Micro Lite 20 Pocketbook

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    Microlite20

    Name:

    Class/Level:

    STRPhysDEXSubMINDKnowCom

    HPAC

    Equipment/Spells/Notes:

    Stats

    There are 3 stats : Strength (STR), Dexterity(DEX) and Mind (MIND)

    Roll 4d6, drop lowest. Total remaining 3 dice andallocate to one of the stats. Repeat for each stat.

    Stat bonus = (STAT-10)/2, round down.

    RacesHumans get +1 to all skill rollsElves get +2 MINDDwarves get +2 STRHalflings get +2 DEX

    Classes

    Fighters wear any kind of armour and useshields. They have a +3 bonus to Physical andadd +1 to all attack and damage rolls. Thisincreases by +1 at 5 level and every five levels

    Rogues can use light armour. They have a +3bonus to Subterfuge. If they successfully Sneak(usually sub+DEX, but depends on situation) upon a foe they can add their Subterfuge skill rankto the damage of their first attack.

    Magi wear no armour. They can cast arcanespells, and gain a +3 bonus to Knowledge

    Clerics can wear light or medium armour. Theycast divine spells and gain +3 bonus toCommunication. A Cleric can Turn Undead with asuccessful Magic Attack. DC is the current HitPoints of the Undead. If the DC is exceeded by10 it is destroyed. This can be used(2 + Level + MIND Bonus) times per day.

    Skills

    There are just 4 skills: Physical, Subterfuge,Knowledge and Communication.

    Roll higher than the given Difficulty Class tosucceed.

    Skill rank = your level + any bonus due to yourclass or race.Skill roll = d20 + skill rank + whatever statbonus is most applicable to the use + situationmodifiers.

    For example, Climbing would use Physical + STRbonus. Dodging a falling rock is Physical + DEXbonus. Finding a trap is Subterfuge + MINDbonus. Disabling a trap is Subterfuge + DEXbonus.

    Note that there are no "saving throws" in thisgame; use Physical + STR or DEX bonus forFortitude and Reflex saves. Saving against magic(Will save) is usually MIND bonus + your level.

    Magic

    Magi can cast any arcane spell, and Clerics anydivine spell, with a spell level equal or below 1/2their class level, rounded up. They have accessto all arcane spells in the SRD spell list. Castinga spell of any kind costs Hit Points. The cost is 1+ double the level of the spell being cast:

    Spell Lvl 0 1 2 3 4 5 6 7 8 9HP Cost 1 3 5 7 9 1

    1

    1

    3

    1

    5

    1

    7

    1

    9

    This loss cannot be healed normally but isrecovered after 8 hours rest. There is no need tomemorize spells in advance.

    Just because a character can cast any spell,doesn't mean that they should. Choose spellsthat suit the character. Select one signature'spell per spell level from 1st upward that theyprefer to use over any other. These spells areeasier to cast due to familiarity, costing 1 lessHP to use.

    The Difficulty Class (DC) for all spells is10 + Caster Level + Caster's MIND bonus

    Combat

    Hit Points = STR Stat + 1d6/Level.If HP reach 0, unconscious and near death.Further damage directly reduces STR. If thatreaches 0, death.

    Roll d20 + DEX bonus for initiative order.Everyone can do one thing each turn; move,attack, cast a spell, etc.

    Melee attack bonus = STR bonus + LevelMissile attack bonus = DEX bonus + LevelMagic attack bonus = MIND bonus + Level

    Addattackbonustod20roll.Ifhigherthanyouropponent'sArmourClass(AC),it'sahit.Natural

    20isautomaticallyacriticaldoingmaxdmg.

    FightersandRoguescanuseDEXbonus+LevelasMeleeattackbonusinsteadifwieldingalight

    weapon.FightersandRoguescanwield2lightweaponsandattackwithbothinaroundiftheytakea-2penaltyonallattackrollsthatround.

    Rapierscountaslightweapons,butyoucannotwieldtworapiersatthesametime.

    Ifthetotalbonusis+6ormoreasecondattackcanbemadewitha-5penalty.Ifthetotalbonusis+11ormoreathirdattkcanbemadeat-10.Forexample,ifthetotalbonusis+12,three

    attackscanbemadeat+12/+7/+2.

    AddSTRbonustoMeleedamage,x2for2-

    handedweapons.AC=10+DEXbonus+Armourbonus.

    OtherHazards

    Falling:1d6damageper10',halfdamageon

    Phys+DEXsave.DC=depthfalleninfeetSpikes:add+1pointtofallingdamageper10'

    fallen,max+10Poison:Phys+STRsavetoavoidorforhalf,

    dependingonpoison.Effectvarieswithpoison.ExtremeHeat&Cold:Ifnotwearingsuitableprotection,Phys+STRsaveonceevery10

    minutes(DC15,+1perpreviouscheck),taking1d6damageoneachfailedsave.

    LevelAdvancement

    EncounterLevel=HitDiceofdefeatedmonsters,orthegivenELforthetrap,situation,

    etc.Add+1foreachdoublingofthenumberoffoes.eg:1kobold=EL1.2kobolds=EL2.4kobolds=EL3,etc.

    AdduptheEncounterLevels(ELs)ofeveryencounteryoutakepartin.Whenthetotal=10

    xyourcurrentlevel,you'veadvancedtothenextlevel.Resetthetotalto0afteradvancing.

    Eachleveladds:+1d6toHitPoints

    +1toallattackrolls+1toallskills

    Iftheleveldividesbythree(i.e.level3,6,9,etc.)

    add1pointtoSTR,DEXorMIND.

    Fightersgain+1totheirattackanddamagerolls

    atlevels5,10,15,etc.

    ClericsandMagigainaccesstonewspelllevels

    atlevels3,5,7,9,etc.

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