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Prime20 Variant Rules Document 1

Prime20 Variant Rules Document 1

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Published by Alchemyprime

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Published by: Alchemyprime on Dec 10, 2009
Copyright:Attribution Non-commercial


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Alchemyprime's Variant RulesImportant Things
 Hit Points:
Every class has an HD entry (d6, d8, d10, or d12). The basic HD is set by the Base Attack Bonus. A low BABgrants a d6 HD, a medium grants a d8, and a high grants a d10. However, if the class would normally have a higher HD(such as the barbarian, warblade, knight or dragon shaman), use the higher of the two.Every HD grants Hit Points and (for PCs at least) Reserve Points. Use the following table to see how much to giveeach.When leveling up comes, a player may choose to either gain their standard increase or roll their HP. RP is either thestandard increase or 2(HD) (so a sorcerer would roll 2d6, a cleric 2d8, etc..) If you roll HP, you roll RP.When multiclassing, gain the “New Level” HP and RP for the class, not the “1st Level” HP and RP.There is no experience penalty when multiclassing. A level in your favored class instead grants you a +1 to HPgained that level and a bonus skill from that class list (so a dwarf fighter has 3 + Int Mod skills when he takes 1
level infighter and gets 21 + Con modifier hit points.)HD1st Level HP1st Level RPNew Level HPNew Level RPd6 18 + Con Mod24 + Con Mod4 + Con Mod7 + Con Modd822 + Con Mod32 + Con Mod5 + Con Mod9 + Con Modd1026 + Con Mod38 + Con Mod6 + Con Mod11 + Con Modd1230 + Con Mod44 + Con Mod7 + Con Mod13 + Con Mod
 Reserve Points:
 You gain Reserve Points as you level up. Outside of a battle, you may spend these reserve points on regaining hit points, up to your Max Hp. Reserve points come back after a full rest.During a battle, if you are healed by Conjuration (Healing) spells, you may spend up to the magical healing inReserve Points (effectively doubling your healing in a battle as compared to a normal 3.5 D&D game. Score!)If you are dying and stabilized you may spend up to your Constitution modifier in RP each turn until you get back to 1 hp.If you are healed and it goes over your hit points, you can then add the left over into your reserve points. After anextended rest (8 hours of sleep or equivalent), your hit points and reserve points return to full.
 Action Points:
 Every level, you gain 6 + (½ your level) Action Points, unless you have a feat that adds to this. If you spend only 1Action Point a day, you will gain it back. If you spend more than one, your Max for that level drops by one and you stillonly gain back 1 that day. These Action Points can be spent to
Add 1d6 to any d20 roll you choose (this increases to 2d6 at 8th level, 3d6 at 15th, and 4d6 at 22nd and 5d6 at29th. When you roll multiple dice, you only count the highest number you rolled).
Regain any 1 spell you've cast that day.
Increase your Magic Rating by 2 for any one spell.
Regain any one use of a per day class ability (such as Rage).
Gain an extra attack at full bonus against one target in a full attack.
Gain the use of 1 feat that you qualify for for 1 turn.
To use a metamagic feat without preparing that way (if you are a prepared caster) or using a prepared metamagicslot or burning extra levels and taking a full round action to cast it (for spontaneous casters).
To regain up to your Psionic Rating in power points.
To spontaneously fill your essentia reserves to full, even if you don't have enough essentia, for 1 round.
To regain all martial maneuvers as a minor action.
Ask your DM for other uses!
 Death and Dying Rules!
1)At 0 hp or less, you fall unconscious and are dying.Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit pointsfar enough (see #2).2)Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points,whichever is a larger value.3)If you’re dying at the end of your turn, roll 1d20.Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.10-19: No change.20: LIFE SURGE! You get better! You wake up with hit points equal to one-quarter your full normal hit points.4)If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a curelight wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.) He can use this time to spend Reserve Points like normal.5)A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unlesshe takes more damage.
