Rules for Banished Campaign

New basic rules

"exploding" rolls

Natural 20s are no longer intant succeses. Instead, whenever a natural 20 is rolled on a roll to determine how precicely something is done (Such as any skill check execpt jump, or a roll to hit), roll again and add 19 to the roll. Natural 20s only count as crit range if the 20 was enough to hit. ex:
need 28 to hit
roll:-- d20-- effect
1------ 20----roll again, add 19
2------ 20+19=39 hit, and crit chance
3------ 20----roll again, add 19
4------ 11+19=30 crit--



Errant shot: like a normal shot but unmodified by any bonuses or penalties origionating from the firer, and unaffected by concealment.
All firearms have the ability to penetrate. Upon dealing at least 8 damage to a target, the bullet exits the target and has a chance to hit the next person in the line. To do this, draw a line from the weapon to the target and continue it. Any creature in a square at all touched by the line is affected. They suffer from an errant shot, starting with the closest, and dealing the remaining damage if it hits. If that amount is 8 or less damage, it stops there. Otherwise it continues up to maximum range.
Note that you may continue to fire at targets beyond your range increment, at a -2 per complete increment. For example, a pistol fireing at a target 50ft away suffers a -4 to hit (-2 for the first 20ft, -2 for the next 20ft, but no additional penalty for the last 10ft). This rule applies to all ranged weapons.
Reloading a firearm is a standard action, with the exception of machine guns, which require a full round action to replace a belt.

Modes of Fire:
single shot
burst fire
auto-fire
Chain gun auto

Single shot fire: functions just like regular attacks in dnd
Burst fire: fire three shots, subtract one from each of the shots fired to hit
Auto fire: As a full round action, fire as many bullets as you please, with a cumulative -2 for each bullet fired.--Cannot exceed ammo left in clip
Chain gun auto: Most machine guns have a spread of 4, 9, 16, or 25. This is the amount of affected squares. If the bullets are coming from above or below, these take the form of a square. If fired laterally, it forms a normal 90 degree cone, starting with the square of your choseing. The total rate of fire must be divided by the number of squares, each volley being treated like a full automatic attack independent of the others. You may choose to only fire errant shots against anyone who you were not intending to hit. Any objects that block a square of attacks entirely sustains the attacks of the square it blocked.

init is linked to wisdom, simply so DEX can stop being the king of all ability scores.




CLASSES


Scoundrel:
Hit Die: d6
skill ppl:8+int
Level----BAB------Fort---Ref---Will--Special
1--------0--------0------2------0----Sneak attack +1d8, trapfinding
2--------1--------0------3------0----Evasion
3--------2--------1------3------1----Sneak attack +2d8, trap sense +1
4--------3--------1------4------1----Uncanny dodge
5--------3--------1------4------1----Sneak attack +3d8
6--------4--------2------5------2----Trap sense +2
7--------5--------2------5------2----Sneak attack +4d8
8-------6/1-------2------6------2----Improved uncanny dodge

Sneak attack: Whenever target is either unaware, unable to move, or flanked by the scoundrel and another character,--and is within 30ft he may add the listed damage to his attack roll

Trapfinding: A scoundrel who search for traps does not risk setting the trap off if she fails.

Evasion: If a scoundrel succeeds a reflex save against something that normally allows for half damage on a sucsessful save, the scoundrel may instead ignore the damage entirely, tumbling out of the area of effect as a free action if the dodged effect had one. If the scoundrel is further than his movement from the nearest edge of the effect, he may not use this ability.

Uncanny dodge: A 4th level scoundrel is never flat-footed.

Improved Uncanny dodge: an 8th level scoundrel is never flanked


Dragoon:
Hit Die: d8
skill ppl:4+int
Level--BAB-- Fort--Ref--Will--Special
1--------1--------0------2------0----Maneuver, improved tumble
2--------2--------0------3------0----Evasion
3--------3--------1------3------1----Advanced attack
4--------4--------1------4------1----
5--------5--------1------4------1----Riposte
6------ 6/1------2------5------2----
7------ 7/2------2------5------2----Bullet Time
8------ 8/3------2------6------2
9------ 9/4------3------6------3----Deflection

Maneuver: In a round where a dragoon has moved more than 5ft, he gains a +2 dodge bonus to AC. This increases to +4 if the attacker is within 30ft.

