1. Cantrips:
Damage is 1d4 at
1st level, 1d6 at
third level, 2d6 at
5th level, 3d6 at
7th level, 4d6 at
9th level, add casting stat modifier at
11th level. Cantrips cannot be abused in combos with other spells, effects or abilities.
2. Crit on attacks succeeding by 10 or more on attack rolls.
3. Weapon quality:
Cheap: Your standard town blacksmith or greenskin craft performed in a small camp (-1 to attack rolls and -1 to damage). Listed price to buy, sells for its material worth to be smelted into lumps of iron. Breaks, bends and dents more easily due to poor forging skills using impure alloys and no coordinated temperature control or cooling.
Half hardness: steel has usually hardness 10.
Masterwork: Created by a skilled craftsman. A fine balanced blade forged properly with decent equipment, a skilled smith with the knowledge of making better alloys.
+0 to attack rolls and +0 damage, normal hardness.
Castleforged: Forged by the finest smiths with family lines tracing several generations back. Employed under landed knights, Lords and kings. Creating arms and armor for their champions. Usually gifted to knights and important individuals or officers. These remarkable weapons require time and effort to make, and will always make commoners take a second gaze if spotted in public, as these symbols of power are often lavishly decorated, bejeweled or gilded.
+1 to attack rolls and +1 to damage, and grants the weapon hardness as if having a +1 enhancement bonus, adding +2 hardness and +10 hit points. Also easier to enchant = DC -2.
Armor Quality
Cheap:
Crafted by less-skilled artisans using lower-quality materials, cheap armor is prone to wear and tear. It provides basic protection but often comes with defects like weak joints or uneven plating, making it unreliable in prolonged combat.
Half hardness. Sells for material worth (Leather armor sells for the price of worked leather, not a fully made armor as it is nigh impossible to fit or reuse as it is so poorly made).
Masterwork:
Expertly crafted with precision and care, masterwork armor is forged by skilled blacksmiths using high-quality materials. It offers enhanced protection, is lighter, and fits better than standard armor, giving a slight advantage in combat due to its superior craftsmanship.
Normal hardness. Normal effect/bonus to armor check penalty.
Castleforged:
The pinnacle of armor quality, castleforged armor is created by master armorers using the finest materials and secret techniques passed down through generations. These pieces are durable, perfectly balanced, and often custom-made for nobles or elite warriors, providing unmatched protection and durability on the battlefield. Often decorated showing off the wearer´s political power or affiliation in the society with their family or king´s crest.
Hardness as if having a +1 enhancement bonus (hardness +2 and +10 Hit points. Also easier to enchant = DC -2.
4. Ranged attacks:
Action to swap between hand-held weapons and sheath a held weapon =
a move action.
Bows: All bows are composite +4, and bow strings can be adjusted to fit the max strength of the shooter in 1 minute of modification. It´s speed grant attacks a +2 bonus to ranged attacks if the user has trained with it.
Heavy crossbows: Heavy crossbows also have a ranged attack bonus of +2, but has a fixed damage bonus of +4 just by the pull of a trigger.
Hand crossbows, light crossbows and dart guns: Deals d6 damage and +2 to attack roll and +2 damage.
Thrown weapons: Add strength or dexterity to attack rolls and damage rolls.
Cost: Price of ranged weapons are twice the normal rates + 500 gp for the composite trait.
These bonuses are lost if using feats like rapid shot, class abilities like that of a ranger, as such bonuses manipulate the standard aimed ranged attack, and also doesn´t stack with the ranger´s mastery and build after level 3.
5. Projectiles and Survival: Combat and First Aid Tactics
First aid: projectiles Arrows and bolts afflict the target 1 bleed damage per arrow pulled out
and failing a Heal skill check DC 12 as a part of a move action. Pulling out as a free action deals 1 bleed damage and gives the risk of contracting blood poisoning if not removing the fragments within 2d6 hours. Most actions deal 1 bleed damage per attempt unless the arrows or bolts are removed (acrobatics, climbing, grappling et cetera).
Thrash through: (intimidate) If shot with one or multiple arrows or crossbow bolts the target can break all projectiles by attacking with a weapon (or hand if monk) and ignore the bleed damage if succeeding on a fort save DC 12 +1 per projectile broken to continue fighting unhindered. Failure deals 1dx bleed where x is the ammount of projectiles broken.
Succeeding on the fortitude save instills a 50 ft. radius fear effect towards all surrounding enemies; roll an immediate intimidate skill check with a +1 ruthless bonus to the check per projectile broken with the strike. On a failed will saving throw the enemies are shaken for 1d4 rounds.
Special; If done in a
rage or similar effect the ruthless bonus increases to +2 per projectile.
Actions after being shot: Take 1 bleed damage each round in a grapple, climbing a ladder or wall, tumbling et cetera as the projectile bends and moves in the wound. Damage is not cumulative per projectile.
Dwarven Guns +2 attack rolls and +4 to damage rolls. Inflicts a severe wound allowing the shooter to draw one card from the critical hit deck (piercing damage type) to inflict the target. Also inflicts 1 bleed every 2d6 rounds risking the target bleeding to death in 3-5 minutes. A Heal skill check of DC 15 stops the bleeding.
Pierce through: 50% chance for all bullets to pass through the body. If the bullet stay in the target a Heal skill check DC 20 is required to surgically remove the bullet to avoid infection and blood poisoning within 2d6 hours. Surgical equipment and the bullet wound must be clean before the procedure.
