Autor Thema: Tyrs Halle des Gesetzes  (Gelesen 2345 mal)

Beschreibung: Die Regeln dieser Runde

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Sensemann

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Tyrs Halle des Gesetzes
« am: 14.04.2009, 19:42:39 »
Was wird gespielt?







A Shadow has fallen over Faerûn ...

As malign Forces conspire to undo the Weave and repleace it with the Shadow Weave, the Great Desert of Anauroch begins to change. Unless something is done, all of Faerûn will soon feel the dark might of the greatest magical Empire since Netheril. This adventure is the climax of a three-part series set in the Forgotten Realms Campaign Setting. It can also be played as a Stand Alone Adventure. In Addition to encounters, this book contains detailed source material on the realm of Anauroch, home of Netherese ruins and the Empire of Shade.

Regelwerk: Pathfinder Beta RPG / Kampagnenwelt: Vergessene Reiche / Stufen: 13+ / Zeitpunkt: Sommer 1375 TZ

Grundsätzliche Regeln
Erstes ist eigentlich klar: Es gibt keine Beleidigungen zwischen den Spielern und es ist ein normaler Umgangston an den Tag zu legen.
Es könnte im Laufe des Abenteuers passieren, dass Charaktere sterben und der jeweilige Spieler einen neuen Char erstellen muss.

Es gibt keine maximale Postlänge, aber zwei Post pro Woche pro Spieler wäre Pflicht, je mehr desto besser, aber dennoch bitte nicht mehr als vier Posts pro Tag! Außerdem sollte bitte jeder Inplaypost länger sein als ein Dreizeiler! Charakter, die länger als eine Woche nicht posten bzw. nur einmal, werden aus dem Abenteuer rausgeschrieben! Wer nur wenige Tage fehlt, wird von mir kurz übernommen. Sollte ein Charakter in einer Kampfsituation innerhalb von 48 Stunden des Rundenbeginns nicht gepostet haben wird er übernommen.

Wie sind Postings zu gestalten?
Es wird im Präsens und der dritten Person Singular gepostet.
"So wird geredet." (riesisch), (elfisch),  (drankonisch)
"So wird gedacht."
"So wird gebrüllt."
"So wird geflüstert."
Anderen Schriftarten oder -farben dürfen für verschiedene Ladessprachen/Telepathie/etc. benutzt werden.
Bitte keine Smilies im Inplaythread verwenden.

Würfelthread
Hier wird nur gewürfelt! Wer editiert, verliert!

Doppelposts
Solltet ihr mit einem flaschen Account posten, postet das Ganze nocheinmal mit dem richtigen und ich lösche das Falsche dann.

Erlaubte Regelwerke 3.0 /// 3.5 /// 3.75 fürs Charakter-Erstellen und für Abenteuer werden sein:
•   Revised Player's Handbook ERSETZT DURCH Pathfinder RPG-Regeln beta + Prestigeklassen
Für den Fluff:
•   FR Campaign Setting
•   FR Faiths and Pantheons
•   FR Magic of Faerun
•   FR Shining South
•   FR Silver Marches
•   FR Unapproachable East
•   FR Underdark
•   FR Champions Of Valor
•   FR City of Splendors Waterdeep
•   FR Lost Empires of Faerun
•   FR Mysteries of the Moonsea
•   FR Player's Guide to Faerun
•   FR Power of Faerun
•   FR Races of Faerun
•   FR Serpent Kingdoms
Auf Anfrage:
•   Complete Warrior
•   Complete Divine
•   Complete Arcane
•   Complete Adventurer
•   Magic Item Compendium
•   Spell Compendium

Jeder legt sich bitte einen neuen Account an mit einem entsprechenden Avatar.
Legt Euch außerdem eine Signatur bitte mit Statuslink zu!
Es soll eine fertige Geschichte über den Hintergrund des Charakters vorliegen.
Startlevel für das Abenteuer ist Stufe 13, das Anfangsvermögen ist aus dem Pathfinder RPG zu entnehmen (allerdings abzüglich von 25%, was bisher für Verpflegung, Unterkünfte,verbrauchte Schriftrollen, verbrauchte Tränke, etc. drauf gegangen ist). Attribute kann man sich mit Point & Buy 32 (D&D 3.5 Regeln) bzw. Epic Fantasy 25 (Pathfinder Beta-RPG) erkaufen oder "Drei aus 4d6"(zwei Versuche) würfeln. Rassenwahl bitte künftig nur auf die Pathfinderrassen (allerdings keine Tieflinge und Halborks) beschränken, denn sonst möchte am Ende doch noch jemand eine Drow oder einen Halbdrachenhügelriesen spielen!

