Smith version 2.0.1

Advantages of Great Strength (C) 1996 By Rick Smith version 2.0.1 Advantages of Great Strength (C) 1996 By Rick Smith version 2.0.1 This article summarizes the great strength advantages and adds a few new ones. I have tried to make these advantages more logical and allow

More information

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party.

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party. It is recommended you use the Quick Reference Booklet to lookup Map tiles, Creature abilities, Quests and Tokens as you encounter them on your adventure You will only encounter a small selection of the

More information

DUNGEONS & DRAGONS ERICK LEE EDWARDS F I F T H E D I T I O N BASED ON THE WORKS OF

DUNGEONS & DRAGONS ERICK LEE EDWARDS F I F T H E D I T I O N BASED ON THE WORKS OF DUNGEONS & DRAGONS FIFTH EDITION by Erick Lee Edwards DUNGEONS & DRAGONS F I F T H E D I T I O N BY ERICK LEE EDWARDS BASED ON THE WORKS OF E. GARY GYGAX, DAVE ARNESON, MONTE COOK, JONATHAN TWEET, SKIP

More information

The Witcher. A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works. by Yollo the Dwarf

The Witcher. A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works. by Yollo the Dwarf The Witcher A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works by Yollo the Dwarf The Witcher In a world where beasts, monsters and terrible creatures are an ever-present threath,

More information

Goblin Warrior. Core: Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Attacks: Goblin Sword: Melee, 1d6+1 OR Goblin Bow: 30, 1d6+1

Goblin Warrior. Core: Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Attacks: Goblin Sword: Melee, 1d6+1 OR Goblin Bow: 30, 1d6+1 Goblin Warrior Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Goblin Sword: Melee, 1d6+1 Goblin Bow: 30, 1d6+1 Strength: +1 Agility: +1 Intelligence: -1 Charisma: -1 Swarm If two or more goblins

More information

ANDROID NOVICE. Attack: Constitution + your level vs. Fortitude

ANDROID NOVICE. Attack: Constitution + your level vs. Fortitude ANDROID COCKROACH ANDROID TRAITS Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Science checks. Built to Last (Level 1): Gain a +2 bonus to Fortitude.

More information

D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS

D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS List compiled by ROBYSDC - http://myminiaturesite.altervista.org Cleric of Moradin #1/60; Dragoneye; Uncommon; LG; 14 pts LVL 2; SPD 4; AC 17; HP 15

More information

The Basic System. Stun Points (SP) Natural Abilities

The Basic System. Stun Points (SP) Natural Abilities Star Wars: Force War Conversion Notes: When creating characters for Star Wars using The Basic System, you might need to do some conversions. Remember, some Feats now become skills. See the skill list for

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. Gray Ooze XP 1,200 N Medium ooze Init 5; Senses blindsight 60 ft.; Perception 5 AC 5, touch 5, flat-footed 5 ( 5 Dex) hp 50 (4d8+32) Fort +9, Ref 4, Will 4 Defensive Abilities ooze traits; Immune cold,

More information

PALADIN. quick reference D &D 5 E

PALADIN. quick reference D &D 5 E PALADIN quick reference D &D 5 E Prof. Bonus st nd rd th st + Divine Sense, Lay on Hands nd + Fighting Style, Spellcasting, Divine Smite rd + Divine Health, Sacred Oath th + Ability Score Increase + Extra

More information

Adventures. New Kingdoms

Adventures. New Kingdoms Adventures in the New Kingdoms Role Playing in the fallen empires of the Kale - Book 4 - Blood & Combat version 1.0 (Wild Die 48hr Edition) 2009 Dyson Logos Adventures in the New Kingdoms Book 4 Page 1

More information

Linguistics +2 INT (0) 2 Perception +8 WIS (1) 4. Spellcraft +4 INT (0) 1 Stealth +3 DEX (2) 1. Damage / Current HP. Survival +5 WIS (1) 1

Linguistics +2 INT (0) 2 Perception +8 WIS (1) 4. Spellcraft +4 INT (0) 1 Stealth +3 DEX (2) 1. Damage / Current HP. Survival +5 WIS (1) 1 Male human ranger 5 - CR 4 Lawful Good Humanoid (Human); Age: 18; Height: 5' 9"; Weight: 175lb. STR STRENGTH 16 +3 DEX DEXTERITY 15 CON CONSTITUTION 14 Endurance: +4 to continue running, vs. nonlethal

More information

THE RULES 1 Copyright Summon Entertainment 2016

THE RULES 1 Copyright Summon Entertainment 2016 THE RULES 1 Table of Contents Section 1 - GAME OVERVIEW... 3 Section 2 - GAME COMPONENTS... 4 THE GAME BOARD... 5 GAME COUNTERS... 6 THE DICE... 6 The Hero Dice:... 6 The Monster Dice:... 7 The Encounter

