CoDnD- Call of Duty 3.5 (3.5e Sourcebook)/Chapter 2: New Rules

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New Rules[edit]

In CoDnD, characters function differently than their 3.5 counterparts. In addition to using the standard E6 rules, a character gains access to new abilities called "Perks." Normally, Perks may only be obtained by Commandos, but any character can use their bonus feats in order to gain access to these abilities. This Section will deal with Perks, New Bonus Feats, Combat, and powerful abilities called "Tactical Warfare."

Perks[edit]

Perks are basically a character's class abilities. For the Commando, at levels 1, 2, and 3, they select a perk and may ready it. A character may change their readied perks during each short rest (at least five minutes downtime). At levels 4, 5, and 6, the Commando may upgrade one of their perks to the Pro version. They still have the abilities gained by their normal perk, but gain additional abilities based upon the perk they choose to upgrade.

Perk Name Perk Benefit Pro Perk Benefit
Sleight of Hand You may reduce firearm reload times by one action step. You may reduce firearm ADS times by one action step.
Marathon You gain a +4 bonus to Endurance, Climb, Swim, and Jump Checks You gain a climb and swim speed equal to 1/2 your normal movement speed.
Bling You may add an additional attachment to your primary weapon. You may add an additional attachment to your sidearm.
Scavenger You may take 20 as a standard action to search a corpse. Ammo, Grenades, and the like weigh half as much so long as they are in your inventory.
Grenadier Increase the range increments of your thrown weapons by 2 squares. You can delay a grenade's explosion by up to two rounds, or you can have it explode immediately after touching the ground.
Concentrated Fire Adjacent allies gain a leadership bonus to attack rolls equal to 1/2 your charisma modifier. Adjacent allies gain a leadership bonus to attack rolls equal to your charisma modifier
Stopping Power When using a firearm, you deal an extra point of damage per damage die. Against vehicles and inanimate objects, your bullets deal an extra 2 points of damage per damage die.
Lightweight Increase your movement speed by 10ft. You gain shot on the run and spring attack, even if you don't meet the pre-requisites.
Danger Close Increase the explosion radius of your explosives by 5ft. Your explosives deal an extra point of damage per damage die.
Cold-Blooded If an enemy uses a thermal scope against you, they do not gain a bonus to attack rolls against you. You gain a +4 Bonus to Hide and Move Silently Checks, and you can hide in plain sight as per the Ranger Ability.
Medic You gain a +4 bonus to heal checks, and your allies gain 1HP/Level when you heal them. Stabilizing a downed person is a move action for you, not a full round action.
Hardline Action point costs for Tactical Warfare abilities are reduced by 1. When gaining Action Point rewards, the party gains an additional action point.
Advanced Formation Adjacent Allies gain a leadership bonus to AC equal to 1/2 your Charisma Modifier. Adjacent Allies gain a leadership bonus to AC equal to your Charisma Modifier.
Steady Aim When hipfiring, reduce the penalty to attack rolls by 2. After taking a shot with a Sniper Scope or Thermal scope, the penalties to any other attack made during your turn is decreased by 2.
Commando Increase your melee range by 5ft. When using your combat knife, all successful attacks are treated as confirmed critical hits.
Scrambler When within 15' of you, Enemy GPS and radios do not work. If you trigger an enemy trap (such as a claymore or brick of C4), then it doesn't go off until one round later.
Sitrep You gain a +4 Bonus to Search, Disable Device, and Open Lock checks. You gain a +4 Bonus to Spot and Listen Checks.
Ninja You do not show up on enemy Heart Beat Sensors. Reduce the penalties to hide and move silently when moving your full speed by half.
Combat Leader If you can grant leadership bonuses to adjacent allies, increase the range to include all allies within 10'. If you can grant leadership bonuses to adjacent allies, increase the range to include all allies within 15'.
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New Feats[edit]

In this section, we will be detailing the new feats that a character in CoDnD can acquire over the course of their career. Some feats provide bonuses to attack rolls, others allow you access to new perks, and still others provide miscellaneous bonuses to skills and other checks. Provided below is a list of feats and their benefits.


Extra Perk [General] Benefit: Choose a Perk that you do not currently possess. You gain access to that perk, and can ready it as normal. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different perk.


Extra Pro Perk [General] Prerequisites: Extra Perk, Enhanced Training, Character Level 6th.Benefit: You may upgrade one of your Perks to Pro status. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different perk.


