Dungeons and Dragons, Advanced
V1.0
Standard and Move actions are now homogenized into Half-Actions.
Base attack bonus no longer determines extra attacks. All characters are capable of performing two attacks.
Attacks of opportunity don’t exist. Therefore all feats that involve attacks of opportunity do not exist. They are also removed from any other feats’ prerequisites.
Initiatives: Initiatives decay over the course of combat. Should your initiative drop to 0 or below you are put off-balance.
Off-Balance: Lose your next 2 half actions. Become Flat-Footed. Increase initiative by 20 or 1, whichever is higher
Action |
Initiative Modifier |
Action |
Initiative Modifier |
Attack with a light weapon |
0 |
Cast a spell
with a somatic component |
-1 |
Attack with a one handed weapon |
-1 |
Cast a spell with a material
component |
-1 |
Attack with a two handed weapon |
-2 |
Cast a spell
with a verbal component |
0 |
Attack with a weapon lacking the proficiency |
-4 |
Fight Defensively |
+1 |
Moving through hindering terrain |
-2 |
Fatigued in the
round |
-3 |
Fail a Fort/Will Save |
-2 |
Exhausted in the round |
-10 |
Fail a Reflex Save |
-5 |
Suffer a Critical
hit |
-5 |
Take WP damage |
-2 |
|
|
Recover: As a full-action you may recover 5 + Int (Minimum 0)
Critical Hits/Threat Ranges/And Multipliers: Critical hits now do direct damage to wounds, because of this, the original threat ranges and multipliers are thrown out. All weapons require a natural 20 to critically hit, but do not require confirmation. The multiplier is now an indicator of how many damage die may “explode.”
Exploding die – When a damage die rolls its maximum value you may roll it again adding the result. The amount of dice able to explode is restricted to a weapon’s DnD 3.5 Critical multiplier, or the spell’s level.
Armor provides some Damage Reduction against physical attacks: Light Armor 1DR, Medium Armor 2 DR, Heavy Armor 3 DR
Stances: As a half-action, a character may adopt a stance. Stances are gained through feats.
5 ft step: You may take
a free 5 ft step if you do not take a move action in the round.
Vitality Points: Synonymous with Dungeon and Dragons’ HP system. Represents a character’s heroic ability to avoid mortal injury.
Wound Points: Equal to a character’s constitution score, wound points is actual physical damage on a character.
Death and Dying: A character begins to die when he reaches -1 WP, and begins to die like in Dungeons aand Dragons. At -10 WP the character is dead.
Injured Status: A character with any wound damage is fatigued.
Critically Injured: Any character who is under half (round threshold down) WP is exhausted.
Healing Vitality Points: Vitality Points heal at 1/HD/hour of rest.
Healing Wound Points: Wound Points heal like HP in DnD, but VP must be full first.
Alignment: Any
Hit Die: 1d6
Primary Ability Score: Intelligence
Class Skills: Concentation (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills, Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Level 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 2 + Int Modifier
Level |
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Special |
Spell Points |
1 |
+0 |
+0 |
+0 |
+2 |
Circle of Power(CoP) 0, Scribe Scroll |
2 |
2 |
+1 |
+0 |
+0 |
+3 |
|
4 |
3 |
+1 |
+1 |
+1 |
+3 |
CoP I |
6 |
4 |
+2 |
+1 |
+1 |
+4 |
Bonus Feat |
8 |
5 |
+2 |
+1 |
+1 |
+4 |
CoP II |
10 |
6 |
+3 |
+2 |
+2 |
+5 |
|
12 |
7 |
+3 |
+2 |
+2 |
+5 |
CoP III |
14 |
8 |
+4 |
+2 |
+2 |
+6 |
Bonus Feat |
16 |
9 |
+4 |
+3 |
+3 |
+6 |
CoP IV |
18 |
10 |
+5 |
+3 |
+3 |
+7 |
|
20 |
11 |
+5 |
+3 |
+3 |
+7 |
CoP V |
22 |
12 |
+6 |
+4 |
+4 |
+8 |
Bonus Feat |
24 |
13 |
+6 |
+4 |
+4 |
+8 |
CoP VI |
26 |
14 |
+7 |
+4 |
+4 |
+9 |
|
28 |
15 |
+7 |
+5 |
+5 |
+9 |
CoP VII |
30 |
16 |
+8 |
+5 |
+5 |
+10 |
Bonus Feat |
32 |
17 |
+8 |
+5 |
+5 |
+10 |
CoP VIII |
34 |
18 |
+9 |
+6 |
+6 |
+11 |
|
36 |
19 |
+9 |
+6 |
+6 |
+11 |
CoP IX |
38 |
20 |
+10 |
+6 |
+6 |
+12 |
Bonus Feat |
40 |
Circle of Power: Determines what level spell you may cast.
