各种房规会在这里陆续添加……虽然这听起来很奇怪^
a. 基本房规
- 对于任何灰色规则,采用无代价不得利。开团后,如果房规中没有提到的法术/灵能/物品/专长/其他因为被滥用而被禁止,你可以获得免费无偿无损失的调整机会。
- 基于河蟹社会的跑团精神,玩家在扮演上请尽量配合/考虑队友的行为/想法,在现实中不起纷争的情况下扮演好自己的角色。选择邪恶阵营的玩家请确认自己能够与其他PC不发生冲突并组团.
法术/武技/专长相关
- 每个人战斗开始前最多可以拥有3个独立个体(魔宠,坐骑,召唤生物,等等,含自身),托管不计在内。
- 无法付出代价就无法得到
- 禁止无限及无限可能性
- 禁止转生, 老化
- 禁止领导力, 以及类似领导力的职业能力
- 禁止任何类型的刷卡/重训内容
- 禁止Celerity及其衍生法术
- Raise Dead, Resurrection,True Resurrection,Revivify, Miracle,Wish用于复活时,每个法术一名角色一生只能使用一次。与此相对应的,被复活过的角色不能再被同名的法术再次复活。
- Synchronicity (Complete Psionic),此灵能无法通过任何方式(e.g. Affinity Field; Share Power(su), etc )共享给其他事物,禁止与Linked Power共同使用
- Polymorph、Metamorphosis以及这两种法术/灵能的进阶版本在使用时失去职业等级给予的特性和能力
- 根据Shapechange的non-uniqueness精神,各种变形,拟像,召唤能力,如无特殊说明则不能:
1. 使用任何已带有模板的生物。
2. 变化或召唤一个种族中的特定的一员,除非施法者拥有该特定生物身体的一部分,或者施法者熟知该特定生物的习性。
- 禁Conjurer变体Immediate Magic (PHBII)
- 长距离传送一律耗时10分钟
- 禁White Raven Tactic, Iron Heart Surge, Moment of Perfect Mind
- 采用灵法共通原则
注1:针对魔法/灵能效果的魔法灵能,在此规则下互通:如Dispel/Dispel, Psionic
注2:Detect Magic可以侦测到灵能光环,反之亦然
注3:Spellcraft/Psicraft, Use Magic Device/Use Psionic Device, Knowledge(Arcana)/Knowledge(Psionic)视为共通技能,两者可互相代替。
- 所有施法时间为1 full round的法术视为1 round
- 通过Fabricate/Fabricate,Psionic制造出来的物品需遵循以下规则:
- 此法术一次只能把一类材料,转化成一件相连的,完整的一件成品
- 如果材料中混杂着施法者指定材料以外的不同类物质,此法术将会在不影响其他材料的前提下改变所制定材料的形状。指定材料以外的材料可能会因为施法后的位置,产生材质断裂。
- 此法术不能加温,冷冻,炼化,或者以其他形式改变材料的分子结构
- 此法术只能作用于施法者所能接触到的固体或液体
- 成品必须是这个世界已经存在,并且PC角色了解的物品
- 用法术仿造一件罕见或独有的物品时,施术者必须拥有该物品的第一手情报(亲眼所见/触摸)
- 如果没有使用相关的手艺技能,成品在基本的形状能力和材料强度以外,将不会拥有额外的机关能力或结构强度
- 成品将会出现在材料之前所在的地点
- 使用此法术时请随身携带节操
- 股市有风险,入市需谨慎
职业/种族相关
- 禁无神牧师/圣骑士,可以自创神祗,具体与DM协商。圣骑士的阵营不限于守序善良但必须但必须至少设立3条行为准则。
- 禁止使用领域交换领域专长
- 法巫德圣以及其他魔宠/动物伙伴免费赠送,如果死亡可在3天之后再次召唤新魔宠/动物伙伴,但必须支付角色等级*100g
- Archivist(卷宗学者)在建卡时可以学到的法术限于核心中的基本职业和神域,但是允许购买部分神术卷轴并在开团后抄写
- 武僧获得满BAB
- 巡林客的宿敌可在8小时休息后更换
- 半精灵可选择以下两项中的一项:
- 人类的额外技能点或额外专长,这么做半精灵失去精灵的昏暗视觉和体质豁免
- 任何一种精灵的属性加值以及获得Able Learner专长,这么做半精灵失去所有种族技能加值
魔法物品/装备相关
- 禁止自定义魔法/灵能物品
- 禁止智能物品
- 禁止购买或者制造不满发弹药魔杖等,以及在团开始前拥有不满发弹药魔杖等
- 所有灵能物品视同魔法物品
- 禁止使用Thought Bottle (CA p.150)
- 禁止使用Amulet of Second Chances(MIC)
战斗相关
- 直觉动作:除非法术/能力描述中特别指出,直觉动作只能在一个标准或移动动作之前或之后发生,而不能在其他动作发生之时发生。当数人同时使用直觉动作时,先攻高着可以后决定直觉动作的发动时机。
