|
 |
ХоумрулыMelee Weapons Base Attack Bonus + Strength or Dexterity Modifier (whichever is lower) Light Melee Weapons (Can be used as normal Melee weapons) Base Attack Bonus + Dexterity Modifier
Ranged Weapons and Attacks Base Attack Bonus + Dexterity Modifier + Range Penalty
Ranged weapons no longer have different range increments – they have only maximum firing distance. Universal range increment is 30 ft. Far Shot feat: Your range increment for all is now equal 60 ft.
Size Modifier Colossal -8 AC Gargantuan -6 AC Huge -4 AC Large -2 AC Medium 0 Small +2 AC Tiny +4 AC +2 Attack Diminutive +6 AC +4 Attack Fine +8 AC +6 Attack
Armor Class 10 + Shield bonus + Dexterity modifier + Size modifier
Armor bonus to AC added only if attacker tries to attack chinks in armor and ignore DR granted by armor. Armor type Typical AC for armor chinks Flexible armor (mail, leather, cloth) 10 Part armor (segmented plate) 8 High-grade armor (full plate) 10 Natural armor (only some parts covered, plates) 6 Natural armor (full body, scales) 16
Bludgeoning weapons can’t target chinks in armor and ignore Armor DR. For piercing attacks Armor chinks AC treated as 2 lower.
Casting in Armor If Armor has any Armor check penalty you must make Concentration check against DC 20. Your Concentration skill is subject to Armor Check Penalty.
Disarm There is no -4 penalty for light weapon. Penalty for non-weapon objects remains only if character has no Improvised weapons training.
Feint With successful Feint you can ignore all Dodge bonuses to opponents AC. Improved Feint Feat: --You may Feint as a Move action. --You may add your Intelligence modifier to your Feint Roll (if any). --Instead of ignoring Dodge bonus you may Ignore Shield bonus to AC.
Sunder ---Opposed Rolls: There is no -4 penalty for light weapon. ---Sundering Carried or Worn Object: You make an attack against opponents AC + Object Size modifier
Object Size Backpack +2 Arrow quiver +4 Flask +6 Bracelet +8 Ring +10
Trip You can trip with any weapons. But you get -4 on your Opposed roll if you try to trip with Light or One-Handed weapons.
Two-Weapon Fighting
Circumstances Primary hand Secondary hand Normal Penalties -2 -4 Off-hand Weapon is Light -0 -4 With TWF Feat 0 -2 With TWF feat and Light Weapon 0 0
Double Weapons Most Two-handed weapons can be used as Double weapons there second weapon is improvised bludgeoning (Like Greatsword pommel strikes). They are treated as Light weapons.
Armor and Movement You movement is no longer hampered by normal armor, even heavy. Of course if you can carry it, because armor weights was changed to more realistic. You still get additional Armor Check Penalty if you do not proficient with armor. Tumble You can’t avoid attacks of opportunity with Tumble checks.
---Feats---
Deflect arrows You may deflect as many arrows as you have AoO – lose one AoO for each deflection attempt. To deflect arrow you must make an attack roll higher than that of an incoming arrow, you get +4 on that roll.
Dodge +1 dodge bonus to AC against all opponents
Far shot Universal range increment increases from 30 to 60 ft.
Improved critical +2 to weapon threat range
Mobility +4 against all AoO if you moved at least 10 ft in this round.
Power attack You can power attack with Light weapons if you use your attack bonus for one-handed ones.
Rapid Reload Time to reload crossbows reduced and now takes 1 round less. If crossbow can be reloaded in 1 round than now you need only move action.
Shield proficiencies Shield: small shield, shield Tower Shield: large shield Not having appropriate shield proficiency will result in additional -4 ACP. You do not need shield proficiency for buckler.
Snatch arrows Same as with Deflect arrows but you can catch them.
Toughness +3 Wound points
Weapon finesse This feat no longer needed. Treat any character as having it.
Weapon proficiencies Simple: group Martial: group Exotic: choose one Improvised: Prerequisites (base attack bonus +2 or monk)
Vitality and Wound Points System Vitality points per level Hit Dice Number of Vitality Points d12 12 first / 6 d10 10 first / 5 d8 8 first / 4 d6 6 first / 3 d4 4 first / 2
Vitality Points Vitality points are a measure of a character’s ability to turn a direct hit into a graze or a glancing blow with no serious consequences. Like hit points in the standard d20 rules, vitality points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce vitality points. Characters gain vitality points as they gain levels. But not add there Constitution modifier to them.
