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The World of Siluria Thread

HeavenShallBurn

First Post
My long running epic campaign has finally drawn to a close and 3 of the 5 players are indicating they'd prefer to wait a while before starting any new campaigns. So the low-mid campaign has gone on hold and I now have some more time.

All my campaigns have been set in a single homebrew world that I actually inherited the beginnings of from my older brother. As homebrews go its fairly old and it's gone through revisions from 1e to 3e, there are significant areas that none of my campaigns have touched on in 3e and are still unconverted from 2e or later 1e. Once I started DMing again with 3e the houserules piled up fast and high, it got to be less D&D that d20. On and off for about a year I've been working to regularize all these houserules into a single coherent system. Now that I have some more time in the near future and parts already done I intend to finish work on the new and improved COHERENT Siluria system.

This will be the thread where I put things as they are completed. I still expect revisions will have to appear as the only partially done mechanics are improved or corrected.

[h2]First and Only Warning[/h2]
This setting and the mechanics that support it will be very high-power and high-magic. Considerably higher power and magic than FR though NOT the same. It's a grab-bag and it's strange at times, really strange. It's not for everybody, Disclaimer done.:)
 

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HeavenShallBurn

First Post
Races

-This and the following posts to the next header are reserved for the Races of the setting.
-They do not use standard stat-blocks and the mechanics are not standard D&D.
-Every race starts with 3 racial hit-dice(my demographics assume adults should have an average of 3 to 5 lvls so an adult of each PC race is matched to the bottom end of that.)
-Most Races Are Strange or Monstrous Compared to PHB Races
-There is no Level Adjustment(I've used Upper Krust's CR system to balance the PC races and racial levels beyond the basic 3 if a race has them with this setting's PC Classes. Compared to standard PHB Classes these are totally unbalanced, but this settings PC Classes are about 1.6-1.7 times the power of PHB Classes so these races are balance with these classes)
-The Humanoid Type has had a revision. Giants and Monstrous Humanoids are subtypes of humanoids with their own subtype traits that supercede the humanoid type
 
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HeavenShallBurn

First Post
[h1]Vykarin[/h1]

Vykarin CR3
Usually Neutral Medium humanoid(monstrous humanoid)
Ref: +3 / Senses: Darkvision, Scent / Listen +5, Spot +5
Languages: Vykarin
AC: 13 / Touch: 13 / Flat-Footed: 18 /(dex +0, def bon +3)
DR: DR5/- natural
Immunities: Poison
HP: 23 (3d8+6)
Fort: +3 / Ref: +3 / Will: +2
Speed: 10ft (50ft)
BAB: +3 / Grapple:+4
Space: 5ft / Reach: 5ft
Attack: +5 natural (1d4+1, 20x2, bite-1) or + 4 natural (1d4+0, 20x2, claw-2)
Attack Options: Power Attack
Abilities: Str 13 / Dex 11 / Con 14 / Int 10 / Wis 9 / Cha 8
SQ: poison immunity, scent
Feats: Power Attack, Track, Weapon Focus(bite)
Skills: Balance +4, Climb +3, Handle Animal +0, Jump +7, Listen +5, Ride +2, Search +6, Sense Motive +5, Spot +5, Survival +1, Swim +7, Use Rope +2
Advancement: By Character Class

Scent(Ex): A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

These vaguely pseudo-lupine creatures resemble the cross of a wolf and a kangaroo given hands and intelligence. Their hind feet are strong hooves with a single large slashing talon where the dewclaw would be on a wolf. Several plates of overlapping shell protect the back, tail, and parts of the arms and legs as well as extending to cover the top of the head and shield the eyes.