举例,直觉动作可以在以下场合使用
1. NPC战士试图使用物理攻击(无论是否为冲锋的一部分),但丢出攻击骰之前
2. 你成为NPC法术的目标(目标为个体的法术)之后,但你没有丢出豁免或对方没有丢出远程攻击骰之前
3. 你的所在的格子成为NPC法术的目标(目标为范围的法术)之后,但没有丢出豁免之前
4. 拥有一回合中攻击多次的能力的NPC,刚使用完一次攻击(包括攻击骰和伤害)之后,但在下一次攻击开始之前
再举例
1. NPC对法师进行(无论距离)攻击,法师可以使用迅捷爆发在攻击骰丢出之前离开所在的格子。如果敌人无法再触及法师,敌人将失去攻击的动作。
2. NPC战士砍向法师,并丢出攻击骰。法师可以在此时使用Alter Fortune改变攻击骰的结果,因为法术中明确允许该使用时机。
3. NPC对法师进行(无论距离)攻击,法师无法用迅捷爆或小跳在攻击骰丢出之后离开所在的格子。因为法术中没有明确允许该使用时机。
- 准备动作:你准备的动作将会在触发条件之前发生。被触发动作的长度不能超过触发动作的长度。如果因为任何原因准备动作无法触发,那么准备动作将在下一个合法的时机触发。除非准备动作中明确声明,你的先攻将调整到准备动作触发者之前。
动作长度:大于1轮>全回合>标准=类移>迅捷(swift)=直觉(immediate)>自由(Free)
举例:
1. 准备:“如果对方法师使用法术,我就砍他”
结果:法师使用了长度为迅捷动作的法术,准备动作不触发。接着法师使用了另一个法术,准备动作触发。
2. 准备:“如果对方战士冲锋到我15尺内,我向左跑30尺”
结果:战士可以在冲锋路线上重新选择一个合法的目标,如果没有,则冲锋攻击失效。战士处于冲锋后的地点。
3. 准备:“如果对方战士冲锋到我5尺内前,我向左跑30尺”
结果:战士在与你相邻10尺时触发你的准备动作,但此时如果战士在之后的冲锋路线中的任意一点能够重新将你纳入攻击范围。那么战士依然可以攻击到你。
4. 准备:”如果队友被打中,我攻击打队友的那人“
结果:队友第一次被你攻击范围外的目标法术打中。你不触发准备动作。队友第二次被隔壁的战士打中并且战士在你的攻击范围内,准备动作触发并且你的先攻调整为战士的先攻之后。
- 擒抱动作
除SRD&RC中描述的动作以外,根据WoTC Rules of the game以及房规,你还可以执行以下动作
- Break Another's Hold: This works just like breaking another's pin, except that you use it against a foe that merely has a hold on another character. If you win the opposed check, you free the character you're helping.
- Throw Your Foe to the Ground: This works just like a trip attack except that you don't make an initial touch attack (because you're grasping your foe already) and you and your foe make opposed grapple checks to resolve the trip attack. If you win, you and your foe fall prone in the space you both share, but you're still grappling. At your option you can take a -4 penalty on the opposed check; if you win you break your foe's hold on you and you throw your foe to the ground in a space adjacent to the space you formerly shared. (You stay on your feet.) Your foe's movement does not provoke attacks of opportunity, nor does it count against her movement for the current turn (or her next turn).
If you lose the opposed check, your foe gets a chance to trip you by making an opposed grapple check, just as described above.
