Game System Information

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Some information is common and available from various sources on the internet. Due to the nature of gaming and the changing dynamic of internet sites, I am hosting some SRD or other Open Content information within the wiki itself. This information is meant as a static reference and a snapshot of when content was created.

Creating New Classes

Basic rules on creating new classes, archetypes, and prestige classes.

Creating New Races

Basic and often expanded races do not fill all the needs for a campaign.

Ability Scores

Each character has six ability scores that represent his character’s most basic attributes. They are his raw talent and prowess. While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of a character’s skills and abilities. Each ability score generally ranges from 3 to 18, although racial bonuses and penalties can alter this; an average ability score is 10.

Alignment

A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.

Alignment is a tool for developing your character’s identity—it is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.

Conditions

These are the status effects which can affect players or items.

Drugs and Addiction

Hard-drinking heroes, deities of wine and celebration, and the hazy halls of oracles and wise men stand alongside the most memorable tropes of myth and classic fantasy literature. Thus it’s no surprise that the adventures of fantasy roleplaying games are filled with similar characters and locales. After all, countless campaigns have been launched around a tavern table and all adventurers know the infamous potency of stout dwarven ale.

Magic Item Basics

These are the basic rules on magic items, how to use them, and the various ways items interact.

Preparing Arcane Spells

Rules and information regarding how Wizards and other arcane casters can prepare spells.

Special Abilities

Spellcasting

The basics of casting a spell as well as the correct terminology.

Poison and Disease

This optional system presents progression tracks for diseases and poisons that cause the victim’s situation to become increasingly worse.

Disease Templates

These templates function similarly to creature templates, and several templates can be applied to the same disease to create a truly horrifying plague.

Sample Diseases

This covers examples of diseases that use the various tracks are covered above. If a disease does not specify an effect, it imposes only the effects for the victim’s state on the pertinent track.

Sample Poisons

Examples of poisons that use the various tracks are given below. If a poison does not specify an effect, it imposes only the effects for the victim’s state on the pertinent track.

Monster Rules

Creature Type

A list of primary creature types.

Creature Subtype

Creature subtypes, not all creatures have these.

Monster Cohort

The Leadership feat allows a character to gain a loyal cohort. With the Game Master’s approval, this cohort can be a similarly aligned monster rather than a humanoid with the appropriate number of class levels.

Monster Creation

The following guidelines are provided to assist in monster creation and to help balance a creation for its CR.

Monster Feats

Most of the following feats apply specifically to monsters, although some player characters might qualify for them (particularly Craft Construct).

Universal Monster Rules

These rules are standard and are referenced (but not repeated) in monster stat blocks. Each rule includes a format guide for how it appears in a monster’s listing and its location in the stat block.

Character Add-ons

Mining

Simple rules on finding and maintaining a mining operation.