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Maugrim Page Brian Barrier Character Sheet Player Name Brian Barrier Maugrim 0 3,0 Character Name Level Class Paragon Path Epic Destiny Total XP Changeling Medium Male '" lb. Unaligned Sehanine Assassin

More information

Party Building. by Robert J. Schwalb. Illustrations by Howard Lyon

Party Building. by Robert J. Schwalb. Illustrations by Howard Lyon Party Building by Robert J. Schwalb Illustrations by Howard Lyon A new Player s Handbook means new opportunities for character creation and new foundations on which Dungeon Masters can build campaigns.

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. SANDMAN CR 3 NE Medium outsider (earth, elemental, extraplanar) Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7 Aura sleep (20 ft., DC 14) AC 15, touch 11, flat-footed 14 (+1 Dex,

More information

WARRIOR HEROES -LEGENDS TABLE OF CONTENTS GAME BASICS 4 MALE OR FEMALE 8 REPUTATION 8 INTRODUCTION 1 CLASS 8 NEEDED TO PLAY 2 SKILLS 9 ATTRIBUTES 11

WARRIOR HEROES -LEGENDS TABLE OF CONTENTS GAME BASICS 4 MALE OR FEMALE 8 REPUTATION 8 INTRODUCTION 1 CLASS 8 NEEDED TO PLAY 2 SKILLS 9 ATTRIBUTES 11 TABLE OF CONTENTS INTRODUCTION 1 Traditional Turn Sequence 1 IGO UGO 1 THW Reaction System 1 NEEDED TO PLAY 2 Dice 2 Passing Dice 2 Counting Successes 2 Possibilities 2 Reading &Adding the Dice 3 1/2D6

More information

ROGUELIKE SOLITAIRE THE HACK'N'SLASH ADVENTURE

ROGUELIKE SOLITAIRE THE HACK'N'SLASH ADVENTURE ------------------ROGUELIKE SOLITAIRE THE HACK'N'SLASH ADVENTURE---------------- BY MORGAN McCOY Version 1.4 - Playable demo Dedicated to my loving sister Dragell --------------------------------STEP 1

More information

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P Icobus Basilisk Player: Chris Kanute Male Human (Taldan) Oracle 3 - CR 2 Chaotic Good Humanoid (Human); Deity: Azathoth; Age: 18; Height: 5' 10" ; Weight: 135lb.; Eyes: Green; Hair: Red; Skin: Pale Ability

More information

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Errata, Clarifications, and FAQ Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Chapter 1: Wizards and Warbands Shooting Stat The

More information

Roar of the Crowd. Gladiatorial Combat Rules for one to four players. Copyright 2006 Youngdale Productions $3.

Roar of the Crowd. Gladiatorial Combat Rules for one to four players. Copyright 2006 Youngdale Productions  $3. Roar of the Crowd TABLE OF CONTENTS Introduction...2 Abilities. 2 Skills.2 Movement.3 Health Points.3 Rules for Combat..3 Movement Phase...3 Range Fire Phase...4 Melee Combat Phase.4 Experience.5 Magic

More information

cleric cleric starting moves str int wis dex con cha luc abilities armor weapons xp constitution FAVOR LeVEl +PrI PRIME ABILITY equipment

cleric cleric starting moves str int wis dex con cha luc abilities armor weapons xp constitution FAVOR LeVEl +PrI PRIME ABILITY equipment cleric name level race alignment appearance/traits sex Ht. age Wt. eyes hair Skin abilities StAT hp BUrN str strength intelligence int wisdom wis dexterity dex armor HD TYpE 8 weapons xp constitution con

More information

ZODIAC FANTASY. A 24 Hour rpg

ZODIAC FANTASY. A 24 Hour rpg ZODIAC FANTASY A 24 Hour rpg INTRODUCTION zodiac fantasy rpg is A simple role-playing game set in a mythical fantasy world dominated by the TWELVE signs of the zodiac. players create characters that explore

More information

Microlite5E Changes: Creative Commons Attribution-ShareAlike

Microlite5E Changes: Creative Commons Attribution-ShareAlike Microlite5E Second Release Microlite20 was written by Robin V Stacey in 2006 with the goal of being: a trimmed-down, subminiature version of [Dungeons & Dragons third edition] that has been designed to

More information

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC FEATS

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC FEATS This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC FEATS ACQUIRING EPIC FEATS Characters gain epic feats in the following ways: At 21st

