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Hit Points

At first level, a PC gains the maximum possible number of hit points for his class. For each addtional level (until name level is reached), hit points are rolled using the "half-up" method, meaning for a given hit-die type, half of that is automatic, the other half is rolled normally. For example, a fighter which normally would get 1d8+CON each level, would instead get 4+1d4+CON.

Initiative

Initiative is rolled only once per encounter. If the combat takes longer than a single round, the initiative order repeats until the encounter is concluded.

Normally, one player will roll initiative for the entire group. If he wins the initiative, he will continue to roll for initiative during subsequent encounters. If he looses, a different player will roll for the group at the next encounter. Group initiative is determined by 1d6 with no modifiers.

When a combat ensues with only one PC, that character gets to add half his dexterity modifier to the roll (halflings get an additional +1 to individual initiative). Players rolling for individual initiative does not change the order of players who roll for group initiative.

If an encounter begins with individual initiative, and that character is later joined by other characters, the new characters will begin their turn on the first character's next initiative. Group initiative will not be rolled seperately.

There are certain conditions which force a character to go last in the round, regardless of initiative. These include wielding a two-handed melee weapon, attacking unarmed, and being a zombie, among others. If the condition which forces the character to go last no longer applies (such as when an unarmed character picks up a weapon) that character will then perform his or her action on the group's next initiative round--he no longer goes last.

The normal order of events in a given round is as follows:

  1. Suprise Round: If one side of an encounter suprises the other, they get one-half of a round to act before initiative is determined.
  2. Declare Intent: Characters inform the DM of their intended actions.
  3. Movement: Characters make any movements and any non-attack actions (changing weapons, drinking a potion, etc.).
  4. Missile: Characters fire missile or thrown weapons.
  5. Magic: Characters cast any magic spells or use items with spell-like effects, such as wands or scrolls.
  6. Melee: Normal melee combat is resolved.
  7. Other Side: The losing side completes steps 2 through 6.
  8. Last Actions: If any characters go last for any reason, they do it now. If characters from both sides of an encounter go last, the side with the winning initiative takes their last actions first.

If, during the course of a round, a character decides to change their action, they may do so if the step for their new desired action has not already been resolved. For example, an elf wishes to cast an area-effect spell. During the missile phase of the round, several monsters are taken down. With fewer enemies, the elf decides to save her spell and draw her sword instead. This is acceptable because the melee phase has not concluded yet. However, if the elf wanted to use her bow instead, she could not do so because the missile phase is already complete--she will either cast her spell as originally planned, or cancel it and do nothing this round.

Saving Throws

Certain saving throws are modified by your character's ability score adjustments.

Strength: Modifies saving throws vs. polymorph and paralysis.
Intelligence: Modifies saving throws vs. mind attacks (charm person, confusion, control, fear, feeblemind, sleep, etc.).
Wisdom: Modifies saving throws vs. spells (not otherwise modified).
Dexterity: Modifies saving throws vs. wands and breath attacks.
Constitution: Modifies saving throws vs. poison (but not vs. death ray).
Charisma: No bonus to saving throws.

Movement & Encumbrance

Under normal circumstances, only armor is considered when determining encumbrance. The DM may make arbitraty decisions based on in-game situations.  For determining what is an appropriate action, consider that a 'round' is 10 seconds and a 'turn' is 10 minutes of in-game time. Speaking doesn't take any time away from movement or action, but the DM may limit how much is said in a round

NORMAL SPEED is the distance a character may normally move (outside of combat) in one turn (ten minutes). This speed presumes the character is moving cautiously, taking time to rest, mapping the area, peeking around corners, etc..

ENCOUNTER SPEED is the distance a character may move in one round (10 seconds) while still performing some other action such as making an attack, drinking a potion, or taking a defensive stance.

RUNNING SPEED is the distance a character may move in one round while doing nothing else. While running, a character cannot effectively use a shield.

Encumbrance Normal
(ft./turn)
Encounter
 (ft./round) 
Running
(ft./round)
None

120

40

120

Light

90

30

90

Moderate

60

20

60

Heavy

30

10

30

Extreme

15

5

15

Overloaded

0

0

0

Lay-on-Hands

This special ability given to clerics of certain Immortal patrons allow the cleric to heal up to double the cleric's level worth of hit points each day. This ability can be used a number of times per day equal to the cleric's Wisdom modifier (at a minimum, once per day is guaranteed).

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