Personality: Living in such a harsh, demanding environment has affected the Vykarin. Forced to endure they have made a virtue of hardship. Overcoming the trails life sets before them is a challenge not a chore. Easy times upset and worry them because they've been denied the chance to strive. The more trouble and hardship life inflicts upon them the more cheerful and content they become.
Relationships: Not very common outside of Eicude they have little collective collective experience of many races but tend to get along well with most of the races of Ieborut and Olbynept. Naghai on the other hand don't usually get a great reception but aren't entirely unwelcome. Tscheva have little contact but are friendly. Strangely the tendency is for Vykarin to strongly dislike elves among those to whom that race is known.
Alignment: Vykarin tend somewhat toward chaos but are mostly neutral. While they get along in smaller groups well Vykarin seem to have an innate dislike of large cities or organizations. Resentment toward the idea of hierarchy is fairly common among their primitive but largely egalitarian societies.
Vykarin Lands: Eicude is a harsh land full of massive predators and looming horrors. Yet it is also bursting with life. They build small heavily fortified villages in the most inaccessible areas they can reach to hold off hostile wildlife and the attacks of hostile tribes or worse. However they are not truly reclusive or xenophobic, they welcome outsiders who come peacefully. The harshness of their land has fostered an inclusiveness and need to stick together and assist others as they might need help in the future.
Lifestyle/Technology: Vykarin display an enormous range of beliefs and practices that may differ widely between the largely isolated roving clans. These practices not only differ between clans they can change in only a few generations of time within the same tribe. Technologically as culturally the Vykarin vary from clan to clan but retain certain similarities. They hunt extensively and some practice herding but they do not pursue agriculture. The lush natural growing conditions of Eicude provide plenty of vegetation for gathering. Vykarin immunity to poison makes many otherwise ignored plants and animals potential food sources. Many of the clans are limited to stone tools and weapons. Some have learned to smelt metal but they make their tools out of bronze and this is a highly prized rarity. Some trade exists with outlying or renegade elements of the Naghai and is how they acquire the occasional steel weapon or tool encountered among them. This is heavily limited though as they lack any form of monetary system and their only economy is resource bartering.
Religion: Vykarin worship ancestor spirits. They believe that dead ancestors stand beyond the world around them in the spirit realm where they influence the mortal world and respond to their descendants' actions before eventually being reborn to one of their own descendants in an eternal cycle.
Languages: Vykarin speak their own language. This is hard for others to speak and contains frequent pops, whistles, and clicks. Vykarin language does not have abstract numbers, when identifying multiple things a Vykarin speaking his native tongue will briefly describe each. It does have a primitive written form composed of colored beads incised with pictographs and strung together on strings. This is composed of a long narrative string with shorter clause strings each representing from a sentence to a paragraph of text hanging from where they are tied to the narrative string. The quipa is read beginning at the black bead on one end of the narrative string and ending at the red bead on the other end. Clause strings are red beginning where they join the narrative string to the end.
Names: Vykarin usually have two separate names though these can be of any length. One a common name used for everyday purposes or by familiar individuals. The second is a deed-name used ceremonially. Because their common names are usually difficult for other races to speak they use a transliterated version of their deed-name with non-Vykarin.
Adventurers: In a way their entire personality can be said to easily lead young Vykarin to a life of adventure. Finding contentment in success over hardship drives many to seek it out.

Racial Traits
1.Constitution +2
2.Medium size
3.Base land speed is 10feet (50ft standard)
4.Darkvision to 60 feet
5.Racial Hit Dice: A Vykarin begins play with three levels of monstrous humanoid, which provides 3d8 Hit Dice, a base attack and defense bonus of +3 and base saving throw bonuses of Fort+1, Ref+3, Will+3
6.Racial Skills: A Vykarin's monstrous humanoid levels give it skill points equal to 6x(2+int bonus). Its racial skill groups are Athletics, Perception, and Wilderness Lore.
7.Racial Feats: A Vykarin's three monstrous humanoid levels give it three feats.
8.Natural Weapons: Bite (1d4+str,20x2,primary), 2 Claws (1d4+½str,20x2,secondary)
9.Natural Armor: (DR5/-)
10.Special Qualities: Poison Immunity, Scent
11.Automatic Languages: Vykarin

Age Chart
Code:
Race        Adulthood      Middle Age      Old          Venerable     Maximum Age
Vykarin     12 years        28 years        43 years    57 years      +2d10 years

Random Height and Weight Chart
Code:
Race              Base Height    Height Modifier     Base Weight        Weight Modifier
Vykarin, male       3ft 10in          +2d4                130lb           +(1d6)lb
Vykarin, female     3ft 6in           +2d4                100lb           +(1d6)lb
 

