THE RULES

Thank you for taking the time half my players won't to stop by and read the rules. First off let my warm you this game is based in a D&D 3.5, but many of the rules have to be tweaked since the players are pulling from 3 to 5 different systems at a time.. Here is a list of some of the books that have been used up to this point ..

Miniatures handbook

magic of incarnum

heroes of battle

frostburn

dungeon master guide 3.5

drow of the underdark

dragon magic

Draconomicon

complete warrior

Complete scoundrel

complete mage

complete champion

complete Arcane

complete Adventurer

players handbook 3.5

complete divine

master of the wild

defenders of the faith

unearthed Arcana

tome of battle the book of the nine swords

tome and blood

sword and fist

stormwrack

spells and spellcraft

spell compendium

source mercenaries

song and silence

sand storm

races of the wild

races of the dragons

races of stone

races of eberron

races of distiny

ptolus

players handbook two 3.5

ememies and aillies

dungeon scape

dungeons master guide two 3.5

book of erotic fantasy

book of challenegs

ultimate feats

souce toolboxs

planar handbook

manual of the planes

epic level handbook 3.5

cityscape

source gods

savage species

monster manual 1

monster manual 2

monster manual 3

monster manual 4

monster manual 5

libris mortis

fiend folio

deities and demigods

weapons of legacy

arms and equipment guide

encyclopedia magica 1

encycopedia magica 2

encycopedia magica 3

encycopedia magic 4

path finder player handbook

path finder game master guide

Vampire clan books there are 12

ninja clan books there are 12

and countless stuff my group finds on the internet… spells and feats and what not …..

so i ask you it try and keep that in mind as i try to go over some rules …

First lets go over the ones we have had the biggest problem with.

Attacks of opportunity= Entering someone reach or leaving someone reach they get an attack of Opportunity. Even if it a 5 foot step or a full round withdraw or any other rules you can find! if you are in a real fight you will get hit stepping in and trying to run away sorry! Here are a list of other things then will allow attacks of opportunity. making a ranged attack in melee combat, aiding another "sometimes", bull rush, charging,casting a non-quicken spell, using a potion or oil, using heal skill in melee combat,reading a scroll in melee combat,trying to sunder a weapon use out the right feats,spell-like abilities,drawing a weapon in melee combat,loading crossbow in melee combat,standing up in melee combat, retrieving a stored item, disarming without right feats, grappling without the right feats, tripping without the right feats. im sure i forgot some but always adding to the rules lol..

Next lets look at dying. once a character is at 0 health points he or she is dying… the dying character will take neg 1 health point every round on their turn unless healed by magic or stabilized with the use of the heal skill.. the heal skill will stop bleeding and stabilize a dying character, the heal skill does not heal for any health points. We will not be using death saves or anything like that. once the dying character reaches neg 11 health point they are dead get over it and think about a rezz or a new character!

ATTACK ROLL
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.
 

Automatic Misses and Hits: A natural 1 (the d20 comes up 1)
on an attack roll is always a miss. A natural 20 (the d20 comes up 20)
is always a hit. A natural 20 is also critical hit

ATTACK BONUS
Your attack bonus with a melee weapon is: Base attack bonus + Strength modifier + size modifier
With a ranged weapon, your attack bonus is: Base attack bonus + Dexterity modifier + size modifier + range penalty

Strength Modifier: Strength helps you swing a weapon harder and faster, so your Strength modifier applies to melee attack rolls.

Dexterity Modifier: Dexterity measures coordination and steadiness, so your Dexterity modifier applies to attacks with ranged weapons.

