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Rules
Mar 4, 2006 7:41:37 GMT -5
Post by The Dungeon Master on Mar 4, 2006 7:41:37 GMT -5
Reserve points – you have reserve points that are equal to your hit points. After you have been injured, reserve points convert to hit points at the rate of 1 per minute of non-strenuous activity. For each hit pointer-gained in this way, reduce 1 point of non-lethal damage as well. You can also take a standard action to “spend” a number of reserve points equal to or less than your HD to reduce your non-lethal damage by that amount. Reserve points are regained just like hit points. Any healing is applied to hit points first, then to reserve points.
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Rules
Mar 4, 2006 8:05:04 GMT -5
Post by The Dungeon Master on Mar 4, 2006 8:05:04 GMT -5
Massive Damage – size- based threshold, variable result saving throw – Your massive damage threshold varies based on your size (40 for small, 50 for medium, 60 for large,etc.). Whenever you take damage equal to or greater than that amount, you must make a Fort save DC 15. If you fail, roll a d10 to determine your negative hit point total.
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Rules
Mar 4, 2006 8:14:04 GMT -5
Post by The Dungeon Master on Mar 4, 2006 8:14:04 GMT -5
Action Points – At first level you start with 5 action points. Each time you gain a level you gain action points equal to 5 + ½ your new level. You lose any unspent points when you level. You can spend 1 action point to add to a single d20 roll, to take a special action, or to improve the use of a feat. You may only spend 1 action point per round. Each of the options below cost 1 action point.
Roll 1d6 and add the result to a single d20 roll unless you are taking 10 or 20). You may declare such a use of an action point after you see the d20 result, but not after the DM has revealed the outcome. At 8th level roll 2d6 and choose the best result. At 15th level roll 3d6 and choose the best result.
Gain another use of a class ability that is limited by uses per day
As a free action when fighting defensively to double the normal benefits for fighting defensively for the entire round.
At the beginning of your turn, as a free action to gain the benefit of a feat you do not have, but for which you qualify.
When taking the full attack action to gain one extra attack at your highest attack bonus (this works for either ranged or melee).
As a free action to increase the effective caster level of one of your spells by 2. This must be decided before casting the spell.
As a free action and in the same round you cast a spell, recall any spell just cast. This spell may be cast again later (if you prepare your spells in advance).
As a free action and as you cast a spell, cast the spell without using one of your spell slots (if you cast your spells spontaneously).
Any time you are dying, become stable at your current hit point total.
Specifically affect the following feats (you must have the feat in question); blind-fight, combat expertise, dodge, improved critical, improved initiative, metamagic feats, power attack, spell focus, spell penetration). Please see the DM for specific effects.
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Rules
Mar 4, 2006 8:52:51 GMT -5
Post by The Dungeon Master on Mar 4, 2006 8:52:51 GMT -5
Contacts - As you gain levels, you may be eligible to gain an NPC contact. Your DM will tell when you gain one. You have to specify the type of contact (information, influence or skill) when you earn it, but the details (location, purpose, etc.) are left for you to call upon whenever you need. For example, let's say you have earned a contact after an adventure and you choose influence. During a later adventure, in a different city, you need to gain access to a particular meeting. You can choose activate your influence contact at this point. The DM will provide the details, but it will essentially be an NPC friendly to you.
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Rules
Jan 23, 2007 12:39:18 GMT -5
Post by The Dungeon Master on Jan 23, 2007 12:39:18 GMT -5
[glow=red,2,300]Good Hits and Bad Misses[/glow]
Critical Hits If you confirm on a critical hit, you may choose to roll on the chart. (This will be automatic in the play-by-post game) If your weapon allows a critical multiplier greater than 2, you may roll 1 less time than the crit modifier and choose a result. You do not gain the benefit of a standard critical hit plus the listed effect. Magical healing has no effect on critical hit effects.
Critical Misses If you roll a 1, make another attack roll. If you miss, roll on the critical Fumble chart.
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Rules
Jan 23, 2007 12:44:17 GMT -5
Post by The Dungeon Master on Jan 23, 2007 12:44:17 GMT -5
Tome of Battle The Book of Nine Swords Magic of Incarnum Tome of Magic Book of Vile Darkness Book of Exalted Deeds
Should you desperately want to use something from one of the newly listed books , and want to buy your DM a copy, we can talk. ;D
The re-training Quest option from PHB2.
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Rules
Jan 23, 2007 12:44:33 GMT -5
Post by The Dungeon Master on Jan 23, 2007 12:44:33 GMT -5
From PHB2 - Re-training upon gaining enough XP to level (after fulfilling monetary and time requirements).
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