Redmoon • Campaign Rules (Public Access: RO Owner:dargus)
open locks and disable device are the same skill (int)
Perception replaces Spot and Listen and Search (wis)
Stealth replaces Hide and Move Silently (dex)
Diplomacy subsumes gather information (cha)
Sense motive expanded to include intuition (wis)
Knowledge arcana subsumes spellcraft
Rope use is gone
Concentration eliminated: Use will save instead
Cast on defensive:
Move Action
Will Save DC 10+Spell Level,
pass: +4 AC vs Attacks of Opportunity
Fail: cast normally
Knowledge Skills
Arcana, includes knowlege of maj beast, constructs, abberrations, oozes, shapchangers
Religion, subsumes planar, includes knowledge of undead, and outsiders
History: nobility, local
Nature: subsumes Survival, geography -- includes common monsters info, humanoids, giants, animal, vermin, dragons, aqua
Architecture and Engineering, collapse tunnels, fire siege equipment, parts of dungeoneering
new: Navigation and Astronomy and Astrology
Synergy bonuses are eliminated
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Feats* Duelist (Fighter Lvl 1) – May add INT bonus to AC but only when wearing light armor. May not use Heavy or tower shields with this feat either. All Metamagic feats may now be cast spontaneously 3/day. They may only effect spells equal to Highest Spell Level – (spell level adjustment). i.e. Quicken normally cost a slot 4 levels higher than the original spell level, so a 10th lvl caster could only use quicken on lvl 1 spells (Highest Spell Level 5 – Level Adjustment of 4 = 1) Dodge +1 dodge bonus to AC when aware (as dex)
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Economy 1 cp == $10 purchasing parity roughly 1sp=$100 1gp=$1000 Copper is known as "Copper Bits" Silver Pieces are the main unit of trade, "silver marks" they are commonly called gold is more rare, called "gold royals"
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Additional Rules*
If a person goes into the range of negative HP they can attempt to self stabilize on the percent dice. Percent = Constitution score – Current absolute value of negative HP. i.e Coragar falls in combat and is at -3. His CON is 18 so his chance to stabilize is 15% . A healer may assist by performing a heal check, this attempt adds the rolled heal check to the constitution score. i.e. Corgars Con = 18 and he is at -3 , a lvl 5 healer has a heal score of 11, he roles a 21. The new percent is 36. A healer may only make 1 attempt to stabilize at his current skill level.
Natural Health Recovery Rate = lvl per day = 6 hours of rest
1.5 lvl per day = full days rest (no strenuous activity)
+.5 if aided by a healer for the duration of the rest DC 10
Wounded: At Half HP a person becomes Fatigued until they are once again above half HP (-2 to everything)
Near Death: At 10% HP target becomes Exhausted until they are once again above 10% HP (-6 to everything)
Serious Injury: If a person drops to -5 or worse they may be seriously injured. They must make a raw constitution check at DC 5. The Dc is increased by 1 at -6 and at every additional minus thereafter. If a person fails the check they role on the table below.
1: Battle Scar: You features have been marred or scared in battle you gain a -1 on all diplomacy checks when dealing with commoners or noble types.
2: Sprain: After being brutally beaten you fell to the ground wrong and hurt yourself. Roll again on the Sprain table:
1. Ankle: ½ Movement may not run. 2. Hand: -1 To all attack roles. Injury lasts until fully healed.
3: Broken Rib: You broke one of your ribs or got sliced in a vital area. You suffer from the affects of fatigue until you have at least a month to heal. If you become wounded you become exhausted instead of fatigued. If you become near death then you immediately fall unconscious.
4: Broken Leg: You broke or seriously wounded one of your legs. You may not move more than 5ft a round of your own free will. Takes 1 month to heal fully.
5: Broken Arm: You broke one of your arms: 1-2 Primary 3-4 Secondary. That arm may not be used for anything. You gain -4 to grapple and climb checks. Takes 1 month to heal fully.
6: Severed Limb: You lose one of your limbs: 1 Left Arm 2 Right Arm 3 Left Leg 4 Right leg. If you lose a leg you count has having a permanent broken leg. You may get a peg fitted to your leg allowing you to move at base speed but may not run. If you arm is lost you may get a hook fitted to it or other similar item. Regardless of the limb you gain -4 to climb checks and -2 to grapple checks.
Sneak Attack : As is except works in concealment and may only affect targets without DR and humanoid bodies unless target is Observed. If Observe is successful they must use the targets weakness to make the sneak attack. i.e. blunt weapons vs skeletons.
