2) Characters - DND Overhaul 2d10+ (SF)
2) Characters - DND Overhaul 2d10+ (SF)
----- if a game rule, feature, item or creature entry mentions proficiency without mentioning tier,
assume that the proficiency mentioned is the equivalent of the practised tier if it is ever need for
tests or any other reason.
Attributes
- strength (brawn): physical power and resilience
- dexterity (agility): physical co-ordination and precision
- constitution (intelligence)
- intelligence (wits)
- wisdom (charisma)
- charisma (willpower)
Skills
- Skill list
- using skill points
Acrobatics
Animal Handling
Athletics
Arcana
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Talents
- class talents
- general talents
-
Character Creation
1) Concept and Choose Class
- Think about your character. talk to other PC’s. Talk to GM about campaign and ships and crews
etc. Try to avoid too much overlap.
- read through the classes and choose the one that best fits your character conception
3) Create a Background
- choose or create a background, this can be as similar or different to your class as you like.
- make any choices need for the background - skill points, talents etc.
4) Apply Class
- now the concept is set, base attributes are in place and choices of background are in place
- starting hp, recoveries, class talents, skill points, proficiencies etc.
- make any choices needed – spells, specialisations etc.
5) Choose Personals
- vice and virtue, motivation
- Descriptive tags
- hooks, connections and truths
6) Choose Equipment
-
-
7) Finishing touches
- record focus and recoveries
- double check everything
Background
- 2 ability score points
- 4 skill points (max practised)
- 1 feat
- 1 advancement (1AP or 2SP or 1 feat)
Fighting Styles
Many experienced combatants perfect techniques to enhance a favoured weapon type or approach
to combat. These techniques are called Fighting Styles. When a character engages in combat using a
weapon that lines up with their fighting style, they gain a benefit. Someone with a fighting style
gains a benefit at 1st level. They gain additional benefits as they increase in level, at 4th and 7th levels.
- duelist
- burst mastery
- gunslinger
- sniper
Burst Mastery
-
-
-
Duelist
- +2 damage
- reaction, add base prof to AC v’s 1 attack
-
Gunslinger
- ignore disadvantage in melee
-
-
Polearm Master
- aoo when come within range
- attack with back end
- increase back end damage, all polearms have reach
Shield Master
- shield bash
- add to dex saves
- ½ damage = no damage on dex save, reaction
Two-Weapon Fighter
- add attribute to off hand
- +1 ac, can use non light weapons
- disadvantage for two attacks with off hand instead of one
Unarmed (???)
- unarmed damage (light finesse melee weapon) and unarmoured defence
- count as medium weapon. free action attack with off-hand
- special moves
--- Haymakers: count as heavy weapon but can’t off hand, can also choose to take disadvantage on
attack roll for +5 damage
--- Duck and Weave: can take dodge as free action
--- +1 (stunning strike???)
Classes
- Bard (x), Cleric (x), Druid (x), Engineer (artificer) (x), Hunter (x), Investigator (?) (x), Magi (x),
Martial Artist (x), Scoundrel (x), Warden (x), Warrior (x), Wyrd (witch/warlock) (x)
- mercenary (warrior),
- sentinel (warden),
- hunter (hunter),
- engineer,
- scoundrel,
- fixer (bard/investigator),
- pilot (captain, ace, smuggler)
- psion (magi),
- emissary (cleric/bard),
- specialist (medic, scientist, hacker)
- prof bonus use, att mod use, scene use, att mod + prof bonus use
- scene, short rest, long rest, daily, downtime recharge
Emissary (Priest)
Cleric, Priest, Willworker, Monk, Friar
Class Features
As a Cleric, you gain the following class features.
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Base
Level Class Abilities
Proficiency
1 Spellcasting, Divine Domain
2 Channel Divinity (1/rest), Divine Domain Feature
3 Divine Recovery, Restful Presence
4 Divine Domain Feature
5 Channel Divinity (2/rest)
6 (favour of the gods), calming presence
7 Divine Domain Feature
8 Channel Divinity (3/rest),
9 Divine Domain Feature (???)
10 (Avatar)
Class Abilities
Spellcasting
Your can cast spells
- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus
Divine Domain
-
Channel Divinity
-
Divine Recovery
- Veteran
- Vanguard
- Commander
Restful Presence
- song of rest
- extra dice on short rest recovery
- remove 1 level of exhausted
Avatar
-
Divine Domains
-
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
or
or
or
or
Class Abilities
Techniques
As well as the equipment they make due to their invention, engineers also learn various techniques.
