Rules Update 13.12.18
December 18, 2013
Added 3 subjects to the Rules Compendium PDF under the RULES heading.
-Added Bloodied table and definition.
-Added final Botch Table.
-Added final Critical Hit Table.
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December 18, 2013
Added 3 subjects to the Rules Compendium PDF under the RULES heading.
-Added Bloodied table and definition.
-Added final Botch Table.
-Added final Critical Hit Table.
April 3, 2013
Changes:
Combat Styles
–Brawler Style now reduces weapon speed by 2 and standardizes the increases in damage from fists/feet.
–One Handed Style now reduces the weapon speed by 2, instead of 3. (Balances this against Brawler Style).
–Double Weapon Style weapon speed is reduced for a Quarterstaff as indicated in the 2nd edition rules (Combat and Tactics).
New:
Blindness & Proficiencies in Rules gives the penalties for being blind and the effects of Blindfighting Nonweapon Proficiency on blindness and the new Blind Warrior proficiency.
March 3, 2013
Changes:
Concentration Nonweapon Proficiency: According to 2nd edition rules, if a caster is damaged while casting, he loses the spell. Period. In accordance with that, Concentration now allows a Constitution check to avoid losing the spell, whenever you are damaged while casting.
New:
One-Handed Casting Nonweapon Proficiency: This allows a caster to cast with one hand, but take a -2 penalty to the casting check. This is the same bonus/penalty as the Elven Bladesinger special ability (2nd edition).
February 13, 2013
Almost everything has had a few tweaks here and there, but a few bigger things have changed and are described below:
-Tumbling Attack is now a Nonweapon Proficiency instead of a Metamartial.
-Added “Agile” Armor Power which reduces Armor Encumbrance equal to the Enhancement bonus.
-Altered requirements for some Metamartials.
-Altered a few of the Casting Check penalties for some Metamagics.
-Added Critical Actions to the Rules Compendium. These give alternate consequences to a critical hit instead of double damage. These are completely optional and can be used any time you make a critical hit with a weapon or spell.
-Added a more complete map of Southern Gallia that includes the Watchtower in the west (AQ-69), the Elven Occupied areas (AW-65, etc.), and the Torr’Esani occupied region in the east (BI-59, etc.).
***Please see related pages for more details. These descriptions are just a summary.***
February 22, 2012
Grappling
Str/Dex opposed roll
Size Modifier: Tiny -8, Small -4, Large: +4, Huge +8, Gargantuan +16
Number of Grapplers: One roll on each side. +2 per assisting grappler that succeeds on regular check.
Grapples per round:
Fighters: 2/round
Everyone else: 1/round
Grappling Condition:
No threatened squares
Surprise penalty
No Movement (except with check)
Grappling Actions – Requires opposed grapple check
Damage: natural or small weapons only. -4 for attacker.
Casting: Must have no Somatic component and 0 casting time. -1 per spell level for attacker.
Draw a small weapon.
Escape from a Grapple.
Move up to half full. (Taking all grapplers with you)
Pin Opponent
Use opponent’s small weapon: -4 for attacker. (Don’t gain possession of weapon)
Pinned Condition:
No threatened squares
Surprise penalty to AC
-4 to AC to those not pinning you.
Pinned Actions – Requires opposed grapple check
Escape pin
Pinning Condition:
No threatened squares
Surprise penalty to AC
Pinning Actions – Requires opposed grapple check
Damage: natural or small weapons only. -4 for attacker.
Move up to half full. (Taking all grapplers with you)
Use opponent’s small weapon: -4 for attacker. (Don’t gain possession of weapon)
Prevent opponent from speaking (No check needed)
Disarm opponent.
Cannot Cast, Draw a weapon, Pin another, or Escape another’s pin while pinning someone.
October 2, 2011
Clarified Mounted Combat rules:
Mounted Melee
–Gain +1 to attack when fighting man-sized unmounted opponents.
–Gain +2 to first attack if charging on horseback (Double damage with certain weapons)
–Do not lose any attacks for movement.
–If moving “through” an enemy, they do not get an Attack of Opportunity if they move aside and you get a max of 2 attacks on a target as you move past them (up to your normal limit).
–
Mounted Archery
–Gain +1 to attack when fighting man-sized unmounted opponents.
–Have all attacks if shooting while mount is stopped.
–Lose 1 attack if shooting while mount is moving (presumably because it takes a bit longer to take attacks –DM)
–Penalty of -2 to attacks while moving up to half rate, -4 while moving beyond half. (Again, no penalty if stopped)
–
Cavalry Training nonweapon proficiency
–Less checks when doing mounted maneuvers (No check when damaged for less than 50hp in 1 attack)
–Mount/Dismount as swift action.
–Reduces Missile attack penalties while moving by 2. (so no penalty up to half rate, and -2 beyond)
August 24, 2011
Gameplay:
–Most social encounters will now involve CHARISMA CHECKS. Good roleplaying will give bonuses, but success of the ability check will be the deciding factor.
Proficiencies:
–Armor Class bonuses now increase as you add WEAPON PROFICIENCY slots to it.
–TAUNT (Metamartial: 1 slot): [Melee Only] Demoralize a single opponent with your wit. During combat, make a Charisma check at the beginning of each round. If you succeed, the target is Bloodied toward you until the beginning of your next action. You may continue your taunting as long as you continue to succeed in the check each round. If the target has Taunt, the check becomes an opposed Charisma check.
–SOOTHING WORD (Nonweapon 1 or 2 slots): When healing by spell or the Healing proficiency, add your Charisma Reaction Adjustment to the HP healed.