Grim Reaper

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I'm working on a homebrew system and would love some honest feedback on the skills. The base mechanics in this system are mostly unchanged; the main goal is to consolidate and clean up the actual skills themselves. So here's what I've come up with (keep in mind that this system is still in a brainstorming phase):

Acrobatics:
Concept remains the same except Escape Artist and Fly are rolled into this skill, and jumping is now done with the Physical skill instead (see below). Escape Artist and Fly remain mostly the same mechanically, just used with the Acrobatics skill.

*NEW* Physical:
This is ideally the skill to use for muscular tasks. Climb, Swim, and jumping are all rolled into this skill. The idea is for Acrobatics to be the finesse skill while Physical is the muscle skill. Frankly the biggest problem I have is pinning a good name to it. You can't name it the Strength skill because of the confusion it would cause with the attribute.

Bluff, Diplomacy, and Intimidate:
These skills remain the same in concept, but with some refinement and mechanical tweaks. An NPC's attitude toward you (hostile -> unfriendly -> indifferent -> friendly -> helpful) is well defined mechanically in my system, and all 3 of these skills can be used to influence it. Diplomacy improves, Intimidate lowers, and Bluff can do either. You can also use Diplomacy and Bluff to influence someone's attitude toward a DIFFERENT creature. Each skill has additional uses, such as haggling (Diplomacy) and disguising (Bluff). Oh yes... Disguise is rolled into Bluff. Intimidate can be used to force someone to do what you want (much like a Suggestion effect) or to cough up information, though it doesn't actually improve their attitude.

Each of these also has a unique combat mechanic. Diplomacy can be used to improve a hostile target's attitude in the middle of combat (which isn't possible with the other 2 skills) by taking a -20 penalty and using a full-round action. Improving the target's attitude toward you means that it won't attack you. You can also take feats to do this quicker and possibly be able to do more than just convince the target to not attack you.

Bluff still uses Feint and Intimidate still uses Demoralize, except these mechanics can be improved further with feats. A chain of feats stemming from Improved Feint allows you to eventually use Feint as a free action by taking a hefty penalty. A chain of feats for Demoralize adds a "taunt" mechanic to it and, you guessed it, allows you to reduce the action time by taking a penalty.

*NEW* Handle Creature:
This is a new twist on Handle Animal. It applies to any creature that doesn't share a language with you. It works similarly to Diplomacy in that you can use it to improve a creature's attitude (hostile -> unfriendly -> indifferent -> friendly -> helpful) toward you or an ally.

The Ride skill is also rolled into this skill. A delima exists here in that it makes sense for riding and handling a creature to use the same skill, but normally Handle Animal uses CHA while Ride uses DEX. My solution? Make the skill DEX based. This can be explained by the fact that a very charismatic person doesn't necessarily have a way with animals or other creatures. Similarly, someone who isn't charismatic can still have a natural way with animals and other creatures. Humanoid interaction isn't the same as animal/creature interaction. Furthermore, getting a creature to do what you want often means PHYSICALLY handling it or doing it with body language, which is better represented with DEX than CHA.

Stealth & Perception:
Concept remains unchanged, just cleaned up the mechanics for clarity. I've already done a rewrite for both of these (if anyone is interested I'll post them).

*NEW* Medical:
Renamed the "heal" skill to this since it encompasses more than just healing. I've added that you can use it to diagnose injuries and cause of death (use it to tell if a creature is bleeding out vs. actually being dead, understand the effects of a poison or disease and what caused it, etc) as well as use it for anatomic knowledge (not just humanoids).

I've changed the "treat deadly wounds" mechanic (the one that lets you heal HP with this skill) so that you heal your subject for half of your total Medical check (still usable only once per subject in a day and still consumes 2 healing kits per use). My reasoning is that the amount healed should be solely based on the user's Medical skill, regardless of what level the subject is.

*NEW* Concentration:
Yes, I want to change Concentration back to a skill. With my condensed skill system, it's not a painful change. If anything, it makes more sense than Pathfinder's approach; hear me out.

