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endurence and skill start at 1.
each player starts with 26 points to use, and can take -4 from any stat, and add it somewhere else.(this includes bringing a stat below 0)
for a low power campaign one could start with 15 and -8, or for a high power campaign one could start with 40 and -10.

New characters have a max of 30 for all stats during character creation, this includes racial bonuses.
stats in the negative do opposite of their positive effect.
if a race or another ability or fail skill brings endurence down below 1 at character creation, than you must bring it up to at least 1.
you gain 3 stat points per level
every point increases hp by 3(1.5 for small races, and 5 for large races(hp is always rounded to nearest whole number)), every 6 points increase regen by 1, every 15 points increase defence by 1.
Endurance is your physical resilience, your ability to withstand attacks and last while under the effects of fatigue, forced movement, and heavy damage. Endurance affects your health, your health regeneration during resting and combat, your natural defenses, your movement, and the occasional other task that involves a stout body.
Talents affected
Riding, survival and swimming
every 5 points increase melee damage by 1, every 10 points adds 1% to critical chance.
Strength is how much power you pack behind each punch, it determines how much you carry, how far you carry it, and how powerful your attacks are. It improves your damage, and your chance to hit the target with amazing force causing amazing damage, perhaps even breaking bones. Strength determines your likelihood of bending bars(or bards when they don’t shut up).
Talents affected
Climb and jump
every 1 point adds 3 to max special. (not minimum). Every 5 points increases your talents per level by 1. Every 6 points adds 1% to ranged hit chance. At level 1 every 2 allows you to learn a new skill, up to 5 skills at level 1.
Skill is your special, your ability to pull of trained maneuvers and skills, skill is how great you are at doing what you do.
Talents affected
Appraise, disguise, driving, forgery, hide, taunt
every point increases magic by 5, every 8 points increase magic regen by 1, every 15 points increase caster level by .1
intelligence is more than just your common sense, its your ability to solve problems and figure things out, perhaps the most important thing to any spell caster, as it determines how much magic you have, how fast it regenerates, and sometimes how powerful it can become.
Talents affected
bluff, intimidate, job, knowledge,
every 5 points adds -5% to any elemental weakness, (every point does not add 1%)
wisdom increases any special sights (tremor sense, darksight, low light vision, etc.) by 5ft every 12 points.
talents affected
animal training, attentive sight, diplomacy, focus, listen, passive sight
every 5 points adds 1% to dodge chance
Agility is your speed, your movement, and your reflexes.
Talents affected
Perform, riding
every 5 points adds 1% to block, every 6 points adds 1% to hit melee chance.
Is your hand work, your skill, grace, and physical readiness, mostly when using your own hands.
Talents affected
Armor craft, leather craft, silent movement, thief craft, weapon craft
attribute checks
when making a check based off of an attribute, for every 4 points in that attribute you gain +1 to the check, respectively for every -4 points in an attribute grants you -1 to the check.
Talent checks
attributes affected by stats gains based on a characters training or ranks (aka how many points a character has allotted to the talent) at rank 0 they gain nothing per stat point. At rank 1-4 they gain +1 for every 5 points, at rank 5-9 they gain +1 for every 4 points, at rank 10+ they gain +1 for every 3 points.
When a character has a negative value in stats, regardless of training, they take -1 for every 3 below 0 in a stat. (-3, -6, -9, -12, -15, etc. etc.)

Any talents used at character creation (such as job when determining starting gold) use the stat bonus.
Advanced/unique stats
Luck is your natural fortune, how often bad or good things tend to happen to you. Only halflings, gnomes and goblins may initially put stats into luck. Rogues, bards, and sorcerers may also use luck.

Races that grant use to luck gain 1%luck to hit chance per 7 points, and 1%luck to dodge chance per 6 points. Items that increase/decrease dodge and hit luck% do not stack with this stat, and the character takes the lowest possible luck increase

Anything else that gains use of luck including races and classes gain 1% to dodge for every 10 points and 1%to hit per 8pts, and gain 1 point to talents; appraise, animal training, bluff, disguise, forgery, hide, passive sight, silent movement, and all thief craft talents = to 1 rank per 5 point in the ability.
Once again items that increase/decrease dodge/hit% through luck do not stack and character takes highest bonus, the same applies to talents through “luck” abilities and items

Experts that gain use of luck may roll a luck bonus for a sneak attack in plain sight, at -5% +1% per 5 points in luck once per foe, even if they have not yet gained or never chose the sneak attack ability, this sneak attack is always treated as a 1d4 sneak attack regardless of level + any other sneak attacks granted from other classes or abilities.

Races that grant the use of luck have a max luck of 10, characters may gain abilities, classes, feats, or other bonuses that may raise this max.
Charm can be your beauty or just overall skill at charming others.
Anybody can add points to charm.
You gain extra ranks in your talents as follows; bluff, diplomacy, intimidate, and job at 1 per 5 points in charm

Charm can be used as a talent of its own, a character can role their charm vs opponents focus role to woo their opponent, as long as they are an intelligent being. (such as standard races, dragons, or any intelligent being that may be overcome by love, lust, or a good conversation)
When charming a character who does not speak the charmers language, they get only half their charm to their role.
No matter what, the gm decides what enemies/allies/npcs may be charmed, regardless if they meet any of the above conditions.

Elves also gain ranks in the talent animal training.

Sorcerers gain extra benefits as described in their class.

All characters have a max charm of 20. There are classes that change this max, along with other possible abilities that may also change the max.

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gamejournal | by Dr. Radut