Custom House Rules

THExFALLEN

Explorer
Hello everyone,

I wasn't sure if there was a thread like this already or not, but I wanted a thread where we could post our house rules so other DMs could get some inspiration from each other.

I have many and will be posting them over time in this thread.

Funny enough to be honest, my players and I agree that although they enjoy the game we run, we use so many variants, homebrew and third-party sources that we agree in a way we aren't even playing D&D anymore.

So, we agreed that our game although uses D&D 3.5e and pathfinder as primary baselines, is called "Deities & Bloodlines" as it also takes things we like from other systems as well.

Anyway, here are a couple rules we use and how we use them.

Defense Bonus​

Table: Defense Bonus
LevelA1B2C3D4
  1. Use column A for monk, sorcerer, or wizard.
  2. Use column B for bard, ranger or rogue.
  3. Use column C for barbarian or druid.
  4. Use column D for cleric, fighter or paladin.
1st​
+2​
+3​
+4​
+6​
2nd​
+2​
+3​
+4​
+6​
3rd​
+3​
+4​
+5​
+7​
4th​
+3​
+4​
+5​
+7​
5th​
+3​
+4​
+5​
+7​
6th​
+4​
+5​
+6​
+8​
7th​
+4​
+5​
+6​
+8​
8th​
+4​
+5​
+6​
+8​
9th​
+5​
+6​
+7​
+9​
10th​
+5​
+6​
+7​
+9​
11th​
+5​
+6​
+7​
+9​
12th​
+6​
+7​
+8​
+10​
13th​
+6​
+7​
+8​
+10​
14th​
+6​
+7​
+8​
+10​
15th​
+7​
+8​
+9​
+11​
16th​
+7​
+8​
+9​
+11​
17th​
+7​
+8​
+9​
+11​
18th​
+8​
+9​
+10​
+12​
19th​
+8​
+9​
+10​
+12​
20th​
+8​
+9​
+10​
+12​
In the standard d20 rules, a character’s skill at attacking gets better as he goes up in level—but not so his skill at avoiding attacks. Characters rely on armor and an ever-growing collection of magic items to protect them in combat. But what about campaigns in which it’s not common or appropriate for characters to go everywhere in full plate?

This variant system is particularly appropriate for swashbuckling or stealth-based campaigns, for settings in which firearms are common, for seafaring campaigns (in which the characters would rather not wear armor for fear of drowning), or any other setting in which armor is not worn on a day-to-day basis—even by adventurers.

Metagame Analysis: Class Defense​

Using the defense bonus variant in your game means that sometimes, at least, characters won’t want to wear armor—their defense bonus provides them with free protection that’s just as good as armor. Funds that would otherwise be spent improving a character’s armor can instead be spent on other gear, which means the characters’ power level will increase slightly.

Characters may still desire the properties of a specific kind of magic armor or of armor special abilities. Be prepared to create new magic items, such as cloaks, robes, vests, or vestments, to support those desires.

Clearly, the class defense system is best for characters who must choose between going unarmored and risking arcane spell failure—sorcerers and wizards in particular. Classes limited to light or medium armor also flourish under this system, since they can multiclass to gain the benefit of a higher defense bonus.

Spells that affect metal are less useful under this system, since metal armor is less common.

Touch attacks are less effective under this system, since most characters’ touch ACs are significantly higher than in a standard game.

The Class Defense Bonus​

In this variant, every character has a defense bonus based on his character level. The defense bonus applies to Armor Class. However, it does not stack with the character’s armor bonus. A character wearing armor gains his armor bonus (including any enchantment/imbuement to that bonus) or his defense bonus—whichever is higher—but not both. The defense bonus stacks with all other bonuses to AC, including the character’s shield bonus, natural armor bonus, and so forth.

Unlike an armor bonus, a defense bonus does improve a character’s AC against touch attacks.

A character’s defense bonus is derived from his character level and class, as shown on Table: Defense Bonus. For a multiclass character, use the highest defense bonus of those offered by the character’s classes. For example, a 2nd-level barbarian has a defense bonus of +4. If the character gains a level of cleric (becoming a 2nd-level barbarian/1st-level cleric), her defense bonus increases to +7, because the cleric’s +7 at 3rd character level is better than the barbarian’s +5 at 3rd character level.