My first beef with Pathfinder's Concentration mechanic is that it's based on caster level. This means that a multiclass caster is worse at concentrating on his spells than a full caster is. To me, this is poor design because it discourages multiclassing as a caster even more than it's already discouraged. One's ability to concentrate should not be based on caster level.

My second beef is that your spellcasting ability score is what you use to concentrate, regardless of what that ability score is. Now, don't get me wrong - this is not a terrible mechanic. It's fair in terms of game balance. I do, however, have a BIG problem when logic is tossed aside in games for no good reason. Concentrating has absolutely nothing to do with your CHA - I don't care if it is your spellcasting attribute. Not by default, anyway... a feat, item, or class feature might let you do it, but under normal circumstances, a joe shmoe's pretty smile is not going to keep his spell held up while a couple of orcs carve him a new hole. Is it too game breaking to ask that Concentration be based on CON, and to require some investment in discipline to be good at it, regardless of what your class levels actually are? Feel free to discuss. I realize this is just a matter of opinion.

My Concentration also applies to more than just spellcasting. When making a ranged attack, you can use it as a "defensive shooting" mechanic to avoid attacks of opportunity, just like spellcasters can. I've never understood why spellcasters get this mechanic exclusively, while archers get the shaft. Shooting a bow successfully with someone beating on you takes concentration just like casting a spell does. The idea is to use this skill for anything that requires focus and discipline.

*NEW* Intuition:
An expansion on Sense Motive. It works the same but can be used for more than detecting lies. It's the "cleverness" skill. Acrobatics is for finesse, Physical is for muscle, and Intuition is for thinking. Intuition checks are called for in place of Wisdom checks.

Sleight of Hand:
Concept remains the same, and I've added a few more mechanics that the skill can be used for (surreptitious casting, performing "magic" tricks, cheating).

*NEW* Tinkering:
Disable Device and Use Magic Device are rolled into this skill. Can also be used to create makeshift items from scratch and to build unique contraptions. If you aren't trained in a Specialty (see below), you can use this skill to make a generic version of something. For example, if you aren't a professional trapsmith but you want to try and make a trap, you can use this skill to build a makeshift "trap". It will pale in comparison to a genuine trap, but at least it's something. You can also repair mundane broken items (but not destroyed) with this skill, as well as take something apart without breaking it. This skill is based on INT (which is kind of funny because neither DD nor UMD are based on INT).

*NEW* Specialty:
Rolls Profession, Perform, and Craft into 1 categorized skill. Any trade, talent, or job you're good at is a Specialty. I want to revise the crafting rules so that making things is less complicated (but remains balanced). I also want to make Performance specialties (dancing, singing, instruments, acting, etc.) be better tied to Bards. But these are completely different discussions. :)

Knowledge:
Here is one I've put a good deal of thought and focus into. Currently there are 10 poorly defined Knowledge types. In my experience as a GM, Knowledge checks tend to come up fairly often, so I feel that it is an area that requires more attention than what is presented in Pathfinder. The idea is to consolidate them and sort what belongs where more logically. Also, with my approach, some knowledge checks might overlap with each other, and I think this is perfectly fine (meaning that the party might be able to use more than 1 type of knowledge to learn the same thing). My biggest fear is that these might be TOO consolidated. My approach:

Knowledge: Civilization - Appraise, Engineering, Local, & Nobility are all rolled into this Knowledge. Anything related to civilized races, structures, culture, etc. is tied to this.

Knowledge: Wilderness - Survival, Nature, Geography, and Dungeoneering are all rolled into this Knowledge. I've removed aberations from this category and added dragons. Wild creatures and natural structures are tied to this.

Knowledge: Academics - History, Religion, and Planes are all roled into this Knowledge. I've removed undead from this category (you'll see why), while aberations and outsiders are both tied to this Knowledge.

