D&D rules summary (3rd ed)

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D&D rules summary (3rd ed)

Post by beowuuf »

Based on http://www.d20srd.org/
Offline version available thanks to Lord Bones here

The basics
Your character (& ability scores)
Classes, relevant stats and skills
Skills in depth
Feats &other abilities
Races (including Murafu)
Combat
Attacks of Opportunity in depth


D&D - the basics

In the third edition of AD&D (Advanced Dungeons & Dragons), to streamline alot of stuff, they introduced a simple concept. Want to do something with a chance of failure? No need for complex tables and lots of different dice. Instead, roll a d20, and add any bonuses your character may possess. Sounds simple, right?

What's a d20? It's the easy term for a twenty sided die. Want to roll two six sided dice? 2d6. Want to roll five ten sided dice then add twelve? 5d10+12. It makes things easy to express.

Anyway, players are usually trying to get to a target number called a Difficulty Class - abbreviated 'DC'. All things being equal, a player trying something simple has @ 50/50 chance of pulling it off - DC 10. So if a player's character has some skill, then they are more likely to beat the DC. However, trickier endeavours gain highers DCs ranging from 15 being doably difficult to DC 40 being impossible except by epic heros of legend!

In combat, enemies (and players for that matter) have a specific type of DC that needs beaten to score successful hits, called an Armour Class (AC). It is the same basic principle, and gets its name as D&D considers armour very important for defense. Don't be fooled though, being nimble, using good tactics, or conversely being under bad conditions also alter a person's AC.

So, basically, a game consists of all but one players being players of a single character, exploring the set up the last player - the Dungeon Master - has created for them. The DM is simply providing a firm but fair framework for fun, and everyone rolls mostly d20s when something is rollplayed that has a chance of failure - such as bashing someone's head during combat :)
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: D&D rules summary (3rd ed)

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Your character

Your character is expressed pretty similarly to DM (unsurprisingly). The basic ability scores increase from four to six. Along with Strength, Dexterity, Wisdom, and Constitution (Vitality) your character also has an Intelligence and Charisma score.

The ability scores themselves are secondary. However, the values can give bonuses or penalties to many rolls. Most rolls are, at their heart, checks against a certain ability. Want to hit something? You roll a d20, add your strength bonus, and see if you hit. Want to throw something? Roll a d20, add your dexterity bonus, and see if you hit. Being affected by poison? Roll a d20, add your constitution bonus, and see if you overcoming it.

If a situation isn't covered in the rules, usually you just make a check against your ability in this way to beat the target DC. However, as you will find, there are many ways in which your character's class can provide additional bonuses to many of these rolls. These bonuses will soon outstrip your raw ability bonus to become the basis of many checks.


Ability summary:

Found by rolling 3d6 six times, once for each ability. To create heroic characters, you can roll 4d6 and drop the lowest die each time. The penalty/bonuses are as follows:

3 = -4
4-5 = -3
6-7 = -2
8-9 = -1
10-11 = +0
12-13 = +1
14-15 = +2
16-17 = +3
18 = +4

Strength: Aids melee weapon attacks and damage, and also athletically inclined checks.
Dexterity: Aids with ranged weapons and avoiding blows, and also acrobatically inclined checks and saves.
Intelligence: Defines your ability to learn skills, and also aids in knowledge based checks
Wisdom: Defines your ability to perceive the world, aiding in perception based checks and saves.
Constitution: Affects your hit point (health) score directly, and also aids in fortitude based checks and saves
Charisma: Defines the force of your character's personality and how they are perceived by the world, affecting non-combat checks against others.

Note that the basic score allows you to build a good picture of your character. 9 - 12 is the range of an 'avergae' person. Above or below this defines a more exceptional character going towards the 3 and 18 edges. Note that these scores are an agregate of many things. A person with high strength isn't necessarily large or well built, they might instead be a trained athletic with fantasic muscle control. A person with low charisma is not necessarily unattractive, but they may well be perceived as weak or as a push over. Intelligence does not have to be your character's raw intellect, it could well define their learning of lack of it instead.

Once you have a picture of your character in your mind from these scores, everything else comes from your choice of character class (and race if you want to avoid human)!
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: D&D rules summary (3rd ed)

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Classes

DM has four classes - fighter, ninja, wizard and priest. This we will equate with four classes in D&D - fighter, rogue, mage, and cleric. I have provided links to the four D&D classes, but don't look too closely yet - just perhaps skim the tables and the inital descriptions.

The fighter is still the tank of the group, getting the best combat bonuses to hit things and also getting access to cool combat abilities.
http://www.d20srd.org/srd/classes/fighter.htm

Rogues are theives, and are more suited to sneaky attacking and other sneaky non-combat feats. They are more likly to be agile and have ranged weapon skill, but only due to their abilities being linked to dexterity.
http://www.d20srd.org/srd/classes/rogue.htm


Mages are tied to intelligence, and they also have penalties to their abilities with armour. Mages rely on their abilities with spells and are otherwise poor in combat.
http://www.d20srd.org/srd/classes/sorce ... htm#wizard

Priests do exist, but clerics are the more interesting class for dungeon delving. They are a fighting priest, with good combat skills in line wth fighters, while still allowed to cast clerical spells.
http://www.d20srd.org/srd/classes/cleric.htm


As mentioned, unlike DM certain classes cannot wear armour nor use certain weapons without a harsh penalty to rolls. Unfamiliar weapons gain a -4 penalty to hit. Heavier armour already introduces some penalties to certain strength and dexterity check rolls, and unfamiliar armour adds more to the penalty, and also restricts movement and gives a penalty to attack.

Because this will be a DM related game, multi-classing will be rediculously easy and gaining levels will slowly remove these penalties as a character becomes proficient with all weapons and armour.


