Category:Mechanics

Various rulings that differ from the norm:

General

 * Level 10 is a soft-cap; players cannot move past level 10 without completing a monumental task.


 * After completing such a task, the characters involve gain back the EXP that they had earned between reaching level 10 and the monumental event. This amount of EXP caps at getting the characters to level 11.


 * Only the first attack made in a turn can produce a critical fumble (and does so without confirming), though all natural ones still automatically miss their target.
 * Critical fumbles simply provoke attacks of opportunity from the target of the attack, unless there is something relevant to the environment or how the character/creature attacked.


 * Injury and Death:
 * Dying: Targets are only killed outright if their negative hit points are brought to be equal double their constitution score, otherwise they die upon their initiative count being reached whilst they have hit points equal to minus constitution.
 * Scars and Injuries: When a PC is brought to zero hit points, they roll a d% and if they roll equal to or below the damage dealt in the attack that brought them to zero hit points, they receive a scar. If this d% roll is equal to a tenth of the damage dealt or lower, they roll upon the injury table or the player and game master talk together to choose an appropriately severe injury.
 * Ability Challenges: Uncontested ability checks no longer use the same basic d20+stat roll to determine if they beat the DC, instead achieving a certain amount of successes based upon the dice roll and then add the ability modifier. These are referred to as Ability Challenges.

Character Creation/Levelling
Stat Rolling:  Skill Points: Rolling Hit Point: 
 * Use D8+D6+4 for each stat, rolled in any order.
 * If all the stat modifiers add up to less than +2, reroll.
 * If there are no stats above 13, reroll.
 * Any class with less than 4+int skill points per level is treated as if it does.
 * When rolling hit points, you may move down a dice step (i.e. d10>d8) if you feel your roll was inadequate. You must accept the results of the new roll, but you may continue to reroll until you reach the d6.

Feats
Feat Reduction: Some feats are no longer feats:
 * Leadership – Does not exist, replaced by roleplaying and actively searching for people to help/creating organisations.


 * Weapon Finesse – Now simply a weapon attribute that allows a person to choose to use their Dexterity instead of Strength for their to-hit rolls, if they are proficient with the weapon in question.
 * Agile Manoeuvres – Doesn't exist, simply an option for people wielding Finesse weapons that allows them to use their Dexterity for CMB instead of Strength, provided they are proficient in the manoeuvre they are trying to use.
 * Combat Expertise - A combat option for characters with +1 BAB or higher can choose to fight defensively. This gives the character –1 to hit and +1 AC. This increases to –2 to hit and +2 AC at +4 BAB and increases by 1 for every additional 4 in BAB gained.

Feat Alterations: Some feats have had mechanics changed/been merged with another. This section includes new feats.
 * Defensive Fighting Progression
 * Power Attack/Deadly Aim – Combat option for characters with +1 BAB. This is like fighting defensively except the character gains a point of damage instead of gaining AC.
 * Style Feats - You can enter any stance offered by a style feat as part of an initiative check.
 * Deft Manoeuvres – Combines Improve Trip/Disarm/Dirty Trick/Feint/Reposition/Steal which gives a +2 to these manoeuvres and allows them to be performed without provoking an Attack of Opportunity.


 * Powerful Manoeuvres – Combines Improved Bull Rush/Drag/Overrun/Sunder, which gives a +2 to these manoeuvres and allows them to be performed without provoking an Attack of Opportunity.
 * Precise shot – Point-blank Shot is no longer a prerequisite.
 * Dodge – Combines the original feat with this name and mobility. This gives a +1 dodge bonus to AC and gives an additional +3 AC against Attacks of Opportunity provoked by movement.


 * Greater Two-Weapon Fighting – A character's off-hand weapon can also make attacks equal to the user's Base Attack Bonus to a max of three. This feat now only requires 17 Dexterity, Two-Weapon Fighting (feat) and a BAB of +6.
 * Weapon Focus - This feat also provides the benefit of Weapon Versatility. This provides the character with the ability to change a wielded weapon's damage type to slashing, bludgeoning or piercing (provided they have Weapon Focus for that weapon) as a swift action. If the user's base attack bonus is 5 or higher, this becomes a free action.

