Post by Nygil, Nickolie on Apr 29, 2012 22:44:34 GMT -5
This game is a beta test for my 3.5 style d20 custom rules for Facing, and Called Shots in a system with out magic in the hands of the PC's. Below is a brief, mostly right explanation of what is together so far.
This game will likely start in June, and may keep going next school year.
This is an idea I have been kicking around for a long time now. I am looking to see if anyone wants to play in a world that feels a lot more like LoTR, low magic but when you find it, it is epic and has a story to it.
The basic idea I have is below, give me a shout if you'd like to be a part of it.
Starting: Level 4
Races: Humans, Earth Dwarves, Wild Elves (can be jungle), Jungle Half-elves, Catfolk, Desert or arctic orcs/half-orcs, Forestkith Goblins, Water Halflings.
Classes : Fighter, Monk, Rogue, Ranger*, Barbarian, Knight, Marshal, Ninja, Scout, Swashbuckler, Samurai
(*Non casting variants)
Allowed PrC: Any Paragon other than elf, Human Paragon (no casting but full Bab), Duellist, Dwarven Defender, Animal Lord, Beast Master, Bloodhound, Dread Pirate, Exemplar, Ghost Faced Killer, Highland Stalker, Nightsong ..., Spymaster, Street-fighter, Tempest, Thief-Acrobat, Wild Plains Outrider, Fist of the Forest, All non casting PrC from Complete Scoundrel, Cavalier, dark Hunter, Drunken Master, Exotic Weapon Master, Halfling Outrider, Justiciar, Knight Protector, Reaping Mauler, Ronin, Dread Commando, Legendary Leader, Menacing Brute, Scar Enforcer, Battle Smith, Blade Bravo, Deepwarden, Stoneblessed, Whisperknife, Wildrunner, Frost Rager, Scarlet Corsair, Knight of the Iron Glacier, Outcast Champion, Cloud Anchorite, Invisible Blade, Order of the Bow Initiate, Legendary Captain
Starting Wealth: 1000gp, no magic items.
Core Changes: All PCs, and NPCs gain an AC bonus equal to half the total charter level.
Feats: Most feats are open, anything in the completes, core, or phb 2 is approved. I will make a list, and have some to add.
Items: Weapons and Armour allowed from all books, Special Materials are not allowed with out consent... though dwarf will have addy, and elves darkwood. Magic items can not be bought, at all, though will be given out as loot.
Skills: Heal, Survival, Knowledge: Nature/Geography/Local/Royalty are likely to be more useful than you are used to, while UMD and Concentration are likely to be much LESS useful.
Called Shots: This optional mechanic will be focused on and altered slightly to make it more useful.
Damage: In addition to damage as normally dealt, there will be a secondary type of damage. This will cover the weakening over time a PC would feel as wounded and not effect when they die. (Like 4e's Bloodied)
Caste all pc's will be born in to one of three wide ranged castes. Peasant, merchant, or noble.... this does not effect wealth... as you earned your own money over your life.... this is a marker for how you were raised and how people see you.
Peasant: You are granted the Endurance feat from a hard life, as well as a +1 bonus on the Profession of your choice... as you grew up working towards some job.
Merchant: Due to always being taught how to talk, and deal you gain the Negotiator feat and get a +1 bonus on all appraise checks.
Noble: Having grown up in a softer life you had the chance to learn much more than others did, you gain the Skill Focus (knowledge of your choice) feat, and a +1 bonus on gather information checks.
Each PC chooses either 'city slicker' or 'farm boy' and gains the below based on which.
City slickers, having been raised close to people in the 'press of things' have a few skills that others may not. Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.
Farm boys, those raised outside of the cities gain a different set of skills however. Knowledge (Nature), Climb, Swim, and Handle Animal are always class skills.
Simple Facing system. +2 ac to your front, -2 ac to your back, no modifiers for your sides. You can not change your facing unless there is a trigger event like being back attacked, or seeing an enemy coming..... but you can only change facing by one square. .... this will make sense, be easy and fulfil my need for a facing system.
Critical Hits: As normal, but any time a crit is scored and confirmed the target is sickened for 1 round. Also, crits leave scars and if one would kill someone they instead reduce them to -9 and stable... but leave a penalty imposing wound... like a lost finger, or eye. (This rule is for PC's only.)
Injury:All creatures have a number of 'states' they can be in based on their current HP. These states are Fresh, Hurt, Wounded, Mortally Wounded, and Dying.
Fresh:This is a very small range. At 100% full HP a person is considered Fresh. While Fresh a person gains +1 moral bonus on attack rolls, saves and Constitution Checks.
Hurt: When under 100% HP but above 50% a person is considered Hurt. You lose your Fresh bonus, and take no other effects.
