2d10 System

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2d10

The entire d20 System© is based around the idea that, while performing any random task, someone is just as likely to perform incredibly as they are to fail. Personally, I like to see some sort of bell curve, which is where the 2d10 System comes into play.

This of course affects many aspects of the range of D&D style games. Any time a player is called upon to roll the d20 in gameplay, they roll 2d10 instead. The result in game design is that everything has to be examined and balanced, including Attack Rolls, Skill Checks, Saving Throws, and Initiative.

Attack Rolls

Critical Table
d20 2d10
20/x2 9/0
19/x2 8/0
18/x2 7/0
20/x3 9/3
20/x4 9/6

In the regular system, a natural roll of 1 automatically misses, and a roll of 20 automatically hits. In the 2d10 System, there is no 1, and the statistics are very different. So on a natural roll of 2 or 3, the attack automatically fails. This is 3% versus 5% of d20.

Critical Hits must be handled differently as well. On a natural roll of 19 or higher, the attack automatically hits. That's also 3% versus the 5% chance in d20. Critical threats are quite different though. See the table, mkay? To score a threat, you must roll at least the first number on both attack dice. Confirming the critical is the same as d20. After confirming the critical, damage goes directly to Wounds, which means DR applies. The second number is how many points of DR you get to ignore.

Skill Checks, Saves, Initiative

There are no automatic successes or failures for Saving Throws or Skill Checks — instead, there is a chance for incredible success! For each 10 rolled, you add an extra d10 to your roll, up to a maximum of the relevant Ability Modifier.

For example, Greshona attempts a Reflex Save against a Sorcerous Blast. She rolls two 10s, and proceeds to roll two more dice, one for each 10. If the dice continue to come up 10, she would continue to roll more, until her maximum of four extra dice had been rolled. However, if Vadin were to Climb, his Str Mod is -1, so even if he rolls a 10, he wouldn't roll any "exploding" dice (though he doesn't lose anything more than the -1 for the modifier).

Initiative however, does not get to explode. And as GM, I get to decide whether a particular roll not mentioned here explodes or not. Mkay?

More on Critical Hits

Feat: Improved Critical [General]

  • Prerequisites: Weapon proficiency, BAB +8
  • Benefit: When using the weapon the character selected, she improves her critical threat range by 1 and her DR bypass by 3.
  • Note: This is different from the Keen enchantment for magical weapons, and thusly stacks.

Enchantment: Keen

With this enchantment, you may explode attack dice. The extra dice do not count towards overcoming an opponent's Defense, but might help achieve a crit threat. When confirming a crit, you may still explode, and in this case the extra dice count towards overcoming an opponent's Defense.

Other Rules

Feat: Ray Mage [Ceremonial]

  • Prerequisites: Dexterity 13, truename
  • Benefit: A character with this feat may apply the ray template to her spells as described below. Further, if she can normally access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the ray keyword. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the ray keyword.

Spell Template: Ray

Raycasters specialize in any spells of any schools that take the form of a ray. Characters can add this template to damaging spells that give a single target a Reflex Save. The Reflex Save is removed from the spell, it gains the Ray descriptor, and requires a ranged touch attack.

  • Cost: Material component (clear gem worth at least 20 gp).
  • Gained: From the Ray Mage feat, or a ring of raycasting

Initial and Incremental

Quick
reference
Low Medium High
Init Inc Init Inc Init Inc
Base Attack 0 .5 0 .75 0 1
Saves 0 .34 1 .4 2 .5
Defense 2 .34 2.2 .4 2.5 .5

So this is where we depart a bit from the base rules, without changing a thing, really. Everything about the base rules rely on tables for advancement, which is great if you're gonna remain in the same class the whole time. However, Monte Cook introduced Racial Levels, which makes it very attractive to multiclass, at least a little bit. Now, the inherent problem I've always seen with multiclassing based on tables is that you might end up with one Saving Throw at +0, and another at +6 at fourth level, when the lowest and highest you should have is +1 and +4.