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HeavenShallBurn

First Post
[h1]Naghai[/h1]

Naghai CR3
Usually Neutral Medium humanoid(monstrous humanoid)
Ref: +4 / Senses: Darkvision, Scent / Listen +5, Spot +5
Languages: Ssesscharu(literate), Rephidrim Trade
AC: 14 / Touch: 14 / Flat-Footed: 15 /(dex +1, def bon +3)
DR: DR3/- natural
HP: 23 (3d8+6)
Fort: +3 / Ref: +4 / Will: +3
Speed: 5ft/ climb5ft/ swim 5ft (20ft/climb 15ft/swim 15ft)
BAB: +3 / Grapple: +5
Space: 5ft / Reach: 5ft
Attack: +5 natural (1d6+1, 20x2, bite-1) or + 6 natural (1d4+2, 20x2, claw-2) or +5 natural 1d6+2,20x2,constrict-1)
Attack Options: Constrict, Power Attack
Abilities: Str 15 / Dex 13 / Con 14 / Int 12 / Wis 11 / Cha 6
SQ: scent
Feats: Blind Fight, Power Attack, Weapon Focus(claw)
Skills: Appraise +5, Balance +3, Climb +7, Concentration +6, Decipher Script +5, Heal +4, Jump +7, Knowledge(all) +5, Listen +6, Search +7, Sense Motive +6, Speak Language +4, Spot +6, Survival +1, Swim +7
Advancement: By Character Class or Racial Class

Constrict(Ex): A Naghai deals 1d6+str extra damage with a successful grapple check against a creature of its size or smaller.
Scent(Ex): A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

These reptilian-looking creatures mix the features of a humanoid with those of a snake. They possess a snake-like head with unblinking eyes on a long mobile neck. The area just below the neck resembles a humanoid torso with shoulders and arms ending in clawed hands. But where the waist would be on a humanoid the torso continues in a long snake body as thick as the humanoid torso that slowly tapers down toward the tip of the bluntly rounded tail. Only half of its body is raised upright with the rest trailing behind along the ground in powerful coils.

