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Leveling

Wizards and Warriors Role Playing Game

Atk Mod= Attack modification: Change in attack for subject of that Size
Eny Atk Mod= Enemy Attack Modification: Change in enemy’s attack on subject of Size
Fear= Subject’s fear modification (Only for NPC)
Hide= Same thing as Fear
DMG= Damage modification: what the subject of that size gains on his damage rolls
HP Loss= Hit Point Loss: Affects the damge that occurs on subject of size, it’s like an HP absorb
CHP cost= Modification to subject’s character point cost to raise Body Attributes.

SIZE MODIFICATIONS

Speed ATK mod Eny Atk Fear Hide DMG HP loss cost for Strength – Dexterity - Speed
Very Small** +4 +4 -4 +8 -4 +2 140% increase in cost (usually 10 chp to raise D10->D12, now it cost 14 chp)
Small* +2 +2 -2 +4 -2 +1 120% increase in cost
 
Normal +0 0 0 0 0 0 normal
Large* -2 -2 +2 -4 +2 -1 80% cost
Very Large** -4 -4 +4 -8 +4 -2 60% cost


The Skill Points received every 20 levels.*

Know Fighter* Magic User* Rogue* Citizen*
D4 0 2 4 5
D6 1 3 5 6
D8 2 4 6 7
D10 2 4 6 7
D12 3 5 7 8
D14 4 6 8 9
D16 5 7 9 10

*Humans receive an additional skill point every 20 levels as well start with one more.

Note: Every 20 levels automatically get skill points, but if you spend much time training in one area, you can receive skill points for that skill much sooner.

Wizards and Warriors are the key players in the game. However, other classes are well suited for adventures.

Magic Users are the only adventurer that can have magic.

Wizards are the only class capable of gaining 7th or greater level magics.

Fighters are the only adventurer that gain pick-able feats.

The warrior gains some unique feats in replacement of the normal feats that are not usable by other classes.

Feats
The fighter gains one feat on level 5, and 1 feat every 10 levels.

The Warrior, a sub-class under the fighter, gains some pre-chosen feats on certain levels.

 The warrior gains these special feats at these designated levels
 

Level Feat
10 Charge Attack (-def to +atk)
30 Prepare attack ( Add 2 Attacks together)
50 Better Defense (can add D8 from atk to def)
80 Power Attack (-D4 from Atk to add +1 hp dmg)
100 Imp. Prepare Atk (Combine 3 Atks)
120 Imp. Defense (Can add D16 to def from atk)
160 Imp. Power Atk (-D8 from Atk to add +2hp dmg)


 

 



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