So, as seen by the tables, gaining a class gives you alot of fun stuff:

Base Attack Bonus
If you make an attack with either a melee or a ranged weapon, you may add this bonus to your roll. Higher base attack bonuses will also allow you to do better things in combat - for example, a +1 bonus lets you move and draw a weapon, and a +6 allows you to make a second lesser attack (as shown by the +6/+1).

Save bonuses
There are three important rolls, called saving throws, where you will be asked to roll to minimise or avoid an otherwise unavoidable situation. At their heart they are ability checks - a roll against constitution (fortitude save, against poinson, etc), a wisdom check (will save, against illusions or magical co-ertion, etc) and a dexterity check (reflexes save, against falling boulders, pits, explosions, etc). However, as you can see your class can give you an additional bonus to these types of saving throws, forming the basis of your defense. Certain races also get bonuses to their saving throws in certain situations.

Hit points
Instead of three status scores, your character just has hit points (health). 'Stamina' is handled on a case by case basis during certain strenuous situations. Mana is ignored in D&D in favour of limiting spells castable per day. For this last one, spell use will be limited per encounter to give the feel of man while not breaking the D&D model.

Your hit point score is definied by the class you take, giving you a wider range of score. As you level up, you gain additional points. Fighters gain greater hit points than others, and mages will find themselves with the least hit points usually. Your constitution bonus/penalty is applied at every level making this ability score as valauable as the others.

While in a computer game we would be happy taking lots of blows then regenerating it, in a roleplaying game it seems odd. Therefore, it is best to think of your hit points a combination of health and stamina. Blows are reducing your hit points, but also you can imagine the reduction of your hit points like stamina used when you move quickly to avoid the worst of a blow, or got out of the way. So for example taking 30 points of damage from arrow fire does not mean you are now a boromir-like pin cushion, you can instead imagine your character maybe has alot of nicks and scratches. If he has a low hit point score, he is now tiring in the battle - with the next arrow potentially delivering a fatal blow that cannot be avoided!


Skills

So, all things being equal, many tasks you would make a check against your ability score against a certain DC. However, that seems unfair. Why shouldn't someone who trains alot be able to improve their athletics, even if thye aren't built like a tank? Can't a person who isn't nimble still be able to learn some dexterous feats with their hands?

The answer - of course! And hence, skills.

Skills are all based on ability scores, but in one area an adventurer might use. So for example, trying to bluff your way passed someone, trying to jump over somewhere, trying to remember something from a specific area of influence.

Each class grants a number of skill points each level, affected by intelligence. These points can be used to buy ranks in ANY skill. When you check your ability with respect to an area - for example, attempt a jump - you will find your ranks act as an additional bonus. For example, 6 ranks in athletic can give a +6 bonus to climbing, jumping or swimming. So even if a character is physically weak with a strength penalty of -2, overall the character could still function in these situations with a +4 bonus. Skills become more important with difficult tasks. No matter how dexterous you are, you can't really expect to pick a complex lock. Some checks can require you to have at least a rank in a skill and be 'trained'.

Note that each class lists 'class skills' What this means is that for each point you assign, you buy one rank in the skill. These skills are easy to learn as they are part of the class's job. Skills not listed are considered 'cross-class skills'. You can still learn them, but you are going outside your normal training. It requires two points to buy a rank, and you will find you are limited in how high you can go in those skills.

Note that human characters gain an extra 1 point of skill to assign each level. Note also that your intelligence bonus/penalty is applied to how many points you get each level. At no point can an intelligence penalty reduce you to less than 1 skill point (and no less that 4 skill points at first level)
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: D&D rules summary (3rd ed)

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Skills in depth:

There are seventeen skills listed below. D&D actually has many more. However, in some 3.5 rules variants including the Lone Wolf one I play, these were combined. In the new 4th edition, this has also happened. Therefore, if you look at the basic links they might mention skills not listed here. That is because I've either gotten rid of the ones you won't use in a dungeon crawl (like Ride) or I've combined them as has been the trend (for example swim, climb and jump used to be separate). I've included mention to those combined to help.

Skills are almost always tied to an ability score (listed in brackets). Also, some skills are hampered by armour - these have an Armour Check Penalty (ACP) applied if you are wearing too heavy an armour.

Some skills you require ranks in before you can do advanced things - this is considered being 'trained' in that skill. So you can certainly check against your dexterity to conceal an item on your person (an untrained check), but if you don't have ranks in sleight of hand any dexterity checks to pick someone's pocket will be doomed to fail. Similarly, no matter you intelligence, you can't know in depth details of history or arcana without the relevant knowledge skill.

Note that certain races grant bonuses to certain skill checks in certain situations. Also not that there is a condition called synergy, where possessing ranks in one skill (usually 5 ranks) grants a bonus to a complimentary skill. For example,if you can bluff well, then you will find you are better at diplomacy!


Appraise (int) - Has been expanded to include 'Use Magical Device' and Decipher script' . Allows you to guess the worth of an item, and also divine the workings of magical and complex mechanical devices. You will need to make checks in this area to initially figure out how to use magical devices, unlike normal DM.

You can try untrained checks on normal items, and untrained you can check and identify items the party encounters (magical or otherwise).

Acrobatics (dex, ACP) - Combines 'Balance' and 'Tumble'. Tumbling allows moving around in dangerous situations during combat, even through enemies, while balancing is needed for being able to not only balance but move aswell during stressful situations when precariously positioned. This skill gives a bonus to AC at higher rank. Gives bonus to Athletics at higher rank.

Athletics (str, ACP) - Combines Climb, Jump and Swim. Gives a bonus to Acrobatics at higher ranks. Receives a climb bonus from high ranks of escape artist (due to abilities with rope).

