Demon Haunted Wiki

 

CombatRules

Page history last edited by jmf 2 yrs ago

Invisibility and Flanking: A rogue can flank a foe with an invisible ally if the rogue can see his ally. The foe need not be able to see the invisible ally for the rogue to benefit by co-ordinating his attacks.

 

Whips are Ranged weapons per the 3.0e rules. Point Blank Shot, Rapid Shot, Precise Shot and all the other rules apply. Whips do not threaten any squares, and you cannot Cleave, Power Attack or Whirlwind Attack with a whip. There are no Whip Daggers.

 

 

Death Threshold: PCs and monsters will not die at -10 HP. Instead, they will die at -(10 + HD) HP. Thus, a 5th level character dies at -15 HP, and a 2 HD Wolf dies at -12 HP.

 

Hit Points: PCs will gain at minimum 1/2 their HD size in HP at each level. Thus, a Wizard who rolls a 1 will treat it as a 2. Likewise, a Fighter who rolls anything below a 5 will treat it as a 5.

 

Weapon Damage: Damage from various burst weapons uses a d12, not a d10, and all dice of the appropriate energy type are d12s. This means that a Flaming Burst longsword would deal +1d6 fire damage on a non-critical hit, but +2d12 fire damage on a critical hit, and a Shocking Burst greataxe would deal +1d6 electrical damage on a non-critical hit, but +3d12 electricital damage on a critical hit.

 

Improved Critical and Keen will stack, but differently. Alone, each works as written, but together they also increase the critical multiplier by one.

 

Some spells have been altered:

  • Spells which temporarily enhance mental stats (Int, Wis, Cha) do not exist. Items which require them instead require Limited Wish, Wish or Miracle, and cost double. Spells and items which enhance physical stats (Str, Dex, Con) are unaffected. There are ways to magically enhance mental stats, but they're mostly dangerous and all more costly than a 2nd level spell.
  • Alter Self: Replaced; see alter self.
  • Cone of Cold: 1d8/level, max 15d8
  • Incendiary Cloud: 4d10 damage per round, not 4d6
  • Magic Missile caps out at 5th level (3 missiles)
  • Meteor Swarm: each meteor deals 6d10 fire damage, not 6d6
  • Plane Shift is level 6 for everyone (including Bards and Druids)
  • Polar Ray: 1d10/level, max 25d10
  • Summon Spells: In addition to the standard critters available, you can build your own elementals using my Elemental Summon Tables (under reconstruction).
  • Teleport: No chance of failure, but target location must be well known and within 10 miles/level.
  • Teleport, Greater: Target location must be within 100 miles/level.

 

Every Psionic Power that emulates a spell listed above is modified per the rule changes above. Specific Psionic Powers have a change or two, too:

  • No separation of Claw and Weapon powers. (Powers which only affect one or the other -- Painful Touch and Call Weapon, for example -- are left alone.)
    • Prevenom Strike replaces Prevenom and Prevenom Weapon.
    • Truevenom Strike replaces Truevenom and Truevenom Weapon.
    • Metaphysical Strike replaces Metaphysical Claw and Metaphysical Weapon.
    • Energized Strike replaces Claw of Energy and Weapon of Energy.
    • Dissolving Strike replaces Dissolving Touch and Dissolving Weapon.
    • Vampiric Strike replaces Claws of the Vampire and Vampiric Weapon.
    • Psi Keen Edge applies to any piercing or slashing weapon, including a natural weapon.
  • Animal Affinity affects only physical ability scores -- Strength, Dexterity and/or Constitution.

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