Microlite20

Microlite20 is a super-simple RPG rules set created by Robin Stacey back in 2006 and widely modified by fans ever since. It is meant to work with Dungeons & Dragons 3rd Edition (and, thus by extension, Pathfinder), but it can more or less fit with any d20 game.

Attributes

There are only three base ability scores for character attributes:
* Strength (STR): Physical brawn, including constitution and fortitude.
* Dexterity (DEX): Agility and reflexes.
* Mind (MIND): Intelligence, wisdom, willpower.

At level 1 character creation, roll four 6-sided dice and total the highest three dice per attribute.

Attribute Bonus

The modifier to associate with each attribute equals (Attribute-10)/2, round down.

In other words…
* Attribute 2 to 3 … -4
* Attribute 4 to 5 … -3
* Attribute 6 to 7 … -2
* Attribute 8 to 9 … -1
* Attribute 10 to 11 … +0
* Attribute 12 to 13 … +1
* Attribute 14 to 15 … +2
* Attribute 16 to 17 … +3
* Attribute 18 to 19 … +4

Sub-Attributes

* Hit Points (HP) = STR Attribute + 6
* Armor Class (AC) = DEX bonus + 10 + modifiers from equipment or abilities
* Melee attack bonus = STR bonus + Level
* Ranged attack bonus = DEX bonus + Level
* Magic attack bonus = MIND bonus + Level

Skills

Skill rank = your Level + any bonus due to your class or race

There are only four skills:
* Physical: Jumping, climbing, swimming.
* Subterfuge: Stealth, deception, sleight of hand.
* Knowledge: History, lore, science, medicine.
* Communication: Persuasion, performance, charisma-based actions.

Races

* Human: +1 to all skills
* Elf: +2 to MIND
* Dwarf: +2 to STR
* Halfing: +2 to DEX

Classes

Fighter
* start with 150 gp worth of gear plus vial of holy water
* wear any kind of armor and use shields
* gain +3 bonus to Physical
* combat bonus of +1 to all attack and damage rolls at level 1 to 4
* combat bonus becomes +2 at level 5 to 9, +3 at levels 10 to 14, +4 at level 15 to 19, and +5 at level 20.

Rogue
* start with 125 gp worth of gear plus thieves’ tools
* can use light armor
* gaina +3 bonus to Subterfuge
* if successfully Sneak up on a foe (usually Subterfuge + DEX, but depends on situation), add Subterfuge rank to the damage of first attack

Mage
* start with 75 gp worth of gear plus spellbook, 2 spell pouches
* wear no armor
* gain +3 bonus to Knowledge
8 cast Magi Spells

Cleric
* start with 120 gp worth of gear plus silver holy symbol
* wear light or medium armor
* gain +3 bonus to Communication
* cast Divine Spells.
* Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day.

Actions

Skill check = 1d20 + Attribute bonus + Skill bonus

Difficulty (DC) … Example (Skill Used)
* Average (10) … Hear an approaching guard
* Tough (15) … Rig a wagon wheel to fall off
* Challenging (20) … Swim in stormy water
* Formidable (25) … Open an average 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

Examples…
* Climbing … use Physical + STR bonus.
* Dodging a falling rock …s Physical + DEX bonus.
* Finding a trap … Subterfuge + MIND bonus.
* Disabling a trap … Subterfuge + DEX bonus.

Hazards

Skill check = 1d20 + Attribute bonus + 1/2 Level

Combat

Initiative: 1d20 + DEX bonus (tie, highest DEX bonus wins)

Action In A Turn, Choose ONE:
* Move: a human can move about 30 ft. slowly in a round, or about 60 ft. at a running pace
* Attack: 1d20 + attack bonus equal to or greater than target AC; natural 20 automatic hit and max. damage.
* Cast Spell: described in the Magic section.
* Perform a non-combat task

Also:
* If attack bonus +6 to +10, make 1 extra attack at -5 “to hit.”
* If attack bonus +11 or more, make 1 extra attack at -5 “to hit” and 1 extra attack at -10 “to hit.”
* Fighters and Rogues can use DEX bonus + Level as Melee attack bonus instead if wielding a light weapon.
* Fighters and Rogues can wield 2 light weapons and attack with both in a round if they take a -2 penalty on all attack rolls that round. In addition, they receive 1 additional attack that turn.

