The System by Derek Paxton, Dana Simpkins, and Donald Treadway |
|---|
Version 1.00
- Overview
- Definitions
- General Rules
- Races
- Ability Scores
- Hit Points
- Combat
- Conditions
- Feats
- Character Points
- Skills
- Inborns
- Weapons
- Armor
- Magical Items
- Magic
The System was developed out of the core rules from TSR's Dungeons and
Dragons. In brief, the most impacting changes made are listed below:
- An elaborate skill system created with Broad/Specific skills, which replaces all classes. A character now chooses exactly what skills he wants his character to learn, instead of following a template.
- All skills, spells and other abilities are "Ranked", which replaces levels. A rank 8 casting of a Fireball spell will be more powerful than a rank 6 casting.
- Hit Points are divided into Body Hit Points (physical damage) and Dodge Hit points (exhaustion/defensive skill).
- Armor reduces (absorbs) damage, it does not add to Armor Class.
- Open round combat, Initiative determines how many segments a character has to wait before being able to act, this is no longer "bucketed" by rounds.
- Spell points are used to determine how many spells a day a caster can cast.
- Spheres (Paths) are used to determine casters spell access.
- The only Ability Scores used are Constitution, Dexterity, Strength, Talent and Virtue.
Absorption (Absorb): The amount that Body Damage is reduced by before
it is applied. Unless specifically stated to work against other damage types,
Absorption only reduces Physical Damage.
Armor Class: A creatures ability to keep from being hit by an
opponent. This is a generic measurement for a creatures reflexes, defensive
skill, and general difficulty to hit. A creature's Armor Class is 10 plus the
characters Defense modifier plus any additional modifiers.
Armor Piercing (AP): The amount that Absorption is reduced. If Armor
Piercing is greater than the victims Absorption the excess Armor Piercing is
wasted and not counted towards damage.
Armor Type: The grouping of different sorts of armor (light, medium
or heavy).
Body Damage: Any time damage that is done to a victim that is not
completely counted against Dodge Hit Points. This signifies that the attacker
has landed a blow on his victim, but since this is before Absorption is checked
it doesn't mean Hit Points will actually be lost. Body Damage being done is a
frequent check for grabs and other attacks that ignore armor.
Body Damage After Absorption: Body Damage after Absorption is the
damage that is subtracted from the victim Body Hit Points. This is a frequent
check for Poison on weapons and other attacks that require blood to be drawn.
Body Hit Points (BHP): The amount of damage a character can take
before being knocked unconscious. Body Hit Points represent a combination of a
character's physical fortitude, mass, and general ability to withstand abuse.
Character Points (CP): The points a character earns for combat,
role-playing, and completing quests. These points can be spent to enhance the
character.
Critical Range (Crit Range): The range of possible numbers that can
be rolled in a To-Hit attempt, and result in a Critical Hit counting up from
1. The Default for this is a Crit Range of 1, but this can be modified by
skills, items, etc.
Damage Type: The Damage types are: Acid, Cold, Death, Fire, Holy,
Lightning, Magic, Physical, Poison, and Unholy. These are the forms of damage
that can be taken, where Physical represents the most common form of weapon and
bashing damage. Exhaustion Damage is covered below.
Difficulty Class (DC): The number the character has to beat on a d20
roll with any adjusted bonus's he receives to perform a task. A simple door
may have a DC of (13) to resist being broken through while a iron bared door
may have a DC of (25).
Dodge Hit Points (DHP): The amount of damage a character can avoid
before he begins to take damage against his Body Hit Points. Dodge Hit Points
represent a character's ability to dodge and parry, with a bit of luck thrown
in as well. It also represents a character's endurance and stamina to keep up
the energy required in avoiding attacks. Dodge Hit Points are often an almost
magical ability that powerful warriors have to always sidestep an attack.
Opposed Action (OA): Opposed actions are rolled whenever two effects
contradict each other. They should be specified in the effect descriptions but
may also be requested at the DM's discretion. To resolve an Opposed Action a
d20 is rolled and added to the rank of each effect. The highest result takes
effect and the lowered is ignored. The newest effect wins ties. An Opposed
Action at +2 means the effect that is describing the check gets +2 on its
result.
Party Pool: Specific points purchased by the party that can be used
to allow the players to roll multiple dice to attempt to better their odds at
achieving a favorable roll.
Rank: The power scale of an effect, based off of any skill, spell or
other. All effects that do not have a specific rank should be considered to
occur at rank 1.
Spell Check: The Casters Sorcery (or Divine) check with a bonus equal
to the rank of the spell he is casting.
Spell Sphere: A classification of spells (Fire, Water, Apollo, etc)
which characters may learn.
Weapon Category: The overall grouping of weapons (missile, melee, or
thrown).
Weapon Type: The subcategories of weapon types in a weapon category
(long blades, short blades, crossbows, etc).
Rounding: All numbers are rounded down even if the fraction is
one-half or larger.
Multiplying: When two or more multipliers apply, combine them into a
single multiplier with each extra multiplier adding 1 less than its original
value. So, if a character does double damage for a critical hit and has a
sword that does double damage to Golems, it would do triple damage (2 + 1) to
Golems on that critical hit. Or if the same character rolled a Crit that did
triple damage and was using a sword that did quadruple damage to Golems he
would do 6x normal damage (3 + 3 or 4 + 2 dependin g on which order you look at
it in).
Stacking Bonuses: In a group of Bonus's if any gives a max it may not
help toward overcoming that max. So if a character with 15 Strength is wearing
a Ring of Strength +3 (no max) and a Ring of Strength +3 (max 19) his Strength
would be 19. In other words the player cannot opt to count the ring with the
max first, no matter what order he puts the rings on. The bonuses are always
calculated against the character.
| Name |
Max Body/Size |
Con |
Dex |
Str |
Tal |
Vir |
| Special Abilities |
Dwarf, Grey (Duergar) | 6 / Medium | 1d8+10 | 1d8+5 | 1d6+10 | 1d6+1 | 1d8+6 |
| Move 20, Low-Light Vision 60', Darkvision 120', -1 to hit in normal light, -2 to hit in bright light. |
| Dwarf, Hill | 6 / Medium | 1d10+8 | 1d6+7 | 1d8+8 | 1d6+1 | 1d8+6 |
| Move 20, Darkvision 90' |
| Dwarf, Mountain | 6 / Medium | 1d8+10 | 1d8+5 | 1d6+10 | 1d6+1 | 1d8+6 |
| Move 20, Darkvision 90' |
Dwarf, Oriental (Korobokuru) | 6 / Medium | 1d6+12 | 1d10+2 | 1d6+10 | 1d6+1 | 1d8+7 |
| Move 20, Darkvision 90', Unable to lie |
Elf, Dark (Drow) | 4 / Medium | 1d10+4 | 1d8+8 | 1d10+4 | 1d8+8 | 1d8+5 |
| Move 30, Low-Light Vision 60', Darkvision 120', -1 to hit in normal light, -2 to hit in bright light, Listen (+2), Spot (+2) |
Elf, Grey (Moon Elves) | 4 / Medium | 1d10+4 | 1d8+8 | 1d10+4 | 1d8+9 | 1d8+4 |
| Move 30, Low-Light Vision 60', Enchantment sphere spells cast at +1 rank, Listen (+2), Spot (+2) |
Elf, High (Gold Elves) | 4 / Medium | 1d10+4 | 1d8+9 | 1d10+4 | 1d8+8 | 1d8+4 |
| Move 30, Low-Light Vision 60', Listen (+2), Spot (+2) |
| Elf, Wild | 4 / Medium | 1d8+6 | 1d8+9 | 1d10+4 | 1d8+7 | 1d8+4 |
| Move 30, Low-Light Vision 60', Listen (+2), Spot (+2) |
| Elf, Wood | 4 / Medium | 1d10+4 | 1d8+8 | 1d10+4 | 1d8+4 | 1d8+9 |
| Move 30, Low-Light Vision 60', Nature sphere spells cast at +1 rank, Listen (+2), Spot (+2) |
| Gnoll | 8 / Large | 1d8+10 | 1d10+5 | 1d8+9 | 1d6+2 | 1d6+2 |
| Move 30, Move 9", Low-Light Vision 90', Skill: Heartiness, Listen (+2) |
| Goblin, Deep | 3 / Small | 1d8+8 | 1d10+6 | 1d8+6 | 1d8+3 | 1d6+2 |
| Move 20, Darkvision 60', Base absorb 1, Hide in Shadows (+1), Skill: Heartiness |
| Goblin, Surface | 3 / Small | 1d10+6 | 1d8+8 | 1d12+2 | 1d8+3 | 1d6+2 |
| Move 20, Darkvision 60, Stealth (+1), Skill: Heartiness, +2 AC for size |
| Half-Elf | 5 / Medium | 1d10+5 | 1d10+7 | 1d10+5 | 1d8+6 | 1d8+4 |
| Move 30, Low-Light Vision 30', Listen (+1), Spot (+1) |
| Half-Orc | 6 / Medium | 1d8+8 | 1d8+7 | 1d8+8 | 1d4+3 | 1d4+3 |
| Move 30, Low-Light Vision 30' |
| Half-Ogre | 7 / Medium | 1d8+10 | 1d8+5 | 1d8+10 | 1d4+2 | 1d4+2 |
| Move 25, Skill: Ironskin |
| Halfling, Hairfoot | 3 / Small | 1d12+4 | 1d6+12 | 1d8+4 | 1d8+6 | 1d8+4 |
| Move 20, Low-Light Vision 60', Listen (+2), Spot (+1) |
| Halfling, Stout | 3 / Small | 1d8+8 | 1d10+8 | 1d8+5 | 1d8+4 | 1d8+4 |
| Move 20, Low-Light Vision 60', Darkvision 60', Listen (+2) |
| Halfling, Tallfellow | 3 / Small | 1d10+6 | 1d8+10 | 1d8+4 | 1d8+6 | 1d8+4 |
| Move 20, Low-Light Vision 60', Listen (+2) |
| Hobgoblin | 6 / Medium | 1d6+10 | 1d8+6 | 1d8+8 | 1d8+2 | 1d8+2 |
| Move 30, Low-Light Vision 60' |
| Human | 5 / Medium | 1d10+6 | 1d10+6 | 1d10+6 | 1d8+4 | 1d8+4 |
| Move 30, One of the 1d10+6 rolls may be a 1d6+10 or one 1d8+4 may be a 1d8+8 |
| Jadian | 6 / Medium | 1d8+7 | 1d10+6 | 1d8+7 | 1d8+5 | 1d8+9 |
| Move 30, Psionic Wild Talent |
| Lizardman, Swamp | 6 / Medium | 1d8+8 | 1d8+9 | 1d8+7 | 1d8+4 | 1d6+4 |
| Move 25, Darkvision 60', Base Absorb 1, Skill: Swim (rank 5), Skill: Heartiness |
| Lizardman, Cave | 6 / Medium | 1d8+8 | 1d10+5 | 1d8+8 | 1d6+4 | 1d8+4 |
| Move 25, Darkvision 60', Base Absorb 1d4, Mute, Skill: Heartiness |
| Ogre | 9 / Large | 1d8+11 | 1d6+4 | 1d8+11 | 1d4+2 | 1d6+2 |
| Move 20, Base Absorb 1, Skill: Heartiness |
| Orc | 6 / Medium | 1d8+9 | 1d8+7 | 1d8+8 | 1d4+2 | 1d4+2 |
| Move 30, Low-Light Vision 60', Skill: Heartiness |
| Pixie | 1 / Tiny | 1d6+1 | 1d8+8 | 1d4+1 | 1d8+10 | 1d8+4 |
| Move 5, Fly 30 |
Tabaxi (Cat-man) | 4 / Medium | 1d10+4 | 1d6+12 | 1d6+8 | 1d6+4 | 1d6+8 |
| Move 35, Claws make hands do 1d4 slashing damage, Manipulation (-4), Skill: Leap |
| Size | | Modifiers |
| Tiny | | +2 to hit, +2 to Armor Class |
| Small | | +1 to hit, +1 to Armor Class |
| Medium | | None |
| Large | | -1 to Hit, -1 to Armor Class, +25% to Body Hit Points |
There are only five Ability Scores: Constitution (Con), Dexterity (Dex),
Strength (Str), Talent (Tal), and Virtue (Vir).