Now, Unearthed Arcana deals with that somewhat. It introduced fractional Base Attacks and Saving Throws, which is fine if you're adding thirds to quarters or whatnot. You just use twelfths and keep going. But the introduction of medium saves and the whole Defense system throws that off. (do you want to add 4/5 to 2/3 to 3/4? yeah) So I went to decimals.

Class BAB Fort Ref Will Def
Akashic Med Low Low Hi Low
Champion Hi Hi Med Hi Med
Greenbond Low Med Low Hi Low
Mageblade Med Med Med Med Med
Magister Low Low Low Hi Low
Oathsworn Med Hi Hi Hi 3.36/.93
Ritual Warrior Med Med Med Hi Med
Runethane Low Low Low Hi Low
Totem Speaker Med Low Low Hi Low
Totem Warrior Hi Hi Low Low Med
Unfettered Hi Low Hi Low 3.5/.84
Warmain Hi Hi Low Med Med
Witch Med Low Low Hi Low
Racial "Classes"
Human Med Med Med Med Med
Dracha Med Hi Low Low Low
Loresong Low Low Med Hi Med
Quickling Med Low Hi Low Hi
Stonekin Med Hi Low Med Low
Spryte Med Low Hi Med Hi
Giant Med Hi Low Med Low
Litorian Hi Hi Hi Low Hi
Mojh Med Low Med Hi Med
Sibeccai Hi Hi Hi Low Hi
Verrik Med Low Low Hi Low

Actual Rules

All characters, regardless of how many classes they have, use the single highest Initial value from all their classes. For each class they have, you multiply their class level by that class' Incremental value and add it all up. This sounds crazy, but it's not.

Let's say we have a third level Runethane. He has a BAB of +1 (0 Init + 1.5 Inc), a Fort Save of +1 (0 Init + 1.02 Inc), a Ref Save of +1 (0 Init + 1.02 Inc), a Will Save of +3 (2 Init + 1.5 Inc), and a Defense Bonus of +3 (2 Init + 1.02 Inc). He gains a level of Totem Warrior. The easy parts are the BAB and the Ref Save. They increase by 1 and .34 respectively. Since the Totem Warrior has an Initial value of 2 for his Fort Save, that replaces this character's Fort Init of 0. His Will Init stays at the high 2 from Runethane, but his Defense Init goes up to 2.2 from 2. The end result of the level increase is a BAB of +2 (0 Init + 2.5 Inc), a Fort Save of +3 (2 Init + 1.52 Inc), a Ref Save of +1 (0 Init + 1.36 Inc), a Will Save of +3 (2 Init + 1.84 Inc), and a Defense Bonus of +3 (2.2 Init + 1.42 Inc).

That may have seemed long and drawn out, but take it one level at a time and you should be fine.

Notes

The introduction of Defense Bonus to the ruleset allows us to integrate the Oathsworn and Unfettered AC Bonus class features into their Defense. Use the italicized values in the table — they take both the High Defense progression and the AC Bonus class feature into account.

Also, there are some instances where the books use a really strange progression, usually with racial levels. I normalized to Low/Medium/High when possible — please use this progression instead of the tables in the books.

Vitality and Wounds

This is pulled pretty much directly from Star Wars d20. But... I think I'm the only one in this group with a copy of that book. So... Vitality points are calculated exactly like Hit Points in D&D — add class Hit Dice to your Con bonus each level. Wound points are equal to your Constitution Score. Vitality is your ability to roll with hits and absorb damage. Wounds count for actual physical damage.