Wound Points Wound points measure how much true physical damage a character can withstand. Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. A character has a number of wound points equal to her current Constitution score.
Critical Hits A critical hit deals the same amount of damage as a normal hit, but that damage is deducted from wound points rather than from vitality points. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits. Any critical hit automatically overcomes a creature’s damage reduction, regardless of whether or not the attack could normally do so.
Injury And Death Vitality and wound points together measure how hard a character is to hurt and kill. The damage from each successful attack and each fight accumulates, dropping a character’s vitality point or wound point total until he runs out of points.
Nonlethal Damage This system doesn’t differentiate between lethal and nonlethal damage. Attacks and effects that normally deal nonlethal damage reduce vitality points, except on a critical hit, in which case they reduce wound points.
0 Vitality Points At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional damage he receives reduces his wound points.
Taking Wound Damage The first time a character takes wound damage—even a single point—he becomes fatigued. A fatigued character can’t run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8 hours (or until the wound damage is healed, if that occurs first). Additional wound damage doesn’t make the character exhausted. In addition, any time an attack deals wound damage to a character, he must succeed on a Fortitude saving throw (DC 5 + number of wound points lost from the attack) or fall unconscious until the end of the encounter.
0 Wound Points Wound points cannot drop below 0; any damage that would cause a character’s wound point total to drop below 0 simply causes the character to have 0 wound points. At 0 wound points, a character is disabled and must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying.
Disabled A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) worsen the character’s condition to dying (unless it involved healing; see below).
Dying A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable. If the character fails the save, he dies. If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round. If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious. If the character succeeds on the save by 10 or more, he becomes conscious and disabled. Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity). Stable Characters and Recovery A stable character is unconscious. Every hour, a stable character must succeed on a Fortitude save (DC 10, +1 per hour after the first) to remain stable. If the character fails the save, he becomes dying. If the character succeeds on the save by less than 5, he does not get any worse, but does not improve. He is still stable and unconscious, and must continue to make Fortitude saves every hour. If the character succeeds on the save by 5 or more, he becomes conscious and disabled. An unaided stable, conscious character at 0 wound points has a 10% chance to start recovering wound points naturally that day. Once an unaided character starts recovering wound points naturally, he is no longer in danger of dying.
Recovering with Help A dying character can be made stable with a DC 15 Heal check (a standard action that provokes attacks of opportunity). One hour after a tended, dying character becomes stable, roll d%. He has a 10% chance of regaining consciousness, at which point he becomes disabled. If he remains unconscious, he has the same chance to regain consciousness every hour. Even while unconscious, he recoverd wound points naturally, becoming conscious and able to resume normal activity when his wound points rise to 1 or higher.
Special Damage Situations The vitality point system changes the way some special damage effects work.
Coup de Grace A coup de grace functions normally in that it automatically hits and scores a critical hit (and thus the damage dealt is applied to the target’s wound points). If the defender survives the damage, he must make a Fortitude save (DC 10 + the amount of damage dealt) or die.
Healing After taking damage, a character can recover vitality and wound points through natural healing (over the course of hours or days), or by magic. In any case, a character can’t regain vitality points or wound points above his full normal totals.
Natural Healing Characters recover vitality points at a rate of one plus Constitution modifier (if any) vitality points per hour per character level. With a full night’s rest, a character recovers 1 plus Constitution modifier (if any) wound points per character level (minimum 1 per night), or twice that amount with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night.
Assisted Healing A character that provides long-term care doubles the rate at which a wounded character recovers lost vitality and wound points.
Magical Healing Spells that heal hit point damage work somewhat differently in this system. For spells that heal a variable amount of hit point damage based on a die roll (such as cure light wounds), apply the actual die roll as restored vitality points, and any modifier to the die roll (such as caster level, for cure spells) as restored wound points. For example, cure moderate wounds heals 2d8 points of damage, +1 point per caster level (maximum +10). Under this system, a 10th-level cleric could cast it to heal 2d8 vitality points and 10 wound points. Spells or effects that return a number of hit points not based on a die roll, such as heal, apply the healing to lost wound points first, then to lost vitality. For example, an 11th-level cleric casting heal has 110 points of healing to apply. If the target has taken 12 points of wound damage and 104 points of vitality damage, the spell heals all the wound damage and 98 points of the vitality damage, leaving the target with only 6 points of vitality damage remaining.
