User:Ghostwheel/Saga

Grimoire - Saga Edition
 * Point buy (23 points, may lower one score by up to 2 to gain one point for each reduced):


 * AC: 11 + dex mod + wis mod - AC modifier + 1/2 level
 * Fort: 10 + str mod + con mod + base bonus + 1/2 level
 * Ref: 10 + dex mod + int mod + base bonus + 1/2 level - AC modifier
 * Will: 10 + wis mod + cha mod + base bonus + 1/2 level


 * -2 AC and -4 Reflex from light armor
 * -3 AC and -6 Reflex from medium armor
 * -5 AC and -10 Reflex from heavy armor
 * Armor can be repaired with a Mending spell at one HP per round, or with a craft (armor) check, repairing craft check -10 HP per minute

Specific armor types


 * Ability scores do not get the usual +1 bonus every 4 levels.


 * Saves - Each class grants a +4 bonus to saves. This bonus must be distributed among the good saves the character's class get (minimum +1 to each good save). Only the bonus from one class may apply at a time, and characters may have their bonuses switched to other classes or modified within their own good saves upon gaining a level.


 * BAB does not add to attack anymore, and is only kept for the purpose of prerequisites, iterative attacks and CMD/CMD (gain a +4 bonus to them if your BAB exceeds that of your opponent). Instead, add 1/2 your level to attacks.
 * Uses this for iterative attacks.

Characters gain a number of extra skill points per level equal to their Intelligence score -11. Add ability score - 11 to the skill, +3 bonus if it's a class skill with a max number of skill ranks equal to your HD.

HP is equal to max HD + con score - 10 per level, double at first level

Abilities and effects that add to AC/saves are reduced to a +1 bonus for every 4 points they would raise that score.

Characters gain GOOD spell resistance equal to their Charisma score - 5 + HD

Monsters


 * AoE abilities deal 3/5 damage
 * If it deals 1/2 damage on a successful defense, reduce total damage by 1/4

Budget 1/2 XP for number of monsters (50 xp for each level 1 character)

Planes:
 * Elemental
 * Sigil
 * Limbo
 * Mechanus
 * Abyss
 * Hell
 * Feywild
 * Shadowfell
 * Celestia

Idea: Instead of bonuses from flanking, stunned, prone, etc, gaining combat advantage lets you roll a 2nd die at -6 and take the higher. For every extra advantage on top, reduce penalty of 2nd roll by 2.