Roll 4d6 seven times, on each roll re-roll all ones and then remove the lowest dice. Remove the lowest of the seven rolls (or any of your choice if you prefer) and assign them to the six attributes in any order you please.
This system will create more heroic characters which fits my epic scale story.
Defense bonus is an additional value that adds to your armor class. It is an inherent bonus based on your class and level that represents your characters ability to stay out of harm’s way through experience. Defense bonus does not stack with armor bonuses from armor or spel;s that duplicate its effect. It does add to your touch AC but is also lost when you are flat-footed.
Defense bonus is based on the armor proficiencies the class has:
Column A: none
Column B: light
Column C: medium
Column D: heavy
With the addition of defense bonuses armor would become useless, due to this armor will instead grant damage reduction instead. Armor will still grant a small armor bonus to AC, keep in mind that though this bonus will not stack with your character’s defense bonus it may be higher than your defense bonus depending on your character’s level and the armor’s enhancement bonus. Armor still applies armor check penalties to and a maximum limit to the amount of dexterity you can add to your AC.
|ARMOR||ARMOR BONUS||DAMAGE REDUCTION|
Shields will also provide damage reduction instead of an armor class bonus. However, this damage reduction will only apply when you block an attack. Your chance to block is based on your defense bonus, your base attack bonus, and the type of shield you are using. Shields still applies armor check penalties to and a maximum limit to the amount of dexterity you can add to your AC.
Chance to block = defense bonus + base attack bonus + your shield’s value.
Thus a level 10 fighter using a light shield would have a 29% chance to block.
|SHIELD||BLOCK VALUE||DAMAGE REDUCTION|
In a world that is constantly shifting and changing casting spells is force of will and the ability to project your force in different ways based on the current situation. As magic is not simply the recitation of practiced words and gestures all spellcasting is based on charisma instead of intelligence or wisdom, also no material components are necessary.
The nature of the world of Incompositus is one of unpredictability and discord, as a result of this all spellcasting is tainted by a hint of danger, or luck as some might call it. Any spell cast has a small chance to go awry in some way be it in a minor way, or a catastrophic way.
Every spell cast has a 5% chance to be altered in some way. This chance may vary based on your location in the campaign world and other mitigating factors, however it will usually remain at 5 percent.
If the spell is altered the following table will be used.
|1||Exceptionally dire effect (DM’s discretion)|
|2-5||The spell’s effect is reflected on the caster|
|6-15||The spell fizzles out as if never cast|
|16-30||The spell’s variable modifiers are reduced by half|
|30-50||The spell is cast with caster level -3|
|51-69||The spell is cast with caster level +3|
|70-84||The spell is cast as normal but the caster’s spell slot is retained|
|85-94||The spell’s variable modifiers are increased by half|
|95-99||The spell creates a twin of itself as if modified by Twin Spell|
|100||Exceptionally beneficial effect (DM’s discretion)|