Rules Update 15.1.13

Added rules for Neck Snapping to the Rules Compendium as follows:

  • Must be a surprise from behind –or– performed on a “helpless” creature.
  • Uses one attack.
  • Attacker must make a successful Strength check.
  • Then victim must make a Save vs. Death.
    • Fail: Falls instantly to -10.
    • Save: Takes Unarmed Attack damage (usually 1d3+Str bonus).
  • Spider Sense nonweapon proficiency and Fortification armor power apply.

Rules Update 14.12.16

Changed:

  • Weapon Powers:
    • Returning: Changed to a +1 cost modifier from a +2. The entry now reads: “Returning [+1]: Weapon returns to your hand when forward movement stops.”
  • Armor Powers:
    • Agile: Changed to a +1 cost modifier from a +2. “Agile [+1]: Reduces encumbrance penalty from armor by 1 per Enhancement bonus on the armor. (Cannot reduce penalty to a bonus.)”
    • Wild: Changed to a +1 cost modifier from a +2. “Wild [+1]: Armor continues to function when a Druid or natural shapechanger shifts into animal form.”

Rules Update 14.12.1

Changed

  • Destruction and Restoration Staff: They are no longer charged for 24 hours by a 1st level spell. Now each shot expends a “charge.” Charges are gained by infusing the staff with spell energy at a rate of 30 charges per spell level. The document “Combat Styles” in the Rules tab now reflects this change.

Rules Update 14.11.24

Added:

  • Improved Shifting (Nonweapon Proficiency): Gain 2 more shapechanges per day and change as Swift action.

Changed:

  • Armor: Added called shot bonuses and reduced encumbrance on some armor pieces. Also increased the Damage Reduction on plate armors.
  • Armor Powers: Made armor material descriptions more clear, added prices for light armors versus medium and heavy armors, and changed prices on some rare armor materials.
  • Weapon Powers: Made weapon material descriptions more clear, added prices for small weapons versus medium and large weapons, and changed prices on some rare weapon materials.
  • Metamartials:
    • Harms Way: The entire action now is an Attack of Opportunity and is therefore limited in uses per round.
    • Push Attack: Add 5 more feet per Improved Metamartial NWP slot for a total of 15′ of push directly away from you.

Rules Update 14.10.12

Combat Styles (in Rules section):

  • Added Destruction and Restoration Staff weapon proficiencies and rules on their use.
  • Battlemage class added: They are a deadly mix of scholar and soldier; and are trained to utilize offensive spells during combat.

Your Dice…

Your Dice

Your Dice

Rules Update 12.2.22

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.

Rules Update 11.10.2

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)

Rules Update 11.8.24

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.