- Release Your Hold: Curiously, the Player's Handbook says nothing about voluntarily relinquishing your hold on a foe, so here's a rule to cover that. You can release your foe as a free action. You are still considered to be grappling, however, unless your foe also decides to release you at same time. If your foe does not want to release you, you can escape by winning an opposed grapple check that you make instead of a melee attack.
When you and your foe release each other, one of you must go to a space adjacent to the space the two of you once shared. The movement provokes attacks of opportunity from foes who threaten the space the character leaves, but the movement doesn't count against the character's speed for the current turn. If you made a successful opposed grapple check to end the grapple, you decide who moves. If you both decide to release each other, make an opposed grapple check and the winner decides who moves.
- Retrieve a Stored Item: You can use a full-round action to grab an item you're carrying. The stored item must be fairly accessible -- that is stored in a bandoleer, belt pouch, sleeve, pocket, or other location within easy reach.
- [房规]Using Supernatural Ability: using supernatural ability while grappling follows the general rule of casting a spell while grappling, except you don't need to make concentration checks unless otherwise required by the Su.
- 骑乘冲锋时骑手不视为冲锋,也不会得到要求骑手冲锋的相关专长的效果
b. 专长房规
Toughness(强健):除原效果外,每级额外增加1点HP。
Diehard(顽强):除原效果外,当你生命值为0时,你像正常一样行动。当你生命值为-1到-9时,你可以投50%来决定你是否可以正常行动或只有一个行动。
Trained Stalker:Listen,Spot, Survival, Hide, Move Silently, Search, Gather Information 鉴定+2
Dodge(闪避):你永久+1AC
Agile (敏捷): 除原效果外,你获得Fast Movement 快速移动10 (Ex)
Deceitful (欺诈): 除原效果外,你获得Diguise Self (sp), 2次/天, DC为11+你的智力加值
Scribe Scroll:你花费的时间改为1小时/每法术等级
Self-Sufficient (自我给养):除原效果外,你每晚可以额外恢复等同于你HD的HP
Magical Aptitude (魔法修养):除原效果外,你在所有知识鉴定上获得+1加值并且所有知识视为已受训
Run (跑): 除原效果外,你可以选择不触发奔跑过程中的一名敌人的借机攻击。
b(a). 自定义专长
Universal Scribing [Item Creation]
Prerequisite: Caster Level 1, Decipher Script 1 Rank, Scribe Scroll
Replaces:You replace Scribe Scroll with Universal Scribing
Benefit: Once per day, you can create a scroll of a spell even if you don't know or have in your spellbook but is in your classlist of spells. To do so, you must have acess to the magic items (Scroll, or other wizard's Spellbook) that contains the writting of the spell you want to scribe.
1. You first must make a Deciper Script check against DC 10+2*Spell Level to successfully recognize and understand the writting. Failure on this check means you can't use this piece of magic item for Universal Scribing.
2. You then must make a Spellcraft check against DC 15+Spell Level*(Caster Level of the spell-Your CL) [minimum zero] to successfully scribe the scroll. Failure on this check means you wasted all the cost and XP associated with scribing the scroll.
Special: The scroll you scribe through this mean can only be used by you and your allies. You retain the normal benefit of Scribe Scroll feat. Use this feat to scribe a scroll cost the same amount of time as if you scribe a scroll using Scribe Scroll feat.
c. 食/息的房规
熟食:简单而精致的烹饪可以让疲惫的冒险者们恢复体力,烹饪程度由Survival来决定。烹饪最少要花15分钟。恢复的体力由材料和骰点决定。烹饪可取10,这样做出来的食物如果超过DC15固定恢复1点体力。烹饪可取20,这样做出来的食物如果超过DC 25固定恢复2点体力,超过DC20固定恢复1点体力,但是需要花费1小时来烹饪。
进食:食物是多数生物补充身体机能的唯一方法。而如果生物长时间没有进食,他将会四肢无力乃至死亡。一名角色一天需要吃3顿来维持正常探险活动所需的能量。若玩家超过12小时没有进食,则会陷入Hunger状态。若玩家超过18小时没有进食,则必须通过一个DC10+2/每小时的Will鉴定来避免陷入昏迷。昏迷之后角色每小时会遭受2点非致命伤害,如果非致命伤害使角色体力低于-10,则角色会直接死亡。饥饿造成的非致命伤害会在角色正常进食后完全恢复。
Hunger:你因长时间没有进食而产生晕眩,乏力等症状。你将无法奔跑和冲锋。你的力量将会受到-4的惩罚。
熬夜:玩家每24小时必须拥有至少8小时的睡眠时间。若玩家超过20小时没有睡眠,则玩家每2小时必须通过一个DC10+2/每2小时的Fort鉴定来避免陷入Fatigue状态。当玩家陷入Fatigue 4小时后,每2小时必须通过一个DC14+2/每2小时的Fort鉴定来避免陷入Exhausted状态。玩家需通过1小时的睡眠从Exhausted恢复成Fatigue状态,而从Fatigue状态恢复正常需要8小时睡眠。
From 3E Armor and Equipment

特殊酒精饮料
玩家手册表7–7: 商品与服务给出了一般麦酒和葡萄酒的价格。想让酒单变得与众不同?可以试试下面这些酒类。
精灵阿利安酒:酿造出这种拍案美酒的野葡萄生长在密林的最深处。即使一桶酒也要花上几个月的时间来收集这种葡萄才能酿成。(强韧豁免 DC 11.)