Martial Mastery: Feats that apply to a single weapon (Weapon Focus/Specialisation) now apply to Fighter Weapon groups. The exception to this are Exotic Weapon Proficiencies which must still be taken individually.
 * Mobile Dual Wielding – This feat allows a character to move their full movement and attack once with each weapon held as a full-round action. This additional attack cannot be used in conjunction with a Vital Strike and this incurs an additional -2 to hit with each weapon. This feat requires +6 BaB and Two-Weapon Fighting.
 * Axes: bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe
 * Blades, Heavy: bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, greatsword, great terbutje, katana, khopesh, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword


 * Blades, Light: bayonet, butterfly sword, dagger, gladius, kama, kerambit, kukri, machete, pata, quadrens, rapier, short sword, sica, sickle, starknife, swordbreaker dagger, sword cane, and wakizashi
 * Bows: composite longbow, composite shortbow, longbow, and shortbow


 * Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, light shield, madu, mere club, punching dagger, sap, scizore, spiked armour, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart


 * Crossbows: double crossbow, hand crossbow, heavy crossbow, heavy repeating crossbow, light crossbow, light repeating crossbow, and tube arrow shooter
 * Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword


 * Firearms: all one-handed, two-handed, and siege firearms


 * Flails: chain spear, dire flail, double chained kama, flail, flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip
 * Hammers: aklys, battle aspergillum, club, greatclub, heavy mace, light hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer
 * Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, wushu dart


 * Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing
 * Polearms: bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, Lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, and tiger fork
 * Spears: amentum, boar spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident
 * Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, harpoon, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, shortspear, shuriken, sibat, sling, spear, starknife, throwing axe, throwing shield, trident, and wushu dart
 * Siege Engines: all siege engines

Core Classes
Monk:
 * At level 4, when gaining the Ki Pool, the monk can alter their unarmed damage type to either piercing or slashing (or back to bludgeoning afterwards) as a swift action, as part of any action taken to adopt a stance or as a free action (if the monk has +5 BaB or higher).

Hybrid Classes
Slayer:
 * Blood Reader does not give exact health readings of the target, but gives a general idea of health instead. Though in addition to this ability, it allows the slayer to make a Sense Motive check with a DC of 10+Target's CR, the Slayer can figure out vaguely how strong an enemy is in comparison to themselves.

Prestige Classes
Dragon Disciple
 * Changed to have fast Base Attack Bonus progression

Fate Points
Fate points are awarded for various acts within the story, including good roleplaying and climactic events. These can be spent for a variety of acts, mainly to do with removing chance from actions (if the fate point spent does not have any effect, they are refunded). It is an immediate action to use a fate point in combat. There are two types: Major and Minor.
 * Minor Fate: A Minor fate point can be used before a d20 roll of any kind to roll two dice and take the result of the user's choice. You can store up to three Minor Fate points (you can go over this amount by one, but the excess must be spent during the session).
 * Feats:A Minor Fate point can also be used to allow the player to act as if they have a feat that they meet the prerequisites for, for a single round.
 * Called Shot: They can be used to make a Called Shot as if the one spending fate has the Improved Called Shot feat.
 * Hoping for good fortune: Minor Fate points can be spent to no immediate effect to have a chance related accident happen to advance a plotline related to the character or to ensure that there is loot suitable for them. The choice of how this Minor Fate point affects the story is up to the GM.
 * Damage: A Minor Fate point can be spent to maximise the weapon damage of an attack; this does not include damage die added by various enchantments (the exception to this being Impact).
 * Targeting Enemies: You can make an enemy roll twice and take the lowest roll prior to them making a check.
 * Major Fate: A Major Fate point can be used to succeed a check in a fantastic way or to boost an ability with or something that makes sense thematically (subject to GM approval). If they check cannot be succeeded, the point is not spent. Only one can be stored for a time, though as with Minor Fate you can go one above this, provided the excess is spent during the session it is acquired.
 * Advancement on Minor Fate: Major Fate points can be used to do anything a Minor Fate point can do, but better: 
 * Advantage generated applies to an entire round, rather than just one roll.
 * A feat lasts for the entire combat.
 * A Called Shot generated using a Major Fate point hits automatically and is considered a Critical Threat.
 * An attack/save/skill/ability check automatically succeeds unless the challenge is impossible to succeed and can be done after seeing the roll, but not after hearing the result.
 * When hoping for good fortune, the player can choose which plotline they want chance advancement towards.
 * Damage maximised includes all additional die from Sneak Attack, various enchantments, vital strike etc.
 * Worth noting that this does not work onspells, instead you can maximise spell damage by acquiring the maximise spell feat and casting at a higher level.
 * Targeting Enemies: You can choose to make an enemy fail an attack, save or skill/ability check. You can choose to use this after they roll it.
 * Debt: Debt can be used to emulate a major fate point in every way. To have the Fate Debt granted to you, you must accept the decree of fate and draw a card from a deck of Major Arcana, which incurs a cost depending on the card and wildly ranging in severity. You cannot deny the Tarot card once it has been drawn and to draw from the deck again, the Debt must be paid, either by fulfilling the demands of Fate or by spending a Major Fate point.