User:Ghostwheel/Saga

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Grimoire - Saga Edition

  • Point buy (23 points, may lower one score by up to 2 to gain one point for each reduced):
Ability Point Cost
Ability Total Point Cost
11 1
12 2
13 3
14 5
15 7
16 9
17 13
18 18
  • 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
Temp HP given by armor type
HD Light Medium Heavy
1 5 7 12
2 7 11 18
3 10 14 24
4 12 18 30
5 14 22 36
6 17 25 42
7 19 29 48
8 22 32 54
9 24 36 60
10 26 40 66
11 29 43 72
12 31 47 78
13 34 50 84
14 36 54 90
15 38 58 96
16 41 61 102
17 43 65 108
18 46 68 114
19 48 72 120
20 50 76 126

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

Monster Stats by Level
Party Level AC/saves Attack HP DPR XP Monster worth
1 14 +3 26 12 100
2 15 +4 28 18 180
3 15 +4 32 24 350
4 16 +5 36 30 490
5 16 +5 42 36 800
6 17 +6 50 42 1200
7 17 +6 59 48 1825
8 18 +7 71 54 2800
9 18 +7 82 60 4050
10 19 +8 87 66 5100
11 19 +8 95 72 7630
12 20 +9 100 78 9620
13 20 +9 110 84 13730
14 21 +10 120 90 17850
15 21 +10 134 96 29560
16 22 +11 153 102 52400
17 22 +11 167 108 88100
18 23 +12 175 114 150400
19 23 +12 179 120 291350
20 24 +13 182 126 563850

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.