龙噬苦酒: 这种特殊黑啤酒的秘方已有几世纪的历史,只有龙噬酿造厂才能酿造出这种酒。避免醉酒的强韧豁免为 DC 12.
顽固矮人烈黑啤:几乎只在矮人聚居区才能发现这种酒,这种烈性啤酒是战士的每日最爱。(强韧豁免DC 13.)
疯狂之水: 极端烈性的清澈烈酒。被阳光照到的几瓶酒自发燃烧这一谣言从未被证实。任何拥有狂暴职业能力的角色在喝了一杯酒后必须通过一个DC为15的意志检定,如果失败,就会难以自抑的陷入狂暴之中。如果你已经消耗了你所有的每日狂暴次数那么疯狂之水除了使你变得粗暴易怒以外没有其他的效果。(强韧豁免 DC 15.)
冰霜酒: 这种精酿白葡萄酒由一种只生长在极地气候下的罕见葡萄酿成。 在葡萄开花的季节,霜虫会被花香吸引而来,使得采摘极为危险。 (强韧豁免 DC 13.)
矮人石榴石酒 : 酿自一种高山出产的葡萄,这种粗犷却不失优良的美酒至少包含价值10金币的石榴石粉末用以“调味”。(强韧豁免 DC 13.)
侏儒金光酒: 一种精酿淡爽带有花香的啤酒,这是广受人类与半身人欢迎的商品。(强韧豁免 DC 11.)
兽人克拉格酒: 这种烈酒在兽人和地精之间广受欢迎。这种酒非常烈,对非兽人和地精的人来说味道极其可怕。喝下一杯这种酒会使不是兽人,半兽人,地精或大地精的人陷入反胃状态。 (强韧豁免 DC 14.)
精灵蜜酒: 尽管并不以酿造闻名,精灵们用在森林中找到的奇异蜂蜜酿造了这种令人愉悦的蜜酒。甚至矮人也觉得这种酒味道非常吸引人——尽管他们不愿意承认这一点。 (强韧豁免 DC 12.)
精灵月露酒 : 这种举世无双的美酒只能由具有炼金术技能的人酿造出来。(DC 30),异乎寻常的酿造过程涉及到新鲜露水及月光(强韧豁免 DC 13.)
蘑菇酒:由多个地底种族创造出来的这种酒风味多样,价格多变。 (强韧豁免 DC11–12.)
普尔什棕麦酒: 半身人酿造,在几个培养出麦酒品味的半身人聚居点发现,具有傻乎乎的快乐味道。 (强韧豁免 DC 11.)
卓尔蛛血酒 : 这种酒的名字略有偏差,实际是一种卓尔酿造的含有一剂蜘蛛毒液的蘑菇酒。这酒风味独特,不似任何地表之物。任何不常喝这种酒的人(通常不是卓尔)除了要通过避免醉酒的强韧检定 (DC 11)之外还必须通过一个强韧检定 (DC 11)否则就会中毒 (初始及后续伤害1d2 体质)。那些想要适应这种毒性的人必须三个月内连续每天隔几个小时就喝上一杯。
地精砰砰酒: 几乎被全世界的非地精种族避之唯恐不及,砰砰酒被描述为具有“着火的腐烂母牛”的味道和气味。某些野蛮人对其推崇备至,称其为上选之酒。(强韧豁免 DC 12.)
