Combat, Initiative, Damage Errata
Effects of Attack Modes on Initiative
Attack Modes | ||||
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Attack Mode | To Hit Modifier | Critical Modifier | Armor Class Modifier | Initiative Modifier |
Full Attack | +4 | +5% | 6 worse | +2 |
Partial Attack | +2 | 3 worse | +1 | |
Normal Attack | +0 | 0 | +0 | |
Partial Defense | -3 | -5% | 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 |
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Monk | +1 initiative per even level; +2 initiative per odd level up to 10th |
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. |
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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. |
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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 |
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Benefit | Blood loss slowed to 1 blood point per 30 minutes |
Reattaching a Lost Limb
Unusable for 30 days - Health
Tehne Training - Rules Clarification
Lay worshippers for training: 80% cost on physical or attribute training at temple, +1 chance to improve attributes at temple; physical training is 75% standard time regardless of where it is taken; +20% to improve physical skills at temple
Initiate worshippers for training: 50% cost on physical or attribute training at temple; +1 chance to improve attributes where ever training occurs; all trainng is 50% standard time; +33% to improve physical skills; +20% to improve all skills
Attributes = Str, FT, DX
Physical skills = climb, fishing, hunting, jump, listen, ride, swim, sailing,