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MICROLITE 20 – Character Creation Options By Andrew Domino (www.dominowriting.com/games.html ), version 2 (July 6, 2010) incorporating ideas from Seth Drebitko, Greywulf, weeot and others on the Microlite 20 forums The following is a number of optional methods for creating Microlite 20 fantasy characters. Any of these can be used in place of the rules listed in the Microlite20 Purest Essence document – choose the options you like! It’s assumed that characters are using Strength, Dexterity, Mind, Physical, Subterfuge, Knowledge, Communication and Survival, though othe r stats and skills can easily be added or removed from any of these options. Several of these options (quick stats, class points, spending skill points, fourth edition-style equipment) are used for characters on my blog, rpgcharacteraweek.typepad.com. STATS Qui ck Stats: To generate a character even faster, assign stat scores of 16, 13 and 11 to Str ength , Dex ter ity and Mind any way you wish. You can in crease a stat score by decre asi ng another sta t score by the same amount. Stat Bonus Chart: After adjusting stat scores fo r race and class, de termin e yo ur stat bonuses by using (stat score –10) /2, round down. This math is done for you here. Stat Score Stat Bonus 3 -4 4 – 5 -3 6 – 7 -2 8 – 9 -1 10 11 +0 12 – 13 +1 14 15 +2 16 17 +3 18 +4 RACES Race Points: Instead of selecting a race and ta ki ng the listed benefi t, ea ch char acter begins with TWO Race Points, to be spen t on the following. Any Race Points not spent are lost. Since your race will not normally change, you will never gain more Race Points. 1 Race Point for +1 to one stat score 1 Race Point for +1 to two different skills 1 Race Point for a special ability. Several are listed below, along with the race which most commonly has that special ability. You can sel ect any spe cial abilit y, no matter what race you decide to make your character. Battle Fury (hal f- or c) : if yo u roll the maximum amount of damage on at least one of your damage dice (for example, a 6 when rolling 2d6), determine your total amount of damage for the attack, then double the result. If you are using critical hit rules, figure the battle fury damage before applying the effects of the critical hit. Breath Weapon (half-dragon): you have a breath weapon missil e/r ang ed attack (r an ge 10 x 10-foot cone or square) causing 1d6 damage. Choose the type of dama ge when pu rcha si ng this special abilit y: cold, fire, poi son, lig htning , or acid. Magical Step (elf): once per battle, instead of your regular move, you can teleport to any open spot you can see fr om your current location, within 50 feet. Mino r Arcana (gnome): choose one first- level spell when creating the character (for gnomes, this is typically the illusionist spe ll Silent Ima ge). You can

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MICROLITE 20 – Character Creation OptionsBy Andrew Domino (www.dominowriting.com/games.html), version 2 (July 6, 2010)

incorporating ideas from Seth Drebitko, Greywulf, weeotand others on the Microlite 20 forums

The following is a number of optional methods for creating Microlite 20 fantasy characters. Any ofthese can be used in place of the rules listed in the Microlite20 Purest Essence document – choosethe options you like!

It’s assumed that characters are using Strength, Dexterity, Mind, Physical, Subterfuge, Knowledge,Communication and Survival, though other stats and skills can easily be added or removed from anyof these options.

Several of these options (quick stats, class points, spending skill points, fourth edition-styleequipment) are used for characters on my blog, rpgcharacteraweek.typepad.com.

STATS

Quick Stats: To generate a character evenfaster, assign stat scores of 16, 13 and 11 toStrength, Dexterity and Mind any way youwish. You can increase a stat score bydecreasing another stat score by the sameamount.

Stat Bonus Chart: After adjusting stat scoresfor race and class, determine your statbonuses by using (stat score –10) /2, rounddown. This math is done for you here.

Stat Score Stat Bonus3 -44 – 5 -36 – 7 -28 – 9 -110 – 11 +012 – 13 +114 – 15 +216 – 17 +318 +4

RACES

Race Points: Instead of selecting a race andtaking the listed benefit, each characterbegins with TWO Race Points, to be spent onthe following. Any Race Points not spent arelost. Since your race will not normally change,you will never gain more Race Points.