Size Modifier: The smaller you are, the bigger other creatures are relative to you. A human is a big target to a halfling, just as an ogre is a big target to a human. Since this same size modifier applies to Armor Class, two creatures of the same size strike each other normally, regardless of what size they actually are.
Table 8–1: Size Modifiers
Size Size Modifier Size Size Modifier
Colossal –8 Small +1
Gargantuan –4 Tiny +2
Huge –2 Diminutive +4
Large –1 Fine +8
Medium +0

Range Penalty: The range penalty for a ranged weapon depends on the weapon and the distance to the target. All ranged weapons have a range increment, such as 10 feet for a thrown dart or 100 feet for a longbow (see Table 7–5: Weapons, page 116). Any attack from a
distance of less than one range increment is not penalized for range, so an arrow from a shortbow (range increment 60 feet) can strike at enemies up to 59 feet away with no penalty. However, each full range increment causes a cumulative –2 penalty on the attack roll. A
shortbow archer firing at a target 200 feet away takes a –6 penalty on his attack roll (because 200 feet is at least three range increments but not four increments).
Thrown weapons, such as throwing axes, have a maximum range of 10 feet + 10 feet pre str mods = range increments. Projectile weapons, such as bows, can shoot up to two times their range increments.

ARMOR CLASS
Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. The average, unarmored peasant has an AC of 10. Your AC is equal to the following:  10 + armor bonus + shield bonus + Dexterity modifier + size modifier

Armor and Shield Bonuses: Your armor and shield each provide a bonus to your AC. This bonus represents their ability to protect you from blows.
Dexterity Modifier: If your Dexterity is high, you are adept at dodging blows. If your Dexterity is low, you are inept at it.

INITIATIVE
Before the first round, each player makes an initiative check for his or her character. The DM makes initiative checks for the opponents. An initiative check is a Dexterity check (1d20 +Dexterity modifier). Characters act in order from highest initiative result to lowest, with the check applying to all rounds of the combat. A character is flat-footed until he or she takes an action.

ACTIONS
Every round, on your character’s turn, you may take a standard action and a move action (in either order), two move actions, or one full-round action. You may also perform one or more free actions along with any other action, as your DM allows.

SAVING THROWS
When you are subject to an unusual or magical attack, you generally get a saving throw to negate or reduce its effect. To succeed on a saving throw, you need a result equal to or higher than its Difficulty  Class.
Fortitude Saving Throw: 1d20 + base save bonus + Constitution modifier
Reflex Saving Throw: 1d20 + base save bonus + Dexterity modifier
Will Saving Throw: 1d20 + base save bonus + Wisdom modifier

MOVEMENT
Each character has a speed measured in feet. You can move that distance as a move action. You can take a move action before or after a standard action on your turn in a round. You can instead forego a standard action and take two move actions in a round, which lets you move double your speed. Or you can run, which lets you move quadruple your speed but takes all of
your actions for the round.

Determining Awareness
Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware. The DM determines who is aware of whom at the start of a battle.He may call for Listen checks, Spot checks, or other checks to see how aware the adventurers are of their opponents.

The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round (see Standard Actions, page 139). You can also take free actions during the surprise round, at the DM’s discretion. If no one or everyone is surprised, no surprise round occurs.

Multiple Attacks: A character who can make more than one attack per round must use the full attack action (see Full-Round Actions, below) in order to get more than one attack.

Shooting or Throwing into a Melee: If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll because you have to
aim carefully to avoid hitting your friend. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)
If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character. Precise Shot: If you have the Precise Shot feat (page 98), you don’t take this penalty.

Cast a Spell
Most spells require 1 standard action to cast. You can cast such a spell either before or after you take a move action. See Chapter 10: magic for details on casting spells, their effects, and so on. Note: You retain your Dexterity bonus to AC while casting.

Spell Components: To cast a spell with a verbal (V) component, your character must speak in a firm voice. If you’re gagged or in the area of a silence spell, you can’t cast such a spell. A spell caster who has been deafened has a 20% chance to spoil any spell he tries to cast if that spell has a verbal component. To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can’t cast a spell of this type while bound, grappling, or with both your hands full or occupied (swimming, clinging to a cliff, or the like).

