Difference between revisions of "Rules (Apath)"

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{{Apath}}
 
{{Apath}}
  
= Character Rules =
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== Rule Zero ==
== Skills ==
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The following are NOT used in my games.
All characters gain an additional two skill points per level.
+
* [http://www.d20pfsrd.com/gamemastering/combat#TOC-Dead Massive Damage]
 +
* Fortitude save to avoid death from [http://www.d20pfsrd.com/gamemastering/combat#coup-de-grace Coup de Grace].
 +
* [[Spells_(Apath)#Raise_Dead.2FReincarnate | Resurrection]].
  
Some skills have gained additional uses.
+
== Abilities ==
* [[Appraise (Apath)|Appraise]]
+
'''Incorporeal''' An incorporeal creature takes full damage from force and positive energy attacks, such as positive channeled energy and ''searing light''.
* [[Acrobatics (Atpath)|Acrobatics]]
 
* [[Craft (Atpath)|Craft]]
 
* [[Linguistics (Atpath)|Linguistics]]
 
* [[Profession (Apath)|Profession]] - [[Profession_(Apath)#Gambling|Gambling]]
 
  
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.
+
'''Low-Light Vision''' This allows the creature to see in dim light as if it was normal light. Outdoors at night, it sees as on a cloudy day.
  
== 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 15 or less, you get two ability improvements, neither of which can give you an attribute score exceeding 15. You can apply both improvements to the same ability score, as long as your final score ends up at 15 or less.
 
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 15 or less, you get two ability improvements, neither of which can give you an attribute score exceeding 15. You can apply both improvements to the same ability score, as long as your final score ends up at 15 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.
  
= Magic Rules =
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== Alignment Proximity ==
 +
In addition to normal alignment proximity, the neutral alignment is considered one step away from all other alignments. This gives additional alignment options to divine casters with alignment restrictions. A neutral divine caster can worship a deity of any alignment, and a neutral deity can have worshipers of any alignment.
 +
 
 
==Metamagic==
 
==Metamagic==
 
Forget the original metamagic rules except when creating magic items.
 
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.
+
All classes apply metamagic as the spell is cast, not when it is prepared. A spellcaster can apply metamagic that brings the effective spell level of a spell up to the highest level of spell he can cast, without using a higher-level spell slot. The caster can apply the same metamagic feat several times to the same spell, with additive effects. Applying metamagic does not affect casting time. [http://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic Heighten Spell], [http://www.d20pfsrd.com/feats/metamagic-feats/persistent-spell-metamagic Persistent Spell], and other metamagic save DC modifiers applies only to the initial saving throw—any later saving throws use the basic save DC.
== Multi Class Caster Level ==
 
A muticlass spellcaster always bases his caster level on character level, not class level. Some classes still have a penalty on caster level (notably paladins and rangers).
 
  
The same applies to the game statistics of mounts, familiars, animal companions, and eidolons - but not to the special abilities they gain by level, such as evolutions.
+
== Crafting Magic Items ==
 +
Magic items are crafted at the rate of Caster Level times 5 gold pieces per hour or cl times 200 per week. This means a higher-level character crafts magic items faster. The break-even point is at level 5. To participate in a crafting project, a character must spend at least 4 hours a week or one hour per day on it. This time is sufficient to provide the prerequisites for the project. Anyone with a caster level can contribute time (and thus value) to the project, making this good work for low-level apprentices.
 +
 
 +
== Combat Rules ==
 +
=== 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.
  
= Combat Rules =
+
This is generally the case in boarding actions.
  
== Attacks of Opportunity ==
+
=== Attacks of Opportunity ===
 
''Combat in three dimensions is fast and fluid''
 
''Combat in three dimensions is fast and fluid''
  
Creatures that are not standing stable on the ground - such as when standing on a slippery or tight surface, riding, flying, swimming, or climbing - do not get to make any attacks of opportunity triggered by movement.
+
Creatures that are not standing stable on the ground - such as when standing on a slippery or tight surface, prone, flying, or swimming, or climbing - do not get to make any attacks of opportunity triggered by movement.
 +
''Water walk'' and ''air walk'' count as swimming and flying respectively for this rule.
  