1 Race Point for +1 to one stat score 1 Race Point for +1 to two different skills 1 Race Point for a special ability. Several

are listed below, along with the race whichmost commonly has that special ability. Youcan select any special ability, no mattewhat race you decide to make yourcharacter.

Battle Fury (half-orc): if you roll themaximum amount of damage on at leastone of your damage dice (for example, a

6 when rolling 2d6), determine your totaamount of damage for the attack, thendouble the result. If you are using criticahit rules, figure the battle fury damagebefore applying the effects of the criticahit.

Breath Weapon (half-dragon): you have abreath weapon missile/ranged attack(range 10 x 10-foot cone or square)causing 1d6 damage. Choose the type ofdamage when purchasing this specia

ability: cold, fire, poison, lightning, oracid.

Magical Step (elf): once per battle, insteadof your regular move, you can teleport toany open spot you can see from yourcurrent location, within 50 feet.

Minor Arcana (gnome): choose one first-level spell when creating the character(for gnomes, this is typically theillusionist spell Silent Image). You can

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use this spell without having to spend hitpoints a number of times equal to yourMind bonus each day.

Resist Fear (halfling): on a Mind + Surv rollto resist fear and terror, add +3 to yourroll.

Shapechange (lycanthrope): you cantransform into a specific type of wild

animal, and only that type of animal, anumber of rounds per day equal to yourStr bonus. You do not gain hit points forshapechanging using this special ability.You cannot speak, use equipment orother abilities of your original form whenin animal form.

Stand Fast (dwarf): if an enemy attemptsto knock you down or push you in anydirection, make a Str + Phys roll (DCdetermined by DM, but usually 15). On a

success, you stay in place.Tough (mechanical construct): You have DR

of 2 (i.e. you lose 2 fewer hit points eachtime you take damage).

Vampiric Touch (dhampyr): you have a bitemelee attack causing 1d3 + Str bonusdamage. You immediately heal hit pointsequal to the amount of damage theattack causes. You must successfullygrapple the opponent (Str + Phys vsenemy’s Str + Phys roll) to make this

attack.

SRD Races And Race Points: The races foundin the SRD use race points in the followingway.

Dwarf : +2 Strength Elf : +2 Mind Gnome: +1 Dexterity, +1 Mind Half-Elf : +1 Mind, +1 to any two skills Halfling: +2 Dexterity Half-Orc: +1 Strength, +1 to Physical,

+1 to any other skill Human: +1 to any four skills

Focus: see the classes section below.

CLASSES

Class Points: Instead of selecting a class withpre-determined abilities, you can select theabilities you want for your character. See the“Class Points” part of this document.

Divine Domains: You have the special powers

granted by a deity or another mystical force.You must be able to cast divine or nature-based spells (like a cleric or druid) to use thisoption. See the “Divine Domains” part of thisdocument.

Sorcerous Bloodlines: You have the gifts ofone sorcerous bloodline, though you do nothave to be a sorcerer or even a spellcastingclass to use this option. See the “SorcerousBloodlines” part of this document.

Focus: This option replaces race and classand can be used for characters who don’t fitthe classic fantasy RPG stereotypes. It caneven be used to create characters for gamesin non-high fantasy, modern or futuresettings. Choose one, gain the listed stat andskill benefits, and select one of the specialabilities – whichever one best fits your imageof the character.

Charisma: You are a diplomat, politicaleader, spy, con artist, entertainer, etc.

+1 Mind, +3 Comm, +1 to any two otherskills, Can wear light or medium armor

Charming: You can make friends withanyone, especially those who find youappealing.

You gain a bonus equal to your levewhenever you try to recruit someone to

your side, calm down an aggressiveopponent, gather information, forge anagreement with someone, etc. Most ofthese actions are Mind + Comm or Mind +Subt.

Encourage: You know just what to say torally your allies in battle or stir up acrowd in protest.

