Hit Points, Action Points, and Life in General

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This section explains how certain parts of the rules are dealt with, and intruduces a few new rules or modifications.

General rules (and some changes)

  • 20s and 1s: A roll of 20 in the d20 mean you add a +10 to the result (as if you rolled a 30). Likewise, if you roll a 1, you subtract 10 from the result (a -10).
  • Aid another:When using the Aid Another action to give an ally a +2 bonus on their roll, if you roll high your bonus increases: for every 5 points you beat the DC10 required for the Aid Another action, you add a further +1 bonus to the ally’s roll.
  • Shooting into melee:When shooting a ranged attack into a melee (in which several creatures are fighting, possibly allies), the classic 3.5 rules say there is a -4 penalty. WE update this rule to mean that “you take the -4 penalty to try and hit the correct target and avoid hurting your allies”. If you wish, you may forgo shooting with care into a melee and not take the penalty, but if you miss, the attack is instead directed to the nearest combatant in the melee (which is flat-footed against this attack if it is an ally). The new target may still get away unscathed if the attack roll isn’t high enough to get past its AC.
  • Combat Maneuvers: Combat maneouvers do not provoke Attacks of Opportunity anymore, and their ‘Improved __’ feats add +4 bonus to the roll instead of just +2. On a failed maneuver attempt however, the target gains an Attack of Opportunity against you (which can be a maneuver or not).
  • Shields: When using the total defense action, if you have a shield (other than a buckler or klar) you gain cover bonuses: +4AC +2 Ref saves from a light shield, +6 AC +3 Ref from a heavy shield, and from tower shields you gain total cover (as described in its entry). This is in addition to the +4 dodge AC you normally get from the total defense action.
  • Charge: when charging, in addition of the +2 bonus to attack, you also get a +2 bonus to damage.
  • Mounted Combat: When mounted and against melee targets smaller than your mount, you have a +2 cover bonus to AC due to being mounted. Mounted charges add +4 to damage instead (but still only +2 to attack).
  • Arcane Spell Failure: when a spell fizzles due to spell failure (due to armour or shield), while the spell fails, you however do not lose the spell (or spell slot) for the day, and can try to cast it again the next round.


Action Points

Action points represent those fleeting moments of sheer luck, of fate favouring the hero. Each character has 3 Action Points each session that they may use. If they are not spent, they do not accumulate into the next session, so players should look for opportunities to spend them.

Using Action Points You can only make one usage of action points per round of combat, as a free action. Each usage has an Action Point cost, and must be stated before taking the action, except when modifying a roll (see below).


Action Point cost Usage
1 Improve a Roll

You spend an action point to improve a d20 roll (attack, save, skill, ability or level check). Roll 1d6 and add to your d20 roll. If you’re lvl 8-14, roll 2d6 and choose the better. If you’re lvl 15-20+, roll 3d6 and choose the better. May use after the d20 is rolled, but not after the DM has stated the result.

1 Boost Defense

Gain double the dodge bonus to AC when fighting defensively, or a +4 bonus if using 'Combat Expertise', until next round.

1 or 2 Magic Boost

Gain an increase of 1 or 2 in caster level on a magical effect you’re casting.

2 Auto Stabilize

Stabilize at your current HP if you’re dying.

2 Extra ability use

Gain an extra use of an ability you possess that has a limit on the number of uses per day or between rests.

2 Second Wind

Recover 1/5 of your max HP as you shrug off damage taken in a burst of sudden vigor.

2 Burst of Courage

Make a new save against an ongoing fear effect.

2 Social Recovery

Reroll a failed Bluff or Diplomacy roll.

2 Critical Sneak

Use when you succeed on a flanking sneak attack; roll for an effect on the critical hits chart.


The new HP “bar”

This new rule allows creatures to remain conscious and staggered, stumbling around, holding on to life before passing out, instead of just going straight to negative HP and unconsciousness. This gives creatures that precious time to crawl away to safety and retreat, if possible; to drink a healing potion, or to ask for mercy.


HP bar.png


The rule is as follows:

Living creatures benefit from a Disabled “buffer zone” of hit points, which is equal to their Con score (not modifier!). This buffer zone replaces the “zero” hit points value.