Wounded:When reduced to half or less HP someone is considered Wounded. When in this state you are treated as Fatigued, and need to make a save vs infection (as per filth fever normally) when you rest for the night.
Mortally Wounded:When reduced to 5 or fewer hit points one is considered to be Mortally Wounded. In this state you are treated as Sickened, and Fatigued.
Dying: As per normal 3.5 only it is a Will Save DC 10 to stabilize.
Feats[/u] new feats for you to take and use as you see fit, may aid more and fix these.
Front Focused: Gain +4 AC to your Front arc, but -1 to sides and back.
Wary: Gain +1 AC to to sides and back, but -1 to front.
Cheap Shot: When attacking a foe from behind you may take a -2 penalty to hit to treat them as flatfooted for one round.
Improved Parry: [Req Combat Expertise] As a move action you can ready a parry, and do not take the normal -2 penalty to parry attacks in your front arc. You may parry attacks made on your side arcs, but at a -4 penalty. (This means you can ready to parry’s as a full round action.)
Two Weapon Parry: [Req Two-Weapon Fighting, Improved Parry] When making a Parry attempt you may attack with each weapon taking the higher total.
Greater Parry: [Req Improved Parry, BaB +7] You may Parry attacks from your side arcs at a -2 penalty, and back arc at a -4 penalty.
Team Parry: [Req Improved Parry, BaB +4] You may Parry attacks made on your allies, as long as they are with in your front, or side arcs. (You still take the normal side arc penalties. You may use reach weapons for this.)
Dismounting Attack: [Req Power Attack] When attacking a mounted foe you may take a -2 to hit in order to knock them off their mount and prone behind it unless they can make a ride Check DC 20 + the amount you power attack for.
Grand Leap: [Req Mounted Combat, Power Attack] If you charge on a mount, and make a Jump check DC 15, you may dismount, leap over your target, land at their back arc and make your charge attack. (flanking with the mount and likely at the foes back arc) If you fail the jump check make a ride check DC 20 or fall prone off your mount and take 2d6 damage, if you pass the ride check you make a normal attack. (no charge bonus)
Improved Demoralize: [Req Intimidate 5] When using Intimidate to demoralize a foe in combat the effect lasts until end of combat, and they make a normal will save vs the effect.
Never Out Numbered: [Req Intimidate 8, Improved Demoralize] You may attempt to demoralize all foes with in 60ft of you as a full round action.
Improved Taunt: [Req Bluff 5]You no longer provoke while taunting and do not take a -4 penalty.
Open Taunt: [Req Improved Taunt, Bluff 8] You may Taunt all foes within 60ft as a full round action.
Vicious Taunt: [Req Improved Taunt, Improved Demoralize] When you Taunt a foe, they are also demoralized and do not gain a bonus to hit you.
Watch Your Back:[Req Front Focused, Spot 5, Listen 5] Once Per round as an immediate action, you or an ally of your choice (who you can see) can turn to face an attacker at their back arc.
Crippler: You are treated as scoring 5 more damage on all called shots for the sake of damage threshold, this does not deal more damage. All DC's from your called shots are 2 higher.
Leg Breaker: You gain +2 to hit and damage when making called shots on a foes legs. Additionally any crit or threshold damage effect scored, is applied to both legs and takes twice as long to heal.
Ripper: [Req Intimidate 8, Improved Demoralize, Cleave] When you slay a foe you may make an Intimidate check as a free action against all foes who can see you at the time.
Low Blow: You may make a called shot 'Groin' against any humanoid foe, as below.
Groin
To hit: +dex and +4
Bonus: This attack deals normal damage and the target is sickened for one round per five points of damage.
Special: On a Crit, or strike that deals 10 or more damage the target is Nasuated for one round. If they take 20 or more damage they are instead stunned for one round, and sickened for 10 rounds.
Knuckle Crusher: You gain +2 to hit and damage when making called shots on a foes arms. Additionally any crit or threshold effects also disarm the foe, and take twice as long to heal.
Italian Kung fu: If you are flanking a foe you gain +4 to hit while making called shots instead of the normal +2, if they are grappled you gain +6 instead of +4.
Go for the Throat: When making a called shot against the 'head/neck' you gain +2 to hit and damage and they must make a fort save DC [damage] or be unable to speak for 2d6 rounds.
Dirty Fighter: When making a called shot against a foes eyes you gain +2 to hit and damage, as well as all DC's for your threshold effects are increased by 2.
Boundless Endurance:[Req Endurance] You are treated as one step higher on the damaged chart (Fresh, Wounded, Mortally Wounded, Dieing), this replaces the effects of Diehard.
Matrial Arts Master:[Req Combat Expertise and Improved Unarmed Strike] When making an unarmed called shot against a foes legs you may make a free trip attempt. When making an unarmed called shot against a foes arms you may make a free disarm attempt.