== Combat Maneuvers ==
+
=== Charge ===
=== Bull Rush ===
+
Charging is a special standard action that allows you to move your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
 
  
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
+
'''Movement During a Charge
 +
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to your speed directly toward the designated opponent. Your turn ends after a completed charge.
  
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).
+
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can’t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. Helpless creatures don’t stop a charge.
 +
You can’t take a 5-foot step in the same round as a charge.
  
=== Dirty Trick ===
+
'''Attacking on a Charge
Source: Advanced Player's Guide.
+
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.
 +
A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush or overrun an opponent. Other combat maneuvers do not gain a bonus from charging. 
 +
* Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge. Note that the lance has been house-ruled to not have reach.
 +
* Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.
 +
* Swinging Charge from Ropes or Vines: As a standard, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal. Your turn does not end at the end of a swinging charge. 
 +
* Pounce: It is a full-round action to make a charge and make a full attack at the end (including rake attacks if the creature also has the rake ability). All attacks must be against the same target. Only creatures with a special ability like pounce are allowed to do this.
  
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.
+
=== Readied Actions ===
 +
Readying an action (and subsequently performing a readied action) does not affect initiative in upcoming rounds.
  
If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:
+
=== Trip vs. Fliers ===
 +
A flying creature that it tripped becomes disoriented and immediately plummets downward a distance equal to it's flying speed. This movement does not trigger attacks of opportunity. If this causes the creature to touch down, it lands prone. A creature cannot take off and fly while prone.
  
blinded, dazzled, deafened, entangled, shaken, or sickened.
+
=== Giants Throwing Rocks ===
 +
Humanoids of the giant subtype with the racial ability to throw rocks make such attacks as touch attacks.
  
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.
+
=== Size in Combat ===
 +
{| class="wikitable" align=right
 +
||'''Size Code''' ||| '''Range Multiple'''
 +
|-
 +
|| Fine ||| x1/3
 +
|-
 +
|| Diminutive ||| x½
 +
|-
 +
|| Tiny ||| x2/3
 +
|-
 +
|| Small ||| x1
 +
|-
 +
|| Medium ||| x1
 +
|-
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|| Large ||| x3/2 (+50%)
 +
|-
 +
|| Huge ||| x2
 +
|-
 +
|| Gargantuan ||| x3
 +
|-
 +
|| Colossal ||| x4
 +
|}
 +
==== Movement ====
 +
A creature that is Large or larger can overrun a creature of a smaller size category simply by moving into that creature's space. This is a part of movement and does not require a separate action. This is treated as an [http://www.d20pfsrd.com/gamemastering/combat/#TOC-Overrun overrun] combat maneuver, except that the target is always allowed to let the larger creature pass, even if the creature making the overrun has the Improved Overrun feat. If the larger creature spends a standard action making an overrun, the full benefits of the the Improved Overrun feat apply.
  
=== Disarm ===
+
==== Size and Range ====
''FAQ/Errata: Disarm Weapons'': You don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.
+
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.
  
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
+
==Damage ==
 +
=== Coup de Grace ===
 +
A coup de grace does not involve a death save, but can be done against objects.
  
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.
+
===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.
  
=== Drag ===
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=== Damage to Objects ===
 +
Objects can suffer critical hits and coup-de-grace, but the critical multiple is always x2. Weapon damage to unattended objects is halved, except if the object is judged to be particularly susceptible to this kind of attack - which generally only applies to a few weapons.
  
Source: Advanced Player's Guide.
+
Cutting blades and are good against grass, brush, cloth, rope, and other very soft materials (Hardness 0), notably the
 +
cutlass,
 +
dagger,
 +
scythe,
 +
and
 +
sickle.
  
You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the Improved Drag feat or a similar ability, initiating a drag provokes an attack of opportunity from the target of your maneuver.
+
Picks are good against soft materials such as wood or earth (Hardness 1-5):
 +
heavy pick,  
 +
light pick,
 +
and
 +
pickaxe.  
  
If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 5 by which your attack exceeds your opponent’s CMD, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.
+
Hammers work against stone and metal (Hardness 5+): earth breaker, light hammer, and warhammer.  
  
An enemy being moved by a drag does not provoke an attack of opportunity because of the movement unless you possess the Greater Drag feat. You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.
+
Axes are good for working with wood; shaping, building, and felling, but not the brute destruction needed here.  
  