To cast a spell with a material (M), focus (F), or divine focus (DF) component, you have to have the proper materials, as described by the spell. Unless these materials are elaborate, such as the 2-foot-by-4-boot mirror that a wizard needs to cast scrying, preparing these materials is a free action. For material components and focuses whose costs are not listed, you can assume that you have them if you have your spell component pouch.

Some spells have an experience point (XP) component and entail an experience point cost to you. No spell, not even restoration, can restore the lost XP. You cannot spend so much XP that you lose a level, so you cannot cast the spell unless you have enough XP to spare. However, you may, on gaining enough XP to achieve a new level, immediately spend the XP on casting the spell rather than keeping it to advance a level. The XP are expended when you cast the spell, whether or not the casting succeeds.

Concentration: You must concentrate to cast a spell. If you can’t concentrate (because you are on the deck of a storm-tossed ship, for instance), you can’t cast a spell. If you start casting a spell but something interferes with your concentration, such as an ogre taking the opportunity to hit you with its club (successfully hitting you with his attack of opportunity), you must make a Concentration check or lose the spell. The check’s DC depends on what is threatening your concentration. If you fail, the spell fizzles with no effect. If you prepare spells (as a wizard, cleric, druid, paladin, or ranger does), it is lost from preparation. If you cast at will (as a sorcerer or bard does), it counts against your daily limit of spells even though you did not cast it successfully.
 

Concentrating to Maintain a Spell: Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action that doesn’t provoke an attack of
opportunity. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a spell. If your concentration breaks, the spell ends.

Casting Time: Most spells have a casting time of 1 standard action. A spell cast in this manner immediately takes effect.

Attacks of Opportunity: Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a
Concentration check (DC 10 + points of damage taken + spell level) or lose the spell. Spells that require only a free action to cast (such as feather fall or any quickened spell) don’t provoke attacks of opportunity.

Casting on the Defensive: You may attempt to cast a spell while paying attention to threats and avoiding blows. In this case, you are no more vulnerable to attack than you would be if you were just standing there, so casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + spell level) to pull off. Failure means that you lose the spell.

Use Special Ability
Using a special ability is usually a standard action, but whether it is a standard action, a full-round action, or not an action at all is defined by the ability
Spell-Like Abilities: Using a spell-like ability (such as a paladin calling her special mount) works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.

Supernatural Abilities: You may attempt to use a spell-like ability on the defensive, just as with casting a spell. If the Concentration check (DC 15 + spell level) fails, you can’t use the
ability, but the attempt counts as if you had used the ability. Supernatural Abilities: Using a supernatural ability (such as a cleric’s turn or rebuke undead ability) is usually a standard action (unless defined otherwise by the ability’s description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.

Extraordinary Abilities: Using an extraordinary ability (such as a barbarian’s uncanny dodge ability) is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity.

Total Defense
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action, so it helps you against any attacks of opportunity you incurduring the round. You can’t combine total defense with fighting defensively or with the benefit of the Combat Expertise feat (since both of those require you to declare an attack or full attack). You can’t make attacks of opportunity while using total defense.

Accelerated Climbing: You can climb one-half your speed as a move action by accepting a –5 penalty on your Climb check.

Crawling: You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl.

Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item. If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have
the Two-Weapon Fighting feat , you can draw two light or one-handed weapons in the time it would normally take you to draw one. Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.

Ready or Loose a Shield
Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action

Direct or Redirect a Spell
Some spells, such as flaming sphere and spiritual weapon, allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration

Stand Up
Standing up from a prone position requires a move action and provokes attacks of opportunity

Mount/Dismount a Steed
Mounting or dismounting from a steed requires a move action. Fast Mount or Dismount: You can mount or dismount as a free action with a DC 20 Ride check (your armor check penalty, if any, applies to this check). If you fail the check, mounting or dismounting is a move action  instead. (You can’t attempt a fast mount or fast dismount unless you can perform the mount or dismount as a move action in the current round.)

THE RULES

The World of Ebb Olidammara Olidammara