[Iron Heroes] Summary of small changes?

Particle_Man

Explorer
I wonder if anyone has (or wants to) do a list of the "little" changes between IH and d20 SRD. because some changes are obvious (stunts, magic, feat mastery) but some are smaller, and people used to the d20 SRD might not realize that they are there.

For instance, the Rapid Reload feat allows one to reload the Heavy Crossbow as a free action. Perhaps that is why heavy crossbows are martial weapons in IH.

One cannot trip or disarm with an attack of opportunity (unless using the special ability that Armigers get).

That is just what I noticed. It would be nice if someone has collated all the changes, but perhaps we can build a list right here.

Ok everyone! What "little" changes have you noticed?
 

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You can flank by yourself, as long as you move from one attack position to the opposite side of the opponent. The whole jump around behind them in a split second and hit them from behind kind of thing...

I think a Harrier combining this with City Rat and Weapon Finesse Sneak Attack would be pretty awesome.
 

AoOs are on the whole much simpler. The move upto a quarter of your move through threatened spaces allows fast harriers to rush in on creatures with reach before they can react.

and yeah Harriers can do fun things running around an opponent, especially with their mobile assault. They can run all the way around an opponent and get +8 to attack and they are also flanking!
 

-each square a creature moves beyond one-quarter of its speed in your threatened area represents an additional opportunity against that opponent.

-death occurs only if you fail your fortitude save DC = your current hit points (minus the negative).

-insta death spells only puts you at -10 (must save or die), petrification turns you to stone for 2d4 days, negative levels are never permanent (can be regained daily).

-oh and standing up from a prone position do not trigger attacks of opportunity nor does picking up your weapon on your square (after being disarmed).

-withdraw can only move at half speed (instead of quarter speed) to prevent triggering AoO, but you can still move double your speed...I take this to mean that once you are out of the threat range you can move freely.
 

Coup de Grace can be done on invisible folk, and others with total concealment, assuming you know what square they are in. You need 2 full round actions; one to find the body in the square, and the other to do the coup de grace.
 

Ruvion said:
-withdraw can only move at half speed (instead of quarter speed) to prevent triggering AoO, but you can still move double your speed...I take this to mean that once you are out of the threat range you can move freely.

When you Withdraw, you double move. You can move up to 1/2 your base movement through an enemy's threatened area without provoking an attack of opportunity. i.e. if you have 30' movement, you can move 15' through an enemy's threatened area, then move another 45' once you're out of it.

One side effect of this is that if you have 4 opponents who are all 15' apart and standing in a row (not overlapping threatened ares), you can run straight through all their threatened areas and not provoke.
 

-The default method of resolving ties for opposed rolls is defender wins.

-You provoke an AoO for moving into threatened spaces, not out of them.
 

Erekose13 said:
AoOs are on the whole much simpler. The move upto a quarter of your move through threatened spaces allows fast harriers to rush in on creatures with reach before they can react.

and yeah Harriers can do fun things running around an opponent, especially with their mobile assault. They can run all the way around an opponent and get +8 to attack and they are also flanking!

What page does it discuss the flanking by yourself on a target? I'd really like to read this and show my players so when I do this they don't get pissed at me for doing something to them before they thought of it to do to me. ;)
 


XCorvis said:
When you Withdraw, you double move. You can move up to 1/2 your base movement through an enemy's threatened area without provoking an attack of opportunity. i.e. if you have 30' movement, you can move 15' through an enemy's threatened area, then move another 45' once you're out of it.

One side effect of this is that if you have 4 opponents who are all 15' apart and standing in a row (not overlapping threatened ares), you can run straight through all their threatened areas and not provoke.

Yea i figured, but if you have to move more than 15 feat within a foe's threatened space (such as from reach) then you trigger attacks of opportunity as normal (despite the fact that you can still continue to resolve your movement up to double your speed). I think that text needs clarification like that...it is somewhat vague.
 

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