Now even more Advanced!
Assassination Skill Errata
Chaotic Clerics & the Undead
- Turned Undead: Will be controlled for 1 turn per cleric level.
- Destroyed Undead (result of "D"): If the undead would have been destroyed, the undead are controlled for 1 day per level of the cleric.
Whenever a martial class kills or incapacitates an opponent with a melee or missile attack, they immediately make another attack throw against another opponent within 5' of the target they have just dropped. The additional attack throw must be with the same weapon as the attack that killed the previous opponent.
If engaged in melee, the attacker may move 5' between each attack, subject to their maximum combat movement per round. Attackers may not perform actions other than attacking when cleaving. Martial classes may make a maximum number of cleave attacks per round equal to their level.
Optionally, monsters may make a maximum number of cleave attacks per round equal to their Hit Dice.
|Jeffery Catherine Jones|
When two weapon-wielding melee combatants first clash, the one with the longer reach weapon strikes first, regardless of initiative results. This rule applies strictly to the initial clash of melee weapon wielders. First Strike does not apply to missiles, spells, devices, and the like; neither does it pertain to the natural attacks of monsters (e.g., claws, horns, teeth).
Using this system weapon lengths should be obvious, so I would use a generous amount of common sense rather than formulating a table of lengths.
E.g., A brigand with a sword is moving in on an adventurer armed with a great sword. Even though the adventurer has lost the initiative this round he may strike first due to his weapon's superior reach.
Characters may only Brace if they are armed appropriately and not already engaged in melee. I follow Gavin's guidance on this and allow such characters to Brace automatically.
E.g., If that same brigand had elected to Charge Into Melee (OSE Advanced Fantasy Genre Rules, p. 49) and the adventurer had been wielding a weapon with the Brace quality like a halberd, he could automatically brace his weapon, attack first, and deal double damage on a successful hit.
Starting Languages (Optional)
Rather than generate or chose additional languages at the start, characters may generate their additional languages in play.
Most characters are assumed to begin to play being fully fluent in their native tongue and are literate as well if they have the necessary INT. For example, Elves and Dwarves could know the local human tongue in addition to the tongue of their particular clan or people (halflings use the local human language).
When a character comes into contact with another language, their chances of knowing the language is 1-in-6, with the character's INT modifier applying. There is a -1 penalty if the language is not local to the culture. The penalty is -2 if the language is considered to be exotic, and a -3 if it is an ancient, dead language.
A character gets one attempt to know any particular language. If that one attempt fails, the character simply does not know the language. Magical languages cannot be known using this method.
|Jeffery Catherine Jones|