Mauler: [Req Improved Bullrush, Improved Grapple] If you hit with a charging Grapple attempt you make a free bull rush against your foe, but must move with him, and at the end of the movement you both fall prone taking 1d6 points of damage per 5ft moved.
Chokehold: [Req Improved Grapple] At the start of the turn of a foe you have pinned, they must make a fort save DC your strength check, if they fail this save they are Dazed for one round, and Fatigued for 10 rounds. (this can stack to exhausted, or unconscious)
Catch Sword: [Req Improved Unarmed Strike, Improved Parry, Improved Disarm] If you successfully parry a melee attack with your unarmed strike you may as an AoO make a free Disarm attempt against the weapon used in the parried attack, if successful, you may then attack with that weapon.
Spinning Spear: [Req Weapon Focus Reach Weapon] While wielding a reach weapon, as a full round action that provokes you may make anyone with in your reach make a Balance Check DC Attack Roll, or be knocked prone.
Taunt: To taunt you make a Bluff check at -4 VS Will of a target who can see and hear you. If they fail on their next turn they must attack you if able. They gain a +2 bonus to hit you, and must charge if able (only if melee attacking). Taunting is a standard action that provokes.
Parrying takes a standard action, once you have a parry readied the next time a foe melee acts your front arc before the start of your turn you may make an attack roll at a -2 penalty VS their own, if you win the attack is blocked and the foe is flatfooted until their next turn, if you lose the attack happens as normal. Light Weapons take another -2, while two handed weapons gain a +2. You can not parry an attack when flat-footed.
Called Shots: Updated slightly
Head:
To hit: + dex(again) and +2. [This means a lvl 4 foe with 14 dex gets a +2 dex bonus, and +2 level bonus to Ac ON TOP of his normal AC... so yes, dex twice. The dex bonus clearly does not count if the target is flat footed as normal.]
Bonus: Hitting a foe in the head or neck does as much damage as normal, but crits are much more deadly and easy to inflict. A 'head shot' grants +4 to confirm crits and raises the crit damage by one level. [x2 to x3, x3 to x4 and so on.]
Special: If struck in the head for 10 or more damage in a single hit, or a crit, you must make a fort save DC 10 or be Dazed for one Round. If hit for 20 or more Bludgeoning damage the target is dazzled until healed. If you deal ten or more damage with a slashing weapon they are Fatigued from blood loss, if you deal 20 or more they are instead Exhausted.
Healing: Heal DC 12 and a nights rest
Eyes
To hit:+ dex and +4
Bonus: This attack does half damage. A foe who is hit is Dazzled for minutes equal to damage dealt.
Special: On a crit or a hit that deals 10(before it is halved always) or more damage the target must make a fort save DC damage dealt or be blinded until they can make a full round action Heal check (DC 10) to clear the blood from their eyes. On a hit that deals 20 or more Slashing or Piercing damage as above, plus the take a -5 to spot and search and may lose an eye unless healed.
Healing: Healing takes a full day, and a then DC 20 heal check, failing by ten or more results in loss of an eye. (that means -3 to spot/search and halve all range increments.)
Legs [Pick left or right]
To hit: +dex and +2
Bonus: This attack deals only half damage, and applies a -1 penalty to Jump, Climb, Tumble, Balance, Swim, Move Silently and Ride checks until treated. This penalty can stack with others of it's kind. If wounded in this way you can not take a 10 on any of the above checks.
Special: On a Crit, or strike that deals 10 or more damage the target takes a -5ft penalty to move speed that does not stack with other wounds of it's kind, but does stack with penalties on the OTHER leg. If wounded this way on BOTH legs you can no longer take 5ft steps.
If you take 20 or more Bludgeoning damage with a single attack you risk a broken limb. In that case you make a Fort Save DC damage dealt. A broken leg imposes -10 to the above skills and halves movement speed.
Healing:Normal wounds take a Nights Rest and Heal DC 12 check. Broken Limbs take a Heal DC 15 check and 2d6 days of time to heal.
Arms [Pick left or right]
To hit: +dex and +2
Bonus: This attack deals only half damage, and applies a -1 penalty to Attack Rolls with that arm and Climb, Swim, Slight of Hand, Disable Device and Open Lock checks until treated. This penalty can stack with others of it's kind. If wounded in this way you can not take a 10 on any of the above checks
Special: On a Crit, or strike that deals 10 or more damage the target takes -5 to checks to hold on to a weapon/shield with that hand, as well as -5 on all strength based checks they are called upon to make with that arm. If you take 20 or more Bludgeoning damage with a single attack you risk a broken limb. In that case you make a Fort Save DC damage dealt. A broken leg imposes twice the above penalties and is much harder to heal. (an arm can be broken more than once at a time)
Healing: Normal wounds take a Nights Rest and Heal DC 12 check. Broken Limbs take a Heal DC 15 check and 2d6 days of time to heal.