Defense Bonuses For Other Classes​

Table: Defense Bonus For Other Classes
Armor Proficiency​
Defense Bonus Progression​
NoneColumn A
LightColumn B
Light and mediumColumn C
Light, medium, and heavyColumn D
For classes not mentioned here, determine a character’s class defense bonus based on the armor proficiency granted by the class (and only that gained from the class—you can’t take an Armor Proficiency feat to improve your defense bonus). Consult Table: Defense Bonus For Other Classes; the defense bonus progression refers to the indicated column on Table: Defense Bonus.



Monster Defense Bonuses​

Table: Creature Defense Bonuses
Armor Proficiency​
Defense Bonus​
None+0
Light+1
Light and medium+2
Light, medium and heavy+4
Monsters do not have inherent defense bonuses unless they also have levels in a class or are normally proficient with armor. When calculating a monster’s defense bonus to AC, do not include the monster’s base HD or level adjustment (if any).

For example, a typical green dragon, gargoyle or black pudding has no class levels and is not proficient with any armor. Such creatures do not get a defense bonus.

If a creature is proficient with one or more types of armor, however, it gains a defense bonus. See Table: Creature Defense Bonuses.

If a creature has levels in a class, it gains a defense bonus just like any other character with a class. This bonus does not stack with any defense bonus the creature may have from armor proficiency.

For instance, giants are considered proficient with whatever type of armor (light, medium or heavy) they are described as wearing. Hill giants, described as wearing hide armor, therefore have a +2 defense bonus (hide armor is medium armor). A 1st-level hill giant barbarian, however, would have a defense bonus of +4.







Armor As Damage Reduction​

In the abstract d20 combat system, a character’s armor defends him by reducing the chance that an attack will deal damage. That system simplifies the realities of battle in order to streamline combat resolution. An attack that fails due to a character’s armor or natural armor doesn’t really fail to connect but rather fails to connect with enough force to deal any damage. (That’s what touch attacks ignore a character’s armor and natural armor—the touch attack only needs to connect to deliver its effect and need not actually breach the target’s armor.)

If you’re willing to add a layer of complexity to your combats, consider this variant. In this system, armor reduces the amount of damage dealt by an attack instead of merely turning would-be hits into misses. Armor still prevents some hits outright but also reduces the deadliness of attacks that do connect. In essence, the system “gives up” the armor’s ability to turn hits into misses in exchange for a reduction in damage dealt by any given attack.


Armor Damage Reduction Values​

Table: Armor and Damage Reduction
Armor​
Armor
Bonus1
Damage
Reduction
Light armor
Medium armor
Heavy armor
  1. Add any enhancement bonus to this value.
Padded
+0​
1/Piercing or Ballistic​
Leather
+0​
2/Piercing, Slashing, or Ballistic​
Studded leather
+0​
3/Piercing, Slashing, or Ballistic​
Chain shirt
+0​
4/Bludgeoning, Piercing or Ballistic​
Hide
+0​
3/Piercing, Slashing, or Ballistic​
Scale mail
+0​
4/Bludgeoning or Ballistic​
Chainmail
+0​
5/Piercing, Bludgeoning or Ballistic​
Breastplate
+0​
5/Bludgeoning or Ballistic​
Splint mail
+0​
6/Bludgeoning or Ballistic​
Banded mail
+0​
6/Bludgeoning or Ballistic​
Half-plate
+0​
7/Bludgeoning or Ballistic​
Full plate
+0​
8/Bludgeoning or Ballistic​
In this system, armor offers different benefits against attacks: rather than AC like the standard d20 system; instead it offers damage reduction. See Table: Armor and Damage Reduction for the armor bonus and DR values for common armor types. (All other armor statistics, such as maximum Dexterity bonus, armor check penalty, and arcane spell failure chance, are unchanged.)

For armors not covered on Table: Armor and Damage Reduction, you can determine the new armor values and damage reduction based on the standard armor bonus. To determine the armor’s damage reduction, unless otherwise specified, it is equal to the AC it would have granted in a standard game.