酒与醉酒
许多冒险者喜欢喝点什么来庆祝近期的成功,有的时候他们喝下去的超过了他们所能承受的。这一额外规则能帮助DM衡量在PC灌下那些麦酒之后会有多醉。酒精会压制判断力和协调力。每次有人物喝下一份酒精饮品(一杯葡萄酒,一大杯啤酒或一小杯烈酒)之后都必须进行一次没有任何减值的强韧检定,其DC由酒的种类决定。(见下表中描述的不同酒类的例子,特殊酒品的DC见其描述。)这一检定假设人物试图避免醉酒。
酒类 DC
普通葡萄酒 11
烈性葡萄酒 12
淡麦酒 10
烈麦酒 11
矮人麦酒 13
典型烈酒 11
(威士忌,朗姆,金酒)
极强烈酒 13
危险烈酒 15
一小时内喝进的第一杯酒没有任何强韧检定减值,同一小时内喝进的第二杯酒会承受-1的强韧检定减值,第三杯为-2,第四杯为-3,以此类推。显而易见,人物可以通过加长每次饮酒的间隔来避免醉酒。
强韧检定失败的人物会承受1d2的临时感知及敏捷属性伤害。感知减至0的人物会陷入无意识的昏迷状态,敏捷减至0的人物会烂醉如泥但是仍留有模糊的意识。如果两项属性都被减至0,人物会承受酒精中毒的后果,进行一次强韧豁免,其DC为该酒类的DC(如果喝了不同种类的酒,以DC最高的为准)。假若失败,人物每10分钟就会承受1点临时体质属性伤害,除非洗胃不然会持续到人物死亡。
人物在喝下最后一杯酒后,每隔一个小时会恢复1点敏捷及感知属性,在这一过程中通常会感到极其不适。中和毒性可以解除酒精的伤害效果(但是不能解除宿醉的影响)。
d. 货币系统
象印大陆使用通用的货币系统,硬币分别有3种,金币,银币和铜币。1金币=10银币=100铜币。而100个金币大约是1磅。(100个银币大约0.5磅。铜币0.25磅)100个金币可以在各一级都市(都级和城级)以及教廷的一级教堂里换取到一枚紫水晶。紫水晶在大城市和部分二级都市(镇级)可以作为一种面值100金币的现金来使用。紫水晶大约一个重4.5g(0.01lb).
e. 行动模式的房规
在这个模式下,一名角色每回合和平时战斗一样,都拥有一个移动动作以及一个标准动作和若干自由动作。不同的地方在于
1. 每回合的开始,PC可以描述自己想要做的动作或骰出相应的骰子。随后PC可以同时做出相应的动作,每回合为12秒。
2. 侦查、聆听、搜索、开锁等皆需要花费一个标准或移动动作来使用,你可能可以同时做两个技能鉴定。
3. 平时需要骰骰来决定是否为自由动作的动作,一律自动成功(比如快速上马)。
4. 当一个PC触发战斗时,所有看到此PC正在战斗的PC皆可加入战斗。
5. 拔出武器,更换武器等都改为自由动作。
6. 如果选择Hide(躲藏)Move Silently(潜行)前进的话必须特别声明,不然当作没有故意隐藏/潜行。你在人物正常基本速度下以如上方式前进不受任何惩罚,如果你以超过人物正常基本速度而不大于双倍速度前进时,这两个鉴定将分别受到-5的惩罚。
7. 如果没有特别声明,PC以正常速度或以下行动时Listen(聆听)和Spot(侦察)鉴定视为自动执行并一律取10。如果PC以超过人物正常基本速度而不大于双倍速度前进时,你的鉴定将分别受到-5的惩罚。如果以双倍速度以上移动的话,你将不能聆听和侦查
8. 所有PC此回合所做任何动作的结果将会在回合结束时描述。DM会提醒经过时间。随即进入下一个回合。
关于骑乘战斗SRD原文
MOUNTED COMBAT
Horses in Combat: Warhorses and warponies can serve readily as combat steeds. Light horses, ponies, and heavy horses, however, are frightened by combat. If you don’t dismount, you must make a DC 20 Ride check each round as a move action to control such a horse. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full round action and you can’t do anything else until your next turn.
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.
A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount’s space during combat.
Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.
