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Rules

This page covers miscellaneous rule alterations and inclusions. These rules are not separated by type (for example being separated into combat rules or advancement rules).

 


Weapon Rules

Weapon Rules in Reignited are altered as follows;

Weapon groups are consolidated into much simpler lists, being categorized by the weapon’s type rather than “martial” or “exotic”. The weapon types included are

  • Simple (Alchemist’s Bombs, Unarmed Strikes, and Natural Attacks are considered “Simple” weapons)
  • Sword (Knives and daggers are included)
  • Polearm
  • Axe
  • Hammer (Cudgels and maces are included)
  • Bow (Crossbows are included)
  • Pistol
  • Rifle
  • Shotgun
  • Exotic
  • Siege

Stamina Points

Stamina is a new resource encompassing a character’s ability to press their body in order to complete some strenuous or potent task, including¬†Weapon Techniques. Some class features (such as Gunslinger’s Grit) are rolled into becoming Stamina.

Some class abilities (such as Grit, Arcane Pool, and Luck) alter how Stamina is calculated by changing the key ability score from Constitution to another attribute. If a character would possess multiple of these pools (such as possessing Grit from Gunslinger and an Arcane Pool from Magus) they add both Intelligence and Wisdom to Stamina – however Constitution is still replaced and thus is not added.

Stamina is a per-day resource, and after 8 hours of rest it restores to its full uses.

Characters have Stamina Points equal to;

Character Level + Constitution Modifier + Miscellaneous Bonuses


Second Wind

Once per day a character can spend an immediate action to recover from a grievous injury and keep going, enabling them to keep themselves fighting just a little longer. Characters using Second Wind recover an amount equal to their Character Level + Constitution Score.

Even if a character has abilities to take multiple second winds in a day, they can only take a second wind once per encounter.


Refooting

During the first round of combat characters can attempt to alter their initiative score on their turn. Doing so is a free action, however it can only be done once per day and only on the first round of combat. When attempting a Refooting check a character rolls their initiative again, however they must take this new result regardless of if it is higher or lower.


Combat Maneuvers

Characters with at least a +1 Base Attack Bonus are capable of making combat maneuvers without provoking attacks of opportunity without the requirement of feats (such as Improved Grapple). Feats such as Improved Grapple negate attacks of opportunities occurring with a character without +1 BAB or higher but otherwise functions the same.