They are staggered while Disabled (just like they would be at 0 HP in classic 3.5 rules), and any standard action they take will deal them 1 point of damage. They will only become unconscious when reduced to -1 HP, and die at -10, as normal


Ex: if Tordek has15 Con, when reduced below 1 HP, his enemies will still have to go through another 15 HP that Tordek has, in order to put him at negative HP. Any standard action that Tordek takes during this time will deal him 1 point of damage.


Non-living creatures, because they have no Con score, have no buffer zone, and are destroyed at 0 HP.


Additionally, when a creature has its HP reduced to one-quarter of its total, the stress and adrenaline make a creature push its limits. This grants a creature 5 temporary Action Points while their HP is under one-quarter, while in a combat or stressful situation.

Once the creature’s HP again rises above the one-quarter mark, the temporary Action Points become unusable again. If the creature happens to again go below the bloodied value, the Action Points again become usable, and he can use any that he hadn’t spent yet. A creature can only benefit from these 5 Action Points once per combat (or stressful situation), or if multiple combats are fought in succession, once every hour.


Critical Hits

A Critical Hit occurs whenever a creature is hit on a vital spot. A critical hit happens every time the critical threat of a weapon is rolled on a d20 attack roll (ex. 19 or 20 for a longsword, which is 19-20), or when an attack roll exceeds an opponent’s AC by 10 or more (this is a new rule).

There is no confirmation roll to verify if the critical really happens: it is triggered whenever one of these conditions is met. Whenever you have an effect that, according to the old rules, would give you a bonus on your roll to confirm critical hits, add half that bonus to your critical threat range (minimum 1).

Ex.: if an effect gives you +3 bonus to confirm critical hits, and you're using a longsword (crit range 19-20), then in this campaign, you instead add 1 to the threat range (3/2, rounded down = 1), so the crit range is now 18-20.


Whenever a Critical Hit is achieved, a d% is rolled on the Critical Hits Chart to see how bad the target was hit and which effects he suffers: a mace to the chest might break a few ribs and leave the character winded, a cut to the tendons might leave a foot unusable or a spear through the shoulder might leave the character pinned to the wall.


  • Sneak Attack: whenever you deal sneak attack damage because the target was denied its Dex bonus (but not when flanking), roll on the critical hits table and apply the effect listed (but not apply critical damage). If you spend 2 Actions points when dealing a flanking sneak attack, however, you can roll on the critical hits table as well.

Alternatively, you may instead make a called shot when Sneak Attacking (see below) which allows you to pick the body part you want to strike (see below).


Armour protection

Your armour may protect the character in some of these situations, and the effects will be less severe. However, it will take the brunt of the blow, become damaged and perhaps unusable until repaired.

Check which parts of your body your armor covers, in addition to the chest/abdomen: arm coverings, gauntlets, gorget for the neck, legs, greaves, etc. If you suffer a critical in a body part protected by your armour, you take no extra critical effects, but your armour takes the full critical damage (though its hardness is still deducted from damage). You can check hardness of materials here.

There are exceptions, however.

  • Axes & Poleaxes armour takes full damage and target takes half damage and full crit effects, but only if hardness of the weapon is higher than the armour's;
  • Stabbing, thrusting and piercing projectiles: armour takes half crit damage, target takes full damage and effects;
  • Bludgeoning weapons: armour takes no damage but you still take half damage and full crit effects;

Armour that is reduced to half or less of its hit points is Broken: AC is reduced to half (reounded down) and armor check penalty doubled.


Called Shots

A character may choose, when attacking, to make a called shot: a strike to a specific part of the opponent’s body.

To this end, he may refer to the Critical Hits Chart and choose which effect he wishes to create. Each entry has an associated attack roll penalty, which is applied to the character’s attack roll. If the attack is successful, then the character hits and the opponent suffers the designated effects.

These attack roll penalties are generally very high, but against unaware, unarmored targets, a high enough attack bonus and the Sneak attack ability is generally sufficient to get the job done (for all the assassins out there).

If you have Sneak Attack

Sneak attack represents training in hitting targets in weak spots and knowing how to make the most damage out of each strike. If you are attacking an opponent that is denied his Dex bonus against you (flat-footed, unaware, stunned, helpless, etc), for each 1d6 Sneak Attack damage you forgo you can reduce the called shot penalty to your attack roll by 2.

You cannot use sneak attack to contribute to Called shots if you are only flanking: you must be attacking a target denied its Dex bonus, such as by suprising it or it being immobilized.


--Nuno 02:48, 10 February 2011 (UTC)