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Wheelchair-bound character
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<blockquote data-quote="takyris" data-source="post: 992502" data-attributes="member: 5171"><p>See, prone is lying down. Someone who's sitting down isn't fully prone. I usually just plunk a -2 onto someone if they're sitting.</p><p></p><p>Reflex and Hit Points should stay? Okay. Sounds good to me.</p><p></p><p>What about:</p><p></p><p>Characters in wheelchairs:</p><p></p><p>Move: 20 feet</p><p></p><p>+2 cover bonus all around -- wheelchair has something like a Hardness 5 and a good number of hit points -- but not as many as, say, a car. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-4 to melee attacks, and to Defense against melee attacks (this cancels out the wheelchair's cover bonus and still gives the attacker a +2 to hit).</p><p></p><p>Requires one hand free to move. This has to be declared at the beginning of the round -- you can't use both hands to do something and THEN free up your hand to move the wheelchair.</p><p></p><p>If a character spends most of his time in a wheelchair, he becomes eligible for the following feats. These special feats may be purchased at any level that offers feats or bonus feats, and are considered "on the list" for every class and advanced class.</p><p></p><p>Fast Acceleration</p><p>Pre-req: Wheelchair user</p><p>Benefit: The wheelchair user is good at maneuvering quickly and easily, and can keep up with his allies in combat. His speed returns to the normal 30 feet.</p><p></p><p>Glide</p><p>Pre-req: Wheelchair user, Fast Acceleration</p><p>Benefit: The wheelchair user is adept at letting the wheelchair do the work for him while still maintaining control. In the round following a round in which the character moved, he has the option of continuing to move a distance equal to the distance moved in the previous turn. While doing this "free" movement, the character can still take a full-round action, provided that the action does not rely on being in close proximity to something.</p><p></p><p>Example: In round one, Steven wheels forward 20 feet. In round two, he has the option of continuing to move 20 feet while taking a full-attack action with his gun, instead of just taking one attack.</p><p></p><p>Normal: Characters must maintain control of their wheelchairs by continuing to actively move them -- just as a character can't "maintain momentum" from a charge by having it be free, they can't "continue rolling" without it counting as their move action for that turn.</p><p></p><p>Note: This only works for one turn. You can't glide forever.</p><p></p><p>Superb Control</p><p>Pre-req: Wheelchair User, Dex 13+</p><p>Benefit: The hero has been in the chair long enough to make it work for her almost by instinct. She can make a normal move while still leaving her hands free, steering with her elbows or making quick motions that don't compromise her hold on other objects.</p><p></p><p>Improved Cover</p><p>Pre-req: Wheelchair User</p><p>Benefit: The hero has adapted to life in the wheelchair, and can use her wheelchair to stop incoming attacks through improved defensive positioning. Her cover bonus improves to +4. Note that the cover bonus to defense does not, for the wheelchair user, provide a bonus to Reflex saves.</p><p></p><p>Seated Defense</p><p>Pre-req: Wheelchair User, Defensive Martial Arts</p><p>Benefit: The hero has adapted fully to his new existence, and can fight in his chair as effectively as he could on his feet. He no longer suffers a -4 penalty to Defense for being in the wheelchair.</p><p></p><p>Seated Combat</p><p>Pre-req: Wheelchair User, Base Attack Bonus +3</p><p>Benefit: The hero has learned how to use her wheelchair to check her opponents, run over the occasional foot, and even slam targets into parts of the chair. She no longer takes a -4 penalty to hit on melee attacks. </p><p></p><p>Improved Seated Combat</p><p>Pre-req: Wheelchair User, Seated Combat, Base Attack Bonus +6</p><p>Benefit: The hero is now actually more dangerous with his chair than he would be with another weapon. He can lock hands in the wheels, break elbows across the arms, and even give some nasty raspberries as he goes by. When attacking with a light melee weapon, the hero now adds an extra +1d4 damage to one hit per round. When attacking unarmed, the character is treated as armed, using a Large weapon that does 1d6 (crit20) damage on a hit.