Torso
To hit: Normal
Bonus: None
Special: If the target takes half or more of it's total HP in damage as a single attack they must make a Fort Save DC 16 or become sickened and fall prone.
Armour
Not all armour covers the whole body, and some times only a single limb will be covered by a piece. For this reason some parts of the body will make better targets.
For this reasoning there are a few new armour entries, but for the most part if the entry for a suit of armour says it has a helm it covers the head, if it has gauntlets it covers arms, and all heavy armour covers legs, while most others do unless they are stated as a shirt.
Leather Boots: Light Armour, Max Dex 6, Check Pen -0, Cost 2gp, Weight 1, +2 AC
Chain Leggings: Medium Armour, Max Dex 5, Check Pen -2, Cost 10gp, Weight 5, +4 AC
Steel Helm: Medium Armour, Max Dex 8, Check Pen -1, Cost 4gp, Weight 2, +4 AC
Leather Cap: Light Armour, Max Dex 8, Check Pen 0, Cost 5sp, Weight 1, +2 AC
Leather Gloves: Light Armour, Max Dex 8, Check Pen 0, Cost 3sp, Weight 1, +2 AC
Steel Gauntlets: Medium Armour, Max Dex 4, Check Pen -1, Cost 10gp, Weight 4, +4 AC
(With both leggings and gloves you can mix and match)
The world has two moons, one goes around every 10 days, the other ever 25 days, matching up only on the solstices. No gods, and little religion. The sessions last 50 days, and are a bit more extreme then ours, though shorter by half.
Elves: Living in the jungles these people are 'simple' in that they have not created works such as glass, steel and do not form great cities. They are content to make works of leather, wood and stone at a quality none but dwarven workmen can come near. These people live in small tribes and villages, often deeply in touch with the nature of the land they live in. They are often peaceful, and wise, but can be savage and deadly if pushed. The elves treat the sessions as gods.
Catfolk: This race lives in the savanna, there they are the only people in any numbers. Many see them as simple, but while they are tribes of nomadic peoples, it is not that they lack understanding, but their way of life does not lend to the higher crafts. Most are hunters, or simple craftsmen, or artists. There are no forges, and only one great city of catfolk. Like the elves they are in touch with the land, but in a much more predatory way. Catfolk are often flighty and quick to make merry, but also quick to anger. They honour the spirits of their dead, and holy places.
Goblins: These savage little folks are hunters, warriors, thieves and killers. Not truly evil but mostly they are hard, rough and have no respect for the lives of the other races. Goblins steal all but the simplest tools they own or use. They live in small packs moving around, or in large tree born villages across the jungles, and a few colder woodlands. Goblins think that the spirit is bound to the bones, and so bones find their way in to ever aspect of life.
Orc: The barren wastes, scrub lands, and tundra are home to the orcish tribes and many of their half breed children. It is in these ruined lands the orc have been repeatedly cast in to. They live mostly in small warbands, villages or in the few great old cities of past empires (mostly stolen). Orc are craftsman only in the fields of weapons and armour, any other trade is shunned as woman’s work, or weak. Orcs hold the stars to be dead warriors of worth, and the sun as the great 'first orc' who's fury to this day over shines the living and dead.
Dwarf: Men of stone and under earth the dwarf do not build many homes in the light of day. Mostly they have fortress dug in to the sides of mountains or in hidden tunnels. Few races compare to the focus that dwarf have of trades, none so much as steel and stone craft. They are poor artists, and have little skill with wood, but in matters of stone and steel they are masters. Dwarven kind is also known for being friendly to those they trust and down right hostile to all others. Dwarf live in great clans, each within it's own city only going to others to trade, or marry. They view 'afterlife' as passing on your bloodline, memory and house.
Halflings: These small folks are found in the swamps, and along the coasts of the great ocean. They often live in small villages, or semi nomadic groups. They are masters of the water ways of the world, and few can sail better than them. It is also true that while few have the focus to become a master of any trade, there a great many merchants, and young tradesmen among them, so as long as you are okay with medium quality they have what you need. Halflings see the sea as a goddess, and the moons as her mother and father, many are very superstitious but the faith is not very demanding.
Humans: By force of army, and numbers humans have claimed the pastoral lands, and much of the temperate forests of the world. Clumping into kingdoms, barony’s, and petty lordships humans often live in farming villages, that answer to towns, that in turn answer to cities with a castle at their heart. Of all races none is as diverse as mankind when it comes to trades. Men of all levels of skill live in their ranks, and you never know how good one is until you see his works. Often men will pick up traits of the peoples the live nearest, from culture to faith, though most of mankind are content to live the life before them and see death as a long and well earned rest.