Everyone has 5 saves: Death, Defense, Fortitude, Reflex and Will. The equations for each are below.Fortitude, Reflex and Will act as they do in a standard Dungeons and Dragons 3.5 game, except now you take thehigher modifier of two stats for a save's bonus. .Defense is used in place of Armor Class. Add all the normal armor class bonuses, using your classes defense bonusunless you are wearing armor; in that case use the armor bonus. Instead of AC having a base of 10, it has a base of a d20roll, like a saving throw would. If you fail, you take damage from the attack.A death save is only used when you are dying. You are dying at 0 hit points or less unless a class feature saysotherwise.Death: 1d20 + feat bonuses + item bonuses + spell or power bonuses vs DC 10. Failure is a strike. Success is nostrike. A natural 20 is you return to ¼ hit points. 3 strikes, you die (unless you have a feat that states otherwise.Defense: 1d20 + (Dex mod or Int Mod) + (Armor bonus or Defense Bonus) + Shield Bonus + Natural Armor +Other bonuses (to AC). If you are Flat-Footed, you don't count your Dexterity or Intelligence modifer nor your dodgemodifiers to Defense. Against a Touch attack, you use a Reflex save.Fortitude: 1d20 + (Str or Con Mod) + Base Fortitude Save Bonus + Misc bonusesReflex: 1d20 + (Dex or Int Mod) + Base Reflex Save Bonus + Misc bonusesWill: 1d20 + (Wis or Cha Mod) + Base Will Save Bonus + Misc bonusesIf you have a power that requires a save, you make an attack roll.
Melee Weapon Attack 
: 1d20 + Base Attack Bonus + Strength Modifer (Dexterity if you have the Weapon FinesseFeat) + Any enhancement bonuses + Any class and feat bonuses.
Ranged Attack Rolls:
1d20 + Base Attack Bonus + Dexterity Modifer + any enhancement bonuses + any class andfeat bonuses.
Touch Attacks
: 1d20 + Base Attack Bonus + ½ Level (if an ability) or Spell Level (if a spell) + any enhancement bonuses + any class and feat bonuses + Dexterity (if no ability stated) or Ability Stat (ie. Intelligence for a Wizard spell,Wisdom for a Cleric spell, etc.)
Ability/Spell Attacks (For spells that allow for a Fort/Ref/Will save):
1d20 + Spell Level + Primary StatModifier + Enhancement Bonuses + Class and Feat bonuses against their Fort/Ref/Will score.Fractional BAB and Save Bonuses:Here is the deal: BAB and Saves are fractions, but you round down for the number you use in battle. So you have aRoot BAB and a Root Save Bonus for Fort, Ref and Will, and then an Active BAB and Save Bonuses that you use for effects and such. I'll explain Defense Saves later, and Death Saves have no Base Save bonus. BAB is the same: Low is ½your levels, Medium is ¾ and High is equal to your level.So a Wizard (Low BAB) at level one has a Root BAB of ½ and an Active BAB of 0. His root saves are Fort 1/3Ref 1/3 and Will 2 ½ and his Active Saves are Fort 0, Ref 0 and Will 2. If he took a level in Cloistered Cleric (also LowBAB), his Root BAB is 1 (½ + ½) and his Active BAB also becomes 1. His root saves become Fort 2 5/6, Ref 2/3 and Will4. Why did Will become 4 instead of 5? Archivist and Wizard both have good Will saves. So Archivist only gave 1 ½instead of 2 ½ to keep saves from becoming astronomical (since the halves now count). However, Archivist has a good Fortsave, which wizard does not, so the character received the full 2 ½ bonus for that. So the Wizard/Archivist now has a Root
BAB of 1, a Root Fort of 2 5/6, a Root Ref of 2/3 and a Root Will of 4. His Active BAB is 1, Active Fort is 2, Active Ref is0 and Active Will is 4.
Defense Bonuses:
The Defense Bonus for a class is based on that classes base armor proficiencies. It is not a fractional bonus like the bonuses for BAB and the three other saves.Defense Bonuses come in 4 varieties: Least, Lesser, Better and Best.Any class with no armor proficiencies (ie. The Monk, Sorcerer, Wizard) has a Least Defense Bonus. It is 2 +(Character Level / 3).A class with light armor proficiency (ie. Bard, Rogue) has a Lesser Defense Bonus. It is 3 + (Character Level / 3).Any class with medium armor proficiency (ie. Barbarian, Ranger) has a Better Defense Bonus. It is 4 + (Character Level / 3).Any Class with heavy armor proficieny (ie. Cleric, Fighter, Paladin) has a Best Defense Bonus. It is 6 + (Character Level / 3).You use the defense progression of your highest leveled class. If the classes are within 2 levels of each other, youuse the class with the highest bonus. So a fighter 1/sorcerer 1 has a Best defense bonus and a Defense bonus of 6. A fighter 1/sorcerer 5 has a Least defense bonus and a Defense bonus of 5.If you wear armor, the armor bonus negates your defense bonus.
