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Combat:

Bleeding rule: A person may continue to lose 01 HP every hour for each 10 HP in damage
already taken.

Breath Weapon (BW): A creature attacking with a breath weapon is actually expelling
something from its mouth (rather than conjuring it by means of a spell or some other magical
effect). Most creatures with breath weapons are limited to a number of uses per day or by a
minimum length of time that must pass between uses. Such creatures are usually smart
enough to save their breath weapon until they really need it. Using a breath weapon is
typically a standard action. No attack roll is necessary. The breath simply fills its stated area.
Any character caught in the area must make the appropriate skill check or dodge or suffer the
breath weapons full effect. In many cases, a character who succeeds on his skill check still
takes half damage or some other reduced effect. Creatures are immune to their own breath
weapons. Creatures unable to breathe can still use breath weapons. (The term is something of
a misnomer.)

Called shot: When calling a shot the player states where the hit will be on a target. (IE: The
hand, a control knob, etc) To call a shot the player must make the Skill check by 10% of the
score. If successful the called shot does maximum damage.

Charge Charging is a special full-round action that allows you to move up to twice your speed
and attack during the action. However, it carries tight restrictions on how you can move.
o Movement During a Charge: You must move before your attack, not after. You must
move at least 10 feet and may move up to double your speed directly toward the
designated opponent. You must have a clear path toward the opponent, and nothing
can hinder your movement (such as difficult terrain or obstacles).
o Attacking on a Charge: After moving, you may make a single combat skill. You get a
+2 bonus on the combat skill. Even if you have extra attacks you only get to make one
attack during a charge.
o Lances and Charge Attacks: A lance deals double damage if employed by a
mounted character in a charge.
o Weapons Readied against a Charge: Spears, tridents, and certain other piercing
weapons deal double damage when readied (set) and used against a charging
character.

Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de
grace to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent
to the target. You automatically hit and score a critical hit. If the defender survives the
damage, he must make a CON check or die.

Critical Hit: A roll of a 01 on a D20 = Double Damage of the attack. (Plus 1D4+1 to the
skill.) A 01 on a D100 = the extra attack with the same weapon, double the damage. (Plus
1D4+1 x10 to the skill.)

Death attack: In most cases, a death attack allows the victim a Con check to avoid the affect,
but if the save fails, the character dies instantly.

Disarm As a melee attack, you may attempt to disarm your opponent. If you do so with a
weapon, you knock the opponents weapon out of his hands and to the ground. If you attempt
the disarm while unarmed, you end up with the weapon in your hand.

Falling Rule: Any falling target takes 1D6 damage for every 10 ft they fall before impact.
Falling Damage cannot be dodged. A Max of 20D6 for falling damage. If landing in water count
the damage as if falling the distance.

Falling Objects:
Small objects
Medium Objects
Large Objects
Huge Objects
Gargantuan Objects
Colossal Objects

Frenzy : Allows you the following:


o One extra attack each turn. Full damage on each hit.
o You can fight to your CON Score below your HP automatically.
o You cannot dodge or use any defensive skill while in Frenzy.
o To invoke or end Frenzy you must make a WIS score check.
(Normal human cannot Frenzy.)

Grabbing Items You can use a disarm action to snatch an item worn by the target. If you want
to have the item in your hand, the disarm must be made as an unarmed attack. You cant
snatch an item that is well secured unless you have pinned the wearer.

HP Recovery: Health Points can be gotten back by three means:


1. Under the care of a doctor.
2D10 +CON Modifier
2. At the end of a day of rest.
1HP + CON Modifier
3. A first aid skill check.
The difference between the dice roll and the skill used
=
recovered HP. (Max 20 HP
on a D20, 100 HP on a D100)

Magic Resistance: It is a % chance to resist the effect of spells that do not have a I (Instant)
Duration. It also allows a chance to see threw any altered states such as Invisibility or
Glamour. It does not allow you to see a person who is shapechanged into another form.

Masterwork Weapons: A masterwork weapon is a finely crafted version of a normal weapon.