This game will likely start in June, and may keep going next school year.
This is an idea I have been kicking around for a long time now. I am looking to see if anyone wants to play in a world that feels a lot more like LoTR, low magic but when you find it, it is epic and has a story to it.
The basic idea I have is below, give me a shout if you'd like to be a part of it.
Starting: Level 4
Races: Humans, Earth Dwarves, Wild Elves (can be jungle), Jungle Half-elves, Catfolk, Desert or arctic orcs/half-orcs, Forestkith Goblins, Water Halflings.
Classes : Fighter, Monk, Rogue, Ranger*, Barbarian, Knight, Marshal, Ninja, Scout, Swashbuckler, Samurai
(*Non casting variants)
Allowed PrC: Any Paragon other than elf, Human Paragon (no casting but full Bab), Duellist, Dwarven Defender, Animal Lord, Beast Master, Bloodhound, Dread Pirate, Exemplar, Ghost Faced Killer, Highland Stalker, Nightsong ..., Spymaster, Street-fighter, Tempest, Thief-Acrobat, Wild Plains Outrider, Fist of the Forest, All non casting PrC from Complete Scoundrel, Cavalier, dark Hunter, Drunken Master, Exotic Weapon Master, Halfling Outrider, Justiciar, Knight Protector, Reaping Mauler, Ronin, Dread Commando, Legendary Leader, Menacing Brute, Scar Enforcer, Battle Smith, Blade Bravo, Deepwarden, Stoneblessed, Whisperknife, Wildrunner, Frost Rager, Scarlet Corsair, Knight of the Iron Glacier, Outcast Champion, Cloud Anchorite, Invisible Blade, Order of the Bow Initiate, Legendary Captain
Starting Wealth: 1000gp, no magic items.
Core Changes: All PCs, and NPCs gain an AC bonus equal to half the total charter level.
Feats: Most feats are open, anything in the completes, core, or phb 2 is approved. I will make a list, and have some to add.
Items: Weapons and Armour allowed from all books, Special Materials are not allowed with out consent... though dwarf will have addy, and elves darkwood. Magic items can not be bought, at all, though will be given out as loot.
Skills: Heal, Survival, Knowledge: Nature/Geography/Local/Royalty are likely to be more useful than you are used to, while UMD and Concentration are likely to be much LESS useful.
Called Shots: This optional mechanic will be focused on and altered slightly to make it more useful.
Damage: In addition to damage as normally dealt, there will be a secondary type of damage. This will cover the weakening over time a PC would feel as wounded and not effect when they die. (Like 4e's Bloodied)
Caste all pc's will be born in to one of three wide ranged castes. Peasant, merchant, or noble.... this does not effect wealth... as you earned your own money over your life.... this is a marker for how you were raised and how people see you.
Peasant: You are granted the Endurance feat from a hard life, as well as a +1 bonus on the Profession of your choice... as you grew up working towards some job.
Merchant: Due to always being taught how to talk, and deal you gain the Negotiator feat and get a +1 bonus on all appraise checks.
Noble: Having grown up in a softer life you had the chance to learn much more than others did, you gain the Skill Focus (knowledge of your choice) feat, and a +1 bonus on gather information checks.
Each PC chooses either 'city slicker' or 'farm boy' and gains the below based on which.
City slickers, having been raised close to people in the 'press of things' have a few skills that others may not. Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.
Farm boys, those raised outside of the cities gain a different set of skills however. Knowledge (Nature), Climb, Swim, and Handle Animal are always class skills.
Simple Facing system. +2 ac to your front, -2 ac to your back, no modifiers for your sides. You can not change your facing unless there is a trigger event like being back attacked, or seeing an enemy coming..... but you can only change facing by one square. .... this will make sense, be easy and fulfil my need for a facing system.
Critical Hits: As normal, but any time a crit is scored and confirmed the target is sickened for 1 round. Also, crits leave scars and if one would kill someone they instead reduce them to -9 and stable... but leave a penalty imposing wound... like a lost finger, or eye. (This rule is for PC's only.)
Injury:All creatures have a number of 'states' they can be in based on their current HP. These states are Fresh, Hurt, Wounded, Mortally Wounded, and Dying.
Fresh:This is a very small range. At 100% full HP a person is considered Fresh. While Fresh a person gains +1 moral bonus on attack rolls, saves and Constitution Checks.
Hurt: When under 100% HP but above 50% a person is considered Hurt. You lose your Fresh bonus, and take no other effects.
Wounded:When reduced to half or less HP someone is considered Wounded. When in this state you are treated as Fatigued, and need to make a save vs infection (as per filth fever normally) when you rest for the night.
