Combat Basics

Main Page, Movement in Combat, Table Actions in Combat, Magic

Whats changed? This area was ripe for improvements, and so ‘improvement’; I should really call them variants; have been made.

  • Base Attack Bonuses have been swept away. Now a characters base attack is based upon what weapon category the weapon they are wielding falls under.
  • Some of the special attack actions are now called Combat Maneuvers and they have a special Combat Maneuver Bonus when they are performed.
    • CMB is calculated using a characters Strength, Size and Unarmed Attack Bonus.
    • The Combat Maneuvers are – Bull Rush, Disarm, Grapple, Overrun, Sunder and Trip.
  • Armor Class has been swept away. Now each character has a Defense Rating based on level, class, agility, armor and size.
    • Armor no longer provides only a static modifier to Armor Class but rather it provides protection to the character buy,
    • Providing a Damage Reduction rating, and
      • Providing a modifier to the characters Defense Rating
    • Armor is no longer designed around a full set concept. Now armor is designed around a piecemeal concept. This allows the character to customize their armor sets by Defense Rating, enchantment availability based on material, and situational necessities.
  • Turning rules are no longer used. Rather I have desided to borrow from Path Finder beta version and use its channel energy rules instead.
    • Channel Energy: Drawing upon the power of your deity, you can cause a wave of energy to emanate from you, dealing damage to undead creatures or causing them to become immobilized for a number of rounds. With sufficient power, you can even cause them to be destroyed outright or bend them to your will.

      Channeling energy is a supernatural ability you can perform as a standard action. It does not provoke attacks of opportunity, but you must be able to present your holy symbol to use this ability. Good characters, or those who worship good deities, use this ability to channel positive energy, which harms undead creatures and causes them to flee. Evil characters, or those who worship evil deities, channel negative energy instead, which heals undead and can cause them to obey the will of the character. Neutral characters that worship neutral deities must choose whether to channel positive or negative energy when they gain this ability. p. Some feats allow your characters channeled energy to be used on other creatures. Regardless of the character’s alignment, such attempts only deal damage and do not cause such creatures to flee or allow the character to gain control of creatures other than undead. p. When you channel positive or negative energy, you unleash a wave of energy in a 30-foot burst. This burst may heal or harm living or undead creatures depending on which type of energy is channeled.

      • Because of the healing or damaging nature of channeling energy, cure minor wounds and inflict minor wounds have been removed from the divine spell lists.
  • Charge: Add the following exception clause to movement during a charge.
    • Movement During a Charge: Exception – If the two hexagons directly in front of your intended target would cause hindrance to your movement, you may attempt to jump over those hexagons (see skills section for jumping); however the end of your movement, including the jump, must be in the first closest hexagon from which you can attack the target, or in the targets hexagon if you are using the charge as part of a bull rush.
  • Health and Healing: Instead of the standard HP system I have decided to adopt the the vitality and wound point system for this game.
    • 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. Just as with hit points in the standard d20 rules, at each level a character rolls a vitality die and adds his Constitution modifier, adding the total to his vitality point total.
    • 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.
    • Spirit Surge: A spirit surge is a measure of a characters ability to continue fighting even after taking lots punishment. A single spirit surge can heal some damage or remove some status effects from a character.

Main Page, Movement in Combat, Table Actions in Combat, Magic

Combat Basics

Paths of Destiny Mesinock