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All of your allies (but not you) gain a bonusto all skill, attack, damage and otherrolls equal to ½ your level (round up), forthe next round. This can be done anumber of times per day equal to yourMind bonus +1 every five levels (level 5,10, 15, etc.).

Taunt: With insults and challenges, youenrage your enemies, making them losecontrol before they attack you.

If you taunt an enemy, that enemy mustroll Mind + level vs your Mind + Comm +3,or it must make you the target of its nextattack. You also gain a bonus equal to ½your level to any roll to deceive anindividual (usually Mind + Comm). Thiscan be done a number of times per dayequal to your Mind bonus +1 every five

levels (level 5, 10, 15, etc.).

Intellect: You are a scholar, occult expert,scientist, researcher, engineer, etc.

+2 Mind, +3 Know, Can wear light armor

First Aid : You have a background as adoctor or other healer, and can keepyour allies alive when it’s needed most.

You or one ally you are in physical contact

with will immediately recover a numberof hit points equal to ½ your level (roundup). This can be done a number of timesper day equal to your Mind bonus +1every five levels (level 5, 10, 15, etc.).

Research: You know a little bit abouteverything, and with just a few hourstime, you can learn anything you don’talready know.

You can add your level to any skill ranks

you have in a skill when making a non-combat roll using a skill. This can bedone a number of times per day equal totwice your Mind bonus.

Technical: You’re good at putting thingstogether – and taking them apart.

You have a bonus equal to your level +Mind bonus to create or disassemble non-living items (traps, vehicles, weapons,

etc.). Creating an item is usually Mind +Know, while disassembling one is usuallyMind + Subt.

Might: You are a soldier, mercenary,professional athlete, heavy weaponsspecialist, survival expert, etc.

+2 Str, +3 Phys, Can wear light, medium orheavy armor

Combat Skill: You are an expert warrior,skilled with dozens of weapons.

Add +1 to all attack and damage rolls. Thisincreases by +1 every five levels (level 5,10, 15, etc.).

Intimidate: You have a fearsomeappearance, a disturbing grin or maybe

just a bad reputation.You are immune to fear effects, and add

your level to any rolls you make tointimidate (usually Str + Phys, Mind +Subt or Str + Comm).

Tough: You are hard to kill.Add +1 to your AC, and double the number

of hit points you gain each level (forexample, if you roll a 3, you gain 6 hitpoints).

Stealth: You are a professional killer,martial artist, thief, gymnast, stuntperformer, etc.

+2 Dex, +3 Subt, Can wear light or mediumarmor

Assassin: You can strike a deadly blowwhen an opponent doesn’t see youcoming.

If you successfully sneak up on a foe ortarget an enemy with a missile/rangedattack without their knowledge (Dex +Subt vs DC of Mind + Subt), add your Subtskill rank to the damage of your firstattack.

Lucky : You always seem to be in the rightplace at the right time.

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You can automatically change any of yourdie roll results to a 20 (except a damageroll), as if you rolled a natural 20 forpurposes of critical success or critical hit.You can also automatically change anydie roll made by an opponent to a 1(except a damage roll). You must declareyou are using your lucky ability, and if it

is luck for you or unluck for someoneelse, immediately after the die is rolled.This can be done twice per day +1 everyfive levels (level 5, 10, 15, etc.).

Sneak: You are quiet as a whisper and aslight on your feet as a shadow.

You add your level to any rolls you make tosneak, hide, disguise yourself, or evenspot others who are trying to sneak. Thisis usually Dex + Subt or Mind + Subt.

SKILLS

Trained Skills: For more variety in skill ranksbetween characters, choose one skill to bethe character’s trained skill. If you choose aclass, it’s the skill that is assigned the +3 classbonus. If you choose the rogue class, you getSubterfuge as your trained skill, and alsochoose a second trained skill (you can’t

choose Subterfuge twice).

Physical + Subterfuge:Duellist, Street Tough, etc.

Knowledge + Subterfuge:Demolitions, Trap-Builder, etc.

Communication + Subterfuge:Diplomat, Spy, etc.

