Discover millions of ebooks, audiobooks, and so much more with a free trial

Only $11.99/month after trial. Cancel anytime.

TIER The Enhanced Role-Playing Game 2nd Edition
TIER The Enhanced Role-Playing Game 2nd Edition
TIER The Enhanced Role-Playing Game 2nd Edition
Ebook1,938 pages23 hours

TIER The Enhanced Role-Playing Game 2nd Edition

Rating: 0 out of 5 stars

()

Read preview

About this ebook

TIER The Enhanced Role-Playing Game 2nd Edition is a revolutionary tabletop RPG game that offers D&D style gameplay, but there are NO CLASSES! TIER uses a system of Masteries, similar to Feats but much stronger. You start at level 1 with 3 or 4 Masteries, depending on your starting race. As you gain level-ups, you select new Masteries to emp

LanguageEnglish
PublisherMichael Moran
Release dateJul 1, 2018
ISBN9780692151419
TIER The Enhanced Role-Playing Game 2nd Edition
Author

Michael Moran

Michael Moran is an author and analyst of international affairs, a digital documentarian and Managing Director, Global Risk Analysis at Control Risks, a global political risk and security consultancy. A foreign policy journalist and geostrategist for investment banks and financial consultancies, he is author of The Reckoning: Debt, Democracy and the Future of American Power and co-author of the 2012 book The Fastest Billion: The Story Behind Africa's Economic Revolution. Moran served as Editor-in-Chief at the investment bank Renaissance Capital and has been a collaborator of renowned economist Nouriel Roubini as well commentator for Slate, the BBC and NBC News. He is also an adjunct professor of journalism at Bard College and was the founding editor of the Emmy award-winning Crisis Guides documentary series for the Council on Foreign Relations. Moran's career has included periods at major media outlets: Senior correspondent, MSNBC.com (2003-05); senior producer, International News and Special Reports, MSNBC.com (1996-2003); U.S. affairs analyst, BBC World Service (1993-96); senior editor, Radio Free Europe (1990-93), former reporter for Associated Press, St. Petersburg Times, Sarasota Herald-Tribune(1985-88). Moran also served as Hearst New Media Fellow at Columbia University Graduate School of Journalism and was a longtime board member of the Overseas Press Club, as well as a judge of its annual awards. His work has appeared in the New York Times, The Washington Post, Newsweek, The Economist, The Spectator (UK), The Guardian, The New Leader, and has spoken on National Public Radio and in many other outlets. He has lectured at dozens of universities and think tanks around the world. From 2005 to June 2009, he served as executive editor of CFR.org, the website of the Council on Foreign Relations. Moran is also a foreign affairs columnist for Globalpost.com, and a member of the communications advisory board of Human Rights Watch. From 2009 to May 2011, he served as vice president, executive editor and senior geostrategy analyst at Roubini Global Economics, the macro/strategy consultancy founded by economist Nouriel Roubini.

Read more from Michael Moran

Related to TIER The Enhanced Role-Playing Game 2nd Edition

Related ebooks

Table Top Roleplaying For You

View More

Related articles

Reviews for TIER The Enhanced Role-Playing Game 2nd Edition

Rating: 0 out of 5 stars
0 ratings

0 ratings0 reviews

What did you think?

Tap to rate

Review must be at least 10 words

    Book preview

    TIER The Enhanced Role-Playing Game 2nd Edition - Michael Moran

    Chapter 1 Basic Rules and Character Creation

    This chapter explains the basic rules of the game and provides a step-by-step explanation of how to create your character. You must have the following materials: a pencil and a TIER Character Sheet (located in Chapter 15). For additional free character sheets, go to http://tier-master.proboards.com/.

    Game Master: Playing this game requires someone to act as the Game Master (GM). This is the most experienced person in the group. He or she will be responsible for creating storyline and adventures for players to go on. The GM also acts as a referee and helps solve problems between players. Read Chapter 12 for more information about how to be an effective GM.

    Dice Rolls: You only use D20 dice for all of the game. A D20 die has 20 sides on it. You may purchase D20 dice at any hobby store or use an online dice roller for free. All rules and everything work around the D20 die, so there is no need for any other dice. Special: When two dice rolls are equal, the defender always wins. Rolling a natural 20 (when the dice roll result is a 20) is an automatic success for attack rolls and saving throws. Rolling a natural 1 (when the dice roll result is a 1) is an automatic failure for attack rolls and saving throws. If you have to make difficult calculations involving decimals, you always round down to the nearest whole number.