Wielding it provides a +1 enhancement bonus on attack rolls. You cant add the masterwork
quality to a weapon after it is created; it must be crafted as a masterwork weapon (Using the
Craft skill). The masterwork quality Doubles the cost of a normal.
Masterwork ammunition is damaged (effectively destroyed) when used.
All magic weapons are automatically considered to be of masterwork quality. The
enhancement bonus granted by the masterwork quality doesnt stack with the enhancement
bonus provided by the weapons magic. Even though some types of armor and shields can be
used as weapons, you cant create a masterwork version of such an item that confers an
enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened
armor check penalties.

Mounted Combat:
o Horses in Combat: Warhorses and warponies can serve readily as combat steeds.
Light horses, ponies, and heavy horses, however, are frightened by combat. If you
dont dismount, you must make a Ride check each round as a move action to control
such a horse. If you succeed, you can perform a standard action after the move action.
If you fail, the move action becomes a full round action and you cant do anything else
until your next turn.You move at its speed, but the mount uses its action to move.A
horse (not a pony) is a Large creature and thus takes up a space 10 feet across. For
simplicity, assume that you share your mounts space during combat.
o Combat while Mounted: With a Ride check, you can guide your mount with your
knees so as to use both hands to attack or defend yourself. This is a free action. When

D4 (Vase)
D6 (Briefcase)
2D6 (Garbage Can)
4D6 (Oil Barrel)
8D6 (Piano)
10D6 ( Car)

you attack a creature smaller than your mount that is on foot, you get the +1 bonus on
combat Skills for being on higher ground. If your mount moves more than 5 feet, you
can only make a single melee attack. Essentially, you have to wait until the mount gets
to your enemy before attacking, so you cant make a full attack. Even at your mounts
full speed, you dont take any penalty on melee attacks while mounted.If your mount
charges, you also take the AC penalty associated with a charge. If you make an attack
at the end of the charge, you receive the bonus gained from the charge. When
charging on horseback, you deal double damage with a lance (see Charge).You can use
ranged weapons while your mount is taking a double move, but at a 4 penalty on the
combat skill. You can use ranged weapons while your mount is running (quadruple
speed), at a 8 penalty. In either case, you make the attack roll when your mount has
completed half its movement. You can make a full attack with a ranged weapon while
your mount is moving. Likewise, you can take move actions normally
o Casting Spells while Mounted: You can cast a spell normally if your mount moves
up to a normal move (its speed) either before or after you cast.
o If Your Mount Falls in Battle: If your mount falls, you have to succeed on a Ride
check to make a soft fall and take no damage. If the check fails, you take 1d6 points of
damage.
o If You Are Dropped: If you are knocked unconscious, you have a 50% chance to stay
in the saddle (or 75% if youre in a military saddle). Otherwise you fall and take 1d6
points of damage.Without you to guide it, your mount avoids combat.
Off Hand Rule: Attacking with your off hand is an option in a combat skill. When doing so
divide the skill in the weapon and the damage from the weapon itself by .

Point Blank: Point blank shots are full damage unless otherwise stated.

Paralysis Some monsters and spells have the supernatural or spell-like ability to paralyze
their victims, immobilizing them through magical means.
A paralyzed character cannot move, speak, or take any physical action. He is rooted to
the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental
actions, such as casting a spell.
A winged creature flying in the air at the time that it becomes paralyzed cannot flap its
wings and falls. A swimmer cant swim and may drown.

Poison When a character takes damage from an attack with a poisoned weapon, touches an
item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned,
he must make a CON check. If he fails, he takes the poisons initial damage. Even if he
succeeds, he typically faces more damage 1 minute later, which he can also avoid with a
successful CON check.One dose of poison smeared on a weapon or some other object affects
just a single target. A poisoned weapon or object retains its venom until the weapon scores a
hit or the object is touched (unless the poison is wiped off before a target comes in contact
with it). Any poison smeared on an object or exposed to the elements in any way remains
potent until it is touched or used.Poisons can be divided into four basic types according to the
method by which their effect is delivered, as follows.

