This is a full and complete list of all of the rules in Cresthaven RPG.
Brand New Player to Cresthaven RPG? Read Playing the Game here.
Looking to run a game? Dungeon Masters start here!
Abilities | |
Skill Focus | PC level / 2 rounded up added to one ability |
Strength | Damage, Hit Bonus, Pulling, Pushing or Lifting. |
Intelligence | Knowledge, Disguise, Recall, Appraisals |
Dexterity | Armor Class, Acrobatics, Balance, Climbing, Ranged Hit Bonus |
Wisdom | Listening, Hiding and Searching Checks |
Constitution | Hit Point, Stamina and Resurrection Checks |
Charisma | Morale, Negotiation, and Leadership Checks |
Difficulty Checks | d20 + Ability Score >= target DC |
Very Easy (0) | Notice something large in plain sight |
Easy (5) | Climb a knotted rope |
Average (10) | Hear a loud approaching guard |
Tough (15) | Rig a wagon wheel to fall off |
Challenging (20) | Swim in stormy water |
Formidable (25) | Open a good lock |
Heroic (30) | Leap across a 30-foot chasm |
Nearly Impossible (40) | Track a squad of Orcs across hard ground after 24 hours of rainfall |
Notice (passive) | Wisdom + Wisdom Ability Focus + 10 |
Heroics | Before roll: Gain Advantage. After roll: reroll or one additional action in combat. Healing Surge: roll your hit dice and heal that amount. |
Advantage | 2d20 take highest roll (disadvantage take lowest) |
Team Work | d20 with Advantage + highest party ability bonus |
Magic Mana | Level + Ability Bonus (and focus) |
Self Sacrifice | Use Hit Points for Mana |
Encumbrance | |
Max Weight | Strength +4 x 25 lbs |
Carry Weight | greater than 1/2 max weight = 1/2 movement |
Conditions | |
Blinded | No range attacks, -10 to AC, Enemies attack with advantage |
Charmed | Protect charmer, save DC 20 vs Wisdom |
Dazed | Lose next attack, enemies attack with advantage |
Immobilized | Movement 0′ |
Invisible | +10 to AC, Attack with advantage, cannot be targeted by range |
Paralysis | Enemies auto hit + crit, save DC 20 vs Constitution |
Perpetual Damage | Deal damage at the start of each round |
Prone | -2 to hit, enemies attack with advantage, stand up 1 round |
Slowed | Movement 1/2 normal |
Stunned | Enemies attack with advantage, save DC 15 vs Constitution |
Unconscious | No actions, Enemies auto hit + crit |
Armor Class | Number needed to hit |
Shield | +1 to Armor class |
Light Cover | +3 to Armor class, 50% coverage |
Full Cover | +5 to Armor class, 90% coverage |
Full Dodge | d20 + Dexterity vs attacker roll, dodger lose next attack |
Encounter | d20 + Highest Charisma vs Reaction Chart |
Attack | result 1 – 3 |
Possible Attack | result 4 – 9 (reroll – 5) |
Uncertain | result 10 – 15 Roll Again |
Possibly Friendly | result 16 – 19 (reroll + 5) |
Friendly | result 20+ |
Negotiation | If the player speaks the monster’s language – d20 – 10+ monster talks |
Combat Round | |
Surprise | d20 + Wisdom vs Highest Party Notice |
Declare Party Actions | Flee, Fight, Talk |
Declare Player Actions | Melee Attack, Range Attack, Spell, Move |
Initiative | d20 highest to lowest |
Melee Attack | d20 + Hit Bonus vs Armor Class |
Ranged Attacks | +1 short range, +0 normal range, -5 at long range |
Cast Spell | DC 10 + Spell Level vs d20 + Intelligence – auto hit. Spell save DC 10 + Spell Level |
Morale Checks | DC 20 + Morale or flee |
Death | Save DC 20 vs Constitution |
Healing | Heal 1 Hit Dice / Hour |
Resting | 8 hours – recovered (level #) x Hit Dice health, restore all mana |
Level | Experience Needed |
1st | 0 |
2nd | 2000 |
3rd | 4000 |
4th | 8000 |
5th | 16000 |
6th | 32000 |
7th | 64000 |
8th | 128000 |
9th | 256000 |
10th | 512000 |