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MICROLITE20

CHARACTER CREATION
ATTRIBUTES
There are 4 attributes; Strength, Dexterity, Intellect, and Will. They provide the basis of your characters abilities.

MAGIC
Characters with the appropriate feats can cast spells. They have access to all SRD spells of the appropriate type with a level equal to or less than their levels in the respective feat. Thus, Sorcery I grants 0th and 1st level sorcerer spells, while Pact V grants 0th through 5th level cleric spells. Casting a spell of any kind drains Hit Points. Favored spells cost 2x spell level; other spells cost 3x spell level. The process of choosing your Favored spells is explained below. The save DC for all spells is 10 + Caster Level + Spell Level + Stat Mod Spell Level 4 5 8 10 12 15 21 24

STRENGTH

is your characters physical might, endurance, and resistance to disease or poison.

DEXTERITY is coordination, agility, reflexes, and balance. INTELLECT measures reason, perception, and memory. W ILLPOWER
measures force of personality, mental endurance, persuasiveness, and resistance to influence. To determine these scores, roll 4d6 and add the three highest rolls, ignoring the low die. Assign this total to one of your attributes, and repeat for remaining three attributes. Your attribute modifier is your (Attribute10)/2, rounding down. In these rules, when a calculation uses your base attribute, it will be indicated by name; attribute modifiers will be listed as STR, DEX, INT, or WIL. Favored Other Base Save 0 1 2 11 1 2 3 12 2 4 6 15 3 6 9 18

6 12 18 27

7 14 21 30

8 16 24 33

9 18 27 36

PACT
Characters with this feat have made a bargain with some sort of powerful entity; a god, a demon, a spirit, or something else. This Pact allows the character to cast divine spells to advance the entitys concerns in the mortal world. When first taking the Pact feat, the character must choose two domains from the cleric domains listed in the SRD. These should reflect the sort of entity they serve a fire demon might have the Fire and Evil domains, while a warrior ancestor spirit might offer Strength and War. The spells lists associated with those two domains are the characters favored spells, and cost him less to cast (see above). Any other divine spells are nonfavored, and have a higher cost to cast. This cost, known as the Sacrifice, is drain damage, and thus cannot be healed through magic, but is recovered once a day through prayer and ceremony. The time when this happens should be decided when choosing domains, and should reflect the entitys nature (i.e. a midnight ceremony for a demon, or chants at dawn for a sun god).

FEATS

Characters choose a Feat at 1st level and every odd numbered level after. A full list of feats available to choose is listed in the Feats section below.

SKILLS
At 1st level, you have 2 ranks to spend on skills; you can add them both to one skill or split them between two different skills. Your skill bonus is your (level/2) + any skill ranks assigned. To use a skill, simply roll a d20 + your skill bonus + an attribute modifier

A THLETICS is used whenever a test of strength, speed, or endurance is


needed. Most physical activities use this skill. With this skill, you can: Lift a heavy gate with STR Dodge a falling rock with DEX Resist pain or fatigue with WIL

SORCERY
Characters with this feat have been trained in the art of Sorcery, allowing them to cast arcane spells. They may have been taught by a master, at an official institution, or they may have just taught themselves through natural talent. When first taking this feat, the character must choose a spell school from the sorcerer list in the SRD. All spells of that school are favored spells for the character, and cost him less to cast (see above). Any other arcane spells are non-favored, and have a higher cost to cast. This cost, known as Mana Burn, is drain damage, and thus cannot be healed through magic, but is recovered through 8 hours of rest. Arcane magic requires a high degree of control and precision, and is difficult to perform while wearing armor. Add your encumbrance penalty to the Mana Burn of any spell you cast.

I NFLUENCE is used to interact socially with others. Anything from


bluffing and intimidation to friendly chats or courtly behavior is covered by this skill. With this skill, you can: Intimidate a bandit with STR Bluff a guard with INT Give an inspiring sermon with WIL

L ORE is used whenever knowledge is needed; arcane secrets, histories,


rumors, and practical know-how are all covered by this skill. With this skill, you can: Disable a magic ward with DEX Figure out a riddle with INT Resist an enchantment with WIL

S UBTERFUGE is the sneaks skill. This covers activities relying on


stealth and deception hiding, stealing, and picking locks or pockets are all covered by this skill. If you attack a foe with surprise, you can add your Subterfuge rank to your damage total. With this skill, you can: Knock out a guard with STR Sneak through the shadows with DEX Disable a mechanical trap with INT

COMBAT
HIT POINTS
Your hit points equal your Strength score, plus 1d6 per level. If your HP reaches 0, you fall unconscious and are near death. Further damage directly reduces your Strength. If that reaches 0, you are dead. For each full day of bedrest, characters regain hit points equal to their level. Strength damage is healed at 1/day. Light activity, such as research or travel by ship allows a character to heal at half the normal rate. More strenuous activity allows no healing at all.

Shield

+2 Def

-1

Athletics +1

P ROFICIENCY AND E NCUMBRANCE


Armor will slow and fatigue the wearer. A proficient user can minimize this, but will still notice it; untrained wearers have it far worse. The encumbrance penalty is applied to all skill checks involving movement or precision. A character must have the minimum skill ranks listed in order to be proficient in the armor. For a wearer not meeting the proficiency requirements, encumbrance penalties are doubled, and apply to attack rolls and defense as well as skill checks. In addition, arcane spell casters add their encumbrance penalty to the Mana Burn of each spell they cast. Eg: A Lvl 6 Wizard (Athletics +3) in heavy armor would suffer 6 (base cost) + 3 (enc penalty) = 9 points of Mana Burn to cast a favored 3rd level spell. In plate armor, the same spell would cause 6 + (4*2) = 14 points.

