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* 200 starting Gold. Do not roll for beginning wealth. Highborn start with 400 gold (doubling their funds as normal). | * 200 starting Gold. Do not roll for beginning wealth. Highborn start with 400 gold (doubling their funds as normal). | ||
* Triple Starting Hitdie - Every class has Hit Points at level 1 equal to (12 + class bonus + con modifier). Thus, for example, an archer starts with 16hp + con modifier, while a Berserker starts with 20hp + con modifier. Hit points after level 1 are calculated normally. | * Triple Starting Hitdie - Every class has Hit Points at level 1 equal to (12 + class bonus + con modifier). Thus, for example, an archer starts with 16hp + con modifier, while a Berserker starts with 20hp + con modifier. Hit points after level 1 are calculated normally. | ||
+ | * More Ability Points - Characters gain +1 to an ability of their choice at level 3, and every 2 levels thereafter. This replaces the normal increase every 4th level. | ||
* | * | ||
Revision as of 16:19, 22 January 2008
Contents |
Niz Iron Heroes
- Standard Character Generation, except as detailed in the following section.
Rules Changes
- Three Traits - Characters have three traits to assign at creation, not two. However, the normal limits of 2 physical/2 mental/1 background still applies.
- Maximized Damage Reduction - Damage Reduction for armor isn't rolled. Armor has the following DR, bypassed by magic as normal. Padded (1DR), Leather (2DR), Studded Leather (3DR), Scale Mail (4DR), Chain Mail (5DR), Banded Mail (6DR), Full Plate (8DR)
- 200 starting Gold. Do not roll for beginning wealth. Highborn start with 400 gold (doubling their funds as normal).
- Triple Starting Hitdie - Every class has Hit Points at level 1 equal to (12 + class bonus + con modifier). Thus, for example, an archer starts with 16hp + con modifier, while a Berserker starts with 20hp + con modifier. Hit points after level 1 are calculated normally.
- More Ability Points - Characters gain +1 to an ability of their choice at level 3, and every 2 levels thereafter. This replaces the normal increase every 4th level.