Bluff (cha) - Allows feinting in combat to gain an advantage, or allows lying to others outside combat. Gives a bonus to Intimidate, Diplomacy and Sleight of Hand at higher rank. You can also use it to give bonus to hiding if people were aware of you, and even use it to try and pass secret messages in public.

Concentration (con) - Allows you to complete a task - usually spellcasting or skill usage - when interrupted in combat by damage, or other severe physical effects. Allows you to pre-emptively avoid taking damage from 'attacks of opportunity'.

Diplomacy (cha) - Gain advantage in conversations with non-player characters. Has a synergy with Bluff at higher levels, giving a bonus aswell as receiving one.

Thievery (dex) - Combines Disable Device and Open Lock. Used to open doors and disable traps. Only rogues (and dwarves in certain situations) can disarm magical traps however. You need to be trained in this skill to attempt these checks. You can use your intelligence check plus ranks instead of dexterity to comprehend devices, but you still have a chance to spring the trap.

Escape Artist (dex, ACP) - Includes 'Use Rope'. This is the ability to manipulate rope and other bindings to free oneself, or entrap someone. It gives a bonus to climbing athletics checks when using rope.

Heal (wis) - Is used to aid a person to recover when on the brink of death, or aid them to recover from poison or debilitating wounds.

Stealth (dex, ACP) - Combines Hide and Move Silently. Checks for this will be opposed by another's perception. Hiding requires cover and not having been seen. A successful Bluff check can be used to initiate hiding if you have been seen.

Intimidate (cha) - is used when you wish to impose yourself on another person to do something they do not want to. This check will be used to emulate the 'warcry' ability of DM. Gets synergy bonus from bluff.

Knowledge (subject) (int) - Allows for knowing obscure knowledge in various areas. Untrained, characters can otherwise only make DC10 checks for common knowledge. Characters can pick this skill multiple times in different areas, and the ranks cap applies to each knowledge area individually. Synergy bonuses are mentioned in brackets

Knowledge areas include: architecture & engineering (structures, etc, grants bonus for search checks); warfare (tactics, grants initiative bonus); arcana (magical knowledge and devices, bonuis to appraisal); dungeoneering (knowledge of dungeons and creatures, grants survival bonus underground); geography (not as useful except grants bonus to intuite north through survival); history(grants bonus to appropriate appraisal); religeon (grants bonus to undead fear effects)

Perception (wis) - Combines Listen, Spot and Search skills. This is the ability to notice small details, or hear unusual things. Used for many searches, although only rogues or dwarfs for the appropriate trap can spot traps with a DC 20 or above. Gives synergy to tracking through Survival skill.

Sense Motive (wis) - Gain an insight into a person's or creature's motives. Is also used to resist bluffs, and gives a synergy bonus to diplomacy.

Sleight Of Hand (dex, ACP) - The ability to conceal items and do tricks. Without training, can succeed in DC 10 checks only for hiding items on your person. Gets bonus from bluff, usually opposed by perception. It takes a DC20 check to pickpocket from others, but they still have an opposed roll to notice this happened.

Speak Language (language) - Works differently from normal skills, plus I've tweaked it more. You cna take this as a separate skill for each language. Each language requires ranks to understand. 1 rank = basic communication, 2 ranks = normal communication, 3 ranks = complex communication of concepts, 4 ranks = pass for native (know dialects, etc). You gain for free the Speak Language skill for each language your race uses, provisionally with 4 ranks. If you have an intelligence penalty, then this is taken from your ranks. For each intelligence point bonus you possess, you make take an additional rank in any new language allowed by your race (see later).

Survival (wis) - Includes 'Intuite North' from 3rd ed. Using this skill tests your ability to survive in the wild, ability to track even intuite north. Anyone can find tracks, and also track if the DC is 10. Higher tracking requires training. This skills gains a bonus from knowledge of the appropriate type to the situation. If trained, you can try a DC15 check to intuite north once a day. This is DM rolled, as if a 1 rolled then the direction will be incorrect. If correct, or if you think it correct, then you can try again later to re-orient to that initial north.



Anyway, that's the skills! Skill ranks will outstrip your ability score quite quickly, and more importantly will be required when you wish to do more complex things. Your ranks are limited to 3+your level if you are it is a class skill, and (3+your level)/2 if a cross class skill. Owing to the multi-classing in this game, before too long most skills will be class skills pretty quickly!

Note that rolling a d20 is to simulate the risk and chaotic nature of using your skills in a stressful situation. Outside of these distractions, there are two important ways you can declare skill use without rolling - Taking 10 and Taking 20.

Taking 10 is when you are doing a task unrushed and in a normal. You aren't putting any effort into it, nor gaining the benfits of luck, but similarly you aren't going to make a terrible mistake from haste. If you have decent skill ranks, or if the task is simple, this can be enough. Some skills don't allow taking 10. For example, the roll in a knowledge check is to assess if you were lucky enough to learn that fact in the past, not that you are rushing to remember.

Taking 20 is when you are going to take your time and keep at it until the task is done. If a skill roll would let you retry, then eventually you would get a 20 anyway. If this is the case, you can declare taking 20. Note that it will take as long as 20 skill checks, but more importantly if there is a cost to failure, you will incur it. It is good for searches, for example, if you have the time, but might be a risk for lockpicking an unknown door!


Anyway, that is probably the most complex part of the character selection over with! There is one more fun thing you get when you pick a class (any class) - feats!
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: D&D rules summary (3rd ed)

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Feats

These are natural traits a character possesses, and develop as they go on. These can be added to very specific skillsets (for example, gaining proficiency with certain types of armour) or they can be general things (for example, being agile and gaining bonuses to certain dexterity based checks).

All characters may take a feat from the list at level 1. All human characters may then take another feat! Every three levels gained (no matter in what) a character can take another feat (so at overall 3rd, 6th, 9th, etc).

