Microlite20 Stefan Edition
Microlite20 Stefan Edition
Skill points, Bonded Accuracy and modified entries from the There are just 4 skills : Physical, Subterfuge, Knowledge and
Expert version Survival. Roll higher than the given Difficulty Class to succeed.
Stats Skill bonus = Any bonus from class (not from race)
There are 4 stats : Strength (STR), Dexterity (DEX), Mind Skill rank = First assign any Skill Bonus. Then assign 4 points
(MIND) and Charisma(CHA). as you wish. 1 point increases one skill by one point. The
maximum limit on skill rank is Level + 3.
Starting aray:, Assign these to the stats: 15 13 11 and 9 Skill roll = d20 + skill rank + racial bonus + whatever stat bonus
Then spend 3 points to increase the stats, a point increases one is most applicable to the use + situation modifiers
stat by one. This gives you stat score.
Stat bonus = (Stat score-10)/2, round down. For example, Climbing would use Physical + STR bonus.
Dodging a falling rock is Physical + DEX bonus. Finding a trap
Races is Survival + MIND bonus. Disabling a trap is Subterfuge +
Humans get +1 to all skill rolls DEX bonus, Reasoning with a guard Knowledge+CHA.
Elves get +1MIND and 1 arcane level 0 signature spell
Dwarves get +1 STR can always wear all armor Note that there are no "Saving throws" in this game; use
Halflings get +1 DEX +1 subterfuge Survival + STR for Fortitude and Physical + DEX for Reflex
Half-elves get +1 to DEX, and +1 to any 2 Skills saves. Saving against magic (Will save) is usually CHA bonus
Half-orcs get +2 to STR, -1 to MIND and +1 Physical +level .
Tieflings/Assimar get +1 to CHA and 1 divine level 0 signature
spell
Combat
Classes Hit Points = STR Stat + 1d6/Level. If HP reach 0, unconscious
Fighters wear any kind of armour and use shields. They have a and near death. Further damage directly reduces STR. If that
+3 bonus to Physical and +1 STR and add +1 to all attack and reaches 0, death.
damage rolls. This increases by +1 at 5th level and every five
levels on Roll d20 + MND bonus for initiative order. Everyone can do
Rogues can use light armour. They have a +3 bonus to one thing each turn; move, attack, cast a spell, etc.
Subterfuge and +1 DEX. If they successfully Sneak up on a foe
or flank with an ally they can add their Subterfuge skill rank to Melee attack bonus = STR bonus + Level
the damage of their first attack that round. Missile attack bonus = DEX bonus + Level
Magi wear no armour. They can cast arcane spells, and gain a Magic attack bonus = MIND bonus + Level
+3 bonus to Knowledge and a +1 to MIND at 5, 10 and 11 they
can choose 1 meta magic option. Add attack bonus to d20 roll. If higher than your opponent's
Clerics can wear light or medium armour and use shields. They Armour Class (AC), it's a hit. Natural 20 is automatically a
cast divine spells and gain a +2 bonus to CHA. A Cleric can critical doing maximum damage.
Turn Undead with a successful Magic Attack. DC is the current
Hit Points of the Undead. If the DC is exceeded by 10 it is You can use DEX bonus + Level as Melee attack bonus instead
destroyed. This can be used (2 + Level +CHA Bonus) times per if wielding a light weapon. You can wield 2 light weapons and
day. attack with both in a round if you take a -2 penalty on all attack
Paladins wear any kind of armor and use shields. rolls that round.
They have a +1bonus to Charisma. They are immune to diseases
and apply a +1 bonus to all saving throws (this increases by +1 Add STR bonus to Melee damage, x2 for 2-handed weapons.
at 5th level and every 5 levels on). Paladins can detect evil Armour Class (AC) = 10 + DEX bonus + Armour bonus.
within 60’ at will and can heal up to 2hp
per level per day by laying on hands. A character Ranged attacks or Spells cannot be used in Melee
must be of any Good alignment to be a Paladin
Rangers can use light or medium armor and can use All character can move 30’ per round.
shields. They are +1 to hit and damage with ranged If you find yourself in melee range of an enemy you can only
weapons and only incur a -1 to hit penalty when move 5’ safely. Move more than that and they get a free attack
fighting with 2 weapons. They have a +3 bonus to against you.
Survival.
Illusionists wear no armor. They can cast Illusionist
spells and gain a +1 bonus to MIND and CHA and a Level Advancement
+1 bonus to Subterfuge. Characters must have a Encounter Level = Hit Dice of defeated monsters, or the given
minimum DEX score of 13 to be Illusionists. EL for the trap, situation, etc. Add +1 for each doubling of the
Druids wear any non-metal armor and shield. They number of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds
cast Druid spells and gain +2 to Knowledge and +2 to = EL3, etc.
