Rules (Apath)

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Revision as of 12:08, 17 June 2012 by Starfox (talk | contribs) (→‎Multi Classing: polish)
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Unofficial rules compendium

Multi Classing

All abilities based on class level are instead based on character level. This applies to what the ability does, not to how you use it. This improves caster level as well as the power of many abilities that improve with levels. This keeps the utility of multiclass spells, animal companions, and such relevant over levels.

Not affected by this are hit points, base attack bonus, skill points, saving throw modifiers. Spells per day and spells known are always determined by class level. It will not change if you can use an ability, how many times you can use an ability, or what kind of action it is to use an ability.

Skills

Some skills have gained additional uses.

Skills can get critical success; on a roll of 20 you can roll again (much like when verifying a critical hit) and of the second roll would have been a success against the DC of the original task, it somehow succeeds spectacularly well.

Increasing abilities

  • As long as you use your level-granted ability increase (normally gained at levels 4, 8, 12, 16, and 20) for an ability increase resulting in a score of 13 or less (before racial modifiers), you get two ability improvements, neither of which can give you an attribute score exceeding 13.
  • Skill point bonuses are based on permanent, intrinsic Intelligence score. Permanent changes to Intelligence retroactively changes the number of skill points.

Metamagic

Forget the original metamagic rules except when creating magic items.

Applying metamagic is a free action for all classes, and it is never prepared in advance. You can apply metamagic that brings the effective spell level of a spell up to the highest spell level you can cast, for free. You can apply the same metamagic feat several times to the same spell, with cumulative effects.

Improved Critical Feat

The Improved Critical feat stacks with other effects that improve the crit range of a weapon, but other such effects do not stack with each other.

Falling Damage

A character that takes falling damage and does not successfully mitigate at least some of it using Acrobatics or other means falls prone and ends his turn.

Both Acrobatics can reduce damage by more than 1d6; each multiple of 15 on the Acrobatics roll removes another die of falling damage.

Falling damage scales with size; the normal d6s of damage are for a creature of medium size.

Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Falling damage die 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6