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rules:homebrew:heartbreaker:mechanics_combat

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Magic
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Mechanics
Glossary
Actions & Combat
Conditions



Actions

Actions are degradable meaning you can get a move action from a standard action, a minor from a move but not an immediate from a minor.

Actions
Major Can be degraded to a move action.
Move Can be degraded to a minor action.
Minor Can NOT(?) be degraded to an immediate action. 5' step.
immediate Can be taken outside your own turn. Opportunity attack

Guard - Major+Move: to gain +4 Stackable Bonus to AC.

Aim - Major+Move: Roll 2d20 on next attack against the target and select the highest.

Focus - Major+Move: Regain Combat Focus.

Feint - Major: If your Subterfuge check beats the Defender's Diplomacy check the Defender is considered Flat-Footed against the next attack you make against him (No dex to AC). A defender recieves a bonus to his Diplomacy equal to his Base Attack Bonus.

Distract - Major: If your Diplomacy check beats the Defender's Diplomacy check the Defender get -2 Stackable penalty to Attack and AC.

Called Shot (Sunder): - Part of Attack: Attack penalty to hit smaller target, body part or held item.

Bull Rush - Major: You move into a defender's square provoking opportunity attacks as normal. Then for every 5 your Athletics check beat the defender's check you push the defender back 5 feet, up to your Speed. The defender receives -5 to his Athletics check.
If you spent a move action moving in a straight line towards the defender you gain a +2 bonus to your Athletics Check.

Grapple - Major: You enter an opponent's square, provoking opportunity attacks as normal. Until you are no longer grappling you move wherever the opponent moves. At the start of your turn you may either disengage from the grapple or deal damage with a light weapon to the opponent. Should the opponent choose to Grapple you it happens automatically and you both end up prone.
Escaping from Grapple - Move: You can attempt to escape a grappling maniac by beating a grappling opponents Athletics Check with either an Athletics Check or an Acrobatics check of your own. If you succeed on an Athletics check you eject the opponent to an adjacent square. If you succeed on an Escape Artist you may move yourself to an adjacent square without provoking opportunity attacks from the previously grappling opponent.

Trip - Major:

Disarm - Major:

Intimidating - Major: Make a Subterfuge check against a target's Will Save. If you succeed the target becomes one degree more severely feared.

Sprint - Major+Move: You move up to 4 times your Speed. Sprinting repeatedly is strenuous and may call for Endurance checks.

Parry - Major: You make an attack at your highest Base Attack Bonus and may substitute the result for your AC for 1 turn.

Dealing damage and damage types.

Dealing Damage

Damage reduction removed.
Energy Resistance may also apply to physical attacks and is therefore shortened to “resistance.”
Fast Healing can also have something that suppresses it for a round like fire or holy.
Regeneration removed. Temporary hitpoints turned into absorption. Absorption is a value from which damage is subtracted first before being subtracted from hitpoints. Any damage dealt to absorption is not dealt to hitpoints. Effects that grants absorption also notes a duration of the effect. Any remaining absorption when this duration expires is lost.

Resistance now applies to whatever is listed after the dash. Resistance 10/Non-Enchanted Physical thus reduces physical damage from weapons without at least a +1 enchantment bonus by 10.

Damage Types

Damage types
Elemental Cold
Fire
Electricity
Physical Bludgeoning
Piercing
Slashing
Holy
Poison
Precision

Acid becomes Poison. Sonic Disappears entirely.

Ability Damage

Initiative & Surprise

Roll 1d20+dex+misc. for init.
Being surprised gives the surprisers an additional round. During this round surprisers gets only a single Major Action.

rules/homebrew/heartbreaker/mechanics_combat.txt · Last modified: 2019/05/14 17:48 (external edit)