Survival. Druids are immune to the spell-like effects
of woodland fey. At 3rd level a Druid can pass Add up the Encounter Levels (ELs) of every encounter you take
without trace at will. At 7th level a Druid can assume part in. When the total = 10 x your current level, you've
the form of any small or medium sized animal up to 3, advanced to the next level. Reset the total to 0 after advancing.
times per day but retains his own statistics
Bards wear light armor and can use bucklers. They Each level adds:
gain a +2 bonus to Charisma and Knowledge. A Bard can use +1d6 +STR to Hit Points
his song to charm person or remove fear up to CHA times +4 skill points, 1 skill point increases skill rank by 1, maximum
(total) per day.At 5th level he can add Dispell Magic to his list of limit on skills is Level + 3
songs. A bard can cast level 0 Bard spells,
Barbarians wear no armor but can add their STR to AC. Once If the level divides by three (i.e. level 3,6,9,etc.) add 1 point to 2
per day per level they can Rage and add half their level (round different stats
up) to STR for a period equal to their Physical skill. After the
rage ends the Barbarian is exhausted (-6 STR and DEX )for 15
minutes – physical skill.
Magic Equipment
Magi can cast any arcane spell, and Clerics any divine spell, Create your own weapon rules:
with a spell level equal or below 1/2 their class level, rounded Choose a damage type: Slashing, Piercing or bludgeoning
up. They have access to all spells in the SRD spell list. Choose a look, any look that works for you.
All weapons start at 1d10 damage, then use the following
Casting a spell of any kind cost Hit Points. The cost is 1 + modifiers to personalise it, each step either reduces or
double the level of the spell being cast: increases the damage die by one type EG by reducing a d10 by
1 step it becomes a d8
Spell Level 0 1 2 3 4 5 6 7 8 9 The steps goes like this: 1, 1d2, 1d4, 1d6, 1d8, 1d10, 1d12, 2d8.
HP Cost 1 3 5 7 9 11 13 15 17 19
This loss cannot be healed normally but is recovered after 8 Modifiers that reduce damage:
hours rest. There is no need to memorize spells in advance. Light weapon 2steps
Reach (10’) 1step
Select one "signature" spell per spell level from 1st upward that Simple weapon* 1step
they prefer to use over any other. These spells are easier to cast High Crit** 1step
due to familiarity, costing 1 less HP to use. Short range (20’) 1step
Long range (60’) 2steps
The Difficulty Class (DC) for all spells is
10 + Caster Level + Caster's MIND bonus Modifiers that increase damage:
2handed 1step
All spell casters except Bards gain access to new spell levels at Unwieldy/Reload*** 1step
every odd level (3,5,7,9,etc.)
Bards Gains acces to new spells at level 3,6,9,12,15,18
*The following classes can only use simple weapons: Magi,
Meta – Magic: cleric, illusionist, druid and bard
Here are three ways for spell casters to add a little ** Roll the weapon damage and add it on top of the normal crit
more variety to their repertoire. Each modifies a spell damage
in a given way, and each doubles the casting time of *** Character cannot move and use this weapon in the same
the spell so modified (most spells become full round turn
actions instead of standard actions, for example).
Also, each requires an additional expenditure of hit Armor
points, added to the standard cost of the spell at the You need to have a STR score equal to 10+AC+DR to gain any
time it is cast. benefit of wearing the armor.
Extending makes a spell last twice as long as it DR is damage reduction, you reduce all damage that amount
normally would. An Extended spell costs an
additional 2hp. Light armor:
Empowering makes a spell do 50% more damage Padded +1AC
than it normally would. An Empowered spell costs Leather +2AC
an additional 4hp. Studded Leather +3AC
Widening makes a spell’s area of effect twice as big
Chain shirt +3AC +1DR
as it would normally be. A Widened spell costs an
additional 6hp.
Medium Armor, reduces movement by 5’
Hide Armor +4AC
Actions in combat, costs your action: Scale Mail +4AC +1DR
Chain Mail +5AC +1DR
Hustle – move again. Yoroi (samurai) +6AC
Charge - move again but in a straight line, then attack with +2
to hit, but you have -2 AC until its your turn again. Heavy Armor, Reduces Movement by10’
Aim – Nominate a foe. Next attack you make against that foe Breast Plate +4AC +2DR
roll 2d20 and take the highest. Half Plate +6AC +2DR
Defend – Gain +4 AC Full Plate +8AC +2DR
Grab – Roll to hit (counts as a light weapon) do no damage then
roll Physical vs Physical, if you win the target is grabbed. You Shields:
must have a hand free to grab. Requires a hand to use, does not have a STR requirement like
Knock Prone – Roll to hit, no damage, target must spend its armor.
next move standing up. Anyone attacking a prone target in
melee roll 2d20 and take the highest. Buckler +1AC*
Disarm – Roll to hit, do no damage then roll Subterfuge vs Light Shield +2AC
Survival, if you win you got their weapon in your square (or if Heavy shield +1AC +1DR
you have a hand free you catch it) Tower Shield +2AC +1DR**
Sneak – Roll subterfuge+ a stat that fits the circumstance VS
MIND+Survival, if you win you are hidden and have +2 to hit on *The hand is free to use skills, combat actions or cast divine
your next attack. There must be something completely blocking spells but you cannot hold another weapon in the hand.
the vision between you and the target. ** If you move during your turn you lose any benefit from the
Other – Improvise, describe your action if you make a tower shield
description that is awesome your DM will give you a bonus.