Knowledge: Magic - Spellcraft and Arcana are both included in this Knowledge. Constructs, undead, and magical beasts are all tied to this Knowledge. I would also like to adjust some of the mechanics involved with Spellcraft here (in relation to magic items), but that's another discussion.

Knowledge: Combat - a brand new Knowledge. Information about weapons, armor, poisons, classes, abilities, fighting styles, weaknesses, strengths, and anything related to combat can be gained using this skill. This skill can be used to assess information about an enemy just like the other knowledges can, but again I feel that it's okay to have this overlap.


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I love Pathfinder, but you can add me to the list of those who want to see a revision of the core rules. And by revision, I don't mean a complete overhaul. I'm talking about a good house cleaning. A fresh re-write of the core text. Not to change the mechanics in a big way, but to make them work better. Even with the current errata, FAQs, and helpful developer posts that have been made over the years, much of the game still needs improvement. If the system can be made better without causing any problems or significant changes, isn't it worth a shot?

My #1 complaint is that the majority of the core text is directly copied and pasted from the 3.5 core system. That may seem harmless at first glance because Pathfinder is only meant to fix what was wrong with 3.5. Right? Wrong. It's unintentionally detrimental to the game to leave the old language alone as it is. Much of the 3.5 core text was directly copy-and-pasted from 3.0, and so on. Therefore, with Pathfinder we have new innovative mechanics interwoven with an old, outdated core language.

If you want proof/examples of this, I can provide some, but that's not why I made this thread. I have some suggestions that I believe would tie up loose ends, fix many inconsistencies, eliminate repetitive and unnecessary language, and bring clarity to the mechanics that need it.

Specifically, I think that stealth, perception, cover, concealment, and a few other related mechanics need some critical attention. Did you realize that in its current form, using stealth grants you no benefit? It's true! Go ahead, look it up. It lists a few stipulations, but that's it! You might say that "it allows you to hide" or "sneak past somebody without being seen" or "it makes your foe flat footed"... but technically it would be a house rule! I find it hard to believe that after all this time, the stealth mechanic is still in this sad state. There was an impending change that was presented a couple of years ago by Paizo which introduced the "hidden" condition, which acted as the benefit of using stealth, but for whatever reason Paizo dropped it (at least from what I've seen. If someone has more info, please share!).

I liked the concept, but not the execution. In fact, I like it so much that I thought invisibility should be a condition, too. Not only that, but I thought that invisibility could be greatly condensed, utilizing other game mechanics, without really changing its mechanics. Branching out from there, I decided to do my own rules cleaning to to several of the related rules to try and make them all harmonize well together.

What do you think of these proposed changes? What do you like or not like about them? Would you be interested in seeing any more suggested changes like these, or should I just forget the whole thing? Any feedback on these suggestions would be appreciated.

Line of Sight and Line of Effect:

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Line of sight means that you have a direct line of vision to a target. You don’t need to see all of your target to have line of sight, but you must be able to see at least a portion of your target. For example, you might have line of sight to someone with cover or concealment, but you wouldn't have line of sight to someone who has total cover or total concealment.

Line of effect means that a direct line from you to your target can be drawn without passing through a solid barrier. Even if there is only a small direct path, it still counts as line of effect. You can have line of effect to someone with cover, but not if they have total cover.

Normally you can’t attack or affect a creature you don’t have line of effect to. You can try to attack, cast a spell, or use an ability in an area without line of sight (by taking the appropriate penalties) unless noted otherwise.

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Light and Darkness:

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Whether you’re outside during the day or down in a cave at night, you are typically in one of the forms of light or darkness presented below. Unless you have an ability that lets you see in darkness (such as blindsight or darkvision), you need light to see. If an attack, spell or ability passes through squares with multiple forms of light and darkness, use the darkest form. For example, if you are in an area of normal light and shoot an arrow past dim light into an area of darkness, use darkness for determining the outcome of the shot.

Bright Light: Unless you have light sensitivity or light blindness (or your vision is hindered in some way), you can see clearly in bright light. Areas of direct sunlight with nothing overhead and inside the area of a Daylight spell are examples of bright light.