If you are a fighter, you also get to take a bonus feat at your first fighter level, your second fighter level, and then at every second fighter level (so 2nd, 4th, 6th, etc). However, these sets of feats can only come from the 'fighter bonus feats' section.

If you are a wizard, then at every five wizard levels from 5th you get an additional feat too. These can either be a normal feat, or you can choose from special 'metamagic' feats.

There are many feats, and the list is quite daunting. It is perhaps easier to choose an aspect of the character you are unhappy with (or perhaps in the case of fighters feats, a fighting quirk you may like to include) and I can find the feat for you. The feats are quite comprehensive, so it is possible any weird idea will have something close.

http://www.d20srd.org/indexes/feats.htm

For some ideas, there are ways to improve your hit points, or any roll you are likely to make. Also, you can take extra weapon proficiency or armour proficiency (if you do not plan to multi-class), and get some general combat improvements - such as using certain light weapons with your dexterity bonus not strength (finesse).

Fighter feats include improved versions of the allowed combat actions, the ability to do things like wield two weapons, or use powerful combat options like cleave (make an extra attack when you drop someone) or power attack (become less accurate for more damage)

Other abilities

As noted, there are other abilities listed on the class tables. The rogue abilities explain themselves, and can be used. The fighter simply gains feats.

Turning

Clerics usually turn (or control) undead. To keep the DM feel, this will be ignored. Instead, those with clerical levels will gain a bonus when using fear effects of undead - such as calm or warcrying.

Spells

In D&D, spell use is relatively simple. Each level you gain the ability to cast certain levels of spells. The higher the level, the more powerful the effects of those spells.

To maintain the DM feel, the DM spells will be maintained. This means that a few things will have to be interpreted.

0 level spells in D&D are very simple spells. These will not equate to DM spells. Instead, the number listed for 0 level spells will be the amount of spell-like abilities or spell-like actions from items that the character can use per encounter.

Spell levels 1 - 6 will equate to Lo to MON level casting. Mana will not be tracked. Instead, the spellcaster will be able to use that many of each level of spell during an encounter. To keep things simple, you won't be able to trade spell powers directly - ie, you cannot cast two 2nd level spells in the place of one 4th level spell. However, you can reduce the power of a spell voluntarily, although the higher power slot will still be used up.

Wizards usually get access to 7th - 9th level spells. Assuming anyone gets that high, this will represent a more powerful effect from MON level spells.


That seems to be about it for creating a character!


If this isn't too much text, probably the thing left to explain would be the interesting bit of many games - how combat is handled!
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: D&D rules summary (3rd ed)

Post by beowuuf »

Actually, combat can wait until the actual game. One last pst that got lost: races!

Races

In the D&D wold, humans are the most flexible and prolific of the races. However, there are many other races.

If you play a human, then there are two quirks when generating your character:
- you get four extra skill points at first level, and one extra skill point each level after that
- you get an extra general feat at first level

If you are playing another race, then you will find that your ability score spread will be altered by additions and reductions to certain scores. These are applied when you create your character. You may also get bonus abilities, and bonuses to certain rolls.

A detailed list of these is given here:
http://www.d20srd.org/srd/races.htm#humans

If you wish to play a different race, one can be constructed based on either the D&D guidelines for that race as a monster, or based on reskinning an existing race.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: D&D rules summary (3rd ed)

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Additional race:
Murafu ('rat' non-human) - racial details

Originally an adaption of Gnome race but instead modified in line with the rat monster rules
http://www.d20srd.org/srd/monsters/rat.htm
http://www.d20srd.org/srd/monsters/direrat.htm

* +2 Dexterity, -2 Strength.

* Small: As a Small creature, a Murafu gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. As a Murafu, they cannot wear gauntlets, and they require clothing crafted specifically for them. If they use normal small armour they take a -1 penalty on that armour's effectiveness (due to the items missed out) and a +1 on the armour's check penalty (due to difficult movement). Breastplates are exempt from the -1AC penalty, but do take the extra check penalty.

* Murafu base land speed is 20 feet standing up and climbing.
* A Murafu without items in hand, lying prone, can still move and has a base land speed of 40 feet.
* Can use bite as an unarmed strike to inflict lethal damage. Cannot be used with items in the hand. 1d2 damage as per normal small unarmed strike.

*Murafu have a +4 racial bonus on Balance, Climb, and Swim checks. Murafu gain a +2 racial bonus on fortitude saves against disease
*A Murafu can always choose to take 10 on Climb checks, even if rushed or threatened. A Murafu uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A Murafu has a +4 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
*It can use the run action while swimming, provided it swims in a straight line.

*Scent ability: can detect the presence of a creature up to 30 foot away, 15 foot if upwind, 60 foot if downwind. Using a move action the direction of the creature can be pinpointed.

* Automatic Languages: Common and Rat. Additional languages: Elf, dwarf, halfling, gnome, orc.
* Favored Class: Rogue. A multiclass rat’s rogue class does not count when determining whether he takes an experience point penalty.