Contact: Merely touching this type of poison necessitates a CON check. It can
be actively delivered via a weapon or a touch attack. Even if a creature has
sufficient damage reduction to avoid taking any damage from the attack, the
poison can still affect it. A chest or other object can be smeared with contact
poison as part of a trap.

Ingested: Ingested poisons are virtually impossible to utilize in a combat


situation. A poisoner could administer a potion to an unconscious creature or
attempt to dupe someone into drinking or eating something poisoned.
Assassins and other characters tend to use ingested poisons outside of
combat.

Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells.


They can be thrown as a ranged attack with a range increment of 10 feet.
When it strikes a hard surface (or is struck hard), the container releases its
poison. One dose spreads to fill the volume of a 10-foot cube. Each creature
within the area must make a CON check. (Holding ones breath is ineffective
against inhaled poisons; they affect the nasal membranes, tear ducts, and
other parts of the body.)
Injury: This poison must be delivered through a wound. If a creature has
sufficient damage reduction to avoid taking any damage from the attack, the
poison does not affect it. Traps that cause damage from weapons, needles, and
the like sometimes contain injury poisons.

Using Poison:A character has a 5% chance of exposing himself to a poison whenever


he applies it to a weapon or otherwise readies it for use. Additionally, a character who
rolls a natural 1 on an attack roll with a poisoned weapon must make a DEX check or
accidentally poison himself with the weapon.

Poison Immunities:Creatures with natural poison attacks are immune to their own
poison. Nonliving creatures (constructs and undead) and creatures without
metabolisms are always immune to poison. Oozes, plants, and certain kinds of
outsiders are also immune to poison, although conceivably special poisons could be
concocted specifically to harm them.

READY (Hold Action)The ready action lets you prepare to take an action later, after your turn
is over but before your next one has begun. Readying is a standard action.

Sharpened Weapons: Weapons that a person has sharpened will remain sharp for 60 days or
until used. Weapons that are sharp do an additional +1 Damage the first three times the strike
something.

Slam Maneuver: You may attempt to slam in to a target if you have room to move towards
the target. Complete a STR score check. If successful the target is knocked back your STR
modifier in feet and takes your DEX modifier in damage +D6.

Special Damage: Special damage cannot be healed until they have been removed from the
cause of damage.
o

Acid Damage: D6 damage. The fumes from most acids are inhaled poisons. (D4
damage.)

Fire Damage: D6/Min

Smoke Damage: CON check or D6/ Min.

Heat/Cold: A CON check or D6/ Hr exposed.

Starvation: Any person can go one day plus their CON score and CON Modifier in
hours. After that it is 1D4/ Day.

Drowning/ Suffocation: Players can hold their breath equal to their CON score in
min. After that lose 25 hp each min minus their CON Modifier.

Sonic Damage Causes deafness for 1D4 rounds on a successful hit. Double that if
its a critical hit.

Splash Damage: Players may attempt to dodge for no damage. Splashing damage is
the normal damage.

Lava : Lava does 2D6 damage for each turn exposed, except in the case of total
immersion. (20D6 damage for immersion.) Lava continues to burn for D4 turns after
contact.

Ability Draining: Can

STR

INT

WIS

DEX

CON

CHR

COM

be the effect of a disease.


Atrophy - Become helpless at 0
Delirium - Coma at 0
Malaise - Deep sleep at 0
Shakes - Paralyzed at 0
Chills - Unconscious at 0 (Dead at negative your CON score.)
Convulsions - Lose vocal/ physical control at 0
Disfigurements - Malformed (Ugly) at 0

Stun Maneuver: A player needs to declare a stun maneuver before rolling to hit its target, if
target loses half their total remaining HP in one action, they are stunned. The time stunned is
10 minutes plus total damage taken minus targets CON modifier.

Throw Object: The distance of a thrown object in feet is the thrower's STR score minus the
throwers STR Modifier. Damage is normal for the object.
Underwater Combat: All weapons except piercing weapons do damage while underwater.
(Unless the weapon has been created to be used underwater.) While underwater, all attacks
are capped at the attackers Swim Skill. All Dodges are also capped at the defenders swim skill.
Shield use is not possible underwater. Creatures that live underwater are not hampered by
their swim score.

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