Normal Light: This works exactly like bright light except creatures with light sensitivity and light blindness are not hindered. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and the area of a Light spell.

Dim Light: It is slightly difficult to see in areas of dim light. Vision-based perception checks made through areas of dim light take a -4 penalty. Being in an area of dim light grants you concealment. Areas of dim light include outside at night with a moon in the sky, and the area between 20 and 40 feet from a torch.

Darkness: If you need light to see, you gain the blindness condition for any action that passes through an area of darkness that requires line of sight. Being in an area of darkness grants you total concealment. Areas of darkness include outside on a cloudy, moonless night, and inside an unlit dungeon chamber.

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Concealment:

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Anything used to obscure clear vision of you is concealment. Attacks, hostile spells, and hostile abilities that require a target have a 20% chance of missing someone with concealment. You can also use concealment to hide (see “Stealth”). Examples of concealment include foliage, dim light, normal fog, and being submerged in water relative to someone not in water.

Your source of concealment must cover all of you to be fully effective (see “Partial Concealment”, below). Concealment does not apply to spells or abilities that don’t specify a target (such as the Fireball spell). Creatures that don’t rely on vision to see, such as those with blindsight, ignore the concealment of others. Multiple forms of concealment don’t stack and you only gain the most powerful version available to you. For example, if you share the same space as a bush in an area of darkness, you have total concealment (not regular and total concealment).

Partial Concealment: If a source of concealment doesn't cover all of you (but does cover at least half of you), you have partial concealment. It works exactly like regular concealment except that attacks, hostile spells, and hostile abilities have a 10% chance of missing, and partial concealment cannot be used to hide. If less than half of your body is covered by a source of concealment, you have no concealment at all. Examples of partial concealment include swimming at the surface of water, a large creature occupying two squares of dim light and two squares of normal light, and standing in the same space as a bush that is half your size. If being prone or stooping in the same space as partial concealment causes it to cover all of you, you can use it as regular concealment instead (stooping inside a small bush or low fog is beneficial, but lying down in an area with both dim light and normal light is not).

Total Concealment: Total Concealment is anything that completely shrouds you from view. It works exactly like regular concealment except that attacks, hostile spells, and hostile abilities have a 50% chance of missing someone with it. Those with total concealment do not provoke attacks of opportunity. Creatures do not have line of sight to anyone with total concealment. Unless you are hidden due to stealth or invisibility, nearby creatures know where you are, even without line of sight (thanks to other senses). Examples of total concealment include darkness, invisibility, and being more than 5 feet away from someone in heavy fog.

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Cover:

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Any solid object between you and a creature that covers at least half of you grants cover. Having cover makes you harder to hit, and you can use it to hide (see “Stealth”). Doors, typical trees, tables, barrels, crates, and statues are examples of objects that can be used as cover. An ally who is not grappled or otherwise being manipulated unwillfully cannot be used as cover by an enemy.

You have cover from a creature if a line from any corner of his space to any corner of your space passes through a source of cover. However, if this cover is within his natural reach but not yours, he has cover from you while you gain no benefit from it. On the other hand, if the cover is within reach of both of you (or neither of you), you have cover from each other.

Cover provides a +4 bonus to AC and a +2 bonus to reflex saves against anything that originates on the other side of the cover (except spread effects). You do not provoke attacks of opportunity from those you have cover against. Multiple forms of cover don’t stack and you only gain the most powerful version available to you. For example, if a typical tree and a broken knee-high wall stand between you and someone else, you have cover (not partial and regular cover). If an attack misses you by 4 or less due to cover and it would have been enough to hit the cover itself, the object (or ally, see below) is hit by the attack instead.

Allied Cover: You can use a willing ally as cover. Losing this cover due to movement by either of you takes effect immediately. When using allied cover, you do not gain the bonus to reflex saves normally granted by cover and you provoke attacks of opportunity normally. An ally smaller or bigger than you might provide partial or total cover (see below).