They use these techniques to help them during work and on their adventures.
- known like spells
- recreate spells, need tools or tech to ‘cast’ them
- can swap when gaining a level
- 1 @ 1, 2 @ 3, 3 @ 5, 4 @ 7, 5 @ 9
Inventions
- tools, equipment and practices to help on the characters adventures
- some inventions redress cantrips
- when reaching lvl 11, can pick from greater inventions. Some of previous inventions will have
greater effects.
-
Tech Connection
- complex A.I.
- drone
- omni-tool
Animal Companion
Animal Types:
- Ursine
- Feline
- Canine
- Porcine
- raptor
Wyrd Familiar
Str: 3 (-4) Dex: 14 (+2) Con: 12 (+1) Int: 8 (-1) Wis: 12 (+1) Cha: 10 (+0)
improvements
- greater familiar
Engineer School
- chemist
- mechanist
- armourer
Expertise
- become expert in two skills with which they are already proficient
Body of Knowledge
-
Mana Harness???
- spells in items
- upcast spells
Engineer Schools
- drone handler, battlesmith
Chemist
- potions
- mutagens
Mechanic
- construct
Battlesmith/Armourer
- fighting style (2, 5, 9)
- equipment based
- extra attack (lvl 9???)
Engineer: Quick Guide-
- In combat
- Out of combat
- Downtime / travelling / exploring
Fixer (Investigator)
Detective, Watchman
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Base Sorcery
Level Class Abilities
Proficiency Points
1 point spender, expertise, shadow cant, favours
2 Investigative Method, eloquence bard, jack of all trades
3 Tools of the trade (equipment selection, pact boon like)
4 Evasion (point spend improve???)
5 Investigative Method Feature
6 tools of the trade (2)
7 Investigative Method Feature
8 Tools of the Trade (3),
9 Investigative Method Feature
10
point spend improve, improved memory feat, Investigative Method Feature
- call in a favour (downtime)
- eloquence bard type ability
- find/make a contact
- find/make an item
- thieves cant (shadow cant)
Class Abilities
Quick Investigation
Your have a fighting style
- ranged
- two-handed
- one-handed
- two weapon
Memory Feat
- 1, 15
Point Spender
- 1, (7?), 11
Master of Tactics
- Veteran
- Vanguard
- Commander
Expertise
-
Investigative Method
- 3, 6, 9, 13, 17
Evasion
-
Extra Attacks
-
Sneak attacker
- Insightful fighting: add sneak attack
- veteran techniques
Smuggler??????
-
Class Features
As a Hunter, you gain the following class features.
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Base Quarry
Level Class Abilities
Proficiency Damage
1 - Fighting Style, Pathfinder (natural explorer), Hunters Mark
2 1d6 Archetype, Quarry
3 1d6 hide plain sight, pathfinder improve
4 1d6 quarry improve (2), Fighting Style
5 2d6 Archetype (2), landstride
6 2d6 ???, primeval aware, Extra Attack,
7 2d6 Archetype (4)
8 3d6 Quarry and pathfinder improve (3), Fighting Style
9 3d6 ???, Feral senses, vanish, Archetype (5)
10 3d6 Foe slayer
pathfinder improve, hide plain sight
Class Abilities
Fighting Style
Your have a fighting style
- ranged
- two-handed
- one-handed
- two weapon
Pathfinder
- 1, 6, 11, 15
Quarry
- 2, 6, 15
Hunters Mark
-
Extra Attacks
-
Martial Disciplines
-
Veteran
- Favoured weapon
- veteran techniques
Runic
-
Commander
-
Mercenary
fighter/barbarian/soldier/warrior
Class Features
As a Warrior, you gain the following class features.