Damage

* Melee weapon = STR + weapon damage
* Two-Handed melee weapon = (STR x 2) + weapon damage
* Ranged weapon = weapon damage
* Thrown weapon = STR + weapon damage

Damage subtracts from hit points; at 0, unconscious and near death. If damage reaches 0 hit points and -STR, dead.

Magic

Instead of spell slots or points, all magic spells cost hit points which cannot be recovered until after an 8 hour rest.

The Difficulty Class (DC) for all spells is 10 + Caster Level + Caster’s MIND bonus

A mage or cleric may cast a spell of level equal to or below level/2.
* Level 1 to 3 … max. spell level 1
* Level 4 to 5 … max. spell level 2
* Level 6 to 7 … max. spell level 3
* Level 8 to 9 … max. spell level 4
* Level 10 to 11 … max. spell level 5
* Level 12 to 13 … max. spell level 6
* Level 14 to 15 … max. spell level 7
* Level 16 to 17 … max. spell level 8
* Level 18 or more … max. spell level 9

Cost in hit points to cast spells equals 1 + double level of spell.
* Spell level 0 … costs 1 hit point
* Spell level 1 … costs 3 hit points
* Spell level 2 … costs 5 hit points
* Spell level 3 … costs 7 hit points
* Spell level 4 … costs 9 hit points
* Spell level 5 … costs 11 hit points
* Spell level 6 … costs 13 hit points
* Spell level 7 … costs 15 hit points
* Spell level 8 … costs 17 hit points
* Spell level 9 … costs 19 hit points

“Signature” Spell: Pick one per spell level from 1st upward, casting that spell costs 1 less hit point to use.

Character Advancement

Earning experience…

Combat: 1 XP per hit dice of the NPC defeated (not necessarily killed).
* 2 to 3 enemies: base XP x 2
* 4 to 7 enemies: base XP x 3
* 8 to 12 enemies: base XP x 4
* 13 to 24 enemies: base XP x 5

Obstacles/Story Arcs: 1 XP to 5 XP

When character total XP equals 10 * your next level, increase your level and reset your XP. Gain the following:
* 1d6 to Hit Points
* +1 to all attack rolls
* +1 to all skills
* If the level divides by three (i.e. level 3, 6, 9, etc.) add 1 point to STR, DEX or MIND
* Any other class related benefits.

Weapons

Two-Handed Weapons Cost Damage Range
Chain, spiked 25 gp 2d4
Falchion 75 gp 1d6
Flail, heavy 15 gp 1d8 –
Glaive 8 gp 1d8
Great axe 20 gp 1d10
Great club 5 gp 1d8
Great sword 50 gp 2d6
Guisarme 9 gp 2d4
Halberd 10 gp 1d10
Lance 10 gp 1d8
Long spear 5 gp 1d8
Quarterstaff 1d6
Scythe 18 gp 2d4
Spear 2 gp 1d8 20 feet
Light Weapons Cost Damage Range
Unarmed 1d3
Axe, throwing 8 gp 1d6 10 feet
Dagger 2 gp 1d4 10 feet
Hammer, light 1 gp 1d6 20 feet
Hand axe 6 gp 1d4
Mace, light 5 gp 1d6
Pick, light 4 gp 1d4
Sap 1 gp 1d6
Sickle 6 gp 1d6
Sword, short 10 gp 1d6
One-Handed Weapons Cost Damage Range
Battleaxe 10 gp 1d8
Club 1d6 10 feet
Flail 8 gp 1d8
Long sword 15 gp 1d8
Mace, heavy 12 gp 1d8

Armor

Light Armor Cost Armor Bonus
Padded 2 gp +1 AC
Leather 10 gp +2 AC
Studded Leather 25 gp +3 AC
Chain Shirt 100 gp +4 AC
Medium Armor Cost Armor Bonus
Hide 15 gp +3 AC
Scale Mail 50 gp +4 AC
Chainmail 150 gp +5 AC
Breastplate 200 gp +5 AC
Heavy Armor Cost Armor Bonus
Splint Mail 200 gp +6 AC
Banded Mail 250 gp +6 AC
Half-plate 600 gp +7 AC
Full Plate 1,500 gp +8 AC
Shields Cost Armor Bonus
Buckler 15 gp +1 AC
Shield, Light Wooden 3 gp +1 AC
Shield, Light Steel 9 gp +1 AC
Shield, Heavy Wooden 7 gp +2 AC
Shield, Heavy Steel 20 gp +2 AC
Tower 30 gp +4 AC

