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Extra Actions: Unless noted otherwise, a character cannot gain more than two standard actions in the same round from abilities or effects.
Example: A character that is allowed an extra standard action via a class feature, a spell effect, a racial quality, and a magic item can still only take up to 2 standard actions per round. Everything else is likely redundant.
Threat Ranges: When calculating threat ranges for weapons and attacks, follow the normal rules for dealing with multipliers. Begin with the highest multiplier, with each additional multiplier adding to the previous with a -1 penalty. Unless otherwise noted, static threat adjustments are applied after multipliers.
Example: Valoren is an 8th level Elf Fighter. His favored weapon is a +1 keen scimitar, and he has the Improved Critical (Scimitar) feat. A scimitar's base threat range is 18-20 (1-3 numbers). The Keen weapon enhancement doubles the threat range for the weapon, as does Improved Critical. Valoren has a critical threat of 12-20 (keen + improved critical result in a x3 as per multiplier rules, resulting in 1-9 numbers on the d20).
Valoren later gains an additional +1 to his weapon threat range from a Prestige Class. This modifier is applied after multipliers, for a total threat range of 11-20.
Weapon Sizes: Weapon have a size category ranging from fine to colossal as characters do. A character may wield a weapon that matches his or her size category as a one handed weapon. A character may wield a weapon up to one size category larger with two hands. A character may wield weapons below his or her size category as light one handed weapons.
When converting weapons from the system reference document, a weapon indicated as a light weapon is a size category smaller than its intended wielder, and a weapon indicated as two-handed is a size category larger.
Characters suffer no penalties for wielding weapons that are within their light, one-handed, and two-handed ranges. A character cannot wield a weapon more than one size category larger than themselves.
Reach weapons provide reach as long as they are within the light, one-handed, and two-handed range for weapons of the indicated creature, and are no more than one size category smaller or larger than the creature.
Example: Sandra the Human (a medium race) Paladin typically wields a medium longsword and a heavy shield. She later defeats the ogre blackguard Gorthan and loots his large +1 longsword. She may wield it in two hands, effectively serving as a great-sword.
Having contented with the ogre's natural reach, she instead sells the +1 longsword and purchases a +1 medium long-spear which she can wield in one hand with her shield while retaining her reach advantage. A large long-spear normally inflicts 1d8 damage, but she has purchased a medium version that deals 1d6; she could have gone further and purchased a small long-spear that would have dealt 1d4 and functioned as a light weapon.
If Sandra was a Halfling (a small race) she couldn't have wielded the ogre's sword at all, and would need to buy a small long-spear (the 1d4 version) to wield it as a one-handed weapon, or a tiny version (1d3) to wield it as a light weapon.
Shield Properties: Most shields provide higher base values to a character's armor class, and may be able to apply their shield bonus as a dodge bonus against touch attacks. Shield AC values are shown here:
|Shield Type||AC Bonus|
|Light Shield 1||+2|
|Heavy Shield 1||+4|
|Tower Shield 1||+6|
1: This shield grants 1/2 its Shield bonus as a Dodge bonus against Touch attacks.
Keen Weapon Enhancement: The keen weapon enhancement doubles the threat range of the enhanced weapon and stacks with other effects that improve critical threat range; such as with the Improved Critical feat. See Combat Adjustments, “Threat Ranges” above. Furthermore, the keen enchantment is no longer limited to slashing type weapons.
Stacking Enhancements: Weapon enhancements such as acidic, flaming, frost, shocking, and sonic may stack with themselves to provide a more powerful burst of energy. Elemental burst weapons such as acid burst, fiery burst, icy burst, shocking burst, and sonic burst, may also stack with themselves. In either case such enhancements cannot stack beyond +5 points of combined enhancement bonus.
Example: Sandra the Paladin may wield a +1 triple-flaming longsword, which deals an extra +3d6 fire damage on each successful hit. The weapon is priced as a +4 magic weapon (+1 enhancement, +3 from flaming).
Valoren the Fighter may wield a +1 double-icy burst keen scimitar. The weapon deals an additional +2d6 cold damage on each hit, and an additional +2d10 cold damage on a successful critical hit. The weapon is priced as a +6 magic weapon (+1 enhancement, +4 from icy burst, +1 from keen).
Later Sandra decides to upgrade her longsword to a +1 quintuple flaming longsword for a total of +5d6 fire damage per hit. She cannot however apply the flaming enhancement any further because the combined enhancement would be greater than +5.
