NAME: LEVEL: EXP:
RACE: CLASS: (mod)
(mod)
MAX HP: CURRENT HP: TEMPORARY HP:
MAX HIT DICE DEATH SAVES: (check: d20, if n≥10 then success)
HIT DICE: (lvl) LEFT: SUCCESS: ___ ___ ___ FAILURES: ___ ___
___
STR: DEX: TALENT: CD: ___
(base & mod) (base & mod) (trigger, effect)
END: INT:
(base & mod) (base & mod)
PER: CHA: STATUS EFFECTS:
(base & mod) (base & mod)
AGI: LUK:
(base & mod) (base & mod)
SACRED ART: (name) CHARGE: ___ ___ ___ COST:
(details)
Stat pool: 36 points (leveling stats up 13+ requires spending 2 points from your stat pool)
Death saves: Rolling a 1 results in 2 failures, rolling a 20 results in instant success
Score-Modifier chart:
1 = -5 8-9 = -1 16-17 = +3 24-25 = +7
2-3 = -4 10-11 = 0 18-19 = +4 26-27 = +8
4-5 = -3 12-13 = +1 20-21 = +5 28-29 = +9
6-7 = -2 14-15 = +2 22-23 = +6 30 = +10
Level requirements: (+2 stats per level)
1 (base) 5 = 1800 9 = 25,000 13 = 20,000 17 = 30,000
2 = 300 6 = 3,800 10 = 16,000 14 = 20,000 18 = 40,000
3 = 300 7 = 7,500 11 = 21,000 15 = 25,000 19 = 40,000
4 = 300 8 = 9,000 12 = 15,000 16 = 30,000 20 = 50,000
PASSIVES: (slots: 31/412/520)
(1-slot: stats, elemental affinity, resistance, immunity, movement, minor action, status effects)
(2-slot: major actions, rerolls)
MAX MP: MP LEFT: SPELL SLOTS: (91/112/133/154/175)
SPELLS:
Fireball (AoE) (cost: __) (slots: _3_ ) Cooldown:
_2_
- Deals Fire DMG to Targets
*spell, st/aoe, details (effect & elemental dmg type), cost, cooldown, slots
ARMOR: _____________ Gemstone – (effects)
(enchantments)
WEAPON:
(enchantments)
INVENTORY: (max slots: _10_)
5 Small Items take up 1 Slot
3 Potions take up 1 Slot
Bulky Items take up 4 Slots
Classes:
1. Fighters:
a. Warrior (HP: d8, MP: d8): +11/210/320 STR mod, +11/210/320 DEX mod
b. Guardian (HP: d12, MP: d8): +21/36/411/516/620 END mod
c. Monk (HP: d10, MP: d6): +11/26/316/420 STR mod, +11/211 AGI mod
2. Mages:
a. Wizard/Sorcerer (HP: d6, MP: d12): +21/36/411/516/620 INT mod
b. Druid (HP: d8, MP: d10): +11/210/320 INT mod, +11/210/320 PER mod
c. Warlock (HP: d10, MP: d8): +11/210/320 STR mod, +11/210/320 INT mod
3. Specialists:
a. Rogue (HP: d8, MP: d8): +11/26/316/420 DEX mod, +11/211 AGI mod
b. Cleric (HP: d8, MP: d8): +11/26/316/420 STR mod, +11/211 CHA mod
c. Bard (HP: d8, MP: d10): +21/36/411/516/620 CHA mod
Spell types:
1. Enhancement (physical buff/debuff, infusion)
2. Emission (magic)
a. Destructive (status effect) b. Supportive (defensive & healing)
3. Deception (illusions)
4. Manipulation
a. Physical b. Elemental
5. Conjuration (summons/creation)
6. Transmutation (property manipulation/shapeshift)
7. Necromancy
a. Life (HP) manipulation b. Soul/Undead manipulation
8. Search – To locate an object, or read others (thoughts, feelings, truthfulness)
9. Mental – Manipulation of the mind and/or memories
10. Stealth – To approach others without being noticed, track others movements, or steal