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The Murafu are a race of sentient, slightly anthropomorphic rats. They are considerably larger than “true” rats but still rather diminutive when compared to the other sentient races. A full-grown murafu standing upright comes to barely over a metre tall. Murafu will walk upright, but can’t run this way – they will drop to all fours in order to do so.
Physically, apart from their size, at first glance they appear identical to rats. However, their eyes hold the same spark of intelligence borne by any other of the sentient races (humans, elves, etc), and their vocal abilities are perfectly suited to conversing in any number of languages. They also possess greater dexterity and nimbleness of the fingers than true rats, the digits on their forepaws being proportionally slightly longer than those of their cousin species.
It is unknown how the Murafu became what they are. Perhaps some wizard’s spell went somewhat awry and struck a passing rat, causing both his body and his mind to grow and causing him to become truly sentient. Perhaps the Murafu are the creation of some god, long gone and forgotten. Or perhaps there is some other reason. It matters not – the Murafu exist, and so the world and its inhabitants must exist with them as with any other race.
It is unknown how many murafu exist in the world. Being rats, they can exist in a great variety of different environments. They are highly adaptable, as well as being social as might be expected. They generally live together in close-knit tribes (though murafu who choose to travel the world, whether alone or in groups, are not uncommon), scattered over the world. Though the many tribes and villages of the Murafu differ widely in culture and, in some cases, language, they are the Murafu. They will always know their own, and always accept them. A lone murafu can always find friends with others of his or her kind, and so no murafu truly feels alone because they know that somewhere in the world, others of their kind exist.
One other note on the physical appearance of this race – the fur colour of different murafu can vary greatly, even within tribes. Some may be white, others black or brown or grey, while some have fur of multiple colours. If an individual murafu comes from a long line of other murafu who have continually lived within the same environment, this may determine their fur colour. For example, a murafu born in a desert tribe, of parents whose parents’ parents also lived there, they and their descendants will tend toward a more sandy-coloured coat. Since murafu may travel around as an alternative to living with in a group, this brings in new variation into tribes if the individual decides to stay.
Despite, being generally inquisitive, sociable, peace-loving, and often friendly, the Murafu as a race do not usually find themselves particularly welcome when venturing into the realms of other sentient species. This mainly concerns the humanoid races – humans, elves, dwarves and so on. Because a lot of races see rats as some kind of pest that exists only to empty out carefully-stocked storehouses, said races then tend to pass such views onto anything resembling a rat. As such, murafu usually find they must avoid places inhabited by such races, often for fear of death at the hands of those who see them and spring to their own misguided conclusions (usually that the murafu is some kind of evil, mutated rat intent on eating all their food, their children, and so on).
Perhaps in the early days of exploration, many murafu perished at the hands of these false beliefs. But as time went on, they learned. The Murafu learned that, for the most part, they were hated for no reason. If a tribe of murafu is discovered by another sentient race, they will prefer to quickly ad subtly move away before they are discovered. Many murafu are largely nomadic anyway, moving here and there as they feel like it. Those who travel individually or in small groups will often sneak into the towns and cities of the larger races, poking about out of sheer curiosity and listening in for any interesting titbits of information. No malice is ever intended – they simply often cannot contain their curiosity and eagerness to explore anything new. Though their eyesight does not quite match up to that of other races (though a lack of light does little to affect them, so in darkness they often find they have the advantage over others, as long as there remains some faint illumination), they more than make up for this in their senses of hearing, smell, and touch (the latter mainly due to their sensitive whiskers, as in true rats).
Murafu don’t often bother with clothing, but those who travel may wear some kind of belt or harness which holds a number of pouches and other containers within which they can carry small objects. Murafu are seldom aggressive, and will usually prefer to run away from something rather than fight it, but if circumstances force them to use violence they have a very nasty bite which could easily take off several fingers from the hand of, say, a human. Those murafu who carry weapons usually wield a small knife or two (kept in their belts when not in use to enable the murafu to run if necessary), with which they can often do the damage of ten murafu bites, if pushed to do so.
But aside from the prejudices and violence of the outside world, sit a murafu down around a table and engage him or her in conversation, and you will find they may have some surprising insights on the world. They are usually friendly, inquisitive, and talkative when in company. They will always maintain a certain level of awareness of what’s going on around them, always keeping an ear and a nose out for trouble, should it crop up. They make loyal friends, and nimble thieves. They are often mischievous, but seldom malicious. They are dextrous and agile, and can jump, climb, and swim with ease. They have a soft nose and a hard bite. They are the Murafu, and the exist just as any other race does.
It’s just, they tend to do so in secret.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: D&D rules summary (3rd ed)

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Combat!

So, how does combat work?

Well, during normal play you get an arbitrary amount of time from your DM to do things, and the party's actions are usually considered as one. In heightened situations such as combat where every second is vital, and where there is a confusion of action, individual character's actions are broken up very deliberately into discrete things they can do.
Game time is broken into six second 'combat rounds' during which time each player in turn (and each DM controlled creature/character) nominates a set of actions.

The gamespace, too, will be broken up very specifically. The dungeon view will be represented as a grid of 5 foot by 5 foot squares. Each character is seen to occupy their own 5 foot space. Unless otherwise told, you can't occupy the same space. Also, you cannot move through an enemy's space (unless you do certain special actions). You can still move through an ally's square.

When the party faces off with their enemy, everyone rolls a d20. This is for 'initiative' (it is basically a dexterity check) and it determines the order in which characters get to nominate their actions.


During a player's (or critter's) turn, there is a few things they can do.

1) A standard action. This is their main action in combat. This can be casting a spell, swinging a weapon, swigging a potion, or any number of quick actions. Actively using a skill will usually count as a standard action.

2) A move action. Aswell as a standard action, the player is also allowed to move their movement value (usually 30 feet for medium size and 20 feet for small sized characters). This can be done before or after their standard action, but cannot be broken up.

If a standard action is not undertaken, then a player is allowed two move actions. Occasionally, certain actions - such as getting up if knocked over, or drawing a weapon if surprised in a a fight - require a 'move action' to be used up.

If a player does not do a normal movement in their turn, they may do what is called a 5 foot step. This is a single free move to one adjacent square in any direction.

3) Full-round action. Some skill use, spells, or other combat actions reqire full concentration. Therefore, you cannot move and do them. In this case, you make a 'full-round' action and only do this one thing. Even though you cannot use a move action, a fullround action usually still allows a five foot step to be made. Examples of full-round actions are making multiple attacks in a combat round (if you have a high enough attack bonus).