More information

Illustration by Mark Zug

Illustration by Mark Zug ementia invokers are trained by the Cabal to reach into the deepest depths of their psyche and unleash horrific monsters based on their own innermost fears and darkest imagination. These magicians travel

More information

ERRATA. Pg Special Locations 11 Special Locations

ERRATA. Pg Special Locations 11 Special Locations ERRATA Hello, fellow Accursed. It seems a Vile Gobbler has taken a bite out of our Rulebook! But fear not, this Errata will put to rights everything our wonderful community has found which was either missing

More information

New Character Races for Savage Species

New Character Races for Savage Species New Character Races for Savage Species The Savage Species book offers new templates, prestige classes, spells, and feats. In addition, it contains a wealth of information about how to build and advance

More information

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you.

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you. For 2-5 players ages 4+, including at least one adult Average game time: 30-40 minutes for one map level Heroes & Treasure is a fantasy role-playing game system that can be used with a number of different

More information

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. 2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. by Hasbro, Inc., Pawtucket, RI 02862. Distributed in

More information

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 Created May 1st, 2012 Final Version - May 1st, 2012 The Arena is an Alternative Ending where the Emperor

More information

Player s Handbook. Updated 8/11/08. Update version 3

Player s Handbook. Updated 8/11/08. Update version 3 Player s Handbook Updated 8/11/08 Update version 3 Retraining [Revision] Player s Handbook, page 28 In the fourth sentence of the feat section, replace heroic tier feats with heroic tier feats and paragon

More information

CONDITIONAL MODIFIERS

CONDITIONAL MODIFIERS CHARACTER NAME PLAYER NAME FACTION CLASS GENDER ALIGNMENT DEITY LEVEL RACE AGE HEIGHT EYES HAIR NAME STR STRENGTH HP HIT POINTS NON LETHAL WOUNDS ELEMENTAL RESISTANCE REDUCTION TERITY CON INT INTELLIGENCE

More information

Overview 1. Table of Contents 2. Setup 3. Beginner Walkthrough 5. Parts of a Card 7. Playing Cards 8. Card Effects 10. Reclaiming 11.

Overview 1. Table of Contents 2. Setup 3. Beginner Walkthrough 5. Parts of a Card 7. Playing Cards 8. Card Effects 10. Reclaiming 11. Overview As foretold, the living-god Hopesong has passed from the lands of Lyriad after a millennium of reign. His divine spark has fractured, scattering his essence across the land, granting power to

More information

CHOSEN OF CHAOS. R aised in battle, these great warriors fight for glory

CHOSEN OF CHAOS. R aised in battle, these great warriors fight for glory CHOSEN OF CHAOS From the far north come the conquering legions of Chaos, led by the Champions of the Dark Gods and the immortal Daemon Princes. Alessio Cavatore brings you a complete army list to get you

More information

Realms of Adventure. A Fantasy Roleplaying Game. By James Patrick Updike

Realms of Adventure. A Fantasy Roleplaying Game. By James Patrick Updike ple m Sa file Realms of Adventure A Fantasy Roleplaying Game Sa m ple file By James Patrick Updike i Realms of Adventure A Fantasy Roleplaying Game by James Patrick Updike Realms of Adventure 2009 James

More information

Albion Barbarian Warband

Albion Barbarian Warband Albion Barbarian Warband By Martin Greminger. Edited by The Mordheimer. WebMaster's Notes: This experimental warband is in FINAL development stages. It was originally developed by Martin Greminge, as part

More information

Read Aloud. Into the Darkness. Room 1: The Silent Dead.

Read Aloud. Into the Darkness. Room 1: The Silent Dead. Into the Darkness Once each player has selected a hero, you're ready to begin. Refer to the map printed on this page as you play. Use the battle mat to show your players what their characters see as the

More information

Introduction Hey there. My name is Poni, I m a lvl 51 incarnation elven Bard of the scout named Poniter, and I m a member of AstralRiders guild. I have been playing Allods since the beta and this is by

More information

Rules Cyclopedia Addendum

Rules Cyclopedia Addendum Rules Cyclopedia Addendum The purpose of this document is to detail how race and class can be separated when using the D&D Rules Cyclopedia. This document also details very simple class options that can

More information

# of minis. Minis. Base Size. Vulture. Small Medium Medium Medium Large Large Medium Large. Bandits Dogs Horses. Part. Part 2. Part Part Part.

