None. However, if you ever take more than 1/2 of your max HPs in a single blow, you are clobbered: you may only take a standard action next turn (and then are no longer clobbered).
DM may do a group roll for each side, applying each person's modifier to a single roll.
If both sides surprise each other, or if a party is bursting in on enemies they are aware of but unseen (as coming in through door), may play as surprise round for everyone (as takes a while to get bearings).
Critical hit effects: The DM may occasionally apply other effects instead of increased damage on a critical hit, such as a long-term injury, having the victim knocked prone or tossed aside, etc. This is particularly true of the non-critical hit already caused massive damage.
Each special attack provokes an AoO only if the underlying attack method would provoke an AoO. For example, unarmed attacks made without Improved Unarmed Strike provoke AoOs, whether made to deal damage, disarm, or trip. Certain feats can still prevent provoking AoOs for these maneuvers even if the attack type (unarmed or not) would have.
Moving 5 feet into an opponent's square provokes an AoO only if you already moved this turn. In other words, if you're only make a 5' step this turn as part of your special attack, it does not provoke an AoO.
All special attacks require making a successful melee (usually) touch attack, followed by a Special Attack check, aka a Grapple check. (Grapple modifier is simply BAB + STR + special size mod, so it is otherwise very similar to a generic melee attack.) Feats may grant a +4 to this modifier depending on the specific action used (grapple, trip, etc.) A critical failure on this usually has the same effect as a reprisal.
Grapple | Trip | Bullrush | Overrun | Disarm | Sunder | |
---|---|---|---|---|---|---|
Goal | Grab an opponent and hold on. | Push, pull, or throw your opponent to the ground. | Shove your opponent backwards. | Shove your opponent aside so you can move through his square. | Wrench a weapon or other held item from your opponent's hand. | Destroy your opponent's weapon, shield, or other held item. |
Action | melee attack | melee attack | attack (std act or part of charge) | std action (during move) | melee attack | melee attack |
Touch Attack | unarmed | unarmed or tripping weapon | unarmed (can be shoulder) or shield | any melee; defender can choose to just let you by (free action for you) | weapon or unarmed | weapon (not piercing) |
SA/Grapple check | -4 if one-handed; defender can use Escape Artist instead | +4 for defender if stable, more than 2 legs, etc. mounted defender can use Ride instead | +2 if charging +4 for defender if stable, more than 2 legs, etc. | +4 for defender if stable, more than 2 legs, etc. | +4 for two-handed -4 for light, unarmed, or not a weapon | +4 for two-handed -4 for light or not a weapon |
Success | Grappling; deal unarmed damage to defender; move into defender's space | Defender falls prone | Push defender back 5', which provokes AoO Can move with to push an additional 5' for each +5 you won by, up to your move limit | Knock defender prone (if not a tie) and you move through | Defender drops item If unarmed attack, you now hold the item. | Deal damage to weapon or shield |
Failure | -- | Defender then gets reprisal check to trip you without AoO. | Stopped by defender If this square before defender is occupied, fall prone | Stopped by defender If this square before defender is occupied, fall prone Defender then gets reprisal check to trip you without AoO. | Defender gets reprisal check to disarm you without AoO. | No damage dealt |
Successful Reprisal | -- | You fall prone. If using a tripping weapon, can drop it instead. | -- | You are prone in square before defender. | You are disarmed. | -- |
Notes | No threatened squares; no DEX vs outside foes; no move without grapple check; impeded actions | Some creatures are untrippable Can be used to pull rider from a mount | Can't against defender 2+ sizes larger than you | Can't against defender 2+ sizes larger than you | Can be used to disarm of held items Can use unarmed at +0 to grab handy worn items; else Sleight of Hand after melee touch. Can perform ranged disarm with Improved feat | To attack worn item, simply a touch attack vs defender based on worn item's size |
Turn Undead: Turning effects are no longer variable (do not require a die roll). Instead, the effective turning level of the cleric (or paladin) is compared to the effective HD of the undead, with the following results:
Clr lvl vs Undead HD | Effect |
---|---|
lvl >= HD*2 | The undead creature is destroyed. |
lvl > HD | The undead mindlessly cowers for 1 minute (or as a Combat-duration effect). The cleric may approach or attack. |
lvl = HD | The undead is panicked for 1 minute. |
lvl < HD | The undead cannot target attacks at the cleric nor approach any closer to the cleric for 1 round. If the clerics concentrates and continues to present her symbol every turn, she may maintain this effect for up to 1 minute (or as a Concentration(Combat) effect). |
lvl <= HD/2 | The turn has no effect. |
Instead of affecting a certain number of HD, turning has only a 30' burst area of effect. Undead must have line of sight/effect to the cleric's holy symbol to be turned. There is no limit to the number of undead HD within this range that can be affected by a single turning.
Rebuking has exactly the same effects, excepted undead that would be destroyed are controlled instead. A rebuking cleric may bolster undead: substitute the cleric's level as the undead's HD for turning effects for 1 minute.
Channel Energy: Any turn/rebuke attempt can be used to channel positive/negative energy instead: Heal/deal 1 dmg per clr level within a 30' burst. The caster may include herself within this burst at her option. This energy will harm/heal undead. Those affected (living or undead) get a Will save (DC = 10 + 1/2 cleric level + CHA) for half damage. Undead with turn resistance add that resistance to their Will save.
Dying: Make a stabilize roll each turn, but with the possibility of faster decline or sudden hemorrhage. Roll d%:
So look at the 10s place: 0 is good (and 00 very good), 1 is break-even, 9 is bad, and 99 is very bad.
Wound Points: Each time you are subject to a critical hit, gain at least 1 wound point (WP). Each time you gain a negative HP in excess of current your WP total, also gain 1 WP. While you have 2 or more WPs, you are fatigued. While you have 6 or more WPs, you become Exhausted. These effects cannot be removed until you heal the necessary WPs. WPs heal at the same rate as CON damage, and effects that would heal CON damage can be used to remove WPs instead.
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Last Edited: 13 Apr 2014 ©2009 by Z. Tomaszewski |