Resources - I accept everything by Paizo to date. I accept most things by WotC, however, Paizo always trumps. As long as Paizo didn't do a version of it, just clear WotC with me. Sources like Dragon and Dungeon are acceptable, if cleared. 3rd party are often unbalanced, but I'll consider them.
* Alignments - Are not used. Still list yours for guideline, but roleplay the situation, not the alignment. See this link for a breakdown. This is not my system, but I loved it, so I am still learning it. :)
* Destiny points - Use these whenever you need to succeed...period. You will auto-confirm criticals, max damage rolls, succeed skill checks and saving throws, break down a wall or door, jump a pit, pull down a star destroyer...you get the idea.
You get one per level.
Keep in mind, these are less effective on lieutenants and bosses. I will adjudicate all uses.
* Action points - Add a die to any roll.
You get four + your new class level per level. From 1st to 4th level, you get +1d6 to any roll, 5th to 8th you get +1d8, 9th to 12th you get +1d10, 13th to 16th you get +2d6, 17th to 20th you get +2d8. Spend two to gain an extra action in a round.
* Hero points - Add 8 to any d20 roll before it is rolled. Add 4 to any d20 roll after it is rolled. This is accomplished by announcing, ooc, that you are going to use a hero point in a post, and then posting the use on a seperate post, if you want the +8. If they are in the same post, I will assume it was already "rolled".
Spend one to automatically stabilize, or give you an extra use of a daily power you have run out of (rage, stunning fist, etc.), spend two to gain an extra action in a round.
You get five per level, but you can earn extra hero points with heroic actions. (See if you qualify today!)
* Luck points - Re-roll any roll. You may choose the best result.
You get your level + Charisma modifier + 1d6 per level. Bards, ninjas and rogues get 6 instead of 1d6.
If you pull of some amazingly lucky stunt (without the aid of points) you can gain luck points. For every natural 20 you roll, you gain one, and for every natural 1 you roll, you lose one. If you go into "negative" luck points, you stay at zero, but I get one bad luck point to use against you, subtracting my 1d20 roll from yours. These will likely appear as luck points, etc. for bosses and elites.
* Defense - Your defense score is a measurement of how difficult it is to hit you with an attack. Your defense score is equal to your AC minus armor and natural armor bonuses. Your AC is only used vs. criticals now.
* Armor - Your armor protects you from attacks that actually hit your body, providing Damage Reduction equal to the armor's armor bonus, +1 for every 5 class levels you possess. Both armor AC and NA AC provide DR. DR provided by regular armor can be bypassed by magic weapons or Huge creatures, DR provided by magic armor can be bypassed by adamantine weapons or Gargantuan creatures, and DR provided by adamantine armor can be bypassed by Colossal creatures. (If you are large, raise each of those catagories by one.)
* Armor HP - For every point of damage your armor or shield absorbs, it takes a point of item HP damage. Items have ten times their listed HP in the CRB. Hardness only matters in Sunder attempts.
* Parry - When an opponent attacks you in melee range, you may attempt to parry a single attack from that opponent before you know whether or not the attack is successful. This attempt is an attack of opportunity, which also means you may not attempt to parry while flat-footed. You must be wielding a weapon or using a natural weapon to make a parry attempt.
When you choose to make a parry attempt, you make an attack roll at a -4 penalty as an opposed roll to your opponent's attack roll. If you beat your opponent's total, you have successfully parried his blow, causing him to fail to hit you. If you fail to parry the blow, you are treated as flat-footed for that attack. No other attack in that round treats you as being flat-footed due to failing a parry attempt.
You automatically fail to parry on a natural 1. You are unable to successfully parry if your opponent rolls a natural 20. If the attacker and defender both roll a natural 20, the attack still hits, but the critical hit check automatically fails.
You can not normally parry ranged attacks, magic, or Combat Maneuvers.
You can make a parry attempt against a Charge at a -6 penalty. You can not set an attack against a charge and parry at the same time.
You can attempt to parry a Disarm or Sunder attempt made on an item you wear that is not your weapon at a -6 penalty. Sunder and Disarm attempts against your weapon can not be parried.
You can attempt to parry a melee touch attack at a -10 penalty. Parrying a touch attack always uses your Dex modifier on the attack roll rather than your Str modifier.
If you plan on parrying, it may be easier in pbp to tell me you intend to parry all first attacks in a round...I'll automatically apply that. But that means it automatically uses up your AoO that round. :)
*Hit points - You start with your constitution score + your max class HD (8 HP for rogues, etc.) plus ten. You gain hit points as per normal rules.