Personality: Masters of an ancient and powerful civilization carved from an unforgiving land the Naghai are well aware of their own achievements. Arrogance is a somewhat common flaw, but not without reason. As a group Naghai tend to be well-learned compared to the average though emotionally cold. Overall more self-centered in view with a strong vein of callousness especially toward those they consider outside their immediate social group.
Relationships: Most common of the races of Eicude to encounter outside that continent they are still somewhat rare. In general they are best described as equally uncaring to strangers they don't believe to be a threat. On the other hand Naghai show a fairly normal if undemonstrative range of attitudes toward companions. Vykarin are usually considered scruffy barbarians(think of Victorian depictions of Neanderthals). Tscheva are reluctantly considered cultural equals if odd but they don't have a great deal of contact due to the altitude of Tscheva settlements. Many of the races of Olbynept can seem hyperactive and far too demonstrative but in general Naghai consider it merely an irritating phase they'll eventually get over.
Alignment: Naghai have an innate tendency to order but are mostly neutral. In general they favor organizations and hierarchies or centralized structures of behavior and authority.
Vykarin Lands: Well suited to its starkly competitive landscape the Naghai spread to all regions of Eicude so long ago it defies imagination. Once their settlements were joined in an empire to match the grand civilization of the giants of Olbynept. That time is so long past even the dwarves have no records of it. Now each of the monolithic temple settlements is independent and isolated.
Lifestyle/Technology: Though the passage of untold millennia has worn their cities down into an external appearance that in many cases borders on ruin great strength and knowledge lie within. While the exact details of each city will differ certain features are common to them all that have been carried over from Imperial times. Each city is built around a great combination temple/palace at the center that holds the ruler. Who is an absolute autocrat and also the leader of priesthood. There is a landholding aristocracy based on the obligation to provide military forces for the autocrat upon demand, though the priesthood has its own army. All members of the priesthood, nobility and wealthiest classes of non-nobles will be Naghai who have full citizenship. Free common folk are limited to Jingai(non-Naghai scaly-folk) who are second-class citizens with fewer rights and more obligations. Everyone else is either a slave, in which case they have no rights and are considered property, or foreigners. Foreigners are exempted from many of the Byzantine laws of Naghai society but must wear a large and prominent token given to them when they enter the city at all times to show that they are foreigners or they will be considered as slaves. Naghai are pure carnivores and eat only meat which they prefer still alive. Agriculture is practiced but purely as a means of feeding slaves and animals, which is considered essentially the same thing. Naghai have been working metal longer than many races have even existed, nearly any item or craft based on metal may be found in their cities including special items seldom found elsewhere. Their airships are massively built and rely on neither bound elementals not floatstone. Instead the entire vessel is constructed from liftwood, a tree that grows in the humid lowlands of Eicude and resists the pull of gravity.
Religion: Naghai all dedicate their worship to the World Serpent, a powerful singular god with many aspects. Just as Naghai grow throughout their lives so does the World Serpent. That upon death their soul will merge with the World Serpent, and they will become a single scale of their god's endless coils as they protectively encircle the entire world.
Languages: Naghai speak a language known as Ssesscharu. It is a long sibilant speech that contains hidden subtleties and nuances. Every word has multiple meanings that must be interpreted based on context. There are similarities between Ssesscharu and Draconic that point at the former being a corrupted derivative of Draconic. If so the split in languages occurred so long ago that no memory remains. Ssesscharu has multiple written forms of varying complexity. Official and religious writing is done in a highly formal method that uses a distinct and complex hieroglyph for each word written in blocks of text that have a polygonal shape with an even number of sides, read from the lower left-hand corner around its exterior in a clockwise spiral. Other writing is done in a phonetically based cuneiform written in regular rows and columns and read from left to right one row at a time from top to bottom. Official writing is mostly seen as carvings in stone though it's also seen on metalworks such as statues where it is normally worked into the mold and cast in a single pour. Though books have been made from thin sheets of metal with the hieroglyphs pressed into their surface using a metal stamp and a hammer. Mundane writing is done almost exclusively on clay tablets due to the adverse affects of the Eicude climate on parchment or papers. These tablets are inscribed with cuneiform using a sharp edged stylus and then dried. Noble houses and merchants or others with means often fire the tablets and glaze them in a color or pattern to mark their origin.
Names: Naghai have only a single name, and this name is very important to them as it's a symbol of their heritage their rank and their personal history. Their family affiliation is a prefix in front of their personal name, noble families add “tsi” to the end of the prefix. Then the personal name which is given at birth as a single syllable and grows over time with the eldest Naghai having as many as four syllables of personal name. Attached to the end of this is a suffix which describes their personal position within Naghai heirarchy. Including profession, noble title, or rank within the priesthood. A Naghai is nearly insufferably proud of their name and insults, puns, or derogatory humor based on names are considered an outrage by them.
Adventurers: Naghai culture and outlook do not exactly encourage young Naghai to become adventurers. But as always there are some who do, many of them from families that suffer under some disgrace or official disapproval seeking to bring honor to their personal name or found a new family that can start anew untarnished by the past.

Racial Traits
1.Strength +2, Dexterity +2, Construction +2, Intelligence +2, Wisdom +2, Charisma -2
2.Medium size
3.Base land speed is 5feet (20ft standard) with swim speed 5feet (15ft standard) and climb speed of 5 feet (15ft standard). However Naghai move at this speed even when wearing medium or heavy armor.
4.Darkvision to 60 feet
5.Racial Hit Dice: A Naghai begins play with three levels of monstrous humanoid, which provides 3d8 Hit Dice, a base attack and defense bonus of +3 and base saving throw bonuses of Fort+1, Ref+3, Will+3
6.Racial Skills: A Naghai's monstrous humanoid levels give it skill points equal to 6x(2+int bonus). Its racial skill groups are Academia, Athletics, and Perception.
7.Racial Feats: A Naghai's three monstrous humanoid levels give it three feats.
8.Natural Weapons: Bite (1d6+½str,20x2,secondary), 2 Claws (1d4+str,20x2,primary),
9.Natural Armor: (DR3/-)
10.Special Qualities: Scent
11.Automatic Languages: Ssesscharu
Age Chart
Code:
Race     Adulthood     Middle Age     Old           Venerable     Maximum Age
Naghai     40 years     179 years     269 years     357 years     +3d% years