Magic Armor
Magic Armor features distinct attributes that are determined by both masterwork degrees and masterwork bonuses. Here’s a comprehensive outline of how these mechanics function:

  1. Masterwork Degrees:
    • Armor can possess one of five masterwork degrees, which indicate its overall quality and effectiveness:
      • Fine (Level 1)
      • Superb (Level 2)
      • Superior (Level 3)
      • Exquisite (Level 4)
      • Legendary (Level 5, the highest degree)
  2. Masterwork Bonuses:
    • The masterwork bonus is a numerical value that enhances the armor’s capabilities, represented as +X, where X is the bonus number (e.g., +1, +2).
    • In game, this bonus is referred to as masterwork tier.
    • This masterwork bonus contributes to:
      • Damage Reduction (DR): Adds damage reduction equal to the bonus amount.
      • Armor Check Penalties: Decreases armor check penalties by the bonus amount.
  3. Armor Attributes:
    • The enchantment or imbuement bonus of the armor increases its armor class (AC) directly, but it has no effect on the armor's damage reduction (DR).
    • The enhancement bonus contributes to the damage reduction and the armor check penalties, calculated as follows:
      • Each masterwork degree increases the damage reduction by 5 points.
      • The masterwork bonus increases the DR directly by its numerical value.
      • Each masterwork degree decreases the armor check penalties by 3.
      • The masterwork bonus decreases the armor check penalties by its numerical value.
Example:

  • A +4 (Fine) masterwork light fortification steel banded mail provides a +1 bonus to AC and grants Damage Reduction 15/+3 Bludgeoning or Ballistic damage.
    • In this case, the +4 masterwork bonus contributes +4 to the DR.
    • In this case, the level 1 degree (fine) quality is applied contributing to another +5 to the DR
    • Banded Mail has an armor check penalty of -6, the total penalty would decrease by 4 (from the masterwork bonus) to -2.
  • Conversely, if the armor were a +1, +2, or +3 (Fine) masterwork banded mail with an initial armor check penalty of -6, the adjustments would result in:
    • +1 bonus: Armor check penalty becomes -5.
    • +2 bonus: Armor check penalty becomes -4.
    • +3 bonus: Armor check penalty becomes -3.
    • With its Fine degree, the masterwork degree provides a further reduction of -3, reducing the total armor check penalty to 0.
  • Armor Check Penalty Adjustments:
    • Masterwork Degrees: Decrease armor check penalties by 3 points per degree.
    • Masterwork Bonuses: Decrease armor check penalties equal to the bonus value.

Important Notes:​

  • Distinctions Between Masterwork Degrees and Bonuses:
    • Masterwork Degree influences the armor's overall effectiveness beyond just numbers; it includes quality levels from Fine to Legendary.
    • Masterwork Bonus is a simple additive number that enhances AC, directly contributes to DR, and mitigates armor check penalties.
  • This system maintains a clear distinction between enhancement (physical) and enchantment/imbuement(magical or psionic) properties:
    • Enchantment/Imbuement increases AC according to its bonus.
    • Enhancement influences the armor’s DR and reduces armor check penalties based on the degrees and bonuses, ensuring a well-balanced approach to armor mechanics in gameplay for those who prefer for more in depth armor mechanics.

Stacking Damage Reduction​

The damage reduction granted by armor stacks with other damage reduction of the same type. In the case of damage reduction types that differ, combine them and add the values. For example, a death knight has damage reduction 15/+1 if this death knight is wearing steel full plate it becomes damage reduction 23/+1 Bludgeoning or Ballistic.

Shields​

Shields function normally in this variant, granting their full shield bonus to AC. Unlike with armor, a shield’s effectiveness is measured wholly by its ability to keep an attack from connecting with your body.

Natural Armor​

In this system natural armor is unaffected.


Balancing Notes
Under this system, it makes it clear characters who utilize weapons and armor can be either over equipped or under equipped for certain encounters and that should be taken into account.
It forces more technical gameplay in instances that an enemy is wearing a specific type of armor, or has a specific weapon type/quality.
I've had players steam roll encounters due to their armor and weapon choices but have also had characters get nearly killed since they now must be more tactical with their placement on the map and the way they handle combat.
At low levels characters with decent armor can defeat enemies with little issues, mid level characters start having a bit more trouble but ultimately are if equipped for their level take significantly less damage on average. While at higher levels, if they do not have armor suited for their level, the damage reduced is insignificant.
My players enjoy this mechanic and I hope whoever tries to use this will have the same results.


Writer's Notes
I will eventually be posting my materials list for weapons and armor. In the system we use, the materials used even at lower levels actually play a role in how much the item can get upgraded as well as bonus effects.
I will be going over masterwork degree and masterwork bonus for the system I use which although masterwork bonus is similar to the standard d20 system,
my system adds more options.
I will also be posting about more combat options. (The martial character players I have love the system we use with the extra combat options)
 
Last edited:

log in or register to remove this ad

I've read this a few times now amigo and it seems like an overtly complicated way of solving the issues - even though I applaud the work put into it.