Adventuring Gear

Pack A (1-2)
* Backpack
* Bedroll
* Belt Pouch
* 2 sets of Caltrops
* Flint and Steel
* Lantern (hooded)
* 10 Oil Flasks
* Trail Rations (1 week)
* Shovel
* Signal Whistle
* Waterskin
Pack B (3-4)
* Backpack
* Bedroll
* Belt Pouch
* 10 pieces of Chalk
* Crowbar
* Flint and Steel
* Small Steel Mirror
* 4 Oil Flasks
* 10′ Pole
* Trail Rations (1 week)
* 10 Torches
* Waterskin
Pack C (5-6)
* Backpack
* Bedroll
* Belt Pouch
* Flint and Steel
* Grappling Hook
* 5 Oil Flasks
* 10′ Pole
* Trail Rations (1 week)
* 50′ Rope
* Tent
* 10 Torches
* Waterskin

Cleric Spells

0 – Level Spells: Orisons

Create Water
Range: 25 ft. + 5 ft./2 levels
Effects: creates 2 gallons/level of pure water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds

Guidance
Range: touch
Effects: +1 on one attack roll, saving throw, or skill check.
Duration: lasts for 1 min. or until discharged.

Light
Range: touch
Effect: object shines like a torch (about 20 ft. of full light and 20 extra dim ft. of light)
Duration: 10 min./level
Purify Food and Drink
Range: 10ft.
Effects: purifies 1 cu. ft./level of food or water.
Resistance
Range: touch
Effects: subject gains +1 on saving throws.
Duration: 1 minute.
Virtue
Range: touch
Effects: subject gains 1 temporary hp.
Duration: 1 minute.
1
st – Level Spells
Bless
Range: 50 ft.
Effects: allies gain +1 on attack rolls and communication + MIND checks against fear
Duration: 1 min./level.
Bless Water
Range: touch
Effects: makes holy water.
Cure Light Wounds
Range: touch
Cures 1d8 damage +1/ level (max +5).
Divine Favor
Range: personal
Effect: you gain +1 per three levels (max +3) on attack and damage rolls.
Duration: 1 minute.
Magic Stone
Range: touch
Effects: three stones gain +1 on attack, deal 1d6 +1 damage.
Duration: lasts for 30 minutes or until discharged.
Shield of Faith
Range: touch
Effects: aura grants +2 or higher AC bonus.
Duration: 1 min./level.
2
nd – Level Spells
Aid
Range: touch
Effects: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Duration: 1 min./level.
Cure Moderate Wounds
Range: touch
Effects: cures 2d8 damage +1/level (max +10).
Delay Poison
Range: touch
Effects: stops poison from harming subject.
Duration: 1 hour/level
Gentle Repose
Range: touch
Effects: preserves one corpse.
Duration: 1 day/level
Remove Paralysis
Range: 25 ft. + 5 ft./2 levels
Effects: frees up to 4 targets from paralysis or slow effect.
Restoration, Lesser
Range: touch
Effects: dispels magical ability penalty or repairs 1d4 ability damage.
3
rd – Level Spells
Create Food and Water
Range: 25 ft. + 5 ft./2 levels
Effects: feeds three humans (or one horse)/ level. The food is fairly bland and generally unappealing.
Duration: food only remains good for 24 hours before perishing.
Cure Serious Wounds
Range: touch
Effects: Cures 3d8 damage +1/level (max +15).
Prayer
Range: 40 ft. radius centered on casting
Effects: allies get a +1 bonus on most rolls, enemies take a –1 penalty
Duration: 1 round/level.
Remove Disease
Range: touch
Effects: cures all diseases affecting subject.
Searing Light
Range: 100 ft. + 10 ft./level
Effects: Ray deals 1d8/two levels damage, or 1d8/level against undead.
Speak with Dead
Range: 10 ft.
Effects: corpse answers one question/two levels.
Duration: lasts for 1 min./level.
4
th – Level Spells
Cure Critical Wounds
Range: touch
Effects: Cures 4d8 damage +1/level (max +20).
Discern Lies
Range: 25 ft. + 5 ft./2 levels
Effects: reveals deliberate falsehoods of 1 target/ 2 levels
Duration: concentration, up to 1 round/level
Saving Throw: MIND + level negates
Freedom of Movement
Range: personal or touch
Effects: subject moves normally despite impediments
Duration: 10 min./level
Neutralize Poison
