Sins of the Father

Game Master Witch's Knight

Chapter 1

Blood and Tears


HOUSE RULES

Wounds and Vigor:

Vigor Points

Vigor represents your ability to avoid the majority of actual physical damage you might take from an attack. When you takes "damage", the damage typically reduces your vigor points first.

You gain vigor points each level as if you had rolled the maximum for your class's Hit Dice, but do not add your Constitution modifier. For instance, a fighter gains 10 vigor points every level, a rogue gains 8 vigor points every level, etc.

When you no longer have any vigor points, any additional damage you take reduces your wound point total.

Wound Points

You have a number of wound points equal to twice your Constitution score. You also have a wound threshold equal to your Constitution 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 staggered 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.

When you reach 0 or fewer wound points, you are dead.

Critical Hits deal their regular increased damage to 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. This wound point damage bypasses all Damage Reduction.

Defense and Armor:

Defense

Your defense score is a measurement of how difficult it is to hit you with an attack. Your defense score is equal to 10 + shield bonus + Dexterity modifier + other modifiers. Your flat-footed defense is equal to 10. Your touch defense is equal to 10 + Dexterity modifier + other modifiers.

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. DR provided by regular armor can be bypassed by magic weapons or Large creatures, DR provided by magic armor can be bypassed by adamantine weapons or Huge creatures, and DR provided by adamantine armor can be bypassed by Gargantuan creatures.

Parry:

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.

Special Circumstances:

Combat Expertise/Fighting Defensively: The penalty to attack rolls from use of the Combat Expertise feat or while fighting defensively does not apply to parry attempts.

Total Defense Action: While taking the total defense action, you may still make parry attempts, but you may not make riposte attacks. In addition to the +4 dodge bonus to AC, you receive a +4 circumstance bonus to your parry attempts.

Combat Reflexes: You may make as many parry attempts as you have Attacks of Opportunity. Having the Combat Reflexes feat gives you more opportunities to parry attacks.

Deflect Arrows: If you have the Improved Parry feat, it counts as having having the Improved Unarmed Strike feat for the purposes of gaining the Deflect Arrows feat. If you have the Deflect Arrows feat, you may use your weapon to deflect a ranged attack as normal without requiring a free hand. You may not use the Snatch Arrows feat with a weapon, and Improved Parry does not qualify you for Snatch Arrows.

Improved Unarmed Strike: If you have the Improved Unarmed Strike feat, you may make parry attempts while unarmed.

Parrying Weapons

When using one of the following weapons, you get a +2 bonus on opposed attack rolls made to parry an attack.
Dagger
Quarterstaff
Sword, short
Rapier
Sai
Axe, orc double
Sword, two bladed

Parry Related Feats:

Parry Related Feats

Improved Parry [General, Fighter]

You are very adept at parrying your enemies' attacks with your own weapon.
Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise
Benefit: Your penalties on attack rolls made for parrying attempts are lessened by 4.
Special: A fighter may select this as one of his fighter bonus feats.

Riposte [General, Fighter]

Your combat skills have progressed to a point where you may parry a blow and immediately respond with an attack of your own.
Prerequisites: Dexterity 15, Intelligence 13, base attack +4, Combat Expertise, Improved Parry
Benefit: When you successfully parry an attack, you may immediately make a melee attack against the opponent you just parried at your full base attack bonus. This attack is a part of the same action used to make the parry attempt, which means parrying and following up with a riposte uses a single attack of opportunity.
Regardless of the number of parry attempts you can make in a round, you can only make a single riposte.
This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation.
Special: A fighter may select this as one of his fighter bonus feats.

Riposte Mastery [Tactical, Fighter]

As you parry your opponent's blows, you gain better control of your opponent and the battle.
Prerequisites: Dexterity 15, Intelligence 13, Combat Expertise, Improved Parry, Riposte
Benefit: This feat allows the use of several tactical maneuvers, each of which requires that you attempt a special attack immediately following a successful parry.

