The following are the house rules for action scenes (chase scenes, combat, etc.) in Trailblazer.


ABILITY DAMAGE/DRAIN/NEGATIVE LEVELS

Instead of ability damage, ability drain, or negative levels, use the Unchained Progression rules for Disease and Poison. Every negative level is +1 further on the physical and mental disease track.



ACTION ECONOMY

Instead of 1 standard, 1 move, and 1 swift action, you get 3 actions on your turn and spend actions to do different things. Immediate actions are renamed "reactions".

Old ActionAction Cost
3 rounds112 actions
1 round14 actions
Full round13 actions
Standard22 actions
Move1 action
Swift1 action
ImmediateReaction
Free3Free
  1. Activities that require more than 1 action can be performed over multiple turns as long as they are not interrupted by other actions in between (including reactions) and you don't lose concentration.
  2. Basic weapon attacks and combat maneuver checks cost 1 action instead of 2 but each attack action imposes a cumulative -5 penalty to all attacks made afterwards (max penalty -10). This penalty also applies to attack spells (nonharmless/nonpersonal ones) and attempts to escape bindings, grapples, entanglement. The penalty vanishes at the end of your turn.
  3. Free actions can only be used on your turn unless explicitly noted otherwise by a trigger in the action's description.



CHALLENGE RATING, HIT DICE, & LEVEL

A creature's level is equal to their total number of hit dice. Their CR is equal to 3/4 their level. Templates add racial hit dice equal to double the CR bonus (or reduce if negative to the normal minimum). For example, Vampire is normally a +2 CR. So making a creature a vampire would add 4 racial hit dice (levels) to it.



CRITICAL HITS (Laying Waste Critical Hit Cards)




COMBAT TRICKS

You can improve your combat feats using the Unchained Stamina and Combat Tricks variant rules except that you do not get stamina. You spend mana instead.



DAMAGE REDUCTION

Damage reduction applies against all damage types except for persistent damage. All creatures that have Damage Reduction adjust it to be 1/4 its total hit dice plus a modifier based on how rare it is.Damage Reduction granted by a feat gives you only half these amounts. If you improve that DR with another feat, it increases to match these amounts. It cannot be improved further.



DAMAGE TYPES

There is no untyped damage. All damage types must fall within one of the following categories as determined by the GM: Acid, Bludgeoning, Cold, Electricity, Fire, Force, Mental, Necrotic, Piercing, Poison, Radiant, Slashing, Sonic.
*Anything immune to mind-affecting effects are immune to mental damage.
*Necrotic and Radiant are just negative and positive energy damage.



EFFECT TYPES

Creatures, objects and special abilities have many types such as type, subtypes, school, subschool, descriptor, etc. which are unified as just "types" now.



ENVIRONMENTAL DAMAGE

Environmental damage (ex. falling damage, damage from acid/lava immersion, etc.) become 2d10 instead of 1d6.



INITIATIVE

You now make Perception checks as Initiative rolls instead of using Dexterity modifier. Anything that adds to Initiative still adds to these types of rolls. If you successfully sneak up on a foe (usually as a result of a successful Survival check or other check used to survey the area), then you can roll Stealth instead of Perception. If it's a social scene rather than an exploration terrain, use Sense Motive instead of Perception and Bluff instead of Stealth.



MASSIVE DAMAGE

Every creature has a Massive Damage Threshold (MDT) equal to Constitution score + level. Player characters, boss monsters, and re-occurring NPCs do not die until their HP is reduced to the negative value of their MDT to or lower. All other creatures, including animal companions, familiars, summoned creatures, etc. die at 0 HP.



MAX DEX

The sum of your dex + dodge bonuses to AC, FFAC, TAC, & Reflex cannot exceed your max dex.
The sum of your competence + insight bonuses to AC, FFAC, TAC, & Reflex also cannot exceed your max dex.



MULTIPLIERS
Replace all multipliers in the game that apply to damage or healing and replace them with "+1 damage/healing per level of character/item dealing the damage/healing" per multiplier beyond x2. Critical hits replace x2 with "automax all damage die" (including Sneak Attack, Flaming, and other bonus damage) and x3 is just an additional +1 damage/level of attacker (x4 is +2 damage/level of attacker). Multipliers to ability damage or drain or level drain are simply +1 per multiplier beyond x1.



PROFICIENCY
All proficiency feats are altered as follows.

Exotic Weapon Proficiency: Rather than select 1 weapon at a time, selecting the Exotic Weapon Proficiency feat makes you proficient with all exotic versions of simple and martial weapons you're already proficient with.

Martial Weapon Proficiency: Rather than select 1 weapon at a time, you select an entire Weapon Group to become proficient with each time you select the feat.

Versatile Weapon Proficiency: If you have the Simple Weapon Proficiency feat and you've taken the Martial Weapon Proficiency feat 3 times, you can take this feat to become proficient with all martial weapons.



RESISTANCES
All resistances and immunities are simplified into minor, moderate, major, and immune.
There is minor resistance, major resistance, and immunity.
Spell Resistance: Spell resistance (SR) is removed from the game and replaced with a +2 racial bonus to saving throws against spells and spell-like abilities unless it was higher than 11+HD, in which case it's +4.


REST
A short rest is simply avoiding any strenuous activity for roughly 15 minutes or so while a long rest actually requires a creature to sleep for roughly 8 hours. Despite their durations, you can benefit from only 1 short rest per hour and 2 long rests per day.

Long Rest
With 8 hours of sleep you:

Short Rest
A short rest is only a 15-minute break but you can benefit from a short rest only once per 2 hours:


SIZE MODIFIERS
Remove all size modifiers from the game and replace them with the following:*These modifiers replace all other modifiers caused by size from the game.



SURGES
Hero Points and Mythic Power are merged into "surges".


WEAPONS
All weapons (including natural weapons and unarmed strikes) are altered as follows.