Welcome to RPG Chronicles.Com. Here we have taken the basics of Core 3.5 and Fantasy d20 to the next level. Our goal is simple... create a system that is easy, balanced, fun and allows the players to tell their stories through their actions. To that end we have changed the Core creation system to be a lot more flexible yet retain balance based on level advancement. This system is designed to speed play and be compatible with standard Core 3.5 and Fantasy d20 products. However all magic is handled using the 'Elements of Magic' spell creation system.
Gone are the myriad of base classes and prestige classes. You begin play with one of two base classes ( Caster or Warrior ). You may freely choose to multiclass at the level up. Regardless of your base class you choose what abilities you want each level. Previous Core class abilities have been converted to Feats of the appropriate level. There is a balancing act that takes place at character creation... be sure to check with other party members about who is going to fill what role in the group.
**NOTE: Covering the four basic archetypes (Tank, Healer, Evoker, and Thief) makes for the most interesting dynamic and allows each character to excel in one area. Talk with other members of your group to keep from doubling up on certain skills and abilities.
With every story the main characters have interesting quirks and fill primary roles within the group. You may choose to be a swashbuckling Gnome pirate, an arcane wielding Kobold, a stealthy fortune seeking Wulfen, a knightly noble Pumau... or any other combination that sparks your imagination. Whatever you want to play the character first takes shape as an idea or concept. Race should be a natural extension of your concept and therefore becomes the first choice in character creation.
Each race listed below has it's own strengths. All of the ones converted from Core function a bit differently. One thing you'll notice is there are not many draw backs to each race but every race has different advantages.
| Race | Defined Attributes | |
| Human | +10 Any | |
| Uthork | +4 Str / +6 Any | |
| Dwarf | +4 Con / +6 Any | |
| Halfling | +4 Dex / +6 Any | |
| Pu'mau | +4 Agi / +6 Any | |
| Gnome | +4 Int / +6 Any | |
| Elf | +4 Wis / +6 Any | |
| Kobold | +4 Cha / +6 Any | |
| Wulfen | +4 Com / +6 Any |
Every character begins play with attribute scores of 8
| Str | 8 | |
| Con | 8 | |
| Dex | 8 | |
| Int | 8 | |
| Wis | 8 | |
| Cha | 8 |
After race is determined add the racial attributes. For core races this will always equal +10. Most races have a number of predefined characteristics that tie all members of the race together in a common bond. For example dwarves have a predefined modifier of +4 to Constitution, the remaining +6 attribute points may be freely spent to adjust your dwarven character however you see fit. Since humans have no defining characteristics they may freely spend all +10 of their attribute points however they wish.
**NOTE: It is more beneficial to leave each attribute score even for all modifier increases take place on even numbers.
**NOTE: Sometimes it's imparitive to take a step back and evaluate all aspects of changes in light of why they were changed. With the recent announcement of 4th edition I have decided to get back to basics. We will continue to use our two classes and our races but for now the save system will revert to Core.
Now that your race has been choosen you have to determine which class best fits with the ideal of your character. Their are two primary paths one can follow to fulfill their envisioned concept. The first is 'The Path of Magic' represented by the Caster class. The other is 'The Path of the Combat' represented by the Warrior class. Both classes offer a unique list of abilities that help mold your character to your will. For those harder to pin point concepts that require a bit of both worlds, there is another... perhaps harder path that you could try... a blend of the two paths. You may freely choose to alternate between the two classes at the level up. However, a word of caution... if you constantly change your class back and forth your over all effectiveness will greatly deminish.
Skills have changed quite a bit in acquisition but very little in function. Skills have been grouped into Skill Trees. Instead of learning skills one at a time you instead learn each skill in the tree. At first level choose 4 skill trees and add 4 ranks to each skill in those trees. Each level after the first choose up to four skill trees and place a single rank in each skill in each tree. You may choose to increase your starting skills to a +5 by selecting your starting trees again... or you may decide to increase a different skill tree. You may even increase a single tree multiple times after the first level by selecting multiple copies of a skill tree. However you may never have more ranks in a skill greater than your character level +3. Humans gain an additional skill tree at level 1 and may increase any one skill tree for free each level after the first. Unless otherwise noted, skills function exactly the same as in Core.
**NOTE: Appraise has been removed... you may use the appropriate Craft skill in place of appraise. Profession has been removed. Ride has been changed to a feat. If you do not possess the feat you may make a Handle Animal check to calm the creature and a Balance check to actually ride it. You may take no other actions while riding. Use Magic Device has been removed.
Feats open up more options to a character. In the Feats section you will find only feats that have changed from Core and level requirements for previous class abilities converted to feats. In addition, certain races have unique abilities they may gain as feats. For example, if a character began his career as a human but later became a dwarf he would lose his human free skill tree advancement but could take the dwarven stability feat to bring him closer to his new form. He would not lose any of his previous abilities but the option opens up to gain an ability he might not have had access to previously.
Arms: Every character begins their career with three weapons in their possession . Generally this is a primary weapon, back up weapon and a ranged weapon though any combination can exist.
Armor: Warriors begin with medium armor proficiency and basic shield proficiency though some elect not to use any armor at all. Casters do not begin with any kind of armor or shield proficiency due to it's restrictive nature. No character begins with armor automatically though they may purchase armor before the first adventure begins.
Combat Focus: The ability to unlock the talents at your disposal for the greatest benefit. Some actions may require you to expend your Combat Focus... others will require that you maintain your Combat Focus in order to keep them active. Caster Spells and Warrior Grips require Combat Focus.
To gain a Combat Focus you must close your eyes and visualize the battle within your mind. You lose your Dexterity to AC and must spend a Full Round Action that provokes an Attack of Opportunity.
Casters: Casters require Combat Focus to cast any spells. Casters must expend their Combat Focus to power a spell built on the fly. Expending your Combat Focus in this manner is a Swift Action. In addition, Casters may spend their Combat Focus to apply certain Metamagic Feats to their Signature Spells.
Warriors: Warriors require Combat Focus to activate various Grips and to keep certain abilities active such as the Feats: Dodge, Combat Reflexes, Combat Expertise, etc. Warriors must expend their Combat Focus to activate the powerful feats such as Racial Abilities. Expending your Combat Focus in this manner is a Swift Action.