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Tales of EvenFall

Introduction 

Welcome Page
Home Page

Game Rules

Persona Sheet
Race
Archetypes
Persona Stats
Level Resistance Bonus
Archetype Level Advancement
Moral Reference
Equipment
Starting Equipment Packages
Select Spells
Combat
Magic
Magic Items
Bestiary
Bard Spells
Priest Spells
Ranger Spells
Wizard Spells
Master Spell List

Evenfall Campaign 

Campaign Setting
Players
Personas
Adventure Journal

Forgotten Realms 3E Campaign

Introduction
 

 

Combat:

Most Encounters will begin at a distance of no greater than 100’.

Initiative is rolled on a 1d6. The player who rolled the highest result takes his turn first. The person who rolled second highest goes next and so on.

Turn: A turn is simply the time a player gets to perform an action in the story.

A Persona may Move, make a Hand-to-Hand Attack, make a Ranged Attack or make a Magic Attack on his turn. Ranged Attacks will not work if a target is closer than 5’ away.

Any Persona can move 50’ per turn, if they do not do anything else.
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Roll a 1d20 and add your Hand-to-Hand/Ranged Attack bonuses to the roll. If the modified score is equal to or greater than the Defender’s Defense number the attack hits.
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Combat Attacks

There is an attacker and defender in combat. 

Hand-to-Hand Attack:

 The Attacker rolls 1d20 and adds his Hand-to-Hand or Ranged Attack bonus to the roll. If the modified score is equal to or greater than the Defender’s Defense number the attack hits.

Magic Attack: 

The Attacker rolls 1d20 and adds his Magic Attack bonus to the roll. If the modified score is equal to or greater than the Defender’s Magic Resistance number the attack hits.

Poison Attack:

 If the poison attack is by a weapon the Attacker rolls 1d20, and adds his Hand-to-Hand or Ranged Attack bonus to the roll. If the modified score is equal to or greater than the Defender’s Defense number the attack hits. The Attacker then rolls another 1d20 and adds a poison attack number to the roll. If the modified score is equal to or greater than the Defender’s Poison Resistance number a poison effect will apply.


Poison attacks can occur different ways: by weapon, bite, touch, trap, ingestion and inhalation. The GM may determine that a persona is unaware or hopeless and a hit is automatic. In this case, only a single 1d20 roll is required to determine if the persona can resist the effects of the poison. If the result is equal to or greater than the persona’s Poison Resistance number then the persona is poisoned. 

For example, if a persona has no reason to expect his drink to be poisoned and he drinks the poison, the hit is automatic. A single 1d20 roll is required to determine if the persona can resist the effects of the poison.

The GM will assign a number to the type of poison being used. Some poisons are more potent than others, and there is a range of effectiveness poisons can have. 

Weak poisons will have -3 attack number. 

Medium poisons will 
have a 0 attack number. 

Strong Poisons will have a +3 attack number.

 

Critical Hits and Automatic Failures

An unmodified roll of 20 is a Critical Hit. Roll 1d6 extra damage. 

An unmodified roll of 1 is an Automatic Failure.

Health Points

Health Points indicate the vitality of a persona. The persona will sustain injuries during adventuring, and Health Points will be lost. 

When the persona’s health point total reaches 1 or 0 points he is barely conscious. 

When the persona’s health point total is –1 to –6 he is unconscious.

If the persona’s health point total should reach –7 he will die.

A persona can regain 2 Health Points per full day of rest.