Aethelstan
First Post
My house rules are a Word Doc:
Aggressive Attack: attacker gains +2 bonus to all melee attack rolls made during his turn but suffers a -4 penalty to his armor class for one full round.
Surprise Attack: An attacker who catches his opponent by surprise (see DMG p. 23), gains a +2 circumstance bonus to attack rolls and the critical threat range of the attacker’s weapon increases by two
Flanking: An attacker who flanks his opponent gains a +3 circumstance bonus to attack rolls.
Multiple attackers: If two to three attackers engage one opponent in melee, each attacker gains a +1 circumstance bonus to attack rolls. Four or more attacker gain a +2 bonus. This bouns does not stack with flanking bonuses.
Out-of-Turn Dodge: A character about to be attacked may forego taking action for their turn and gain a +4 dodge bonus to AC against all attacks. Your initiative order does not change but when your turn comes up you can take no action (i.e. the dodge was your action). The dodge bonus lasts until next turn after the turn you forfeited in order to dodge. Characters cannot use the Out-of-Turn Dodge option if they are under a condition that denies them a Dexterity bonus to AC (Flatfooted, for instance).
Careful Aim: Attacker gains +2 bonus to any type of ranged attack. To gain this bonus, the attacker must spend one full and uninterrupted round carefully aiming and then must make only one attack (i.e. the carefully aimed shot) on his following turn.
Braced Ranged Weapons: attacker gains a +1 bonus to ranged attacks with carbines, rifles or shotguns if these weapons are braced on top of a solid object, such as a fence or window sill. Bracing a weapon requires a move-equivalent action.
Shooting positions: an attacker shooting a carbine, rifle or shotgun from a kneeling or prone position receives a +1 bonus to ranged attacks. It requires a move-equivalent action to assume a kneeling or prone shooting position.
Note: bonuses for Careful Aim, Braced weapons and shooting positions stack (for instance a combatant taking Careful Aim (+2) from a prone position (+1) with a braced weapon (+1) would gain a +4 bonus to ranged attacks).
Fumble Rules: If a combatant rolls a natural 1 on an attack roll, he has lost a proper grip on his weapon or has badly positioned himself for his next attack. As a result, he suffers a -2 penalty to his next attack. The combatant must also make a Reflex save DC 12 or suffer one of the following randomly determined consequences (roll 1d10):
1-3: Weapon dropped, lands in combatant’s space.
4-5: Weapon dropped, lands 5 ft from combatant, roll 1d8 to determine direction.
6: Weapon dropped, lands 10 ft from combatant, roll 1d8 to determine direction.
7: Self-inflicted wound: Combatant inflicts 1d3 damage upon self. If the weapon
is coated with poison or other harmful substance, he must save vs. its effects.
8-9: Combatant off balance: -2 to AC, Reflex saves and Dex based skills and
-4 to attack rolls for one round (supersedes initial -2 attack penalty).
10: Combatant falls down to prone position.
-Unarmed combatants who fail their Fumble save determine consequences as follows:
Roll 1d10: 1-8: Combatant off balance, 9-10: Combatant falls down.
Critical on Critical Rule: If an attacker rolls critical threat and then rolls a second critical threat, the critical hit inflicts maximum damage. Example: an attacker with Str 14 (+2) wielding a Long sword (critical:19-20 / x2, damage 1d8) rolls a natural 19 (a critical threat) and then again rolls a natural 19 on his critical confirmation roll. The hit automatically does maximum damage (8 + 2 x 2 = 20)
Aggressive Attack: attacker gains +2 bonus to all melee attack rolls made during his turn but suffers a -4 penalty to his armor class for one full round.
Surprise Attack: An attacker who catches his opponent by surprise (see DMG p. 23), gains a +2 circumstance bonus to attack rolls and the critical threat range of the attacker’s weapon increases by two
Flanking: An attacker who flanks his opponent gains a +3 circumstance bonus to attack rolls.
Multiple attackers: If two to three attackers engage one opponent in melee, each attacker gains a +1 circumstance bonus to attack rolls. Four or more attacker gain a +2 bonus. This bouns does not stack with flanking bonuses.
Out-of-Turn Dodge: A character about to be attacked may forego taking action for their turn and gain a +4 dodge bonus to AC against all attacks. Your initiative order does not change but when your turn comes up you can take no action (i.e. the dodge was your action). The dodge bonus lasts until next turn after the turn you forfeited in order to dodge. Characters cannot use the Out-of-Turn Dodge option if they are under a condition that denies them a Dexterity bonus to AC (Flatfooted, for instance).
Careful Aim: Attacker gains +2 bonus to any type of ranged attack. To gain this bonus, the attacker must spend one full and uninterrupted round carefully aiming and then must make only one attack (i.e. the carefully aimed shot) on his following turn.
Braced Ranged Weapons: attacker gains a +1 bonus to ranged attacks with carbines, rifles or shotguns if these weapons are braced on top of a solid object, such as a fence or window sill. Bracing a weapon requires a move-equivalent action.
Shooting positions: an attacker shooting a carbine, rifle or shotgun from a kneeling or prone position receives a +1 bonus to ranged attacks. It requires a move-equivalent action to assume a kneeling or prone shooting position.
Note: bonuses for Careful Aim, Braced weapons and shooting positions stack (for instance a combatant taking Careful Aim (+2) from a prone position (+1) with a braced weapon (+1) would gain a +4 bonus to ranged attacks).
Fumble Rules: If a combatant rolls a natural 1 on an attack roll, he has lost a proper grip on his weapon or has badly positioned himself for his next attack. As a result, he suffers a -2 penalty to his next attack. The combatant must also make a Reflex save DC 12 or suffer one of the following randomly determined consequences (roll 1d10):
1-3: Weapon dropped, lands in combatant’s space.
4-5: Weapon dropped, lands 5 ft from combatant, roll 1d8 to determine direction.
6: Weapon dropped, lands 10 ft from combatant, roll 1d8 to determine direction.
7: Self-inflicted wound: Combatant inflicts 1d3 damage upon self. If the weapon
is coated with poison or other harmful substance, he must save vs. its effects.
8-9: Combatant off balance: -2 to AC, Reflex saves and Dex based skills and
-4 to attack rolls for one round (supersedes initial -2 attack penalty).
10: Combatant falls down to prone position.
-Unarmed combatants who fail their Fumble save determine consequences as follows:
Roll 1d10: 1-8: Combatant off balance, 9-10: Combatant falls down.
Critical on Critical Rule: If an attacker rolls critical threat and then rolls a second critical threat, the critical hit inflicts maximum damage. Example: an attacker with Str 14 (+2) wielding a Long sword (critical:19-20 / x2, damage 1d8) rolls a natural 19 (a critical threat) and then again rolls a natural 19 on his critical confirmation roll. The hit automatically does maximum damage (8 + 2 x 2 = 20)