All statistics use the following modifiers when they are listed as modifying
a skill. In addition Talent uses the Ability score Modifier to determine the
character's Spell DC bonus and Strength uses it to determine the character's
Damage Bonus with Melee and Thrown Weapons. Constitution uses it for Healing
adjustment and Virtue uses it for a modifier to resist Possession attempts.
| Ability Score | Modifier | Hit Points | Max Sphere Rank | Weight Allowance |
| 0 | -6 | 0 | 0 | 0 |
| 1 | -5 | 1 | 0 | 1 |
| 2-3 | -4 | 1 | 0 | 2 |
| 4-5 | -3 | 2 | 1 | 3 |
| 6-7 | -2 | 3 | 2 | 4 |
| 8-9 | -1 | 4 | 3 | 6 |
| 10-11 | 0 | 5 | 3 | 8 |
| 12-13 | +1 | 6 | 4 | 9 |
| 14-15 | +2 | 7 | 5 | 12 |
| 16 | +3 | 8 | 6 | 15 |
| 17 | +3 | 9 | 7 | 16 |
| 18 | +4 | 10 | 8 | 16 |
| 19 | +4 | 11 | 9 | 17 |
| 20 | +5 | 12 | 9 | 18 |
| 21 | +5 | 13 | 10 | 19 |
| 22 | +6 | 14 | 10 | 20 |
| 23 | +6 | 15 | 11 | 22 |
| 24 | +7 | 16 | 11 | 24 |
| 25 | +7 | 17 | 12 | 26 |
| 26 | +8 | 18 | 12 | 28 |
| 27 | +8 | 19 | 13 | 30 |
| 28 | +9 | 20 | 13 | 32 |
| 29 | +9 | 21 | 14 | 34 |
| 30 | +10 | 22 | 14 | 36 |
Damage Bonus with Melee and Thrown Weapons: This can never exceed the
average weapon damage for that weapon, without magic. For example, if a
character with a 20 strength attacked with a dagger that he has 2 ranks of Way
of Earth with (increasing the dagger's damage to 1d6), he would have an average
damage of 3.5. Because of that he could only use 3 points of his bonus
strength damage. This uses the Modifier column to determine the amount and is
based on the characters Strength.
Healing Adjustment: If this reduces a character heal rate below 1
then it takes an additional day (or hour for Dodge hit points) to heal 1 Hit
point per point under 1 that the character's heal rate is at. So, a Heal rate
of 0 means the character heals 1 Body hit point per 2 days or 1 Dodge hit point
per 2 hours. A Heal rate of -3 means the character heals 1 Body hit point per
5 days or 1 Dodge hit point per 5 hours.
Hit Points: These are the amount of Hit Points that the character has
for every rank of Body or Dodge that he has. The Body Hit Points are
determined by the character's Constitution and his Dodge is determined by the
character's Dexterity.
Resist Possession: This modifier applies to any possession attempt,
from the attack of a spirit to a Magic Jar spell. It uses the Modifier column
and is determined by the characters Virtue.
Spell DC Bonus: This is a bonus the character gains to the DC of
spells he casts. It uses the Modifier column to determine the amount and is
based on the characters Talent.
Weight Allowance: Every weapon gives a penalty to its initiative
based on its weight. Weight Allowance offsets that minus but can never give
you a bonus to initiative. The total weight for a character is the total of
his weapon, armor and shield weight. A character receives a +1 initiative
penalty for every point his weight is above his Weight Allowance. A character
whose weight is greater than twice his Weight Allowance is too bogged down to
be able to attack at all. Using a weapon two-hand ed reduces its Weight
Allowance by 2 (but never below 1). Using two weapons requires you to add
their weight together. Any penalty received because their combined weight is
above the character's weight allowance is applied to both weapons. It is
determined by the Character's Strength.
Talent:
Talent (Tal) is used to determine the maximum amount of ranks a character
can learn in Mage spheres as well as determine if the character is able to use
some magical items. By using certain items in spell casting, such as foci and
a casting chamber, a character can raise his talent as it applies to that
spell, while a magic dead area could drop a character's talent.
The Spell Resistance gained by a low Talent only applies to arcane spells,
and mage spell-like effects cast specifically on the character from monsters
and people native to the Prime Material and Inner planes. This is not
voluntary and "protects" even against spells cast from friendly casters, as
such it is more of a curse than a benefit. Unlike normal Spell Resistance this
only applies to spells whose area of effect is the character and not a range
(the theory being the spell needs to find the charac ter's aura in order to
effect him). As such it will help against a Polymorph cast on the character
but will not protect against a Fireball or Wall of Force. Note that since the
character's Talent is so low the character will often be unable to use many
magical items. This Magic Resistance also applies whenever the character
attempts to use any magical item that his low Talent would allow him, except
for straight pluses from magical weapons and armor (spell like effects from the
weapons and armor still a re effected by the Magic Resistance).
| Talent | | Special Abilities |
| 1 | | Spell Resistance (16) vs. Targeted Spells, Will not notice no effect magic cast on him |
| 2 | | Spell Resistance (11) vs. Targeted Spells, Will not notice no effect magic cast on him |
| 3 | | Spell Resistance (8) vs. Targeted Spells, Will not notice no effect magic cast on him |
| 4-5 | | 50% unlikely to notice no effect magic cast on him |
| 15 | | Needed to use items for Wizards only |
| 20 | | Detect Magic (touch only) |
Virtue:
Virtue (Vir) is the spirituality of the character. It measures his faith,
conviction, and general attunement to all things spiritual.
Spell Resistance applies only to those spells, and spell-like effects, from
outer planar creatures and priests. It does not in any way protect against
Wizard spells.
| Virtue | | Special Abilities (Good & Neutral/Evil) |
| 15 | | Needed to use items for Priests only |
| 19 | | Permanent Bless (PH, Rank: Virtue-17) |
| 20 | | Divine Spell Resistance: Virtue-12, Pacify/Scare (PH) at will (Rank: Virtue-18) |
| 21 | | Permanent Protection from Evil/Good (Rank: Virtue-19) |
| 22 | | Permanent Negative Plane Protection (Rank: Virtue-20) |
| 23 | | Permanent Cloak of Bravery/Fear (PH) at Will (Rank: Virtue-20) |
| 24 | | Permanent Sanctuary (PH, Rank: Virtue-20) |
| 25 | | Commune 1/week (PH, Rank: Virtue-20) |
Hit Points are divided into two categories. The first is called Body Hit
Points and represents the actual amount of damage the character's body can
withstand. The second is called Dodge Hit Points and represents the
character's ability to dodge attacks, parry, and just plain luck. A round of
combat consists of many feints, thrusts, parries and dodges, not just two
people facing off and hacking into each other. It also doesn't make sense to
think that a person with 80 hit points could withstand being bashed with a war
hammer 20 times and still be able to run around and fight normally (his body
would be hamburger). A successful attack might not actually even hit a
character but would just tire him, causing him to parry the attack or dodge to
the side. In these cases he would lose Dodge Hit Points. He wouldn't actually
start being "injured" until his Dodge Hit Points are gone and he is taking
damage against his Body Hit Points, this represents actual damage to his body.
In the example above our figh ter with 80 hit points might take 14 damage with
the damage counted against his Dodge Hit Points, tiring him out, before the
last 6 hits begin to actually injure him. This also makes those rare attacks
that can't be dodged (such as falling from a great height) all the more
dangerous.
Most special attacks by monsters that take effect after a successful hit now
require Body damage to be done to be effective. This includes diseases passed
by a monsters attack, paralyzation, poison, or other special attacks that
require contact including knockout from punching, wrestling and martial arts
attacks. Some spells are a special exception to this.
In most cases the character's Dodge Hit Points must be removed before he
starts taking damage to his Body Hit Points. There are cases where the damage
done is taken directly from the character's Body Hit Points even if he has
Dodge Hit Points left; generally these are situations where the character has
no way to dodge the attack. Note that if a character runs out of Body Hit
Points he is dead, even if he has Dodge Hit Points left. Possible causes for
the character taking damage directly to his Body H it Points include, but are
not limited to, the following:
- Prone Attacks
- Falling Damage
- Some Critical Hits
- Poison
- Entering a hostile environment (Drowning, Swimming in Lava, etc.)
