Optional Rules

Optional Rules. 1

Vitality and Wound. 2

Attacks of Opportunity. 3

Knock-back. 3

Consecutive Saves. 4

Situational Defense. 4

Armor 5

Readied actions. 5

Falling. 6

Tired. 6

Size. 6

Size and Distance. 7

Notes on Monsters. 7

 


Vitality and Wound

Vitality:  Vitality replaces hit points.

Wound:  Start with a number of wound points equal to your constitution score.  As a feat gain 2 wound points.

Option 1:  When you run out of vitality points you are fatigued and start taking damage to wound.  Critical hits go directly to wounds.  Treat having 0 or less wound points the same way you would having 0 or less hit points.  The rules defined in the Star Wars RPG Revised Core Rulebook or in Unearthed Arcana for the D&D game can be used. 

Option 2:  Your vitality and wound points are separate.  When you run out of vitality points you just track how far negative you are in vitality.  Every time you take damage such that your vitality is negative make a constitution save.  The DC is equal to 10 + your current negative vitality points.  If you succeed continue as normal.  If you fail, you are unconscious for 1d4 rounds.  If you fail by 10 you are unconscious until you are healed by some means, a DC 15 Heal check would work, or until your vitality returns to 0.  If you fail by 20 you are unconscious and dying, and will not wake up until your vitality returns to 0.  Wound points work the same as Option 1 except that whenever a character takes damage directly to wound they also take the same amount of damage to vitality.  Non-lethal damage sources are incapable of dealing wounding damage.  Damage that would not normally be multiplied for a critical hit in the standard rules does not do wound damage on a critical hit, though it still does extra vitality damage which counts toward the Massive Damage rule.

Critical Multipliers:  Divide all critical multipliers by 2.  So an axe will do 1.5x the damage and a pick will do 2x the damage to wound points on a critical hit.

Massive Damage:  Instead of the standard rules for death by massive damage, a character should take 1 damage to wound for every 10 damage to vitality they take from a single source.

Skillful Critical Hits:  If a character beats an opponents AC by 20 they have scored a critical hit.  Puny goblins should be beheaded on every blow from a 20th level fighter.  Note that if this rule is taken the bonus for True Strike should be reduced to +10 and touch attack should only confirm on beating a character’s full AC not merely touch AC, though they still hit non-critically based on the character’s touch AC.

Stabilization:  Because it is harder to die with vitality points and wound points, character should only get one stabilization check for each time they are dying. 

Magical Healing:  Healing spells heal only vitality points.  However, a character also heals one wound point for every 10 vitality points healed by a single source.

Repair Spells and Surgery:  Repair Damage spells and Surgery can be used to restore wound points.  However, for every 1 wound point restored in this way the patient takes 10 points of vitality damage.  This damage does not count toward massive damage but the character does have to make a constitution save if they have negative vitality after taking the damage and this can result in the character becoming unconscious and dying.  For Surgery, which takes multiple hours, the character must make the constitution save for each hour of surgery.  This vitality damage represents the pain and trauma to the body that results from invasive surgery, which is essentially what Repair Damage spells do as well, mending the flesh of the patient without any concern for pain or trauma.  Note that mending should be treated the same as Repair Minor Damage for this purpose and Make Whole should function like a Heal spell, except that it affects wound points rather than vitality.

Attacks of Opportunity

Characters may sacrifice an action of a given type to ready that action in anticipation of some event.  Once that readied action is used, it is gone and cannot be used again even if the same conditions arise again.  For example a character could ready a standard action to prepare to attack an enemy or cast a spell should a predetermined event occur.  A character could ready a move action to move to a certain location should a predetermined event occur.  A character could ready part or all of a full attack to attack an enemy should a predetermined event occur.  A character could read a full round action to make a charge attack or full attack should a predetermined event occur.  If a character readies a full attack for an opponent that is moving past them, they will only have time to use one attack on that given opponent, though they may make a second attack (if they have it) should a second opponent move past them.  Readied actions are resolved before the actions that trigger them.  A character may sacrifice a move action to prepare to make an attack of opportunity.

Combat Reflexes – A character with this feat can make attacks of opportunity regardless of whether or not they declare an attack of opportunity as their readied action.  If they have readied a move action for something else this round they may sacrifice that move action for an attack of opportunity.  If they have not readied a move action they may preemptively sacrifice their move action next turn to make an attack of opportunity now.  A character with this feat can also freely convert extra attacks from a full attack into attacks of opportunity from some other specific readied action. 

Improved Combat Reflexes - Requires: Combat Reflexes.  If the character is wielding a light weapon they may make as many attacks of opportunity per round equal to their dexterity modifier.  Making any number of attacks of opportunity still counts as their readied action for the round, regardless of the number of such attacks they make.

