Disarming
an Opponent:
Any
attacker may attempt to disarm an opponent by stating their intention to do so
before initiative is rolled. If the attacker rolls an unmodified 20, the
attempt is automatically successful. If the attacker merely scores a hit, the
defender may chose between taking the damage or being disarmed.
Half-Elves:
Either their elven side is dominant, in which case they're
mechanically identical to elves and visually pretty much indistinguishable from
other elves (think Elrond); or their human side is dominant, in which case
they're mechanically identical to humans and resemble humans unless you look
really closely (think Tanis).
Hero’s Luck:
Once per session, each player may use the d30 to reroll any
failed d20 roll.
Hit
Points:
All
characters receive maximum hit points at first level.
Infravision:
Due to their habit of dwelling underground, dwarves have the
ability to see heat signatures in the dark (infravision) up to a distance of
60’. Contrary to popular belief, elves and halflings do not possess any similar
ability.
Raise Dead:
A character may only be raised from the dead a number of times
equal to his or her constitution score.
Rest:
Characters may rest after any combat; those who suffered damage
during the combat gain d3 hit points back, though they may not recover more hit
points than they lost.
Ritual Spell Casting:
A spell caster may choose to channel the spell energy he has
reserved for a memorized spell to cast any unmemorized spell in his or her
spell book. Casting a spell in this fashion takes a full turn.
Shields:
A character with a readied shield may choose to ignore the
damaged caused by any one attack – though doing so destroys the shield.
Swimming
in Armor:
Characters must roll their unmodified ac or less on a d10 each
round or drown. Strong swimmers may add their strength bonus to the target
number.
Fighting with Two Weapons:
Fighting with two one-handed weapons at the same time grants a
+1 to hit.
Unconsciousness & Death:
Characters reduced to zero hit points are rendered unconscious.
Characters who take damage in excess of their hit points must save versus
death, with success indicating unconsciousness and failure indicating death.
Yes, I know I haven't posted anything in ages. Me and my wife had a child -- our first -- a girl -- and so I forgot about everything else for a while. Between the joe job and taking care of baby and actually trying to get this game off the ground I don't have much time for the blog anymore but I may update infrequently. Priorities, ya know?
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