Stability Racial Trait: Some characters or types of creatures prove particularly sure-footed, making them more difficult to overthrow and move around the battlefield. Any racial ability that grants a bonus to CMD versus bull rush attempts grants the same bonus against drag combat maneuvers.
+
''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. Neither do weapons you are trying to sunder take half damage''.
 +
<!--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.''-->
  
=== Overrun ===
+
===Falling Damage===
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.
+
''An elephant takes much more damage falling than a squirrel does.  
 +
The normal falling damage increment is 1d6 for a creature of medium size, but falling damage scales with size at twice the usual rate; each size category change halves or doubles falling damage.
  
When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.
+
[[Acrobatics (Apath)|Acrobatics]] can reduce damage by more than one increment; each multiple of 15 on the [[Acrobatics (Atpath)|Acrobatics]] roll removes another increment of falling damage.
  
=== Reposition ===
+
{| class="wikitable"
Source: Advanced Player's Guide.
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|| '''Size'''  ||| '''Diminutive''' ||| '''Tiny''' ||| '''Small''' ||| '''Medium''' ||| '''Large''' ||| '''Huge''' ||| '''Gargantuan''' ||| '''Colossal'''
 +
|-
 +
||'''Falling damage die'''|||nil|||1|||1d3|||1d6|||2d6|||4d6|||8d6|||16d6
 +
|}
  
You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.
+
== Hit Points & Healing ==
 +
Hit point damage does not really represent wounds. A character is only wounded once he has taken 50% of his total hit points in damage (also known as being Bloodied), and even then the damage is not serious. Only at negative hit points does damage represent actual wounds.
  
An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.
+
=== Bloodied ===
 +
A character that has taken 50% or more of his full hit points in damage is considered bloodied. This has no game effect, but is generally clearly visible - the character receives his first actual wound.
 +
A duel fought to "first blood" is fought until one side is bloodied in this way. It is generally considered honorable to retreat or surrender once you have been bloodied. It is also a kind of a rite of passage - a character who has been bloodied in combat at least once is considered a veteran and may receive a honor similar to the ''purple heart''.
  
=== Steal ===
+
=== Dying ===
Source: Advanced Player's Guide.
+
A character taking damage resulting in negative hit points gains the [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying dying] condition and may bleed to death unless stabilized.
  
You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver.
+
A character on negative hit points exceeding its Constitution + Hit Dice is dead.  
  
Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.
+
An creature that is helpless and prone always succeeds at saving throws against damaging area attacks.  
  
If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion). Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.
+
The optional rules for Massive Damage are not used.
Sunder
 
  
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.
+
=== Rest & Healing ===
 +
A creature at positive hit points recovers all hit points from daily rest. As long as any of these conditions are fulfilled, daily rest restores all hit point damage:
 +
* Has over 50% hit points remaining (not bloodied)
 +
* Succeeds at a DC 15 Fortitude saving throw
 +
* A successful Heal check (DC 15) for [http://www.d20pfsrd.com/skills/heal#TOC-Long-Term-Care Long Time Care]
  
If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.
+
If the character is unconscious or none of the above options succeed, healing proceeds normally.
  
=== Trip ===
+
== Equipment ==
FAQ/Errata
+
=== Double Weapons ===
 
+
Both ends of a double weapon counts as a single weapon for spells and enchanting. Minor variations can be enchanted into each end, such as a weapon that is flaming in one end and frost in the other.
If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?
 
 
 
No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature. Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.
 
 
 
On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.
 
  
You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.
+
=== Armor ===
 +
The times to don armor should be read in rounds (full-round actions) rather than minutes.
  
If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
+
=== Drugs ===
 +
All drugs cost 1/10 normal.  
 +
Strong persecution can drive drug prices up, to a maximum of the normal price.  
 +
Even so, drugs are usually cut down to 1/10 to get a recreational effect.
 +
A recreational dose gives only mood effects and has its save DC reduced by 10.  
  
=== Feint ===
+
Against any drug a successful save negates any penalties imposed. A save that fails by less than 10 has the normal negative effects. A save that fails by 10 or more indicates addiction.
 +
In addition, a die result of 1 indicates a risk of addiction; roll the save again, and if the second check fails, addiction has occurred.
  