Improved tumble: A dragoon adds his level to tumble checks.

Evasion: If a dragoon succeeds a reflex save against something that normally allows for half damage on a successful save, the dragoon may instead ignore the damage entirely, tumbling out of the area of effect as a free action if the dodged effect had one. If the dragoon is further than his movement from the nearest edge of the effect, he may not use this ability.

Advanced attack: When a dragoon hits on a melee attack, she may attempt a grapple, trip, or disarm as a free action. If already in a grapple, these use the grappling versions of tripping or disarming, and cost no initiative.

Bullet Time: A 7th level Dragoon may enter Bullet time once per day. This is a free action, but can only be preformed on their own turn, they may not do it as a reaction to gain extra dexterity, to dodge an arrow for instance. In bullet time a Dragoon gains a bonus in dexterity for each level above 6 in dragoon that the character possesses. Their initiative rises by the same amount each round. If the initiative of the Dragoon excedes 25 they gain a second turn at inititive count zero of this round. After this turn is taken, the dragoon subtracts 25 from their current Initiative, starting the process over. This lasts 5+the dragoon's con bonus rounds. After this ends, rules return to normal.

Riposte: If an opponent misses a melee attack against a 5th level dragoon, that attack provokes an attack of opportunity from the dragoon. This counts as one of the attacks of opportunity of the round.

Deflection: At 9th level, dragoons gain the ability to block projectiles as a free action once per round. To do so, the player makes an attack roll with a melee weapon. The result is the total points of deflection for the round. At any point before his next turn, the dragoon may subtract up to his level from this number and add it to his AC for one ranged attack. Once the deflection points run out, the dragoon can no longer deflect until this ability is used again.


Marksman:
Hit Die: d6
skill ppl:4+int
Level--BAB-- Fort--Ref--Will--Special
1--------1--------1------1------0----Quick draw
2--------2--------2------2------0----Quick shot
3--------3--------2------2------1----Split shot-2
4--------5--------3------3------1----Skill shot 1d3
5--------6/1---- 3------3------1----Split shot-3
6--------7/2---- 3------3------2----Skill shot 1d4
7--------8/3---- 4------4------2----Split shot-4
8------ 10/5----4------4------2----Skill shot 1d6

Quick draw: as the feat

Quick shot: A second level marksman adds 2 to inititive when not flat-footed

Split shot: A marksman may make two attacks with the same weapon (and action), at a -5 to each attack. They may be at different targets. At level five, three shots are allowed at -6 each. Every two levels thereafter, additional attacks are allowed, at -7 for four, -8 for five, and so on. Once a marksman gains a second attack, this attack may also be split.

Skill shot: If shooting a single shot (even as part of a split shot), a marksman may roll the die indicated and add the result rolled times his wisdom bonus(minimum 1) to the number rolled for that shot. He may even trip a biped by hitting the target's AC+8.


Commando:
Hit Die: d8
skill ppl: 6+int
Level--BAB-- Fort--Ref--Will--Special
1--------1--------2------0------0----Close combat
2--------2--------3------0------0----Self-reliant
3--------3--------3------1------1----Battle mind
4--------4--------4------1------1----Bonus feat
5--------5--------4------1------1----Damage Reduction-1
6--------6/1---- 5------2------2----Improved battle mind, Improved close combat
7--------7/2---- 5------2------2----Damage Reduction-2
8--------8/3---- 6------2------2----Bonus feat

Close combat: When using a ranged weapon as a melee weapon, a commando does not suffer a -4 for improvised weapons, and deals 1d6 with a pistol,--or 1d10 with any----other ranged weapon. At level 6, these increase to 1d8 with a light, 1d10 with a one handed, and 1d12 with a two-handed weapon, ranged or melee.

Self-reliant: A lvl 2 commando gains +1 to any three skills of his choice. These do not count against max ranks for those skills.

Battle mind: a 3rd or higher level commando may take an additional standard or move action per round. This does allow the commando to attack twice, but not make multiple full attacks (full attacks are a full round action).