Ansonsten gilt:
•   Volle Hitpoints bei den ersten 3 HD und auf den weiteren Stufen 50% des HD +1 (also z.B. bei einem W4=3).
•   Prestigeklassen bitte nur 2/Charakter bzw. erst eine neue, wenn die anderen komplett gesteigert wurden.
        Außerdem nicht mehr als zwei verschiedene Prestigeklassen auf einmal.
•   Falls ein Charakter stirbt fängt er wieder mindestens in 13.Stufe bzw. eine unter seiner Letzten an.
Im Gegensatz zu den Startcharakteren wird ein neuer Char vielleicht einige Nachteile hinnehmen müssen
Wer aus der Runde austreten möchte soll bitte rechtzeitig bescheid geben, damit der Ausbau geplant werden kann
•   Das Talent Anführen ist ein Talent für NSC! Außerdem sind böse Gesinnungen nicht erlaubt!
•   Für gutes Rollenspiel und schöne Erklärungen gibt es Zusatz-Erfahrungspunkte.
•   Die Rüstungsklasse ist fest und wird nicht gewürfelt.
•   Gegenstände bitte mit Buch-, Gewichts- und Preisangabe!

Verletzungsstatus:
•   unverletzt: volle HP
•   angekratzt: 91%-99% HP
•   leicht verletzt: 76%-90% HP
•   verletzt: 51%-75% HP
•   schwer verletzt: 26%-50% HP
•   kritisch: 1%-25% HP
•   ausgeschaltet: 0 HP
•   sterbend: -1 bis -9 HP
•   tot: -10 HP bzw. unter Konstiwert

Einsatz von Diplomatie beim Verkauf von Waren:
•   DC 15: 55% Market Price
•   DC 20: 60% Market Price
•   DC 25: 65% Market Price
•   DC 30: 70% Market Price
•   DC 35: 75% Market Price
•   Aid Another (+2) ist möglich, solange der unterstützende Charakter dabei DC 20 erreicht.

Action Points:
Wie im ECS und nicht wie im SRD als eine Art "Gabe von Mystra" dank jeweils dem Windklangturm-Ring der Spieler

Außerdem gilt:
1.   "Gesagt=getan"
2.   "Unnötige Regeldiskussionen gibt es nicht"
3.   "Die DM haben zur Not immer Recht"
4.   "Logik steht im Vordergrund des Ausspielens eines Charakters"
5.   "Dumm ist der, der Dummes tut"
6.   "Die Meister sind nicht unbedingt des Spielers Freund"
7.   "Es ist ausdrücklich erwünscht, die SL auf Regelfehler aufmerksam zu machen. Sollte bei einer Regelung in irgendeiner Weise Unklarheit über die Auslegung herrschen, haben die SL im Interesse des Spielflusses das letzte Wort! Die SL können im äußersten Falle als Swift Action ein Wort der Macht: „Schluss jetzt!“ einsetzen, welches keinen Rettungswurf erlaubt und unbedingt von allen zu akzeptieren ist.
8.   Ihr solltet mir bei Fragen, Anregungen, Kritik, etc. außerhalb des Spiels eine PM schreiben oder Euch im Feedbackthread auslassen.

Sensemann & Schreckensjul
« Letzte Änderung: 11.03.2010, 10:48:30 von Schreckensjul »
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Sensemann

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Overgod Ao
« Antwort #1 am: 14.04.2009, 19:43:04 »
Zusätzliche Feats

Die folgenden Feats wurden von Designer Jason Bulmahn auf den Paizoboards zur Verfügung gestellt und können auch in dieser Kampagne gewählt werden.

