http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=12684793#152964689((If anyone has a DnD book, please help me fill this in.))
Rules: The six ability scores are as follows: Strength, Dexterity, Wisdom, Intelligence, Constitution,
Charisma. You role 6 D20s, Then allocate the numbers to your ability scores. Note: An ability score
when rolled can neverbe above 18 or below three, so if you get higher or lower, the score is
nonetheless 18 or 3.
If you dislike your numbers, delete your post and rolla again until satisfied.
Ability mods:
2-3= -4
4-5= -3
6-7= -2
8-9= -1
10-11= +0
12-13=+1
14-15=+2
16-17=+3
18-19=+4
Your hp is Starting job hp PLUS your constitution bonus.
Barbarian: 12
Paladin: 10
Fighter: 10
Bard: 6
Cleric: 8
Druid: 8
Monk: 8
Ranger: 8
Rogue: 6
Sorcerer: 4
Wizard: 4
When you level up, your new hp is determined by rolling the same dice as the job's starting hp ,
add/subtract your constitution modifier, (It is never lower than one)
To determine your Armor Class, Add:
10+ Your armor bonus+ yourshield bonus + your dexterity modifier.(+Wisdom mod if monk, monks
wear no armor.)
Initiative: d20+dex bonus highest goes first. (Subject to change)
Your attack bonus (Determines hit or miss) is Your base attack bonus + Your Strength bonus
Ranged attack (With throwing/ shooting /fletching weapons) = Base attack + Dex modifier.
Damage: Pick a weapon: (Clerics only use Blunt weapons, Rogues use small Swords and daggers,
monks use their hands, feet, and knees, sorcs and wizards use staves, Fighters and Barbs use any
weapon)Light wepons:
Dagger 1d4 Crit: 19-20/x2
Punching dagger: 1d4 crit: x3
light mace: 1d6 crit x2
Short sword: 1d6 crit 19-20/x2
Onehanded melee wepons:
club 1d6 crit x2 0 gp
heavy mace 1d8 crit x2 12 gp
morningstar: 1d8 crit x2 8 gp
short spear: 1d6 x2 1 gp
battleAxe: 1d8 x3 4 gp
flail 1d8 x3 8 gp
Longsword 19-20/x3 15 gp
heavy pick 1d6 x4 8 gp
Rapier: 1d6 18-20/x2 20 gp
You may apply your dex bonus instead of youyr strength bonus when using this weapon if you have the weapon finesse feat. Rogues can use this. warhammer: 1d8 x3 12 gp
Exotic weapons:
b*****d sword: 1d10 19-20/x2 35 gp
Dwaven waraxe: 1d10 x3 30 gp
two-handed melee weapons:
Longspear: 1d8 x3 5 gp
Quarterstaff 1d6/1d6 x2 none
Falchion 2d4 18-20/x2 25 gp
Greataxe 1d12 x3 20 gp
Greatsword 2d6 19-20/x2 50 gp
scythe: 2d4 x4 18 gp
Ranged weapons
heavy crossbow: 1d10 19-20/x2 50 gp
light crossbow: 1d8 19-20/x2 35 gp
Sling 1d4 x2 none
Longbow: 1d8: x3 100 ft. 75 gp
Shortbow: 1d6 x3 60 ft. 30 gp
Light Armor:
padded: 5 gp Bonus +1
leather 10 gp +2
studded leather 25 gp +3
chain shirt: 100 gp +4
Medium armor:
Hide 15 gp +3 +4
Scale mail 50 gp +4 +3
chainmail: 150 gp +5 +2
breastplate: 200 gp +5 +3
Heavy Armor:
Splint Mail: 200 gp +6 0
Banded mail: 250 gp +6 +1
Half-plate: 600 gp: +7 +0
Full plate: 1500: +8 +1
:Shields:
Buckler: 15 gp: +1
light wooden shield: 3 gp +1
light steel shield: 9 gp +1
heavy steel shield: 20 gp +3
heavy wooden shield: 7 gp +2
Actions:Move your speed twice, move spped once, basic action once
(attack, use item)
To attack, Get next to your opponent (Or get them in your line of sight) And roll d20 and add your base atatck + strength bonus or Dex for melee and ranged respectively. If two characters are next to an enemy and are on opposite side, they both gain a flanking bonus to their attack (+2). If a Rogue is Flanking, They add 1d6 to their damage. When you are next to an enemy, you can only move 1 square or else you provoke an attack of opportunity.
Death: A character who reaches 0 hp cannot move or he styarts to take damage of 1 point every turn after. A successful heal check stops the loss of hit points. if hit points reach -10, the character is dead. A healing spell will also stop the reduction of hp.