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Table Rules


Critical successes/failures:  

1. There are no critical failures on saving throws
2. There are no "double crits or "instakills".  2 20s mean you're guaranteed to hit and crit. No more, no less.
3. Crits have no effect on skillchecks.
4. A critical failure on an attack roll is jsut a miss, unless you are doign somethgn like firing into a melee with a ranged weapon and lack proper suporting feats.


Magic

Material components: Unused unless the component is integral to the nature of the spell (i.e. trap the soul). THe one exception is that invokers do use material components normally.

Blink: If you can detect invisibility, then you retain your dexterity bonus verses blinking foes. Also remember that attacks made and spells cast by a blinking character have a miss chance.

* Subtle/mental casting: Mentally cast spells have discernable visual effects (a lightshow, so to speak), unelss they are also subtle spells. As such, it is posible to counterspell and or attack a mental caster when they cast their spells.
Subtle spells are harder to detect and to even know they are being cast you must detect them with a spot check of DC (10+caster level).
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Detect magic takes 1 action to use and determines basic information like the strength and types) of magical auras. Looking at a strong magical field does *NOT* cause visual impairment, although there are a number of methods of falsifying a magical aura. A spellcraft roll can be used to determine additional information.

Magic works and it's reliable (unless you're an invoker). Walking into a forgotten tomb doesn't make magic stop working, neither does going to a different plane. "Dead magic" and "Wild magic" zones don't exist. That's just not part of the cosmology (besides, it's bad, lazy DMing ;P).

Metamagic Interaction: Heighten spell works to full effect with all metamagic feats without exception. Energy substitutionworks with all feats except energy admixture. "Expensive" metamagic feats that essentially duplicate the spell multiple times such as chainspell, twin spell, and energy admixture work in a fully multiplicative manner with themselves, each other, and any other metamagic effects. Maximize and Empower spell do not ( although a twinned, maximized fireball does cast two times, each fireball dealing full damage, a twnned, maximized fireball would cast 2 fireballs, each dealing 60+5d6 damage.).
Intensify spell stacks with chainspell, energy admixture, and twin spell. It can't be mixed with empower or maximize spell in any way.
Also, energy admixture can not be applied to a spell in such a way that it casues the same element to repeat ( i.e. a fireball can be admixed with sonic and cold, but nto sonic and fire)


Skills

1. Knowledge monster lore and or the planes should allow you to know what a monster is and it's basic attack methods unless it is a very rare creature

2. For skills like Craft, Knowledge, and Profession: you may apply the full skill to one additional subcategory per 5 points. i.e. a person with 10 ranks in Knowledge could have 10 knowledge: monsters and 10 knowledge: religion

4. Social skills are to be roleplayed. Your skill ranks represent primarily your sense of timing and body language ( a MAJOR component of how well a person receives the message.) a very low skill indicates a very poor presentation ( figiting nervously, not making eye contact, a flat emotionles voice, etc. or perhaps even stresing words in a way that creates an offensive implication), wherea a high roll is the oppisite. So, ranks aren't what you say but how you say it. .
4. The Healing Domain:  All healing and curative spells have their range increased from touch to short.


Grappling

Part A (initiating a grapple):

1. You make a grapple touch attack vs. the target (using str unless you take weapon finesse: grapple).
2. The target gets an AOO vs you.
3. If the AOO hits, your grapple fails.
4. If you've hit but his AOO misses, then go to part B.

Part B (grapple checks):

1. You make an opposed grapple check which is d20+str+bab+size bonus.
2. If the attacker's grapple check is higher you are grappled.
3. If not, the grapple attempt fails.

Part C (escaping grapples):

1. You may make an opposed grapple check to escape. If your check is higher you've escaped. If not, you're still grappled.
2. You may instead make an escape artist check vs. your opponent's grapple check. That will get you out, too.
3. Certain spells and magic items will also do this.


Readied actions:

You may ready an action by stating that you are doing so. A readied action may only be a partial action, not a full round action. Furthermore, it must be specific (I attack the first kobold to get in range) as opposed to general, such as "I wait to see what happens". Your initiative changes to whatever place in the order that you take your readied action.
Example:  Mialle has an 18 initiative and readies her action to cast magic missile at the first person who comes within 10' of her.  At 10, an orc does so and is struck by her missile. Mialle's new initiative for subsequent rounds changes to 10.


Refocusing:

A character may take a full round action to "refocus". Doing so allows them to act in all subsequent rounds as if their initiative roll had been a 20.


Extreme Rules Abuse

Any one found using bag of rats, chain simulcrania, etc. will be warned once and then de-leveled. Any one harmed by such abuses will be reimbursed fully for any losses.


Called Shots

Called shots don't exist, except for attacking weapons which function as described in the core rules.


Attacks of Opportunity

AOO's are reduced in Kethmar until such a time as we're able to use a battlemat on irc. Only apply AOO's in obvious situations such as fleeing melee, spellcasting in melee, etc. Also, a player shoudl always be warned about a potential AOO bbefore oe is taken agaisnt them and given the option to do something else.


Weapon Wielding

If a character isn't proficient with a weapon they get -4 to their attack.

Some weapons such as dwarven waraxes and bastard swords count as both martial and exotic weapons. If you're proficient with martial weapons you do not get a -4 to hit but must wield them in two hands. If you have exotic weapon proficiency you do not get a -4 to hit and can wield it one handed or two handed.

Dual wielding: Dual wielding inflicts penalties to your to-hit and gives you an extra attack with your off hand (you need a full round attack to use this).

Main hand/Off hand
-6/-10  Base
-6/-6   Ambidexterity Feat
-4/-8   Two-Weapon Fighting Feat OR wielding light weapon in off hand
-4/-4   Ambidexterity Feat AND (Two-Weapon Fighting OR wielding light weapon in off hand)
-2/-2   Ambidexterity Feat AND Two-Weapon Fighting AND wielding light weapon in off hand

Wielding a weapon in two hands: Wielding weapons in two hands, such as greatswords, greataxes, etc, adds another half of your strength to your damage rolls. (*1.5)

Wielding a weapon in the off-hand: Wielding a weapon in your off hand does only half the damage from your strength. (*0.5)


Shields

1. A character may carry as many shields as he wishes, such as a buckler on his weapon arm, a tower shield on his offhand, and a floating shield behind him, but  a character receives  bonuses from *ONE AND ONLY* one shield at a given time.
2. attacking with a shield, a 2 handed weapon, or a second weapon in the offhand negates .
3. Shields without shield spikes may have an enhancement bonus to to-hit and damage, this enhancement acts identical to a shield with enchanted shield spikes, except the shield still does its usually 1d3 x2 blunt damage for a small and 1d4 x2 blunt damage for a large shield instead of spiked 1d6 piercing damage.


PC vs Pc Interactons

1. The use of social skills ( intimidate, bluff, diplomacy, etc. ) against other player characters is not allowed. Player to player social interacton is to be role played, not rollplayed, thoug completely ignorign anothr player's social skills is preyt bad roleplaying.
2. On a similar note, the use of mind effecting magics such as charm person, mindrape, bardic facinate, etc. requires ooc consent from the "victem."

Misc

Kethmar does not use death by massive damage rules.



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