Originally posted by kelsen:
UPDATED RULES
Defense Bonus:
Defense Bonus = BDB + Dex Mod + Size Mod + Shield Bonus + Deflection Bonus + special bonuses + circunstance modifiers.
Bonus (such as cover).
Base Defense Bonus (BDB) is equal to a character’s Base Attack Bonus (BAB).
Shields. Characters using shields can add the shield Bonus to Defense. Characters wearing heavy or light shields can
also add their Str Bonus (instead of their Dex bonus) to Defense.
Deflection Bonus. Items or effects that provide deflection bonuses increase your Defense.
Armor bonus. Armor provide a variable Damage Reduction (DR) according to their original armor bonus:
+1 = DR 1
+2 = DR 1d2
+3 = DR 1d3
+4 = DR 1d4
+5 = DR 1d5
+6 = DR 1d6
+7 = DR 1d7
+8 = DR 2d4
Damage Reduction (from spell effects or class feature): stacks with DR provided by natural armor or with armor
variable DR roll. Example: A Thri-kreen Nomad with Natural Armor 3 and DR 2 would have DR = 3 + 2.
A savage with DR 6/- wearing a studded leather would have a DR = 1d3 + 6.
Natural Armor. Provides a fixed Damage Reduction (DR) according to the original natural armor bonus (eg.: Natural
Armor +3 = DR 3). However, DR provided by natural armor does not stack with variable DR provided by manufactured
armor. If you have both manufactured and natural armor, first, roll variable DR from manufactured armor, then add DR
provided from spell effects and or class features, if the total result if lower than your natural armor DR, you can
apply your natural armor DR.
Touch attacks. You Base Defense Bonus (BDB) do not apply against touch attacks. You defense against touch attacks is
equal to 10 + Dex Mod + Other Bonuses (such as dodge, luck, deflection, etc.).
Saves:
All characters have a Base Save bonus equal to +0.5/level, up to +10 Base Save Bonus on the 20th level.
Each class receive a bonus on Fort, Ref and Will Saves according to their affinities.
If the class has a “good” save, add +2 bonus to that save.
If the class has a “medium” save, add +1 bonus to that save.
If the class has a “poor” save, add nothing to that save.
Fort Save = BSB + Class Mod (good, medium or poor) + Con Mod
Ref Save = BSB + Class Mod (good, medium or poor) + Dex Mod
Will Save = BSB + Class Mod (good, medium or poor) + Wis Mod
Base Save Bonus
Level (BSB)
01 +0
02 +1
03 +1
04 +2
05 +2
06 +3
07 +3
08 +4
09 +4
10 +5
11 +5
12 +6
13 +6
14 +7
15 +7
16 +8
17 +8
18 +9
19 +9
20 +10
Updated rules for full-attack action (Concentrate attacks):
You may choose to forgo one of your extra attacks, to add your attack bonus to other attack roll made in the
same round. For example, a Soldier with three attacks at BAB +11/+6/+1 could forgo his third attack to increase his
second attack bonus and make two attacks at BAB +11/+7. This option cannot increase your attack bonus beyond your
BAB. For example, a Fighter whith four attacks at BAB +20/+15/+10/+5 could not forgo its forth attack to increase his
first attack bonus beyond +20, but he could forgo his forth attack to increase his third attack bonus and make three
attacks at +20/+15/+15.
Updated Rules for Weapon Proficiency (Weapon Groups):
Weapon groups are defined as follows:
Basic Weapons:
dagger, gauntlet, club, unarmed strike, quarterstaff, and sap.
Axes and Picks:
throwing axe, handaxe, battleaxe, greataxe, and waraxe (exotic).
sickle, light pick, heavy pick, scythe, impaler (exotic), battle pick (exotic).
Bows:
composite longbow, composite shortbow, longbow, and shortbow.
Blades:
dagger, short sword, rapier, scimitar, longsword, falchion, greatsword, bard’s friend (exotic),
thinblade (exotic), bastard sword (exotic), and longblade (exotic).
Close-quarter weapons:
punching dagger, spiked gauntlet, spiked armor, forearm axe (exotic),
puchik (exotic), singing sticks (exotic), tortoise blade (exotic), and wristrazor (exotic).
Crossbows:
hand crossbow, heavy crossbow, light crossbow,
heavy repeating crossbow, and light repeating crossbow.
Double Weapons:
dire flail, double axe, gythka, and two-bladed sword.
Flails and chains:
light flail, heavy flail, great flail, hydra flail (exotic), spiked chain (exotic), and whip (exotic).
Maces and Hammers:
Club, greatclub, Warclub (exotic), light mace, heavy mace, morningstar,
light hammer, heavy hammer, maul, warhammer (exotic), and sap.
Polearms:
glaive, guisarme, halberd, ranseur, and quarterstaff.
Spears and lances:
javelin, lance, longspear, shortspear, spear, and trident, warspear (exotic).
Thrown weapons:
blowgun, bolas, boomerang, dart, dagger, handaxe, javelin, net, sling,
barbed bolas (exotic), great blowgun (exotic), razor net (exotic), and chatkcha (exotic).
Updated rules for spells and effects: Enhancement limitation
A character can have a maximum number of 3 spells and abilities active on a creature at any one time. If another
effect is cast upon a character who already has 3 effects active, he may choose to forgo one to gain the later, or
keep the previous effects and forgo the later.
Revised spells:
Mirror Image - produces 3 images of the caster (all images stay on caster space). The images vanish if hit by attacks
or spells. (2nd level spell)
Displacement - 1 fixed image (50% miss chance) (3rd level spell)
Woodenskin: DR 5/- (4th level spell)
Stoneskin: DR 8/- (6th level spell)
Ironskin: DR 10/- (8th level spell)
Lighting bolt - maximum damage 8d6 (3rd level spell)
Fireball - maximum damage 8d6 (3rd level spell)
Cone of Cold - maximum damage 12d6 (5th level spell)
Chain Lightining - maximum damage 16d6 (7th level spell)
Delayed Blast Fireball - maximum damage 16d6 (7th level spell)
Meteor Swarm - maximum damage 20d6 (10 meteors deal fire or cold damage) (9th level spell)
Updated rules for Dying condition:
A dying creature is unconscious and near death. Creatures that have negative hit points are dying. A dying creature
can take no actions. At the end of each round (starting with the round in which the creature dropped below 0 hit
points), the creature rolls d% to see whether it becomes stable. The creature has a 10% chance to become stable.
If it does not, it loses 1 hit point. If a dying creature has an amount of negative hit points equal to its
Constitution score (or –10, whichever is lower), it dies.