# of minis. Minis. Base Size. Vulture. Small Medium Medium Medium Large Large Medium Large. Bandits Dogs Horses. Part. Part 2. Part Part Part. Prep Checklist Minis Base Size # of minis I I 3 3 4 * Optional Vulture Goblin Dogs* Bandits Dogs Horses Assassin Vine Harpy Animated Object Small Large Large Large 4 4 3 This file uses trademarks and/or

More information

In the event that rules differ in the app from those described here, follow the app rules.

In the event that rules differ in the app from those described here, follow the app rules. In the event that rules differ in the app from those described here, follow the app rules. Setup In the app, select the number of players and the quest. Place the starting map tiles as displayed in the

More information

Undead Remasian Legion v.0.7

Undead Remasian Legion v.0.7 Undead Remasian Legion v.0.7 Warband Special Rules Undead Cause Fear; Immune to Poison; Immune to Concussion; Cannot take Drugs. Crumble When a warrior with this rule would flee, he takes 1 automatic S3

More information

Table of Contents. Section 1 The Basics Character Creation 4 Starting Equipment 4 Speed 5 Animal Companion 5. Section 8 Magic

Table of Contents. Section 1 The Basics Character Creation 4 Starting Equipment 4 Speed 5 Animal Companion 5. Section 8 Magic Table of Contents Introduction and Disclaimer 3 Overview 3 Section 1 The Basics Character Creation 4 Starting Equipment 4 Speed 5 Animal Companion 5 Section 2 Races Human 5 Dwarves 5 Elves 5 Gnomes 5 Half-elves

More information

DUNGEONS & DRAGONS. As a Drupal project. Hacking and slashing our way through real-world content management problems

DUNGEONS & DRAGONS. As a Drupal project. Hacking and slashing our way through real-world content management problems DUNGEONS & DRAGONS As a Drupal project Hacking and slashing our way through real-world content management problems Exploring New Technology With Familiar Problems C/C++ Perl JavaScript and jquery Drupal

More information

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4 Godsmouth Heresy Monsters Darkmantle CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4 AC 15, touch 13, flat footed 13 (+2 Dex, +2 natural,

More information

Initiative. Hit-Points

Initiative. Hit-Points Name Classes/Levels Character Level Race Alignment Height Weight Description Campaign Ability Scores STR CON MOD Temp Score Temp Initiative ifier Misc HitPoints HitDice Max Wounds Healing ( / ) Nonlethal

More information

Dramatis Personae v.0.9

Dramatis Personae v.0.9 Dramatis Personae v.0.9 Personae Special Rules Only One of Each Personae Your warband may hire any number of Dramatis Personae, but there can only be a single instance of each type of Personae in a campaign

More information

Shaun Austin Jim Hartman

Shaun Austin Jim Hartman RULEBOOK Shaun Austin Jim Hartman V 1.3.1 Copyright 2005 Shaun Austin & Jim Hartman Lost Treasures Introduction Lost Treasures is a simple two player game where each player must hire a party of adventurers

More information

D&D 5th Edition: THE WITCHER CLASS

D&D 5th Edition: THE WITCHER CLASS D&D 5th Edition: THE WITCHER CLASS Indeed, naught is more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft.

More information

Fantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures

Fantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures Fantasy and Magic For those that wish to add powerful magic casters and fantastic units, characters and armies to their Ancients D6 game, the following rules should allow them to do just that. Casting

More information

WIZARD. The Power Gamer s 3.5. Strategy Guide. Credits. The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style!

WIZARD. The Power Gamer s 3.5. Strategy Guide. Credits. The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style! The Power Gamer s 3.5 WIZARD Strategy Guide The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style! Concept Joseph Goodman Credits Cover & Interior Diagrams Andy Hopp Project

More information

Alignment: Any non-good alignment. Hit Die: d6.

Alignment: Any non-good alignment. Hit Die: d6. Necromancer A practitioner of vile and forbidden arts, the necromancer roots about in graveyards, searching out moldering components for her obscene spells. She calls upon restless, tormented spirits of

More information

THE CLASS HACK For Use With The Black Hack

THE CLASS HACK For Use With The Black Hack L L L THE CLASS HACK L For Use With The Black Hack L 10 OSR First Edition Classes for THE BLACK HACK L - developed by - Mark Craddock With a huge thank you to David Black, Peter Regan, and Tim Baker. Cover

More information

The Triquetra. By: MACE

The Triquetra. By: MACE The Triquetra By: MACE An important artifact has been stolen from a secret monastery. It is Redrick's Chalice. As legend has it, this is the cup that King Redrick mixed medicine in for his dying son. His

More information

GLIDER-PIT GLADIATORS CAMPAIGN EXPANSION RULES. (c) 1999, 2002 by Joe Scoleri. Expansion Rules, Revision 2.02, May 2002 INTRODUCTION

