Tag: Campaign Rules

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  • Campaign Rules

    In order to facilitate some of the novelties and brainchildren of the last few months, as well as incorporate the vastness of 3.5, it seemed necessary to offer an update to many of the current Pathfinder rules. The official adjustments I have put together …

  • Concepts for Damaging, Draining, and Restoring

    *_Word of Explanation: Campaign Rules supplement or supersede Pathfinder and 3.5 rules systems._* *Level Damage and Drain* Characters may fight creatures or encounter spells and abilities that cause level damage. Damage is less impacting and more …

  • Gear and Equipment Rules

    The following rules handle the nitty gritty of carry capacity and usable gear. When you make a character, you can purchase equipment from the core rulebook without having to run it by me, unless it is found in the chapter on magic items. If it is non- …

  • Attacks of Opportunity

    _*Characters and monsters will not be able to do attacks of opportunity unless they possess the combat reflexes feat or use the total defense action (as a full round action).*_ (1) Attacks of Opportunity (AoO) lead to very artificial decisions by …

  • Total Defense Action

    _Provisions for Attacks of Opportunity under Total Defense Action_ The total defense action enables you (normally) to get a +4 AC bonus. _In this campaign_, it will _also_ enable several other benefits, including allowing you to make AoO when: (I) a …

  • House Rules for Combat and Environment

    These rules changes intend to modify the game rules for the purpose of making combat and environment rules a little simpler and more streamlined without slowing things down (and in fact speeding them up) and hopefully not sacrificing any excitement. [[ …

  • Combat Reflexes

    Combat Reflexes (Combat) Prereq: Dex 13 (1) You can make one attack of opportunity each round as an immediate action. If you also used the total defense action, this action does not count against your limit (2) You do not take a -2 penalty on your …

  • Uncanny Dodge

    Uncanny Dodge--reduces the attack bonus enemies receive for flanking you by 1. It also means a rogue cannot sneak attack you unless an additional enemy threatens you. Improved Uncanny Dodge--reduces the bonus enemies receive for flanking you by 2. It …

  • Flanking and Sneak Attack

    Flanking--We will not use the RAW with regard to flanking. A creature instead receives a bonus when attacking a target based on the number of other creatures threatening that target. For instance, if there are three goblins adjacent to a warrior, and all …

  • Cover

    * Cover provides a bonus to AC and reflex saves. You get a cover bonus to AC based on the number of allies you have adjacent to you and the number of terrain elements around you. * Each element and ally provides a +1 bonus to AC for melee attacks or a …

  • Casting Defensively

    Casting Defensively now occurs whenever the caster would like to cast a spell and gain a +4 AC bonus until the beginning of his next turn. The DC to cast defensively is Concentration DC 15 + 2 x Spell Level When you fail to cast defensively, you do …

  • Casting Offensively

    Casting Offensively means you focus to make your spell even more potent. If you cast offensively, you cannot cast defensively. When you succeed, you choose to gain 1 of the following 3 benefits: Option 1: Increase your caster level for this spell by 2 …

  • Player Custom-Created Item

    Players may invent a concept for a weapon that they would like to try out from existing rules paradigms. An invented concept will require assessment from the DM, but the existing paradigms work as follows: Craft DC to Craft: Overall Bonus Level + 15 + …

  • Critical Hits

    Although we all know the standard critical hit rules, I have decided for another idea to vastly overcomplicate things. Whenever a critical hit occurs, instead of rolling a d20 attack roll to confirm, we will be using a d% to determine whether the …

  • Sneak Attack

    When a rogue successfully attacks a creature threatened by an ally, the rogue gains an opportunity to do a sneak attack. A sneak attack is similar to a critical hit, but when successful, it adds d6's rather than d12's. The baseline for dealing sneak …

  • Fortification Rating

    When resolving certain types of physical damage (e.g., crit, sneak, or precision), a player's AC matters less than their fortification rating. A fortification rating is going to oppose an attacker's check on a one-to-one basis. For instance, a suit of …

  • Precision Strike

    A precision strike is potential damage based on the marksmanship and aim of the character making the attack. |Precision Result|Bonus Damage| |59 or lower|0| |60|1d10| |70|2d10| |80|3d10| |90|4d10| |100|5d10| |+10|+1d10| Normally, a character …

  • Striking Physical Damage

    Striking physical damage means bonus physical damage based on the quality of the attack location as abstracted by a d% check. Unlike normal physical damage, there is a wide range of potential when it comes to the impact of striking physical damage. …

  • Dodge

    DODGE (combat) Prerequisite: Dex 13 You can use a combat opportunity to make a Dodge check. A Dodge is an opposed check your Dexterity check versus the target Base Attack Bonus (for multiple attacks, the base attack of the current attack bonus). You …

  • Damage Reduction

    Damage Reduction is no longer 'typed' to be overcome (e.g. no DR 15/magic). However, it can still be limited in other ways (e.g. versus ranged attacks for _Protection from Arrows_ spell). Creatures listed with Damage Reduction/'x' will usually have a …

