Cliffy's Three Point Nine Houserules
In anticipation of upcoming 4th edition, I'm making preemtive houserules changes to my game. This page is for posting such changes that will make the game for fun, and for discussion of 4th edition and possible rules.
Automatic Weapon Finesse
Weapon finesse is now automatic for all persons, places, or things. One should not require special training to use their dexterity bonus to attack with already light-and-quick weapons. Character's choose whether they use their STR or DEX with "finessable" weapons. Consider it a bonus feat.
Fighter-only feats
Feats that were previously open only to fighters are now open to all classes, using Base Attack Bonus as a prerequisite in leiu of fighter levels. Fighters of the appropriate level, however, enjoy twice the listed benefits. This also applies to the Weapon Focus feat (since it is the trunk of this particular feat tree).
"Opening beat"
A bard may begin his bardic music as a free action an immediately upon hitting a foe in combat, using the impact as the first beat of the song.
Unlimited spells
At some point a spellcaster will no longer need to track spells of a certain level, using them as spell-like abilities cast at will. This will be based on the caster's highest level spell (Nth level), and is currently hanging in between N-2 and N-3, Pending Discussion and playtesting.
The "Bloodied" condition
Once a character is at 50% of his full HP, he is considered "bloodied". This is important, as many abilities will kick in when the character's adrenaline and fight-or-flight response are triggered.
Second Wind
A "bloodied" character may spend a full round action that provokes attacks of opportunity to catch his Second Wind. He collects himself, checks his status, and bolsters his resolve. This heals a number of hitpoints equal to Hit Dice + Con Mod. This ability may not bring the character above "bloodied" status. At the end of any encounter, all characters who are "bloodied" but not down automatically gain HP enough to but them one point over bloodied status
class-based "bloodied" abilities
Each class will have an ability that kicks in once bloodied, bolstering them for more or opening up a previously unavailable option.
Barbarian
Ferocity: The barbarian may enter Rage as an immediate action upon being bloodied, even if he has used all of his rage abilities for the day.
Bard
Cleric
Druid
Fighter
Steadfast Resolve: The fighter may choose to gain either +2 to attack rolls or +2 to AC each round he begins bloodied.
Monk
Master's Focus: A monk who is bloodied gains an additional attack at his highest base attack bonus when making a flurry of blows.
Paladin
Ranger
"Not if I hit you first": Attacking a bloodied ranger provokes a counterattack from that ranger.
Rogue
Fight-or-Flight: The rogue gains +10 to his landspeed and +2 to climb, jump, and tumble checks when bloodied.
Sorcerer
Wizard
Comments (1)
Butcher Jackson said
at 8:47 pm on Sep 4, 2007
Discussion Starts here!
You don't have permission to comment on this page.