Survival + Subterfuge:Commando, Highwayman, etc.

All other skills are untrained. At level 1, youstart with 1 skill rank for each trained skill,and 0 (zero) skill ranks for each untrainedskill. You gain +1 per level in trained skills and+1 at each even-numbered level in untrainedskills. Every five levels (5, 10, 15, etc.) youcan make one untrained skill into a trainedskill.

Spending Skill Points: In the basic Microlite20 rules, every character has some degree oftalent with every skill. But characters infiction often have just a few areas ofexpertise – that’s why they team up.

To simulate this, determine the character’sskill points = total number of skills x level.

You can assign these skill points to skills anyway you wish, with a limit of level +3 skillpoints in any one skill. Skills without skilpoints have a skill rank of 0 (zero). Any skillpoints not assigned are lost.

The character will also gain a +3 class bonusfor a single skill. This is added to skill pointsto determine skill rank, and doesn’t countagainst the skill point limit.

When you advance a level, gain skill pointsequal to the total number of skills thecharacter has. The skill point limit for a skillis still in effect, but has increased by 1, sinceyou’ve gone up a level.

 Aptitudes: The five skills Microlite 20characters have cover nearly any activity acharacter might try. For characters who areespecially talented in specific areas, they canselect aptitudes. An aptitude gives the

character an additional +3 when that aptitudeapplies to a skill use, or a character can rerolthe skill attempt when an aptitude applies toa skill use. Decide whether the character’saptitudes provide a bonus or a reroll whenselecting aptitudes.

For example, a character with the aptitude“Tracking,” which is related to the Survivaskill, gains +3 to Mind + Surv rolls when he isattempting to track, but not when he is

attempting something else using the Survivaskill.

A character can have up to three aptitudes. Ifyou choose fewer than three, you begin with+2 hit points for each aptitude you do notselect, or you can reroll any die roll you makeonce per game session, with one reroll peraptitude you do not select.

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Suggested aptitudes include:Physical: Climb, Endurance, Lift, etc.Subterfuge: Move Silently, Pick Locks, Pick

Pockets, etc.Knowledge: Arcana, Dungeoneering,

History, etc.Communication: Bluff, Intimidate,

Persuasion, etc.

Survival: Animal Empathy, Poisons,Tracking, etc.

COMBAT

Fast Hit Points: Instead of rolling a die for hitpoints each level, simply add Strength statscore + 4 hit points per level. For an “oldschool” experience, give fighters 6 hit pointsper level, clerics and rogues 4 hit points per

level, and wizards 2 hit points per level.

Unarmored Armor Class: To representcharacters who keep out of danger thanks toquick thinking and fast reflexes, try AC = 10 +Dex bonus + ½ level (round up). If thecharacter wears any kind of armor, his AC isfigured the standard way: AC = 10 + Dex bonus+ Armor bonus.

“Chainmail Bikini”: What’s more ‘microlite’

than a skimpy suit of armor? Add ¼ the cost ofthe armor (round up) to its price, to pay forsqueezing all that protection into just a fewinches of loincloth or chest covering. Add ½the character’s Comm bonus (round up) to AC,because the more beautiful you are, the moredistracted your enemies will be. Any kind ofarmor can be “bikini-ized” – traditionally, thearmor is a chain shirt or hide, but the term“breastplate” has real meaning with thisoption!

Armor Type “bikini-ized” Cost Bonus ** +1/2 Comm bonus (round up)

Light Padded 3 gp +1Leather 13 gp +2Studded Leather 32 gp +3Chain Shirt 125 gp +4

Medium Hide 19 gp +3Scale Mail 63 gp +4Chainmail 188 gp +5

Breastplate 250 gp +5Heavy Splint Mail 250 gp +6

Banded Mail 313 gp +6Half-Plate 750 gp +7Full Plate 1875 gp +8

Fourth Edition-Style Equipment: Instead ofspending gold pieces, simply select one of

each of the following, and make one of yourweapons, armor or other gear a +1 magicitem:

Melee weapon Ranged weapon (and 20 ammunition) Armor Shield, if a fighter-type class and using a

one-handed weapon as main weapon Adventurer’s kit (backpack, bedroll, flint

and steel, belt pouch, 2 torches, 10 days

trail rations, 50 feet hempen rope,waterskin)

Simple clothing, which has no armorbonus

Class-appropriate equipment (spellbookfor wizard, holy symbol for cleric, thievestools for rogue, etc.)