Mortally Wounded:When reduced to 5 or fewer hit points one is considered to be Mortally Wounded. In this state you are treated as Sickened, and Fatigued.
Dying: As per normal 3.5 only it is a Will Save DC 10 to stabilize.
Feats[/u] new feats for you to take and use as you see fit, may aid more and fix these.
Front Focused: Gain +4 AC to your Front arc, but -1 to sides and back.
Wary: Gain +1 AC to to sides and back, but -1 to front.
Cheap Shot: When attacking a foe from behind you may take a -2 penalty to hit to treat them as flatfooted for one round.
Improved Parry: [Req Combat Expertise] As a move action you can ready a parry, and do not take the normal -2 penalty to parry attacks in your front arc. You may parry attacks made on your side arcs, but at a -4 penalty. (This means you can ready to parry’s as a full round action.)
Two Weapon Parry: [Req Two-Weapon Fighting, Improved Parry] When making a Parry attempt you may attack with each weapon taking the higher total.
Greater Parry: [Req Improved Parry, BaB +7] You may Parry attacks from your side arcs at a -2 penalty, and back arc at a -4 penalty.
Team Parry: [Req Improved Parry, BaB +4] You may Parry attacks made on your allies, as long as they are with in your front, or side arcs. (You still take the normal side arc penalties. You may use reach weapons for this.)
Dismounting Attack: [Req Power Attack] When attacking a mounted foe you may take a -2 to hit in order to knock them off their mount and prone behind it unless they can make a ride Check DC 20 + the amount you power attack for.
Grand Leap: [Req Mounted Combat, Power Attack] If you charge on a mount, and make a Jump check DC 15, you may dismount, leap over your target, land at their back arc and make your charge attack. (flanking with the mount and likely at the foes back arc) If you fail the jump check make a ride check DC 20 or fall prone off your mount and take 2d6 damage, if you pass the ride check you make a normal attack. (no charge bonus)
Improved Demoralize: [Req Intimidate 5] When using Intimidate to demoralize a foe in combat the effect lasts until end of combat, and they make a normal will save vs the effect.
Never Out Numbered: [Req Intimidate 8, Improved Demoralize] You may attempt to demoralize all foes with in 60ft of you as a full round action.
Improved Taunt: [Req Bluff 5]You no longer provoke while taunting and do not take a -4 penalty.
Open Taunt: [Req Improved Taunt, Bluff 8] You may Taunt all foes within 60ft as a full round action.
Vicious Taunt: [Req Improved Taunt, Improved Demoralize] When you Taunt a foe, they are also demoralized and do not gain a bonus to hit you.
Watch Your Back:[Req Front Focused, Spot 5, Listen 5] Once Per round as an immediate action, you or an ally of your choice (who you can see) can turn to face an attacker at their back arc.
Crippler: You are treated as scoring 5 more damage on all called shots for the sake of damage threshold, this does not deal more damage. All DC's from your called shots are 2 higher.
Leg Breaker: You gain +2 to hit and damage when making called shots on a foes legs. Additionally any crit or threshold damage effect scored, is applied to both legs and takes twice as long to heal.
Ripper: [Req Intimidate 8, Improved Demoralize, Cleave] When you slay a foe you may make an Intimidate check as a free action against all foes who can see you at the time.
Low Blow: You may make a called shot 'Groin' against any humanoid foe, as below.
Groin
To hit: +dex and +4
Bonus: This attack deals normal damage and the target is sickened for one round per five points of damage.
Special: On a Crit, or strike that deals 10 or more damage the target is Nasuated for one round. If they take 20 or more damage they are instead stunned for one round, and sickened for 10 rounds.
Knuckle Crusher: You gain +2 to hit and damage when making called shots on a foes arms. Additionally any crit or threshold effects also disarm the foe, and take twice as long to heal.
Italian Kung fu: If you are flanking a foe you gain +4 to hit while making called shots instead of the normal +2, if they are grappled you gain +6 instead of +4.
Go for the Throat: When making a called shot against the 'head/neck' you gain +2 to hit and damage and they must make a fort save DC [damage] or be unable to speak for 2d6 rounds.
Dirty Fighter: When making a called shot against a foes eyes you gain +2 to hit and damage, as well as all DC's for your threshold effects are increased by 2.
Boundless Endurance:[Req Endurance] You are treated as one step higher on the damaged chart (Fresh, Wounded, Mortally Wounded, Dieing), this replaces the effects of Diehard.
Matrial Arts Master:[Req Combat Expertise and Improved Unarmed Strike] When making an unarmed called shot against a foes legs you may make a free trip attempt. When making an unarmed called shot against a foes arms you may make a free disarm attempt.