- This does not include the effect of spells or dragon breath
- Backstabs and other surprise attacks
- If for any reason the character chooses to simply not avoid the attack and take it straight to Body (if for example he believes his absorption will cover it)
Healing:
Characters heal Body damage and Dodge damage differently. Follow these
rules when healing characters:
- Character's heal rate is their amount of Body ranks + Healing adjustment provided by their Constitution (see Ability Scores).
- A character that gets a good nights rest recovers his heal rate in Body points. A good night's rest requires adequate food, water and a sheltered sleeping location, usually requiring a tent and bedroll. DM's may imply heal rate penalties for less than optimal sleeping conditions.
- A resting characters regains his heal rate in Dodge points for every hour he rests.
- Characters heal Body and Dodge at the same time.
- A character cannot naturally heal any Dodge points that would give him less Dodge damage than he has Body damage. For example, if a character has 3 points of Body damage he can only heal Dodge until he has 3 points of Dodge damage left, then he must wait to recover more Body before he can recover any more Dodge.
Negative Hit Points:
Creatures can be reduced to negative half their maximum Body Hit Points
before dying. Once past 0, generally the character is unconscious. For
example a warrior with 7 Body HP and 6 Dodge HP could be reduced to -3 before
dying (at -4 he would be dead). Notice there is no limit on this, so although
that golem may no longer be moving, a mage might be able to fix him up to work
again (a golem with 120 Body Hit Points would be able to be reduced to -60
before being destroyed beyond repair).
Combat in the System is not round based. Instead every character announces
his actions and each action has a segment cost (otherwise known as an
initiative cost). After those segments have passed the character is able to
take that declared action. At anytime before that action occurs the character
is able to declare a different action although his new segment cost will start
for the segment he declares the new action. All combat starts on segment
0.
So for example Orthus has an initiative of 8 with his Katana and is fighting
a pair of Lizardmen, both of which have an initiative of 12. On segment 0,
Orthus declares that he is attacking Lizardman 1 and both Lizardmen declare
that they are attacking Orthus. When segment 8 rolls around he rolls his to
hit and damage if needed and after finding that his hit doesn't kill Lizardman
1, Orthus declares that he is continuing to attack Lizardman 1. On segment 12
both Lizardmen (assuming the one Orthus atta cked is still alive) are able to
attack Orthus, and after doing so declare that they continuing to attack
Orthus. On segment 16 Orthus goes again and, assuming Orthus continues
attacking, all three of them go on segment 24. This continues until combat is
over.
Critical Hits and Fumbles:
Critical Hits: Rolled for every time a 20 is rolled to hit unless a
20 is the only number that will hit.
Blunt Chart
| Roll | | Critical Effect |
| 26 | | Shattered Spine- Body x4, if Body damage is done victim is Stunned for 3d6 rounds |
| 24-25 | | Crushed Leg- Body x3, if Body damage is done one of the victim's legs is incapacitated for 2d4 days |
| 21-23 | | Crushed Arm- Body x3, if Body damage is done one of the victim's arms is incapacitated for 2d4 days |
| 20 | | Sledge-O-Matic- Roll again on this chart at -2 |
| 19 | | Brained!- Body x3, if Body damage is done victim is Stunned for 1d6 segments |
| 18 | | Rearranged Innards- Body x3 |
| 16-17 | | Glass Jaw- Body x2, if Body damage is done victim is Stunned for 1d8 segments |
| 14-15 | | Mighty Blow- Body x2, if Body damage is done victim is Stunned for 1d6 segments |
| 12-13 | | Knocked Breathless- Body x2, if Body damage is done victim is Stunned for 1d4 segments |
| 9-11 | | Haymaker- Body x2 |
| 6-8 | | Roundhouse- Body x1, if Body damage is done victim is knocked Prone |
| 2-5 | | Falling for a Feint- Dodge x2 |
| 1 | | Love Tap- Body x1 |
Piercing Chart
| Roll | | Critical Effect |
| 26 | | Severed Artery- Body x5, if Body damage is done victim suffers Bleeding (+4) |
| 24-25 | | Loss of Eye- Body x4, if Body damage is done victim permanently loses an Eye |
| 21-23 | | Impaled- Body x4, Absorption is ignored |
| 20 | | Perfect Strike- Roll again on this chart at -2 |
| 19 | | That's Gonna Leave a Mark- Body x4, if Body damage is done victim permanently loses 1 point of Constitution |
| 18 | | Carved your Initials- Body x4 |
| 16-17 | | Biting Wound- Body x3, if Body damage is done victim suffers Bleeding (-1) |
| 14-15 | | Vulnerable Area- Body x3, Absorption is ignored |
| 12-13 | | Pinned- Body x3 |
| 9-11 | | Riposte- Body x2, character gains a free attack |
| 6-8 | | Lucky Blow- Body x2 |
| 2-5 | | Falling for a Feint- Dodge x2 |
| 1 | | Mighty Tickle- Body x1 |
Slashing Chart
| Roll | | Critical Effect |
| 26 | | Severed Limb- Body x4, if Body damage is done victim loses a random limb and suffers Bleeding (+8) |
| 24-25 | | Forced Lobotomy- Body x3, if Body damage is done victim suffers Bleeding (0) and is stunned for 2d4 segments |
| 21-23 | | Sucking Chest Wound- Body x3, if Body damage is done victim suffers Bleeding (+6) |
| 20 | | Perfect Strike- Roll again on this chart at -2 |
| 19 | | Evisceration- Body x3, if Body damage is done victim suffers Bleeding (+4) |
| 18 | | Crimson Graffiti- Body x3 |
| 16-17 | | Surgical Strike- Body x2, if Body damage is done victim suffers Bleeding (+2) |
| 14-15 | | Backswing- Body x2, character gains a free attack |
| 12-13 | | Cut to the Bone- Body x2, if Body damage is done victim suffers Bleeding (-1) |
| 9-11 | | Power Slash- Body x2, if Body damage is done victim is Pained for 6 rounds |
| 6-8 | | Hitting with Momentum- Body x1, Dodge x1 |
| 2-5 | | Falling for a Feint- Dodge x2 |
| 1 | | Is your name Lar?- Body x1 |
Critical Fumbles: Rolled for every time a 1 is rolled to hit.
Fumble Chart
| Roll | | Fumble Effect |
| 20 | | Roll twice on this Table |
| 19 | | Character stunned for next 1d12 segments |
| 18 | | Leave yourself open to an immediate automatic critical hit by one opponent in melee |
| 16-17 | | Non-magical weapon broken, if no weapon character takes 2d8 Body damage |
| 14-15 | | Make a Dodge check at -2 or stunned for next 1d10 segments |
| 12-13 | | Weapon jammed in surrounding's, takes a successful strength check at -4 to free, Init:4 |
| 10-11 | | Throw weapon 1d6 x 10' in random direction, no effect if no weapon, if a character is in that area he has a 25% chance of being hit by the weapon (Attack +5, Damage as weapon base damage -2) |
| 8-9 | | Fall into opponent, causing all weapons longer than a dagger to be useless as grappling begins |
| 6-7 | | Leave yourself open to an immediate automatic hit by one opponent in melee |
| 4-5 | | Character sprains ankle, AC -2 and Move -6" for 1d4 turns |
| 2-3 | | Trip- Character falls prone |
| 1 | | Accidentally hit opponent, normal damage |
Time:
Combat is counted in segments. In many cases it is important to know how
much real time these actions are taking.
| 1 Segment | = | 3 seconds |
| 1 Round | = | 10 segments |
| 1 Minute | = | 2 Rounds |
| 1 Turn | = | 10 Minutes |
| 1 Hour | = | 6 Turns |
| 1 Day | = | 24 Hours |
| 1 Week | = | 7 Days |
| 1 Month | = | 4 Weeks (unlike our world every month has exactly 4 weeks) |
| 1 Year | = | 12 Months |
Initiative:
There is no roll for Initiative unless two combatants are going in the same
segment and either the DM or one of the players wishes it to not be
simultaneous. If so both combatants roll a d10 and the lowest goes first, in
the case of a tie the actions are simultaneous. In general a character will go
on segments divisible by his Initiative (now a set number), but a DM may levy
segment costs in certain situations such as:
| Drawing a weapon: | | Base Initiative of the weapon -5 |
| Movement: | | Total Distance / Movement Rate |
| Drink a Potion in hand: | | 2 |
| Get item from inventory: | | DM's discretion, penalties for combat and item accessability |
Spells are broken down into two categories for casting purposes. The first
is a 4 segment preparation time which can be done for a specific spell before
combat begins. The second category is the spells actual casting time, which
for conversion of spells outside this documents 4 greater than normal.
Determining Hits:
To determine if the attack was successful the attacker rolls a d20 and adds
his Accuracy bonus (with any applicable Attack modifications). If the total is
equal to or greater than the victims Armor Class the attack was successful. If
a 20 is rolled and a 20 is not the only number that will hit a Critical Hit is
scored. If a 1 is rolled then the attacker has committed a Fumble.
Applying Damage:
Once a hit has been determined, the next step is applying damage. Damage is
rolled as per the attacker's weapon damage plus modifiers. Then the following
steps are followed:
- If the damage is Straight to Body or if the victim has 0 Dodge Hit Points skip to step 4.
- If the victim's Dodge Hit Points are greater than the damage the damage is subtracted from the victim's Dodge Hit Points and this process ends.
- The victim's Dodge Hit Points are subtracted from the remaining damage and the process continues with this number being the Body Damage. The victims Dodge Hit Points are now 0. Body Damage is often necessary to determine if grabs and such are successful.
- The victim's Absorption is reduced by the attacker's Armor Piercing. This number (minimum 0) is subtracted from the Body Damage. This is the Applied Body Damage, and if it is 0 or less this process ends. Remember, unless specifically stated Absorption and Armor Piercing apply only to Physical Damage.
- Any remaining damage is subtracted from the victim's Body Hit Points. If the victim's Body Hit Points drop below 1 then the victim is unconscious. If the victim's Body Hit Points drop below negative a half of his maximum Body Hit Points then he is Dead. Any damage done in this step is considered Body Damage after Absorption and is usually required for poison effects to occur and such.
Attack en Masse:
When multiple attackers attack a single opponent they are entitled to a
bonus equal to +1 to hit their opponent for each additional attacker beyond the
first, and the single opponent suffers a -1 to hit for each attacker beyond the
first. So if three fighters are attacking a death knight, all of the fighters
gain a +2 to hit and the death knight suffers a -2 to hit.