2d8 gold pieces

Generic Equipment: If detailed lists ofweapons and armor aren’t what you’re

looking for, try generic equipment. Each hasthe statistics found in Microlite 20 PurestEssence. Range for thrown or missile/rangedweapons is usually 10 to 30 feet.

Weapon Type Damage CostUnarmed 1d4 FreeLight Weapons 1d6 5 gpMedium Weapons 1d8 15 gpHeavy Weapons 1d10 20 gp

Armor Type Armor Bonus CostLight +2 10 gpMedium +4 50 gpHeavy +6 250 gpLight Shield additional +1 10 gpHeavy Shield additional +2 15 gp

 Modern Money : One gold piece is equivalentto $20 modern U.S. dollars, but good luck

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finding a bank that will do the conversioneither way!

LEVEL ADVANCEMENT

By Encounter : Instead of adding up EncounterLevels, simply award characters a new level

after 9 encounters. Remember that eachcombat is an encounter – but so is a trap, amonster that’s defeated without fighting andeven high-stakes skill situations (for example,a simple roll to find the right trail probablyisn’t an encounter, but a roll to negotiatepeace between warring kingdoms probably is).

PAGE 42

This is a conversion of the “making it up asyou go” rules as found on Page 42 of the

Fourth Edition DMG

Determining task Difficulty Classes:Easy: 3 + Character’s LevelMedium: 8 + Character’s LevelHard: 12 + Character’s Level

Determining weapon and hazard damage –

level in this case can mean monster Hit Dice,trap EL, or average level of player characters:

Low Damage: 2d4 + 1d4 for every fivelevels after level 1 (levels 6, 11, 16, etc.)

Average Damage: 2d8 + 1d8 for every fivelevels after level 1 (levels 6, 11, 16, etc.)

High Damage: 2d12 + 1d12 for every fivelevels after level 1 (levels 6, 11, 16, etc.)

If the damage is limited (only once per battle,for example), double the rolled damage

result.

CLASS POINTS

With this character creation option, you don’t select a traditional RPG class for your character, butinstead select the talents that fit your concept for your character. Feel free to create new classabilities, using the examples below as guidelines.

Choose one skill. You begin with a +3 class bonus to that skill.

You also begin with FOUR Class Points. Any Class Points that are not spent are lost. Every thirdlevel (3, 6, 9, 12, etc.), you gain an additional Class Point, which can be saved or spent.

Spend 1 Class Point For…  Attack Bonus: Select one kind of attack –

melee, missile/ranged, magic. You gain +1to attack and damage rolls with that typeof attack. This bonus increases by +1 everyfive levels (+2 at level 5, +3 at level 10, +4at level 15, etc.). You can spend Class

Points for an attack bonus on one, two orall three types of attack.

Cleave: If you make a melee attack against anenemy and drop it to 0 (zero) hit pointsthis round, you may make an immediatemelee attack against another enemy.

Connections: You can call on a friend orbusiness acquaintance for a piece ofspecial equipment, information or safeentry into a city or other area. It’s up to

the DM to decide exactly what the resultsof your request are. Your conections canbe called upon a number of times peradventure equal to your Mind bonus + ½level (round down).

Empowering Spells: You can give any spell thismetamagic adjustment by spending 4 extra

hit points on the spell. This spell causes 50percent more damage

Extending Spells: You can give any spell thismetamagic adjustment by spending 2 extrahit points on the spell. It has twice thelisted duration.

