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<blockquote data-quote="Baby Samurai" data-source="post: 3806726" data-attributes="member: 51413"><p>-Withdraw is a move action.</p><p></p><p>-Charge is a standard action.</p><p></p><p>-No 5 ft. step.</p><p></p><p>-No critical confirmation rolls (automatically critical on a natural 20).</p><p></p><p>-Half character level as bonus to damage.</p><p></p><p>-No iterative attacks (replaced with feats such as Double Attack, Triple Attack, Cleave, Whirlwind Attack etc).</p><p></p><p>-Saves become Defences = 10 + half CL + class bonus (fighter +2 to Fort, Bard +2 to Ref and Will etc) + ability modifier.</p><p> </p><p>-AC = 10 + half CL + Dex + armour + shield (no <em>amulets of natural armour</em> or <em>rings of deflection</em>) </p><p></p><p>-2 x Str bonus when wielding a weapon 2-handed.</p><p></p><p>-1 x Str on damage with off-hand.</p><p></p><p>-Buff spells last only the encounter.</p><p></p><p>-Concealment -2 to hit.</p><p></p><p>-Total concealment -5 to hit.</p><p></p><p>-Any -4 modifier (shooting into melee, large size grapple bonus, Mobility AC bonus ect) is -5.</p><p></p><p>-Casters and manifesters only have 1/4 of their total spells/power points, but a portion of these (pp = to manifester level plus ability modifier, spells = one level of spells per encounter) can be refreshed by taking a full round action that provokes an AoO.</p></blockquote><p></p>
[QUOTE="Baby Samurai, post: 3806726, member: 51413"] -Withdraw is a move action. -Charge is a standard action. -No 5 ft. step. -No critical confirmation rolls (automatically critical on a natural 20). -Half character level as bonus to damage. -No iterative attacks (replaced with feats such as Double Attack, Triple Attack, Cleave, Whirlwind Attack etc). -Saves become Defences = 10 + half CL + class bonus (fighter +2 to Fort, Bard +2 to Ref and Will etc) + ability modifier. -AC = 10 + half CL + Dex + armour + shield (no [I]amulets of natural armour[/I] or [I]rings of deflection[/I]) -2 x Str bonus when wielding a weapon 2-handed. -1 x Str on damage with off-hand. -Buff spells last only the encounter. -Concealment -2 to hit. -Total concealment -5 to hit. -Any -4 modifier (shooting into melee, large size grapple bonus, Mobility AC bonus ect) is -5. -Casters and manifesters only have 1/4 of their total spells/power points, but a portion of these (pp = to manifester level plus ability modifier, spells = one level of spells per encounter) can be refreshed by taking a full round action that provokes an AoO. [/QUOTE]
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