D20 Rules

From AdamWiki

Jump to: navigation, search

This is a collection of unrelated rules for the D20 System.

Contents

Systems

Research (D20) is a system for handling spell research and other types of normally tedious investigation.

Social Conflicts (D20) is a system for handling social conflicts of any type. Essentially social combat.

Character Bonds (D20) is a system that rewards players for the relationships they build with their characters.

Feats

Rush Attack

The character gains a free attack by pushing the opponent off-balance.

Prerequisites: Improved Bull Rush, Base attack bonus of at least +6

Benefit: If the character bull rushes an opponent in melee combat, the character immediately gets a melee attack against that opponent as if the character hadn't used the character's attack for the bull rush attempt.


Fighting Withdrawal

The character gains a greater ability to escape areas threatened by another combatant without getting hit.

Prerequisites: Mobility, Expertise, Base attack bonus of +5 or higher.

Benefit: The character gets a +4 dodge bonus against attacks of opportunity from one selected opponent when the character moves out of or within a threatened area. The bonus applies only to the opponent selected for the dodge bonus from the Dodge feat, and only applies if the character starts movement within an area threatened by that selected opponent.

Note: A condition that makes the character lose the Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.


Slippery Step

The character can get an extra 5-foot step.

Prerequisites: Mobility, 5 or more ranks of Tumbling

Benefit: The character can trade the first attack in every round for an additional five-foot step. The step is in addition to the normal five-foot step allowed each character. All rules regarding five-foot steps apply to this step. For example, this extra step can be used to move five feet through a threatened area without provoking attacks of opportunity.

The step always replaces the character's first attack in a round (this is the one with the highest base attack bonus). A character with only one attack per round can trade that attack for an extra step.

Normal: A character gets one five-foot step per round.


Spells

Longer Light

Evocation [Light]
Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Duration: 1 hour/level (D)

As light, except for the duration. Also, the light may be of any single color the caster chooses.


Blinking Light

Evocation [Light]
Level: Brd 2, Clr 3, Drd 3, Sor/Wiz 2
Duration: 1 hour/level (D)

As light, except that it blinks off and on in whatever pattern and colors the caster chooses. The on/off color pattern is described with a sentence of no more than 25 words, but this pattern sentence can be changed by the caster at any time. The caster must touch the item to change the pattern sentence.

Creative uses of this spell include strobe effects (treat as a daze spell for all who see the light), as a flashing marquee, or as lamp with an on/off switch.


More Dancing Lights

Illusion (Figment)
LeveL: Brd 1, Sor/Wiz 1
Effect: Up to eight illusionary lights, all within a 15-ft.-radius area
Duration: 1 minute/level

As dancing lights, except this spell creates twice as many lights and has a wider area of effect and longer duration.


Even More Dancing Lights

Illusion (Figment)
LeveL: Brd 2, Sor/Wiz 2
Effect: Up to eight illusionary lights, all within a 15-ft.-radius area
Duration: 1 hour/level

As dancing lights, except this spell creates twice as many lights and has a wider area of effect and longer duration. Also, the lights remain in effect regardless of the distance between the lights and the caster.

[_pw20_] jspfr20 jspfr20 jspfr21 jspfr21 jspfr22 jspfr22 jspfr23 jspfr23 jspfr24 jspfr24 jspfr25 jspfr25 jspfr32 jspfr32 jspfr33 jspfr33 jspfr34 jspfr34 jspfr35 jspfr35 jspfr36 jspfr36

Personal tools