Good Fortune: You can add dice to any oneroll you make (attack, skill, damage, etc.)depending on your level. This can be donea number of times per day equal to your

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level. Level 1 to 3: 1d6; level 4 to 7: 1d8;level 8 to 11: 1d10; level 12 to 15: 2d6;level 16 to 19: 2d8; level 20: 2d10

Heavy Armor and Shields: You can wear heavyarmor and use shields. You must have theMedium Armor ability before selecting thisability.

Heroism: You gain an extra heroism bonus

equal to your highest stat bonus. Rules forthe heroism bonus are found in theMicrolite 20 Expert Rules.

Lay On Hands: You can heal 1d3 hit points perlevel. This healing can be applied to anynumber of allies, but not yourself. This canbe done a number of times equal to yourMind bonus + ½ level (round up) per day.

Lesser Spell List: You cast spells from thebard, illusionist or druid spell list. Chooseone list when creating the character.

Medium Armor : You can wear medium armor.Monster Knowledge: Select one kind of

monster, like orc, dragon, or even evilhuman. You gain a bonus to attack anddamage that kind of monster equal to ½your level (round up).

Music: You can use music, oratory or otherperformance to cause magical effects,usually by making a Mind + Comm roll. Youcan do this 1 + Mind bonus +2 per leveltimes per day, but only one effect at a

time. The effects are: Countersong (cancelone sound-based effect against an ally),Fascinate (one target suffers -4 to anyperception-type roll for a number of turnsequal to your Mind bonus), Inspire Courage(all allies within hearing distance gain +1to attack and damage for the next round+1 for every 5 levels (level 5, 10, 15,etc.)), Enhance Skill (all allies withinhearing distance gain +1 to all non-combatrolls for the next round +1 for every 5

levels (level 5, 10, 15, etc.)).Smite: Choose a target you have just rolled a

successful hit against. Add your level tothe damage. You can do this once per day+1 time every three levels (level 3, 6, 9,12, etc.).

Speed Boost: Move an extra 5 feet (1 squareon a battle grid) per turn. You can spendmore than one Class Point on this ability.

Spontaneous Healing: Subtract hit points as ifyou had cast a spell of any level you cannormally cast. Instead of casting the spell,however, you cure 1d6 + spell level hitpoints for one ally, but not yourself. If youhave the Turn Undead ability, you cantrade in one use of Turn Undead to cure1d6 +2 hit points. You must have the

ability to cast spells or the Turn Undeadability to select this ability.

Turn Undead : Make a magic attack against anundead opponent (DC is the current hitpoints of the undead). On a success, theundead must turn around and move awayfrom you on its next turn. If the DC isexceeded by 10, the undead is destroyed.This can be used 2 + level + Mind bonustimes per day.

Twin Shot: You can make two missile/ranged

attacks per turn, each at –2 to hit.Two Weapon Fighting: You can make two

melee attacks per turn, each at –2 to hit.Each attack must be made with a separateweapon.

Unarmed Damage: Your unarmed attackscause extra damage, depending on yourlevel. Level 1 to 3: 1d6; level 4 to 7: 1d8;level 8 to 11: 1d10; level 12 to 15: 2d6;level 16 to 19: 2d8; level 20: 2d10

Unarmored AC Bonus: See “Unarmored Armor

Class” above.Wealth: Determine your character’s starting

amount of gold as normal, then triple theresult. After an adventure, when treasureis determined, figure out how much youearn, then multiply that total by 1.5That’s the amount you actually earn, afterall your investments, businesses andholdings are added to your adventuringincome. For example, a character who gets100 gp from a treasure hoard and another

20 gp from a grateful lord has not 120 gpfor the adventure, but 120 x 1.5 = 180 gp.

Weapon Finesse: Your melee attack bonus isequal to Dex bonus + level, instead of Strbonus + level. You must be wielding a lightweapon to use this ability.

Widening Spells: You can give any spell thismetamagic adjustment by spending 6 extrahit points on the spell. This spell’s area ofeffect is twice as large as normal.

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Wild Empathy : You have skill with nature, andare not affected by non-magical plant life(thorns, vines, etc.). You cannot betracked on any terrain if you do not wantto be, and you gain a +3 bonus to calmnormal, “real world” animals (this isusually a Mind + Comm roll).