When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).
You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally
Casting Spells while Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you’re casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + spell level).
If Your Mount Falls in Battle: If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.
If You Are Dropped: If you are knocked unconscious, you have a 50% chance to stay in the saddle (or 75% if you’re in a military saddle). Otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat.
技能Ride部分
Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
技能Handle Animal部分
Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
从DnD Rules of the Game:
When a mount has an Intelligence score of 2 or less
and it has been specially trained for combat riding
(see the Handle Animal skill description), you'll
find that it is quite an asset in battle. Thanks to
the mount's training, you and it function more or
less
as a single unit in combat , and you gain all
the benefits noted in the Basics of Being Mounted
section. You must succeed on Ride checks to get the
full benefit of your mount, as noted in the Ride
skill description and summarized below:
Fight Along with Your Mount: Make a DC 10 Ride check as a free action. If you succeed, you
can direct your mount to attack a foe and you also can attack as well. See the section on attacking while mounted for details. If you fail this check, or don't bother to make it, either you or your mount can attack this turn, but not both of you.
所以,如果PC想要在骑乘一匹普通的战马时攻击,流程如下
回合开始
Ride DC 5 => 可以使用双手
移动5尺以上 =>消耗马的移动动作,骑手无法全回合攻击
Ride DC 10 => 骑手可以和马一起攻击,攻击消耗两者的标准动作/全回合动作
Ride DC 10 失败或不做此鉴定 =〉骑手或马可以攻击,攻击消耗骑手或马的标准动作/全回合动作
同时,你的坐骑可以攻击的对象不受Handle Animal里描述的限制
关于双持武器换手的规则Suppose Gruntharg the barbarian carries a longspear and wears spiked gauntlets. He has a throwing axe at his belt. He encounters two orcs 60 feet away and wins initiative. For his action, Gruntharg draws the axe and moves and also readies an action to throw the axe at any orc that comes within 15 feet. The orcs charge. As soon as the first orc gets within 15 feet, Gruntharg throws the axe and kills that orc. After throwing the axe, is Gruntharg assumed to be carrying and wielding the longspear in both hands? Thus, does he get an attack of opportunity as the surviving orc passes from 10 feet away from him to 5 feet away? (Gruntharg does not possess the Monkey Grip feat from Sword and Fist.)
If not, what are the rules for going from a one-handed (or carrying) grip to a two-handed grip for a weapon, and what kind of action is it to change this grip? Now suppose Gruntharg has the longspear in both hands when a spellcaster 5 feet away from him starts casting a spell. The longspear does not threaten the spellcaster because it’s a reach weapon and the spellcaster is too close. Can Gruntharg just let go of the longspear and smack the spellcaster with his spiked gauntlet? What kind of action is it to let go of a two-handed weapon with only
one hand?
Gruntharg’s action in the first example (throwing the readied axe) is possible. Presumably, Gruntharg holds the longspear in one hand, perhaps letting the shaft rest on his shoulder, or perhaps just letting the butt drag on the ground. This arrangement leaves one hand free to draw the throwing axe while moving, which Gruntharg can manage because he has at least a +1 base attack bonus. (Even a 1st-level barbarian has a+1 base attack bonus.) As a general rule, if you’re big enough to wield a weapon in two hands, you can just carry it (somehow) with one hand.
The second example (an attack of opportunity against the
second orc) is not possible. Holding a two-handed weapon is
not the same as wielding the weapon. If Gruntharg wants to use
that longspear he has been holding on his shoulder or dragging
on the ground, he has to get his free hand on it.
This maneuver
is similar to drawing the weapon, but a little easier, since
Gruntharg already has one hand on it. Therefore, it’s a free
action. But Gruntharg can do this only during his own turn, and
in any case, he does not threaten an area with the longspear
when he’s holding it in only one hand.
综合FAQ:
双手武器换单手=自由动作
单手回握双手武器=迅捷动作
关于回合外同时使用触及武器以及Spiked Gauntlet时的问题Rules Compendium:
基于以上描述,同时使用触及武器以及Spiked Gauntlet时角色同时威胁10尺范围。然而根据之前的判定,使用Spiked Gauntlet时必须单手持触及武器,在使用Spiked Gauntlet之后触及武器只能单手使用。
然而这样还不如直接用甲刺我根本不知道这条房规有毛用