    The material below involving experience points and the Experience Points for Defeating a Single Monster chart is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. However, the numeric values for experience points were significantly changed to be more suitable for TIER.

    Experience points: All characters will gain experience points as they defeat enemies and complete quests. As you gain experience points, you will gain level-ups. In the charts below, Party Level represents the average level of all party members. All monsters have a Difficulty Rating (DR). The number of experience points you gain for defeating a single monster is determined by the Difficulty Rating charts provided below. If you defeat multiple monsters, then multiply the amount of experience points by the number of monsters. The total amount of experience points gained is divided equally amongst all party members.

    For monsters with DRs above 20, double the reward for a DR two levels below the desired DR. For example, a DR 21 reward equals double the DR 19 reward, DR 22 is double the DR 20 reward, DR 23 is double the DR 21 reward, and so on.

    The material below involving races is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. However, the traits of Humans were significantly changed to be more suitable for TIER. Other races were slightly changed as well.

    Step 1: Choose your race.

    Races and Languages:

    All players must choose a race. Each race has specific traits that will affect your character. Some races are detailed while others are vague. This allows more flavor and customization. During play testing, players developed their own wild and vivid background stories that explained where they came from, what they looked like, and why they became advernturers. This is the essence of role playing. We want players to create their own unique characters. Not every member of a race should look and act similarly.

    All characters know how to speak Common. Characters also speak racial languages, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence modifier as a starting character. All characters can read and write all the languages they speak. For additional bonus languages, look at the Speak Language skill in Chapter 4. All races and their traits are listed below.

    HUMANS

    • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.

    • Human base land speed is 30 feet.

    • Gain one bonus Mastery and one bonus language at 1st level.

    • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill in Chapter 4.

    HILL DWARVES

    • +2 Constitution.

    • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

    • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

    • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

    • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

    • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

    • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

    • +2 racial bonus on saving throws against poison.

    • +2 racial bonus on saving throws against spells and spell-like effects.

    • +1 racial bonus on attack rolls against orcs and goblinoids.

    • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

    • +2 racial bonus on Appraise checks that are related to stone or metal items.

    • +2 racial bonus on Craft (arms and armor) checks.

    • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

    DEEP DWARVES

    These dwarves live far underground and tend to be more standoffish with non-dwarves.

    Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blonde. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.

    Deep dwarves speak Dwarven, Goblin and occasionally Draconic or Undercommon.

    Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.

    —Racial bonus on saves against spells and spell-like abilities increased to +3.

    —Racial bonus on Fortitude saves against poisons increase to +3.

    —Darkvision out to 90 feet.

    —Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

    HIGH ELVES

    • +2 Dexterity.

    • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

    • Elf base land speed is 30 feet.

    • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

    • Elves do not sleep. They enter a trance for 4 hours a day and receive the benefits of a full night’s sleep.

    • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

    • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

    • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    AQUATIC ELVES

    Also called sea elves, these creatures are water-breathing cousins to land-dwelling elves.

    Aquatic elves fight underwater with tridents, spears, and nets.

    Aquatic Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.

    —An aquatic elf has the aquatic subtype.

    —An aquatic elf has a swim speed of 40 feet.

    —Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).

    —Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This trait replaces the high elf’s low-light vision.

    GRAY ELVES

    Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.

    Gray Elf Traits (Ex): The ability score bonus below replaces the high elf ability score bonus.

    — +2 Intelligence.

    WOOD ELVES

    Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings.

    Wood Elf Traits (Ex): The ability score bonus below replaces the high elf ability score bonus.

    — +2 Strength.

    GOBLINS

    — +2 Dexterity.

    —Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, uses small weapons, lifting and carrying limits 3/4 those of Medium characters.

    —A goblin’s base land speed is 30 feet.

    —Darkvision out to 60 feet.

    — +2 racial bonus on Escape Artist, Move Silently, Open Lock, Ride, Tumble, and Use Rope checks.

    —Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

    ROCK GNOMES

    • +2 Constitution.

    • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 penalty on grapple checks, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

    • Gnome base land speed is 20 feet.

    • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

    • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

    • +2 racial bonus on saving throws against illusions.

    • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.

    • +1 racial bonus on attack rolls against kobolds and goblinoids.

    • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

    • +2 racial bonus on Listen checks.

    • +2 racial bonus on Craft (potions and alchemy) checks.

    • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.

    • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.

    FOREST GNOMES

    They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue.

    Forest Gnome Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.

    —Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace at will (self only, as a free action) as the spell cast by a Nature Magic spell caster of the forest gnome’s character level. This replaces the rock gnome’s spell-like abilities.

    — +1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.

    —Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals. Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and bonus languages.

    — +2 racial bonus on Hide checks, which improves to +4 in a wooded area.

    HALF-ELVES

    • +2 Charisma.

    • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

    • Half-elf base land speed is 30 feet.

    • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

    • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

    • +1 racial bonus on Listen, Search, and Spot checks.

    • +2 racial bonus on Diplomacy and Gather Information checks.

    • Elven Blood: For all effects related to race, a half-elf is considered an elf.

    • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).

    HALF-ORCS

    • +2 Strength.

    • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.

    • Half-orc base land speed is 30 feet.

    • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.

    • +2 racial bonus on Climb, Intimidate, Jump, Ride, Survival, and Swim checks.

    • Orc Blood: For all effects related to race, a half-orc is considered an orc.

    • Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.

    LIGHTFOOT HALFLINGS

    • +2 Dexterity.

    • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 penalty on grapple checks, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

    • Halfling base land speed is 20 feet.

    • +2 racial bonus on Climb, Jump, and Move Silently checks.

    • +1 racial bonus on all saving throws.

    • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.

    • +1 racial bonus on attack rolls with thrown weapons and slings.

    • +2 racial bonus on Listen checks.

    • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.

    TALLFELLOW HALFLINGS

    Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling.

    Tallfellow Traits (Ex): These traits are in addition to the lightfoot halfling traits, except where noted.

    — +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. This trait replaces the lightfoot’s +2 bonus on Listen checks.

    —Tallfellows are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.

    DEEP HALFLINGS

    These halflings are shorter and stockier than the more common lightfeet.

    Deep halflings are about 2-1/2 tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently.

    Deep Halfling Traits (Ex): These traits are in addition to the lightfoot halfling traits, except where noted.

    —Darkvision out to 60 feet.

    —Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

    — +2 racial bonus on Appraise and Craft (arms and armor) checks.

    —Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.

    KOBOLDS

    Kobolds possess the following racial traits.

    — +2 Dexterity.

    —Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, uses small weapons, lifting and carrying limits 3/4 those of Medium characters.

    —A kobold’s base land speed is 30 feet.

    —Darkvision out to 60 feet.

    —Racial Skills: A kobold character has a +2 racial bonus on Craft (arms and armor), Heal, Profession (miner), Search, and Survival checks.

    — +1 natural armor bonus.

    —Automatic Languages: Common, Draconic. Bonus Languages: Undercommon.

    Step 2: Calculate your age, height, and weight.

    Age

    You can choose your character’s age by following the chart below. Your character’s minimum starting age is the adulthood age of his or her race plus the number indicated in the entry corresponding to the character’s race and type on Table: Random Starting Ages.

    With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.

    When a character reaches venerable age, the GM secretly rolls his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year. The maximum ages are for player characters only. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

    Height and Weight

    You can choose your character’s height and weight by following the chart below. Use the base height and base weight, then add the corresponding modifier to determine your character’s height and weight.

    The material below involving alignment is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. However, a few more details were added to each alignment to make them more clear and distinct.

    Step 3: Choose your alignment.

    Alignment: This represents your character’s morality and way of life. Every character has to choose one of the following alignments: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. Read below for more information about alignments.

    Lawful Good, Crusader: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

    Lawful good is the best alignment you can be because it combines honor and compassion. However, it makes you blind to everything happening around you. Lawful good characters rarely sympathize with others who do not share their beliefs. They are rigid and conservative individuals who follow the rules and never consider other ways of life. They uphold the law and willingly march down the righteous path, which may lead to death.

    Neutral Good, Benefactor: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. He utilizes all available strategies and resources to empower the side of good.

    Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good characters don’t make very good leaders. Their indecisiveness between law and chaos creates hesitation and fear of action. They don’t know when to charge into battle or wait and develop an elaborate plan. They usually serve as supportive characters; going with the flow and doing whatever it takes to ensure a good ending to a situation.

