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Grim-N-Gritty (3.5e Sourcebook)/Appendix 3

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Appendix 3: Standard vs. Grim-N-Gritty Characters Edit

This section provides you with a sample of a standard character and that same character re-made in the Grim-n-Gritty rules. It demonstrates the differences between the systems.

1st Level Rogue Edit

This character is a first level, human rogue. In the Grim-n-Gritty system, he has more Hit Points and slightly better ability to avoid damage in combat. The leather armor enhances his survivability in the GnG rules.

Standard Rules…

Hit Points: 7 (6 + 1 Con)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 14 (+3 Dex, +1 Armor)
Attack: Short Sword +1 (1d6+1)
Special Attacks: Sneak Attack (+1d6 damage).
Saves: Fort +1, Ref +5, Will +1
Ability Scores: Strength 13 (+1), Dexterity 16 (+3), Constitution 13 (+1), Intelligence 15 (+2), Wisdom 12 (+1), Charisma 8 (-1)

Grim-n-Gritty Rules…

Hit Points: 13 (13 Con + 0 Class)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
Defense: +4 (+3 Dex, +1 Class)
Protection: 1 (+1 Armor)
Attack: Short Sword +1 (1d6+1)
Special Attacks: Sneak Attack (+2 to hit).
Saves: Fort +1, Ref +5, Will +1
Ability Scores: Strength 13 (+1), Dexterity 16 (+3), Constitution 13 (+1), Intelligence 15 (+2), Wisdom 12 (+1), Charisma 8 (-1)

5th Level Fighter Edit

In the Grim-n-Gritty rules, this fighter has less than half the standard character’s Hit Points. However, his plate armor reduces all damage inflicted upon him by eight points.

Standard Rules…

Hit Points: 52 (10 + 4d10 + 20 Con)
Initiative: +0
Speed: 30 ft.
AC: 20 (+8 full plate armor, +2 large steel shield)
Attack: Bastard sword +9 (1d10+4)
Special Attacks: None.
Saves: Fort +8, Ref +1, Will +1
Ability Scores: Strength 18 (+4), Dexterity 10 (+0), Constitution 18 (+4), Intelligence 15 (+2), Wisdom 10 (+0), Charisma 8 (-1)

Grim-n-Gritty Rules…

Hit Points: 20 (15 Con + 5 Class)
Initiative: +0
Speed: 30 ft.
Defense: +4 (+5 Class, +2 large steel shield, -3 armor check penalty)
Protection: 8 (+8 full plate armor)
Attack: Bastard sword +9 (1d10+4)
Special Attacks: None.
Saves: Fort +8, Ref +1, Will +1
Ability Scores: Strength 18 (+4), Dexterity 10 (+0), Constitution 18 (+4), Intelligence 15 (+2), Wisdom 10 (+0), Charisma 8 (-1)

9th Level Monk Edit

In the Grim-n-Gritty system, this monk has less than one-half his standard Hit Points, but he has superior ability to avoid attacks.

Standard Rules…

Hit Points: 49 (8 + 8d8 + 8 Con)
Initiative: +3 (+3 Dexterity)
Speed: 60 ft.
AC: 19 (+3 Dexterity, +3 Monk)
Attack: Unarmed +7/+4 (1d10+1)
Special Attacks: Stunning Fist.
Saves: Fort +7, Ref +9, Will +8
Ability Scores: Strength 12 (+1), Dexterity 17 (+3), Constitution 13 (+1), Intelligence 14 (+2), Wisdom 15 (+2), Charisma 9 (-1)

Grim-n-Gritty Rules…

Hit Points: 19 (13 Con + 6 Class)
Initiative: +3 (+3 Dexterity)
Speed: 60 ft.
Defense: +12 (+3 Dexterity, +9 Class)
Protection: +3 (+3 monk bonus)
Attack: Unarmed +7/+4 (1d10+1)
Special Attacks: Stunning Fist.
Saves: Fort +7, Ref +9, Will +8
Ability Scores: Strength 12 (+1), Dexterity 17 (+3), Constitution 13 (+1), Intelligence 14 (+2), Wisdom 15 (+2), Charisma 9 (-1)



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