Difference between revisions of "Rules (Apath)"

From Action
Jump to navigation Jump to search
Line 17: Line 17:
  
 
== Increasing Abilities by Level ==
 
== Increasing Abilities by Level ==
As long as you use your level-granted ability increase (normally gained at levels 4, 8, 12, 16, and 20) for an ability increase resulting in a score of 13 or less, you get two ability improvements, neither of which can give you an attribute score exceeding 13.
+
As long as you use your level-granted ability increase (normally gained at levels 4, 8, 12, 16, and 20) for an ability increase resulting in a score of 13 or less, you get two ability improvements, neither of which can give you an attribute score exceeding 13. You can apply both improvements to the same ability score, as long as your final score ends up at 13 or less.
  
 
Racial and inherent attribute modifiers are considered part of the ability score for this rule; it does not matter if you arrived at the score trough a racial or inherent modifier.
 
Racial and inherent attribute modifiers are considered part of the ability score for this rule; it does not matter if you arrived at the score trough a racial or inherent modifier.

Revision as of 07:31, 18 August 2012

ApathApath Logo
Unofficial rules compendium

Character Rules

Multi Classing

All abilities based on class level are instead based on character level. This applies to what the ability does, not to how you use it. This improves caster level as well as the power of many abilities that improve with levels. This keeps the utility of multiclass spells, animal companions, and such relevant over levels.

Not affected by this are hit points, base attack bonus, skill points, saving throw modifiers and sneak attack damage. Spells per day and spells known are always determined by class level. Sneak attack is also not affected. It will not change if you can use an ability, how many times you can use an ability, or what kind of action it is to use an ability.

Skills

Some skills have gained additional uses.

Skills can get critical success; on a roll of 20 you can roll again (much like when verifying a critical hit) and of the second roll would have been a success against the DC of the original task, it somehow succeeds spectacularly well.

Increasing Abilities by Level

As long as you use your level-granted ability increase (normally gained at levels 4, 8, 12, 16, and 20) for an ability increase resulting in a score of 13 or less, you get two ability improvements, neither of which can give you an attribute score exceeding 13. You can apply both improvements to the same ability score, as long as your final score ends up at 13 or less.

Racial and inherent attribute modifiers are considered part of the ability score for this rule; it does not matter if you arrived at the score trough a racial or inherent modifier.

Magic Rules

Metamagic

Forget the original metamagic rules except when creating magic items.

Applying metamagic is a free action for all classes, and it is never prepared in advance. You can apply metamagic that brings the effective spell level of a spell up to the highest spell level you can cast, for free. You can apply the same metamagic feat several times to the same spell, with cumulative effects.

Combat Rules

Damage

Critical Stacking

Effects that improve critical hits do stack, except spells and weapon abilities that double the threat range of a weapon. So the keen weapon property and Improved Critical feat do stack, and both stack with bless weapon, but the keen weapon property and the spell keen edge do not stack.

Damage to Objects

Objects take critical hits and can suffer a coup-de-grace.

Inanimate objects of a size category larger than their attacker's take half damage from physical attacks unless they are especially suited to damaging that kind of object. A two handed weapon (not simply one carried in two hands) makes the wielder count as one size category larger. A light weapon makes the wielder count as one size category smaller. An oversize weapon counts as if the wielder was of the weapon's size code.

Epeios is trying to damage a life-size wooden horse statue. This is a large object and Epeiros is a Medium creature, and thus he does half damage. If he uses a two-handed weapon, he counts as a Large creature; since the wooden horse is no longer of a size category larger than him, he does full damage. It does not matter if he uses a light weapon; that makes him count as Small, which is still smaller than the Wooden Horse's Large size.if Epeiros can find and use a Huge dagger, he would do full damage; he counts as a Huge creature using that dagger, but the dagger is a light weapon, resulting in what is effectively a Large attacker.

These two rules tend to cancel out, as you usually do coup-de-grace to objects. It does not apply to constructs, even if they have hardness they are not objects.

Mighty Missile Weapons

This replaces the normal Mighty Bow rules and works the same way for all missile weapons, including firearms and crossbows.

  • A character using a missile weapon adjusted for him can use half his Strength damage bonus with that missile weapon. This damage bonus only applies out to one range increment away.
  • Adjusting a weapon this way takes an hour to do and a DC 20 check of the appropriate Craft skill. The cost to do this in a city or other place where skilled craftsmen are available is one gold piece.
  • A character with a negative Strength bonus does not do less damage with a missile weapon.

