The Scourge of Andima
The Raider Theme
‘Destiny? Ha! No such thing exists anymore, no perfect future for anyone, save for those willing to do whatever it takes to grab it. You gotta manifest your own destiny, and blast to pieces those who’ll get in your way.’ – Blackclaw
Welcome to Andima, forsaken land in the world of Ailoria. In this country, you learn fast or suffer, as very few will give you a second chance. Even the gods themselves wouldn’t set foot here, leaving it to fend for itself. And when many of the inhabitants make a living off killing, why would they? To survive in this land, you must be careful. But it’s not much of a life just to survive now is it?
Best sleep with one eye open, if you dare sleep at all.
The Mechanical Rules of The Scourge of Andima
Notes from the Battle Master DM
Hey everyone, as with most games I run I tend to add my own houserules for many different things. I’m going to list here the rules for character creation, as well as other rules I’m including for the Scourge of Andima.
– 25 Point Buy System
- Starting lvl 3, with 3000 gp (depending on backstory)
- Psionic Classes are all available, while Wizard, Sorcerer, and Cleric were not. Other classes could be accepted if the psionic version were used.
- Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
- Wild Talent is gained at character creation for all natives of Andima.
- Battle Skill is given to all current characters of Scourge of Andima
– Duster-on-Duster combat differs from regular combat, and will be explained at a later date.
- Andima Shuffle is an ability all natives of Andima possess. By expending 1 PP, the user is able to speed their reaction times against high speed projectiles. The user gains a +2 touch AC against firearm projectiles and ray attacks, for a single turn. This counts as a free action, can be activated on another person’s turn, but only once per round.
Martial Mastery: Combat feats like weapon focus apply to weapon groups instead of a specific weapon by default.
Weapon Finesse: Light weapons have been renamed finesse weapons. Characters that wield these weapons can choose to use either dexterity bonus or their strength bonus to hit with these weapons, no feat requried. Finesse is now also a weapon attribute like brace or trip, allowing a weapon in another category to be finessed (like the rapier).
Agile Maneuvers: A character adds their dexterity to their CMB if they’re wielding a finesse weapon and their strength weapon otherwise.
Combat Expertise: Now a simple combat option for any class with at least +1 BAB.
Improved Trip, Disarm, Dirty Trick, Feint, Reposition, Steal: Replaced with Deft Maneuvers.
Deft Maneuvers : New Feat; You do not provoke an attack of opportunity when preforming a trip, disarm, dirty trick, feint, reposition or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for grater combat maneuver feats.
Power Attack: Now a simple combat option for any class with a +1 BAB.
Improved Bull Rush, Drag, Overrun, and Sunder: Replaced with Powerful Maneuvers
Powerful Maneuvers: New Feat; You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat manuever. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Point-Blank Shot: Precise shot replaces it as a prerequisite for further archery or firearm feats.
Precise Shot Addendum The -4 to shooting into melee is an optional choice. If the penalty is taken, it insures that even on a nat 1 the character will not shoot an ally, while if not taken they run the risk of shooting an ally.
Deadly Aim: Now a simple combat option for any class with at least +1 BAB.
Mobility: Merged with Dodge feat.
Dodge: Revised; You gain a +1 dodge bonus to your AC. This bonus increased to +4 against atack of opportunity caused when you move out of or within a threatened square. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Two-Weapon Fighting: Merged with Greater Two-Weapon Fighting.
Greater Two-Weapon Fighting: Revised; Prerequisites now Dex 17, Two-Weapon Fighting, BAB +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a -10 penality.
Battle Skill (INT):
You are learned in the ways of battle.
Check: You can make a Battle check whenever you are
in a battle or are planning for one, on any scale. You may
assess your opponent’s battle prowess as a swift action,
allowing you to discern whether your opponent is stronger
or weaker, if they are damaged, and what the best tactical
move might be. Using this skill in combat does not provoke
an attack of opportunity, and can be used for continuous or
repeated assessment. The success level of Battle check
determines how much information you can gain from your
opponent’s condition, stance, and movement.
DC Type of Knowledge Examples
10 Common: My opponent is healthy, or not.
20 Uncommon: My opponent has a wound or illness that will interfere with his combat abilities in a specific fashion.
25 Obscure: My opponent’s stance suggest that he is more or less powerful than I am.
30 Extremely obscure: You can see the advantages and disadvantages of this battle.
Action: Varies. The Battle skill functions not unlike the Spot skill. In combat, it is a swift action. With the Quick Reconnoiter feat, it can be used as a free action.
Try Again: Yes.
Special: It is possible to deceive a Battle check with a high enough bluff.
Synergy: If you have 5 or more ranks in Sense Motive, you get a
+2 bonus on Battle checks
The Rule of Cool
Rule from the DM Battlemaster
This last note is one I feel is necessary for all campaigns I run. As I’m partial to players having fun, and building fun characters, I highly encourage housemade feats or abilities. These abilities can be completely unique, or could in fact mimic another class’s class feature. This rule does not go outside the realm of doing things in combat. I encourage simply asking me if you could attempt to do something unusual, from tackling someone through a wall to fighting with a fishing pole, I’m partial to players to having fun. And that is in itself the most important part; Have fun.