Note: Though the feint action is located here, near the rules for combat maneuvers, and while it seems like it might BE a combat maneuver, feinting is NOT a combat maneuver. The Paizo PRD is organized with the feint rules located in the same placement.
 
 
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
 
 
When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.
 
Feinting as a Move Action
 
 
With the Improved Feint feat, you can attempt a feint as a move action.
 
 
==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. Weapon damage to unattended objects is halved, except if the object is judged to be particularly susceptible to this kind of attack.
 
 
''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. Neither do weapons you are trying to sunder take half damage.''.
 
<!--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.''-->
 
 
===Falling Damage===
 
[[Acrobatics (Atpath)|Acrobatics]] can reduce damage by more than one increment; each multiple of 15 on the [[Acrobatics (Atpath)|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.
 
 
{| class="wikitable"
 
|| '''Size''' ||| '''Fine''' ||| '''Diminutive''' ||| '''Tiny''' ||| '''Small''' ||| '''Medium''' ||| '''Large''' ||| '''Huge''' ||| '''Gargantuan''' ||| '''Colossal'''
 
|-
 
||'''Falling damage die'''|||1|||1d2|||1d3|||1d4|||1d6|||1d8|||2d6|||2d8|||4d6
 
|}
 
 
== Equipment ==
 
 
=== Traps ===
 
=== Traps ===
The base cost of a [http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps mechanical trap] is CR^2 x 100 gp.
+
The base cost of a [http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps mechanical trap] is CR^2 x 10 gp.
 
 
=== Cutlass ===
 
The [http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/cutlass cutlass] has the same special rules as the [http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/rapier rapier].
 
* '''Benefit:''' You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a cutlass sized for you, even though it isn't a light weapon.
 
* '''Drawback:''' You can't wield a cutlass in two hands in order to apply 1-1/2 times your Strength bonus to damage.
 
* '''Weapon Feature(s):''' finesse
 
  
=== Strength and Missile Weapons ===
+
=== Equipment Chapter ===
''This replaces the normal Mighty Bow rules and works the same way for all missile weapons, including firearms and crossbows.''
+
[[Equipment_(Apath)|Equipment]]
* 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 a DC 20 check of the appropriate Craft skill and costs 50% of the cost of the weapon - this is the base price of the weapon, excluding the cost of special materials, masterwork weapons, or magical enhancements.
 
* A character with a negative Strength bonus does not do less damage with a missile weapon.
 
  
==First Combat Round==
+
== Genral Rules ==
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.
+
=== Feats of Endurance ===
 +
A character may use his Fortitude saving throw in lieu of Contitution bonus for checks to pass stunts like Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst.
  
==Flanking==
+
This is basically the same tasks the Endurance feat applies to, and the bonus from Endurance applies to such checks.
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 all or none of your assailants. Ranged weapons cannot benefit from flanking.
 
  
==Size in Combat==
+
== Metric Measurements ==
===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.
 
 
 
{| class="wikitable"
 
||'''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.
 
This translates some of the Pathfinder measurements into metric units for easier real-life comparisons.
  
===Map Scale===
+
=== Distance ===
 +
====Map Scale====
 
The standard map we use has a scale of 23.3 mm = 1 square = 5 ft = 1.5 meters.
 
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.
  
This gives a scale of approximately 1:65
+
Commercially printed maps tend to use the scale of 1 inch = 25 mm = 5 ft. = 1.5 meters. Scale 1:60.
  
===Movement===
+
====Movement====
 
Translation of the Movement Table of the SRD into metric measurements:
 
Translation of the Movement Table of the SRD into metric measurements:
  
Line 254: Line 248:
 
Not many temperature measurements are given in the SRD, but here are a few translations.
 
Not many temperature measurements are given in the SRD, but here are a few translations.
  
===Spells===
+
====Spells====
 
* '''Endure Elements''' makes temperatures from -45 C to +60 C comfortable.
 
* '''Endure Elements''' makes temperatures from -45 C to +60 C comfortable.
  
===Weather===
+
====Weather====
* '''Extrem Cold''' is defined as below -30 C.
+
* '''Extreme Cold''' is defined as below -30 C.
 