11. Oracle (prediction)
Mana-Shield Gemstones:
Amber Gem: +1 END mod Jade Gem: Half Ice DMG
Palladium Gem: +2 END mod Emerald Gem: Half Nature DMG
Agate Gem: Half Fire DMG Topaz Gem: Half Earth DMG
Lazuli Gem: Half Water DMG Diamond Gem: -4 Magic DMG
Turquoise Gem: Half Wind DMG Netherium Gem: +3 END mod
Amethyst Gem: Half Lightning DMG Orichalcum Gem: +5 END mod
Weapons:
Sword (STR) Warhammer (STR/reach)
Rapier (finesse) Staff (STR/reach)
Broadsword (STR/reach) Tome/Grimoire (effects are based)
Bow/Crossbow (DEX/snipe) Orb (INT/reach)
Guns (DEX/loud/ranged) Daggers (finesse)
Cannon (DEX/loud/snipe) Fist/Gauntlets (STR)
Polearm (finesse/reach) Katana (finesse)
Chain-Sickle (DEX/reach) Club (STR)
Scythe (STR/reach) Mace/Flail (STR)
Whip (DEX/reach) Battle Axe (STR)
Hand Axes (STR) Shield (STR/END) (END x1.5)
“Finesse” – Can Use either STR or DEX
“Reach” – Can Target 2-3 Tiles Away
“Ranged” – Can Target 5 Tiles Away
“Snipe” – Can Target 10 Tiles Away
Any Attacks done over the Weapon’s Range Adds a -1 to the Attack Checks
Range of Thrown Objects is Based on the Thrower’s STR mod
Enchantments: (only 1 per equipment)
1. EXP up (armor): 1.5% EXP gain
2. Protection (armor): +2 END
3. Absorption (Ailment/Condition) (armor): -1 reroll for Debuff: Ailments/Conditions
4. Reflect (armor): Deal DMG to attacking enemy equal to 12.5% ( 1/8 ) of the DMG you
took
5. Battle ready (armor): Negate any DMG (1 time, at start of battle)
6. Conversion (armor): -3 HP & +3 MP per turn
7. First hit (weapon): Do a Major action at the start of battle
8. Sharpness (weapon): Allow for 1 reroll for Ailment: Bleed
9. Power (weapon): +2 DMG (STR/DEX/WIS mod)
10. Luck (weapon): Allow for 1 reroll for failed Hit checks, except for Status effects
(physical)
11. Vampirism (weapon): Heal +1 HP to self when attacking (physical)
12. Multi-hit (weapon): Same damage but multiple hits (physical) (check: d6/2, round up)
Combat:
1. Upkeep (status effects)
2. Movement (AGI mod/2) (small actions)
3. Minor action (enhancement spells, small actions, SA charge)
4. Major action (attacks)
a. Attack Roll (success if: Enemy AGI/2 < d20 + Self STR/DEX/INT mod)
- Inflicting Conditions {[Bleed] or [Burn]}: Success If d20 >= 11
b. DMG check (d6 + Self STR/DEX/WIS mod + Class Bonus – Enemy END mod)
5. Movement (AGI mod/2) (small actions)
Dodge checks: Both will roll a d20 + AGI/LUK mod; If Enemy is Higher, Attack hits
Elements:
Bleed (stackable)
Physical
- Deals 1 DMG (1 time)
Burn
Fire
- Deals 1 DMG per turn (3 turns)
Attacks Apply [Wet] Status (1 turn)
Water
- Can Remove [Burn] Status
Gust {reacts with [Burn]}
Wind
- Attack does x1.5 DMG & Removes [Burn]
Shocked {reacts with [Wet]}
Lightning
- Decreases END & AGI mod by x0.5 (1 time)
Frozen (1 turn) {reacts with [Wet]}
Ice
- Inflict [Frozen] (skip turn)