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Base Sorcery
Level Class Abilities
Proficiency Points
1 Fighting Style, Second Wind, Martial Discipline
2 Action Surge
3 Martial Discipline Feature
4 Fighting Style Improvement, Indomitable (1)
5 Martial Discipline Feature
6 Extra Attack, Weapon Specialisation, Indomitable (2)
7 Martial Discipline Feature
8 Fighting Style Improve, Indomitable (3)
9 Martial Discipline Feature, Action Surge (2)
10 Extra Attack (2)???
Extra Attack (3)
Class Abilities
Fighting Style
Your have a fighting style
- ranged
- two-handed
- one-handed
- defensive
Second Wind
-
Action Surge
-
Martial Disciple
- Veteran
- Vanguard
- Commander
Core Character Improvement
-
Extra Attacks
-
Indomitable
-
Martial Disciplines
-
Veteran
-
- veteran techniques (master technique at 18)
- 2nd fighting style
Vanguard
-
Commander
-
Martial Artist???
- 3: martial arts
- 3: unarmoured defence
- 7: body points
- 10: form weapon
- 15:
- 18:
Class Features
As a Druid, you gain the following class features.
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Wild
Level Class Abilities
Shapes
1 Vehicle, expert pilot
2 Career special
3
4
5
6
7
8
9
10
- jury-rig
Class Abilities
Spellcasting
Your can cast spells
- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus
Divine Domain
-
Channel Divinity
-
Divine Recovery
- Veteran
- Vanguard
- Commander
Piloting Techniques
- One-Two (flurry)
- Duck ‘n Weave (dodge)
- Float like a butterfly (dash, disengage)
Magic Hands
-
Evasion
-
Inner Focus
-
Divine Domains
-
Captain
- Spellcasting
Ace
- shapeshifting
Smuggler/Psionic Pilot
- companionship
Cantrips Spells Spell Slots per Level
Level
Known Known 1st
2nd
3rd 4th 5th
1 - - - - - - -
2 2 2 2 - - - -
3 2 3 3 - - - -
4 2 5 4 2 - - -
5 3 6 4 3 - - -
6 3 8 4 3 2 - -
7 3 9 4 3 3 - -
8 4 11 4 3 3 2 -
9 4 12 4 3 3 3 -
10 4 14 4 3 3 3 2
Psion (Magi)
sorcerer/wizard
Class Features
As a Magi, you gain the following class features.
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Base Sorcery
Level Class Abilities
Proficiency Points
1 - Spellcasting, Arcane Tradition (subclass (sorc + wiz))
2 3 Font of Magic, Metamagic
3 6 Arcane Recovery (slots or points)
4 8 Arcane Tradition Feature
5 10 Metamagic
6 12 Arcane Tradition Feature
7 14 Metamagic
8 16 Arcane Tradition Feature
9 18 Spell mastery
10 20 Signature Spell, Metamagic
- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus
Arcane Tradition
-
Font of Magic
-
Metamagic
- Veteran
- Vanguard
- Commander
Arcane Recovery
-
Spell Mastery
-
Signature Spell
-
Arcane Tradition
-
Schooled
- wizard
Blooded
- sorcerer
Magus
- magical warrior
Class Features
As a Scoundrel, you gain the following class features.
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Base Sneak
Level Class Abilities
Proficiency Attack
1 1d6 Thieves’ Cant, Sneak Attack, Expertise
2 2d6 Cunning Action
3 3d6 Scoundrel Arch
4 4d6 Uncanny dodge, evasion
5 5d6 Scoundrel Arch feature
6 6d6 Reliable talent, blindsight, Slippery mind
7 7d6 Scoundrel Arch feature
8 8d6 Elusive
9 9d6 Scoundrel Arch feature
10 10d6 Stroke of luck
Class Abilities
Fighting Style
Your have a fighting style
- ranged
- two-handed
- one-handed
- two weapon
Second Wind
-
Action Surge
-
Martial Disciple
- Veteran
- Vanguard
- Commander
Extra Attacks
-
Martial Disciplines
-
Mastermind
- Favoured weapon
- veteran techniques
Thief
-
Charlatan
-
Thug
- sneak attack any non-heavy weapon
Sentinel (Warden)
paladin/champion/warden/inquisitor/defender/bodyguard
Class Features
As a Warden, you gain the following class features.
