[Andaria Rules and Updates]
Updated Rules:
Feats:
Power attack is a normal action – add BAB to APV, lose all AoO, Max of 1 attack/round, Only the first attack gains APV, Must wield a medium or larger weapon in two hands.
New Power attack feats:
Improved Power attack: (+1 BAB STR 12, Power Attack) May power attack with any weapon, even one handed weapons. Two handed weapons may add strength to APV
Heavy Hitter (+5 BAB STR 14, Improved Power Attack) Add 1.5 STR bonus to damage when using a two handed weapon. One handed and small weapons will apply your full strength bonus to damage. Medium sized weapons are uneffected.
Fast Recovery (+8 BAB, Improved Power Attack) AoOs are not lost when power attacking. APV still only applies to the first attack.
Combat Reflexes (Dex 14) Grants a number of AoOs equal to dex bonus( not counter attacks) and allows for a character to make a full round action on surprise rounds. Also it allows them to make counter attacks when being surprised.
Counter Assist (Dex 12) Use a counter attack against an opponent within your reach when they are attacking an ally. The opponent needs to be within reach but the ally doesn't.
Counter Spell (Wizard, Int 12) May use a counter action in order to counter a wizard that is casting a spell within your line of sight. Roll opposed spell casting checks and if you win you may cast a spell, though their spell may still go off if they passed the casting check. Whether or not you succeed in countering an enemy spell you can still suffer from critical spell failure. Also if you rolled atleast DC 15+spell level (for normal spells) you can recognize what spell is being cast. You may choose a spell to cast after knowing what spell the enemy is casting.
Dwemor (INT 15, Wizard, Lvl 8) – Allows a wizard to attempt to make their own spells.
Quicken Spell (Wizard, Lvl 5 Int 13) – Allows a wizard to quicken a spell but it has a spell casting check as a spell 4 levels higher and the critical failure table results on a roll of 1-5. A wizard may not quicken a spell higher than their INT bonus. (If Morrog's INT is 15 with a +2 bonus he may not quicken a spell higher than 2nd level)
Silent Spell (Wizard, Lvl 3, INT 13) Allows a wizard to cast a spell silently. The spell is cast as if 2 levels higher and the critical failure table results on a roll of 1-3. A wizard may not silence a spell higer than their INT bonus.
**All other metamagics follow this formula**
Endurance- +4 to save vs non-lethal damage, may travel longer without tiring(+4) and allows a player to ignore wounded results.
Die Hard (Endurance) If you drop to or below 0 you may roll a DC 12 fort save, if you pass you will remain concious and take partial actions. You do not bleed during these actions but do suffer from the effects of near death.
Improved Toughness (Preq Toughness LVL 8) Grants an additional +1 HP per level starting at the level obtained.
Craft Magical Items(Spell caster, lvl 5) Allows a spell caster to craft trinkets.
*If a power attack APV is double a targets AV then that armor is sundered for the remainder of the battle. This does not apply to natural armor and magical armor may have exceptions.
**If a counter parry is performed and failed vs a Power attack the attacker may attempt to sunder the weapon along with any other result from the attack roll.
Counter Clarifications:
Available counter actions:
Counter Parry – Attack is stopped if the defender exceeds the attackers attack roll. Tie goes to the attacker. Some attacks may not be parried, DM's discretion.
Counter Disarm – Attacker may still hit, Defneder makes an opposed disarm roll vs the attackers attack roll as discribed in the disarm action
Counter Attack – Attacker may still hit, defender makes a normal attack roll. Must exceed the attacker's attack roll while also meeting or exceeding the attacker's defense value in order to hit.
Counter move – If successful, the defender moves in any direction up to 5 feet. If the attacker cannot reach the defender the attack automatically misses. Charging attackers who have spare movement can continue their charge movement for up to 5 feet foward and still attack.
*Characters may now only make a single Counter attack per round no matter how many AoO they have. Counters still use AoO.
Armor Update: Armor DC has been changed from DC 20 to DC 21. So in order to ignore incoming damage you must roll 1d20+AV = 21.
Armor Values:
Padded: 2
Leather: 3
Studded Leather: 4
Chain Shirt: 5
Hide: 5
Scale: 6
Chain Mail : 7
Breastplate: 7
Splint Mail: 9
Banded Mail: 9
Half Plate: 10
Full Plate: 12
Weapon Damage Update:
Small and Light weapons only use 1/2 the characters strength bonus. One handed weapons still use full strength bonus.