    Chaotic Good, Rebel: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

    Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good characters sometimes make poor decisions due to lack of investigation and inquiry. They follow their hearts and rush into situations without considering all the circumstances. Such impatience can lead to dire consequences.

    Lawful Neutral, Judge: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

    Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, it also means you have no moral compass. You simply follow rules without considering how your actions affect others. Life seems like one big routine outlined according to whatever rules you follow. Good and evil mean nothing to you; upholding the law is your only concern.

    Neutral, Undecided: A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way. Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

    Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, neutral characters are unreliable. You never know how they will act in any given situation. They may help you one moment and then backstab or abandon you afterward.

    Chaotic Neutral, Free Spirit: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

    Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal. However, they lack dedication and devotion required for greatness. They do as they please and have little concern for people or any reasonable cause. They are selfish and only care about themselves.

    Lawful Evil, Dominator: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

    Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called diabolical, because devils are the epitome of lawful evil.

    Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil. However, it prevents you from accomplishing certain tasks. Following the rules makes it difficult to kill people, especially if you aren’t willing to do it yourself. It also takes time to develop plans and commit evil while following the rules. Sometimes it’s better to kill first and ask questions later, which is something a lawful evil character won’t do.

    Neutral Evil, Malefactor: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation. However, it makes you an inconsistent villain. You’ll often hesitate between blowing things up or committing evil quietly under the protective veil of the law. Your decisions will create doubts from those around you. You also won’t have a major goal other than helping yourself, which makes you a small-time villain without grand aspirations.

    Chaotic Evil, Destroyer: A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called demonic because demons are the epitome of chaotic evil.

    Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend. However, your actions will quickly attract unwanted attention and enemies who oppose you. You never make plans and act on instincts alone, which means you have no goals or desires other than destruction. Most things can be rebuilt, which makes the act of destruction pointless. At the end of the day, you have nothing but your pastime stories, which you may not survive long enough to gloat about.

    Step 4: Calculate your ability scores.

    Ability Scores: At level 1, players receive 80 points to distribute freely amongst their ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). You cannot begin with an ability score higher than 18 or lower than 8 unless you have a specific race or Mastery that modifies an ability score. Afterward, you will add 1 point to any ability score you choose at level 3 and every four levels afterward (7th, 11th, 15th, and etc.). Special: You can only apply one magical bonus to each ability score. For example, if you have a magic item or spell that grants you a +6 Str enhancement bonus, you cannot receive a bonus from any other source. Your body essentially ignores any additional magical bonuses because your body could be damaged or overexerted. Read below for more information about ability scores and modifiers.

    The material below involving ability scores and modifiers is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

    Strength (Str) determines muscle-build, physical capabilities, and how much weight you can carry. Strength can apply to melee attack rolls and damage. Thrown weapons can apply Strength for damage as well.

    Dexterity (Dex) determines nimbleness, Reflex saves, AC, and your ability to avoid physical attacks and spells. Dexterity can apply to melee and ranged attack rolls, but not to damage unless combined with Intelligence. You cannot combine both Strength and Dexterity for attack rolls.

    Constitution (Con) determines health, endurance, and Fortitude saves.

    Intelligence (Int) determines your knowledge, languages, and class skill points. Intelligence can be applied to melee and ranged weapon damage if combined with Dexterity. However, you cannot combine both Intelligence and Strength for damage. Intelligence can also be used to cast magic.

    Wisdom (Wis) determines awareness, understanding, and Will saves. Wisdom can be applied to melee and ranged weapon damage if combined with Dexterity. However, you cannot combine both Wisdom and Strength for damage. Wisdom can also be used to cast magic.

    Charisma (Cha) determines your appearance and influence on others. Charisma can be applied to melee and ranged weapon damage if combined with Dexterity. However, you cannot combine both Charisma and Strength for damage. Charisma can also be used to cast magic.

    Table: Ability Modifiers and Bonus Spells shows the modifier for each ability score. It also shows how many bonus spells you gain, which you’ll need to know about if your character casts magic with Int, Wis, or Cha.

    Step 5: Go to Chapter 2 and choose your Masteries.

    Masteries: Masteries give you a variety of powers and affect your statistics. Characters will be completely different from each other based on what Masteries they choose throughout the game. You begin with 3 Masteries at 1st level (or 4 Masteries if you choose the Human race) and gain additional Masteries as you gain character levels.

