Rules (Apath)

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Unofficial rules compendium

Rule Zero

The following are NOT used in my games.

Skills

All characters gain an additional two skill points per level that must be spent on the Craft (Int), Handle Animal (Cha), Knowledge (int), Linguistics (Int), Perform (Cha), Profession (Wis), Swim (Str) skills or on any cross-class skill.

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 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.

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 level of spell you can cast, for free. You can apply the same metamagic feat several times to the same spell, with cumulative effects.

Heighten Spell and Persistent Spell and other metamagic save DC modifiers only applies 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.

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, riding, flying, swimming, or climbing - do not get to make any attacks of opportunity triggered by movement.

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, treat the downwards movement as a fall.

Size in Combat

Movement

You can move into the space of a smaller creature, triggering an attack of opportunity as usual. If you end your move in the space of a smaller creature, that creature can choose between trying to block you (which turns this into an overrun). If the overrun succeeds or the smaller creature chooses to move aside, it is moved out of your space.If the overrun fails, you end your move in the last space where there is room for you. This forced movement does not trigger attacks of opportunity.

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

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.

Conditions

Flanked Condition

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 a condition under this rule - you are either flanked by all or none of your assailants. Ranged weapons cannot benefit from flanking.

Prone Condition

The following are changes to the effects of the prone condition.

  • Prone characters cannot make attacks of opportunity and do not count for flanking purposes.
  • A prone character can stand up as a move action, This triggers an attack of opportunity, unless accompanied by a successful Acrobatics roll against CMD of those opponents who would ordinarily be allowed attacks of opportunity. This works like a Move Through Threatened Squares.
  • A prone character can crawl at half land speed, but cannot take a step.
  • A prone character can take the withdraw action.
  • A prone character is subject to sneak attacks.

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

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

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 Free action spent seeing this indication of who is wounded. 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 can accumulate negative hit points equal to his Constitution + Hit Dice before dying.

An unconscious character 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 is successful

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

Equipment

Armor

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

Traps

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

Cutlass

The cutlass has the same special rules as the 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 1-½ times your Strength bonus to damage.
  • Weapon Feature(s): finesse

Strength and Missile Weapons

All bows, guns and crossbows can be made as mighty weapons. A character with a negative Strength bonus still does not do less damage with guns or crossbows, but does so with slings, bows, and blowguns.

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.

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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