Would something simple like add half your attack bonus to defense (AC) not work better?

I've run into similar issues with 5E (epic tier+) where AC becomes irrelevant unless you add the Proficiency Bonus to AC.
I also added Damage Threshold to 5E (as standard for immortals, though an epic feat would also work; giving DT = 1/2 your Hit Dice). Armour as DT (or Damage Reduction if you prefer - even though Damage Threshold is in my opinion a far better mechanic) always seems better on paper, but in practice messes a lot with too many variables - in the official ruleset that is - I know you are doing lots of custom rules.

One thing that did baffle me about your armour rules was that Platemail (to use one example) only reduced Bludgeoning (and Ballistic) Damage, when historically, platemail was especially powerful against slashing damage.
 

I've read this a few times now amigo and it seems like an overtly complicated way of solving the issues - even though I applaud the work put into it.

Would something simple like add half your attack bonus to defense (AC) not work better?

I've run into similar issues with 5E (epic tier+) where AC becomes irrelevant unless you add the Proficiency Bonus to AC.
I also added Damage Threshold to 5E (as standard for immortals, though an epic feat would also work; giving DT = 1/2 your Hit Dice). Armour as DT (or Damage Reduction if you prefer - even though Damage Threshold is in my opinion a far better mechanic) always seems better on paper, but in practice messes a lot with too many variables - in the official ruleset that is - I know you are doing lots of custom rules.

One thing that did baffle me about your armour rules was that Platemail (to use one example) only reduced Bludgeoning (and Ballistic) Damage, when historically, platemail was especially powerful against slashing damage.
The defense bonus is actually a slightly modified system of the Unearthed Arcana SRD variant from 3.5e here is it's link ( Defense Bonus :: d20srd.org ) and as for the damage reduction with full-plate. The "/X" represents what bypasses the DR.

So in the case of full-plate it actually stops slashing but ballistic and bludgeoning bypass the DR they do not get stopped. I chose this because historically plate armor yes did help reduce bludgeoning weapon's damage, but not by much as you'd still be often left with bruising and broken bones.

I know it wasn't mentioned yet but also I am aware that with certain piercing weapons, they could also get past plate, however the reason I am against adding piercing to what bypasses the armor type is because I have options for each weapon and some piercing weapons can with greater effort partially or entirely bypass plate.

find your suggestion though interesting on the defense bonus, I'll create a world that utilizes this and test it. (What I mean by this is I have a multiverse built up and each universe may have different mechanics and conversion methods. My players are aware of this and when travelling to other universes keep this in mind, so far only one group I run decided to migrate to another universe.)
 
Last edited:

[Long Spear]
[Basic Long Spear Options]
-Defensive Brace: As a move action, the wielder assumes a defensive stance, sacrificing their next attack to gain a +2 bonus to AC until the beginning of their next turn.
[Cost]: 2 SP
[Note]: Every masterwork bonus/tier of the weapon adds another +1 bonus to AC.
Every masterwork degree adds +2 bonus to AC.

- Thrusting Jab: As a standard action, the wielder makes a single attack, if successful add an additional 1d4 piercing damage to the target.
[Cost]: 4 SP
[Note]: Every masterwork degree of the weapon adds another +1d4 piercing dmg.
For every four masterwork bonus/tier add another +1d4 piercing dmg.

- Cavalry Counter: If the wielder or an ally is charged, as an immediate action, the wielder may make a single thrust against the attacker. If successful, the attack deals normal damage, and the target must succeed on a Strength check (DC equal to 10 + the wielder's Strength modifier+ masterwork degree+ masterwork bonus) or be pushed back 5 feet. If the target is on a mount they are also dismounted upon failing their strength check.
[Cost]: 6 SP
[Note]: Every masterwork degree of the weapon adds another +5ft to the pushback.
For every four masterwork bonus/tier add another +5ft to the pushback.

Writers Notes: I'll be adding more weapons and options for these weapons. Keep in mind although these are options for the weapons themselves, they are not all the combat options. I'll be adding those on this thread sometime in the future.

I'll also add what exactly the system is that uses "SP".
 