  • Weapon Vulnerability

    The concept of weapon vulnerability breaks down the 3.5 concept of overcoming damage resistance with a certain type of weapon, and now it is its own bonus to damage instead of a negation of a negation (as it were). This is a statistic that will reflect …

  • Energy Resistance

    For the sake of articulating rules, Energy is divided into two types: elemental energy and spirit energy. Elemental energy is considered to be one of the four types: acid, cold, electricity, and fire. Spirit energy is considered to include any of …

  • Smite Attacks

    Whenever a creature makes a smite attack, the target is treated as having weapon vulnerability to that attack. In addition, whether the normal attack roll hits or not, the attacker gets an attempt on the precise strike chart. As an additional bonus …

  • Damage Reduction and Resistance Abilities

    In this chapter we want to talk about modifications to the rules pertaining to Damage Reduction and Energy Resistances. Certainly, the number of nuances possible in this chapter seems to exceed the value of such nuances. Nevertheless, it is necessary …

  • Aid Another

    Aid Another is a standard action in combat that enables you to improve your cover and flanking bonus for a single ally. When you use the Aid Another action, you increase the cover and flanking bonus you provide for that ally by 1. If you do not …

  • Charge

    A charge is a special standard action that allows you to move and then make an attack as part of a single standard action. You must move at least 10 feet towards your target in order to charge. You cannot charge through difficult terrain. You get a +2 on …

  • Bull Rush

    When you make a bull rush attack, you attempt to push a target a number of feet. This is a standard action, but it allows you to move up to your speed. If you want, you can increase it to a full round action to move farther (up to twice your speed), but …

  • Disarm

    Whenever you attempt to disarm an opponent, you make an opposed base attack bonus check. You can make a disarm check in place of a normal melee attack or instead of an attack of opportunity. If you use a secondary or tertiary attack, your base attack …

  • Thracian Tactics

    Among the many rules of 3.5 that caused a bit of head-scratching were the rules for combat maneuvers, which were updated and to a certain extent simplified by Pathfinder. Okay, regardless I want to break down the rules for my own gaming purposes. This …

  • Grapple

    A grapple check is an opposed base attack bonus that includes Str and Dex modifiers. You may make a grapple check in place of a normal attack roll. If you use a secondary or tertiary attack, your grapple decreases accordingly. When you make a grapple …

  • Overrun

    An overrun is a standard action that allows you to move up to your speed in order to move through an opponent's square. You can only overrun targets that are no more than 1 size category larger than you. Your target may choose to prevent your move or …

  • Clambering

    Clambering allows a character to climb on a creature at least two size categories larger and attempt to deal damage. The way it works is first you make a Climb check as a move action to clamber up the monster. This is a Climb check opposed by the …

  • Sunder

    Sunder is an attack that allows you to damage objects and equipment. Smash Objects--When you attempt to smash objects, the object has Hardness. You make a strength check DC 2 x the object's hardness. You can take 10 on the check if you want. Smash …

  • Trip

    A trip attempt can be made in place of a normal melee attack. You make a Base Attack + Str + Dex opposed check Cover and Flanking applies Size modifier applies (2 x number of categories larger) For each pair of feet beyond the first two, a …

  • Feint

    A feint is a Bluff check opposed by the target's Base Attack Bonus. The target gets a +4 if it is non-humanoid or a +8 if it lacks intelligence (a 1 or 2) or normal emotions (e.g. constructs and oozes). If successful, the next melee attack you make …

  • Flying Combat

    In flying combat, there is going to be a little bit of a reduction in complexity, for the sake of getting rid of facing for tactical combat. |Fly Action|Check DC| |Combat while Flying|DC 20| |Collision--Avoid Plummeting|DC 25| |Difficult Move …

  • Splash Weapons

    Splash Weapons will differ in no respect from Pathfinder Core Rules, except that there will be an expansion in alchemical items available.

  • Two Weapon Fighting

    Little or no difference from core rules. One difference would be this: you can fight with both weapons, gaining extra attacks, or you can choose to eliminate off-hand attacks and instead gain a bonus with your regular attacks. This would require at …

  • Shield Block

    A shield block is an immediate action that allows you to attempt to prevent damage from a single attack. A shield block is an opposed base attack bonus check.

  • Shield Guard

    A shield guard allows you to use your shield to grant you a bit of DR when bothered by foes. Setting up a shield guard is a move action. You gain DR 1 for a light shield, DR 2 for a heavy shield, DR 3 for a kite shield, or DR 4 for a Tower shield. You …

  • Cleric

    *Alignment* Any (within one step of deity) *Hit Die* d8 *BAB* Average *Fort* Good *Ref* Poor *Will* Good *Spell Selection* Prepared *Spell Progression* Good *Spell Knowledge* Open List (alignment issues are minimized in Eberron) *Skill Points* 2 …

  • Combat Opportunities

    Each round, characters receive combat opportunities, which allow you to perform special actions during your initiative or outside of your initiative. Combat Opportunities will enable you to take swift or immediate actions, as well as perform special …