Press the Advantage: After successfully parrying an attack, you may immediately attempt to bull rush the opponent you parried in place of your normal riposte attack. You gain a +2 bonus to the check as if you were charging. Your opponent does not receive an attack of opportunity against you, even if you do not have the Improved Bull Rush feat.

Disarming Flourish: After successfully parrying an attack, you may immediately attempt to disarm the weapon with which your opponent just attacked in place of your normal riposte attack. You may only disarm that weapon with which your opponent attacked, not any other item he possesses. Your opponent does not receive an attack of opportunity against you, even if you do not have the Improved Disarm feat.

Unbalancing Blow: After successfully parrying an attack, you may immediately attempt to trip the opponent you parried in place of your normal riposte attack. Make a melee touch attack with your weapon instead of an unarmed melee touch attack. Your opponent does not receive an attack of opportunity against you, even if you are using a weapon which does not normally allow trip attacks and do not have the Improved Trip feat.

Quick Feint: If you have the Improved Feint feat, then after successfully parrying an attack, you may immediately attempt to feint against the opponent you parried in place of your normal riposte attack. You receive a bonus to your Bluff check equal to the amount by which your parry attempt exceeded your opponent's attack. This uses your Immediate Action for the round.

Sudden Grab: If you are unarmed, then after successfully parrying an attack, you may immediately attempt to start a grapple against the opponent you parried in place of your normal riposte attack. You provoke attacks of opportunity as normal.

Normal: Without this feat, a riposte attack can only be a standard melee attack.
Special: A fighter may select this as one of his fighter bonus feats.

Hero Points:

Hero Points

Hero points are a measure of what separates ordinary people from exceptional people. You receive 5 + 1/2 your level hero points every level. These points can be used for a variety of things.

Add to a roll

You may spend 1 hero point to add a bonus to any d20 roll. If you choose to spend the hero point before the die roll, you add a bonus of +10. If you choose to spend the hero point after the die roll, you add a bonus of +5. You must decide whether or not to spend point before the die roll is declared a success or failure.

Activate a Class Ability

You may spend 1 hero point to gain another use of a class ability that has a limited number of uses per day.

Boost Defense

You may spend 1 hero point as a free action while fighting defensively to double the normal benefits for fighting defensively. This bonus lasts for 1 round.

Boost Ability

You may spend 1 hero point as a free action when activating an ability (including spells) to raise the saving throw DC of the ability by 2. You must decide whether or not to spend point before activating the ability.

Boost Feat

You may spend 1 hero point as a free action to double the benefit granted by a single feat for 1 round. For example, you could double the dodge bonus granted by Dodge or Combat Expertise, or the damage bonus granted by Power Attack or Deadly Aim.

CHARACTER PROFILE LAYOUT

Stat Block:

EXAMPLE GUY
human Fighter 5
LG Medium humanoid
Init +2 ; Senses Perception +2

==DEFENSE==
Defense 13, flat-footed 10 (+2 dex, +1 dodge)
DR 10/magic (9 armor, 1 level)
Vigor 50/50 Wounds 35/35
Fort +6, Ref +3, Will +1
Defensive Abilities Bravery

==OFFENSE==
Spd 20 ft/x3
Melee Mwk Greatsword +12 2d6+9 19-20/x2

==STATISTICS==
Str 18, Dex 15, Con 15, Int 10, Wis 11, Cha 10

Base Atk +5, Cmb +9Cmd +22

Feats
Alertness (PFCR 117), Combat Reflexes, Dodge, Power Attack, Toughness, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)

Skills Climb +8, Craft (armor) +8, Intimidate +8

Languages Common

Combat Gear Mwk Greatsword, Full Plate

Class Abilities • ARMOR TRAINING: Armor check penalty is reduced by 1 (to a minimum of 0) and maximum dexterity bonus is increased by +1. No movement penalty for medium armor.
• BRAVERY: As a fighter of level 5 you get +1 bonus to Will saves vs. fear.
• WEAPON TRAINING (Heavy Blades): You have the following bonuses on attack and damage with these weapon groups: Heavy Blades +1.

Traits • ARMOR EXPERT (Combat): When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
• SUSPICIOUS (Social): You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.