Random Height and Weight Chart
Code:
Race     Base Height     Height Modifier     Base Weight     Weight Modifier
Naghai     4ft 10in      +2d10                430lb           +(3d6)lb

Naghai Racial Levels
Naghai can take up to six levels in “Naghai at any time. This represents the character exerting themselves to their fullest, growing more capable in response to stress and hardship. As the Naghai gains racial levels they grow physically, becoming stronger, tougher, and wiser to meet new challenges. This is reflected in a mostly steady growth interrupted by two growth spurts where they rapidly increase to the next size category.
Normally a mature Naghai with no racial levels is about 5-6 feet tall and twice that length overall with muscular coils that make them extremely heavy for their size category. When they attain Large size at sixth level their height increases to around 9 feet and their overall length is roughly 20 feet. At this time he gains a 10 foot reach but suffers a -1 size penalty to Armor Class and attack rolls. Later at ninth level he achieves Huge size and his height is approximately 16 feet with a total length of 35 feet. At every stage of development their serpentine body form places them near the upper weight limit for their size, nearly 4000 pounds at Large size and almost 30,000 pounds at Huge.

Hit Dice: d8
Skill Points: 2+int bonus
Skill Groups: Academia, Athletics, and Perception
Code:
Lvl     BAB     DB     Fort     Ref     Will     Special
4        +4     +4      +1      +4      +4       Natural DR +1, Con +2, Wis +2, Cha +2, bite to 1d6
5        +5     +5      +1      +4      +4       Natural DR +1, Str +1, Int +2, claws to 1d6
6        +6     +6      +2      +5      +5       Large size, Str +4, Con +2, Int +2, Wis +2, Cha +2, constrict to 1d8. All movement +5(10) feet
7        +7     +7      +2      +5      +5       Natural DR +1, Str +2, Con +2, Wis +1, bite to 2d6
8        +8     +8      +2      +6      +6       Natural DR +1, Str +2, Con +2, Wis +1, claws to 1d8
9        +9     +9      +3      +6      +6       Huge size, Natural AC +1, Str +2, Con +2, constrict to 2d6 base, All movement +5(10) feet
 
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HeavenShallBurn

First Post
Core Mechanics Overview

Combat system is Battleque d20-Further modifications and revisions still under construction
Features
*No penalty for TWF. Fighting with any number of different weapons is supported without penalties for any order of attack as long as you don't attempt to gain extra attacks. Extra attacks are gained through flurrying which imposes a penalty based on how many extra attacks you attempt. The TWF and MWF chains will be integrated into a unified feat chain that reduces penalties for Flurrying.
*Power Attack. A version of this with reduced effectiveness will be a universal combat option. The power attack feat will increase this option to the standard level of effectiveness and expand a character's range of PA.
*Shields. There will be major improvements to the benefit provided to AC by shields to encourage the traditional sword & board style and offset the slightly lower average AC of an Armor as DR system. Preliminary stats are: buckler +3AC, light +5AC, heavy +7AC, tower +9AC. Shields provide no AC but not DR.
*Armor. Armor as DR but formula not entirely finalized. Manufactured Armor DR= 1/2(normal AC) + 1/2(primary material hardness). Enhancement bonus is not added to AC or DR but since each +1 adds 2 hardness effectively gives +1DR per +1 bonus. Natural Armor DR=1/2(normal AC). Only add hardness in the case of natural armor with a material hardness, such as golems or other constructs with a specified material. I haven't decided whether to add keep 1/2 normal AC in the AC calculations, depends upon other balancing factors. Armor layers in four different categories. Magic/Manufactured/Innate SU/Natural. At lower levels most of these will not enter play, by the time all of them enter play attacks will be available that bypass various categories of DR. Still there is a mechanism to increase damage to account for the decrease in damage getting through DR to a target.
*Bonuses. In order to reduce the number of magic items characters need to maintain balance I will either use the Iron Heroes saving throws and BAB or I will use a universal character progression chart similar to that of FFZ. This will be strictly to balance character advancement against expected bonuses from magic items. I will also add a pool of bonus XP at each level up that can be used only for adding magical bonuses to a character for customization. Thus weapon/armor qualities and the effects of wondrous items of appropriate power level will simply be incorporated into the character as inherent effects.
*New Spot Rules. The spot rules will be non-core. They are based on a thread here at EN World several months ago that revised spot rules to better handle different environments and situations. Characters in the wrong situation may not be able to see far at all, in the right situation they will be able to see farther than the standard spot rules can handle.
*Weapons Groups. Weapon group proficiencies will be used but there will be slight differences from standard UA version. Will incorporate some IH and AU ideas.
*Modified Grappling Rules. This will be a part of the latest revision to the Battlegue d20 system and is still in vague stage. Probably involves following changes. Grapple becomes a new type of attack using grapple bonus in place of standard AB. Winner of roll is in control of grapple. Doesn't require touch attack to initiate, opponent still gets AoO unless a feat or quality removes that. Once achieved grapple lasts 2 ticks until attacker must recheck to maintain. Having a character grappled allows several further combat actions.
*1)Crush-deals crushing damage to foe
*2)Throw-hurls foe, mechanic still undecided
*3)Pin-pins foe, some modification of standard mechanic
*4)Maim-similar to coup de grace an action to disable a pinned foe
*5)Use As Sheild-this will be based on difference in size categories and allow for shoot-through
*6)Use As Weapon-mechanic still undecided but potentially based on either size category or standard damage of attacker or some combination thereof.

