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)
ATTRIBUT
E
PROWESS
AGILITY
AWARENE
SS
WILL

DESCRIPTION
Prowess is the measure of a characters fitness and raw physical
ability.
Agility is the measure of a characters nimbleness and grace.
Awareness is the measure of a characters cognitive ability and
perception.
Will is the measure of a characters mental strength and self-control.

ATTRIBUT
E
PROWESS
SAVE
AGILITY
SAVE
AWARENE
SS SAVE
WILL
SAVE

DESCRIPTION

ATTRIBUT
E
PROWESS
TEST
AGILITY
TEST
AWARENE
SS TEST
WILL
TEST

DESCRIPTION

Use prowess to save when enduring fatigue, sickness, and other


attacks thatd seek to weaken ones body.
Use agility to save when avoiding a stream of fire, jumping to safety
from lightning, and other dangers that rely on reflexes.
Use awareness to save when seeing through illusions, misdirection,
and other attempts to fool ones senses or intellect.
Use will to save when resisting fear, mental manipulation, and other
situation where ones mind is being compromised.

Use prowess when the extent of a characters physical strength,


endurance, and speed are put to the test.
Use agility when the extent of a characters coordination, balance,
and dexterity are put to the test.
Use awareness when the extent of a characters mental acuity,
senses, and intellectual flexibility are put to the test.
Use will when the extent of a characters discipline, morale, and
convictions are put to the test.

0 in an Attribute represents the average level of ability between humanoid groups. Each
point represents a significant increase in ability with that attribute, roughly doubling ones
aptitude every 3rd point (e.g. a man with Prowess +2 is roughly twice as strong as a man
with Prowess -1). A PC cannot start with an Attribute lower than -1 or higher than +6.
Hit Points are a measurement of how much effort is required to subdue a given creature. 1
Hit Point is the amount of effort required to defeat an untrained able-bodied adult human.
A characters maximum Hit Points is equal to their Hit Die plus their Character Level and
any miscellaneous bonus. Mooks have a number of Hit Points equal to their rank plus any
miscellaneous modifiers. Toughs have a number of Hit Points equal to 2 plus their rank and
any miscellaneous modifiers. Elites have a number of Hit Points equal to 8 plus their rank
and any miscellaneous modifiers. Giants have a number of Hit Points equal to 24 plus their
rank and any miscellaneous modifiers.

Tests are made by rolling 2d6, adding any appropriate modifiers, and seeing if meets or
exceeds the Target Number. The Margin of Success (MoS) is the margin by which the Test
exceeds the Target Number. 7 is typically the target number, but harder Tests can be made
with a higher Target Number.
For Attack Tests, the targets Defense Rating is the Target Number. MoS is subtracted from
the targets Hit Points as damage.

CLASS

SUBCLASSES

HIT DIE

WARRIOR

Eldritch Knight,
Paladin
Commando, Hunter
Bard, Illusionist
Conjurer, Psion

D10

FAVORED
ATTRIBUTE
Prowess

D8
D6
D4

Agility
Awareness
Will

SCOUT
TRICKSTER
MYSTIC

Warrior
Lev Proficie
el
ncy
Bonus
1
+1
2
+1
3
4

+2
+2

5
6

+3
+3

Features
Warriors Path (Basic), Armor Training
Fighting Style, Martial Supremacy
(2/encounter)
Warriors Path (Expert)
Fighting Style, Martial Supremacy
(4/encounter)
Armor Mastery, Warriors Path (Champion)
Destiny, Martial Supremacy (6/encounter)

Martial
Suprem
acy Die
1d4
1d4
1d8
1d8
1d12

Class Features
Hit Points 10 + Warrior Level
Hit Die d10
Armor Training (Ex): Ignores Encumbrance from Light and Medium Armor.
Fighting Style (Ex):
Archery
Once per encounter, with a successful Agility Test, you can Pin 1d6 mooks when
using a ranged weapon. MoS of 3+ allows you to Entangle 1d6 toughs. MoS of 5+
allows you to Pin 1d12 mooks and toughs.
Hammer
Once per encounter, you may add the Shatter condition to your target with a rating
equal to your Prowess on a successful attack.
Heavy Weaponry

Once per encounter, when using Power Attack, you may add your Prowess to
damage dealt.
Light Weaponry
Once per encounter, you may use Precise Attack with light weapons.
Polearms
Once per encounter, you may strike an opponent without Engaging them.
Swords
Once per encounter, as a Free Action, you may Challenge an opponent.
Shields
Once per encounter, as a Free Action, you may add your Proficiency bonus to your
Defense Rating for one round, but you lose your Proficiency bonus to Attack Tests
during that time.
Martial Supremacy (Ex): You may use your Martial Supremacy Die a number of times as
indicated on the above table. Your Martial Supremacy Die can be added to the results of
your Attack Test; refresh a use of your Fighting Style; or by expending two uses of your
Martial Supremacy Die, you can claim Advantage on next Martial Supremacy Die roll that
encounter.
Armor Mastery (Ex): For you, Light Armor grants 1 point of Damage Reduction, Medium
Armor grants 2 points of Damage Reduction, and Heavy Armor grants 4 points of Damage
Reduction.
Eldritch Knight
Lev Features
el
Bas Spell and Sword
ic
Exp Channeling
ert
Cha Dusk
mpi
on
Spell and Sword (Su): Twice per encounter, you may inflict Dazzled, Ensorcelled, or
Vulnerable (1) with a successful Attack Test with a MoS of 3+. Duration of these conditions
is equal to your Proficiency bonus, and each successful of Spell and Sword adds to
duration.
Channeling (Sp): You gain the following uses of your Martial Supremacy:
With a successful Will Test, you may inflict 1d4+Proficiency bonus points of
Elemental damage to a number of enemies equal to your MoS. A MoS of 0 means
your attack only affects an enemy currently Engaged with you.
With a successful Will Test, you may grant yourself the Aquatic or Avian trait for a
number of minutes equal to your MoS. A MoS of 0 means your quality only lasts to
the end of your next turn.
With a successful Will Test, you may perform a Magic Stunt.
You may make a Ranged attack with a melee weapon and a Melee attack with a
ranged weapon.
You may recharge a use of Spell and Sword by expending a use of Martial
Supremacy.