Last edited:

[Advanced Weapon Training] [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

[Prerequsities]: Proficiency with selected weapon, 6 Ranks Martial Technique (Offensive), Weapon Focus, BAB +5 or higher


Benefit
You gain access to the advanced options using the selected weapon.

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Advanced Weapon Training as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Advanced Weapon Training feat for that weapon.


[Mastered Weapon Training] [General]
[Prerequsities]: Proficiency with selected weapon, Weapon Focus, 10 Ranks Martial Technique (Offensive), BAB +8 or higher, Advanced Weapon Training

Benefit
You gain access to the mastered options using the selected weapon.

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Mastered Weapon Training as one of his fighter bonus feats. He must have Advanced Weapon Training with a weapon to gain the Mastered Weapon Training feat for that weapon.


[Advanced Long Spear Options]

Fortifying Guard: As a move action, the wielder can adopt an enhanced defensive posture, sacrificing their next attack to gain a +4 bonus to AC until the beginning of their next turn.
[Cost]: 3 SP
[Note]: Every masterwork bonus/tier of the weapon adds another +1 bonus to AC.
Every masterwork degree adds +3 bonus to AC.


Piercing Thrust: As a standard action, the wielder performs a precise, deadly thrust. If the attack hits, it deals an additional 1d6 piercing damage.
[Cost]: 5 SP
[Note]: Every masterwork degree of the weapon adds another +1d6 piercing dmg.
For every four masterwork bonus/tier add another +1d6 piercing dmg.


Cavalry Retaliation: When an opponent charges toward the wielder or an ally, the wielder can move up to 5ft (This movement may provoke an attack of opportunity from adjacent enemies) and use an immediate action to thrust at the charger.
If the attack is successful, it deals double damage. Additionally, the target must succeed on a Strength check (DC equal to 10 + the wielder's Strength modifier + masterwork degree + masterwork bonus)
or be pushed back 10 feet. If the target is mounted upon failure target becomes dismounted.
[Cost]: 7 SP
[Note]: Every masterwork degree of the weapon adds another +10ft to the pushback.
For every four masterwork bonus/tier add another +5ft to the pushback.


[Mastered Long Spear Options]

Supreme Defensive Stance: As a move action, the wielder enters a masterful defensive stance, sacrificing their next attack.
This grants a formidable +6 bonus to AC until the beginning of their next turn.
[Cost]: 5 SP
[Note]: Every masterwork bonus/tier of the weapon adds another +2 bonus to AC.
Every masterwork degree adds +3 bonus to AC.


Devastating Piercing Thrust: As a standard action, the wielder executes a perfectly aimed thrust that can fell a foe.
On a successful hit, it adds 1d8 piercing damage instead of 1d6.
[Cost]: 7 SP
[Note]: Every masterwork degree of the weapon adds another +1d8 piercing dmg.
For every four masterwork bonus/tier add another +1d8 piercing dmg.


Counter-Charge Mastery: When an enemy charges at the wielder or an ally, the wielder can move up to 10ft (This movement may provoke an attack of opportunity from adjacent enemies)
and use an immediate action to deliver a masterful thrust.
A hit inflicts double damage, and the target must make a Strength check (DC equal to 10 + the wielder's Strength modifier + masterwork degree + masterwork bonus).
On a failed save, the target is pushed back 15 feet and, if mounted, upon failure target is dismounted.
[Cost]: 8 SP
[Note]: Every masterwork degree of the weapon adds another +15ft to the pushback.
For every four masterwork bonus/tier add another +10ft to the pushback.
 

The Evolution of Combat: A New Paradigm in Stamina and Strategy

My players and I found, the separation between non-lethal and lethal damage can feel cumbersome and confusing.
What if we could streamline this process, crafting a system that not only simplifies gameplay but also enhances strategic possibilities? Introducing the Stamina Point (SP) system—where clarity and creativity reign.

The Stamina Point System: A Balanced Approach

Each character's maximum Stamina Points equals their maximum Hit Points (HP) multiplied by two.
This innovative approach means that as Stamina Points wane, characters begin to suffer penalties that reflect their state of fatigue.
When SP falls to 50% or lower, a character becomes fatigued, their actions hindered. At 25% or lower, exhaustion sets in, leaving them vulnerable.
Once SP reaches zero, the character loses consciousness, and additional damage then begins to impact their HP.