If there is a size difference between the attackers and the opponent it
takes three times as many attackers to gain the bonus for each size category
difference. So it would take 4 size medium attackers to gain a +1 against one
large opponent (who would likewise suffer only a -1 to hit) or 10 size small
attackers to gain a +1 against one large opponent.
Holding Attacks:
A character may hold his attack instead of attacking. He may even do this
when he is not in combat with anyone. It takes as long to hold your attack as
your attack initiative is. This can be done with Melee, Missile and Thrown
weapons but cannot be done with spells or magic items spell like effects.
Characters that join melee with a held attack get their attack on the 0 segment
or on whatever segment they reach their opponent.
Attacks of Opportunity:
A character in melee is assumed to be doing his best to both avoid attacks
from enemies, and at the same time threaten any enemies near him to keep them
on their toes. Sometimes, however, the character may let his guard down enough
to allow his opponents the opportunity to take a free attack on him. These are
Attacks of Opportunity.
A character is unable to take more than one Attack of Opportunity every 8
segments no many how many are presented to him. So if a character is in melee
with 3 Orcs and all three turn and flee on the same segment the character has
to select which he wishes to gain his free attack against. Also if he takes an
Attack of Opportunity against the first Orc as it flees and the other two Orcs
flee 5 segments later he can't take an attack of opportunity against either of
them.
Fleeing Melee:
If a character attempts to break from melee combat from someone that has
either attacked him, or whom he has attacked since the start of melee that
opponent gets an Attack of Opportunity against him.
Firing Into Melee:
Characters attempting to throw weapons or shoot missiles into melee suffer a
-4 to hit their opponent. If the attack misses by 4 or less the character must
roll another attack on the person his opponent was in melee with.
Called Shots:
A character choosing to attack an opponent's vulnerable area is considered
to be using a called shot. In doing so the character suffers a -4 to hit and
the benefits of succeeding with the strike depend on the target. Typically the
Called Shot allows a character to score Body damage on an adjusted roll of 1 or
lower. On other targets it might have other effects (DM's discretion) such as
a dragon with a vulnerable spot under its heart where one good hit (at least 8
points of damage) will instantly slay it, to an almost invulnerable warrior who
can only be injured by striking his heel. Certain attacks may be more
difficult and require more than a -4 penalty to hit, while others might be
easier and only suffer a -1 or -2 to hit. And some creatures (such as zombies
and golems) may be completely immune to called shots. As before the details of
a particular called shot remain at the DM's discretion. Shots to attempt to
poke out an opponents eye and equally hard shots should suffer at least a -8 to
hit, a nd the victim should be allowed a Dodge check to avoid permanent
disability (with a successful hit and a successful save resulting in normal
damage, but no eye loss).
Two-Handed Weapons:
A character can use any weapon of his same size category in one hand and use
any weapon of up to one size category larger than his size in two hands. So a
human (size medium) could use a long sword (size medium) in one hand and a
two-handed sword (size large) in two hands. A Halfling (size small) could use
a short sword (size small) in one hand, a long sword (size medium) in two hands
and could not use a two-handed sword. A Gnoll (size large) could use a short
sword, a long sword and a two-handed in one hand.
Using Two Weapons:
All characters using two weapons are -2 to hit with their primary weapon and
-4 to hit with their secondary weapon. The initiative is tracked separately
for each weapon, and his strength is reduced by 2 with his secondary weapon for
damage purposes. Also, the character's secondary weapon suffers a 1 segment
initiative penalty.
A character using a weapon in his secondary hand but not in his primary hand
is -2 to hit with it unless he is ambidextrous.
Reach:
Reach is the distance (expressed in 5' blocks) that the character can
threaten by being able to make attacks into that area. So a character or
creature with a reach of 3 threatens all opponents within 15' of them, or
within 3 5' hexes of them.
If two opponents are closing for melee and both have a held attack the
opponent with the longer reach will be able to attack first.
Tiny creatures typically have a reach of 0, meaning they don't threaten any
creatures in the hexes around them.
Falling Damage:
Characters who fall take 1d6 in Body damage for the first 10' they fall, an
additional 2d6 Body damage for the next 10' they fall, an additional 3d6 Body
damage for the next 10' they fall, etc. Up to a maximum of 20d6. So a
character that falls 20' takes 3d6 Body damage, 6d6 if he falls 30', and so
on.
Movement:
All characters have a base Move rate which signifies how many feet they can
move per round. A normal humans Move is 30 so he can move 30' per round.
Movement in Armor:
Movement is reduced by 5 if the character is wearing Medium Armor and by 10
if the character is wearing Heavy armor. Characters wearing Light armor don't
suffer any movement penalty. This penalty is applied before the movement is
multiplied for Double Move or Running.
Normal Move:
Typically characters don't intentionally move during combat. Characters may
do this however and still continue with all of their normal actions. The only
penalty they receive is that whatever action they are attempting suffers a +2
initiative penalty. They are of course open to any Attacks of Opportunity that
their movement may cause.
Double Move:
A Double Move is a quickened hustle that still allows the character to
actively defend himself. Characters Double Moving move at double their normal
rate. The only action a character can take while Double Moving is Holding an
Attack, and he even suffers a -2 Initiative penalty to this action.
Running:
Running is a full out sprint where the character is concerned with nothing
except the speed at which he can get to his intended goal. Characters cannot
perform any actions while running and take all damage straight to body if
attacked. A character can only run for an amount of segments equal to his
Constitution plus double any ranks he has in Endurance. Characters that push
themselves to run past this can continue on for 50% longer but gain the
Fatigued condition when they stop.
Free Step:
A character can at any time take a 5' free a step in any direction without
inviting any Attacks of Opportunity. This represents the normal fluid nature
of combat. After taking a Free Step a character is unable to take another
until at least 10 segments have passed.
Asleep: Magical sleep requires damage to be done to the victim before
he can begin to wake up. Normal sleep allows the character to make a Listen
check with a modifier determined by the DM (+2 to notice someone walking up to
the bed, -2 to hear someone opening the door to the room) to wake up. While
asleep the victim is considered helpless, is automatically hit, and all damage
against him is doubled. Any modifiers the attacker may have for backstabs are
calculated in addition to this doubling of the damage. Once awakened the
victim is -2 to hit and Armor class for 2 rounds as he attempts to get his
bearings.
Berserk: A berserk character gains +4 to Constitution and Strength
(no max) and suffers a -2 penalty to AC. During the time he is berserk he also
gains a +2 Willpower checks. Damage done while a character is berserk is done
first to real hit points and then to the temporary hit points from the
increased Con, meaning a character can die when this condition wears
off. A Berserk character cannot attempt any actions that require patience
or concentration, such as spell casting.
Bleeding (..., -2, -1, 0, +1, +2, ...): A character that is bleeding
takes a d6 plus the specified amount in Body damage every 10 segments. This
damage is considered Physical damage but cannot be absorbed. If this damage is
ever 0 or less, the Bleeding stops. It takes a successful use of the Heal
skill (First Aid) or other action that specifically stops bleeding to stop this
damage from occurring. Otherwise, it persists until the character dies.
Regenerating creatures stop bleeding if the ble ed amount is ever equal to or
less than the amount they regenerate each round.
Blind in One Eye: Victims that are blind in one eye are -2 to all
Perception checks and -2 to hit will all non-melee attacks because of the loss
of depth perception.
Hopeless: A victim who is hopeless doesn't believe that anything he
does matters. They may attack or not, they may run or not, but they really
don't think it makes any difference. Hopeless victims will most likely sit or
lay down, fighting only to defend themselves. When in combat hopeless victims
are -2 to hit and -1 to damage and never take Attacks of Opportunity.
Hungry: This condition is given to a character who has not eaten in
so long that it is beginning to effect him. Typically this means more than a
day without food. Until the character eats he is -1 on all checks (including
attack) and his Constitution is reduced by 2. If a character keeps this effect
for 2 days he also gains the Weak condition.
Incapacitated, Arm: A victim who has had one arm incapacitated for
whatever reason is unable to use that arm for any functions, no longer receives
any benefit from wielding a shield with that arm and suffers a -2 to his
Dexterity for the loss of balance. Rings, bracers and other magical items worn
on that arm still continue to function.
Incapacitated, Leg: A victim who has had one leg incapacitated for
whatever reason suffers a -4 to his Dexterity, -2 to his Armor Class, -2 to hit
and drops to 25% of his normal move rate.
Mute: Mute characters are unable to speak. They are unable to cast
spells that have a verbal component and will be unable to easily warn
companions of surprise attacks and such. Players with mute characters should
not speak for their players or confer any knowledge to other players except by
describing their actions.
Pained: Pained victims feel agonizing pain in all parts of their body
whenever they move. This pain makes them -2 to hit and -1 to Armor Class.
Pained victims also suffer 75% spell failure on any casting attempts.
Slow: A slowed victim's initiative is doubled and his move rate is
halved.
Underwater: Characters who are underwater act as if they are Slow and
Weak. This Weakness does not apply to Melee Piercing weapons like spears,
tridents, etc. Spell Casters are also unable to cast any spells with a Verbal
Component while underwater unless they can Breath normally. Missile and Thrown
weapons cannot be used underwater.
Vulnerable: A vulnerable victim has all Body damage doubled. This
doubling is done as the damage is actually applied and is after absorption has
been subtracted out and such.
Weak: Characters that have been weakened do only half damage.
Feats are specialized combat moves that a character can make, which have
effects above and beyond the normal hit for damage. Passive feats are always
in effect, others have to be announced prior to rolling the attack, such as Arm
Slash, and some of them have to be announced prior to rolling damage, such as
Deathblow. Unless specifically noted none of these feats are cumulative. The
character can opt to only have one take effect per attack.
All characters that have at least 1 rank of Attack know simple feats. They
represent all of the normal combat options that anyone with the most basic of
combat training is able to do during combat.
