fe5 Subj : 3rd Edition - Part Four To : All From : krynhoth@druidic.net Date : Fri Nov 17 2000 06:24 am From: Jason Tamez Subject: 3rd Edition - Part Four Armor Rather than an AC value, armor has an armor bonus to your base AC. Armor may also carry a penalty to your Dexterity bonus, though this is applied only to certain situations, and not other things like a rogue's sneak attack ability. Armor MAY affect arcane (wizardly) spells, causing failure in a spell with somatic components. All armor is described and pictured, with specific amounts of time to don, don hastily, and remove. Many other generic items are described and/or pictured. Prices are given for food/drink/lodging/mounts, as well as less mundane things like alchemist's (Greek) fire, silver weapons, tindertwigs (matches), semi-magical objects like thunderstones, and the fee for a wizard to cast a spell for you. The Druidic holy symbols are holly and mistletoe. COMBAT You are considered flat-footed until the first time you act in combat. This means you lose your Dexterity AC bonus and can't make attacks of opportunity, among other things. When combat starts, there's a surprise round. Only those who aren't surprised may act in this round, half-actions only. If you roll a 20, you score a "threat". You get another combat roll, and if you hit on the second die, you score a critical hit. Weapons have their own critical modifier, and some will even let you threaten on a 19. Spells that have an attack roll can also cause a critical hit. You may opt to fight defensively, -4 to hit, +2 to AC. When your HP reaches 0, you are disabled. You can still move around, but slowly. When your HP falls between -1 and -9, you are unconscious and dying. You lose 1 hp a round unless you roll under 10% to stabilize yourself. If someone makes a Heal skill check on you, you stabilize. If curative magic heals even a single hit point, you stabilize. Stabilized players still lose hp, but more slowly, and they may pull through on their own. When your HP reaches -10 or less, you're dead. Other various combat stuff is explained. Unarmed combat, movement, ready an action (you will do X if some situation takes place), refocus (waste a round, but end up with 20 for initiative), strike at an object, disarm, grapple, mounted combat, etc. If you perform certain actions while close to an enemy, the enemy can get an "attack of opportunity". Spellcasting and moving into, out of, or through an area threatened by an enemy are the main culprits. There are ways you can prevent such attacks, such as casting defensively (greater chance of spell failure, though), and other tricks. It's hard to explain here, but it all makes sense and seems easy to understand once you've used it a few times. Turning undead: You may do this 3 + CHA bonus times a day. You roll twice, one to see what the highest undead HD you can affect, and another to determine how many HD are affected. A 1st-level cleric actually has a slim chance to turn a wight, for example. If your level is at least twice the level of a turned undead, that undead is destroyed, instead. Turning attempts are nothing but the cleric channeling positive energy. This might be useful for other situations the DM may throw at you. Evil clerics may channel negative energy to rebuke (awe) or command undead. Rebuked undead cower in fear for 10 rounds. There are also limits to the number of undead the cleric may command at any one time. Neutral clerics must choose to Turn or Rebuke when they create their characters. The next chapter dealt with Adventuring: encumbrance, outdoor movement, etc. And that's as far as I've gotten. Next up: MAGIC! -- Jason -- |Fidonet: krynhoth@druidic.net |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) . 0