Action Economy: Spending SP for Tactical Moves

Within this framework, characters can expend SP to perform specialized actions with specific weapons.
Additionally, “Martial Techniques” enable them to execute refined attacks and defensive maneuvers.
While these abilities are designed to be less potent than those featured in the "Tome of Battle," they offer a more accessible means to engage in combat dynamics, making every encounter thrilling.

Unlocking Metamartial Maneuvers: Accessible Mastery

Special credit goes to Upper_Krust, whose ingenuity in developing metamartial maneuvers within the "Immortal's Handbook: Ascension" has inspired the creation of Martial Techniques
which I will go over some down below within this new system.
The setting I use primarily, still uses metamartial maneuvers however they run a bit differently, they can be utilized without locking characters
into specific feats—provided they meet the prerequisites.
To perform these powerful maneuvers, characters under this system can simply spend SP equivalent to the maneuver's penalty to their Base Attack Bonus (BAB).
For instance, the "Quicken Attack" maneuver, which typically incurs a -5 BAB penalty, can be executed by spending 5 SP and having the necessary prerequisites. Which in this case would be a BAB of +5 or you may substitute that with 6 ranks martial technique (Offensive)
This flexibility allows characters to harness these abilities without needing a BAB of 5.

This system empowers even those who don’t boast perfect BAB to access metamartial maneuvers sooner;
it allows knights, fighters, and barbarians to focus on skill advancement without being sidetracked by the constraints of limited feat selection, opening up a wealth of tactical options.
Should a character wish to take one as a feat they may, and by doing so the benefit would be it would work as written for the most part and not require any stamina point cost.





[Martial Techniques]
Martial Technique: Piercing Strike
Type: Offensive Martial Technique
Weapon: Long Spear
Action: Standard Action
Stamina Point Cost: 5 SP
Prerequisites: 4 ranks in Martial Technique (Offensive), Weapon Focus (Long spear), and Combat Expertise feat.

Description:

The Piercing Strike allows a martial character wielding a long spear to deliver a powerful thrust that combines precision and force.
When executing this technique, the user aims for the opponent's vital points, making it a calculated attack that enhances both accuracy and damage output.

Upon using Piercing Strike, the character gains a +2 bonus to their attack roll for this attack.
If the attack hits, it deals an additional 1d6 damage on top of the weapon's regular damage roll.
Additionally, if the target is of a size category smaller than the character (e.g., the attacker is Medium and the target is Small or Tiny),
the target must succeed on a Strength check (DC 10 + ½ the character's level + the character's Strength modifier) or be knocked back 5 feet and fall prone.

Martial Technique: Devastating Thrust
Type: Offensive Martial Technique
Weapon: Longspear
Action: Charge Action
Stamina Point Cost: 7 SP
Prerequisites: 4 ranks in Martial Technique (Offensive), Weapon Focus (Longspear), and Power Attack.

Description:

The devastating thrust allows a martial character wielding a longspear to deliver a devastating thrust that ignores 5 points of damage reduction on the target.
By charging towards their opponent and focusing their energy, the user gains a significant advantage against their opponent's defensive layers.

Upon using Devastating Thrust, the user's attack roll gains a +3 bonus. This bonus does not stack with the normal +2 bonus to attack roll when charging with a longspear (as per the Charge action).
If the attack hits, the longspear deals an additional 2d6 damage on top of its regular damage roll.

Martial Technique: Guardian’s Stance
Type: Defensive Martial Technique
Weapon: Longspear
Action: Immediate Action
Stamina Point Cost: 5 SP
Prerequisites: 4 ranks in Martial Technique (Defensive), Weapon Focus (Longspear), and Combat Expertise.

Description:

The Guardian’s Stance allows a skilled martial artist wielding a longspear to adopt a defensive posture that enhances their ability to withstand incoming attacks.
When activated as an immediate reaction to an incoming attack, the user channels their energy to boost their defenses at a critical moment, increasing their chances of survival.


The user can activate Guardian’s Stance in response to an attack roll made against them. This reaction must be declared before the result of the attack roll is known.
Defensive Bonus:

The user receives a +4 bonus to their AC for that specific attack. This bonus increases by +1 for every two ranks in martial technique (Defensive)

If the incoming attack still hits after applying the AC bonus, the user also takes 3 stamina damage regardless of the amount dealt. This reflects their strenuous effort to brace against the incoming blow.

Guardian’s Stance can only be used once per combat encounter, representing the toll this heightened defensive maneuver takes on the user’s stamina.
 
Last edited:

Trending content

Remove ads

Top