Partial Cover: If a source of cover is less than half your size but is still significant enough to provide some protection, it is partial cover. It works exactly like regular cover except the bonus to AC is +2, the bonus to reflex saves is +1, you still provoke attacks of opportunity normally, and you cannot use it to hide. A tree stump as tall as your knees, a chair, and jail bars are all examples of partial cover. If you are prone or stooping behind a source of partial cover, you can use it as regular cover.

Total Cover: A source of cover that completely blocks line of effect is total cover. Normally you can’t attack or affect a creature that has total cover unless you can do so without the need of line of effect. Being on the other side of a wall larger than you or on different floors of the same building are examples of total cover. Creatures behind walls with arrow slits or peep holes are considered to have total cover.

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Perception (WIS):

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Description: Use your senses to interact with your surroundings. Some are served well by their ability to see and hear, whether it be through natural talent or training. Any good adventurer knows that it’s better to be aware of your surroundings than to be surprised by them.

Check: Perception checks are most commonly used to determine whether or not you notice something (see below). Otherwise, use one of the other methods presented below to determine success. You can actively make perception checks for a wide variety of purposes, from feeling the ground to determine if something is burrowing beneath you to reading a shady man’s lips from across the tavern. Tell your GM what kind of perception check you want to make and for what purpose (such as looking around the area for hidden doors and traps). Perception checks are opposed by a wide range of possible DCs. Use the tables below as a guideline.

Perception Details (Table 1)

Perception Modifiers (Table 2)

Notice something: Sometimes you might happen to notice something that you weren't actively trying to find. This can apply to any of your senses. Use this method to notice a particular smell, a minor vibration or shift in the ground, faint voices in the distance, something out of place, a nearby creature using stealth or sleight of hand, a minor movement that you might see from the corner of your eye, etc. The GM usually rolls secretly to determine whether a PC notices something or not. Traps, hidden doors, and other well hidden stationary objects cannot be noticed by chance and must be actively looked for (see below) to be found unless otherwise noted. Invisible creatures must also be actively looked for. Normally a perception check isn't necessary to notice something obvious (such as a lever on the wall beside you or a box on a dresser 10 feet from you) unless your GM says otherwise.

Look around: You can take time to look around an area for hidden creatures, objects, and anything else of note. It generally takes 1 minute to search a 30x30 ft. area (or longer if you have to take time sifting through boxes, etc). If multiple things are hidden in the same area, it usually takes multiple searches to find everything. Use this method of perception when you want to actively search around an area for anything that might be hidden (such as a key under a rug, a hidden trap, or an invisible enemy biding his time).

Quick look: Alternatively, you can try to scan an area quickly. This works the same as looking for something (see above) except that you don’t move from your current space and you only take a brief moment to look around. Use this when you only want to take a few seconds to look around for hidden enemies, check the immediate area for noteworthy details (such hidden traps and hidden doors), search a small (or smaller) container, or inspect an object to learn important details.

Taking a quick look is a move action. It’s more difficult to find something (except for hidden creatures) using this method because you’re doing it hastily. Alternatively you can use a full-round action to reduce the DC (except for hidden creatures) or to skim through a large container, medium container, or several smaller containers within reach (as allowed by the GM). You can’t use this method of perception to find anything you don’t have line of sight to, such as gems inside a closed box out of reach or a magical weapon hanging on the other side of a wall.

Scout from a bird’s eye view: You have a much better view of your surroundings when it’s from a high vantage point. When you use look around or quick look (see above) from a high point looking down, your scanning range increases by 5 ft. for every 5 ft. you are above ground level. For example, if you fly 40 ft. in the air and look around (or if you’re looking down from a 40 ft. tower), you can search a 70x70 area in 1 minute. This also allows you to potentially see more areas with your line of sight that would otherwise be out of view on the ground, such as around walls or boulders. The normal range penalty on perception checks still applies. Scouting from a bird’s eye view doesn't allow you to see anything you don’t have line of sight to, such as weapons inside a sealed crate on the ground or an ally underneath a large canopy.