NPCs And Monsters Size Wound Point Multiplier Fine ×1/8 Diminutive ×¼ Tiny ×½ Small ×1 Medium ×1 Large ×1 Huge ×2 Gargantuan ×4 Colossal ×8
Vitality points are only granted by the “heroic” classes, such as the standard character classes and various prestige classes. The NPC classes—adept, aristocrat, commoner, expert and warrior—grant no vitality points (either at 1st level or thereafter). Such characters have wound points equal to their Constitution score. Thus, a typical 1st-level orc warrior has no vitality points and 12 wound points. All damage dealt to such creatures is applied to their wound points. Most monsters, on the other hand, have both wound points and vitality points. For Small, Medium and Large creatures, a monster’s wound point total is equal to its current Constitution score. Creatures smaller or larger than that have their wound point total multiplied by a factor based on their size, as indicated on the table. A monster’s vitality point total is equal to the number of hit points it would normally have, based on its type and Constitution score. The GM may choose not to assign vitality points to creatures that pose little or no threat to PCs, such as domesticated herd animals.
Creatures without Constitution Scores Some creatures, such as undead and constructs, do not have Constitution scores. If a creature has no Constitution score, it has no vitality points. Instead, it has wound points equal to the number of vitality points it would have based on its HD and type. Such creatures are never fatigued or stunned by wound damage.
Bonus Hit Points If a creature would have bonus hit points based on its type, these are treated as bonus wound points. (For example, a Medium construct gets 20 bonus wound points.) The same holds true for any permanent effect that increases a character’s hit point total (such as the Toughness feat, which adds 3 to the character’s wound point total).
Damage Reduction Damage reduction functions normally, reducing damage dealt by attacks. However, any critical hit automatically overcomes a creature’s damage reduction, regardless of whether the attack could normally do so. For example, a critical hit against a skeleton (DR 5/bludgeoning) overcomes the creature’s damage reduction even if it was hit with a weapon that does not deal bludgeoning damage.
Fast Healing Creatures with fast healing regain vitality points at an exceptionally fast rate, usually 1 or more vitality points per round, as given in the creature’s description (for example, a vampire has fast healing 5). If a creature with fast healing has no Constitution score, fast healing restores lost wound points instead. The same doesn’t apply to creatures that have no vitality points but do have a Constitution score (such as a human warrior or domestic animal). Such creatures gain no benefit from fast healing.
Regeneration All damage dealt to creatures with regeneration is vitality point damage, even in the case of critical hits. The creature automatically heals vitality point damage at a fixed rate per round, as given in the entry (for example, a troll has regeneration 5). A regenerating creature that runs out of vitality points becomes fatigued just as if it had taken wound point damage. Excess damage, however, does not reduce its wound points. Certain attack forms, typically fire and acid, automatically deal wound damage to a regenerating creature, though it may attempt a Fortitude save (DC 10 + damage dealt) to convert this to vitality damage, which it can regenerate normally. Otherwise, regeneration functions as described in the standard rules and in individual monster descriptions.
E6 Special Rules Death Flag: When the death flag is raised, the normal rules for death apply. If the death flag has not been raised, then the character, if killed, is treated as reducing the player character to a point just above death.
He will be dead only if all party dies.
When the Death Flag raised player can make Raises. Death Flag can-not be lowered until the end of the encounter.
Raising the Stakes: At any time, a player can choose to make a 'raise' before rolling their d20s. The terms of the raise are up to the player, but the GM can either accept ("Call") or decide "no bet."
For example: "I attack the goblin, raise you a decapitation frightening his buddies against me falling prone." "Call."
"I attack the goblin, raise you 2d6 damage against 2d6 damage" "Call."
Modifiers will be left to the standard underlying rules, and raises based on odds that are too strong will simply be declined. So if the fighter has a 95% chance of hitting the goblin, the raise of "I do an extra 5d6 or take an extra 5d6 damage." would be declined. Instead, a raise could be : "OK, if I hit, I decapitate the goblin and his friends are frightened. If I miss, I'm on the ground grappled by 5 goblins and I take 2d6 damage."
This can be used also to bypass other less fun mechanics "OK, I walk up to the sorcerer and hit him with my dagger. I raise grappling him against getting knocked back 10 feet and taking 2d6 damage from cracking my head on the pillar."
Переделанные вещи (архив с доками 56 кб)ссылка
|