Dusk (Su): You gain the following uses of your Martial Supremacy:
With a successful Will Test versus the targets Defense Rating, you may deal as if
you used an Attack Test, but you are healed by the amount of damage inflicted. This
ability ignores Damage Reduction but not Invulnerable.
You may double your Proficiency bonus for one Attack Test.
You may replace a d4 die roll with your Martial Supremacy Die.
Paladin
Lev Features
el
Bas Shield of Faith
ic
Exp Champions Glow
ert
Cha Aura of Protection
mpi
on
Shield of Faith (Su): Once per encounter, you may make an Awareness Test as a Reaction
to an Attack Test using the targets Test result as the Target Number. If successful, the
damage is negated, and you inflict your MoS as Holy damage on your target.
Champions Glow (Ex): You gain the following uses of your Martial Supremacy:
Once per encounter, you may remove Entangle, Fatigue, Pin, or Vulnerable as a Free
Action.
Once per encounter, you may remove Challenged, Dazzled, or Marked as a Free
Action.
With a successful Awareness Test versus 9, you may inflict your Martial Supremacy
Die as Holy damage against a target with the Challenged, Hunted, or Marked
condition. The target suffers Blind for a number of rounds equal to your MoS.
With a successful Awareness Test versus 12, you gain Damage Reduction equal to
the MoS.
You may recharge Shield of Faith with two uses of your Martial Supremacy.
Aura of Protection (Ex): Once per encounter, with a successful Awareness Test versus 12,
you may roll your Martial Supremacy Die and grant all your allies Damage Reduction equal
to the result for a number of rounds equal to your MoS. This ability can be recharged with
two uses of your Martial Supremacy.

Scout
Lev Proficie
el
ncy
Bonus
1
+0
2
+1
3
+1
4
+2

Features

Sneak
Attack

Scouts Path (Basic), Sneak Attack


Combat Tricks, Coordination (1/encounter)
Scouts Path (Expert), Armor Training
Combat Tricks, Coordination (2/encounter)

+2
+4
+4
+6

5
6

+2
+3

Scouts Path (Champion)


Destiny, Coordination (3/encounter)

+6
+8

Class Features
Hit Points 8 + Scout Level
Hit Die d8
Sneak Attack (Ex): Attack Tests versus targets Engaged (with another creature), Hunted, or
Marked are made with a bonus equal to your Sneak Attack. Attack Tests against targets
who are unaware are made with your Sneak Attack. Sneak Attack does not stack with
itself.
Combat Tricks (Ex):
Bleed Em
Once per encounter, instead of damaging a target, you may inflict Bleeding (7) with your
attack. Your MoS is added to the Bleeding rating, and the duration is number of rounds
equal to your Proficiency bonus.
[4 Potential Abilities keyed off Agility. 2 Potential Abilities keyed off Awareness. Half of
abilities should be offensive in nature, but not directly damaging. Other half should be
defensive in nature, but no Defense Rating or Damage Reduction increases.]
Coordination (Ex): With a successful Awareness Test versus the targets Defense Rating,
you allow your allies to use their Reaction to attack a single target with whom youre
Engaging whos either Hunted or Marked using half your Sneak Attack.
Armor Training (Ex): Ignores Encumbrance from Light and Medium Armor.

Commando
Lev Features
el
Bas Stalker
ic
Exp Camouflage
ert
Cha Assassination
mpi
on
Hunter
Lev Features
el
Bas Wild Ally
ic
Exp Rage
ert
Cha Beast Form

mpi
on

Trickster
Lev Proficie
el
ncy
Bonus
1
2
3
4
5
6
Bard
Lev
el
Bas
ic
Exp
ert
Cha
mpi
on

+0
+0
+1
+1
+2
+2

Features

Tricksters Path (Basic), Performance


Modus Operandi
Tricksters Path (Expert), Performance
Elusive (2/encounter)
Tricksters Path (Champion), Performance
Destiny, Master Performance

Rounds
of
Perform
ance
1
2
3
4
5
6

Features
Lore
Ditty
Theatrics

Illusionist
Lev Features
el
Bas Gaslights
ic
Exp Absurdities
ert
Cha Dreams
mpi
on

Mystic
Lev Proficie
el
ncy
Bonus
1
+0

Features
Mystics Path (Basic), Mysteries

Mysteri
es
Known
1

2
3
4
5
6

+0
+0
+1
+1
+2

(1/encounter)
Mysteries (2/encounter)
Mystics Path (Expert)
Mysteries (3/encounter)
Mystics Path (Champion)
Destiny, Mysteries (4/encounter)

Conjurer
Lev Features
el
Bas Whelp
ic
Exp Witch
ert
Cha Wizard
mpi
on
Psion
Lev
el
Bas
ic
Exp
ert
Cha
mpi
on

Features
Newtype
Mind Over Matter
Size Matters Not

1
2
2
3
3

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