Rules

Description:

These are some common rules & maneuvers for Conan.

Aid Another:
ACTION TYPE: Standard Action
ATTACK of OPPORTUNITY: No
RESULT: If attacker exceeds the DC the attacker can choose to give a +2 bonus to attack or +2 bonus to defence to an ally under attack.

Aim:
ACTION TYPE: Full round
RESULT: +2 attack, must be taken as first action next round

Armour Proficiency Penalties: A character that is wearing armour with which he is not proficient applies its armour check penalty to attack rolls and to all skill checks that involve moving, including ride

Attack of Opportunity (AOO): Always full attack roll

Bull Rush:
ACTION TYPE: Standard Action
ROLLS: Attacker 1D20+STR vs Defender 1D20+STR
RESULT: Defender gets an ATTACK OF OPPORTUNITY on the attacker. If attacker exceeds defenders roll the defender is pushed back 5ft (plus 5 ft every 5 pts over the DC) and the attacker gets an ATTACK OF OPPORTUNITY on the defender (plus an AOO for every 5 ft)

Called Shot to Maim:
ACTION TYPE: Full Round
ATTACK of OPPORTUNTIY: no
RESULT: Attacker can make a called shot to maim; –6 attack. If the Attacker hits the Defender rolls a Fort Save. If the defender equals or succeeds the DC the Defender just takes the normal damage if the defender fails the Fort save the Defender is maimed. The attacker may make only 1 attack during a round if it is a called shot.

Called Shot to Vital Spot:
ACTION TYPE: Full Round.
ATTACK of OPPORTUNITY: No
RESULT: Attacker can make a called shot to a vital spot; –8 attack. If the Attacker hits the Defender rolls a Fort Save. If the defender equals or succeeds the DC the Defender just takes the normal damage if the defender fails the Fort save the Defender dies. The attacker may make only 1 attack during a round if it is a called shot.

Cat’s Parry:
ACTION TYPE: Immediate
RESULT: Attacker gets a +4 attack but if he misses defender gets AOO.

Charge:
ACTION TYPE: Full Round
ATTACK OF OPPORTUNITY: No
RESULT: +2 attack, -2 Defence. +2 STR for bull rush or overrun.

Critical Hits: If the first roll hits and is in the weapons critical threat range the 2nd roll must exceed DC to be a critical hit

Damage: Always 1 pt of damage unless while wearing armor damage is less than the DR of armor than no damage is suffered. Off-Hand weapon = half damage. Two-Handed Weapon = 1.5 damage. Multiplying damage: damage X multiplier X multiplier. Sneak attack or other like damage is never multiplied.

Dance Aside:
ACTION TYPE: Immediate
RESULT: an opponent’s attack roll is less than half the dodging characters dodge defense the character may take a free 5-foot step to dance aside.

Decapitating Slash:
Action: Immediate
RESULT: If Attacker scores a critical hit the defender makes a FORT or be killed instantly his head severed. Attacking character suffers –4 defense for 1 Rd following this AOO.

Defence: Fixed value.

Disarm:
ACTION TYPE: Standard Action
RESULT:
Step 1 Defender gets ATTACK OF OPPORTUNITY on attacker,
Step 2 opposed attack rolls
Step 3 if attacker exceeds the defender the defender is disarmed. If the attacker fails the defender may make a free disarm attempt that does not provoke an ATTACK OF OPPORTUNITY (if the defender fails this free attempt the attacker does not get another disarm attempt).

Dodge: Dodging uses the characters 5 foot step.

Feint:
ACTION TYPE: Standard Action
ATTACK OF OPPORTUNITY: No
RESULT: Bluff check vs Sense Motive check. If successful the target cannot dodge or parry this includes characters with the Uncanny Dodge Feat.

Fighting Defensively:
ACTION TYPE: Standard Action
ATTACK of OPPORTUNITY: no
RESULT: -4 Attack, +2 Defence

Fighting Offensively:
ACTION TYPE: Standard Action
ATTACK of OPPORTUNITY: no
RESULT: -4 Defence, +2 Attack.

Finesse: BAB+DEX

Flanking:
ACTION TYPE: free
ATTACK of OPPORTUNITY: No
RESULT: +2 attack, can be considered a sneak attack.

Flat-Footed: The character cannot dodge, parry or attack.

Force Back:
ACTION TYPE: Standard
RESULT: The attacker takes a –4 penalty to his attack roll. If he hits the defender may move back one 5-foot square, if the defender does not move he takes an extra damage. If the defender does move, the attacker can follow up without drawing an AOO.

Grapple:
ACTION TYPE: Melee Attack, used once as standard action or charge, used multiple times as full-round action, or even as AOO.
ATTACK of OPPORTUNITY: Yes

Intimidate:
ACTION TYPE: Standard Action
RESULT:
Step 1 attacker rolls vs defenders
Step 2 if attacker exceeds defenders roll the defender is shaken for 1 rd and suffers –2 penalty on attack rolls, defence rolls, ability checks, & saving throws.