* '''Severe Cold''' is defined as -30 C to -15 C
 
* '''Severe Cold''' is defined as -30 C to -15 C
 
* '''Cold Weather''' is defined as -15 C to 5 C.
 
* '''Cold Weather''' is defined as -15 C to 5 C.
Line 266: Line 260:
 
* '''Severe Heat''' is defined as 45 C to 60 C
 
* '''Severe Heat''' is defined as 45 C to 60 C
 
* '''Extreme Heat''' is defined as above 60 C.
 
* '''Extreme Heat''' is defined as above 60 C.
 +
 +
== See Also ==
 +
Other rules-related Apath Pages.
 +
 +
* [[Feats (Apath)|Feats]]
 +
* [[Technology (Greyhawk)|Technology and firearms]]
 +
* [[Ship Combat (Apath)|Ship Combat]] - [[Abstract Ship Combat (Apath)|Abstract Ship Combat]]
 +
* [[Spells (Apath)|Spells]]
 +
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 10:20, 8 April 2018

ApathApath Logo
Unofficial rules compendium

Rule Zero

The following are NOT used in my games.

Abilities

Incorporeal An incorporeal creature takes full damage from force and positive energy attacks, such as positive channeled energy and searing light.

Low-Light Vision This allows the creature to see in dim light as if it was normal light. Outdoors at night, it sees as on a cloudy day.

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 15 or less, you get two ability improvements, neither of which can give you an attribute score exceeding 15. You can apply both improvements to the same ability score, as long as your final score ends up at 15 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.

Alignment Proximity

In addition to normal alignment proximity, the neutral alignment is considered one step away from all other alignments. This gives additional alignment options to divine casters with alignment restrictions. A neutral divine caster can worship a deity of any alignment, and a neutral deity can have worshipers of any alignment.

Metamagic

Forget the original metamagic rules except when creating magic items.

All classes apply metamagic as the spell is cast, not when it is prepared. A spellcaster can apply metamagic that brings the effective spell level of a spell up to the highest level of spell he can cast, without using a higher-level spell slot. The caster can apply the same metamagic feat several times to the same spell, with additive effects. Applying metamagic does not affect casting time. Heighten Spell, Persistent Spell, and other metamagic save DC modifiers applies only to the initial saving throw—any later saving throws use the basic save DC.

Crafting Magic Items

Magic items are crafted at the rate of Caster Level times 5 gold pieces per hour or cl times 200 per week. This means a higher-level character crafts magic items faster. The break-even point is at level 5. To participate in a crafting project, a character must spend at least 4 hours a week or one hour per day on it. This time is sufficient to provide the prerequisites for the project. Anyone with a caster level can contribute time (and thus value) to the project, making this good work for low-level apprentices.

Combat Rules

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.

This is generally the case in boarding actions.

Attacks of Opportunity

Combat in three dimensions is fast and fluid

Creatures that are not standing stable on the ground - such as when standing on a slippery or tight surface, prone, flying, or swimming, or climbing - do not get to make any attacks of opportunity triggered by movement. Water walk and air walk count as swimming and flying respectively for this rule.

Charge

Charging is a special standard action that allows you to move your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.

Movement During a Charge You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to your speed directly toward the designated opponent. Your turn ends after a completed charge.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can’t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. Helpless creatures don’t stop a charge. You can’t take a 5-foot step in the same round as a charge.

Attacking on a Charge After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush or overrun an opponent. Other combat maneuvers do not gain a bonus from charging.

  • Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge. Note that the lance has been house-ruled to not have reach.
  • Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.
  • Swinging Charge from Ropes or Vines: As a standard, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal. Your turn does not end at the end of a swinging charge.
  • Pounce: It is a full-round action to make a charge and make a full attack at the end (including rake attacks if the creature also has the rake ability). All attacks must be against the same target. Only creatures with a special ability like pounce are allowed to do this.

Readied Actions

Readying an action (and subsequently performing a readied action) does not affect initiative in upcoming rounds.

Trip vs. Fliers

A flying creature that it tripped becomes disoriented and immediately plummets downward a distance equal to it's flying speed. This movement does not trigger attacks of opportunity. If this causes the creature to touch down, it lands prone. A creature cannot take off and fly while prone.

Giants Throwing Rocks

Humanoids of the giant subtype with the racial ability to throw rocks make such attacks as touch attacks.

