Difference between revisions of "Rules (Apath)"
m (rewrite) |
(metric) |
||
Line 82: | Line 82: | ||
|| Colossal ||| x4 | || 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: | ||
+ | |||
+ | {| class="wikitable" | ||
+ | !One Round (tactical) !! 15 feet !! 20 feet !! 30 feet !! 40 feet !! 60 feet | ||
+ | |- | ||
+ | |Walk || 5 m || 6.7 m || 10 m || 13.3 m || 20 m | ||
+ | |- | ||
+ | |Hustle || 10 m || 13.3 m || 20 m || 26.7 m || 40 m | ||
+ | |- | ||
+ | |Run(x3) || 15 m || 20 m || 30 m || 40 m || 60 m | ||
+ | |- | ||
+ | |Run(x4) || 20 m || 26.7 m || 40 m || 53.3 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. |
Revision as of 15:00, 24 July 2012
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. Spells per day and spells known are always determined by class level. 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 (before racial modifiers), you get two ability improvements, neither of which can give you an attribute score exceeding 13.
- Skill point bonuses are based on permanent, intrinsic Intelligence score. Permanent changes to Intelligence retroactively changes the number of skill points.
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.
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 ability and Improved Critical feat do stack, and both stack with ‘’bless weapon’’, but ‘’keen’’ and ‘’keen edge’’ do not stack.
Combat Rules
Improved Critical Feat
The Improved Critical feat stacks with other effects that improve the crit range of a weapon, but other such effects do not stack with each other.
Damage
Damage to Objects
Objects take critical hits and can suffer a coup-de-grace. Inanimate objects take half damage from physical and energy attacks unless they are especially suited to damaging that kind of object.
Falling Damage
Acrobatics can reduce damage by more than 1d6; each multiple of 15 on the Acrobatics roll removes another die of falling damage.
Falling damage scales with size; the normal d6s of damage are for a creature of medium size.
Size | Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
Falling damage die | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | 4d6 |
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.
Size in Combat
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.
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 | 6.7 m | 10 m | 13.3 m | 20 m |
Hustle | 10 m | 13.3 m | 20 m | 26.7 m | 40 m |
Run(x3) | 15 m | 20 m | 30 m | 40 m | 60 m |
Run(x4) | 20 m | 26.7 m | 40 m | 53.3 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.