Mauler: [Req Improved Bullrush, Improved Grapple] If you hit with a charging Grapple attempt you make a free bull rush against your foe, but must move with him, and at the end of the movement you both fall prone taking 1d6 points of damage per 5ft moved.
Chokehold: [Req Improved Grapple] At the start of the turn of a foe you have pinned, they must make a fort save DC your strength check, if they fail this save they are Dazed for one round, and Fatigued for 10 rounds. (this can stack to exhausted, or unconscious)
Catch Sword: [Req Improved Unarmed Strike, Improved Parry, Improved Disarm] If you successfully parry a melee attack with your unarmed strike you may as an AoO make a free Disarm attempt against the weapon used in the parried attack, if successful, you may then attack with that weapon.
Spinning Spear: [Req Weapon Focus Reach Weapon] While wielding a reach weapon, as a full round action that provokes you may make anyone with in your reach make a Balance Check DC Attack Roll, or be knocked prone.
Two new rules to make use of, and there are feats related to.
Taunt: To taunt you make a Bluff check at -4 VS Will of a target who can see and hear you. If they fail on their next turn they must attack you if able. They gain a +2 bonus to hit you, and must charge if able (only if melee attacking). Taunting is a standard action that provokes.
Parrying takes a standard action, once you have a parry readied the next time a foe melee acts your front arc before the start of your turn you may make an attack roll at a -2 penalty VS their own, if you win the attack is blocked and the foe is flatfooted until their next turn, if you lose the attack happens as normal. Light Weapons take another -2, while two handed weapons gain a +2. You can not parry an attack when flat-footed.
Called Shots: Updated slightly
Head:
To hit: + dex(again) and +2. [This means a lvl 4 foe with 14 dex gets a +2 dex bonus, and +2 level bonus to Ac ON TOP of his normal AC... so yes, dex twice. The dex bonus clearly does not count if the target is flat footed as normal.]
Bonus: Hitting a foe in the head or neck does as much damage as normal, but crits are much more deadly and easy to inflict. A 'head shot' grants +4 to confirm crits and raises the crit damage by one level. [x2 to x3, x3 to x4 and so on.]
Special: If struck in the head for 10 or more damage in a single hit, or a crit, you must make a fort save DC 10 or be Dazed for one Round. If hit for 20 or more Bludgeoning damage the target is dazzled until healed. If you deal ten or more damage with a slashing weapon they are Fatigued from blood loss, if you deal 20 or more they are instead Exhausted.
Healing: Heal DC 12 and a nights rest
Eyes
To hit:+ dex and +4
Bonus: This attack does half damage. A foe who is hit is Dazzled for minutes equal to damage dealt.
Special: On a crit or a hit that deals 10(before it is halved always) or more damage the target must make a fort save DC damage dealt or be blinded until they can make a full round action Heal check (DC 10) to clear the blood from their eyes. On a hit that deals 20 or more Slashing or Piercing damage as above, plus the take a -5 to spot and search and may lose an eye unless healed.
Healing: Healing takes a full day, and a then DC 20 heal check, failing by ten or more results in loss of an eye. (that means -3 to spot/search and halve all range increments.)
Legs [Pick left or right]
To hit: +dex and +2
Bonus: This attack deals only half damage, and applies a -1 penalty to Jump, Climb, Tumble, Balance, Swim, Move Silently and Ride checks until treated. This penalty can stack with others of it's kind. If wounded in this way you can not take a 10 on any of the above checks.
Special: On a Crit, or strike that deals 10 or more damage the target takes a -5ft penalty to move speed that does not stack with other wounds of it's kind, but does stack with penalties on the OTHER leg. If wounded this way on BOTH legs you can no longer take 5ft steps.
If you take 20 or more Bludgeoning damage with a single attack you risk a broken limb. In that case you make a Fort Save DC damage dealt. A broken leg imposes -10 to the above skills and halves movement speed.
Healing:Normal wounds take a Nights Rest and Heal DC 12 check. Broken Limbs take a Heal DC 15 check and 2d6 days of time to heal.
Arms [Pick left or right]
To hit: +dex and +2
Bonus: This attack deals only half damage, and applies a -1 penalty to Attack Rolls with that arm and Climb, Swim, Slight of Hand, Disable Device and Open Lock checks until treated. This penalty can stack with others of it's kind. If wounded in this way you can not take a 10 on any of the above checks
Special: On a Crit, or strike that deals 10 or more damage the target takes -5 to checks to hold on to a weapon/shield with that hand, as well as -5 on all strength based checks they are called upon to make with that arm. If you take 20 or more Bludgeoning damage with a single attack you risk a broken limb. In that case you make a Fort Save DC damage dealt. A broken leg imposes twice the above penalties and is much harder to heal. (an arm can be broken more than once at a time)
Healing: Normal wounds take a Nights Rest and Heal DC 12 check. Broken Limbs take a Heal DC 15 check and 2d6 days of time to heal.