Enhanced Training [General] Prerequisites: Character Level 6th.Benefit: This feat provides no enhancement, it simply allows you to take feats with this feat as a pre-requisite.


Extra Perk Readied [General] Prerequisites: Enhanced TrainingBenefit: With this feat, you may ready an extra perk over and above the normal amount you normally could. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different perk.


Weapon Focus [General] Benefit: Select one class of weapon (Assault Rifle, SMGs, LMGs, Sniper Rifles, Pistols, Machine Pistols, Shotguns, Explosives, Melee), when using that weapon type, you gain a +1 Bonus to attack rolls (Shotguns and Explosives add +1 to their Reflex Save DC). Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different weapon category.


Weapon Specialization [General] Prerequisites: Weapon Focus, Character Level 4th.Benefit: Select one class of weapon for which you have the weapon focus feat. You gain a +2 Bonus to Damage Rolls with the selected weapon class type. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a weapon class.


Greater Weapon Focus [General] Prerequisites: Weapon Specialization, Enhanced Training, Character Level 6th.Benefit: Select one class of weapon for which you have the weapon specialization feat. You gain an extra +1 Bonus to attack rolls with the selected weapon class type. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different weapon class.


Greater Weapon Specialzation [General] Prerequisites: Greater Weapon Focus, Enhanced Training, Character Level 6th.Benefit: Select one class of weapon for which you have the greater weapon focus feat. You gain an extra +2 Bonus to Damage rolls with the selected weapon class type. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different weapon class.


Improved Critical [General] Prerequisites: Enhanced Training, Character Level 6th.Benefit: Choose a class of weapons, when attacking with that weapon class, you may score a critical hit on a 19 or 20, rather than just a 20. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different weapon class.


Toughness [General] Benefit: You gain +1 HP per level.


Improved Toughness [General] Prerequisites: Toughness, Character Level 3rd.Benefit: You gain an additional +2 HP per level.


Improved Combat Reflexes [General] Prerequisites: Combat ReflexesBenefit: You gain an additional attack of opportunity per round. Special: A creature can gain this feat multiple times. Its effects stack


Knifeplay [General] Benefit: Increase your Combat Knife Damage from 1d6 to 1d8


Improved Knifeplay [General] Prerequisites: Knifeplay, Character Level 3rd.Benefit: Increase your Combat Knife Damage from 1d8 to 1d10.


Master Knifeplay [General] Prerequisites: Improved Knifeplay, Character Level 6th.Benefit: Increase your Combat Knife Damage from 1d10 to 2d6.


Grit [General] Benefit: You gain DR equal to 5/- against firearms and melee weapons.


True Grit [General] Prerequisites: Grit, Character Level 3rd.Benefit: You gain DR Equal to 5/- against Explosives.


Reflexive Shot. [General] Prerequisites: Point Blank Shot.Benefit: You can threaten adjacent opponents with your firearms.


Existing Feats[edit]

This is a list of feats that may be chosen by a character without any modification to the feat or it's pre-requisites. Other feats from other sources can be selected with DM approval (Such as Superior Unarmed Strike).

Any Skill Feat (Skill Focus, Agile, Acrobatic, Etc).
Blind-Fight
Combat Expertise
Improved Disarm
Improved Trip
Improved Feint
Knock-Down
Superior Expertise
Combat Reflexes
Hold the Line
Dodge
Mobility
Shot on the Run
Spring Attack
Whirlwind Attack
Sidestep Charge
Endurance
Diehard
Eyes in the Back of Your Head
Great Fortitude
Improved Initiative
Improved Unarmed Strike
Improved Grapple
Stunning Fist
Iron Will
Jack of All Trades
Lightning Reflexes
Point Blank Shot
Far Shot
Precise Shot
Improved Precise Shot
Sharp-Shooter
Rapid Shot
Many Shot
Power Attack
Cleave
Great Cleave
Improved Bullrush
Improved Overrun
Improved Sunder
Quick Draw
Run
Fleet of Foot
Stand Still
Weapon Finesse

Tactical Warfare[edit]

Tactical Warfare is a system in which characters can utilize powerful abilities in exchange for Action Points. Whenever you kill an enemy, you gain a number of action points equal to their character level (+1 for every three bonus feats they have past level 6). Using a Tactical Warfare ability is a swift action, and does not provoke attacks of opportunity.

3 Action Points

UAV-