Damage is taken from Vitality first, and Wounds second. Magical healing also applies first to Vitality, then to Wounds. Your wits and reactions are refreshed before your cuts are healed. The exceptions are healing directly granted by class abilities, as well as any healing spell when heightened — then it's Wounds first. Without magical healing, you recover Vitality points equal to your character level plus your Con Mod for each hour of rest, Wound points equal to your Con Mod (minimum 1) for each day of rest, and 1 point of Ability Damage per day of rest. As you can see, Wound points are pretty important. You may notice some differences from the SWd20 rules - I figure you recover Vitality based on your experience, and Wounds based on your health. Anytime the rules refer to Subdual Damage, substitute Vitality. In this case, damage doesn't spill over into Wound points. Instead, any non-lethal damage that would spill over (including Crits) causes the character to be rendered unconscious. The amount of Wound points applied as non-lethal damage represents the number of rounds the character is knocked out.

If a Critical Hit gets scored against you, damage is applied directly to your Wound points, bypassing Vitality entirely. A character with any Wound damage is Fatigued — cannot run or charge, and takes a -2 penalty to Str and Dex. Also, you must make a DC 5+(wound points lost this round) Fort Save to avoid being knocked out for 1d4 rounds.

Feat: Sturdy [General]

You are particularly hardy and tough.

  • Benefit: You add your Constitution bonus to both your Vitality and your Wounds point totals.

Defense and Armor

Armor Statistics
Name Price (gp) DR Abs Deflect Max Dex Check Pen Spell Fail (%) Speed Reduc Weight (lbs)
Padded 5 1 0 0 +8 0 5 0 10
Leather jack 10 2 0 0 +6 0 10 0 15
Studded leather 25 2 1 0 +5 -1 15 0 20
Chain shirt 100 3 1 +1 +4 -2 20 -5 25
Leather coat 200 3 1 0 +6 -2 10 0 20
Dev. chain shirt 400 3 1 +1 +8 -1 15 0 20
Hide 15 3 1 0 +4 -3 20 -10 25
Beastscale 60 3 1 +1 +4 -3 20 -10 30
Breastplate 200 4 1 +1 +3 -4 25 -10 30
Chain hauberk 250 4 2 +1 +4 -4 20 -10 40
Dev. breastplate 800 4 1 +1 +6 -3 20 -5 25
Art. plate jack 450 5 2 +2 +3 -4 20 -10 35
Brigandine 200 5 2 0 +0 -6 30 -10 40
Banded mail 250 5 1 +1 +1 -6 35 -10 35
Heavy brig. 300 6 2 +1 +0 -7 40 -15 45
Chain & plates 600 6 2 +1 +2 -5 30 -15 40
Plate armor 1500 6 3 +2 +1 -6 35 -10 50
Dev. plate 3000 6 3 +2 +2 -5 30 -10 40
Dragonscale 4000 7 3 +2 +1 -6 25 -10 50
Art. plate 5500 8 3 +2 +2 -5 35 -10 60
Dev. art. plate 7000 8 3 +2 +3 -4 20 -5 50
Sup. art. plate 8000 9 4 +3 +2 -5 30 -10 60
Def. harness 10000 9 4 +3 +3 -4 25 -5 50

Defense is how hard it is for you to be hit. Armor Class, as in the base d20 rules, puts your Dex in the same place as your Armor Bonus, in an aspect of not-getting-hit. Armor, in reality, hinders your ability to not get hit, but improves your ability to take damage. This is reflected in this variation.

Defense includes Dex, Dodge, Deflection, and Class bonuses. When Flat-footed, you lose Dex and Dodge bonuses, and when attacked by a Touch Attack, you merely lose your Class bonus.

Reading the Armor Table

DR stands for Damage Reduction, and it applies only to your Wound points, not your Vitality. It can also be reduced by crits or other game effects that bypass DR. Abs is short for Absorption, and it applies to your Vitality, but not your Wounds. The Deflect score is added to your Defense as an Deflection Bonus. Note that this does not stack with a Deflection Bonus gained from spells or other sources. Also note that these are not things that are in the Star Wars d20 system.

