Alternate Rule 1: Point Buy
With some players, customization is key to building their character. Perhaps they wish for an incredibly fast knight? Or an incredibly strong thief? Whatever the case, the Point Buy Stat system allows players customize their character.
Select a Point Buy System:
To increase a Stat you must pay a number of points equal to the current Stat. To make it easier consult the table for how many points each Stat Score costs.
1 -- 0 points
2 -- 1 points
3 -- 3 points
4 -- 6 points
5 -- 10 points
6 -- 15 points
7 -- 21 points
8 -- 28 points
9 -- 36 points
10 -- 45 points
11 -- 55 points
12 -- 66 points
13 -- 78 points
14 -- 91 points
15 -- 105 points
16 -- 120 points
Select a Point Buy System:
- 45 points
- 60 points
- 90 points
- 120 points
To increase a Stat you must pay a number of points equal to the current Stat. To make it easier consult the table for how many points each Stat Score costs.
1 -- 0 points
2 -- 1 points
3 -- 3 points
4 -- 6 points
5 -- 10 points
6 -- 15 points
7 -- 21 points
8 -- 28 points
9 -- 36 points
10 -- 45 points
11 -- 55 points
12 -- 66 points
13 -- 78 points
14 -- 91 points
15 -- 105 points
16 -- 120 points
Alternate Rule 2: Static Growth Rates
Due to the random nature of rolling, some GMs may feel it be better for their players to increase at certain levels. See the table below, a unit increases their stat by +1 depending on the level and stat growth.
On the left is what growth rate increases, and on the right is at what levels it increases.
80% Growth Rate -- 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 13, 14, 15, 17, 18, 19, 20
60% Growth Rate -- 3, 4, 5, 7, 8, 9, 11, 12, 13, 15, 16, 17, 19
40% Growth Rate -- 2, 4, 6, 8, 10, 12, 14, 16, 18, 20
20% Growth Rate -- 3, 8, 13, 18
On the left is what growth rate increases, and on the right is at what levels it increases.
80% Growth Rate -- 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 13, 14, 15, 17, 18, 19, 20
60% Growth Rate -- 3, 4, 5, 7, 8, 9, 11, 12, 13, 15, 16, 17, 19
40% Growth Rate -- 2, 4, 6, 8, 10, 12, 14, 16, 18, 20
20% Growth Rate -- 3, 8, 13, 18
Alternate Rule 3: Lower Than Attack Rolls
Alternatively the GM may decide for rolling attack rolls that the lower the result, the better (meaning an attack roll against a unit with a chance of 75% means they must roll under 74. This does not change anything in particular other than the formula for rolling, and a GM may allow players to do either the “higher is better” or “lower is better” system depending on which one works for them.
Alternate Rule 4: Avoid Chance
Helpful in streamlining combat and helping things run smoothly, Avoid Chance gives each character a “chance to hit” attached to them as opposed having a chance to hit based on weaponry, strength, and skill.
Avoid chance is calculated as follows: 20 + Double Speed + ½ Luck.
Characters roll 1d100 + skill when determining if they hit an opponent. Critical Hits are based on the original die result without the skill attached.
Avoid chance is calculated as follows: 20 + Double Speed + ½ Luck.
Characters roll 1d100 + skill when determining if they hit an opponent. Critical Hits are based on the original die result without the skill attached.
Alternate Rule 5: Reclassing
Any unit can re-class into another class, however they use the growth rates gained from their starting class once they re-class. The following classes cannot be re-classed into unless they were the unit’s starting class: Lord, Tactician, Lodestar, Conqueror, Great Lord, Grandmaster, Trainee Classes (even if the unit started as a trainee), Manakete, Taguel. If a unit’s stat is at its maximum and he re-classes into a class that has a lower maximum stat, his stat lowers to the lowest maximum stat. If he re-classed into an unpromoted class, the stat becomes 20. Once he promotes after his stats are lowered from re-classing to an unpromoted class, the stats must be increased again through leveling. HP does not decrease unless they re-class into an unpromoted class, in which case it becomes 60 and increases back to 80 once leveled up.
Alternate Rule 6: Skills
Unpromoted Units
Lord
Myrmidon
Thief
Fighter
Mercenary
Archer/Hunter
Cavalier
Knight
Pegasus Knight
Wyvern Rider
Shaman
Mage/Monk
Priest/Cleric
Bard/Dancer
Soldier
Brigand/Pirate
Tactician
Promoted Units
Great Lord/Lodestar
Swordmaster
Rogue
Assassin
Berserker
Warrior
Hero
Ranger/Nomadic Trooper
Sniper
Paladin
Great Knight
General/Halberdier
Falcon Knight
Wyvern Knight
Wyvern Lord
Druid
Summoner
Bishop
Valkyrie/Mage Knight
Grandmaster
Dread Fighter (Requires a Dread Scroll, an item that costs 1,000 gold)
Bride (Requires a Bouquet, an item that costs 1,000 gold)
Conqueror
Dark Knight
Lord
- Level 1 Dual Strike: Lords treat their speed as 50% higher for the sake of calculating speed for a second attack. (This is calculated after other penalties/bonuses)
- Level 10 Charm: All ally units within 3 squares receive a +5 to hit, and -5 to an enemies’ attack.
