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<blockquote data-quote="Dispater" data-source="post: 172509" data-attributes="member: 683"><p>I mostly play by the book and don't use many optional rules or rules accesories (except for ritual casting from relics and rituals). I try to keep the game as simple as possible.</p><p></p><p>Skills: </p><p>Skill limit for all skills is 3+character level</p><p></p><p>Skill Focus:</p><p>+3 to one skill.</p><p></p><p>Multiclassing:</p><p>No XP penalites.</p><p></p><p>Half-orcs & orcs:</p><p>Scent ability</p><p></p><p>Spells: </p><p>Any higher level spell slot may be used to prepeare or cast a lower level spell slot (if this is allready the rule, I haven't seen it).</p><p></p><p>Harm - Fort save to negate.</p><p></p><p>Sorcerers require no material components in casting their spells.</p><p></p><p>New combat action: Shield action</p><p>Historically, shield walls were some of the best forms of defense on the battlefields. To represent this, I have created a defensive action with shields, or shield like objects the "shield action".</p><p></p><p>Most shields provide the wielder with cover from attacks if used effectively. To gain this benefit, the user of the shield must use spend standard action (a shield action), putting his shield up for cover and ducking beneath it. He must also choose a 'facing' for his shield, obviously the direction he expects the attack to come from. Examples of facing for shields is 'front' against an enemy charge or 'above' from a rain of arrows. If the attack comes from another direction, he gains no benefit from cover. The next round, he may change his facing. The shield action does not draw attacks of opportunity. Note that in close combat, enemies can easily flank and attack from other directions to avoid your cover bonus. Hence, the shield action is more effective against arrows and in formations where you are shoulders to shoulder with your allies. You may still take a 5-foot step as normal. </p><p></p><p>For the duration of the round, the shield provides with cover dependent on its type. The shield AC bonus and cover AC bonus does not stack. </p><p></p><p>Bucklers are too small to normally provide cover (they do provide tiny creatures with one-quarter cover, however). Small shields provide medium sized creatures with one-half cover and small creatures with three-quarters cover. Large shields provide medium sized creatures with three-quarter's cover and small size creatures with nine-tenths cover. Tower shields provide with up to total cover for any creature of medium size or less. For smaller or larger shield-users, each size above or below reduces or increases the size of the cover by one respectively, up to total cover or no cover at all.</p><p></p><p>Knock Out</p><p>A helpless defender can easily be knocked unconscious, so I have made my own rule based on the 'coup de grace' rule. To knock out a helpless defender, you must make a subdual attack, roll critical hit damage regardless if you rolled within the weapon's threat range or not. Also, rogues get to add their sneak attack modifier to the subdual damage. If the subdual damage is not enough to knock the opponent out (in most cases for high level PC's), he must still make a Fortitude save DC 10+damage dealt or be knocked out for 4d10 minutes.</p><p></p><p></p><p>NPC classes</p><p>The NPC classes represent some of the lower and more common counterparts of the basic PC classes:</p><p></p><p>Adept - sorcerer/bard</p><p>Warrior - fighter</p><p>Hedge wizard - wizard</p><p>Acolyte - cleric/druid</p><p>Thug - rogue</p><p>Woodsman - ranger</p><p>Squire - paladin</p><p></p><p>The NPC class level can be exchanged into PC class levels with the proper training and 250 XP per level exchanged.</p><p></p><p>edit: NPC classes</p></blockquote><p></p>
[QUOTE="Dispater, post: 172509, member: 683"] I mostly play by the book and don't use many optional rules or rules accesories (except for ritual casting from relics and rituals). I try to keep the game as simple as possible. Skills: Skill limit for all skills is 3+character level Skill Focus: +3 to one skill. Multiclassing: No XP penalites. Half-orcs & orcs: Scent ability Spells: Any higher level spell slot may be used to prepeare or cast a lower level spell slot (if this is allready the rule, I haven't seen it). Harm - Fort save to negate. Sorcerers require no material components in casting their spells. New combat action: Shield action Historically, shield walls were some of the best forms of defense on the battlefields. To represent this, I have created a defensive action with shields, or shield like objects the "shield action". Most shields provide the wielder with cover from attacks if used effectively. To gain this benefit, the user of the shield must use spend standard action (a shield action), putting his shield up for cover and ducking beneath it. He must also choose a 'facing' for his shield, obviously the direction he expects the attack to come from. Examples of facing for shields is 'front' against an enemy charge or 'above' from a rain of arrows. If the attack comes from another direction, he gains no benefit from cover. The next round, he may change his facing. The shield action does not draw attacks of opportunity. Note that in close combat, enemies can easily flank and attack from other directions to avoid your cover bonus. Hence, the shield action is more effective against arrows and in formations where you are shoulders to shoulder with your allies. You may still take a 5-foot step as normal. For the duration of the round, the shield provides with cover dependent on its type. The shield AC bonus and cover AC bonus does not stack. Bucklers are too small to normally provide cover (they do provide tiny creatures with one-quarter cover, however). Small shields provide medium sized creatures with one-half cover and small creatures with three-quarters cover. Large shields provide medium sized creatures with three-quarter's cover and small size creatures with nine-tenths cover. Tower shields provide with up to total cover for any creature of medium size or less. For smaller or larger shield-users, each size above or below reduces or increases the size of the cover by one respectively, up to total cover or no cover at all. Knock Out A helpless defender can easily be knocked unconscious, so I have made my own rule based on the 'coup de grace' rule. To knock out a helpless defender, you must make a subdual attack, roll critical hit damage regardless if you rolled within the weapon's threat range or not. Also, rogues get to add their sneak attack modifier to the subdual damage. If the subdual damage is not enough to knock the opponent out (in most cases for high level PC's), he must still make a Fortitude save DC 10+damage dealt or be knocked out for 4d10 minutes. NPC classes The NPC classes represent some of the lower and more common counterparts of the basic PC classes: Adept - sorcerer/bard Warrior - fighter Hedge wizard - wizard Acolyte - cleric/druid Thug - rogue Woodsman - ranger Squire - paladin The NPC class level can be exchanged into PC class levels with the proper training and 250 XP per level exchanged. edit: NPC classes [/QUOTE]
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