4) Free actions. Speaking some quick words, gesturing, dropping an item, and so on are considered free actions. As long as you don't do them too much, they are completely ignoreable in terms of time, or else they are very easy to do while doing other things. Within reason, you are allowed to do any free action you wish during your turn or even other character's turns.


And that's it (well, as far as making things simple is concerned). There are many exciting types of action and tactics you can do, but at it's heart combat is that simple. Decide what action you want to take, decide if you can make a move (and if you can, do you want to move), and then see what happens!

Swinging, throwing or firing a weapon is probably the most basic and common of actions in combat. To do this, you do as you have one many times before - you roll a d20. For a melee attack, you add your strength bonus. For a throw or a ranged attack, you add your dexterity bonus. In all cases, you also get to add the 'base attack bonus' granted by your class. This is called a hit roll.

This roll is compared to a special target number everyone possesses, called your Armour Class (AC). An unarmed normal person has an Armour Class of 10, even if they aren't wearing armour. This represents a general awareness of your surroundings and an ability to get out of the way. If you possesses a dexterity penalty, this is always applied to your armour class. If you possess a dexterity bonus, you may add it to your armour class once you have started acting in combat. If you are surprised by combat, or if you haven't started to act in the first round of combat yet you are considered 'flat footed' and don't get your dexterity bonus until you first act.

The reason your Armour Class is called an Armour class though, is because wearing armour gives you a significant bonus, making it harder to hit you in a way that deals damage. Carrying a shield also gives a small bonus to your armour class.

Anyway, if you score the same or higher than the Armour Class value, a hit is scored. All weapons (even fists) have a damage roll associated. You roll your damage, and reduce your opponent's hit points by that amount. Normal enemies reduced to 0hp are dead. Players, or special enemies, reduced to 0 or below are dying. If you can stabalise and heal them through spells of Heal skill checks, they can be resucitated and healed. A dying player can keep losing hit points, and being reduced to -10 or below is certain death.

Note that if you roll an unmodified 1 on the die for your hit roll, it always misses, no matter the situation nor your bonuses. Note that if you roll an unmodifed 20 on the die for your hit roll, it always hits, no matter the AC of your enemy nor your penalties. Not only will an roll of 20 always hit, but you won't need to roll weapon damage. Simply use the maximum damage value.



Ok, and that's almost it. There are many special actions you can do in combat that can aid you, but for now simply roleplaying the combat will let me give you the bonuses without you having to worry about the mechanics. I will list the various actions and bonuses as they come up, and summarise them here after a few combats.

Combat continues until you win (by beating up, killing, or otherwise stubduing your foes) or until you call it off (by running away successfully, surrendering successfully, by talking your way out of it, etc). Never feel you have to simply swing and roll until either you or the creatures you face die.


Ok, so last thing - Attacks of Opportunity. As seen, the combat round per person seems to contain alot. As all these actions are supposed to be happening at the same time, some actions do not seem to make sense to happen for free. Can a person really line up a ranged weapon shot or cast a spell while standing beside a monster? Can you really run away from a fight without penalty? The answer, of course, is no. In order to account for this quirk mechanically, the actions mentioned above generate what is known as an 'attack of opportunity'.

This is a basic attack allowed outside of the normal round order. If a person does one of the actions mentioned above, and their enemy is on an adjacent square, the enemy immediately gets to roll for an attack.

Only one attack of opportunity can be done by a character each round. It does not count towards their standard action that round. Note that if a spellcaster is hit by an attack of opportunity while casting a spell, they must make a Concentration skill check to successfully cast the spell.


And that's as difficult as it gets!
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: D&D rules summary (3rd ed)

Post by beowuuf »

Attacks of Opportunity in depth (with example pictures)


Soooo, there are a few assumptions in D&D. One is that weapons are one of the most important things in combat. Another is that a character actively engaged in a combat is aware of things happening around him and can defend himself even if not explicitly stated, and can react to anything around him. A major one is that although everything is happening at once in the 'real' combat, everyone playing will accept the suspension of disbelief that you resolve combat using turn-based rules.

As stated, it's hard to suspend disbelief when this leads to a few silly happenings. Can a creature really thump you with a weapon then run away without your character counter-attacking? Would you really stand there while a spellcaster prepares a fireball to blast you and not try to stop him? Infact, if someone is standing around not regarding you, would you really not try to hit him?

So there is an idea that despite the normal turn based rules, if someone in combat is not focused on the opponents around them, those opponents can interrupt normal play with a basic attack - the Attack of Opportunity.

You can only get one attack of opportunity per round unless you have a specific feat allowing you more. Even then, you can only make one attack per 'offense' against an opponent. The attack must be a basic attack - just your weapon in your hand. No spells, no ranged weapons, no weird abilities. You are literally reflexively thumping them at a vulnerable moment, no thought. The good news is that this attack used your full melee bonus, and you get to make the attack even if you have attacked in your own turn, and you can still attack after if you turn has yet to come up. The better news is that the attack of opportunity interrupts the triggering action. So you might knock the run-away unconscious before he moves, you might disrupt or even kill the spellcaster before he gets his shot off!

In order to be vulnerable to an attack of opportunity, you have to be in a square threatened by an opponent. All things being equal, an opponent with a weapon of any kind threatens all eight squares around him.

Image

Now, the good news is that if an opponent is unarmed, he cannot threaten the squares around him (due to his limited reach).

Five basic things provoke an attack of opportunity:
1. Moving out of a threatened square. As said, the assumption is that you are focused and defending yourself normally. Therefore, you can happily move within an opponent's range without him lashing out. However, if you turn and run, of if you try and move passed him once you get in his range, you are pushing your luck!

