News
Monday, April 7, 2008
Starting with the next game, we'll playtest using the following rules for special combat maneuvers. This rule is adapted from that proposed by Paizo in their Pathfinder RPG alpha preview. It's quick, streamlined, and it retains the versatility of the 3.5 rules. When you think about it, these maneuvers have followed common rules the whole time. Here's the breakdown.
Combat Maneuvers
Combat Maneuver Bonus (CMB) = BAB + STR mod + Size = Grapple (3.5)
Opposed checks where appropriate.
Use CMB for: Bull Rush, Disarm, Grapple, Overrun, Sunder, Trip
Steps:
1) AoO? Don't have the feat for this maneuver, get AoO'd.
2) Opposed CM checks.
Special:
Bull Rush - Push back 5' + 5'/5 over DC
Disarm - Fail by 10, lose your weapon. Succeed, opponents weapon drops in their square or 5' away for every 5 you beat them by. If you get it to your square and have a free hand you can grab it.
Grapple - Different results based on amount over DC. +5 every round (to +15) they don't break the grapple. CM or Escape Artist to break. -4 to grapple without empty hands.
0-4 Grabbed. Cannot move away, but can move around you and otherwise act normally.
5-9 Grappled. Cannot move at all, but can otherwise act normally. Spellcraft check to cast.
10-14 Immoblized. Cannot perform most actions. Spellcraft check to cast (more difficult).
15+ Pinned. Cannot do much but fight back (with unarmed strike)
Overrun - Move thru. If 5 over DC. then opponent is knocked prone. Can choose to avoid instead.
Sunder - Damage damages the object (Broken condition) and may destroy it if the attacker chooses.
Trip - Fail by 10, you are knocked prone. Succeed, they are.
So there you are. The differences are light, and the resolution easy.
Tuesday, April 1, 2008
Added a new race, PrC, and a weapon. Hope we can get some use out of these, possibly this Saturday. I think you'll find them interesting. Now I just need to work on that Heart Elemental.
Sunday, March 31, 2008
Allen messaged me on facebook about the new celestials. This was my reply:
Actually I got the idea for the theme from the planetar in the MM. Planetars guard the planets, which, in Heroshi, are orbs the size of an office block that are dispersed around Erhad. Entering one is much like entering a painting in Mario 64. This is how I make the core planes usable if I need to. I've never needed to, however.
Mario: "Lets'a go! Wahooo!" *transition*
Modron: "Welcome to Mechanus!"
Mario: "Mama-mia!" *jumps on modron out of habit*
Primus: "Silence the dischord!"
...and that's why there are no more Modrons in D&D. THE END.
Isn't storytime fun?
Wednesday, March 26, 2008
I have added climate maps to the geography pages for the east and west and replaced the old one on the climates page. These look much nicer, showing the area each zone covers underneath. Also, there's a bit on Heroshi's moons and some "fluffy teasers" about my custom celestials. Oh, and did you notice Cylphied, lawful dragon goddess of oaths? Now we have a counterpart to Ameadaeus. Yes, I'm totally ripping off Slayers. Can you blame me?
Monday, March 24, 2008
Ever wonder what happened to these buggers? Tthese babies for 3.5 are pretty srary monznarts. 2d6 Con damage is something to be feared at any level. If they act during a surprize round they have a good chance of hitting even high level PCs (except for rogues).
EN World 4e Info
Primer from the D&D Experience.
Quickstart Rules
Pregen Characters
DnD Insider Usernames
Will - Shadowsnipe
Adam - Axcalibar
Clifton - Butcher_Jackson
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