Torso
To hit: Normal
Bonus: None
Special: If the target takes half or more of it's total HP in damage as a single attack they must make a Fort Save DC 16 or become sickened and fall prone.
Armour
Not all armour covers the whole body, and some times only a single limb will be covered by a piece. For this reason some parts of the body will make better targets.
For this reasoning there are a few new armour entries, but for the most part if the entry for a suit of armour says it has a helm it covers the head, if it has gauntlets it covers arms, and all heavy armour covers legs, while most others do unless they are stated as a shirt.
Leather Boots: Light Armour, Max Dex 6, Check Pen -0, Cost 2gp, Weight 1, +2 AC
Chain Leggings: Medium Armour, Max Dex 5, Check Pen -2, Cost 10gp, Weight 5, +4 AC
Steel Helm: Medium Armour, Max Dex 8, Check Pen -1, Cost 4gp, Weight 2, +4 AC
Leather Cap: Light Armour, Max Dex 8, Check Pen 0, Cost 5sp, Weight 1, +2 AC
Leather Gloves: Light Armour, Max Dex 8, Check Pen 0, Cost 3sp, Weight 1, +2 AC
Steel Gauntlets: Medium Armour, Max Dex 4, Check Pen -1, Cost 10gp, Weight 4, +4 AC
(With both leggings and gloves you can mix and match)
The world has two moons, one goes around every 10 days, the other ever 25 days, matching up only on the solstices. No gods, and little religion. The sessions last 50 days, and are a bit more extreme then ours, though shorter by half.
Elves: Living in the jungles these people are 'simple' in that they have not created works such as glass, steel and do not form great cities. They are content to make works of leather, wood and stone at a quality none but dwarven workmen can come near. These people live in small tribes and villages, often deeply in touch with the nature of the land they live in. They are often peaceful, and wise, but can be savage and deadly if pushed. The elves treat the sessions as gods.
Catfolk: This race lives in the savanna, there they are the only people in any numbers. Many see them as simple, but while they are tribes of nomadic peoples, it is not that they lack understanding, but their way of life does not lend to the higher crafts. Most are hunters, or simple craftsmen, or artists. There are no forges, and only one great city of catfolk. Like the elves they are in touch with the land, but in a much more predatory way. Catfolk are often flighty and quick to make merry, but also quick to anger. They honour the spirits of their dead, and holy places.
Goblins: These savage little folks are hunters, warriors, thieves and killers. Not truly evil but mostly they are hard, rough and have no respect for the lives of the other races. Goblins steal all but the simplest tools they own or use. They live in small packs moving around, or in large tree born villages across the jungles, and a few colder woodlands. Goblins think that the spirit is bound to the bones, and so bones find their way in to ever aspect of life.
Orc: The barren wastes, scrub lands, and tundra are home to the orcish tribes and many of their half breed children. It is in these ruined lands the orc have been repeatedly cast in to. They live mostly in small warbands, villages or in the few great old cities of past empires (mostly stolen). Orc are craftsman only in the fields of weapons and armour, any other trade is shunned as woman’s work, or weak. Orcs hold the stars to be dead warriors of worth, and the sun as the great 'first orc' who's fury to this day over shines the living and dead.
Dwarf: Men of stone and under earth the dwarf do not build many homes in the light of day. Mostly they have fortress dug in to the sides of mountains or in hidden tunnels. Few races compare to the focus that dwarf have of trades, none so much as steel and stone craft. They are poor artists, and have little skill with wood, but in matters of stone and steel they are masters. Dwarven kind is also known for being friendly to those they trust and down right hostile to all others. Dwarf live in great clans, each within it's own city only going to others to trade, or marry. They view 'afterlife' as passing on your bloodline, memory and house.
Halflings: These small folks are found in the swamps, and along the coasts of the great ocean. They often live in small villages, or semi nomadic groups. They are masters of the water ways of the world, and few can sail better than them. It is also true that while few have the focus to become a master of any trade, there a great many merchants, and young tradesmen among them, so as long as you are okay with medium quality they have what you need. Halflings see the sea as a goddess, and the moons as her mother and father, many are very superstitious but the faith is not very demanding.
Humans: By force of army, and numbers humans have claimed the pastoral lands, and much of the temperate forests of the world. Clumping into kingdoms, barony’s, and petty lordships humans often live in farming villages, that answer to towns, that in turn answer to cities with a castle at their heart. Of all races none is as diverse as mankind when it comes to trades. Men of all levels of skill live in their ranks, and you never know how good one is until you see his works. Often men will pick up traits of the peoples the live nearest, from culture to faith, though most of mankind are content to live the life before them and see death as a long and well earned rest.