Many aspects of this system are still changeable. Feedback is appreciated, especially on the Grapple system and any new maneuvers to integrate into it I haven't thought of yet.
 

Arkhandus

First Post
Interesting stuff. :cool: And very cool that you've basically adopted and continued a homebrew started by your brother..... There are certainly a few cool world ideas my friends came up with years ago, that I wish I had some notes on for my own use. :)
 

HeavenShallBurn

First Post
Arkhandus said:
Interesting stuff. :cool: And very cool that you've basically adopted and continued a homebrew started by your brother..... There are certainly a few cool world ideas my friends came up with years ago, that I wish I had some notes on for my own use. :)

Thanks appreciate the compliment :)
Right now I'm mostly working on the updated and revised system mechanics. Once those are done I'll pull out the notes on places, etc. I've got four more races already rewritten and statted for this system that I need to type up. I'm going to take the races one continent at a time till I run out of stuff that's 3e which is two more continents.

There are a total of seven continents that have at least partial detail but aside from those three it's stuff that hasn't found it's way into a 3e campaign so it's still unconverted from 2e or 1e. As a hopeless packrat for certain things (like books and gaming notes) I have all the old notes all the way back to when my brother left me to run the setting. They take up 4 3 inch binders completely. So once I get the races for the first couple continents down I'll pull out the notes and begin filling in the setting details. Despite the nostalgic remembrance I get the feeling quite a bit of the earlier stuff will need to be reworked.
 

HeavenShallBurn

First Post
Combat Mechanics Part 1

This is the first part of the combat mechanics, but it's still open to change. anything red is basically experimental and I'm not sure about implementing. First among them is taking a page from Guardians of Order and removing the automatic success/failure of 1&20 on a dice roll. The second is to change Saves to a static value rather than a roll, mostly because I tried it to increase the speed of combat on NPCs and it seemed to work.

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
COMBAT I (BASICS)

HOW COMBAT WORKS
Combat is both linear and cyclical; it proceeds from one tick to another in sequence with characters acting on a particular tick and waiting the number of ticks determined by their action time before they may act again. Combat follows this sequence:
1. Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer flat-footed.
2. Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, those characters may not join battle until aware. The combatants who are aware of the opponents can roll to join battle with an Initiative Check. The highest Initiative acts on tick 0 and all other characters subtract their Initiative from it to find their Flat-Footed Time in ticks(to a maximum of 6). Combat proceeds from one tick to the next with each character acting as their Flat-Footed Time expires at which point they are no longer Flat-Footed.
3. Combatants who have acted wait the number of ticks appropriate to their action time before acting again but are no longer Flat-Footed unless a new circumstance causes this to occur.
4. When all combatants acting on a tick have completed their actions move to the next tick.
5. Repeat steps 4 and 5 until combat ends.