Each type of feat beyond Simple has a specific prerequisite beyond any
listed along with the feat. To learn a Basic Pass the character must have at
least 3 ranks of Attack, specific weapon with the weapon he is learning the
feat with. To learn a Difficult pass the character must have 5 ranks of Attack
with the weapon the feat is being learned with and know 2 Basic passes with
it. To learn a Master Stroke the character must have 7 ranks of Attack with
the weapon the feat is being learned and know 2 Di fficult passes with it. To
learn a Death Move the character must have an incredible 10 ranks of Attack
with that weapon and know 2 Master strokes with it. Lastly Legendary Moves are
reserved for only the most extraordinary characters, people whose skill is
talked about for generations afterwards. They are rewarded only at the DM's
discretion, but should require at least a Attack of 13 with the weapon it is
begin learned.
Spell feats require ranks of Sorcery instead of ranks of Attack.
Feats
| Simple | Type | DC | Initial Cost | Upgrade |
| Attack from Surprise | Passive | - | 0 | - |
| Bull Rush | | - | 0 | - |
| Charge | | - | 0 | - |
| Fending | | - | 0 | - |
| Grapple | | 15 | 0 | 01+02 |
| Guarding | Passive | - | 0 | - |
| Prepared Strike | Passive | - | 0 | - |
| Basic Pass | Type | DC | Initial Cost | Upgrade |
| Ambidextrous | Passive | - | 10 | - |
| Arm Slash | | - | 10 | - |
| Armor Use, <armor type> | Passive | - | 10 | 02+03 |
| Blind-Cast | Passive, Spell | - | 10 | - |
| Blind-Fight | Passive | - | 10 | - |
| Circle Kick, Foot | | - | 10 | - |
| Combat Reflexes | Passive | - | 10 | - |
| Deathblow, <weapon type> | | - | 10 | - |
| Disarm | | - | 10 | - |
| Dominguez Double-Dive, <melee weapon type> | Passive | - | 10 | - |
| Eagle Claw, Hand | | - | 10 | - |
| Feint, <melee weapon type> | | - | 10 | - |
| Iajitsu, <melee or thrown weapon> | | - | 10 | - |
| Initiative I, <weapon type> | Passive | - | 10 | - |
| Instant Stand | | - | 10 | - |
| Kia | Passive | - | 10 | 04+03 |
| Leg Slash | | - | 10 | - |
| Mounted Attack, <weapon type> | Passive | - | 10 | - |
| Pack Tactics, <style> | Passive | - | 10 | 02+03 |
| Prone Fighting | | - | 10 | - |
| Shield Use, <shield> | Passive | - | 10 | 04+04 |
| Sneak Attack, <weapon type> | | - | 10 | 10+05 |
| Spell Specialization I, <spell> | Passive, Spell | - | 10 | - |
| Spell Strike I, <spell> | Passive, Spell | - | 10 | - |
| Stay the Hand | Passive | 15 | 10 | 02+00 |
| Throw, Hand | | - | 10 | - |
| Torreoner Two-Step, <melee weapon> | | - | 10 | - |
| Trained Eye | | - | 10 | - |
| Vital Strike, <weapon type> | Passive | - | 10 | - |
| Way of Earth, <weapon type> | Passive | - | 9 | 06+03 |
| Way of Wind, <weapon type> | Passive | - | 10 | 02+03 |
| Way of Water, <melee weapon type> | | - | 5 | 02+01 |
| Weapon Mastery, <weapon> | Passive | - | 20 | - |
| Difficult Pass | Type | DC | Initial Cost | Upgrade |
| Cat Style | Passive | - | 15 | - |
| Channel the Soul, <spell sphere> | Passive, Spell | - | 20 | - |
| Choke Hold, Hand | | - | 8 | 01+01 |
| Cleave | Passive | - | 15 | - |
| Combined Weapon Style, <Melee weapon 1&2> | Passive | - | 15 | - |
| Counterstrike, <melee weapon type> | | - | 6 | 04+02 |
| Deflect Arrows, Hand | | - | 15 | - |
| Essence Binding | Passive, Spell | - | 15 | - |
| Eusdrian Standoff, <melee weapon type> | | - | 15 | - |
| Evasion | Passive | - | 15 | - |
| Flying Kick, Foot | | - | 15 | - |
| Gambler's Strike, <melee weapon type> | | - | 15 | - |
| Great Throw, Hand | | - | 15 | - |
| Improved Bull Rush | | - | 15 | - |
| Initiative II, <weapon type> | Passive | - | 20 | - |
| Leg Sweep, Foot | | - | 15 | - |
| Precise Shot, <thrown or missile weapon type> | | - | 15 | - |
| Perfect Form, <spell sphere> | Passive, Spell | - | 20 | - |
| Peripheral Vision | Passive | - | 15 | - |
| Night Strike, <melee weapon type> | Passive | - | 15 | 02+01 |
| Rage | Passive | - | 15 | 01+01 |
| Spell Specialization II, <spell> | Passive, Spell | - | 15 | - |
| Spell Strike II, <spell> | Passive, Spell | - | 15 | - |
| Subdue, <blunt melee weapon type> | | 15 | 15 | 00+01 |
| Tapping the Source, <spell sphere> | Passive, Spell | - | 20 | - |
| Two-Handed Farewell, <melee weapon type> | | - | 15 | - |
| Way of Fire, <weapon> | Passive | - | 15 | - |
| Master Stroke | Type | DC | Initial Cost | Upgrade |
| All-around Sight | Passive | - | 20 | - |
| Arching Strike, <melee weapon type> | | - | 20 | - |
| Back swing, <melee weapon> | | 21 | 20 | 02+02 |
| Great Cleave | | - | 20 | - |
| Improved Disarm, <melee weapon type> | | - | 20 | - |
| Incapacitator, Hand, <creature type> | | - | 20 | 02+02 |
| Initiative III, <weapon type> | Passive | - | 30 | - |
| Inner Calm | Passive, Spell | 21 | 20 | 02+01 |
| Manzanas Blurring Tower, <melee weapon type> | | - | 20 | - |
| Metamagic Mastery | Passive, Spell | - | 20 | - |
| Monkey Style | Passive | - | 20 | - |
| Spell Specialization III, <spell> | Passive, Spell | - | 20 | - |
| Spell Strike III, <spell> | Passive, Spell | - | 20 | - |
| Stun Removal | | 15 | 20 | 02+01 |
| The Rune Within, <spell sphere> | Passive, Spell | - | 20 | - |
| Torreoner block and strike, <melee weapon type> | | - | 20 | - |
| Whirlwind Attack, <melee weapon type> | | - | 20 | 04+03 |
| Death Move | Type | DC | Initial Cost | Upgrade |
| Archmage | Passive, Spell | - | 40 | - |
| Bladedance, <melee weapon> | | 21 | 40 | 02+03 |
| Dominguez Necktie, <bladed weapon type> | | - | 40 | - |
| Initiative IV, <weapon type> | Passive | - | 40 | - |
| Quivering Palm, Hand | | - | 40 | - |
| Spell Specialization IV, <spell> | Passive, Spell | - | 40 | - |
| Legendary Move | Type | DC | Initial Cost | Upgrade |
| Improved Evasion | Passive | - | 60 | - |
| Initiative V, <weapon type> | Passive | - | 60 | - |
Passive feats "stack" with other feats and are assumed to always be
operating. Only one non-passive feat can be used in any attack.
Spell feats require require an adequate Sorcery skill to learn instead of
Attack skill.
All-around Sight [Peripheral Vision & Blind Fighting] This
feat allows the character an almost supernatural awareness of everything within
15' of him. For game effect purposes the character is assumed to be looking in
all directions at all times without suffering any penalties for doing so. As
such it is nearly impossible to sneak up on such a character without hide in
shadows or similar magical skills at work. Characters with this feat have
their penalty reduced to only -1 to hit wh en fighting opponents they cannot
see.
Ambidextrous Characters with this talent are able to wield
weapons equally with both hands. This does not give them any bonus when using
two weapons except to choose which hand they would like to receive the -4 off
hand penalty with and to give them the option of receiving a -3/-3 penalty when
using two weapons instead of -2/-4.
Arching Strike, <melee weapon> [Only with melee weapons
with base init of 10+] Characters with this feat can attack two opponents
standing side by side in one sweeping strike. The attacks are rolled
separately and both are at -3 to hit. If successful however both attacks do
the character's normal damage. Finally a critical rolled for either attack is
ignored although fumbles are handled normally.
Archmage [Requires rank 10+ in 3+ mage spell spheres] This
skill allows the characters to treat his spells as if they had been cast at
150% there rank (a rank 6 spell would be treated as a rank 9 spell) in two
important situations. First when being calculated against a victims Spell
Resistance and secondly when someone who isn't an Archmage is attempting any
Opposed actions between a spell and the Archmage's spell (dispelling it,
etc.).
Arm Slash The character must announce that he is attempting
an Arm Slash before attacking. The character receives a -2 to hit his opponent
but if he hits and does Body damage this attack inflicts a wound to the
opponent's sword arm (or whatever comparable appendage the opponents has). The
victim fights at Attack penalty of -1 until the damage is healed (effect is
cumulative with each attack). If the attack hits but doesn't do Body damage
the damage is as normal.
This feat does not affect creatures that do not feel pain. For creatures
that attack with multiple limbs (a squid or a warrior wielding two weapons) the
penalty is only applied to the limb that is affected by this attack.
Armor Use, <armor type> A character can only have 1
rank of Armor Use, Light Armor for each point of Strength he has above 11. A
character can only have 1 rank of Armor Use, Medium Armor for each point of
Strength he has above 13. A character can only have 1 rank of Armor Use, Heavy
Armor for each point of Strength he has above 15.
This ability allows the character to negate the dexterity penalty for
wearing the selected armor. Each rank of this skill reduces the dexterity
penalty from armor of that type by one. This skill is selected with an armor
category (Light, Medium or Heavy). Also this skill reduces the Movement
penalty imposed by Medium and Heavy armor by 1 for every rank of this skill.
So a character with 4 ranks of this skill with Heavy armor would only be -6 on
his Move from wearing Heavy armor instead of the normal -10.
Attack from Surprise An attack from surprise requires that
the victim be unaware that the character is about to attack him (the victim
must be surprised). Although most commonly this means the character is
attacking from stealth, this can also apply if the victim knows about the
character but just isn't expecting any attack. In almost all cases if the
character has a weapon visible everyone around him won't be surprised by an
attack unless they truly trust him.
Attacking from Surprise is treated as a normal attack except the victim is
treated as per the Helpless condition.