    Step 6: Look at the chart and information below to calculate your character’s statistics.

    * Gain one bonus Personality Mastery

    HP: This is your health points. They measure how much damage you can take before falling unconscious or dying. Start at 1st level with 6 HP + Con mod. For all level-ups afterward (2nd, 3rd, 4th, and etc.), you will gain 3 HP + Con mod. When a player reaches 0 HP, he can only take a standard or move action. Any strenuous or exhausting

    action will knock him unconscious. Players fall unconscious at -1 HP. Once you hit -1 HP, you bleed -1 HP every round until you are magically healed or someone performs a successful Heal skill check on you. If a player reaches -10 HP, he dies. Special: If you use a magic item or spell that increases Constitution, recalculate your HP from level 1 to your current level. If you suddenly lose this magic item or spell, all extra HP is lost, even if it would put you in negatives or kill you.

    Saves: This protects you against certain dangers such as traps and spells. When making saves, you roll a 1D20 + base save + ability mod. + miscellaneous bonuses (magic spells, items, circumstance bonuses, and etc.). Special: Rolling a natural 20 is an automatic successful save. Rolling a natural 1 is an automatic failure. You begin at level 1 with one point for each base save (Fortitude = +1, Reflex = +1, Will = +1). For most level-ups afterward (2nd, 4th, 5th, etc.), you will gain 1 base save point that you may add to one of your saves (Fort., Ref., or Will). At level 3 and every four levels afterward ( 7th, 11th, 15th, and etc.), you will gain 2 base save points that you may add to any of your saves. Constitution mod. adds to all Fort. saves. Dexterity mod. adds to all Ref. saves. Wisdom mod. adds to all Will saves.

    Class Skills: These allow you to perform activities in and out of combat. When making skill checks, you roll a 1D20 + ability score mod. + ranks + miscellaneous bonuses (magic spells, items, circumstance bonuses, and etc.). At level 1 you begin with a number of skill points equal to (5 + Intelligence modifier) and multiply by 4. You may distribute these points into any class skills. All class skill points gained through level-ups are placed under ranks. For each class skill, you may only have a number of ranks equal to your character level + 3. At each level up, you will gain an amount of skill points equal to 5 + Int modifier. Special: Players may attempt to use any skill, even if untrained. If you use a magic item or spell that increases Intelligence, you do not gain extra skill points at level-ups. If you gain a permanent increase to your Intelligence, you do not gain extra skill points for past levels, you only gain extra skill points for your current level-up and future level-ups. Read Chapter 4 for more information about Class Skills.

    Armor Class: This is your first line of defense against physical attacks or spells that require an attack roll. An opponent must roll an attack roll equal to or greater than your AC in order to deal damage to you. AC = 10 + Armor bonus + Shield bonus + Dex Mod + Natural AC bonus + Dodge bonus + Miscellaneous bonus (magic spells, items, circumstance bonuses, and etc.). If an opponent hits your AC, you still have a chance to negate the attack if you have a Unique Defense Mastery. Read Chapter 2 for more information about Unique Defense Masteries. Special: Characters are proficient with all armors and shields.

    Touch AC: Certain attacks and spells specifically target your Touch AC. This means that someone is only trying to touch you. In order to calculate your Touch AC, subtract the following bonuses from your total AC: Armor, Shield, and Natural AC.

    Flat-footed AC: If you are ever unaware of an enemy, surprise-attacked, or denied your Dexterity, you are considered flat-footed. In order to calculate your Flat-footed AC, subtract your Dex Mod. and Dodge bonus from your total AC.

    Equipment: Characters begin at 1st level with 500gp

    to spend on equipment. Characters can only wear a maximum of 10 magic on the body. Magic items on the body may include armor, vest, cloak, bracers, buckler, rings, boots, necklace, gloves, helmet, and etc. If you attempt to wear more magic items, your body will ignore any additional magic items and their effects because your body could be damaged or overexerted. However, you are allowed to have one additional enchantment on each item. One additional enchantment costs double the price. You may still wield magic weapons, shields, wands, rods, and anything else in your hands, none of which count against the total number of magic items on the body. These rules apply at all levels, including Epic levels. Read Chapter 7 for more information about basic equipment. Go online to http://tier-master.proboards.com/ for more information about magic items.

