Starting Hit Points
- Each character gets their max hit dice + 1 die + Constitution bonus at 1st level.
(Example: A 1st level fighter gets 8 + 1d8 + Con starting Hit Points)
- Perception – Wisdom
- Bluff – Charisma
- Fighter: 4 (Tactics or Athletics)
- Thief/Halfling Burglar: 6 (Acrobatics or Appraisal or Disguise)
- Cleric/Dwarven Cleric: 4 (Religion or Politics or History)
- Magic User: 8 (Religion or History or Politics or Arcana)
- Elf: 6 (Survival or Tactics or Arcana)
- Dwarf: 4 (Athletics or Tactics or Blacksmithing)
- Halfling: 6 (Athletics or Survival)
- Each character gets an additional skill every 4 levels.
- Tactics is a skill that allows the character to assess a battlefield in a pre-combat situation. The character must spend at least 30 minutes analyzing a battlefield. A successful roll grants a +1 “to-hit” modifier for any subsequent battle on the battlefield in question.
- Once per day, during a battle in which Tactics was employed, the Fighter may grant a single target (including herself) a +1 bonus to their next attack roll.
- Weapon specialization is a special Fighter/Dwarf/Halfling ability that grants a character a specialization in a particular weapon. When using this weapon, the character gets a +1 “to hit” and +2 to damage when using that particular weapon.
- Every 3 levels, the character may add a new Weapon Specialization to their repertoire OR they may raise an existing specialization by an additional +1 “to hit” and +2 to damage.
Combat House Rules
- Firing Into Melee: Firing into melee grants a -2 “to hit” penalty to the attacker.
- Cover: Hiding behind cover grants a -2 “to hit” penalty to any attackers.
- Two Weapon Fighting: The ability to use two melee weapons is possessed by the following classes: Fighter, Thief, Halfling Burglar, Halfling, and Dwarf. This ability allows the character to make a secondary attack each round at a -2 penalty.