Back Swing, <melee weapon> Characters with this feat
may make a Back Swing check to see if they can take an immediate second attack
after hitting any target. A Back Swing attack will not spawn another Back
Swing opportunity. Back Swing attacks are at -4 to hit, except for double
bladed axes and staves, which are only -2 to hit.
Bladedance, <melee weapon> To use this ability the
character must be wielding one, one-handed weapon. No weapon or shield can be
wielded in his off hand.
Characters with this feat can make a Bladedance check every time they are
attacked by a melee attack that they can see. If successful the character gets
an immediate free attack against his attacker. This attack occurs before his
attacker's does, although in the same segment. If the attack hits, the
attacker's attack is at -2 to hit.
No more than one Bladedance check can be made every segment; the character
may choose which attacker he wants to Bladedance against, although he must
always use his free attack against the attacker whose attack spawned the
opportunity. Since Bladedance is not a passive attack it can't be combined
with other non-passive attacks such as Back Swing.
Blind-Cast Characters with this feat can attempt to target
creatures they cannot see with their spells. This automatically makes the
spell a ray attack and the caster suffers the normal penalties for being unable
to see his target.
Blind-Fight Characters with this feat have the to-hit
penalty imposed when they can't see from -4 to -2.
Bull Rush A character can choose to attack an opponent in
such a way as to attempt to push him back. This does provoke an attack of
opportunity from the victim. This is especially helpful when the opponent is
pinned against a wall, on the edge of a cliff, or some other hazard. In doing
so the character rolls his attack at -4 to hit. If he successfully hits, the
victim must make a Body or Dodge check (whichever the victim prefers). If the
save is successful the victim can ignore thi s attack. If the save is failed
the victim is pushed back up to 1/4th the attacking characters movement rate,
or be knocked prone. If it isn't possible to be pushed back, such as if there
is a wall in the way, he must choose to be knocked prone.
Victims that are 1 size category larger than the character gain a +4 to
their Body check to resist this effect. It is not possible to Bull Rush
victims more than 1 size category larger than the character.
Cat Style A Character trained in this fighting style gains
+2 to hit any opponent with a higher (slower) initiative than him. He also
receives a -2 penalty to hit any opponent with a lower (faster) initiative than
him. They receive no bonus or penalty to hit opponents with an equal
initiative. The character can never choose to voluntarily forgo using this
feat.
If the character is using multiple weapons the initiative is per weapon. So
if using a long sword with Init of 7 and a dagger with Init of 5 against an
opponent with an initiative of 6 the dagger would be +2 to hit and the long
sword would be -2 to hit.
Channel the Soul, <spell sphere> A spell caster with
this feat has all spells in the selected sphere duration's increased as if he
was casting the spell at 2 ranks higher. Only the duration is effected by the
spells higher rank. It does not affect the spell's ability to be dispelled,
effect, etc.
Charge In order to charge a character must have at least
10' of room between him and the victim and the character can't be involved in
melee, although the victim can be. Charging gives no special modifiers except
that some weapons do additional damage when used in a charge.
Characters with additional movement left can charge through their victim and
continue moving without incurring an Attack of Opportunity. Charging must
always be in a straight line, except for flying creatures, which are allowed to
"swoop" down and back up during their charge.
Choke Hold, Hand If this attack does body damage to the
victim the victim must make a Body check with a bonus equal to his Body Points
remaining after receiving the damage from this attack. If failed the character
is knocked out for 1d10+10 rounds. If this attack does enough damage to knock
the victim unconscious the save is automatically failed. All damage done by
this attack is subdual.
Additional ranks of this skill cause it to do an additional 2 points of
damage with every rank purchased, only when it does body damage.
Circle Kick, Foot This quick spinning kick is -4 to hit.
If the character does hit, he does double damage; if he misses, the character
forfeits his next attack. He spends his next attack time recovering from the
missed kick and is unable to perform any attacks or move until this is
done.
Cleave [Kia] If the character deals a creature enough
damage to make it drop (typically by dropping it to below 0 hit points, killing
it, etc.), the character gains an immediate, extra melee attack against another
creature within his reach. The character cannot take a 5-foot step before
making this extra attack. The extra attack is with the same weapon and at the
same bonus as the attack that dropped the previous creature.
Cleave cannot be used to gain more than 1 additional attack per weapon per
segment. So, even if the character used Arching Strike and killed 2 creatures,
the Cleave would only allow him to cleave into one additional opponent.
Combat Reflexes Characters with this feat are able to make
Attacks of Opportunity more frequently than normal. The normal segment limit
that limits an Attack of Opportunity (no more than one every 8 segments) is
reduced by the characters Dexterity modifier. So a character with a 16
Dexterity would have +3 Dexterity modifier and would be able to take an Attack
of Opportunity every 5 segments (8-3) instead of every 8.
Combined Weapon Style, <melee weapon 1> and <melee weapon
2> This rare style allows a character to share feats between the
two weapons this style is selected with. Most commonly this is learned as
Combined Weapon Style, Hand and Foot but any combination of melee weapons is
possible. This allows a character to apply his Way of Earth skill learned with
either weapon to both, initiative feat to both, etc. Note that since Attack is
a skill and not a Feat it cannot be shared w ith this Feat.
Feats that can only be learned with a specific weapon (such as Flying Kick)
cannot be shared by this skill.
Counterstrike, <melee weapon> To use this ability the
character must have only one opponent, and have a better initiative than that
opponent. When used, the character has to allow the opponent to go first,
holding his attack. The character gains an AC bonus equal to half of his ranks
in this feat, rounded up, for that attack. On the segment immediately
following the attack the character gets to use his held attack. If his enemy's
attack was a miss, then the character gets a pl us to hit his enemy equal to
his ranks in this feat. If his enemy's attack was a hit then the character
gets to attack his enemy normally.
Deathblow, <weapon> Character with this skill can
elect to roll a d20 anytime they are attacking an opponent, before the
character rolls for damage. On a 1-5 the character's damage is doubled, on a
6-15 the character rolls normal damage, and on a 16-20 the character misses
completely. Unless specifically stated to affect this feat nothing else may
alter this roll, even character points.
Deflect Arrows This feat allows the character to deflect
incoming arrows, as well as crossbow bolts, spears, and other shot or thrown
weapons.
The character must have a hand free (holding nothing) to use this feat. Up
to once every 4 segments, the character may double his Defense modifier to
Armor Class against 1 missile or thrown weapon attack. The character must be
aware of the attack. This does not count as an action. Exceptional ranged
weapons, such as boulders hurled by giants or Throw Flames, can't be
deflected.
Disarm To use this skill, the character must first declare
his attempt to disarm his victim. This immediately provokes an Attack of
Opportunity from the victim. If this Attack of Opportunity hits, then the
Disarm attempt automatically fails. The character suffers a -4 to hit the
victim but if successful the victim must make a Dodge check with a bonus for
each rank of Attack the victim has. If successful, the character's attack has
been negated and the victim suffers no ill effects. If failed, the victim must
relinquish his weapon. If the attacker has a free hand he can opt to flip the
weapon neatly into it. This can only be used in Melee attacks and has an
initiative of the characters normal initiative +2.
Dominguez Double-Dive, <melee weapon> This skill can
only be used if the character is wielding two weapons, and he hits with his
secondary weapon with 4 more than needed. If successful, the character can
forfeit his next attack (as long as it hasn't already been forfeited) with his
primary weapon to take the attack this segment. The damage from the primary
and secondary attack is at +1. This skill is often used to setup feats that
require both weapons to hit in the same segment .
This skill doesn't reset the primary weapons initiative count. It still
must continue counting to its next attack, skip that attack and then count up
to another attack before he can attack again with his primary weapon.
Dominguez Necktie, <bladed weapon>, <creature>
[Only creatures with exposed necks] To use this feat the character must be
attacking from the front with two weapons on the same segment and both weapons
have to have hit by 8 more than needed. If any Body damage is done by the
attack the victim must make a Dodge check or be stunned for 2d4 rounds and
suffer Bleeding (+6).
Eagle Claw, Hand This powerful strike does double damage
but also doubles the characters initiative.
Essence Binding This feat allows the character to double
his normal amount of Bindings that he would normally be allocated by his
Sorcery skill.
Evasion Prerequisite: 5 ranks of Tumble. A character with
this feat suffers no damage when he makes a Dodge check that would normally
halve damage. The character suffers normal damage if his Dodge check is
failed. Evasion can only be used by characters wearing Light or no armor.
Eusdrian Standoff, <melee weapon> To use this skill
the character must roll to hit his victim by 4 more than needed and he must be
using at least as many weapons as his opponent. The character locks weapons
with his victim, closing in until they are face to face. This effectively
prevents any melee attacks by either of them until someone steps away and
resets initiative for both combatants.
If the victim steps away first, the character automatically gets to strike
on the next segment with a +2 bonus on his attack roll. However, the victim
can attempt a Strength check at a -6 penalty to push the character away; if he
succeeds, neither receives any subsequent bonuses. If the strength check is
failed the character gets to attack just as if the victim had stepped away.
Feint, <melee weapon> This feat adds one to the
character's initiative and forces the victim to make a Perception check. If
failed the character receives a +3 to hit, if the victim makes the save then
the attack is made at the normal chance to hit. A character can only use a
feint once against any opponent, after that the victim expects the feint and
the character will no longer receive the bonus. The DM may also choose to give
a victim a bonus to his Perception check if he has seen the character use the
feint feat before.
Fending In order to use this feat three conditions must be
met. First the character can only move up to 3 his normal move AWAY form his
opponent during his movement round. Secondly this must be the character's
first attack of combat (unless a Fending maneuver was used on the preceding
attack) and lastly the character's weapon must be at least 1 size category
larger than his opponent's weapon. If those conditions are met the character
gains a +2 to hit. If his hit is successful this signifies that he has placed
his weapon between himself and his opponent. Now his opponent has the option
of either not attacking the character (holding his attack), or pushing in
toward him. If the opponent doesn't attack the character then he doesn't take
any damage from the character's attack but also cannot attack the character in
melee. If he chooses to attack he takes normal damage from the character's
weapon and then can attack the character at -4 to hit (because of the
character's defensive acti on).
Characters using a fending maneuver automatically go before their opponents
when melee begins. They automatically win the initiative roll on initiative
0.