Falling Damage

Acrobatics can reduce damage by more than one increment; each multiple of 15 on the Acrobatics roll removes another increment of falling damage.

The normal falling damage increment is 1d6 for a creature of medium size, but falling damage scales with size. For each d6 of damage a fall would normally cause (after subtracting for Acrobatics), read on the below table to see what it ends up as, based on size.

Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Falling damage die 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6

Firearms

Firearms use the "emerging guns" category in most of the world, but the "commonplace guns" rarity in the Pearl Sea region. However, advanced firearms do not use cartridges - they are still front-loaded by hand.

If the characters (or a subordinate) can reliably manufacture gunpowder (taking 10 on Craft (Alchemy) checks), ingredients for crafting ammunition can be bought at 8% of regular sale price in the Pearl Sea - the main ingredient is dinosaur or dragon feces, which is fairly common in the area.

See Also

First Combat Round

If both sides are aware of each other before the start of a combat, neither side is flat-footed. The mutual flatfooted condition that is the default applies when two sides encounter each other without being prepared, such as after opening a dungeon door, moving around a bend in a forest, or when one side suddenly turns hostile. At any time when initiative could reasonably have been rolled beforehand and it was only by convenience that combat was started at this time, creatures are not flat-footed.

Flanking

When an creature is flanked, all enemies striking that target get the flanking bonus, not just the those causing the creature to be flanked. "Flanked" becomes sort of a condition under this rule - you are either flanked by al or none of your assailants. Ranged weapons cannot benefit from flanking.

Size in Combat

Overrun

You can end your move in the space of a creature of a size category smaller than yours when you do an overrun. If, after an overrun, you share the space of a smaller creature that creature is pushed to the free space of its choice closest to you. This movement does not trigger attacks of opportunity.

Size and Range

The range increment of ranged weapons are affected by a character's size. The given range of each weapon is for a Small or Medium-size character. The following table give range multipliers for characters of different size.

Size Code Range Multiple
Fine x1/3
Diminutive x1/2
Tiny x2/3
Small x1
Medium x1
Large x3/2 (+50%)
Huge x2
Gargantuan x3
Colossal x4

Metric Measurements

This translates some of the Pathfinder measurements into metric units for easier real-life comparisons.

Map Scale

The standard map we use has a scale of 23.3 mm = 1 square = 5 ft = 1.5 meters.

This gives a scale of approximately 1:65

Movement

Translation of the Movement Table of the SRD into metric measurements:

One Round (tactical) 15 feet 20 feet 30 feet 40 feet 60 feet
Walk 5 m 6.5 m 10 m 15 m 20 m
Hustle 10 m 15 m 20 m 25 m 40 m
Run(x3) 15 m 20 m 30 m 40 m 60 m
Run(x4) 20 m 25 m 40 m 55 m 80 m
One Minute (local) 15 feet 20 feet 30 feet 40 feet 60 feet
Walk 50 m 67 m 100 m 133 m 200 m
Hustle 100 m 133 m 200 m 267 m 400 m
Run(x3) 150 m 200 m 300 m 400 m 600 m
Run(x4) 200 m 267 m 400 m 533 m 800 m
One Hour (overland) 15 feet 20 feet 30 feet 40 feet 60 feet
Walk 2.5 km 3 km 5 km 6.4 km 10 km
Hustle 5 km 6.5 km 10 km 13 km 20 km
Run(x3) 7 km 10 km 15 km 20 km 30 km
Run(x4) 10 km 13 km 20 km 25 km 40 km
One Day (overland) 15 feet 20 feet 30 feet 40 feet 60 feet
Walk 20 km 25 km 40 km 50 km 75 km
Hustle 40 km 50 km 75 km 100 km 150 km
Run(x3) 60 km 75 km 115 km 150 km 230 km
Run(x4) 75 km 100 km 150 km 200 km 300 km

Temperature

Not many temperature measurements are given in the SRD, but here are a few translations.

Spells

  • Endure Elements makes temperatures from -45 C to +60 C comfortable.

Weather

  • Extrem Cold is defined as below -30 C.
  • Severe Cold is defined as -30 C to -15 C
  • Cold Weather is defined as -15 C to 5 C.
  • Moderate Weather is defined as 5 C to 15 C.
  • Warm Weather is defined as 15 C to 30 C.
  • Hot Weather is defined as 30 C to 45 C.
  • Severe Heat is defined as 45 C to 60 C
  • Extreme Heat is defined as above 60 C.