Errata

Combat, Initiative, Damage Errata

Effects of Attack Modes on Initiative

Attack Modes
Attack Mode To Hit Modifier Armor Class Modifier Initiative Modifier
Full Attack +4 6 worse +2
Partial Attack +2 3 worse +1
Normal Attack +0 0 +0
Partial Defense -3 2 better -1
Full Defense No Attacks 4 better -2

Initiative Effects By Level and Class (after 1st)

Fighter/Ranger/Paladin +1 initiative per level up to 10th
Monk +1 initiative per even level; +2 initiative per odd level up to 10th
Monks can attack 3x melee if they roll greater than a 20
All others Initiative bonus at level breaks on the attack charts

Attack Speed

Slow Slow attacks for someone with two attacks comes off at the second attack.
Fast Goes of at initiative 15 minus any dexterity subtractions.

Unique Weapon Affects on Initiative

Bows Do not automatically get two shots per melee. Shots are calculated. First shot occurs at initiative (maximum 15). Each subsequent shot occurs at –5 initiative cumulative (e.g., 15, 10, 5). Therefore, a maximum of 3 shots.
Crossbows Never get more shots per melee than the strength table will allow.
Two-Sword If two attacks rolled due to initiative, the primary weapon is used on the second attack, e.g., initiative 13 two attacks; initiative 3 one attack with the primary weapon.

Spell casting spell Affect on Initiative

see new rules


Loss of Hit Point Effects on Evasion Points

H.P. Loss E.P. Loss
<25% 10% of full
<50% 25% of full
<75% 50% of full
>75% All

First Aid—Blood Loss

First Aid to halt blood loss may only be tried twice per location. Further, if the location is negative it requires sutures to stop blood loss.

If the First Aid attempts are unsuccessful, tourniquets can be applied to stop blood flow.

Chance of success 1st Aid x4
Benefit Blood loss slowed to 1 blood point per 30 minutes

Reattaching a Lost Limb

Unusable for 30 days - Health


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