Medium and Large weapons use full strength bonus
Two handing a medium or large weapon allows a player to use the power attack ability.
Updated Critical Failure Table:
Weapon Dropped/fumbled/hurrled away 2d6 square, scattered
Friendly fire or self attack (roll an attack vs closest ally or if none, self)
Weapon damaged, suffers a -4 until repaired. Self Damage No Save if natural weapon.
Flop, attacker trips up and falls prone
Opponent may make a free attack action. Does not cost a AoO.
Mult-fumble, roll twice adding both.
Updated Ranged Critical Failure Table:
Ammo spilled/weapon fumbled. Ammo, arrows/quarrels spill out requiring move actions to clean or use or the weapon is fumbled 2d6 squares.
Friendly fire or self attack (roll an attack vs closest ally or if none, self)
Bows/crossbows may not be used until repaired. If spell you take 1d4 points of damage per spell level, no save.
Weariness: "Your hands hurt and you grow tired of all this ranged play". -4 to all ranged attacks.
Lost footing, -4 to defense until the next turn.
Mult-fumble, roll twice adding both.
Updated Critical Hit Table:
Enemy armor is bypassed: if a power attack was used the armor is also sundered. does not apply to natural armor
A single damage die is maxed before damage is rolled. Ex. Greatsword : 2d6 may choose 1d6 to be a 6, the other d6 must roll normally.
Stunned for 1 round.
Knocked Down.
May make a sunder/disarm attempt vs enemy at +4. Creatures with natural weapons treat this like a roll of 2 on the critical hit table.
Pushback: Reflex or Fortitude VS DC 10+damage done or be pushed back 5ft/per 5 damage. Target must also make a balance check VS damage done or be knocked prone.
Crippling Blow
Roll twice on the table
Crippling Blow Table:
Head
Blinded Fort VS 10+ damage done or become blinded for the combat. A system shock check fort DC Damage done must be made later to determine whether it is permenant or not.
Stunned Fort VS 10+damage done or become stunned for 1 round per 5 damage, minimum 1, round down. ex. Damage 14 = 2 rounds of stun.
Deafened Fort VS 10+damage done or become deafened for the combat. A system shock check fort DC Damage Done, must be made later to determine whether it is permenant or not.
Killing Strike: Fort save VS damage done or be dropped to -5 HP.
Left Arm
Right Arm
Drop held item: Ref save VS damage done or drop item in hand
Weakened, -2 to actions involving the limb- no save (if rolled twice on the same limb it goes to -6)
Disabled, -6 to actions involving the limb – no save (if rolled twice on the same limb it goes to severed/crushed but you still have the -6 to the fort save)
Severed/crushed : Fort save VS damage done or lose the limb.
Body
Winded : Fort save VS damage done or be only capable of making single actions for the next 1d6 rounds.
Bleeding: Fort save VS 10+damage done or continue to lose 1hp/rnd until dead or bleeding is stopped.
Solid strike: Fort save VS 10+damage done or be knocked prone and stunned for 1d6 rounds
Gutted/serious injury: Fort save VS damage done or be dropped to -5 HP
Left Leg
Right Leg
Triped: Ref VS damage done or fall prone
Slowed: Move at 1/2 speed for the rest of combat – no save(if rolled twice for the same limb this becomes a result #3)
Disabled: Move at 1/4 speed for the rest of combat – no save(if rolled twice for the same limb this becomes a result #4 rolled at a -6)
Severed/crushed: Fort save VS damage done or lose the limb.
Updated Critical Spell failure: If a 1 is rolled when casting a spell a critical failure happens. If the result is still enough to cast the spell the spell will still go off,except in the result of a catastrophic failure. If, for any reason, a caster recieves a minus to casting the spell his failure range increases by 1 point per minus to a maximum of 5. (Example: if Hal'dar suffers a -2 from range, spell failure happens on a 1-3. If he suffers -10 from being hit in combat his spell failure is 1-5.) Following effects are applied:
Spell fizzles (if result was still enough to cast ignore result)
Spell lock – Spell may not be cast again until it can be retrained. This takes 1 uniterupted day per spell level and requires the material components to be used each day.
Malfunction – Spell goes awry, attack spells hit allies, charm spells turn to hatred spells, protection from fire may light you on fire etc.. Situational
Spell burn – Will save DC 5+spell level or Caster suffers 1d6 damage per level of the spell cast.
Catastrophic failure. See table
Butter fingers – roll twice.
