Alternate Rule: Removing Iterative Attacks (Pathfinder)

Meteor Strike – Removing Iterative Attacks v.2

By Angel “ARMR” Miranda

This variant rule aims to remove iterative attacks, to speed up combat by allowing players to roll various d20s at once to determine their damage, to balance the damage done by martial classes, and to prevent the frustration of missing constantly with the last of the iterative attacks.

 

Base Damage Bonus

As a character increases in experience their ability to deal damage also increases. Thus, characters add half their Base Attack Bonus to their damage rolls made with manufactured weapons or unarmed strikes. This additional damage is multiplied on critical hits.

 

Basic Rule

During a full-round attack at Base Attack Bonus +6 you roll 2d20s for your attack roll, at BAB +11 you roll 3d20s, and at BAB +16 you roll 4d20s.

You add your full attack bonus to all rolls and compare each roll to your opponent’s AC. Roll your weapon’s dice damage plus half your BAB for every roll that meets or beats your opponent’s AC.

You add any other bonus to damage (such as for a high STR modifier, power attack, weapon enhancement bonus, etc.) only once, regardless of how many dice actually hit.

All damage rolled is added up before Damage Reduction is applied (if any).

Example: A level 13 fighter with 20 STR attacking with a +2 longsword, would roll 3d20s, add his +20 attack bonus to all of the d20s rolled. For each successful hit his opponent takes 1d8+6 (half of his BAB) points of damage, once all hits have been added up, he then adds +7 to the final damage (+5 from STR and +2 from his weapon’s enhancement bonus).

 

Critical Hits

When you threaten a critical hit you roll an additional d20 to confirm for the hit that threatened. On a successful confirmation roll you multiply your damage bonus (such as from a high STR bonus, power attack, BAB, etc.) not your weapon’s damage dice.

If more than one d20 threatens, you roll to confirm all d20s that threaten. For every threat that is confirmed after the first one, increase the weapon’s critical multiplier by 1.

Example: A level 6 fighter with 18 STR, wielding a +1 keen falchion rolls an 18 and a 15 on his full-round attack rolls. His 18 threatens a critical hit, he rolls to confirm and succeeds. Taking into consideration that his 15 also hits, he would deal a total of 4d4+26 (+6 from his BAB, +6 from his STR modifier, +1 from his weapon’s enhancement bonus = 13, multiplied then by 2 = 26).

Using the same example, if that fighter would had rolled an 18 and a 19, and confirmed both rolls he would have then dealt 4d4+39 (+6 from his BAB, +6 from his STR modifier, +1 from his weapon’s enhancement bonus = 13, multiplied then by 3 = 39). Because his falchion’s critical modifier is x2, but since he confirmed two critical threats it increases by +1 to x3.

 

Fast Bomb Alchemist Discovery

The fast bomb alchemy discovery works as intended with the regular iterative attack rules.

 

Sneak Attack

When doing a sneak attack during a full-round attack, add +1 point of damage per sneak attack dice rolled for every d20 that successfully hits, after the first. This additional damage is still treated as precision based damage and not multiplied on a critical hit.

Example: A level 15 rogue with a sneak attack pool of 8d6 and a Base Attack Bonus of +11 would add +8 points of damage on a successful full-round sneak attack, after every d20 that successfully hits after the first. So if his three d20s hit, he would add +16 to the final damage, if only two d20s hit, he would only add +8, and finally, if only one d20 hits, he would not add any bonus damage.

 

Two-Weapon Fighting

Fighting with a weapon in each hand grants two attacks during a full-round attack, using your full base attack bonus for each attack (applying the proper penalties as usual), however, you only get one d20 with your off-hand weapon regardless of your BAB. The benefits of the improved two-weapon fighting and greater two-weapon fighting feats have been rewritten to fit this variant rule:

  • Improve Two-Weapon Fighting: Whenever you attack with your off-hand weapon during a full-round attack, you roll 2d20s for your off-hand attack roll, add your off-hand attack modifier to both d20s and compare each roll against your opponent’s AC. Roll your weapon’s dice damage plus half your BAB for every roll that meets or beats your opponent’s AC. You add any other bonus to damage (such as for a high STR modifier, power attack, weapon enhancement bonus, etc.) only once. All damage rolled is added up before Damage Reduction is applied (if any).
  • Greater Two-Weapon Fighting: Whenever you attack with your off-hand weapon during a full-round attack, you roll 3d20s instead of 2d20s.

 

Natural Attacks

Natural attacks under this rule work normally.

 

Extra Attacks

Any special ability or spell that grants an additional attack during a full-round attack works as normal, however, it does not get any additional d20s or additional damage.

 

Rerolls

If an ability or spell allows for an attack roll to be rerolled, you may choose to reroll one of the d20s you rolled during a full-round attack.

 

True Strike

Besides granting a +20 insight bonus to attack rolls, true strike’s effect varies on whether the next attack of the recipient of the true strike is doing a regular attack or a full-round attack:

  • On a regular attack, it ignores partial concealment.
  • Used during a full-round attack, the attack does not gain the additional d20 or damage, but ignores all concealment and partial cover.

 

Natural 1’s

Rolling a natural 1 on a d20 only means that d20 automatically misses.

  • The Rule of 1 (Variant Rule)
    • If you roll a natural 1 on any of your d20s when doing a full-round attack, that attack automatically misses. If you roll both a 1 and a 20, they cancel each other out, and you must choose another one of your roll.

 

Duelist Parry Class Feature

To use his parry ability, the duelist must sacrifice an unused attack of opportunity for that round.

 

Abilities that Negate Attacks

An ability that negates an attack (such as the duelist’s parry or the swashbuckler’s opportune parry and riposte), that succeeds in its check to negate a full-round attack negates the highest d20 rolled if used against a full-round attack.

 

Flurry of Blows: Monks do not receive additional d20s when using flurry of blows. Instead, when using flurry of blows monks receive an additional attack at their highest Base Attack Bonus, both attacks are made at a -2 penalty. At 6th, 11th, 16th, 20th levels, the monk receives an additional attack during his flurry of blows (all these additional attacks are also made with a -2 penalty).

 

Unchained Flurry of Blows: During a full-round attack, the unchained monk receives the additional attacks granted by the flurry of blows class feature as normal. However, he gains no other additional attacks due to a high base attack bonus. Instead, his first attack receives additional d20s and damage as per these variant rules.

 

Class Progression Table Examples

This is how class progression tables should look if the class is built using Meteor Strike in mind.

Fast Base Attack Bonus Progression

Level Bonus
1st +1 (1d20)
2nd +2
3rd +3
4th +4
5th +5
6th +6 (2d20)
7th +7
8th +8
9th +9
10th +10
11th +11 (3d20)
12th +12
13th +13
14th +14
15th +15
16th +16 (4d20)
17th +17
18th +18
19th +19
20th +20

 

Medium Base Attack Bonus Progression

Level Bonus
1st +0
2nd +1
3rd +2
4th +3
5th +3
6th +4
7th +5
8th +6 (2d20)
9th +6
10th +7
11th +8
12th +9
13th +9
14th +10
15th +11 (3d20)
16th +12
17th +12
18th +13
19th +14
20th +15

 

Slow Base Attack Bonus Progression

Level Bonus
1st +0
2nd +1
3rd +1
4th +2
5th +2
6th +3
7th +3
8th +4
9th +4
10th +5
11th +5
12th +6 (2d20)
13th +6
14th +7
15th +7
16th +8
17th +8
18th +9
19th +9
20th +10

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