Spend 2 Class Points For… Animal Companion/Mount: Choose a normal,

“real-world” animal with hit dice up toyour level +1. It remains loyal to you andwill perform tasks and fight for you to thebest of its ability, but will not fight untildeath. When you increase in level, youranimal companion or mount does as well.At level 10, you can take a fantasycreature (like a griffon or dragon, but notan orc or elf) as a companion or mount.

Divine Magic: You can use divine spells as ifyou were a cleric, as described in theMicrolite 20 Purest Essence rules.

Enchanted Weapon: Select one of yourweapons. It has a permanent +1 to attackand damage. This bonus increases by +1every three levels (+2 at level 3, +3 atlevel 6, +4 at level 9, etc.).

Rage: Gain +2 to melee attacks and damage,+2 to Str bonus, and –2 to AC for a numberof rounds in a row equal to twice your Str

bonus (before this bonus is applied),

though you can end a rage early. You canshift into a rage a number of times per dayequal to your Str bonus.

Sneak Attack: If you successfully sneak up ona foe or target an enemy with a missileattack without their knowledge (Dex +Subt vs DC of Mind + Subt), add your Subtskill rank to the damage of your first

attack.Weird Science: Choose one or more spells

from any spell list of up to 4 th level. Youcan instill those spells into a device, whichcan be used a number of times per dayequal to 3 + ½ your level (round up)without spending hit points. The devicecosts 4 hours and 100 gp per spell level toconstruct. It is free for you to use, but itrequires a Mind + Know roll (DC 15 +number of spells in device) for anyone else

to use.

Spend 3 Class Points For… Arcane Magic: You can use arcane spells as if

you were a magi, as described in theMicrolite 20 Purest Essence rules.

Psionics: You can use psionic powers as if youwere a psion or psychic warrior, asdescribed in the Microlite 20 psionics rules.Choose the combat (psychic warrior) orgeneral (psion) powers when creating your

character.

SRD Classes And Class Points: The classes in the SRD use class points in the following way.

Barbarian Bard Cleric Druid+3 Physical +3 Communication +3 Communication +3 SurvivalMedium Armor Lesser Spell List: Bard Divine Magic Animal CompanionRage Medium Armor Medium Armor Lesser Spell List: DruidSpeed Boost Monster Knowledge Turn Undead Wild Empathy

Music

Fighter Monk Paladin Ranger+3 Physical +3 Physical +3 Physical +3 SurvivalAttack Bonus: Melee Attack Bonus: Melee Heavy Armor And Shields Animal CompanionCleave Two Weapon Fighting Lay On Hands Attack Bonus: Missile/RangedHeavy Armor and Shields Unarmed Damage Medium Armor Medium ArmorMedium Armor Unarmored AC Bonus Smite

Rogue Sorcerer Wizard+3 Subterfuge +3 Knowledge +3 KnowledgeGood Fortune Arcane Magic Arcane MagicSneak Attack Attack Bonus: Magic  Empowering SpellsWeapon Finesse

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DIVINE DOMAINS: You can select one or more domains from any SRD. You gain the domain’s powerand treat all the spells in the domain as signature spells. Clerics can select a maximum of 3domains, while characters of other classes can only select 1 domain. Domains must be appropriateto the character concept. You must be able to use divine or nature-based magic, like a cleric, druidor some paladins to gain a domain.

In exchange for a single domain, a character has a penalty of -1 to a roll for hit points at each level(minimum hit points gained when advancing a level is 1). If a character has the Turn Undead

ability, the character can instead choose to permanently have 2 less uses of the Turn Undeadability each day.

Several example domains are below. Each uses information from the Pathfinder SRD(www.d20pfsrd.com). The domain’s power is the SRD first level power, and the spells are thesame. Details on those spells are available in the SRD.

DestructionPower: Destructive SmiteEach time you use this power, all your melee

attacks on a turn have a bonus to damage equal

to ½ your level (round up). You can use thispower a number of times a day equal to yourMind bonus +3.