Bonus Feats: You may choose a Meta Magic Feat, an item creation feat.
Spells Known: Wisdom Modifier + Ranks in Knowledge (School) = Number of spells known in that particular school of magic. Schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation.
Bards: Bards gain 1 SP per level. Circle of Power Progression: CoP 0 at 0, CoP I at 2, CoP II at 4, CoP III at 7, CoP IV at 10, CoP V at 13, CoP VI at 16. Bards still do not memorize spells. Bards also must use the Knowledge (School) skills to gain new spells like the Mage.
Clerics: Clerics have the same spell point and circle of power progression as the Mage. Clerics do not memorize spells.
Druids: Druids have the same spell point and circle of power progression as the Mage. Druids do not memorize spells.
Paladins: Paladins gain 1 SP per level. They gain CoP 1 at 4 level, CoP II at 8, CoP III at 11, CoP IV at 14. Paladins do not memorize spells.
Primary Ability Score: The modifier is a flat bonus to your total spell point pool.
Metamagic is more spell points: For every metamagic feat you take your SP pool increases by 1.
Full-Action. You make this check to cast spells you know and may use. In order to attempt this check, you must possess at least as many spell points as the level of the spell you are casting plus any meta-magic feats you are applying. You may move up to your speed while casting.
Natural 1: You lose the spell and 1 additional spell point.
Natural 20: You succeed in casting the spell at -1 spell point cost.
Spell Level |
DC |
Spell Level |
DC |
0 |
13 |
5 |
28 |
1 |
16 |
6 |
31 |
2 |
19 |
7 |
34 |
3 |
22 |
8 |
37 |
4 |
25 |
9 |
40 |
*The DC increases by 1 for every meta-magic feat you are applying.
Overcoming Spell Resistance: Use the result of this skill to determine if you overcome a creature or object’s spell resistance.
Saving Throws: The Save DC of your spells = 10 + Charisma Modifier + Spell Level + Number of Metamagic Feats + Misc. Modifiers
Rather than increasing a spell’s required level of casting, the metamagic feat simply increases the SP cost by the level modifier.
Yes.
The following feats are
labeled by a specific weapon which you must be proficient in using. Each feat provides an additional stance which does
not require the specific weapon to use.
Benefit: When you strike with an axe, your target’s armor (or natural armor) bonus is reduced by 2. You also have a +1 equipment bonus to trip attacks with an axe.
Menacing Stance: When in this stance, you gain a +4 competence bonus to intimidate checks. Opponents also have a -2 penalty to save against fear
Chop! (Full-Action): Attack with a +3 bonus to attack and damage. If you strike the target make an immediate check to trip the target.
Benefit: You may make subdual attacks with any clubs with no penalty to hit. You may also use improvised clubs at no penalty.
Furious Stance: Your initiative increases by the number of attacks you make in the round.
Massive Swing (Full-Action): You may convert an amount of initiative up to your strength modifier into damage.
Benefit: When only wielding a one handed sword you gain a +2 equipment bonus to disarm and feint checks.
Side Stance: You gain an additional d6 of sneak attack damage against a target you’ve successfully feinted. Your speed is reduced to 20 ft. You also have a -1 penalty to AC.
Remiss: When you miss with a one-handed sword and possess the finesse feat you may make an additional free attack for 2 initiative.
Benefit: When wielding a flail you gain a +2 equipment bonus to feint checks.
Punishing Stance: When in this stance, all your attacks deal 2 subdual damage.
Double Twirl: When you miss with a flail you may make an additional free attack for 2 initiative.
Benefit: When wielding a garrote, a successful grapple also silences the target.
Stalking Stance: You gain a +4 competence bonus to move silently and hide checks during combat, but your speed reduces to 20 ft.
Tighten the Noose: If you roll a natural 20 trying to choke an opponent, they immediately begin to suffocate.
Benefits: When wielding a two handed sword you gain +2 dodge bonus to armor class against melee attacks and +2 equipment bonus to resist trip attacks.
Power Stance: When in this stance your initiative count increases by your strength score, but you may not move more than 10 ft in a round. When you leave power stance your initiative drops by the same amount.
Hack! (full Action): You attack with a +1 bonus to attack and +4 bonus to damage. If you hit you may spend 2 initiative and attack again.
Benefit: When wielding a hammer you gain a +2 gear bonus to intimidate checks. When striking with a hammer you reduce the armor class of the opponent by 2.