Bonus feat: this may be from any feats listed as fighter bonus feats. A commando still needs prerequisites.

Damage Reduction: Starting at level 5 the commando subtracts 1 from all damage sustained to him.--This goes up by one every 2 levels there after.

Improved Battle mind: a 6th or higher level commando may take three standard actions and a move action, or two full round actions in a round.-- Every 4 levels after this, the Commando gets 1 more standard action per turn. Note that the character is still not allowed to take the run action more than once per turn.

Pilot:
Hit die: d6
skill ppl: 4+int
level--- BAB-- Fort--Ref--Will--Special
1-------- 0---- 0------1---- 1---- Training
2-------- 1---- 0------2---- 2---- Trick of the trade
3-------- 2---- 1------2---- 2---- Training
4-------- 3---- 1------3---- 3---- Evasion
5-------- 3---- 1------3---- 3---- Training
6-------- 4------2---- 4---- 4
7-------- 5------2---- 4---- 4---- Training
8--------6/1----2---- 5------5

Training: As the name would imply, Pilots are skilled with vehicles. All pilots automatically begin with one more point in piloting and gunnery than normal. In addition, at every odd level a pilot may choose to add one to either their gunnery, luck or piloting. If piloting is chosen, the--pilot also gains +3 to initiative. If gunnery is chosen, the Pilot also gains a +1 competence bonus to all attack rolls. If luck is chosen, the pilot may pick three skills to gain two free ranks in (these do count against max ranks).

Trick of the Trade: Pilots gain many random bits of knowledge and skills over time. A second level pilot may replicate the effects of the prestidigitation spell as a standard action, as an extraordinary ability.

Engineer:
Hit die: d6
skill ppl: 8+int
level-- BAB-- Fort Ref--Will Special
1------ 0------0---- 2---- 2----Precise destruction, salvage--
2------ 1------0---- 3---- 3----Favorite, Counter-targeting
3------ 1------1---- 3---- 3----Modification
4------ 2------1---- 4---- 4----Joy riding, trap eye
5------ 2------1---- 4---- 4----
6------ 3------2---- 5---- 5----Disable
7------ 3------2---- 5---- 5----
8------ 4------2---- 6---- 6----Broken shot

Precise destruction: When attampting to disable a trap, Engineers do not risk setting it off unless a one is rolled.

Favorite: A second level engineer gains the weapon focus feat for free.

Counter-targeting: If locked on by any homing weapon an engineer may roll a 1d20 and add his engineer level. If the result is greater than 10, the lock is instead on an object of the engineer's choosing, which can be thrown or disposed of in the engineer's next action.

Modification: A third level engineer may adapt any weapon to be underslung after an hour's uninterrupted work. This is irreversible.

Salvage: Engineers may take parts off of one vehicle and put them on another. For each ten damage purposely dealt to a vehicle, the engineer may heal a different vehicle his level in HP.

Joy riding: At fourth level, an engineer receives a +1 to piloting.

Trap eye: A fourth level engineer gains a +4 at searching for traps.

Disable: For 6 points, an engineer may attempt to disable a firearm held by an opponent in a grapple. To do so, the engineer must succeed on both a touch attack and a DC20 disable device check.

Broken shot: At 8th level, an engineer may shoot any weapon at full automatic.

New Grapple:

A character wishing to start a grapple must make an attack roll. If the defender does not want to be grappled, they may make a reflex save. If, and only if the attack roll is greater than both the touch AC and reflex save of the opponant does the grapple begin. Anyone who wishes to join an ongoing grapple succeeds automaticly. A grapple is treated as it's own entity, at the initiative of the defender.

On the grapple's turn, all characters involved roll their inititive. The character with the most current inititive may act, then decrease his current inititive by the cost indicated. If the charater is still highest in inititive, he may act again. The same action being preformed the second time in the round costs one more point than normal, the third two more, and so on. This continues untill another's inititive is higher, at which point they may act untill they fall below someone else, and so on until no one wants to do any action they still have inititive for. Note that actions that provoke attacks of opportunity never do so in a grapple, but the grapple itself provokes attacks of opportunity from everyone ajacent to it each turn.