Catastrophic spell failure table:
Summons an elemental that wishes to destroy the caster. Spell level 1-2 Small 3-4 Medium 5-6 Large 7-8 Huge 9 – Summons 2d6 Greater Hug elementals
Spell blast: The spell explodes in a 10ft raidus, those caught in the blast, except the caster, may roll a REF save DC 12 for half. Does 1d6 damage per level of the spell cast, no save for the caster.
The spell backlashes and blasts the casters mind. Caster drops to an intelligence of 3 for 24 hours.
Spell caster is warped in a random direction: A hit result on the scater die sends the caster straight up. The distance is 10 feet per spell level. Caster is stunned on next action.
Extraplanar creature reaches out and attempts to touch the Caster's soul. Will DC 5+ spell level. If check is failed caster's soul is removed from his body and he dies.
Energy rift. Will DC 5+ Spell level. If failed caster dies, energy rift appears with a starting area of 10ft radius centered on casters previous location. All those within the AoE must make a REF save DC 5+Spell level to escape it. Those that pass may attempt to escape rift on their turn.. Each round the rift grows 5ft up to 40ft radius. Any who fail a save or are unable to escape from the rifts AoE are destroyed. Rift disapears one round after reaching full size.
Special Actions:
Aid Another
Roll is dependant on the type of action the target wants to take, make the same type of roll
DC is 10
Does not provoke an action of opportunity unless the target's action also provokes
Provides +2 to the targets roll
Trip
Provokes AoO. May be countered as any normal attack
Opposed attack roll to determine results, attacked must exceed defenders roll.
Bull Rush/Push
Provokes AoO. May be countered as any normal attack
Attacker's Strength vs the defenders Strength. Size bonuses/minuses apply.
Push:
One square of pushback for every 5 points the attacker wins by
Rush
One Square for every 2 points the attacker wins by, to the limit of his movement
You each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.
Disarm
May be countered as any normal attack
Opposed attack roll to determine results
The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a -4 penalty on the roll.
if the defender ties or exceeds the dirarmer's attack roll, there is no effect.
if the attacker's roll exceeds the defenders:
|
by 1-5 |
Parry or No effect |
|
by 6-10 |
Target is disarmed weapon drops to floor in defender's square |
|
by 11-15 |
Target's weapon is hurled, roll scatter 2d6 squares |
|
by 16+ |
Attacker has taken the weapon away from the target |
Sunder
May be countered as any normal attack
Opposed attack roll to hit the opponents weapon except in the case of a failed parry vs a power attack or a successful parry action.
If the atacker wins, he may attempt to damage the target's weapon target automatically wins in the case of a failed power attack or successful parry action.
Called Shot
May be countered as any normal attack
Single attack only
Criticals do not apply for this attack, Fumbles still apply
May not be used with Power Attack
-4 for body, -8 for limbs, -12 for head Apply AV according to location hit, EX. Orc isn't wearing a helmet and a called shot hits him in the head, no AV is allowed
Normal damage dealt. Attack also counts as a Critical chance if it hits, roll again to confirm. If confirmed roll on table related to area hit.
Charge
Straight Line only
full double move + single attack
-2 to Defense No longer grants a bonus to hit
Feint
Single melee attack only
May not be used with Power Attack
Roll a Bluff check, opponent may attempt to sense motive. If bluff is failed, attack as normal. If bluff is successful opponent loses a counter for current round, if available, and attack gains a +2 APV. Rogues count this action as a sneak attack and use whichever is greater, sneak attack bonus APV or feint bonus APV.
Grapple
Must make a touch attack in order to initiate grapple, provokes AoO. May be countered
Roll oppossed checks, BAB + STR bonus. If attackers roll is higher than defenders grapple is successful. For ever size category above medium a +4 is added per size. For ever size category below medium -4 is added per size.
Those involved in the grapple all occupy the space of the largest creature.
Grapple Actions:
Damage: Cause damage of natural weapon things that modify natural attacks such as armored gauntlets can be used for this action, also weapons 2 size categories smaller than opponent may be used: Human – dagger sized, Giant – short sword sized
Lock: Locks opponent in a pinned position, opponent may make no action except to try to escape the lock on his next action. If he succeeds he is still in grapple. Cannot be used against a target 2 or more size categories larger than yourself
If you lock an opponent and they fail to escape from it, you may attempt to use opponents weapon against them if one is available by rolling a normal grapple check.
Move: May move target up to 5 feet in any direction. Cannot be used against a target 2 or more size categories larger than yourself
Pick Pocket: Roll an opposed grapple check, if you succeed you may use a sleight of hands action.