If you have the diehard feat, you continue fighting once you reach 0 HP's, and start taking damage into your WP's (-HP's). Diehard allows you to stay concious and fighting with no staggered condition until your wound threshold (1/2 half your WP's). If a character or monster has ferocity, they can go straight to deaths door, only gaining the staggered condition from their wound threshold until death.
* Vigor points - Equal to your hit points.
When wounded, you transfer one vigor point into your hit point pool per minute, until your hit point pool is full. You must heal these just like normal hit points. If you have run out of HP (you are 0 HP), you are doing damage to your WP, NOT your Vigor. If you have Vigor remaining, and you stabilize, your Vigor will replenish your HP like normal, and you may regain conciousness, however, Vigor does not replace your lost WP's.
Any non-lethal damage is applied directly to Vigor. When your armor absorbs damage, it is applied to vigor.
* Wound points - You start with your constitution score plus your max class HD. (Essentially you'll have ten less WP than HP at 1st level.) You gain WP per level depending on your Hit die, plus your Constitution modifier. d6 receives 1 WP/level, d8 receives 2, d10 receives 3, d12 receives 4.
You also have a wound threshold equal to your Clobbered score.
Wound points represent the amount of physical punishment you can take before you die. When your wound points drop to or below your wound threshold, you become wounded. When you are wounded, you gains the fatigued condition until you are no longer wounded. Furthermore, when you are wounded, if you take any standard or move action on your turn, your remaining wound points are reduced by 1 and you must make a DC 10 Constitution check. If you fail that check, you falls unconscious. This only comes into effect if you still have HP and/or VP.
When you reach 0 or fewer wound points, you are dead.
Critical Hits deal their regular damage to HP's or vigor points, but also deal damage equal to the minimum damage possible for the attack (1d6+4 damage=5 damage, 2d4+6=8 damage) directly to wound points, plus their critical modifier. This wound point damage bypasses all Damage Reduction.
* Stabilize - Your stabilize percentage is equal to your WP. (If you have 34 WP, you stabilize 34% of the time). I use the percentage rule from 3.5, not the new rule from PF. I didn't even realize it had changed, lol.
* Staggered - You are staggered from 0 HP to -(Constitution modifier). So with a Con of 19, and 39 WP, you would be staggered from 0 to -4, and would bleed out from -5 to -39, stabilizing 39% per round.
* Dying - You may bleed into negatives equal to your Wound points, as your "life" bleeds away.
Essentially, You have HP's (representing your ability to stamina through battle and take a beating), Vigor (your ability to gain a second wind after having your tail handed to you without blowing all your healing resources, after a rest), and your WP's (your ability to take injuries and real wounds while fighting and in positive HP's, and also how far it takes your body to get to deaths door when you are in negatives bleeding out).
* Massive damage - If you take more damage in one hit than your WP, your body goes into shock. You must make a stabilization roll, or immediately fall unconscious. You do not bleed out, but you do not become conscious until you succeed in a stabilization roll.
* Clobbered - If you take more damage in one hit than half your WP, you are clobbered. You lose your next immediate action. If it is next round, you may choose between a Move Action or a Standard Action. If an enemy provokes an AoO that your could have reacted on, you lose that as your action.
* Criticals and fumbles
When you score a critical, you do regular damage to HP's, and minimal damage plus the critical modifier to WP's. Used feats such as Power attack apply and can adjust this value. If you critical and confirm with two natural twenties, you do double damage to regular HP's. Roll for a catastrophic critical. If you roll a third natural twenty, you do maximum damage doubled to HP's, and double WP damage. Ignore anything but a third natural twenty.
When someone threatens a critical, they confirm against a characters critical defense (essentially what is the traditional full AC value).
When you roll a natural 1, you provoke an AoO, and must roll a Reflex save vs. DC 15, or roll on the fumble chart.
* Fumble chart (work in progress)
One-handed weapons
01-25% Lose your grip. -1 to attack next round.
26-30% Loose grip on your weapon. You cannot attack, but you may parry for 1 round.
31-40% You are dazed for one round.
41-50% Bad follow through. You do 1 HP damage to yourself.
51-60% You slip with grace and lose 1 Standard Action. Your next attack is at -2.
61-70% Drop your weapon.
71-80% Juggle your weapon for 1 round. You cannot parry. Next attack is at -2.
81-85% You lose an entire round of actions, as you are thinking about mince pies. Mmmmm...
86-90% Stunned for 1 round.
91-95% You stumble, and are stunned for 1 round. Next attack is at an additional -2.
96% You become fatuiged for 1d6 rounds.
97% You do 1d6 damage to yourself.
98% You do 1 Wound damage to yourself.
99% You become exhausted for 1d4 rounds.
100% It's as if you slid your belly onto their weapon...they auto critical you.