GLIDER-PIT GLADIATORS CAMPAIGN EXPANSION RULES. (c) 1999, 2002 by Joe Scoleri. Expansion Rules, Revision 2.02, May 2002 INTRODUCTION GLIDER-PIT GLADIATORS CAMPAIGN EXPANSION RULES (c) 1999, 2002 by Joe Scoleri Expansion Rules, Revision 2.02, May 2002 INTRODUCTION Description: Glider-Pit Gladiators (GPG) is a fictional game of ancient

More information

Amaryllis. Amaryllis. Primalist. Female Halfling Sorceress. Female Halfling Sorceress. PFS Number: PFS Number: Played by: Played by: SKILLS

Amaryllis. Amaryllis. Primalist. Female Halfling Sorceress. Female Halfling Sorceress. PFS Number: PFS Number: Played by: Played by: SKILLS Female Halfling Sorceress Amaryllis ACROBATICS: DEXTERITY +2 CONSTITUTION d8 +1 +2 FORTITUDE: CONSTITUTION +2 INTELLIGENCE d4 +1 +2 WISDOM d4 +1 +2 WEAPON SPELL 5 6 7 ARMOR 1 ITEM 4 5 6 BLESSING 3 4 5

More information

GenCon 2015 Pregenerated Characters

GenCon 2015 Pregenerated Characters GenCon 2015 Pregenerated Characters These characters lack their One Unique Thing and their Backgrounds. One Unique Things One Unique Things set the adventurer apart from other hired swords or run-away

More information

zogar s gaze Objective

zogar s gaze Objective Objective zogar s gaze Be the first player to collect all the necessary cards to meet your win conditions and you will win the game. These win conditions are determined by your starting race and class.

More information

Strength. 16. Constitution +3. Dexterity. Recoveries. 2d12+3. Melee Basic Attack. Ranged Basic Attack. Whirlwind Attack.

Strength. 16. Constitution +3. Dexterity. Recoveries. 2d12+3. Melee Basic Attack. Ranged Basic Attack. Whirlwind Attack. Wood Elf Barbarian trength 1. Intelligence AC.. Constitution PD. MD. 1 40 Dexterity Recoveries + d1 0 Thing tandard Action Melee Target: One creature Attack: +6 vs AC Hit: d (Greatsword, Greataxe) tandard

More information

ForgedAnvil s D&D 5E Character Generator v2.0 Instructions for Use

ForgedAnvil s D&D 5E Character Generator v2.0 Instructions for Use ForgedAnvil s D&D 5E Character Generator v2.0 Instructions for Use This is an unauthorized Go-By for ForgedAnvil s D&D 5E Character Generator compiled by flwad and others for use strictly as a go-by and

More information

Sample file. Written by Ken St. Andre. Covers by David Schumacher and Jarek Gach. Interior illustrations by Jeff Freels. Edited by M. E.

Sample file. Written by Ken St. Andre. Covers by David Schumacher and Jarek Gach. Interior illustrations by Jeff Freels. Edited by M. E. STRANGE DESTINIES Written by Ken St. Andre Covers by David Schumacher and Jarek Gach Interior illustrations by Jeff Freels Edited by M. E. Volmar Published by Outlaw Press, Inc. 1 Copyright 2009 by James

More information

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE DARK CREEPER CN Small humanoid (dark folk) Init +3; Senses see in darkness; Perception +4 AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) hp 19 (3d8+6) Fort +3, Ref +6, Will +1 Weaknesses light

More information

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Note: A few questions are deliberately repeated under different headings Characters Tilda Can Tilda heal herself?

More information

Classic D&D Skills. A d% System. Rules by: Havard Frosta and Brian Mathers. When you are attempting any non-combat action, roll a d% below a number.

Classic D&D Skills. A d% System. Rules by: Havard Frosta and Brian Mathers. When you are attempting any non-combat action, roll a d% below a number. Classic D&D Skills A d% System Rules by: Havard Frosta and Brian Mathers Basic Mechanics When you are attempting any non-combat action, roll a d% below a number. Unskilled (Ability Check): Roll below your

More information

Table: The Kingsglaive. Glaive Maximum Enhancement Bonus. Base Attack Bonus. Fort Save. Ref Save. Will Save. Special. Level

Table: The Kingsglaive. Glaive Maximum Enhancement Bonus. Base Attack Bonus. Fort Save. Ref Save. Will Save. Special. Level Kingsglaive Trained from an early age in the art of war and sworn to the service of a king, the kingsglaive holds a position of power and respect in many lands, often serving as the voice and justice of

More information

Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are

Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are mystical and mythical races and monsters, but not a lot of

More information