The Continent of Morkane
The differences are as follows:
- Players may have a max of 3 Action Points between levels 1 and 7, 4 points between 8 and 14, and 5 points between 15 and 20.
- Particularly good Role Playing may be rewarded with an Action Point.
- Particularly cunning, or team-oriented combat may be rewarded with an Action Point.
For the most part, anything goes with Action Points. If there is a thing you want to do, just ask, and I will tell you how many Action Points it will take to accomplish. Obviously, some things will remain impossible, but it is always worth asking.
I will state, here in text, that any and all rulings on Action Point use are entirely up to me. The rules presented in UA and Pathfinder are merely guidelines. Any attempt to argue, haggle, site precedent, or pout about a given ruling will result in subtracted Action Points. In short, you may wield these points as a limited Hand of the DM— but it is still my hand.
On a critical fail a d4 is rolled.
1 = Just a miss
2 = Dropped Weapon(Just a miss if using Locked Gauntlets.)
3 = Fall Prone(If bipedal.)
4 = Situational(May involve dropping a weapon in a different square, lodging a weapon in a nearby object, or breaking a non-magical weapon.)
1 = Just a miss
2 = Dropped Weapon
3 = Misfire(d4 to determine which direction, 4 meaning the attacker’s square, with a 50% chance to shoot themselves in the foot or leg.)
4 = Situational(May involve dropping a weapon in a different square, having to re-string a bow(full round action), or breaking a non-magical weapon.)
1-2 = Just a miss
3 = Fall Prone(If bipedal. If not bipedal, the attacker loses balance, causing -2 AC until next round.)
4 = Situational(May involve the attacker hitting itself, lodging a weapon in a nearby object, or breaking a claw or tooth(-1 to attack and damage for duration of the fight.).)
Attacks made while falling impose a -4 on attack, but an additional 1d6 of damage. If the falling attacker attempts to land on the defender, the defender is allowed a Reflex Save, DC 25, -5 feet per distance 20 feet fallen by attacker.
Called shots can only be done against one opponent per round, once per round. They are full-round actions, made at your highest attack bonus.
(Rules given for medium humanoids. Adjust size modifiers based on the target creature. All effects are subject to change based on the targeted creature, as well as situational conditions.)
Head: AC of Targeted Creature but with Diminutive Size Modifier. 5% chance to hit an eye, if two-eyed(piercing and slashing only.) Fort Save 15+1 per 10 damage received or become dazed for 1 round(bludgeoning only.) Critical hits to the head increase their multiplier by one step(x2 goes to x3, et cetera), but must be confirmed to do so.
Eye: AC of Targeted Creature but with Fine Size Modifier. 50% chance struck eye is blinded. Eyes blinded in this way be piercing or slashing weapons will not heal naturally. Eyes blinded in this way by a bludgeoning weapon are swollen shut, and will heal naturally after 2 or 3 days, or after minor treatment. A creature must have all eyes blinded to be blind. Critical hits to the eye increase their multiplier by two steps(x2 goes to x4, et cetera), but must be confirmed to do so.
Arm: AC of Targeted Creature but with Small Size Modifier. Fort Save DC 15+1 per 10 damage received or take -1 on all attacks(to a maximum of -3), -1 on melee damage(to a maximum of -3), and an increase of somatic arcane spell failure by 5%(to a maximum of 15%).
Leg: AC of Targeted Creature, but with Small Size Modifier. Fort Save 10+1 per 10 damage received or target’s land speed is reduced by 5 feet(to a maximum of 10 feet reduced.) No creature can have their speed reduced to less than 5 in this way.
Foot: AC of Targeted Creature, but with Diminutive Size Modifier. Fort Save 15+1 per 10 damage dealt or targeted creature treats all terrain as rough terrain.
Properties from separate magical items can be combined with the help of a spellcaster trained in such techniques. To combine the properties of items a caster must have a caster level high enough to cast all spells or magical effects involved. The cost of this service is equal to the most expensive item + 50%.