Rogue New Ability: Observe (lvl 5) – If a Rogue observes a target for at least 1 round they may make a General knowledge check to attempt to find the enemies weakness(Raw INT bonus + ½ level*+modifiers from table below*). DC = 10+monsters HD. This observe role may be replaced by a knowledge check of the appropriate type. If the check is passed the rogue has learned the opponent’s weakness and may attempt to make a sneak attack with the appropriate weapon. This observe ability lasts all combat and works against all monsters of the same type.
Observe Modifier table:
+3 if the creature doesn’t know it’s being watched
-3 if the creature is from another plane of existence, undead, construct or aberration
-3 if the creature is not in combat or not attacking
+1 for every round that the creature is observed (max of 6)
Critical Failure Table:
1 - Weapon becomes stuck in nearby terrain piece or breaks in the case of ranged weapons
2 - Weapon is disarmed and thrown 2d6 feet away or accidentally shoots at nearest ally or self
3 - Weapon is swung wide, regaining control provokes an AoO or User trips falling prone for the round
4 - Control of the weapon is lost, lose all other actions for that turn or arrow is stuck, same result.
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Languages
Beard, Common, Ancient Common (Noble), Squal, Chawa, Snrig, Half-ling
Special Languages: Arcane, Infernal, Abyssal, Celestial, Aquan, Auran, Draconic, Druidic, Ignan, Sylvan, Terran
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Magic*
Arcane Magic exists, though it is quite rare and poorly understood.
Priestly magic is widely accepted as "Miracles" It is not uncommon for priests to be able to create miracles, and the population generally accepts it as every day. The most powerful miracles are very rare however.
No sorcerors
Orison's / Cantrips May be cast at will Light at most one light at a time Dancing lights = 1/hour
Healing: eliminated
Identify: eliminated
Detect Magic: eliminated Comprehend Languages Read Magic: eliminated Tongues: speech only, no written words
Mage armor: up while memorized, at most 1/time False Life: at most one memorized at a time, when hp expire its unmem'd
Magic Items: Keen Ignore DR from blunt/slashing/piercing, ignores DR from metal such as silver, iron, adamantium, etc
Sharpness Ignores DR of most types, not type -, ignores mundane armor Vorpal Ignores All Hardness, All DR, ignores
magical armor and natural armor derived AC
Damage Reduction DR Good/Chaos, become silver (or magic+silver) DR Evil/Law, becomes cold iron (or magic+cold iron)
Darkvision PC classes with Darkvision get LLV instead
New Spells:
Dull Pain( Lvl 1 Cleric): 1 Target, Touch, 1 Combat – Removes the effects of Fatigue or turns exhausted into Fatigue
Remove Pain( Lvl 3 Cleric): As Dull Pain except removes the effects of Fatigue and Exhaustion.
Mass Dull Pain(Lvl 5 Cleric): As Dull pain except may affect 1target/3lvls.
Mass Remove Pain(Lvl 7 Cleric): As Mass Dull Pain except removes Fatigue and Exhaustion.
Cure Pain(LvL 8 Cleric): As Dull Pain except Removes the effects of Fatigue and Exhaustion Completely
Magic Weapon (Lvl 3) : +2 Keen Weapon.
Shield Other(Lvl 3): +4 Deflect Bonus to 1 Friendly Target.
Prayer (Lvl 3) : All allies in 40ft radius may reroll any check while any enemy must reroll all successful checks.
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Poison*
All poisons have 5 levels of strength. 1 being the weakest 5 being the strongest.
Duration: A poison lasts 1 round per level unless noted otherwise.
DC = 10+LvL unless noted otherwise. May only make 1 Save. (A person with the heal skill may make an attempt to cure the
poison. Dc = Poison DC + 10. Gain a -2 if the healer doesn’t have a healers kit. Gain a +2 if they can identify the
exact poison used, by making an appropriate knowledge check at DC 11+lvl of Poison, If after identifying the poison and
it being one they have dealt with before the healer gains and additional +2)
Uses: A poison can be used only once unless noted otherwise. All durations and effects can be stacked up to 3 times.
Damage causing: 1d6/per level (Poison on a weapon may be used up to 3 times for a melee weapon or once for a ranged
weapon) Lasts only 1 round.
Sleep: Causes the target to fall into a deep slumber that he cannot be woken from before the poison runs its course or
is cured. Time to Activate: Lvl 1: 20mins Lvl 2:10 mins Lvl 3: 5 mins lvl 4: 1 min lvl 5: Instant. Lasts 1hour/level
Weakness: Causes Fatigue. Lasts 1min/level May not be stacked.
Paralysis: Victim may not take any actions and becomes helpless.
Confusion: Causes the target to become confused.
Classes:
Fighter, Mage, Cleric, Bard, Ranger, Rogue.