----For 4 points, a character may draw out a light item useing a free hand.
----For 8 points, a character may draw out a one-handed item useing a free hand.
----For 12 points, a character may draw out a two-handed item useing a free hand.
----For 6 points, a character may pick up any item on the ground useing a free hand.
----For 6 points, a character may attack useing a light melee weapon, a free empty hand, or a pistol. Only one of these per round may be against someone outside the grapple. Note that it is considerd a different action to attack with the other hand, so useing both does not count as useing the same action twice.
----For 8 points, a character may attack with a free leg. This is an unarmed attack, at a minus 4 to hit, that counts as being two-handed for damage purposes. In addition, the defender must make a strength or dexterity check (whichever is higher) upon being hit. If it is less then the damage dealt by the attack, they have been knocked prone. A prone character loses four init each round for as long as he remains prone, in addition to the -4 to AC and attack rolls.
----For 3 points, a character may headbutt, knee, or elbow their opposition. This is a melee attack, at a minus 4, that deals 1+half your strength bonus (rounding up). Hitting, however, reduces the target's init by one.
----With any attack, a character may attempt to take a weapon. To do so, attack your opponent and roll for damage. If the attack hits, it deals no damage, but if the damage was greater than the defender's strength bonus plus two, the defender drops the weapon. If your attack was with an empty hand, you now hold the weapon. Otherwise, the weapon is now on the ground below you.
----For 10 points, a character may attempt to trip anyone in the grapple. To do so, the attacker must make a strength check opposed by the defender's strength or dexterity check (whichever is greater). If the attacker wins, the defender is now prone. A prone character loses four init each round for as long as he remains prone, in addition to the -4 to AC and attack rolls.
----For 8 points, a prone character may stand up.
----For 6 points, a character may use a free hand to attempt to pin one arm or leg of anyone in the grapple. To do this, roll to hit the defender on a touch attack, then make an opposed strength check with them if you hit. If you win the opposed strength check, you have now pinned the limb. Neither your arm nor the targeted lim is considerd "free". This reduces the defender's init by four on every round the pin continues. At the start of the grapple's turn, the attacker may release the pin for free. For 10 points, you may attempt to pin a second limb with the same hand.
----For 8 points, a character may use a free leg to attempt to pin one arm or leg of anyone in the grapple. To do this, roll to hit the defender, then make an opposed strength check with them if you hit. If you win the opposed strength check, you have now pinned the limb. Neither your arm nor the targeted lim is considerd "free". This reduces the defender's init by four every round the pin continues. At the start of the grapple's turn, the attacker may release the pin for free. For 12 points, you may attempt to pin a second limb with the same leg.
----For 4 points, a character may attempt an opposed strength check to free a pinned limb. If you beat the pinner, the pin is over. The penalty to init still applies for the current round.
----If you have pinned at least one limb, you may flip your opponant with an opposed strength check for 4 points. If you only have one of their limbs pinned, you must double the defender's result to flip, otherwise you mearly need to beat it. A flipped opponant is prone and loses all remaining init this turn, and takes 1d6+your strength in damage, but no longer has any limbs pinned.
----For 5 points, you may bind any limb you have pinned to any of your own limbs, any inanimate objects, or any other limb you have pinned useing rope or manacles. A limb bound in such a way is pinned for the rest of the grapple.(This should probably be higher. Try to tie someone's arm to a table leg while said arm is trying to punch you in the face.)
------For 8 points, you may push or pull an opponent who has pinned one of your limbs or has one of their limbs pinned by you, so long as you still have both legs free. Roll an opposed Strength check. Should you win, consult the following:
Three more limbs pinned by you than by opponent-move up to 5ft per 1 you beat the check by
Two more limbs pinned by you than by opponent- move up to 5ft per 2 you beat the check by
One more limb pinned by you than by opponent- move up to 5ft per 4 you beat the check by
Even amount of pins or less pins than opponent---move up to five feet per 8 you beat the check by
For 10 points, you may simply take a five foot step to leave a grapple as long as none of your limbs are pinned. You may do nothing else this round.

Feats