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Base Strike
Level Class Abilities
Proficiency Damage
1 - Taunting Mark, fighting style, lay on hands
2 2d6 Punishing Strike, Archetype (r + p)
3 2d6 div sense/prim aware, divine health
4 2d6 aura courage, (fighting style)
5 3d6 Archetype (2)
6 3d6 aura protection, Extra Attack
7 4d6 Archetype (3), (improve taunt?)
8 4d6 Commune (Feral senses), (fighting style)
9 5d6 Archetype (4), aura improve
10 5d6 Foe slayer, Judgement (improve divine smite) (improve taunt?)
Improved taunt (Enemy improve, vanish, cleansing touch), additional aura
- put some spells as class/arche features
Class Abilities
Taunting Mark
-
Fighting Style
-
Warden’s Station
- Veteran
- Huntmaster
- Sentinel
Extra Attacks
- 5th
Aura Protection
- 6th
Divine Sense
- 9th
Divine Health
- 9th
Aura of Courage
- 10th
Judgement
- 11th
Aura of Coolness???
- 15th
Commune
- 18th
Martial Disciplines
-
Huntmaster
- animal companion
Warden
- free prot fighting style
- Favoured weapon
- veteran techniques
Class Features
As a Specialist, you gain the following class features.
Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Bard level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Light Melee and Ranged weapons
Armour: Light Armour
Saving Throws: Strength and Constitution
Skills: Distribute Eight Skill Points among the following skills:
Tools: Choose any Two
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Class Abilities
Moments of Brilliance
- bonus to own ability checks
Expertise
-
Career Speciality
-
Quick Investigation
- free action investigation and perception
Memory/perception feat
-
Martial Disciplines
-
Doctor
-
- veteran techniques (master technique at 18)
- 2nd fighting style
Hacker
-
Scientist
-
Feats
- multi-class feats (expanded horizons)
----- must be of same level or lower
----- tiered start at lowest level and must be bought multiple times, one per tier.
----- can mix and match classes if so wished
----- can’t take features of a career, only class
- background feature
- fast healer
(recovery dice become d10 if it wasn’t already. If it was already d10 you instead gain an extra dice)
Experience and Character Progression
- Level up
----- + HP (etc.)
----- increase proficiency bonus at odd levels
----- increase recoveries available and/or recovery dice
----- class features
(----- extra bonuses at Level 6: (improved second wind, access to advanced talent))
- progression scheme
Character Progression
Benefit Prof. Rec. Dice XP Benefit Prof. Rec. Dice XP
Creation: Level 1 +1 3 1 0 Level Up: Level 6 +3 4 4 150
- Advancement 10 - Advancement 160
- Advancement 20 - Advancement 170
Level Up: Level 2 +1 3 2 30 Level Up: Level 7 +4 5 4 180
- Advancement 40 - Advancement 190
- Advancement 50 - Advancement 200
Level Up: Level 3 +2 3 2 60 Level Up: Level 8 +4 5 5 210
- Advancement 70 - Advancement 220
- Advancement 80 - Advancement 230
Level Up: Level 4 +2 4 3 90 Level Up: Level 9 +5 5 5 240
- Advancement 100 - Advancement 250
- Advancement 110 - Advancement 260
Level Up: Level 5 +3 4 3 120 Level Up: Level 10 +5 6 6 270
- Advancement 130
- Advancement 140
Going Past 10
- not really designed for that.
- no additional levels (i.e. no additional base proficiency, recoveries, HP, class features etc.)
- ‘advancement’ every 30xp (xp equivalent of an additional level)
----- if this option is used, characters should take one of each type of advancement (+1 attribute, +2
skill tier, feat) before taking a second of the same type.
- consider more narrative / creative options
- ‘gritty’ levlling
----- advancements are 5xp extra (15xp), level up is 20xp
----- i.e.: 0xp (level 1), 15xp, 30xp, 50xp (level up 2), 65xp, 80xp, 100xp (level up 3) etc.