Size in Combat

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

Movement

A creature that is Large or larger can overrun a creature of a smaller size category simply by moving into that creature's space. This is a part of movement and does not require a separate action. This is treated as an overrun combat maneuver, except that the target is always allowed to let the larger creature pass, even if the creature making the overrun has the Improved Overrun feat. If the larger creature spends a standard action making an overrun, the full benefits of the the Improved Overrun feat apply.

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.

Damage

Coup de Grace

A coup de grace does not involve a death save, but can be done against objects.

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 can suffer critical hits and coup-de-grace, but the critical multiple is always x2. Weapon damage to unattended objects is halved, except if the object is judged to be particularly susceptible to this kind of attack - which generally only applies to a few weapons.

Cutting blades and are good against grass, brush, cloth, rope, and other very soft materials (Hardness 0), notably the cutlass, dagger, scythe, and sickle.

Picks are good against soft materials such as wood or earth (Hardness 1-5): heavy pick, light pick, and pickaxe.

Hammers work against stone and metal (Hardness 5+): earth breaker, light hammer, and warhammer.

Axes are good for working with wood; shaping, building, and felling, but not the brute destruction needed here.

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. Neither do weapons you are trying to sunder take half damage.

Falling Damage

An elephant takes much more damage falling than a squirrel does. The normal falling damage increment is 1d6 for a creature of medium size, but falling damage scales with size at twice the usual rate; each size category change halves or doubles 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.

Size Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Falling damage die nil 1 1d3 1d6 2d6 4d6 8d6 16d6

Hit Points & Healing

Hit point damage does not really represent wounds. A character is only wounded once he has taken 50% of his total hit points in damage (also known as being Bloodied), and even then the damage is not serious. Only at negative hit points does damage represent actual wounds.

Bloodied

A character that has taken 50% or more of his full hit points in damage is considered bloodied. This has no game effect, but is generally clearly visible - the character receives his first actual wound. A duel fought to "first blood" is fought until one side is bloodied in this way. It is generally considered honorable to retreat or surrender once you have been bloodied. It is also a kind of a rite of passage - a character who has been bloodied in combat at least once is considered a veteran and may receive a honor similar to the purple heart.

Dying

A character taking damage resulting in negative hit points gains the dying condition and may bleed to death unless stabilized.

A character on negative hit points exceeding its Constitution + Hit Dice is dead.

An creature that is helpless and prone always succeeds at saving throws against damaging area attacks.

The optional rules for Massive Damage are not used.

Rest & Healing

A creature at positive hit points recovers all hit points from daily rest. As long as any of these conditions are fulfilled, daily rest restores all hit point damage:

  • Has over 50% hit points remaining (not bloodied)
  • Succeeds at a DC 15 Fortitude saving throw
  • A successful Heal check (DC 15) for Long Time Care

If the character is unconscious or none of the above options succeed, healing proceeds normally.

Equipment

Double Weapons

Both ends of a double weapon counts as a single weapon for spells and enchanting. Minor variations can be enchanted into each end, such as a weapon that is flaming in one end and frost in the other.

Armor

The times to don armor should be read in rounds (full-round actions) rather than minutes.

Drugs

All drugs cost 1/10 normal. Strong persecution can drive drug prices up, to a maximum of the normal price. Even so, drugs are usually cut down to 1/10 to get a recreational effect. A recreational dose gives only mood effects and has its save DC reduced by 10.

Against any drug a successful save negates any penalties imposed. A save that fails by less than 10 has the normal negative effects. A save that fails by 10 or more indicates addiction. In addition, a die result of 1 indicates a risk of addiction; roll the save again, and if the second check fails, addiction has occurred.

Traps

The base cost of a mechanical trap is CR^2 x 10 gp.

Equipment Chapter

Equipment

Genral Rules

Feats of Endurance

A character may use his Fortitude saving throw in lieu of Contitution bonus for checks to pass stunts like Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst.

This is basically the same tasks the Endurance feat applies to, and the bonus from Endurance applies to such checks.

Metric Measurements

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

Distance

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.

Commercially printed maps tend to use the scale of 1 inch = 25 mm = 5 ft. = 1.5 meters. Scale 1:60.

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

  • Extreme 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.

See Also

Other rules-related Apath Pages.


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