Human replica guns: (quality = poor) +0 to attack and +2 damage. 50% chance that the gun is broken beyond repair on firing a bullet. The black powder is unpure compared to dwarven gunpowder, leaving a 5 ft. square with gun powder smoke which distorts visibility and dissipates after 1 round.
6. Infection from bullet fragments or damage by infected weapons:
1. Targets shot with bullets must surgically remove the fragment piece or pieces with a Heal skill check DC 20, and succeed on a Fort DC 15 to avoid contracting blood poisoning (sepsis). Multiple wounds to the same foe does not result in multiple instances of blood poisoning or worsen it. But all bullets must be individually removed. Success on the fortitude throw let the target resist for one hour without taking any con damage, but the DC increases by +2 for each time the target succeeds.
An external cure
must be applied or death will be unevitable.
2. If not successful with one or both saves blood poisoning will build up after a 2d6 hour onset. If left untreated, sepsis progress to septic shock when the fortitude DC builds up to DC 20, a fatal complication that causes low blood pressure and multi-organ failure.
3.
Failing the surgery check: The target must make a new save DC 17 each hour as long as the bullet or fragment is not removed from the body as it gradually hasten the blood poisoning condition. If the projectiles are removed the DC to fight the sepsis every hour is only DC 15.
4. A failed saving throw deals
1 point of Constitution damage to the victim
per hour until the victim dies or the blood poisoning is cured.
5. A
neutralize poison or
remove disease spell rids the victim of blood poisoning.
6.
Infected weapons: The wound needs to be cleaned with soap and whisky and closed with a metal threat and needle before 2d6 hours have passed, by succeeding a Heal skill check DC: 15. It is impossible to know if the healer succeeded until the next day or if a fever sets in the same night. Then the patient needs medical treatment to be cured as the body is unable to do so self.
A natural cure:
The Sulfa dealer
Alchemical and medicinal uses of plants
7. Siege weapons:
Double the damage of siege weapons, also dealing half collateral damage per 5 ft. from the impact as area damage until they reach zero damage (30 damage on impact, 15 on adjacent squares, 7 at 10 ft., 3 at 15 ft., and 1 damage at 20 ft. Reflex DC 12 to avoid taking 1 bleed (Heal DC 10 to stop the bleeding).
Double their price. All targets within a 10 ft. radius of the impact receive the effects of one critical hit card with the appropriate damage type (bludgeoning for catapults, piercing for ballistas).
8. Overpenetration
Any excess damage dealth to an enemy that drops to 0 hit points carries directly on to a adjacent target on a swing (greataxe) or a target behind the original target on attacks that go in a straight line (crossbow bolt). Precision damage does not go past the primary target. All excess damage going through a target is reduced by 5 as it is absorbed by the impact.
9. Drinking a potion
Drinking a potion is a
move action, and not a standard action. If using a potion belt or bandolier you can take out a desired potion and drink it as a move action. Belts and bandoliers store up to 5 potions. Most bandoliers, potion belts, pouches and satchels can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access.
These items cost 50 gold pieces per type. You can wear up to two of these items combined of your choosing at the same time (any more than this and they get in each other’s way and restrict your movement).
Special: take Potion Miscability into considertaion. Too many different potions imbided in a short period of time will yield unexpected and possible dangerous results.
10. Withdraw and Disengage:
Standard action = Use one standard action to get away
without provoking AoO. Withdraw as a full round action for double speed is not in the setting.
11. Combat Maneuvers
A character can perform any combat maneuvre without having to take the required feat.
Deals strength or Dex plus half weapon damage when using a combat maneuvre as a part of an attack like disarm or action like Bull Rush. Sunder deals normal damage.
Only characters or NPC´s with +0 Bab provoke an attack of opportunity.
12. Initiative Maneuvers
When rolling initiative descern which two are closest on the results. They do their turn together speeding up combat. A quick word or two are allowed here, but suggestions or commands to party members during their turn spends the speaker for one action per attempt, maximum two per turn, using up their turn but lets them manipulate the combat as things happen outside of their turn.
13. Poison or any other ailments:
Spend a standard action to vomit and get rid of ingested items to lessen the effect by one step or lessen the consecutive DCs with -2.
14. Class ability casting time:
Buffing spells like the Paladin´s magic weapon class feature only takes a verbal or somatic component to cast as a move action.
15. Creature size and DR:
Large creatures have a DR 3/- and can perform a immobile free bullrush attempt on a two-handed weapon strike once per 1d4 rounds potentially flinging the enemy across the ground. The DR increases by 2 per size category. More combat maneuvers can be made as a part of an attack or movement (overrun etc.) This DR stack with excisting creature DR.
PCs: Every 5 levels a player character increase in power and overcome the DR by sheer power. Thus, a 10th level character overcomes a huge sized creatures DR 5/-.
16. Pushing through
In times of
emergency (a "oh shit" moment) a character can push themselves to unbelievable heights at the cost of the mind and body. Burning 2 statistics points to all statistics per turns chosen to add +2d6 to the result of any one roll or source of damage, healing or similar results (attack roll
and damage, Lay on Hands, spell ranged attack
and damage, on saving throws et cetera).
Regains 1 point per day. Cannot be magically cured. The statistic burned is defined on which action is taken.
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