Acrobatic Steps
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may ignore up to 15 feet of difficult terrain each round. The effects of this feat stack with those provided by Nimble Moves (allowing you to ignore a total of 20 feet of difficult terrain each round).

Advance (Combat)
You can move up to a foe with reach without provoking an attack.
Prerequisites: Dex 15, Dodge, Mobility.
Benefit: You do not provoke attacks of opportunity by moving through a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).

Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Blinding Critical (Combat, Critical)
Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Critical Focus (Combat)
You are trained in the arts of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Critical Mastery (Combat)
Your critical hits cause two additional effects.
Prerequisites: Critical Focus, any two critical feats, 14th-level fighter.
Benefit: Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.

Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Exhausting Critical (Combat, Critical)
Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Fleet
You are faster than most.
Benefit: Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. Its effects stack.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, base attack bonus +6.
Benefit: Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Greater Disarm (Combat)
You can knock weapons far from an enemy’s grasp.
Prerequisites: Improved Disarm, base attack bonus +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.

Greater Grapple (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, base attack bonus +6.
Benefit: Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.

Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, base attack bonus +6.
Benefit: Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.
Normal: Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.

Greater Penetrating Strike (Combat)
Your attacks penetrate the defenses of most creatures. Choose one type of weapon that you have already selected for Penetrating Strike.
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).

Greater Shield Focus (Combat)
You are incredibly skilled at deflecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, 8th-level fighter.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Greater Shield Mastery (Combat)
You can use a shield to deflect a great deal of harm.
Prerequisites: Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery.

Greater Sunder (Combat)
Your devastating strikes cleave through weapons and into their wielders.
Prerequisites: Improved Sunder, base attack bonus +6.
Benefit: Whenever you sunder to destroy a weapon, any excess damage is applied to the weapon’s wielder. No damage is transferred if you decide to leave the weapon with 1 hit point.

Greater Trip (Combat)
You can make follow-up attacks on foes that you knock prone.
Prerequisites: Improved Trip, base attack bonus +6.
Benefit: Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.
Normal: Creatures that are knocked prone do not provoke attacks of opportunity.

Improved Greater Fortitude
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prerequisites: Great Fortitude.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Iron Will
You have a clarity of thought that allows you to fight off mental attacks.
Prerequisites: Iron Fortitude.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Lightning Reflexes
You have a knack for avoiding danger, even when it is all around you.
Prerequisites: Lightning Reflexes.
Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet by taking a –4 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Master Craftsman
Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.

Nimble Moves
You can move across a single obstacle without slowing down.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allows you to take a 5-foot step into difficult terrain.

Penetrating Strike (Combat)
Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.
Prerequisites: Weapon Focus, 12th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).

Powerful Critical (Combat, Critical)
Your critical hits cause an amazing amount of damage. Choose one type of weapon that you have already selected for Improved Critical.
Prerequisites: Critical Focus, Improved Critical, base attack bonus +13.
Benefit: Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Shall Not Pass (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: Whenever an enemy provokes an attack of opportunity due to moving through your adjacent squares, a successful hit causes them to stop moving for the rest of their turn. Enemies can still take the rest of their action, but cannot move.

Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Shield Mastery (Combat)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, 4th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians).

Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Spellbreaker (Combat)
You can strike enemies that fail to cast defensively.
Prerequisites: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.

Staggering Critical (Combat, Critical)
Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn and you count as if you had take a 5-foot step on that turn (preventing any other movement).

Strike Back (Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.

Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Sensemann

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Overgod Ao
« Antwort #2 am: 26.08.2009, 19:23:21 »
Noch mehr erlaubte Feats:

Belier’s Bite [Combat]
Your unarmed strikes cause your opponent to bleed.
Prerequisites: Improved Unarmed Strike.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.

Cornugon Shield [Combat]
You can use your spiked chain as both armor and weapon.
Prerequisites: Dex 15, Weapon Focus (spiked chain).
Benefit: When wielding a spiked chain, you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Cornugon Smash [Combat]
Your terrible attacks strike fear into your enemies.
Prerequisites: Power Attack, Intimidate 6 ranks.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Cornugon Stun [Combat]
You are able to make stunning attacks with special monk weapons.
Prerequisites: Stunning Fist.
Benefit: You may use Stunning Fist when making melee attacks with special monk weapons as well as when making unarmed attacks.
Normal: You can only use Stunning Fist when making an attack with an unarmed strike.