Spells –First Level: True StrikeSecond Level: ShatterThird Level: RageFourth Level: Inflict Critical WoundsFifth Level: ShoutSixth Level: HarmSeventh Level: DisintegrateEighth Level: Earthquake

Ninth Level: Implosion

LuckPower: Lucky TouchYou can touch an ally to provide him or her with a

bit of luck. On your next turn, any time thetarget rolls any dice, he or she can roll the dicea second time and use the better result. You canuse this power a number of times a day equal toyour Mind bonus +3.

Spells –First Level: True Strike

Second Level: AidThird Level: Protection From EnergyFourth Level: Freedom Of MovementFifth Level: Break EnchantmentSixth Level: MisleadSeventh Level: Spell TurningEighth Level: Moment Of PrescienceNinth Level: Miracle

SunPower: Sun’s BlessingWhenever you attack an undead creature, add

your level to the amount of damage you cause.

You can also add your level to any die roll youmake to turn an undead creature.Spells –First Level: Endure ElementsSecond Level: Heat MetalThird Level: Searing LightFourth Level: Fire ShieldFifth Level: Flame StrikeSixth Level: Fire SeedsSeventh Level: SunbeamEighth Level: SunburstNinth Level: Prismatic Sphere

TravelPower: Agile FeetYou can move more quickly for a short time. On

your next turn, you take no penalties and arenot slowed when moving through difficultterrain. You also move 5 feet (1 square) morethan normal. You can use this power a numberof times a day equal to your Mind bonus +3.

Spells –First Level: LongstriderSecond Level: Locate Object

Third Level: FlyFourth Level: Dimension DoorFifth Level: TeleportSixth Level: Find The PathSeventh Level: Greater TeleportEighth Level: Phase DoorNinth Level: Astral Projection

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SORCEROUS BLOODLINES: You can select one bloodline from any SRD, and gain its benefits. Inexchange for a bloodline, a character has a penalty of -1 to a roll for hit points at each level(minimum hit points gained when advancing a level is 1). Any character can select a bloodline.

Several example bloodlines are below. Each uses information from the Pathfinder SRD(www.d20pfsrd.com). The bloodline’s powers are found in the SRD as the bloodline arcana and thefirst listed power.

AberrantExtended Magic: Whenever you cast a spell of

level 3 or lower, increase the duration of thespell by 50 percent.

  Acidic Ray : You can fire an acidic ray as amissile/ranged attack up to 30 feet away. Theray causes 1d6 damage +1 for every even-numbered level. You can use this power anumber of times a day equal to your Mindbonus +3.

Arcane

Familiar : You gain a small creature or anenchanted item, which provides magicalenhancement to you as long as it is within yourline of sight. Your familiar can be any shapeyou desire. Select one skill; you gain a +2bonus to that skill. You can also use spellsthrough the familiar, as if it was part of yourbody (for example, you can use a spellrequiring you to touch another character froma distance by using the spell through yourfamiliar, a bow with magical arrows).

Metamagic Adept: You can apply one metamagic

ability to a spell you are about to cast withoutit costing you extra hit points. Theempowering, extending or widening are listedin the “Class Points” section of this document,

but other abilities are available in the SRD asfeats. You can use this power a number oftimes a day equal to your Mind bonus +3.

DraconicBreath Weapon Magic: When you select this

bloodline, also select an energy type: cold,fire, electricity, acid or poison. Whenever youcast a spell which causes damage with thatenergy type, the spell causes +1 point ofdamage per die you roll.

Claws: You can grow claws from your fingers and

toes as a free action. These claws are naturaweapons, causing 1d4 + Str bonus damage. Youcan attack twice in a turn with these claws.

InfernalCharm Magic: Whenever you cast a spell that

influences a person’s behavior, increase theDC of the spell by +2.

Corrupting Touch: You can touch (make a meleeattack) an enemy and cause it to becomecorrupted, suffering a -2 penalty to all die rollsfor a number of turns equal to ½ your level

(round up). You can attempt this power anumber of times a day equal to your Mindbonus +3.