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There are 3 kinds of grapples in the game. My Grapple Mechanic is very close to tabletop. Shifter and beast shape grapples stay owlcat-brew but once the character takes Grapple (Improved Grapple) feat, their grapple mechanics would be turned into mine. Finally, monster grapples stay the way it is in vanilla.
If you are grappled, you can attempt to break the grapple by making a combat maneuver check (DC equal to your opponent’s CMD; this does not provoke an attack of opportunity) or Thievery check (with a DC equal to your opponent’s CMD). If you succeed, you break the grapple as a standard action. However, if you fail nothing happens, you don't use your standard action.
You can only tie up pinned creatures, and then they still need to be grappled. The rope would be bursted if you release grapple, because you don't have time to tie someone up properly in combat. They are not helpless but can become the target of Coup De Grace. Additionally, grapple actions against them auto-succeed, they're auto pinned by the rope and their Thievery check DC to escape is higher.
Added Mythic Feats and Abilities (inspired by tabletop abilities of the same name): Grapple (Mythic), Uncanny Grapple, Aerial Assault, Knot Expert, Meat Shield, Maneuver Expert
Simplify Guerrilla Tactics, making it easy to use in the game!
The class gives access to Paired Opportunists in CO+ and Spring Attack in Swashbuckler Mod, but you'll need the respective mod active to select them. If you don't want these feats, my mod doesn't require anything, as the original feature will still be there.
Image of Divinity: At 7th level, a heritor knight’s appearance changes to superficially resemble the Inheritor herself, although she is still recognizable to those who know her, and her statistics do not change.
The Terrain Mastery abilities of Astral Plane and Abyss are actually useless in the module but they are prerequisites for their Terrain Dominance.
There isn't a GM available telling which creature is native to where, so ONLY ABYSS's favored enemy bonus works, for demons (which is written explicitly in the its description). And you guys probably won't focus on other creatures anyway lol
Master Archer gives access to Deadeye’s Blessing in TTT and Pinpoint Targeting in ExpandedContent, but you'll need the respective mod active to select them. If you don't want these feats, my mod doesn't require anything, as the original feature will still be there.
Gain a new Favored Terrain at level 2, 6, and an upgrade at level 9, 10. No need to study for 24 hours!
Summon Shadow: You can choose an animal companian instead and make it undead!
Shadow Jump: You can choose any feat from the dimentional feat chain instead! This requires Microscopic Content Expansion mod. If you don't want these feats, my mod doesn't require anything, as the original feature will still be there.
Extra Shadow Jump: This is a homebrew feat that gives you 4 extra uses of Shadow Jump ability and you can take it as soon as shadowdancer level 1!
Endless Gaze: a mythic ability to use Unnerving Gaze for free!
Shadow Jump: You can choose any feat from the dimentional feat chain instead! This requires Microscopic Content Expansion mod. If you don't want these feats, my mod doesn't require anything, as the original feature will still be there.
Extra Shadow Jump: This is a homebrew feat that gives you 4 extra uses of Shadow Jump ability and you can take it as soon as umbral agent level 1!
Weapon Master: Fighters that have the weapon master archetype can select advanced weapon training beginning at 4th level. A weapon master can select this feat as a bonus feat and it doesn’t count for the purpose of the requirement that it can be taken at most once per 5 fighter levels.
Grabbing Drag (homebrew, requires bab 8 or monk 4, and kineticist 1): You can use a move action to attempt a grapple combat maneuver against a creature within 30 feet to pull it towards you. This movement as well as the ability itself provoke attack of opportunity.
Grabbing Master (homebrew, requires bab 12 or monk 8, and kineticist 2): Your grapple may target anyone, even if the creature is immune to grapple.
Spear Dancing Style: While using this style, you can wield any weapon from the polearm or spear fighter weapon groups as a one-handed weapon. (homebrew, requires Weapon Finesse)
Spear Dancing Spiral: While using Spear Dancing Style, you gain the benefit of Weapon Finesse with these weapons. In addition, you can use Flurry of Blows, Stick-Fighting Counter and Stick-Fighting Maneuver with them.
Spear Dancing Reach: While using Spear Dancing Style, you add 5 feet to your reach.
Deflect Arrows (Mythic): You deflect projectiles and ray spells with uncanny skill. When using Deflect Arrows, you can deflect an additional number of ranged attacks per round equal to half your tier. You can also deflect a single ray from a ray spell or effect targeting you.
Racial Heritage (Mythic): Celestial Crusader, Negative Energy Affinity, Champion of Dark Powers, Multi-Armed and Kitsune Magic!
Like the Sun (Light, Flare Burst, Burst of Radiance, Dark-Light, Mydriatic Spontaneity, Judgment Light, Chains of Light, Sunbeam, Sunburst, and Mydriatic Spontaneity, Mass)
Ace Trip: You don’t take the –2 penalty for making trip attempts with a ranged weapon using Ranged Trip, and you can attempt trip combat maneuver checks against anyone, even if the creature is immune to trip.
Down Like Dominoes: When you successfully trip a foe, as a free action you can attempt an additional trip attack against an adjacent creature at a –4 penalty. If this second trip is successful, you immediately move to its square and may continue to attempt to trip other creatures, taking a cumulative –4 penalty on each trip attempt after the first. In a round, you can trip a number of creatures equal to 1 + half your tier in this way.