Myrmidon
- Level 1 Avoid: -10 to a single enemies’ attack as an immediate action. This can only be used once per round and on one attack.
- Level 10 Vantage: If the unit’s HP is below half, they always attack first during the enemies’ turn.
Thief
- Level 1 Lockpick: Allows the unit to use lockpicks.
- Level 10 Move +1: The unit’s movement speed is increased by +1.
Fighter
- Level 1 HP +5: The unit gains +5 HP.
- Level 10 Zeal: Critical hit chance increases by 5.
Mercenary
- Level 1 Armsthrift: There is a chance that a weapon’s durability does not decrease. (Chance = Double unit’s luck score)
- Level 10 Patience: Increase the unit’s hit by 10 and reduces the enemies’ hit by 10 when the enemy initiates an attack on their turn.
Archer/Hunter
- Level 1 Skill +2: Unit’s skill is temporarily boosted by this skill by +2.
- Level 10 Prescience: Increase the unit’s hit by 10 and reduces the enemies’ hit by 10 when the unit initiates an attack on their turn.
Cavalier
- Level 1 Discipline: When calculating weapon proficiency increasing, the cavalier is counted as doubling uses of his weapon.
- Level 10 Outdoor Fighter: Increase the unit’s hit by 10 while fighting outdoors.
Knight
- Level 1 Defense +2: Unit’s defense is temporarily boosted by this skill by +2.
- Level 10 Indoor Fighter: Increase the unit’s hit by 10 while fighting indoors.
Pegasus Knight
- Level 1 Speed +2: Unit’s speed is temporarily boosted by this skill by +2.
- Level 10 Relief: Recovers 5 HP if there are no allies within 3 squares.
Wyvern Rider
- Level 1 Strength +2: Unit’s strength is temporarily boosted by this skill by +2.
- Level 10 Tantivy: Increase unit’s hit by 10 and reduce the enemies’ hit by 10 if there are no allies within 3 squares.
Shaman
- Level 1 Hex: Enemies within 3 squares have a -5 to their speed on attacks against them.
- Level 10 Anathema: Enemies within 3 squares have a -5 to their hit when attacking.
Mage/Monk
- Level 1 Magic +2: Unit’s magic is temporarily boosted by this skill by +2.
- Level 10 Focus: +10 to critical hit chance when no allies are within 3 squares.
Priest/Cleric
- Level 1 Miracle: Chance = Luck% that a Priest/Cleric struck with a blow that would kill them results in them being left with 1 HP. (If the unit has 1 HP left on said attack, this cannot activate)
- Level 10 Healtouch: Restore an additional 5 HP when healing allies.
Bard/Dancer
- Level 1 Luck +4: Unit’s luck is temporarily boosted by this skill by +4.
- Level 15 Special Dance: Strength, Magic, Defense, and Resistance are temporarily increased by +2 until the unit’s next turn.
Soldier
- Level 1 Aptitude: Adds 5% to all Growth Rates.
- Level 10 Underdog: Unit gains a bonus to hit equal to the enemies’ level if they are of a higher level than the unit (promoted units add +20 and then their level).
Brigand/Pirate
- Level 1 Despoil: The unit gains a chance equal to their Luck% of gaining 500 Gold upon killing an enemy.
- Level 10 Gamble: Hit rate -5, Critical hit rate +10.
Tactician
- Level 1 Veteran: Party gains +5 EXP if the Tactician is still alive by the end of the battle.
- Level 10 Solidarity: Increases adjacent allies’ critical hit rates by 10.
Promoted Units
Great Lord/Lodestar
- Level 5 Aether: Functions as Sol and Luna together. Chance of activating is (Skill/2)%
- Level 15 Rightful King/Queen: Add +10 to chance of a skill activating.
Swordmaster
- Level 5 Astra: Allows user to perform 5 consecutive attacks with halved damage, only takes one weapon use. Chance of activating is (Skill/2)%
- Level 15 Swordfaire: +5 Strength while a Sword is equipped.
Rogue
- Level 5 Lucky Seven: Hit increased by +20 for 7 turns starting at the first round.
- Level 15 Acrobat: Unless the terrain is sea or a cliff, the unit can move freely in any terrain.
Assassin
- Level 5 Lethality: Allows the user to instantly kill a selected enemy unit. (Skill/4)% chance of activating.
- Level 15 Pass: Allows the unit to pass through enemy units as if they were allied units.