Listen: You can try to actively listen for sounds in the immediate area, in the distance, behind a door, through the floor, etc. This method of perception simply takes a move action to use; you either hear something during that particular moment or you don’t (though you could continuously listen for longer by taking 20). You can also use this method to listen for a hidden creature that may be within 30 ft. of you. Creatures using stealth can be found through sound or sight, so this is as viable as using the quick look method (see above).

Read Lips: If someone is talking (or whispering) and you can’t hear them, you can try to read their lips to understand what they’re saying. You must have line of sight to their lips and be able to understand the language they’re speaking. The base DC to read lips is 10 with the following modifiers:

Reading Lips Modifiers (Table 3)

Action: If a perception check doesn't specify an action, it’s considered to be a move action (except for checks made to notice something, which don’t require an action).

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Stealth (DEX, ACP):

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Description: You can avoid detection, allowing you to slip past foes or strike from the shadows with a surprise attack.

Check: You use stealth when you want to hide or sneak by someone unnoticed. You must have some kind of concealment or cover to make a stealth check (except partial. See “Partial Concealment” and “Partial Cover”). Your stealth check is opposed by the perception check of anyone who might notice you. Anyone who beats your stealth check knows where you are and can see you (if they have line of sight to you). If you beat their perception check, you gain the hidden condition in relation to them (see “Hidden”). If you are using stealth against multiple creatures, anyone who wins his perception check can alert his allies of your location on his or his ally’s next turn, whichever comes first (no action). Any creature with a size other than Medium has a size bonus or penalty on his Stealth checks: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.

Staying hidden: If you are hidden from another creature, the condition lasts until the creature wins his perception check against you, he is alerted of your location, or you do something that automatically reveals your location. This includes attacking a creature you are hidden from (except for sniping, see below), casting a spell or using an ability that affects a creature you are hidden from, losing your source of cover or concealment, and doing anything loud or attention-grabbing (as determined by the GM). You don’t lose the hidden condition until immediately after the revealing action.

Attacking or using an ability that doesn't directly affect creatures you are hidden from doesn't automatically reveal your location to them, but it does require you to make a new stealth check afterward to remain hidden. Anyone who notices you can alert his allies of your location normally (as described in the “Check” section, see above). Moving any distance while hidden also requires you to make a new stealth check to remain hidden (see the “Movement and Stealth” section, below). Making subtle noises or motions that could be noticed by someone nearby, such as whispering, unsheathing a weapon, and retrieving an item each requires you to make a new stealth check to remain hidden. A subtle motion or noise is easy to muffle because you are already hidden, so you receive a +8 circumstance bonus on such checks. An action that requires no movement or sound, such as casting a spell without verbal or somatic components, does not require a new stealth check.

Movement and stealth: You can make a stealth check as part of your movement to either get to a new hiding spot or sneak up to someone. If you’re moving to a new hiding spot, you must be hidden before starting the movement and must have appropriate cover or concealment at the end of the movement. This method of stealth is also used if you are moving into an area where someone would normally notice you. Sneaking up to someone works the same way, except you don’t need cover or concealment at the end of the movement. If you don’t attack or do anything to reveal yourself when sneaking up to someone, you remain hidden until the end of the current turn.

If you move too quickly while trying to be stealthy, creatures are more likely to notice you. You take a -4 penalty on stealth checks when moving more than half your speed. You can’t use stealth with an action that lets you move more than your speed, such as charging or running (though you could make two move actions during your turn and use stealth during each movement).