There are two important ways to avoid incurring an attack of opportunity by moving. The first is the five foot step. If you make no other movement in combat, you can take a single step into another square. This assumes you are still engaged with everything around you, and is a small tactical move.

The second way to avoid taking an attack of opportunity is to use a withdraw.. This is a fullround action - so you cannot take a standard action. If you declare it, you may move out of a threatened square without taking an attack of opportunity. You may then carry on moving, taking up to twice your movement in total. However, any further steps will provoke attacks of opportunity if applicable.


2. Doing something not related to the combat around you. If you try to drink a potion, rummage in your backpack, use your perception to check outside of the battlefield, etc you will be vulnerabe to an attack of opportunity.

3. Casting a spell or using spell-like ability. Anything really that requires concentration to before leaves you temporarily vulnerable. For spellcasters, taking damage when spellcasting can disrupt the spell. They will usually need to make a concentration check, with a difficulty including the damage taken, to complete the spell.

4. Doing some complex in combat. Trying to trip someone up, smash a weapon, grab hold of an enemy, etc all leave you open to retaliation before you can do your cool effect. Note that firing a ranged weapon, due to its complex nature of aiming and firing, also counts and leaves you vulnerable!

5. Making an unarmed strike. If you try to attack someone who is armed, when you yourself are not armed, you provoke an attack of opportunity. As you can imagine, if you need to get in closer to them to make the hit, then they can easily take a poke at you.


Anyway, so the Trolin combat was made simple due to the close proximity of everyone, and the fact most people were unarmed. However, the Trolin did dive for a club... so, assuming he had grabbed hold of the club, and did threaten the indicated squares, then he would have threatened the squares of Ameena, Westian, and Haynuus, though not Falkor. As Westian and Ameena were unarmed, had the Trolin possessed a club, those two would have been vulnerable to attacks of opportunity if they tried to attack. Haynuus, possessing a weapon, could always attack without incurring an attack of opportunity.

Falkor, despite casting spells close to the Trolin, was not casting spells in a square threatened by the Trolin. Hence he provoked no attacks of opportunity.


So, the question is, had the Trolin done the move below, what would have happened?

Image

The answer...nothing! The main reason for this being the Trolin had only moved 5 foot - tactically, he would still be cautious enough. Also, Ameena and Westian could not generate attacks of opportunities, being unarmed, and Falkor could not generate one, as the Trolin moved into a threatened square, not out of one.

However, let's imagine the Trolin was able, and willing, to move two squares across to be adjacent to Falkor (walking through a wall). What would happen?

Image

In this case, Ameena and Westian are still helpless, because of their lack of weapons. However, Haynuus can now make an attack of opportunity!Because you cannot 'five foot step' with another movement, the Trolin no longer gets his first square 'for free'. So he moves out of Haynuus's corner threantening square, potentially provoking an attack, then moves out of Haynuus's adjacent threatening square, potentially provoking an attack! Normally, you only get one attack per round, so Haynuus can choose when he wants to attack the Trolin - usualyl sooner is better than later.

Note that if Haynuus possessed the correct feat, he could get additional attacks of opportunity per round. However, even then he could only attack a character moving out of his threat range once.. However, if the Trolin used a move action to bend down and pick something up, then moved, what would happen? In this case, if he could make two, he could make one for the distraction of the Trolin getting a weapon, and another for the Trolin moving. Haynuus is not allowed, however, to make two together for the movement of the Trolin.

Now, let's say Ameena was armed. Although she can make an attack of opportunity theortically, would she get an attack of opportunity, given that the Trolin is leaving her threatened range? The answer is yes, because the attack of opportunity happens before the thing that triggers it. In this case, the Trolin's attempt to leave the space beside her is what triggers, so the Trolin is still in that square (just) as the attack happens.

Meanwhile, when would Falkor get to attack assuming he was armed? The answer is only when the Trolin moved adjacent, not when the Trolin first enters into the diagnonal threatening square. However, the attack itself will happen in that diagnoal square, jsut before the Trolin lands adjacent to Falkor.

And of course, the attack of opportunity could only be with a weapon, Falkor could not shoot off a quick spell instead.


So, that's a thoroughly covered Section on Attacks of Opportunity, looking at them with a real example!


Edit: I misunderstood something to do with moving and attacks of opportunity (to do with a feat) so re-jigged the explaination.
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Re: D&D rules summary (3rd ed)

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Clerics: Altered domains list

Clerics usualyl gain access to two domains, and gain additional access to spells and abilities. Below is a modified version of the working of this for use in the DM game.

Clerics choose a domain (associated with a rune) at 3rd level, and another at 6th level. A cleric may cast one spell per encounter with that associated rune at a level one higher (or give up a 0-level effect to cast a LO level spell). They cannot cast at a level higher than their highest spell.

The domain also grants a power or expands existing abilities/skills passively. If a domain grants a power, using this power counts as a 0-level spell-like ability use.


Animal Domain (EW)
Gain a +2 bonus to Sense Motive and charisma rolls against humanoid and animal races.

Air Domain (OH)
Turn earth creatures as if undead (those created from the soil, not dwelling in it). Gain +2 bonus to charisma checks versus air creatures.

Destruction Domain (KATH)
Once per day (or once per levelling up) you can make a single attack roll adding charisma bonus to the attack roll, and a damage bonus equal to your cleric level (if you hit). You must declare this smite attack before making the roll. A melee attack is made with your normal weapon. A ranged attack roll has a range increment of 5ft, range limit line of sight, and uses unarmed strike damage dice dealing lethal force damage.

Earth Domain (YA)
Turn an air creature (a creature made of air, not just flying) as if undead. Gain +2 to chairsma bonuses against earth creatures.