* Initiative
Because this is a pbp, I am going to try something different that I saw in a recent RotRL campaign...average Initiative rolls.
As a player, I always loved when we got to combat, but it inevitably took two days to actully get there. So I will roll your initiatives, average them, and do the same for the baddies. When I say Combat! I will tell you who acts first, heroes, or bad guys. If it's bad guys, I'll tell you what they do. Then you go. Any player, any order. I'll adjucate anything awkward. Lets see if this speeds things up.
* Feats, flaws and traits
I give one extra feat at first level for your history.
I allow two traits, and one campaign specific trait.
I allow up to two flaws, which give you up to two extra feats.
Everyone starts with one teamwork feat, and gains one per four levels.
Toughness gives you +3 HP and +3 VP and +3 WP, and +1 of each each level after that.
* Magic systems
Innate (Sorcerers)
Arcane (Wizards)
Prayer (Clerics)
Divine (Oracles)
Primal (Druids)
Psionic (Psionicists)
Bonded (Witches & Warlocks)
Elemental (Templars)
Ancestral (Wu Jens)
Please role-play accordingly. Psions use their mind, a druid may chant lowly, a cleric prays, sorcerers pulse with power just under their skin...play with it, but keep them seperate, please. :)
* Sins
Everyone gets to sin. Enjoy. :) Choose one sin, and one ability from that sin.
- Pride
Choose either Dazzling blade (Dazzling blade, mass) or Delusional pride. You may use it once per day as a swift action, using your class level as the caster level.
- Gluttony
Choose one of the following: Whenever you drink a potion, increase its caster level by one, or all cure potions heal maximum hit points.
- Greed
Choose either or Burning disarm (,Covetous aura), or Certain grip (non-detection, Secret chest). You may use it once per day as a swift action, using your class level as the caster level. Change certain grip to one round per level.
- Wrath
Choose either or Interrogation (Pain strike, Pain strike, mass), or True strike (Rage). You may use it once per day as a swift action, using your class level as the caster level.
- Lust
Choose either Seducer's eyes or Lock gaze. You may use it once per day as a swift action, using your class level as the caster level. Change Seducer's eyes to one round per level.
- Sloth
You gain either a +5 to d20 rolls till the beginning of your next turn if you take only one action (move or standard) for your turn, or the ability to auto-confirm a critical, or auto-succeed on a roll once per day if you rest twelve hours rather than eight.
- Envy
Choose either Break (Dispel magic) or Disguise self. You may use it once per day as a swift action, using your class level as the caster level.
* Saving throws
Saves are the same as fourth edition - Fortitude is based off Strength or Constitution, Reflex off Dexterity or Intelligence, and Will off Wisdom or Charisma.
* XP for journals
For every week you post at least one solid-sized journal entry, and link it to the discussion board, you will receive 5% of that levels needed XP.
* XP for attendance
I will give out bonuses for the leaders in posts in XP every week, and a bonus for anyone who hits a certain benchmarck. Also, if everyone hits that benchmark, the whole party gains a bonus.
* NPC's and monsters
In order to bring a more cinematic feel, I am working a system I designed that has minions, elites and bosses.
Minions have one HP. If they have DR from armor, or some other source, the attacker must simply beat the DR to kill them in one hit. If a minion is hit, but the DR value is not beat, then they require one more hit to kill. (Two hits that do not beat the minimal DR of a minion still succeed in killing them.
Minions do not bleed out. They die.
Minions do minimal damage at all times. If you have DR that is greater than that minimal, they may never damage you, except on a critical, or as they use teamwork through aiding another, etc.
Elites gain an extra feat, and have one hero point, one luck point and one action point. They also have double the normal HP's and Vigor, and 150 % the normal WP's. They are worth double XP, and have a treasure value of CR+1.
Bosses are nightmares. Good luck. They have three extra feats, five times the HP's and Vigor and double the WP's, treasure as CR+2, and three each of luck action and hero points. They will own you solo.
* Wands
I have decided to give this system a shot, after some discussion.
I have always felt wands and potions are bland and annoying. Wands especially...every wizard has four or five, with 30 to 50 charges, that they never use. Waste. So we're going to make them more fun and useful...I believe.
Anyone who wields a wand, or successfully activates a wand with a UMD check, may utilize it with metamagic feats. Using metamagic feats increases the UMD check by the number of levels the metamagic feat requires.
If you want to use your wand of fireball with the maximized, quickened and silenced metamagic feats (+3 spell levels, +1 and +4), you use 1 (for the normal) +9, +3, +12 (each tripled) for a total of 25 charges, and a UMD DC of 26. Which means you may use the wand twice before it is burnt out. It also is very expensive for just two attacks (or more, depending on how you play it), but you are more likely to use it.