Berserker
- Level 5 Wrath: When below half HP, the user gains +20 to critical hit chance.
- Level 15 Axefaire: +5 Strength while an Axe is equipped.
Warrior
- Level 5 Rally Strength: Gives +4 Strength to all allies within 3 squares for one round. Uses a standard action.
- Level 15 Counter: Deals half damage that was dealt to the unit with Counter back to the attacker. Does not activate if the unit with Counter is slain.
Hero
- Level 5 Sol: Recovers HP equal to half damage dealt to the enemy.
- Level 15 Axebreaker: Increases accuracy by +50 and decreases the enemies’ accuracy by -50 when the enemy is wielding an axe.
Ranger/Nomadic Trooper
- Level 5 Rally Skill: Gives +4 Skill to all allies within 3 squares for one round. Uses a standard action.
- Level 15 Bowbreaker: Increases accuracy by +50 and decreases enemies’ accuracy by -50 when the enemy is wielding a bow.
Sniper
- Level 5 Hit Rate +20: Increases the unit’s hit rate is +20.
- Level 15 Bowfaire: +5 Strength while a bow is equipped.
Paladin
- Level 5 Defender: Increase all stats (except HP, MOV, and CON) by 1 when another unit has been rescued.
- Level 15 Aegis: Skill% chance of halving damage from Bows, Magic, and Dragonstones.
Great Knight
- Level 5 Luna: Skill% chance of halving an enemies’ defense/resistance when dealing damage.
- Level 15 Dual Guard: Skill% chance of taking damage for a unit if adjacent to a unit who has been attacked.
General/Halberdier
- Level 5 Rally Defense: Gives +4 Defense to all allies within 3 squares for one round. Uses a standard action.
- Level 15 Pavise: Skill% chance of halving damage inflicted by swords, axes, lances, monster weapons, and Beaststones.
Falcon Knight
- Level 5 Rally Speed: Gives +4 Speed to all allies within 3 squares for one round. Uses a standard action.
- Level 15 Lancefaire: +5 Strength while a Lance is equipped.
Wyvern Knight
- Level 5 Rally Movement: Gives +1 Movement to all allies within 3 squares for one round. Uses a standard action.
- Level 15 Galeforce: If the enemy is slain, the unit gains another full action once per turn.
Wyvern Lord
- Level 5 Deliverer: Increases movement by 2 while an ally has been rescued.
- Level 15 Swordbreaker: Increases accuracy by +50 and decreases the enemies’ accuracy by -50 when the enemy is wielding a sword.
Druid
- Level 5 Vengeance: (Skill*2)% chance of adding half HP to damage.
- Level 15 Tomefaire: Increases accuracy by +50 and decreases the enemies’ accuracy by -50 when the enemy is wielding a tome.
Summoner
- Level 5 Slow Burn: Increases hit rate by 1 per turn for 15 turns, to which it wears off afterwards.
- Level 15 Life Taker: Recovers 50% HP when the unit slays an enemy.
Bishop
- Level 5 Rally Luck: Gives +4 Luck to all allies within 3 squares for one round. Uses a standard action.
- Level 15 Renewal: Recovers +15 HP at the end of each turn.
Valkyrie/Mage Knight
- Level 5 Rally Resistance: Gives +4 Resistance to all allies within 3 squares for one round. Uses a standard action.
- Level 15 Dual Support: Grants a +15 hit bonus to an ally the unit has had a support conversation with.
Grandmaster
- Level 5 Ignis: Skill% chance of dealing *1.5 damage on damage rolls.
- Level 15 Rally Spectrum: Increases all allies within 3 squares’ stats by 2 except for HP, MOV, and CON. Uses a standard action.
Dread Fighter (Requires a Dread Scroll, an item that costs 1,000 gold)
- Level 5 Resistance +10: The unit gains +10 Resistance while this skill is equipped.
- Level 15 Aggressor: +5 to damage if the unit is initiating the attack.
Bride (Requires a Bouquet, an item that costs 1,000 gold)
- Level 5 Rally Heart: Gives +2 HP, MOV, and CON to all allies within 3 squares for one round. Uses a standard action.
- Level 15 Bond: All allies within 3 squares of the unit gain 10 HP at the start of the player turn.
Conqueror
- Level 5 Conquest: Negates bonus damage granted from mounted and armor busters. (Example: A Conqueror does not take bonus damage from an armorslayer)
- Level 15 Lancebreaker: Increases accuracy by +50 and decreases the enemies’ accuracy by -50 when the enemy is wielding a lance.
Dark Knight
- Level 5 Devil Mastery: The unit can wield “Devil” weapons without taking the 50% chance of hurting themselves, but take a -20 to hit.
- Level 15 Devil Breaker: Increases accuracy by +50 and decreases the enemies’ accuracy by -50 when the enemy is wielding a “Devil” weapon.