Combat House Rules

I prefer to make combat a little more random and deadly.

Missile Weapons

Arrows/Small-Sized Thrown-Weapons: If you suffer damage from a small missile weapon it is stuck in your flesh until you pull it out! -1 to all checks FOR EACH weapon you have in your body. Pulling it out is a move action and deals an additional 1hp of damage unless you roll a heal check which is a standard action.

Thrown Spears/Javelins: If you suffer Serious Damage from a larger missile weapon like a spear or javelin you will suffer -5 to all checks until you pull it out. Pulling it out is a move action and deals an additional 1hp of damage unless you roll a heal check which is a standard action.

Called Shots

Called Shot: = Special Damage Effects (appropriate to the weapon-type used), NOT an auto-crit. Called Shots can be attempted with a ranged or melee attack and with some spells. A PC must declare a called shot.

If an attacker threatens for a critical hit during a called shot it specifically affects the targeted area. (In other words, a randomized roll for hit location is not necessary.) If the attacker fumbles during a called shot he will provoke an attack of opportunity from the target even if he normally would not.

Example Modifiers:

Attacker has Sneak Attack, Precise Shot or Combat Reflexes, and has enemy flat footed: -2 to hit limbs, -4 to hit hands, -6 to hit head (or object) -8 to hit eyes or throat.

Attacker has Sneak Attack, Precise Shot or Combat Reflexes: -3 to hit limbs, -5 to hit hands, -7 to hit head (or object) -9 to hit eyes or throat.

Attacker has ^ none of the benefits above: -6 to hit limbs, -8 to hit hands, -10 to hit head (or object), -12 to hit eyes or throat.

Hit Location and Special Damage Effects

Serious Damage: = taking more DMG then your Con score in one hit (or half your total hp’s, whichever is higher)… Suffering Serious Damage causes Serious damage effects.

Serious Damage Effects:
Roll D20 to determine which body part. 1-3 Right Arm (-1d3 Str), 4-6 Left Arm (-1d3 Str), 7-9 Right Leg (half move), 10-12, Left Leg (half move), 13 Right hand (cannot hold item), 14 Left Hand (cannot hold item), 15 Gut (-1 Con) 16 Ribs (Broken Rib – 1d3 con) 17 Throat (Bleeding at 1hp per round, Stunned), 18 Skull (Fortitude save DC 15 to remain conscious), 19 Left Eye (blinded until damage is healed), 20 Right Eye (blinded until damage is healed)

Critical Damage Effects:
Roll D20 to determine which body part. 1-3 Right Arm (cannnot use limb), 4-6 Left Arm (cannot use limb) 7-9 Right Leg (cannot move), 10-12, Left Leg (cannot move), 13 Right Hand (cannot hold item), 14 Left Hand (cannot hold item), 15 Gut (organ damage -1d3 Con), 16 Ribs (punctured lung, -1d6 Con), 17 Throat (Bleeding at 2hp per round, Stunned), 18 Skull (incapacitated), 19 Left Eye (blinded permanently) 20 Right Eye (blinded permanently)

Massive Damage: = 50 DMG or more from one attack. Fortititude Saving Throw vs. Massive Damage = DC 15 or 10+ ECL of attacker (whichever is higher).

Massive Damage Effects:
Slashing Weapons (sever limbs or instant death if hit body or skull), Piercing Weapons (impale through limb or instant death if hit body or skull) Bludgeoning Weapons (crush/pulverize bones or instant death if hit skull.)

Kind of Dead or Really Dead? A character is not truly dead until they exceed their con score in negative HP’s or DMG.

Combat House Rules

Glathia Narayan