M ANA B URN & S ACRIFICE


Damage taken for casting spells cannot be healed by magic, but is replenished quickly. All hit points lost to spell casting are regained once every 24 hours. Check the refresh rules for each type of magic.

OTHER HAZARDS
FALLING
1d6 damage per 10', half damage on Athletics + DEX save. The DC = depth fallen in feet.

FIGHTING
Begin combat by rolling 1d20 + DEX for initiative order. Everyone can do one thing each turn; move, attack, cast a spell, etc. Use the table to find your attack and defense values. Add your attack bonus to a d20 roll. If your total is equal to or higher than your foe's Defense, its a hit! A natural 20 on the die is an automatic critical doing maximum damage. Your Defense is 10 plus bonuses from your level and feats. Information on armor bonuses are detailed in the Equipment section. Attack Melee Ranged Magic

SPIKES
Add +1 point to falling damage per 10' fallen, max +10

POISON
Athletics + STR save to avoid or for half, depending on poison. Effect varies with poison type.

Level/2 Level/2 Level/2

+ + +

STR* DEX INT

+ +

Feats Feats

EXTREME HEAT & COLD


If not wearing suitable protection, Athletics + STR save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save.

Defense Level/2 + 10 + DEX + Shield - Enc * When wielding a light weapon, the character may use his DEX instead of his STR.

S NEAK A TTACK
When attacking with surprise or when a foe is unable to defend itself, an attacker can add his Subterfuge skill bonus to his damage roll.

LEVEL ADVANCEMENT
Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, situation, etc. Add +1 for each doubling of the number of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, etc. Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 x your current level, youve advanced to the next level. Reset the total to 0 after advancing. Each level adds +1d6 to Hit Points; every even level increases level dependent abilities such as attacks, defense, and skills, and grants 1 skill rank. Every odd level grants a feat. Every third level grants a +1 to one attribute score. Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Hit Points Strength +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 +1d6 Stat Bonus Feat 1 +1 1 +1 1 +1 1 +1 +1 1 +1 1 +1 1 +1 +1 1 +1 1 +1 1 +1 +1 +1 +1 Skill Rank +2 +1

F IGHTING WITH TWO WEAPONS


A character can wield two light or medium weapons in combat. When doing so, he makes one attack roll at a -4 penalty; on a hit, he can roll damage for both weapons and choose the better of the two rolls. When using a double weapon, he can choose whether or not to use this ability each round.

EQUIPMENT
W EAPONS
Most weapons are as per the SRD rules, with the following modifications: Light weapons may use DEX instead of STR for attack rolls, but do not get a STR bonus to damage. Medium weapons add STR to attack and damage and can be used with a shield. Heavy weapons do not get a STR bonus to attack, but add STR*2 to damage.

ARMOR
Your armor blocks incoming blows; any damage you take is reduced by the DR amount. Some weapons have the ability to ignore DR. Shields provide a bonus to Defense instead of DR. DR Light Padded, Leather Medium Chain, Scale Heavy Banded, Splint Plate Mail, Full 1 2 4 6 Enc -1 -2 -3 -4 Proficiency --

E XAMPLE
Athletics +1 Athletics +2 Athletics +4 The 1st level adventurers have just completed a dungeon adventure, and defeated 5 EL1 encounters, an EL2 trap and the EL3 leader. Thats a total of EL10, so they all advance to level 2. They need to defeat another 20 ELs to reach Level 3.

FEATS
Feats are the special abilities or talents your character has, allowing him to choose how to develop them.

E XPERT (S KILL )
You are highly trained with a particular skill. Choose a skill when you take this feat; you gain +2 in that skill. You can apply this feat to the same skill more than once, and the effects stack.

L AY ON H ANDS
You have the ability to heal others with a touch. Choose how many hit points you spend (minimum 1, maximum equal to your level); you grant that many d6 of healing to the person touched. The hit points you spend count as drain damage, and cannot be healed magically, only through rest.

M ARTIAL T RAINING
You are especially skilled in hand to hand combat. You have a +1 to hit and damage when attacking with a melee weapon you are familiar with. You can take this feat more than once, and the effects stack.

P ACT (I-IX)
You have made a bargain for power with some sort of entity. Upon first taking this feat, you gain access to 0th and 1st level cleric spells see the section on Magic for more detail. Each additional time this feat is taken, you gain access to the next successive level of divine spells.

P RECISE S HOT
You are especially skilled with combat at range. You have a +1 to hit and damage when attacking with a ranged or thrown weapon. You can take this feat more than once, and the effects stack.

S ORCERY (I-IX)
You are trained in the art of Sorcery. Upon first taking this feat, you gain access to 0th and 1st level sorcerer spells see the section on Magic for more detail. Each additional time this feat is taken, you gain access to the next successive level of arcane spells.

R AGE
Once per day, you can work yourself into a berserker rage, gaining +4 to Strength and bonus hit points equal to your level. While raging, you do not fall unconscious when you drop below 0 hit points, and can continue to act until your strength reaches 0. The rage lasts until the end of combat (GMs call outside of combat), when the strength bonus ends and you lose hit points equal to your level + 1d6. You can take this feat multiple times; each additional instance let you use the ability one more time per day.

T RAP M ASTERY
You have a special talent with traps and hazards of all types, both mundane and magical. You gain a +2 on any roll involving traps, whether setting them, disabling them, or avoiding them altogether. You can take this feat more than once, and the effects stack.

W ILD E MPATHY
You have an intuitive connection to the wild, giving you a +2 bonus to all skill checks involving animals, plants, or the wilderness in general. You can take this feat more than once, and the effects stack.

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