Introduction Common Terms This Book Is the Product of a Combination of the There Are Many Commonly Used Phrases, Terms, Pathfinder and Dungeons & Dragons Handbooks
Total Page:16
File Type:pdf, Size:1020Kb
Introduction Common Terms This book is the product of a combination of the There are many commonly used phrases, terms, Pathfinder and Dungeons & Dragons handbooks. and abbreviations. Here are the basics. This homebrew seeks to mend the gap between Ability Score: Each creature has six ability players that enjoy a seamless and balanced scores: Strength, Dexterity, Constitution, playstyle within a party and those who would Intelligence, Wisdom, and Charisma. These scores enjoy the realism and versatility of tabletop represent a creature’s most basic attributes. The gaming. higher the score, the more raw potential and talent This is not for sale, nor should it be used as your character possesses. anything more than a guide. Please support the Action: An action is a discrete measurement of official releases of Dungeons and Dragons and time during a round of combat. Using abilities, Pathfinder. casting spells, and making attacks all require actions to perform. There are a number of different kinds of actions, such as a standard action, move Using This Book action, swift action, free action, and full-round This book is to be used as a guide for playstyle action. between two versions. When using this style, be Alignment: Alignment represents a creature’s sure to double-check any rules that may not be the basic moral and ethical attitude. Alignment has same as it was before in the version you played two components: one describing whether a creature before. is lawful, neutral, or chaotic, followed by another The general overview is that the base classes, that describes whether a character is good, features, and spells from D&D 5e will be used neutral, or evil. Alignments are usually along with the skills, crafting, combat, and other abbreviated using the first letter of each alignment features from Pathfinder. component, such as LN for lawful neutral or CE for chaotic evil. Creatures that are neutral in both Various feats, skills, classes, and other options will components are denoted by a single “N”. be added to this from both styles, as well as plenty of homebrew material. Armor Class (AC): All creatures in the game have an Armor Class. This score represents how hard it is to hit a creature in combat. As with other scores, Gameplay higher is better. This is 10 + Armor Bonus + Dexterity Bonus (as much as allowed by your type Advantage and Disadvantage of armor) + Shield Bonus. Bonus: Bonuses are numerical values that are The D&D 5e idea of disadvantage and advantage added to checks and statistical scores. Most will be implemented in many situations. For bonuses have a type, and as a general rule, advantage, roll 2d20 and pick the higher number. bonuses of the same type are not cumulative (do For disadvantage, pick the lower. If this method not “stack”)—only the greater bonus granted does not suffice for your playgroup, use a flat +5/-5 applies. modifier in its place. Caster Level (CL): Caster level represents a Specifics Beat General creature’s power and ability when casting spells. When a creature casts a spell, it often contains a It is generally the case that all specific rules number of variables, such as range or damage, overrule general rules. If there is a dispute, always which are based on the caster’s level. This is equal hear the advice of all players, but the Game to the levels you have in the class you’re using to Master always makes the final call. cast this spell. If there are any other adjustments made to your caster level, they are applied to Round Down anything involving your caster level, but do not actually count as levels. When using a rule of half or any other fraction, Check: A check is a d20 roll which may or may not always round down the final result unless be modified by another value. The most common otherwise stated. types are attack rolls, skill checks, ability checks, and saving throws. Class: Classes represent chosen professions taken Any other distraction, such as motion or by characters and some other creatures. Classes weather, have a DC that is set by the GM. This is give a host of bonuses and allow characters to take usually a multiple of 5 (depending on the intensity) actions that they otherwise could not, such as + the spell level. casting spells or changing shape. As a creature Whenever you take damage while you are gains levels in a given class, it gains new, more concentrating on a spell, you must make a powerful abilities. Most PCs gain levels in the core Constitution saving throw to maintain your classes or prestige classes, since these are the most concentration. The DC equals 10 + half the damage powerful. Most NPCs gain levels in NPC classes, taken. If you take damage from multiple sources, which are less powerful. such as an arrow and a dragon’s breath, you make Combat Maneuver: This is an action taken in a separate saving throw for each source of damage. combat that does not directly cause harm to your Creature: A creature is an active participant in opponent, such as attempting to trip him, disarm the story or world. This includes PCs, NPCs, and him, or grapple with him. monsters. Combat Maneuver Bonus (CMB): This value Damage Reduction (DR): Creatures that are represents how skilled a creature is at performing resistant to harm typically have damage reduction. a combat maneuver. When attempting to perform a This amount is subtracted from any damage dealt combat maneuver, this value is added to the to them from a physical source. Most types of DR character’s d20 roll. This is + your Str mod + can be bypassed by certain types of weapons. This Proficiency Bonus + any special size modifications. is denoted by a “/” followed by the type, such as (Fine –8, Diminutive –4, Tiny –2, Small –1, “10/cold iron.” Some types of DR apply to all Medium +0, Large +1, Huge +2, Gargantuan +4, physical attacks. Such DR is denoted by the “—” Colossal +8.) symbol. Combat Maneuver Defense (CMD): This score Death Saving Throws: Whenever you start your represents how hard it is to perform a combat turn with 0 hit points, you must make a special maneuver against this creature. A creature’s CMD saving throw, called a death saving throw, to is used as the difficulty class when performing a determine whether you creep closer to death or maneuver against that creature. CMD = 10 + Base hang onto life. Unlike other saving throws, this one attack bonus + Strength modifier + Dexterity isn’t tied to any ability score. You are in the hands modifier + special size modifier. of fate now, aided only by spells and features that Concentration: Some spells require improve your chances of succeeding on a saving concentration to maintain. If you lose throw. Roll a d20. If the roll is 10 or higher, you concentration, the spell ends or fails. You can only succeed. Otherwise, you fail. A success or failure concentration on one spell at a time. If you cast has no effect by itself. On your third success, you another spell that requires concentration, you lose become stable (see below). On your third failure, the former spell. If you fail a Concentration Check, you die. The successes and failures don't need to be you lose concentration and the spell ends or fails. consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero Concentration Check: When a creature is when you regain any hit points or become stable. casting a spell, but is disrupted during the casting, he must make a concentration check or fail to cast When you make a death saving throw and roll the spell and you lose the spell slot. When a a 1 on the d20, it counts as two failures. If you roll creature is holding concentration on a spell and is a 20 on the d20, you regain 1 hit point. Damage at interrupted, he must make a concentration check 0 Hit Points. If you take any damage while you to keep concentration or the spell ends. A have 0 hit points, you suffer a death saving throw concentration check is a Constitution saving throw failure. If the damage is from a critical hit, you + your spellcasting modifier. suffer two failures instead. If the damage equals or exceeds your bloodied value, you suffer instant If you are grappled or pinned while casting or death. during concentration, the DC is 10 + the grappler’s CMB + spell level. *For more difficult encounters, the damage only needs to exceed your constitution score. If you are trying to cast defensively (without provoking an opportunity attack), the DC is 15 + Difficulty Class (DC): Whenever a creature double the spell level. attempts to perform an action whose success is not guaranteed, he must make some sort of check (usually a skill check). The result of that check must meet or exceed the Difficulty Class of the creature’s hit points drop to 0, it becomes action that the creature is attempting to perform unconscious. in order for the action to be successful. Massive damage can kill you instantly. When Extraordinary Abilities (Ex): Extraordinary damage reduces you to 0 hit points and there is abilities are unusual abilities that do not rely on damage remaining, you die if the remaining magic to function. damage equals or exceeds your bloodied value. Experience Points (XP): As a character *For more difficult encounters, the damage only overcomes challenges, defeats monsters, and needs to exceed your Constitution score.