Quick Combat Reflexes – Requires: Combat Reflexes.  If the character is wielding a light weapon, making attacks of opportunity is a free action and does not use up the characters readied action for the turn.  They are, however, only able to make as many attacks of opportunity as they could before taking this feat.

A character that takes damage while performing an action must make a concentration check regardless of the nature of that action or the action is lost.  So if a character is moving through threatened territory and they are hit with an attack of opportunity and they fail their concentration check, they stop all forward progress and loose that move action.  A character may add their Base Attack Bonus to the concentration check if they were attacking at the time.  A raging character never needs to make concentration checks.

Knock-back

A character receiving wound damage must make a strength check equal to 5 + the amount of wound damage they received.  If they fail they are knocked prone.  For every additional 5 by which they fail they are pushed back 5 feet from the source of the damage.  A character that fails the strength check could also make a balance check DC 10 plus the wound damage taken to not fall prone, but they instead are pushed back an additional 5 feet.  If a character hits an unmovable obstacle while they are being pushed back in this way, treat the character as if they had fallen on that obstacle a distance equal to the remaining distance they would normally be pushed back.

Consecutive Saves

Characters can make any number of fort, reflex, or will saves each round.  However, each successful reflex save increases the DC of the next reflex save that round by 2.

Situational Defense

Dodge – the Dodge feat can be gained multiple times, effects stack, or dodge bonuses can be assigned to separate enemies. 

Dodge (Alternate) – Dodge can be taken multiple times and the effects apply to all enemies instead of having to choose which enemy to dodge.

Defense for a medium being cannot be lower than 0.  For beings of different size the minimum defense is their size adjustment to defense.

Dodge and Dexterity bonuses to defense are not active when a character is flat-footed.

The maximum dodge bonus a character can apply is equal to 5 + their Max Dex Bonus.  For example a character with a Max Dex Bonus of +4 can only add +9 to their defense as a result of Dodge bonuses, even if they would otherwise have more dodge bonuses, and can only add +4 to their defense as a result of Dexterity bonuses, even if their dexterity score is greater than 19.

A flat-footed character may make a DC 10 reflex save to avoid being flat-footed as a free action for each attacker they become aware of before the attack lands.

A characters dex bonus to defense is affected by their mobility.  The worst effect on their mobility determines their max dex bonus to defense as with wearing armor.  An immobile character: max bonus –5.  A character heavily bound -4.  A character bound or prone: max bonus –2.  A character seated or with their movement similarly restricted: max bonus +0.  Characters that have a reduced dexterity due to an easily changeable physical situation (like being seated) may make a reflex check DC (10 + -1 * the max dex bonus) to immediately rectify the situation and assume normal mobility, but only if they are aware of the attacker. 

Characters carrying a medium load get a –1 to defense (in addition to any max dex bonus effects) and reflex checks to change their mobility position.  Characters carrying a heavy load get a –2 to defense (in addition to any max dex bonus effects) and reflex checks to change their mobility position.  Characters lifting or dragging more than a heavy load get a –4 to defense (in addition to any max dex bonus effects) but are required only to make a DC 10 reflex check to immediately drop the item once they are aware of an attacker.  As a full round action a character can make a tumble check to determine their defense for that round.  A character without tumble can use total defense normally.  Fighting defensively is a full round action that works normally. 

Armor

Armor grants DR /- equal to the AC bonus that would normally be granted by the armor.  This DR applies to vitality damage and wound damage except in the case of some critical hits.  A suit of armor’s Critical Protection Bonus represents how far over the characters defense a successful critical hit has to score in order to disregard the DR.  This Critical Protection Bonus is similar to cover.  Partial coverage armor like the chain shirt and breastplate have a CPB of +5.  Full body armors like most armor have a CPB of +10.  Fitted full body armors like full plate have a CPB of +20.  Max Dex Bonus effectively lowers the characters dexterity to 11 + (2 * MDB), unless the character’s dexterity is already lower.  This means that the character looses use of feats that have a dexterity requirement higher than their effective dexterity while wearing the armor.  This may also limit the character’s defense thus making a heavily armored character easier to hit.  Note: at the DM’s option some Dex skills that rely only on the dexterity of a particular part of the body (like open lock) can make use of the characters full dexterity bonus if the armor covering that part of the body is removed, or if the armor does not cover that part of the body in the first place. 

Shields provide a defense bonus as usual.

Readied actions

Characters may sacrifice an action of a given type to ready that action in anticipation of some event.  Once that readied action is used, it is gone and cannot be used again even if the same conditions arise again.  For example a character could ready a standard action to prepare to attack an enemy or cast a spell should a predetermined event occur.  A character could ready a move action to move to a certain location should a predetermined event occur.  A character could ready part or all of a full attack to attack an enemy should a predetermined event occur.  A character could read a full round action to make a charge attack or full attack should a predetermined event occur.  If a character readies a full attack for an opponent that is moving past them, they will only have time to use one attack on that given opponent, though they may make a second attack (if they have it) should a second opponent move past them.  Readied actions are resolved before the actions that trigger them.  A character may sacrifice a move action to prepare to make an attack of opportunity.