    Expected Wealth by Character Level: The chart below shows how much gold players should have at each character level to spend on equipment. This is only important when beginning a new game. During game play, the GM may choose to give more or less gold depending on players actions/decisions and role play during quests. The GM may also choose to give magic items and other rewards instead of gold.

    Treasure Gained per Encounter: The chart below shows how much gold the party should gain from each monster after an encounter. The chart is organized by Difficulty Rating. Most monsters have standard treasure. Monsters, such as dragons, may have double or triple the standard. Other monsters, such as animals, may have no treasure at all. Remember that treasure is not always gained in battle. Treasure may also be gained by completing quests, role play, and etc.

    Offensive and Defensive Dice Rolls: Offensive dice rolls are any dice rolls that involve attacking. Defensive dice rolls are any dice rolls that involve defending such as the use of Unique Defense Masteries, saves against spells, defending against Special Attacks, and etc. You will notice that some Masteries and techniques have an effect on your offensive and defensive dice rolls. For example, when fighting defensively, you gain +2 AC and +2 on all defensive dice rolls. However, you also take a -4 penalty on all offensive dice rolls and you cannot charge while fighting defensively.

    Melee/Ranged Attack Rolls: When attacking an opponent, you roll a 1D20 + Str or Dex mod. + miscellaneous bonuses (Masteries bonuses, magic bonuses, items, circumstance bonuses, and etc.). Players can use Strength or Dexterity for attack rolls when wielding light weapons, rapiers, whips, or unarmed strike. All other weapons must use Strength for attack rolls. Players must use Dexterity for attack rolls when using ranged weapons. Masterwork weapons add +1 to attack rolls. Magic weapons add their enhancement bonus to attack rolls as well. Special: Rolling a natural 20 is an automatic hit, unless your opponent rolls a natural 20 using Unique Defense Masteries to block or avoid. Rolling a natural 1 is an automatic failure to hit and provokes an attack of opportunity from nearby opponents. Players begin at 1st level with 1 attack, 2 attacks at 10th level, and 3 attacks at 15th level. Players can only get a maximum of 3 attacks per round, unless they take Chosen Weapon I Mastery. You always use your highest attack bonus for all attacks. Special: Using two weapons has no penalties to attack roll, but your off-hand attacks deal half damage. You must also have Extra Attack Mastery in order to fight with two weapons. Look at Extra Attack Mastery in Chapter 2 for more information. Special: Characters are proficient with all weapons except Exotic and improvised weapons. You normally have a -4 penalty to attack rolls when using Exotic and improvised weapons. If you take Chosen Weapon I Mastery, however, you can use a specific Exotic or improvised weapon without penalties. You should also use a weapon that is appropriate for your size. If you use a weapon that is a different size, you take a -2 penalty to attack rolls for each size difference. For example, a Medium-sized person can use a medium-sized weapon without penalties. Using a small weapon = -2 penalty. Large weapon = -2 penalty. Huge weapon = -4 penalty. Gargantuan weapon = -6 penalty. Colossal weapon = -8 penalty. Read Chapter 5 for more information about combat. Read chapters 7 and 8 for more information about basic and magic weapons.

    Melee/Ranged Damage: All small and medium-sized weapons and unarmed strike deal 1 damage. Different sized weapons deal damage as follows: large = 2 damage, huge = 3 damage, gargantuan = 4 damage, colossal = 5 damage. Successful melee attacks deal weapon damage + Str modifier. Ranged weapons, light weapons, rapiers, whips, or unarmed strike can apply Dex modifier up to Int, Wis, or Cha modifier for damage instead of Strength. A player with high Dex chooses Int, Wis,or Cha to represent damage. It’s important to keep your Dex equal to your Int, Wis, or Cha (whichever one you chose) because you only get as much damage bonus as your lowest Dex and Int, Wis, or Cha modifier (whichever one you chose). For example, a player with 20 Dex and 14 Int only gets +2 damage. A player with 14 Dex and 20 Wis only gets +2 damage. A player with 18 Dex and 18 Cha gets +4 damage. Special: Critical hits deal more damage and apply differently depending on what weapon you use (read Chapter 7 for information about weapons and critical hits). Special: Two-handed weapons deal +3 damage with each attack (this only applies to two-handed weapons that use Str for attack rolls). When using a Composite Bow (which allows you to add Str mod. to damage), you can only add your Str mod. or Dex/Int, Wis, or Cha mod. to damage, not both. Magic weapon enhancement bonus does not add to damage.