Flying Kick, Foot To use this feat the character must have
at least 10' between him and his opponent, and have established a running
start. Therefore this skill is usually only used to begin combat. The
character rolls an attack as normal but if he hits the damage is tripled. If
the character misses in the attack he also forfeits his next attack and suffers
a -4 on his armor class until he makes his next attack.
Gamblers Strike, <weapon> [Deathblow with this
weapon] This ability allows the character to roll his Deathblow check as
many times as he would like, though if any of them are failures he
automatically misses with the attack. All damage multipliers are
cumulative.
Grapple Grappling means wrestling and struggling
hand-to-hand. It's tricky to perform, but sometimes you want to pin foes
instead of killing them, and sometimes you have no choice in the matter. For
monsters, grappling can mean trapping you in a toothy maw or holding you down
so it can chew on you. There are several actions a character can take while
grappling:
- Grab: this spawns an Attack of Opportunity from the victim. If this
attack hits, the grab is automatically unsuccessful. Otherwise the
character makes a to-hit roll as an unarmed attack and if successful the
victim has been grabbed. This attack has the same initiative as the
character's unarmed attack. It in no way hinders the victim to be
grabbed.
- Hold: this also takes the same initiative as the character's unarmed
attack. The victim is forced to make a Body check modified by Dexterity
or Strength (whichever is higher) instead of Constitution to avoid being
Held. If successful both the hold and the grab are lost. If the check
is failed the victim is held. Victims of 1 size larger than the
character gain a +4 to this check; victims of 1 size smaller than the
character suffer a -2 to this check. Characters with ranks of Escape
Artist add t heir Escape Artist rank and modifiers to this check.
Victims of more than 1 size larger than the character cannot be held.
While held victims suffer a -2 to hit. The victim may use his unarmed
initiative to continue making the above check to break the hold.
- Grapple: this is automatic from the Hold stage and occurs as soon as the
attacker's next unarmed initiative comes around. While grappling
opponents can only use weapons 2 size categories smaller than they are.
So an Ogre (large) could use a Short Sword (small) but a Dwarf (Medium)
couldn't. They are also free to make Hand attacks. Grappling
characters cannot cast spells that have Somatic components, or those
that have Material components unless they have the Material components
in their hand. While Grappling, characters have only a few options:
- Damage Opponent: the character may attack as specified
above.
- Pin: The character has to make a successful Grapple check to be
able to pin a victim. If the character succeeds with this check
the victim has to make a check identical to the one in the Hold
section to avoid the pin. A character can only be pinned by one
opponent at a time, although many can hold him.
- Break Another's Pin: Assuming you are in a Grapple, and are not
the one pinned, you can attempt to break an ally's Pin for him.
The checks involved are exactly like Escaping.
- Escape: Characters in a grapple that aren't held by anyone
automatically escape the grapple. If a character is held he must
make the same check described in the Held section to escape.
Every successful check removes either a Pinned or Hold by an
opponent. All of these must be removed (pinned first) before a
character can escape a grapple.
- Joining a Grapple: If a character wants to join in on a grapple he automatically succeeds on his grab and doesn't provoke an Attack of Opportunity for doing it. He has still to succeed on the Hold (requiring the victim to fail a check) before he can become truly involved.
Great Cleave Prerequisite: Cleave. This feat is exactly like
Cleave, except there is no limit to the number of creatures it can effects per
segment.
Great Throw, Hand [Throw] This feat acts exactly like the Throw
feat except that along with all the penalties of the Throw feat the victim is
thrown 1' per 2 points of damage done (before absorption) is whatever direction
the character selects.
Guarding Guarding is the option to attempt to keep a specific
victim from reaching a specific destination. This could mean keeping a victim
from going through a doorway, from attacking another character, or from
grabbing a weapon. To guard a destination, the character must be within 4
yards of it and generally between the victim and the destination. A guard must
also restart their initiative when they start guarding a new destination or
start guarding the same destination against a new vict im. While guarding a
destination, the guard can't be in melee with anyone except the victim.
To be successful the guard must be able to enter the same environments as
his victim. So for example a non-flying guard couldn't keep a flying victim
from attack someone behind him unless the guard was able to stand over the
destination.
In cases where someone wants to begin guarding a destination at
approximately the same time as the victim wants to reach it the DM should
assign a check with modifiers based both on the relative speed of the
characters and the location of the destination in relationship to the
characters.
Iajitsu, <melee or thrown weapon> This feat allows a
character to act as if he has his weapon in his hand and ready even when it is
sheathed. As such there is no draw time to draw the weapon and the character
is even able to Hold his Attack while the weapon is still sheathed.
Improved Bull Rush Improved Bull Rush acts just like a Bull Rush
except it doesn't provoke an Attack of Opportunity.
Improved Disarm, <melee weapon type> This feat acts just
like the Disarm feat except it doesn't provoke an Attack of Opportunity and
doesn't incur the +2 to the characters initiative, instead its speed is the
characters normal initiative.
Improved Evasion Prerequisite: Evasion. Characters with this feat
don't take any damage when they make a successful Dodge check that would
normally halve damage and suffer only half damage even when they fail the Dodge
check. Improved Evasion can only be used by characters wearing Light or no
armor.
Incapacitator, Hand, <creature type> This feat cannot be
used unless the character has established a Grab on the victim as described
under the Grab feat. Once the Grab has been made the character must announce
that he is using this feat before attacking. The character then suffers a -4
penalty to hit his opponent. If that attack is successful and the victim takes
Body damage from it the victim must make a Body check with a -1 per rank the
character has in this skill or lose the use of whatever limb the character was
hoping to effect for 10+1d4 rounds. Regardless of is the victim makes the
check this attack does normal damage.
Initiative I - V, <weapon> [All preceeding Initiative
Levels] Initiative can never lower a melee weapons initiative below 4 and a
thrown or missile weapons initiative below 3. So a dagger (base init 7)
wouldn't receive any advantage by having more than Initiative III purchased
with it.
This feat is always operating and reduces the characters initiative with the
selected weapon by the number of this skill (Initiative III reduces the weapons
initiative by 3, etc.).
Inner Calm This feat allows the character to attempt to not have a
spell broken when he takes damage. If the character makes a successful Inner
Calm check his spell is not broken and he can continue with his casting. This
check is made at -4 if the damage was taken to Body. The caster may also make
an Inner Calm check to avoid spell failure brought on by the Pained
condition.
Instant Stand The character may leap to his feet without any
initiative cost, allowing him to immediately return from a prone to a standing
position.
Kia After scoring a hit with a melee weapon and before rolling
damage a character may opt to use this skill. This skill allows the character
to automatically do maximum damage. This skill can only be attempted once per
day per rank of the character in this skill. It can never be attempted more
than once a turn.
Leg Slash The character must announce that he is making a Leg
Slash before attacking. The character then suffers a -2 to hit but if he hits,
and does Body damage he inflicts a wound to the opponent's legs (or whatever
movements appendages the victim has). The victim suffers an Armor Class
penalty of -1 until the wound is healed (effect is cumulative with each
pass).
This feat does not affect creatures that do not feel pain.
Leg Sweep, Foot This feat requires that the character hit the
victim and do Body damage (before absorption). If this succeeds the victim
must make a successful Dodge check, if successful this attack has no effect
(even the damage is ignored). If the check is failed the victim takes damage
as normal and is knocked down as per the Prone condition.
This feat cannot be used on victims of a greater size category than the
character. It can also not be used against flying or levitating victims.
Manzanas Blurring Tower, <weapon> A character must be using
two weapons to use this skill. The character must announce that he is using
this feat prior to announcing his attack and he receives a -4 to hit with that
attack. If he hits, the victim must make a Dodge check (DC 15). If the victim
fails the check the character gets an immediate free attack with whatever
weapon he didn't just hit with, and this attack does not count toward that
weapon's initiative count.
A Manzanas Blurring Tower attack can only be used on a normal attack, not a
free attack provided by this skill or any other skill.
Metamagic Mastery This feat allows the character to weave
Metamagic spells that modify a second spell together with the first spell. The
casting time of the combined spell is the longer of the two spells, not the
combination of the two as would be normal.
Only one Metamagic spell can be woven together in this manner although the
caster is free to cast a different Metamagic spell before the combined spell.
The Metamagic spell cast like this has to be different than the Metamagic spell
that is being combined.
Monkey Style Any character trained in this bizarre fighting style
cannot have any non-passive Melee feats used against him. The character is
also unable to use any non-passive feats while he is using the Monkey style
feat.
Mounted Attack, <missile or two-handed weapon> [Riding]
Characters with this feat don't suffer any penalties when firing a missile
weapon from the back of a creature type they have a riding skill with. This
skill also allows the character to use two-handed weapons from a mounted
position and still steer their mount, as long as they have stirrups.
Night Strike, <melee weapon type> This feat can only be used
with an Attack from Surprise. This feat grants the character a point of Armor
Piercing for every rank the character has in this feat. This feat is common
among assassins and others who backstab.
Pack Tactics, <style> Characters that share the same style
specified by this skill gain bonuses when attacking the same victim. There
must be at least 2 characters with this skill attacking the same target to gain
this bonus. Each attacker with this skill gains an AC bonus equal to their
ranks in this skill. This is above and beyond any bonus gained from multiple
attackers on one defender.
Perfect Form, <spell sphere> A spell caster with this feat
automatically has his casting time for all spells in the selected sphere
reduced by 1. So a spell that normally has a casting time of 7 would instead
have a casting time of 6.
Peripheral Vision This feat negates any bonus's opponents would
receive for attacks en masse but the character still receives the normal
penalty to hit.
Precise Shot, <thrown or missile weapon type> This feat
allows the character to ignore the penalty imposed by shooting or throwing into
melee.
Prepared Strike An archer wishing to improve his chances of
hitting can try a Bull's-eye Shot. This must be declared prior to rolling
initiative in the round, and it improves the archer's chance to hit by +2, but
also the archer suffers a +6 on his initiative. Along with his +2 to hit the
archer has another advantage that his Crit range in increased by 1.
Prone Fighting The character doesn't suffer the penalties for
being prone when fighting from a prone position.
Quivering Palm, Hand Quivering Palm is a slow attack, +6 more than
the character's normal hand attacks. In order to use this skill the character
must declare this as his attack and during the time he is using this attack
(the initiative leading up to the strike) he suffers a -4 Armor Class penalty.
If the character suffers any damage (either Body or Dodge) during this time the
attack is spoiled and the character can begin a new attack at the initiative he
is damaged on.