Critical Hits and Fumbles:
Under this system, you have a chance to do oodles of damage, or to harm yourself and your allies.When you roll an attack roll, if you roll within your critical threat range, roll again. If you hit on the second attack,you have scored a critical hit. You can choose a standard critical or to roll on the Critical Hit table.When you roll a natural 1, roll again. If the second attack also misses, you roll on the Fumble table.
01-31 Standard critical32-62 Critical multiplier+163-64 Apply critical damage to shield (roll again if no shield)65-67 Helm removed, ear injured (-2 Listen ld4 hours), stunned ld6rounds68-69 Helm removed, ear injured (-4 Listen ld4 days), stunned ld6rounds70 Voicebox punctured, no talking ld4 hours71-72 Eye injured,-2 Spot 1d4 hours73 Eye injured, - 4 Spot 1d4 days74 Knee gashed,-10 movement 1d4 hours75 Knee smashed,-20 movement ld4 hours76 Fingers injured, 1d4 Dex damage77 Ankle injury,-10 movement 1d4 hours, 1d4 Dex damage78 Knee injury,-20 movement 1d4 hours, 1d6 Dex damage79 Hip injury,-30 movement 1d4 hours, 2d4 Dex damage80 Secondary arm wrist injured,-2 on secondary attacks, no shield use1d4 hours81 Secondary arm elbow injured, -4 on secondary attacks, no shielduse 1d4 hours82 Secondary arm elbow injured,-6 on secondary attacks, no shielduse 1d4 hours83-85 Secondary arm shoulder crushed, no secondary attacks, noshield use 1d4 hours86 Primary arm wrist injured,-2 on primary attacks 1d4 hours87 Primary arm elbow injured,-4on primary attacks 1d4 hours88 Primary arm shoulder injured,-6 on primary attacks 1d4 hours89 Abdominal injuries, 1d4 Con damage90 Chest injuries, 1d6 Con damage91 Abdominal injuries, 2d4 Con damage92 Chest injuries, 2d6 Con damage93 Abdominal injuries, 1d6 Strength and Con damage94 Chest injuries, 2d4 Strength and Con damage95 Abdominal injuries, 2d6 Strength and Con damage96 Chest injuries, 3d6 Strength and Con damage97 Throat cut, DC 20 Fort save or die, 3d6 Con damage on successfulsave98 Throat cut, DC 25 Fort save or die, 3d6 Con damage on successfulsave99 Possible decapitation, DC 30 Fort save or die, 3d6 Con damage onsuccessful save100 Possible decapitation, DC 35 Fort save or die, 3d6 Con damageon successful save
01-19 DC 20 Dexterity check or fall prone20-33 DC 20 Dexterity Check or fall prone and stunned 1d4 rounds34-39 DC 20 Dexterity Check or fall prone and stunned 1d4 rounds40-44 DC 20 Dexterity Check or lose action next round as you regainyour balance45-49 DC 20 Strength Check or drop weapon50-54DC 20 Strength Check or accidentally fling weapon 2d6 feetaway55-59 DC 20 Strength Check or accidentally fling weapon 3d6 feetaway60-61 Shield tangled with opponent, DC 20 Dexterity Check or dropshield, reroll if no shield62-63 Shield tangled with opponent, DC 20 Dexterity Check or dropshield, reroll if no shield, -4 AC next round64-65 Weapon tangled with opponent, no standard action next round66-69 Weapon knocked away, lands 3d4 square away from you70-74 Weapon possibly breaks, roll damage as normal but apply toweapon75-76 Hit self for half damage77-78 Hit self for normal damage79-80 Hit self for critical hit damage81-82Hit friendif in threatened area, otherwise self, half damage83-84 Hit friend if in threatened area, otherwise self, normal damage85-86 Hit friend if in threatened area, otherwise self, critical hitdamage87-88 Critical hit self, critical damage and roll on Table D-1: Critical HitEffects89-90 Critical friend if in threatened area, otherwise self, critical hitdamage and roll on Table D-1: Critical Hit Effects91-98 Twist ankle; half speed for 10 minutes, DC 20 Dexterity checkeach round or fall prone99 Roll twice, ignoring rolls of 99 or 100100 Roll three times, ignoring rolls of 99 or 100

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