    Magic and Religion: All magic is granted by the gods, but you do not have to pray to cast magic. Everyone is born with the potential to cast magic. However, it must be embraced at a young age or else it fades away. There are no spell books or spell preparation. All spells are cast spontaneously. Your magic recovers fully after 8 hours of sleep, or 4 hours of trance if you have a race that does not sleep. Special: Casting spells with metamagic does not take extra time or actions. See Magic Masteries in Chapter 2 for more information about metamagic. Read The Gods of Tier in Chapter 3 for more information about religion.

    Magic Requirements: To cast any magic, you need to have Int, Wis, or Cha 10 + spell level. For example, to cast 2nd level spells, you need an ability score of 12 or higher. To cast 7th level spells, you need an ability score of 17 or higher. In addition, you need at least one Cleric Domain, Divine, Arcane, Nature, or Chosen Elemental Magic Mastery. These Magic Masteries are only available at 1st level. Read Chapter 2 for more information about Magic Masteries. Read Chapter 8 for more information about spells and cleric domains. Special: Your caster level equals your character level. However, there are Masteries and magic items that increase your caster level. Therefore, your caster level may be higher than your character level.

    Spells per Day: Spell casters can only cast a certain number of spells per day. Follow the Spells per Day chart given on the following page. For example, a level 1 character can only cast up to three 1st level spells and five 0-level spells per day. However, you do gain additional spells per day if you have a naturally high Int, Wis, or Cha mod. Look above at Table: Ability Modifiers and Bonus Spells to find how many bonus spells per day you gain. Special: Magic items and spells that increase ability scores do not give you additional spells per day. If you choose multiple Magic Masteries and cast more than one type of magic, you do not gain more spells per day.

    Spells per Day

    Spells Known: Spell casters can only learn a certain number of spells. Follow the Spells Known chart given below. For example, a level 2 character only knows six 0-level spells and four 1st level spells. Special: Your ability scores do not change or have any effect on your number of spells known. If you choose multiple Magic Masteries and cast more than one type of magic, you do not gain more spells known.

    Spells Known

    Creating New Spells: If players want to create new spells, they must use the following rules: new spells cost 1,000gp per level of the spell. It also takes 1 day per level of the spell to create a new spell. At the end of spell creation, you must make a Spellcraft DC equal to 10 + spell level. If you succeed, the spell is complete. If you fail, all money spent is wasted and you must go through the spell creation process again if you want to create a new spell. For example, if you wanted to create a new 3rd level spell, it would cost 3,000gp and take 3 days to create. New spells are difficult to create and should be discussed with the GM to ensure balance of power and fairness. Special: Players who cast spells using a Cleric Domain cannot create new spells because they cannot change their Cleric Domain spells. Players who cast spells using Chosen Elemental Magic Mastery can only create new spells that involve their chosen element.

    Magic Damage: Spells can deal damage to your HP, ability scores, and other statistics. They can also have additional effects such as making you dazed, confused, paralyzed, and etc. Certain spells require a touch or ranged touch attack roll to hit and deal damage (read below for more details). Other spells hit automatically, but they allow a saving throw to reduce or negate damage. If you roll a save equal to or higher than the Spell DC, you take half damage or no damage depending on the spell and what magic items or Masteries you have. In rare situations, however, the environment or other circumstances may not allow you to make a save to avoid damage (such as being stuck in a corner or narrow space while trying to avoid a fireball). Spell DC = 12 + ability modifier (Int, Wis, or Cha) + spell level.

    Touch and Ranged Touch Attacks: When attacking an opponent with a spell that requires a touch (Str or Dex) or ranged touch (Dex only) attack roll, you roll a 1D20 + Str or Dex mod. + miscellaneous bonuses (Masteries, magic spells, magic items, circumstance, and etc.).

    Armor Restrictions: If you cast magic, you are only allowed to wear light armor because anything heavier will interfere with your spell casting. Spell casters cannot use tower shields either. Read Chapter 7 for information about basic equipment and different types of armor. Go online at http://tier-master.proboards.com/ for information about magic items and special materials that affect armor.

    Heighten Metamagic: All spell casters automatically have the ability to use Heighten metamagic to enhance their spells. A heightened spell has a

    Enjoying the preview?
    Page 1 of 1