If he doesn't suffer damage during his initiative, then he rolls a normal to
hit against his victim. If the attack hits and the character does Body damage
the victim must make a Body check or be knocked unconscious for 1d4+4 Turns.
If the save is successful the victim only takes the character's normal hand
damage.
Rage This Feat gives the character the Berserk condition for 2
rounds per rank the character has learned this feat at. This Feat cannot be
used more than once per day per rank the character has in this Feat and cannot
be used more than once per Turn no matter how many ranks the character has in
this Feat. After the duration of this effect wears off the Character is
automatically Fatigued.
The DM has a special option for characters with this skill. When the
character is taunted or otherwise harassed he may force the character to make a
Willpower check to resist using this Feat and attacking the source of the
harassment.
A character with 6 or more ranks of Willpower can't use this feat.
Shield Use, <shield> [2 Rank Maximum] This skill is similar
to becoming proficient with a shield. This allows a character to better use it
to defend. For every rank of this skill learned the Armor class bonus granted
by that shield type is increased by 1.
Sneak Attack, <weapon type> Sneak attack can only be used
along with an Attack from Surprise. It grants the character an additional +2
to hit above and beyond the bonus granted by Attacking from Surprise. Also the
characters get to multiply his weapons base damage by his ranks in this skill.
This multiplying does include the weapons magic bonus but doesn't include any
strength bonus or additional damage from rolling a critical hit. This skill
does not affect creatures without any vul nerable areas.
Spell Specialization I-IV, <spell> [All preceeding Spell
Specializations] This feat is always operating and increases the effective
rank of the selected spell when the caster casts it. So a character with Spell
Specialization III, Blindness who casts Blindness at rank 4 would have that
Blindness spell take effect at rank 7. The spell point cost is as if he had
cast it at rank 4 but in all other ways (including difficulty in dispelling) it
acts as a rank 7 spell.
Spell Strike I-III, <spell> [All preceeding Spell
Strikes] Spell Strike can never lower a spells casting time below 5 (1
segment casting time with a 4 segment preparation time).
This feat is always operating and reduces the character's casting time with
the selected spell by the number of this skill (Spell Strike III reduces the
spells casting time by 3, etc.). This feat is cumulative with all other
feats.
Stay the Hand This feat allows a character to attack his opponent
with non-lethal attacks without sacrificing any of his offensive ability. If
the character's last attack is enough to kill the opponent, the character may
make a Stay the Hand check and if successful, the damage is instead reduced to
1 point less than would kill him.
Stun Removal [At least as many ranks of body] This feat allows the
character to attempt to remove the Stunned condition from himself before the
effects normal duration would be up. To determine the success of this feat a
Stun Removal check is made without modifiers. If failed this feat cannot be
attempted again for at least one round.
Subdue, <blunt melee weapon type> In order to use this
skill, the character must approach the victim undetected and be able to strike
before the latter can react. Should the victim be engaged in melee, the
character suffers a -6 penalty to this skill. If this skill is successfully
used the victim must make a Body check or be stunned for 1d10 segments +1
segment per rank the character has in this skill.
This skill only affects humanoids and won't effect victims wearing
protective headgear.
Tapping the Source, <spell sphere> A spell caster with this
feat does one die higher in damage for all spells in the selected sphere he
casts. So a spell that usually does 1d6 in damage per rank will now do 1d8 per
rank.
The Rune Within, <spell sphere> This feat allows the
character to cast spells of the selected sphere as either Rune or normal
spells.
Throw, Hand This feat requires that the character hit the victim
and do Body damage (before absorption). If this succeeds the victim must make
a successful Dodge check, if successful this attack has no effect (even the
damage is ignored). If the check is failed, the victim takes damage as normal
and is knocked down as per the Prone condition.
This feat cannot be used on creatures of a greater size category than the
character.
Torreoner Block and Strike, <melee weapon> This feat can
only be used if the character is using two weapons. The character must
announce that he is using this feat prior to attacking with his secondary
weapon and suffers a -4 to hit with that attack. If the attack hits and the
victim fails a Dodge check, this attack does no damage but the next attack with
the characters primary weapon automatically does maximum damage (if it hits)
and the victims next attack is automatically parried. If the victim succeeds
with his Dodge check this attack does normal damage.
Torreoner Two-Step, <melee weapon> The character must be
using two weapons to use this skill and must announce that he is using this
skill prior to attacking. This attack can be used only with the character's
secondary weapon attack, and the character suffers a -2 to hit with this
attack. If the character hits he sets up his next attack with his primary
weapon, with which he is +4 to hit with.
Trained Eye This skill allows an archer to increase the benefit
gained from a bull's-eye shot. The to hit bonus is increased to +3, the
initiative penalty remains the same at +6 and the characters receives a +2 to
his Crit Range.
Two-handed farewell, <melee weapon> This skill can only be
used when the character is striking with two weapons in the same segment. The
player must declare he is attempting this action before he rolls either
attack. The character suffers a -2 to hit with each attack but if both attacks
hit the victim must make a Dodge check (DC 20) or suffer maximum damage from
both attacks. If the save is successful the victim suffers only the normally
rolled damage.
Vital Strike, <weapon> Vital Strike must be learned with a
specific melee weapon (long sword, battle axe, etc) that has a base damage of
at least 1d8 (so 2d4, 1d10, 2d6, 3d4, 1d12, etc.) or damage category 8. All
the character's damage with that weapon becomes open ended. So if the
character rolls maximum damage he gets to roll that damage again and keep going
until he no longer rolls maximum damage. The character's strength, magic, and
other bonuses are only calculated once; this is just weapon damage. This
ability does not work in conjunction with magic or abilities that automatically
give maximum damage.
Way of Earth, <weapon> The maximum amount of ranks of Way of
Earth that can be used with any weapon is equal to that weapon's base damage
class. So a damage class 6 weapon could only use 6 ranks of Way of Earth with
it (bringing it up to a damage class of 12).
This skill allows the character to increase his damage with a specific
weapon. This skill is learned only with that weapon (a character who has
learned this skill with short sword couldn't use that knowledge to teach
himself Way of the Earth with hands or even with a long sword). Each rank
purchased increases the weapon damage up one rank on the Weapon Damage Chart in
the weapons section.
When the first rank of Way of Earth is purchased with Body weapons (hand and
foot) the -1 to damage is immediately dropped. So they are considered to do
1d2 and 1d3 points of damage respectively, then the ranks of Way of Earth are
applied normally.
Way of Fire, <weapon> This skill increases the character
Critical Range by +1. So instead of scoring a critical hit on the roll of a 1
a character with this skill would Crit on the rolls of a 1 or 2.
Way of Water, <melee weapon> [At least as many ranks in
Dodge] This feat allows the character to assume a very defensive posture
that only moderately impacts his fighting ability. The game effect of this is
that the character and all opponents attacking the character all suffer an
initiative penalty equal to the characters rank in this skill. An eastern
school of Wu Jen is said to have mastered this skill along with spell casting
instead of melee weapons although no others have been ab le to mimic their
success.
Way of Wind, <melee weapon> Way of wind allows the character
to reduce his initiative to 1 for one blindingly fast strike. For doing this
the character takes 2d6 dodge hit points in open ended damage (so each 6 is
rerolled and the result added to the total). If this total is greater than the
character's dodge hit points he loses all his Dodge hit points and attacks at
his normal initiative. This feat can only be used once a day per rank in the
ability and can only be used once each tu rn.
Weapon Mastery, <weapon> This Feat entitles the character to
two benefits. Primarily the cumulative rank increases of all feats and skills
selected with this weapon have their cumulative cost reduced by one (so a skill
that cost 05+03 would cost 05+02 instead) to a minimum of 1. Secondly this
skill makes the Ironskin skill grant cumulative absorption bonuses, instead of
base absorption bonuses.
This skill does carry a serious handicap. If a character possessing this
skill wields a magical weapon or uses any sort of magic to make his combat
skill better, he loses this skill. The character's knowledge of his own combat
skill with this ability is great enough that he will be able to immediately
identify such weapons and armor and won't be able to be tricked into using such
items. It is up to the DM's discretion to draw the line between combat
effecting magic and non-combat effecting magic, of c ourse any sort of magical
weapon or armor is not allowed. This could also include abilities that let the
character heal in combat, where as a spell that heals the character outside of
combat may be allowed.
Whirlwind Attack, <melee weapon> With this feat, the
character is able to launch an incredible sweeping attack striking once at each
opponent within 10' of the character. The character can strike at as many
opponents as he has ranks in this ability. Using this ability causes the
character to lose 2d8 dodge points, and 2d8 dodge points for every missed
attack. If the character cannot pay the dodge points the character goes down
to 0 dodge points and collapses exhausted to the ground fo r 2d8 rounds.
Note that this skill doesn't give any special effect at the first rank but
still must be purchased at that rank to proceed to the others. Whirlwind
attack is cumulative with all other feats. This feat is so exhausting that it
cannot be used more than once per day.
Spending Points in Game:
Players may choose before a roll to spend a character point to help the
particular action they are attempting. For every character point they spend
they gain an additional die they can use for the roll.
Gaining Points in Game:
At the DM's discretion when the player rolls a 1 (perfect success) on a d20
roll where the player is making a skill check (not stat checks), the character
may attempt to get bonus characters points for the ability he is using in the
roll. To do this the character rolls 2d6 with results as follows:
| Total | | Effect |
| 2,12 | | The Character strains the ability and loses 2 character points in it. |
| 6,8 | | The Character has increased his ability and gains 2 character points in it. |
| 7 | | The Character has truly learned from his amazing success and gains a rank in the ability. |
Party Pool:
At any time a player may spend character points to put a single character
point in the parties shared pool. The amount spent is equal to the amount of
party pool that the character is increasing it to. All withdraws from this
pool must be approved of by the majority of the party (where the party is
members that have contributed to the pool).
The maximum size of any party's pool is dependent on their cohesiveness and
training together. As a general rule parties that grew up together should have
a maximum pool size of 1 point per member up to a maximum of 5 points. Any
members outside the first 5 to participate must simply wait for the pool size
to grow before contributing and therefore be able to draw from the pool as
well. After that, the DM may award increases to the maximum pool size after
the party undergoes significant bonding or tra ining experiences.
Points in the pool can be used in two ways.
- Players may borrow point
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