Range: touch
Effects: immunizes subject against poison
Duration: 10 min./level
Restoration
Range: touch
Effects: dispels magical ability penalty or repairs 1d4 permanent ability damage, and 1 negative level.
Any temporary ability damage is completely restored.
Tongues
Range: touch
Effects: speak any language
Duration: 10 min./level
5
th – Level Spells
Atonement
Range: touch
Effects: removes burden of misdeeds from subject.
Commune
Range: Personal
Effects: ask yes/no question of other planar entity, 1 question/caster level. Chance of correct answer
5%/caster level, maximum 95%.
Duration: concentration trance
Cure Light Wounds, Mass
Range: 25 ft. + 5 ft./2 levels, 1 target per 2 levels
Effects: cures 1d8 damage +1/ level
Flame Strike
Range: 100 ft. + 10 ft./level, 10-ft. radius, 40 ft. high
Effects: Smite foes with divine re (1d6/level damage).
Saving Throw: can attempt to dodge for half damage
Raise Dead
Range: touch
Effects: restores life to subject who died as long as one day/level ago.
True Seeing
Range: touch
Effects: lets you see all things as they really are
Duration: 1 min./level
6
th – Level Spells
Banishment
Range: 25 ft. + 5 ft./2 levels
Effects: banishes 2 HD/level of extra planar creatures.
Saving Throw: MIND negates
Cure Moderate Wounds, Mass
Range: 25 ft. + 5 ft./2 levels, 1 target per 2 levels
Harm
Range: touch
Effects: deals 10 points/level damage to target.
Saving Throw: MIND + level for half damage
Heal
Range: Touch
Effects: cures 10 points/level of damage, all diseases and mental conditions. Also clears ability damage,
and conditions like temporary blindness and poison.
Heroes’ Feast
Range: 25 ft. + 5 ft./2 levels
Effects: food for one creature/level cures disease and grants +1 combat bonus
Duration: the food spoils after an hour. All bonuses from the food last 12 hours.
Quest
Range: 25 ft. + 5ft./level
Effects: commands any creature, binding it to a special task.
Duration: 1 day/level or until discharged
7
th – Level Spells
Cure Serious Wounds, Mass
Range: 25 ft. + 5 ft./2 levels, 1 target per 2 levels
Effects: cures 3d8 damage +1/ level
Destruction
Range: 25 ft. + 5 ft./2 levels
Effects: kills subject and destroys remains.
Saving Throw: STR + level save to take only 10d6 damage
Ethereal Jaunt
Range: personal
Effects: you become ethereal until the end of the spell. Ethereal beings are invisible and can pass
through solid objects, but force energy effects still affect them.
Duration: 1 round/level
Regenerate
Range: touch
Effects: subject’s severed limbs grow back, cures 4d8 dam- age +1/level
Restoration, Greater
Range: touch
Effects: dispels magical ability penalty or repairs 1d4 permanent ability damage, and all negative levels.
Any temporary ability score damage is completely restored.
Resurrection
Range: touch
Effects: fully restores a dead subject from a small portion of the corpse, with 1 negative level.
8th – Level Spells
Antimagic Field
Range: 10 ft area around caster
Effects: negates magic within field
Duration: 10 min./ level
Cure Critical Wounds, Mass
Range: 25 ft. + 5 ft./2 levels, 1 target per 2 levels
Effects: Cures 4d8 damage +1/ level
Dimensional Lock
Range: 100 ft. + 10 ft./level in 20ft radius
Effects: teleportation and inter planar travel blocked
Duration: one day/level
Discern Location
Range: unlimited
Effects: reveals exact location of create or object. To find a creature with the spell, you must have seen
the creature or have some item that once belonged to it. To find an object, you must have touched it at
least once.
Fire Storm
Range: 100 ft. + 10 ft./level, two 10-ft. cubes per level
Effects: deals 1d6/level fire damage.
Saving Throw: those caught in the area can try to dodge for half damage