Driving Stance: Everytime you hit an opponent in this stance, you push them back 5 ft. If they can not move into the square they suffer 1d6 subdual damage.
Crush! (Full Action): You make an attack with a hammer at a +2 bonus to attack and +5 bonus to damage.
Benefit: You may draw any knife from your person as a free action. You are always considered armed if you have a knife in your possession.
Circling Stance: While in this stance, if you are in melee with your opponent and take a 5ft step into an adjacent space to you and your opponent, your opponent’s dodge bonus to AC is reduced by half.
Between the ribs! (Full Action): You inflict 1d6 sneak attack damage in addition to the knife’s damage with a successful hit.
Benefit: You gain +1 dodge bonus when wielding a polearm. You may also attack adjacent enemies with a polearm with no penalty.
Striking Stance: You may only take 5ft steps in this step. You may spend 2 initiative to take a free attack against any enemy that steps in any space adjacent to you.
Fend: After any standard attack you may make a 5 ft step.
Benefit: While wielding a spear you gain a +2 equipment bonus on trip and bull rush attempts.
Gripping Stance: While in this stance you may hold two-handed weapons with one hand (treat as one-handed weapon for initiative) but suffer a -2 penalty to attacks made with the weapon.
Spear Charge (Full Action): You take a -2 penalty to attack and charge at least 10ft with a spear. If you hit, add +1 damage for every 5 ft of base speed you possess.
Benefit: When wielding a staff you gain +1 dodge bonus and a +4 bonus to jump and tumble checks.
Whirling Stance: While in this stance you may not be flanked by enemies with a lower base attack bonus.
Thread the Needle: When you strike your opponent with this move you inflict standard damage and immediately make a grapple check to pin your opponent. You release your foe if you move or use your staff for something else but maintain the pin.
Benefit: After hitting your opponent with a one-handed sword you may move through your opponent to the opposite side.
Unbeatable Stance: You gain a +1 morale bonus to attack any opponent you have damaged in the combat.
Impale (Full Action): You deal +1 damage for every 2 points you exceed hitting your target.
Benefit: When wielding a whip you gain a +4 bonus to jump and tumble checks as long as there are “supports” within the weapons reach.
Intense Stance: When in this stance and make no attacks in a round, you gain a +2 to attacks and damage
The Next Set of Feats require Improved Unarmed Strike
Closed Stance: With this stance you may enter an opponent’s square gaining +2 bonus to unarmed damage and DR 2 against physical attacks. You prevent your opponent from making 5 ft steps.
Double Jab: You make 2 unarmed attack dealing 2 less damage then normal.
Weather the Storm (Stance): When you go full defensive you deal 1d6 subdual damage to any two attackers.
Knock Out Punch (Full Action): If your unarmed strike deals more damage than the opponent’s CON score, he becomes unconscious for 1d4 rounds unless making a fortitude save against the damage dealt.
Turning Punch (Full Action): You make a powerful unarmed strike against the opponent. Your opponent’s dodge bonus is doubled. If you hit, you deal double damage.
Driving Punch (Full Action): You charge at least 10 ft with a punch. If you hit, the opponent must make a reflex save against 10 + damage or be sprawled. If you miss, you become flat footed.
Coiled Stance: When in this stance you gain +2 to attack opponents with lower reflex saves. You also may make two 5-ft steps per round.
Head Butt: A new grapple action. You head butt your enemy, dealing unarmed damage and blinding them for 1 round. You may use this action when pinned. If you hit the first time you attempt to head butt while pinned you deal double damage.
Body Slam: You may inflict subdual damage with your unarmed strike when you succeed at a trip attack.
Fake Out: Whenever you successfully feint your opponent you gain a +2 dodge bonus to armor class for 1 round.
One-Two Stance: When in this stance, when you hit with two attacks in a round you may spend 2 initiative to make a third attack.
Sleeper Hold: When you pin your opponent. They must pass a fort save DC 15+1 per consecutive rounds you’ve used a sleeper hold or fall asleep for 1d6 minutes.
Sweep: If you make an unarmed trip attempt and fail, your opponent does not get to trip you.
Shifting Stance: When in this stance, if you make an unarmed attack you may move through the opponent to the opposite side regardless of whether or not you hit.
Back Flip Kick (Half Action): With a successful unarmed strike you may make a free 5-ft step back. If you fail, you are flat footed.
Guillotine kick (Half Action): You make an unarmed attack with a -4 penalty. If you strike you deal 1d6 initiative damage in addition to your unarmed damage.
Power Kick (Half Action): This kick ignore 2 points of armor class and the opponent must succeed at a reflex save against the damage or be sprawled.