Fire Domain (FUL)
Turn a water creature (a creature made of water, not just dwelling in it) as if undead. Gain +2 to chairsma checks agaisnt fire creatures.

Magic Domain (DAIN)
Use wizard-only items as a wizard of one-half your cleric level (at least 1st level).

Protection Domain (BRO)
Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. Lasts for one encounter, and is usable once per day/once per levelling up.

Trickery Domain (ROS)
Add Bluff, Stealth and Sleight of Hand as class skills. Gain +2 bonus to each.

Strength Domain (KU)
Once per day / per levelling up gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round.

Water Domain (VI)
Turn fire creatures as if undead. Gain +2 charisma bonus to checks against water creatures (being creatures made of water, not just dwelling in water).

Healing Domain (NETA)
Healing spells restore an additional spell level of hit points.

Luck Domain (ZO)
You gain the power of negating fortune. Once per day / per levelling up you may reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Plant Domain (VEN)
Turn plant creatures as if undead. Add Knowledge (nature) as a class skill. Gain +2 fort bonus against poison.

Sun Domain (DES)
Once per day / per levelling up, you may apply your turning bonus as damage upon successfully turning an undead.

Travel Domain (IR)
Once per day / per levelling up, you may act for your cleric level number of rounds as if immune to any terrain effects or ignoring one magical impediment. Add Survival to your list of class skills.

War Domain (GOR)
Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus feat with the deity’s favored weapon.
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Re: D&D rules summary (3rd ed)

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Wizards' schools for specialisation: altered effect

Wizards can usually specialise in schools, at the cost of locking out certain schools but gaining access to spealist spells. Below is a modified version of the working of this for use in the DM game. In this case, no school will ever remove access to another school's spells.
A wizard studies magic and mana themselves to produce effects based on the wizard's will alone. These studies usually allow greater ability with rune spells that fall under this area of study.

A wizard gains understanding of one school at 3rd level. He then gains understanding of another school at level 9.

The usual 0-level spell-like effects can be augmented as described for each school taken, making these effects more powerful.

Also, the listed spells will be automatically available to the caster as long as they possess knowledge of the appropriate runes. Once per encounter, one of these spells may be cast as if one level higher (to a limit of the highest level the caster has available), or a 0-level effect can be given up to cast another LO level spell.


Abjuration
An abjuration specialist is called an abjurer. They study how magic can be used to create effects that protect, block or banish.

0-level augment: Using concentration the abjurer can attempt to 'hold' a person or creature's action using will alone. They can also attempt to temporarily block the effect of a permenant spell.

Spells:
OH KATH KU - push
OH KATH ROS - pull
DES EW - dispell immaterial beings


Conjuration
A conjuration specialist is called a conjurer. They study how magic can be used to summon creatures or materials to themselves.

0-level augment: If the caster can concentrate on an item they have studied (needs a separate appraise or knowledge check of the appropriate type taken over at least one minute per pound) they can attempp to summon it later. They can summon it for a range of 5 foot distance per level for a one pound object. The range descreases by 5 foot per 1 pound of extra weight. One distance increment is surrendered per pound of additional weight. The summon is a free action (after spell check) but they must have been concentrating on that items image in their mind nothing else previously, and so no standard actions possible beforehand (move and free actions within reason allowed).

Spells:
YA EW - physical marker
ZO KATH RA - unstable plasma
ZO EW KU - attack minion


Divination
A divination specialist is called a diviner. They concentrate on studying magic and effects that reveal information.

0-level augment: Concentration gains a +5 bonus to sense motive, appraise, or a ranked knowledge checks (even knowledge(arcana) checks when spellcasting, but only for unknown spells/effects). Can make an unranked knowledge check with no bonus as if trained instead. Caster will know if the attempt fails. Attempts usually take a full-round action.

Spells:
YA BRO ROS - footprint
OH EW RA - window


Enchantment
An enchantment specialist is called an enchanter. They study effects and magics that that imbue items with some property or grant the caster power over another being.

0-level augment: Concentrate to gain +5 to an intimidate, bluff or diplomacy check no matter the situation/proposition. Or touch an item to give it a +1 magical bonus to an item for one round.

Spells:
YA VEN SAR - petrify
OH IR ROS - aura of speed
OH IR RA - light


Evocation
An evocation specialist is called an evoker. They study effects and magics that manipulate energy or create something from nothing.

0-level augment: Grants a +5 bonus on the checks to summon energy-related effects, or instead adds 1d3 damage of the approprite type to an effect. Can use up one 0-level effect as part of a standard action to add 1d3 damage of the same energy type to existing spell or spell-like effect damage (not other 0-level effect, but can be item effect).

FUL - magic torch
FUL IR - fireball
OH KATH RA - lightning
DES VEN - poison bolt


Illusion
An illusion specialist is called an illusionist. They study ways to allow magic and magical effects to alter perception or create false images/sounds.

0-level augment: +5 to checks to create visual or audio hallucinations in one person. Instead, using constant concentration an illusionist can attempt to create an illusion visible to all on a square or object. No bonus applicable for this.


Spells:
OH EW SAR - invisibility


Transmutation
A transmutation specialist is called a transmuter. They study ways to magically transform items physically, or change their properties in a more subtle way.

0-level augment: Can either try to alter an item's cosmetic appearance (needs concentration to maintain), or can try to alter a material's chemical composition (at a cost of 1hp per round per pound to a minimum of 1hp).

Spells:
ZO VEN - poison flask
OH VEN - poison cloud
ZO - open/close
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Re: D&D rules summary (3rd ed)

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Grrr, never realised something before about the feat 'combat reflexes (which grants additional attacksof opportunity) and movement. I knew you couldn't make two for one square of movement, but assumed you could make two for two squares of movement. It's logical, but you can't!

So updated te AoO explainationa to remove a misleading few statements. Sorry!
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