Living Blades

According to the journals of Bladisch the lich, at least six Living Blades are known to exist. The first one the party found is the Blade of Zherice, named "Deathbringer" by Bladisch. The sword was mostly destroyed in the climactic battle between the Bearers of the Pendants and Bladisch, having been driven through the ancient sorcerer himself. There is still a latent evilness to the chunk of slag, and the party must still find a way to truly destroy it.

The creation of a Living Blade involves Tylonian Crystal, an already magical bladed weapon, and a week-long ceremony dedicating an act performed by the creators to a spirit. The spirit then bonds with the crystal, giving the blade the power to change shape and abilities, as well as its name and personality.

There are three stages of Living Blade mastery: bonding, Shikai, and Bankai. To anyone who hasn't bonded with a specific Living Blade, it is merely a +1 Magic weapon. The bonding happens during the dedication ceremony. Shikai, literally translated from Verrik, is "First Form". The blade transforms into a different weapon (though sometimes merely a modified version of its base form) and gives its bearer a new attack. For instance, Deathbringer's Shikai was a whip capable of draining a foe's life force.

The Bankai is a much more powerful tranformation. The spirit's true form enters the wielder's plane of existence, ready to do battle alongside its master. The effects possible with this transformation are effectively limitless.

Wielder of the Living Blade Prestige Class

While almost anyone can bond with a Living Blade, not just anyone can become a true master of their blade's spirit. Those who do follow this arduous journey are well rewarded with a spiritual rapport unparalleled among weaponmasters.

  • Hit Die: d8

Requirements

To qualify to become a Wielder of the Living Blade, a character must fulfill all the following criteria.

  • Knowledge (Ceremony): 3 Ranks
  • Feats: Weapon Focus in your Living Blade's weapon
  • Base Attack Bonus: +5
  • Special: You must be bonded to a Living Blade, most likely during its creation ritual, and you must know its spirit's name.

Class Skills

The Wielder of the Living Blade's class skills (and the key ability for each) are: Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Search (Int), Speak Language (none), and Swim (Str).

  • Skill Points at Each Level: 2 + Intelligence Bonus.

Class Features

  • Weapon and Armor Proficiency: Wielders of the Living Blade gain no proficiency in the use of weapons or armor.
  • Base Attack Bonus: High
  • All Saves: Medium
  • Shikai (Su): At first level, you gain the benefits of the Shikai Feat for free.
  • Combat Rites: +1 level of existing class per level of Wielder of the Living Blade.
  • Call Blade (Su): At second level, you can, as a standard action, will your Living Blade to leap to your hands, as long as you can see it. At third level, this becomes a free action.
  • Bankai (Su): At third level, you gain the benefits of the Bankai Feat for free.

Feats

Shikai [Ceremonial]

After three days of ceremony communing with your Living Blade, you can release its Shikai.

  • Prerequisites: Bond with a Living Blade, know its spirit's name, Wisdom 13, truename
  • Benefit: Once per day per five levels, a character with this feat can, as a full-round action, verbally invoke the spirit of their Living Blade by intoning the spirit's name followed by a single command. The Blade transforms into a different weapon (which the wielder is automatically proficient with, even if they wouldn't be normally), loses any magical abilities it normally has (like Keen for instance), and gains a completely new ability, determined by the player and GM when the feat is taken. This effect lasts for a number of rounds equal to the character's level.
  • Special: A character can gain this feat multiple times. It generates a new special ability/form each time.

Bankai [Ceremonial]

Following two weeks of intense training with your Living Blade, its spirit form can manifest in the physical realm, becoming a powerful ally.

  • Prerequisites: Shikai, Charisma 13, truename
  • Benefit: Once per day, a character with this feat can, as a full-round action, manifest the true spirit of their Living Blade. The character must have already activated their Shikai, and need only intone "Bankai" to achieve this effect. The blade disappears completely, to be replaced by a new, more powerful force, determined by the player and GM when the feat is taken. This effect lasts for a number of rounds equal to the character's level, and supercedes the duration of the Shikai.
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