Spread {reacts with [Burn]} - Refreshes the Duration of [Burn]
Nature
- If AoE, Attack does an Additional +1 DMG
Null
Earth
- Can Block All Elements
Healing
Light
Anti-Demon
Dark Death
Status effects: (ST/AoE)
1. Buffs: (enhancement)
a. Stat buff:
- ATK (STR/DEX/WIS mod) - DEF (END mod) - AGI Buff
b. Others:
i. Max HP Up (3 turns)
ii. Guts (revive from Fatal DMG)
iii. Debuff Up (1 turn): +2 during Attack Checks (buff/debuff)
iv. Debuff Resist (1 turn): -2 during Attack Checks
v. Debuff Immunity (2 times, 3 turns)
vi. Death Resist
vii. Death Immunty
viii. Buff Removal Resistance (1 time)
ix. Pierce - Ignores DEF Stat buff (includes Buffs & Armor)
x. Invulnerability - Cannot be damaged
xi. Taunt (buff/debuff)
xii. Shatter - Ignore Invulnerability
xiii. Untouchable (1 time) - Cannot be damaged
2. Debuffs:
a. Conditions (physical) – Cannot be dispelled
i. [Blindness]: Lasts for 1 time
ii. [Chilled] – Halves the AGI of Affected Target
iii. [Poisoned] (curable) (unremovable): -1 HP per turn
iv. [Corrosion] (curable) (unremovable): Apply Permanent [Burn] status
v. [Cursed] (curable) (unremovable): -1 HP & -1 MP per turn
vi. [Restrained]: Cannot move from position (1 time)
vii. [Sleep]: Immobile, unless attacked (1 turn)
viii. [Stun]: Immobile (1 turn)
ix. [Terror]: Chance to Apply [Stun] (check: d6>4)
b. Ailments (spells) – Can be dispelled (minor)
i. Stat Debuff:
- ATK (STR/DEX/INT mod) - DEF (END mod) - AGI Debuff
ii. Others
a. Max HP Down (3 turns)
b. Buff Interruption (1 time) – Prevents all the Buffs of a Spell
c. Sensory Block – Unable to Use 1 or More of the Senses
d. Silenced – Unable to Use Spells or Sacred Art
e. Charm/Hex – Target is Controlled
Special Items & Potions:
1. Healing Potion:
- Lesser: +3 HP - Greater: +10 HP - Fully Heal HP
2. Mana Potions:
- Lesser: +15 MP - Greater: Replenish Half - Fully Replenish MP
3. Strengthening Potion: (duration: whole fight)
- +1/3/5 STR/DEX/INT mod - +1/3/5 END mod
4. Haste Potion: +1/3/5 AGI (duration: whole fight)
5. Cures: (removes all)
- [Burn] & [Shock] - Stat Debuffs - Poison/Corrosion/Curse
6. Lucky Clover (1 time): Add Your LUK mod to All Checks
7. Life Stone: Revive from Fatal DMG (1 time)
8. Phoenix Tears: Revive ally with 1 HP (recent death)
9. Return bead: Return to altar
10. Flash Bomb (AoE): Inflict [Blindness] to Targets
11. Elemental Bombs: (AoE)
a. Fire Bomb: Deal -3 Fire DMG & Inflict [Burn] to All Hit
b. Water Bomb: Deal -3 Water DMG & Apply [Wet] to All Hit
c. Wind Bomb: Deal -3 Wind DMG
d. Lightning Bomb: Deal -3 Lightning DMG
e. Ice Bomb: Deal -3 Ice DMG & Apply [Chilled] to All Hit
f. Nature Bomb: Deal -1 Nature DMG & Apply [Restrained] to All Hit
g. Earth Bomb: Deal -3 Earth DMG
Taming:
Small Pets – check: d6e Huge Pets – check: 2d6e
- Stats are Half of Owner’s - Able to do Small Actions - Able to Join in Combat