Defending Weapons: A defending weapon provides a dodge bonus to the wielder's AC. A character may gain the benefit from only one defending weapon at a time; this supersedes the normal rule for dodge bonuses stacking.
Aligned Weapons: Weapons with the anarchic, axiomatic, holy, and unholy weapon enhancements now deal half their bonus damage against creatures who are neutral on the appropriate alignment axis.
Example: Sandra the Paladin has a +1 holy dagger. When she strikes a evil creature she deals an extra +2d6 damage. Should she strike a creature who is neutral on the good/evil axis (such as a lawful neutral, true neutral, or chaotic neutral) she deals +1d6 damage instead.
Gorthan the Blackguard has a +1 anarchic morning star. When he strikes a lawful creature he deals an extra +2d6 damage. Should he strike a creature who is neutral on the law/chaos axis (such as a neutral good, true neutral, or neutral evil) he deals +1d6 damage instead.
Vorpal Weapons: Weapons with the vorpal enhancement now function as a Slaying weapon (see New Item Qualities, “Slaying Weapons” below) that function against all creature types except construct, ooze, and undead.
Removed Enhancements: The following weapon and armor enhancements have been removed from the game and are no longer available.
- Animated shield enhancement.
- Disruption weapon enhancement. See New Item Qualities, “Slaying Weapons” below.
Slaying Weapons: Slaying weapons are specifically enhanced to kill or destroy a particular type of creature. Against the chosen creature type, a slaying weapon forces a DC 12 Fortitude save or be slain. Valid creature types for the slaying enhancement are identical to those of the bane enhancement. Market Price: +2 modifier. This enhancement can only be applied to melee weapons.
Example: Sandra encounters her old nemesis Gorthan again in bitter combat. She has prepared for him this time with a +1 longsword of Giant Slaying. Each time she hits him, Gorthan must make a DC 12 fortitude save or die. While Gorthan may sport a fortitude save higher than the DC, he still has a 5% chance per hit of succumbing to the sword's power (by rolling a natural 1 on his saving throw).
Acid and Sonic Weapons: Acid and sonic weapons function similar to the flaming weapon property, adding energy damage to each attack. Acid weapons deal an extra 1d4 acid damage on each hit. Sonic weapons deal an extra 1d4 sonic damage on each hit. Acid and sonic weapons also come in burst versions which function like the fiery burst property, except their bonus damage dice are d8s instead of d10s.
Removed Magic Sub-schools: The following sub-schools have been removed from the game.
Healing. Replaced with the Positive subtype.
Added Magic Subtypes: The following subtypes have been added to the game.
- Positive. Spells that make use of positive energy such as with cure spells. Positive energy heals living creatures and harms undead creatures. Spells that provide beneficial effects such as with the raise dead spell do not function on undead creatures, and may harm the undead as detailed in the individual spell.
- Negative. Spells that make use of negative energy such as with inflict spells. Negative energy heals undead creatures and harms living creatures. Spells that provide harmful effects such as with the enervate spell do not function on undead creatures, and may benefit the undead as detailed in the individual spell.
Positive and Negative Energy Powered Spells
Spells that belong to the Healing sub-school loose that sub-school and now sport the Positive energy descriptor. Spells that are called out to use negative energy gain the Negative energy descriptor.
Damage Reduction, Magic: Creatures with DR/Magic now have varying strengths of damage reduction, which require stronger magical weapons to overcome. Such damage reductions are identified with the required enhancement bonus to overcome the damage reduction. If converting creatures from existing material and want to determine what the enhancement requirement for their magic damage reduction should be, set it as their DR amount / 5 and rounded down (so DR 10/Magic becomes DR 10/+2 Magic).
Example: Sandra is has conquered many magical creatures with her +1 long-spear. However, against a powerful dragon she has found her weapon lacking and unable to effectively harm the formidable creature. She instead draws a +1 dragon-bane longsword which is treated as a +3 weapon against dragons, allowing her to carve her name into its hide.
Action Points: PCs in Heroes of Alvena get action points. An action point may be spent on your turn to take one additional standard, move, or swift action as needed by the player. All characters begin with 1 action point per day, and receive an additional action point at 5th, 10th, 15th, and 20th experience level. Unused action points are lost when action points are regained.
Average Healing: When a player uses a healing spell or effect, such as a cure light wounds spell, a wand of cure critical wounds, channel positive energy, etc; the owner of the effect (the caster or person using the item) may choose to take the average result of the healing instead of rolling (thus 1d8+1 becomes 5hp automatically).