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SwordMagi

SwordMagi wield light and one-handed weapons and cast a limited selection of spells. Choose either a +2 bonus to Physical and +1 to Mind, or a +1 bonus to Physical and +2 to Mind. They can cast all 0-level arcane spells, and choose 3 arcane spells per spell level up to a maximum of 5th level spells. Once selected, those spells cannot be changed. Unlike regular spellcasters, they cannot choose one 'signature' spell for reduced HP cost. They wear light armor until 10th level, when medium armor can be used.

Contributed By DonFerren

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Microlite20 Mutations

Contributed by Darth Cestual

These mutations and rules are based on Omega World by Jonathan Tweet as presented in Dungeon #94/Polyhedron #153, with a few additions and modifications for M20 flavor and personal choices.

To determine a mutant’s mutations, roll d% on the Random Defect List. Each mutation has a value. A mutant’s total number of defects should not exceed their total in Stat Bonuses. For example, Waukeegan has Stat Bonuses Str +1, Dex +3, and Mind +0, therefore he cannot exceed 4 Mutation Defects. Once defects are selected, add up their total value and move on to the Random Mutation List, and roll d%. Players have the option of “flipping” the d% result, say if a 7 and a 5 are rolled, the player may choose between 57 and 75 in selecting their mutation. Each beneficial mutation has a cost. Players roll for beneficial mutations until they meet but not exceed the value accrued by their Random Defects. In general, mutations stack, so you can have fur (+2 natural armor) over your exoskeleton (+5 natural armor) for +7 natural armor, lucky mutant. But the GM can disallow abusive stacking. For example, if Acidic Bite was rolled twice, the acid damage could be doubled, but the bite damage would only increase “one step” from 1d6 to 2d4. Due to M20s streamlined design, some mutations will be mechanically similar, therefore it’s up to the player to really role-play his defects and abilities and make them unique. GMs should remember to award players properly for their efforts.

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Multiclassing

To Multiclass in Microlite20 simply take an additional class at your next level break, subject to GM permission. It is not recommended for Games Masters to allow more than two class combinations however as this can lead to Powergaming Munchkinitis, a dreadful disease that afflicts some role-players.

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Monks

Monks use no armour. They have a +3 bonus to Physical and can fight unarmed (kicks, punches, etc) doing d6 damage (STR bonus to damage still applies). Their unarmed damage increases every four levels starting at the fourth level as shown in the following table:

Level 	1-3	4-7	8-11	12-15	16-19	20
Damage 	1d6	1d8	1d10	2d6	2d8	2d10

Their attacks count as magical after 3rd level.

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Druids

A Druid is a Cleric who worships Nature and Nature spirits. Generate as a Cleric but use the Druid spell lists from the SRD. Druids avoid using metal where possible, preferring living or once-living materials (leather, wood, etc).

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Base Attack Bonus

This variant makes certain classes better at fighting than others.

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