Friday, August 19, 2005

Wild Shot

Normally, there is no chance of your shot going wild or your blow falling astray. With this alternate rule, we'll finally find out where those misplaced attacks land. This rule variant does not apply to regular melee or ranged attacks.

A natural 1 on a d20 always misses. This is unchanged.

The chance of hitting something else is determined by the natural result of an otherwise missed roll. This is called the Wild Shot Range.

Condition          | Wild Shot Range
-------------------+--------------------------------------------
Normal | 0 (no chance of a Wild Shot)
Ranged into Melee | +4
Melee into Grapple | +4 (target loses Dex bonus to AC)
Range into Grapple | +8 (target loses Dex bonus to AC)
Melee Obstacle | +2 (eg. the target pulls a chair in your way)
Cover | +4 (eg. A creature in front of your target)
Better Cover | +8 (eg. A creature is behind an arrow slit)


Under normal conditions, we don't care where the shot or blow falls on a miss. 50% of the time your ammo breaks or is otherwise lost.

For creatures to provide cover, they need to be the same size or larger than your target. A creature smaller than your target can be used as a Melee Obstacle.

Your target also gets "Better Cover" if there are 2 or more creatures in front of it. The target's AC is also +8. The Melee Obstacle also gives your target a +2 to his AC. A melee obstacle is some object that is between you and your target that doesn't grant him cover but does get in your way. For example, if the target pulls a chair between you.

A natural 1 is always a miss and not a Wild Shot. If your attack roll is a miss otherwise, a natural roll of 1 plus your Wild Shot Range is a Wild Shot.

For example, if your ranged attack is with a target that is in melee, your Wild Shot Range is:
  +4 for Ranged into Melee.
If someone is standing in front of that same target, your Wild Shot Range is:
  +4 for Ranged into Melee and
  +4 for Cover for
  +8 Total.

In the first example, if a natural 2-5 misses your target, you have a Wild Shot. In the second example, if a natural 2-9 misses your target, you have a Wild Shot.

You only ever have a Wild Shot if you would have missed your target's touch AC.

If your attack is Wild, determine where your shot/blow fell. If there is cover or obstacles involved, the blow will always fall on the closest one. Where there are more than one candidates, determine randomly giving weight to size.

Once object or creature is determined, roll an attack against the object or creature. Because you are not trying to hit the target, use only adjustments that are inherent in the weapon, such as masterwork, magic bonuses and the creature's strength. Do not use bonuses that are inherent in the creature attacking, such as your base attack adjustment, feats, and dexterity. The reason strength is included is that its bonus to your attack roll is due to your ability to plow through armor. Dexterity's bonus is due to making a well placed shot.

For medium sized inanimate objects, you need a 5 to hit (10 - 5 (0 Dex)). In most cases, you can take 10 against inanimate objects. Roll to hit against the target's normal AC (with Dex bonus if not otherwise denied.)

Most inanimate objects will break or be tossed aside on a hit.

An Example.

Grog is trying to aid Korg. Korg has just been attacked by a ghoul that is on the other side of him from Grog. Grog has Precise Shot and Point Blank Shot (+1). His base attack adjustment is +5, Dex +3, his longbow is +2 and +2 from Str. Korg's AC is 19.

The ghoul is 30' away. Grog' attack roll is +11 (+5+3+2+1). His Wild Shot Range is +8 (2-9) because the ghoul is in melee and Korg is in the way. The ghoul's AC is 18 (14 + 4 from Korg's cover).

While Grog' Wild Shot Range means that a natural roll of 2-9 means that it goes Wild, he'll hit the ghoul on a 7 or better. Thus a natural roll of 7, 8, or 9 are not Wild. A natural 1 always misses. A natural 2, 3, 4, 5, or 6 are Wild.

Let's say Grog rolls a natural 5 - the shot goes Wild and might hit Korg. Korg's AC is 19. Grog rolls a d20 + 2. The +2 is from the magical properties of the longbow. A natural roll of 17 or better hits Korg.

Tuesday, August 16, 2005

Kusarigama

Kusarigama (Exotic Weapon)
    cost:     27 gp
Dmg(S): 1d4/1d4
Dmg(M): 1d6/1d6
Critical: x2/x2
Weight: 12 lb.
type: Slashing/Bludgeoning


Kusarigama, spiked (Exotic Weapon)
    cost:     30 gp
Dmg(S): 1d4/1d6
Dmg(M): 1d6/2d4
Critical: x2/x2
Weight: 12 lb.
type: Slashing/Piercing


For the spiked Kusarigama, the ball at the end of the chain has spikes. The ball at the end of the 9-12' chain is a reach weapon. When using it as a double weapon, the Kama end is considered the light weapon. The weapon threatens both near (5') and far opponents (10').

The ball & chain portion acts like a spiked chain when used as a single attack.

To use the ball & chain (and the spiked chain for that matter), you need to have the area around you clear of obstacles.



wikipedia:

Saturday, August 06, 2005

Falling Damage Chart for Creatures

    Size                    Damage Increment     Maximum Increments   
Smaller than Tiny 0 0
Tiny 1d2 5
Small 1d3 10
Medium 1d6 20
Large 2d6 40
Huge 3d6 80
Gargantuan 4d6 160
Colossal 5d6 320


Up to its damage increment is subdual damage. This is different than the standard rules which take the first roll as your subdual damage. Roll your falling damage, then roll how much of that is subdual. For example, a medium sized creature falls 30 feet. Its damage is 3d6. Roll another 1d6 to determine how much of the 3d6 is subdual. If his 3d6 roll is 5 and his 1d6 roll is 6 then all of the 5 points are subdual.

For creatures small or larger, VP damage is the total number of die less the number of die used for subdual damage. If the creature failes a Fort save DC 15+VP damage, he will take double VP damage.