</p><p></p><p>Dunno. What do you think? A truly tricked-out character with all these feats would be something, but if her wheelchair got destroyed, she'd be even more helpless than the Soldier whose favored weapon just got sundered. And I like the idea of giving heroes the OPTION to not be hampered while fighting in the wheelchair, provided that they're willing to give up some of their precious feats to do so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="takyris, post: 992502, member: 5171"] See, prone is lying down. Someone who's sitting down isn't fully prone. I usually just plunk a -2 onto someone if they're sitting. Reflex and Hit Points should stay? Okay. Sounds good to me. What about: Characters in wheelchairs: Move: 20 feet +2 cover bonus all around -- wheelchair has something like a Hardness 5 and a good number of hit points -- but not as many as, say, a car. :) -4 to melee attacks, and to Defense against melee attacks (this cancels out the wheelchair's cover bonus and still gives the attacker a +2 to hit). Requires one hand free to move. This has to be declared at the beginning of the round -- you can't use both hands to do something and THEN free up your hand to move the wheelchair. If a character spends most of his time in a wheelchair, he becomes eligible for the following feats. These special feats may be purchased at any level that offers feats or bonus feats, and are considered "on the list" for every class and advanced class. Fast Acceleration Pre-req: Wheelchair user Benefit: The wheelchair user is good at maneuvering quickly and easily, and can keep up with his allies in combat. His speed returns to the normal 30 feet. Glide Pre-req: Wheelchair user, Fast Acceleration Benefit: The wheelchair user is adept at letting the wheelchair do the work for him while still maintaining control. In the round following a round in which the character moved, he has the option of continuing to move a distance equal to the distance moved in the previous turn. While doing this "free" movement, the character can still take a full-round action, provided that the action does not rely on being in close proximity to something. Example: In round one, Steven wheels forward 20 feet. In round two, he has the option of continuing to move 20 feet while taking a full-attack action with his gun, instead of just taking one attack. Normal: Characters must maintain control of their wheelchairs by continuing to actively move them -- just as a character can't "maintain momentum" from a charge by having it be free, they can't "continue rolling" without it counting as their move action for that turn. Note: This only works for one turn. You can't glide forever. Superb Control Pre-req: Wheelchair User, Dex 13+ Benefit: The hero has been in the chair long enough to make it work for her almost by instinct. She can make a normal move while still leaving her hands free, steering with her elbows or making quick motions that don't compromise her hold on other objects. Improved Cover Pre-req: Wheelchair User Benefit: The hero has adapted to life in the wheelchair, and can use her wheelchair to stop incoming attacks through improved defensive positioning. Her cover bonus improves to +4. Note that the cover bonus to defense does not, for the wheelchair user, provide a bonus to Reflex saves. Seated Defense Pre-req: Wheelchair User, Defensive Martial Arts Benefit: The hero has adapted fully to his new existence, and can fight in his chair as effectively as he could on his feet. He no longer suffers a -4 penalty to Defense for being in the wheelchair. Seated Combat Pre-req: Wheelchair User, Base Attack Bonus +3 Benefit: The hero has learned how to use her wheelchair to check her opponents, run over the occasional foot, and even slam targets into parts of the chair. She no longer takes a -4 penalty to hit on melee attacks. Improved Seated Combat Pre-req: Wheelchair User, Seated Combat, Base Attack Bonus +6 Benefit: The hero is now actually more dangerous with his chair than he would be with another weapon. He can lock hands in the wheels, break elbows across the arms, and even give some nasty raspberries as he goes by. When attacking with a light melee weapon, the hero now adds an extra +1d4 damage to one hit per round. When attacking unarmed, the character is treated as armed, using a Large weapon that does 1d6 (crit20) damage on a hit. Dunno. What do you think? A truly tricked-out character with all these feats would be something, but if her wheelchair got destroyed, she'd be even more helpless than the Soldier whose favored weapon just got sundered. And I like the idea of giving heroes the OPTION to not be hampered while fighting in the wheelchair, provided that they're willing to give up some of their precious feats to do so. :) [/QUOTE]
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