Combat Reflexes – A character with this feat can make attacks of opportunity regardless of whether or not they declare an attack of opportunity as their readied action.  If they have readied a move action for something else this round they may sacrifice that move action for an attack of opportunity.  If they have not readied a move action they may preemptively sacrifice their move action next turn to make an attack of opportunity now.  A character with this feat can also freely convert extra attacks from a full attack into attacks of opportunity from some other specific readied action.  A character with this feat can also make attacks of opportunity even when they are flat-footed.

Improved Combat Reflexes - Requires: Combat Reflexes.  If the character is wielding a light weapon they may make a number of additional attacks of opportunity per round equal to their dexterity modifier.  Making any number of attacks of opportunity still counts as their readied action for the round, regardless of the number of such attacks they make.

Quick Combat Reflexes – Requires: Combat Reflexes.  If the character is wielding a light weapon, making attacks of opportunity is a free action and does not use up the characters readied action for the turn.  They are, however, only able to make as many attacks of opportunity as they could before taking this feat.

Mobility – For any attacks made while the character is currently moving through threatened space the character gets a +4 dodge bonus to Defense and a +4 bonus to Concentration checks to continue the movement.

Falling

A character can taken a single standard action while falling if they fall at least 500 feet in a round.  A character will fall at most 1000 feat per round.  A character can intentionally fall 2000 feet in a round if they move from a freefall to a diving position but falling damage is doubled if they land while falling in this manner.

Tired

If a character does not get at least half their required sleep in a night they become tired. 

If a character does not get their full required sleep each night for a week they become tired.

A tired character must make a will save each morning DC 10 + the number of days they were tired to avoid becoming fatigued.

A fatigued or exhausted character must make a will save each morning DC 10 + the number of days they were fatigued or exhausted to avoid taking 1 point of damage to Wisdom.

A character becomes tired after walking for 8 hours.  A tired character must make forced march checks each hour if they intend to walk at their normal speed.  If a tired character moves at half speed the forced march check DC does not increase for that hour.

Sleeping for the full required sleep for one night makes a fatigued character tired and restores a tired character to normal.

Size

Size Multiplier means the multiplier for carrying capacity for creatures of a certain size.

The normal total vitality and wound points should be multiplied by the Size Multiplier to determine effective vitality and wound points.

Damage taken should be divided by the Size Multiplier for the purposes of concentration checks, Fortitude saves for vitality damage, and other damage related checks.

(Experimental) All healing or damaging effects should be multiplied by the size multiplier of the source, including for spells and spell like effects.  This change does not include ability damage or negative levels but does include effects based on hit die.  Note that strength bonuses for size and weapon size damage already take this into account for most normal attacks. 

An unarmed attack is considered two size categories smaller than the creature using the attack.  A claw is considered one size category smaller than the creature using the attack.  A bite, slam, or tail is considered the same size category as the creature using the attack.  Other attacks are the DM’s discretion.  Exceptions to these rules are at DM’s discretion.

For fear and charm effects multiply the hit die of each participant by their size multiplier before determining the relative power bonus/penalty to the DC of the save.

Multiply the maximum damage a creature can take for falling by their size multiplier.

Monsters listed in the monster manuals or other sources generally already have these effects taken into consideration for hit points (replace with vitality) and special abilities specific to them (like the breath weapon of a dragon at different age categories).  For this reason, consider monsters from the original rules to have a number of hit die equal to their hit die divided by the size multiplier.  However this means that you can use the listed hit die as the hit die for fear and charm effects as well as the hit die for effects like the chaos hammer or holy word spells.

Size and Distance

For creatures that occupy larger or smaller spaces, divide the distance by 5 and multiply by the actual size of the space taken by the creature in combat.  Ignore this rule in any instance where size is taken into account or directly referred to, as with movement speed, reach, and vertical jumps.

For combat adjustments (5-foot adjustments) instead use the speed of the creature.  A creature that can only move 15 feet per round can only take 2.5 foot adjustments, a creature that can move 60 feet per round can take 10 foot adjustments, a creature that can move 90 feet per round can take 15 foot adjustments, and so on.

Notes on Monsters

Constructs do not have a Wisdom score instead of not having an Intelligence score. 

Creatures without a wisdom score are unaware of their surroundings or themselves, and so cannot feel pain, and do not have vitality, thus they only need to worry about wound points.

Creatures without a Constitution score (like Undead) have no wound points, only vitality points, and either cannot be killed by ordinary means or are destroyed when they reach 0 vitality.