Massive Damage: If the defender takes 20 or more points of damage the defender must make a Fort Save. Applies to nonlethal damage if they fail the Fort save they are unconscious.

Mounted Charge:
ACTION TYPE: See below
ATTACK of OPPORTUNITY: No
RESULT: if the DC exceeded the attacker may make an attack as a standard action. If the attacker fails the DC they can only make the move action and nothing else. +3 attack, -2 Defence, double damage; If the attacker is hit during the charge he must make a Ride Check to stay on the horse. If they fail he falls and takes damage.

Multiple Opponents: During each round of combat if several characters use melee weapons to attack one enemy in the same round, each of the attackers after the first gains a cumulative bonus on attack rolls. These bonus’s only ever apply to melee attacks. These bonuses are an additional to flanking & characters immune to flanking do not affect the bonus.

Natural 20: automatic hit, & automatic critical.

Natural 1: automatic miss

Overrun:
ACTION TYPE: Standard Action
RESULT:
Defender gets an ATTACK OF OPPORTUNITY
The defender is knocked prone and the attacker gets an ATTACK OF OPPORTUNITY on the defender. If attacker fails the defender may try to knock the attacker prone as a free action

Reworked Weapon: A master blacksmith can rework a weapon and increase it’s attributes.

Riposte:
ACTION TYPE: Immediate
RESULT: the attackers attack is less than half your parry defense, you may make an immediate AOO

Shield Proficiency: A character that is uses a shield with which he is not proficient applies its armour check penalty to attack rolls and to all skill checks that involve moving, including ride.

Shield Slam:
ACTION TYPE: Immediate
RESULT: When a defender parries with a shield he may make opposed STR check with the attacker. He the defender succeeds the attacker is –2 parry until his next action. If he loses the attacker gets an immediate Sunder attempt on the shield.

Sneak Attack: A character who is unable to dodge or parry, or flanked may be sneak attacked. A character that is blinded, flat-footed, stunned, helpless, victim of a feint, pinned or being attacked by an invisible opponent may be sneak attacked.

Sunder:
ACTION TYPE: Standard Action
RESULT:
Defender gets an ATTACK OF OPPORTUNITY.
The damage is applied to the weapon. If the attacker fails then no damage is done.

Total Defence:
ACTION TYPE: Standard action
ATTACK of OPPORTUNITY: no
RESULT: +4 Defence for 1 round. May not make AOO. Cannot combine with Fighting Defensively or Combat Expertise.

Total Attack:
ACTION TYPE: Standard action
ATTACK of OPPORTUNITY: no
RESULT: +4 Attack. Can only make 1 attack may not make AOO. Cannot combine with Fighting Offensively or Improved Combat Expertise or other attack actions.

Traps: A Spot, Search or Listen check is used to locate the trap. If the player exceeds the Difficulty they see the trap, they then can disable it or if they set it off dodge it. If the player doesn’t find the trap they are flat-footed when it goes off. They may make a Reflex Save to avoid the traps effects. They may not “take 20” to locate the trap because there is a penalty for failing.

Trip:
ACTION TYPE: Standard
Result:
AOO: Yes
Defender gets an immediate AOO.
If the Attacker wins the Defender is knocked prone. If the Attacker fails the Defender may make a free STR check on the defender to trip the attacker this does not provoke an AOO.

Two-Weapon Fighting:
ACTION TYPE: Full round.
Result: The character gets an extra attack. A character that is not proficient in two-weapon combat has a –2 penalty to attack rolls if using a light or one-handed weapon in his primary hand and a light weapon in his secondary hand or –6 if using a one-handed weapon in each hand.

Unarmed Attack Dealing Lethal Damage: RESULT: -4 Attack.

Weapon Proficiency Penalties: If the character is not proficient will using these weapon categories they suffer the following penalties;
Simple Weapons –4 attack.
Martial Weapon –6 attack,
Exotic Weapon –8 attack.

SKILL CHECKS

Taking 10: Can be done when not threatened or in a hurry. Considered to take 10 rds.

Taking 20: Can be done when not threatened or in a hurry or when there is no penalty for failure. Considered to take 20 rds.

Aid Another: If you roll higher or equal on your check, then the character you are helping gets a +2 bonus. You cannot take 10.

Untrained Check: The character rolls a 1D20 and adds bonuses, however the Roll RESULT is capped. You may not take 10 for an untrained check.

Some skills can not be done if untrained.

FATE POINTS

Fate Points may be used to

Be Left for Dead: Appears Dead until Healed, then they can recover normally. If not healed must make a Fort save every hour until stabilized.

Mighty Blow: Automatic hit, treated as a natural 20 so it is maximum double damage. The weapon used breaks.

Destiny: Can alter the world in a minor way.

Save the Day: When the Hero needs to save the day may spend a Fate Point and reroll.

Bio:

Rules

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