Sunder Storm: When you succeed at a sunder combat maneuver check, you drive the shattered pieces of the item into the flesh of its wearer, dealing 1d6 + a number of points equal to your tier of divine damage. Additionally, as a full-round action, you can attempt a sunder combat maneuver against each opponent within reach.
Tear Apart: Your sunder combat maneuver no longer disables armor, but rends it. If the check is successful, deal your weapon damage to the target and reduce the target’s armor bonus, natural armor bonus, or shield bonus by half your tier (minimum 1). If the creature has an enhancement bonus to the bonus you chose, reduce the normal bonus first, then apply any leftover reduction to the enhancement bonus. You can’t reduce the bonus below 0.
Drive Back: As a full-round action, you can make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent, then attempt a free bull rush combat maneuver check against each foe that you hit.
Combat Trickery: Through buffoonery and deceit, you can trick opponents into moving where you want them. You can make a bull rush combat maneuver check to all adjacent opponents as a standard action, using your Bluff check modifier in place of your CMB.
Ace Disarm: You don’t take the –2 penalty for attempting disarm combat maneuver checks with a ranged weapon using Ranged Disarm, and you can steal a random equipment on a successful disarm combat maneuver check if the target uses natural weapons.
Ranged Disarm (Mythic): You can effortlessly use ranged attacks to disarm an opponent. Add your tier to the Ranged Disarm roll. If the disarm attempt is successful, make a second disarm attempt.
Unbreakable Defense: You no longer have a limited amount of Defensive Stance rounds per day.
Riposte (Mythic): The duelist adds her mythic tier as a bonus on her attack roll when attempting a parry and riposte. This bonus does not stack with Ever Ready mythic feat.
Metaphysical Sneak Attack: If the student of war deals sneak attack damage to a target, he can study that target, allowing him to apply his Know Your Enemy effects. Additionally, his sneak attack no longer deals precision damage.
Mystic Catalyst: You can use Lesser Spell Synthesis ability at will.
Other Features
Esoteric Dragons for Dragon Disciple: A dragon disciple can choose such a bloodline and replace her bloodline arcana with extra psychic spells.
Quick Draw: If a Swordlord already has Quick Draw or Alertness, he gains Aldori Dueling Mastery as a bonus feat.
Tabletop Grappling Infusion: There's a toggle to let you attempt a combat maneuver check to have the blast grapple that opponent, instead of allowing a reflex save. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The DC for the purposes of escaping the grapple, is equal to 10 + its CMB.
It takes effect as per tabletop rules, but the break-free part is still owl-brew.
Enduring Spells Stay On Death (default on): Now with Enduring Spells, your buff stay on death, less save scumming :)
Dimensional Retribution Bypasses Dimensional Lock (default on): Now with Dimensional Retribution, teleportation effect no longer restricted in certain areas
Estimated THC: Show hit chance and spell (not) saved chance in turn based mode. This is not precise because it doesn't take into consideration certain effects such as concealment, spell penetration or conditional save bonus, but still better than nothing, eh? (default off)
Infernal Healing: You can fully heal outside of combat by spending gold, as if you buy a wand of infernal healing and use it! (gold : hp = 3:2)
Weak Crits against Enemies: Symmetrical with owlcat weak crits settings, making it fair (default off)
English Learning Mode: Show English dialogues along with any other language of yours (default off)
Lazy Crusade: Global map speed * 1000, reveal range * 1000, unlimited army movement, easier level up (default off)
Spell Turning effects no longer reflect touch spells and AoE spells, as per tabletop
Razmiri Mask no longer reflects anything more than Aroden Belt would
Enemy AI now recognize your permanent Spell Turning effects and act like a sane person
Fix Difficulty CMD Tripple-Dipped: This will significantly reduce enemy CMD at higher difficulties. CMD is calculated by adding STR bonus, DEX bonus and AC bonus, which means difficulty stat advancement is applied 3 times in vanilla, leading to total madness.
Fix Power Attack: now working as descripted: This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon. Note that Piranha Strike has the same bug but it isn't fixed because this might give Piranha Strike an edge over Power Attack, which is pretty coool.
Fix the bug that prone unit can be tripped. If you would allow some kind of head kicking, turn this off in mod menu.
Fix the bug that physical kinetic blasts that create an area effect don't count as magical.
Fix the bug(?) that a sawtooth saber can't be wielded with two hands.
Fix the bug that eldritch scion's arcane accuracy incorrectly uses INT.
Fix the bug that aeon bane giving crazy attack bonus.
Fix the bug that Clemency of Shadows triggers every AoO regardless of whether it crits or not.
Fix the bug that Dragon Disciple can't progress spell books other than spontaneous arcane ones (2-4, 6-8, 9-10)
Fix the bug(?) that enemies can't take a 5 foot step.
Fix the bug(?) that you can't skip selections.
Fix the bug(?) that some prestige class requirements still apply after taking the first level.
Fix the bug that Drunken Technique: Firewater Breath doesn't deal any damage when saved.
Fix the bug that activate abilities are effectively missing the last charge.
Fix the bug that stat damage can't kill you for some reason.
Add a null check to SavingThrowBonusAgainstDescriptor.
Joy Patches: Fix the owner blueprint issue Wrath Patches keep complaining about.
You can no longer directly target an enemy with an ability which it's immune to.
Better AI: No longer choose invalid targets, no longer try to dominate other creatures with dominate person (vampire), no longer cast contagion (unreasonably weak, and also buggy for AI)