Cornugon Trip [Combat]
You can throw your spiked chain to make trip attacks.
Prerequisites: Dex 15, Improved Trip, Weapon Focus (spiked chain).
Benefit: You may throw your spiked chain (as if it were a thrown weapon with a range increment of 10 feet) and can make trip attacks when throwing it. Failing at this attack does not knock you prone.

Fury’s Fall [Combat]
You can use strength and agility to send foes crashing to the ground.
Prerequisites: Improved Trip.
Benefit: When making a trip attack, add your Dexterity bonus to your CMB.

Fury’s Snare [Combat]
You entangle your foe in your weapon.
Prerequisites: Fury’s Fall, Improved Trip.
Benefit: If you successfully use a whip to trip a foe, you can choose to drop your whip. Your tripped target gains the entangled condition. The target can break free of the whip by making a DC 10 Strength check or a DC 15 Escape Artist check (add the enhancement bonus of the whip to these DCs), or by using a full-round action to disentangle himself. Escaping the whip by making a Strength check means the whip gains the broken condition. If the whip has a magical quality such as flaming, apply this quality’s damage to the target every round on your turn.

Hamatula Grasp [Combat]
You deal terrible damage to impaled foes.
Prerequisites: Hamatula Strike, Improved Grapple,
Strength 13, base attack bonus +9.
Benefit: When attacking an impaled opponent (see Hamatula Strike) with the weapon that impales them, you only suffer a –2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage.

Hamatula Strike [Combat]
You can catch your opponents on your weapon and hold them in place.
Prerequisites: Improved Grapple, Strength 13, Base Attack Bonus +7.
Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a –4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.
Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling.

Hellcat Pounce [Combat]
You attack unsuspecting foes twice.
Prerequisites: Hellcat Stealth, Skill Focus (Stealth), sneak attack +2d6.
Benefit: Whenever you attack and damage an opponent in the surprise round, you may immediately make a second attack against the same opponent using the same attack bonus. The target is not considered flat-footed against this second attack.
Special: This ability only functions when carrying a light load or less.

Hellcat Stealth
You are difficult to see in the light.
Prerequisites: Skill Focus (Stealth), Stealth 6 ranks.
Benefit: You may make Stealth checks in normal or bright light even when observed, but at a –10 penalty.
Normal: You cannot make Stealth checks while observed.

Osyluth Guile [Combat]
You are skilled at misdirecting an opponent’s attacks.
Prerequisites: Bluff 8 ranks, Dodge.
Benefit: While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent’s melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Sensemann

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Overgod Ao
« Antwort #3 am: 26.08.2009, 19:25:21 »
Regeländerung: Power Attack

Zitat
„The change to Power Attack was a quite intentional choice to scale back on certain abuses. The team here has found that Power Attack in particular shifts combat into an unbalanced arena. Allow me to explain.
With the Power Attack feat as it was in 3.5, Power Attack was the crutch that allowed the fighter to compete. By collecting every to hit bonus they could find, they could shift more and more into PA and still be effective. This lead to one of two situations, either too much got shifted, in which case the fighter rarely hit and felt useless, or too little got shifted, in which case the fighter dealt too little damage and felt useless. You could sometimes get it juuusssst right, but that required some knowledge of the monsters AC and a math degree (or a lot of trial and error). In either case, this was unacceptable and as we are trying to fix fighters from other directions, leaving this feat as it was just seemed like a poor idea. We wanted evaluation without PA's interference.
So... here are some thoughts. We are considering changing PA to a set scale, where you subtract X and add 2X to damage, regardless of your weapon or other factors (following KISS). X might slide up as you gain levels, but it would not be a variable, which causes too many issues. Here is my question... what should X be. My current thought is to start it out at 2 and have it increase by 1 for every 5 of your BAB. Thoughts?

Jason Bulmahn
Lead Designer
Paizo Publishing“

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