COMBAT STATISTICS
This section summarizes the statistics that determine success in combat, and then details how to use

ATTACK ROLL
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Defense, you hit and deal damage.
Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit.

ATTACK BONUS
Your attack bonus with a melee weapon is:
Base attack bonus + Strength modifier + size modifier
With a ranged weapon, your attack bonus is:
Base attack bonus + Dexterity modifier + size modifier + range penalty

Table: Size Modifiers
Colossal –8
Gargantuan –4
Huge –2
Large –1
Medium +0
Small +1
Tiny +2
Diminutive +4
Fine +8

DAMAGE
When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Effects that modify weapon damage apply to the natural physical attack forms of creatures.
Damage reduces a target’s current hit points.
Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.
Strength Bonus: When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow.
Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands.
Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.
Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.
Ability Damage: Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score).

DEFENSE
Your Defense (DEF) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your DEF is equal to the following: 10 + class defense bonus + shield bonus + Dexterity modifier + size modifier

Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your DEF.
Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to DEF. (If you don’t have a Dexterity bonus, nothing happens.)

Other Modifiers: Many other factors modify your DEF.
Deflection Bonus: Magical deflection effects ward off attacks and improve your DEF.
Dodge Bonuses: Some other DEF bonuses represent actively avoiding blows. These bonuses are called dodge bonuses. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to DEF.) Unlike most sorts of bonuses, dodge bonuses stack with each other.
Touch Attacks: Some attacks disregard armor, including shields. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your DEF doesn’t include any shield bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.

HIT POINTS
When your hit point total reaches your Con bonus you're fatigued. At 0, you’re disabled. When it reaches –Constitution, you’re dying. When it gets to -2xConstitution, you’re dead.

SPEED
Tactically your speed is the measure of how far you can move in one tick at a swift marching pace. It is the fastest you can move in combat while incurring no midifiers to attack and defense. Movement is an immediate action which may be performed on any tick. Moving does not prevent attacking in any tick where you may act in whatever combination you prefer. Though moving faster than your speed imposes both penalties and bonuses to attack and defense. Speed depends primarily upon your race but can be modified by other factors.

SAVING THROWS
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. A saving throw is calculated similarly to Defense. It is a static number composed of base 10 added to a modifier based on class, level and an ability score. Your saving throw is 10+base save bonus + ability modifier.
Saving Throw Types: The three different kinds of saving throws are Fortitude, Reflex, and Will:
Fortitude: These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.
Reflex: These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.
Will: These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.
Saving Throw Difficulty Class: The DC for a save is determined by the attack itself.
Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw). A natural 20 (the d20 comes up 20) is always a success.

INITIATIVE
Initiative Checks: At the start of a battle, each aware combatant must make an Initiative check to join battle. An initiative check is a modified Reflex save. Like an attack roll, an initiative check is a d20 roll plus a bonus based on your class, level, and an ability score. Your initiative check modifier is: Reflex save-10. All characters joining battle at the beginning roll for initiative. The highest initiative check wins and acts on tick 0, all others subtract their initiative from the winner and the difference is the length of their Flat-Footed Time in ticks. Those joining an ongoing combat make initiative checks against the higest initiative and wait a number of ticks from the time they roll initiative equal to their Flat-Footed Time before their first turn.
Flat-Footed Time: The number of ticks a character must wait before their first turn in a combat, during this time they are flat-footed.
Flat-Footed: At the start of a battle, before you have had a chance to act, you are flat-footed. You can’t use your Dexterity bonus to DEF (if any) while flat-footed. Furies(Barbarians) and Thieves(rogues) have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed.
A flat-footed character can’t make attacks of opportunity.

SURPRISE
When a combat starts, if you are not aware of your opponents and they are aware of you, you’re surprised.

Determining Awareness
Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.
Determining awareness may call for Listen checks, Spot checks, or other checks. Unaware combatants may not roll initiative to join combat until aware and are considered flat-footed.
 

Asmor

First Post
Posting primarily to subscribe to this thread. :) Looking forward to seeing what you've got.

Also, I like the Vykarin a lot. Unusual and imaginitive. I may well steal that idea from you some time in the future.
 


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