Using stealth while being observed: If someone notices you, it’s difficult to hide from them. You must move at least 10 feet from the space you begin your turn on and must have total concealment or total cover. Regular concealment and regular cover can’t completely hide you from someone who has noticed you unless you first create a diversion. You can make a bluff check as a swift action opposed by the sense motive check of anyone who notices you. If your bluff check succeeds, you can then move at least 10 feet away and use regular cover or concealment to make a stealth check against those who fell for the diversion. Other distractions can also act as diversions, such as an observer taking damage before you move on your turn (dealing damage yourself does not count as a diversion, and the diversion must happen on your turn). The GM determines what other distractions count as diversions. If at least one creature sees through your diversion, he can alert his allies of your location normally (as described in the “Check” section, see above). Regardless of whether you use total cover, total concealment or a diversion, stealth checks against creatures who have noticed you are made at a -8 penalty.

Sniping: As a standard action you can make a single ranged attack against a target you are hidden from who is at least 10 feet away and try to remain hidden after the shot (normally attacking automatically reveals your location). After attacking from your hiding spot, make a stealth check to remain hidden where you are. This check is made at a -20 penalty.

Action: Usually stealth is part of another action (such as moving to sneak up on someone or quietly unsheathing a weapon). If you can use stealth without moving from your current location, it’s a swift action. This instance is usually rare because if you’re already hidden, you don’t need to make another stealth check unless you do something potentially revealing (see the “Staying Hidden” section, above).

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Conditions:

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Hidden: You become hidden from those you successfully use stealth against (see “Stealth”). Nearby creatures you are hidden from do not know where you are (though they might know of your presence in the area if they have reason to). You gain a +2 bonus to attack rolls against those you are hidden from and ignore their DEX bonus to AC (if any). Creatures you are hidden from do not have line of sight to you and cannot make attacks of opportunity against you.

Invisibility: Your presence is completely removed from view. You gain the hidden condition and total concealment. You do not need to use stealth while invisible (because you are automatically hidden) except when someone is actively trying to find you (see “Look around”). In that case, you gain a +20 bonus to your stealth check.

Blindness: You are suddenly unable to see. You take a -2 penalty to AC and lose your DEX bonus (if any) to AC. You take a -4 penalty to all checks that rely on vision (such as climbing a wall or untying a rope). All vision-based perception checks automatically fail. All enemies gain total concealment against you. You can navigate where you want to go by moving at half speed, but attempting to move more than that is reckless and causes you to fall prone at the start of your movement unless you make a DC 10 acrobatics check. Creatures that don’t rely on vision to see, such as those with blindsight, are immune to blindness.

Stooping: You can squat, kneel, or bend down. Stooping out in the open doesn't grant any benefits, but it can be useful in some situations. Stooping in the same space as partial concealment gives you normal concealment, and stopping behind partial cover gives you normal cover. Stooping and standing up from stooping are free actions. You move at half speed while stooping.

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Universal Monster Rules:

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Blindsense (Ex): Your nonvisual senses (usually hearing or smelling) have developed drastically to compensate for a lack of vision (though it’s not as powerful as Blindsight). You can “see” creatures, objects, and the surrounding environment normally without the need of vision. You are immune to blindness and gaze attacks but are still subject to other effects that rely on vision such as darkness, fog, and invisibility. You still must make Perception checks normally because you are subject to other senses (such as sound and smell), but since you are more attuned to them than those who rely on vision, you gain a +4 insight bonus to all perception checks. You treat line of sight normally as if you had vision. This ability doesn't allow you to discern colors.

Blindsight (Ex): Using nonvisual senses such as acute smelling or hearing, you can “see” creatures, objects, and the surrounding environment normally without the need of vision. You are not affected by visual hindrances such as darkness, fog, or blindness. You ignore visual benefits that other creatures have, such as concealment and invisibility. You still must make perception checks normally because you are subject to other senses (such as sound and smell), but since you are more attuned to them than those who rely on vision, you gain a +6 insight bonus to all perception checks. You are treated as having line of sight to your target if you have line of effect. This ability doesn't allow you to discern colors.

Darkvision (Ex): You can see clearly in dim light and darkness (as if they were normal light) out to the indicated distance and are not hindered by their effects. Other creatures cannot use dim light or darkness to gain concealment or total concealment from you. In areas of darkness, you discern colors as black and white only.

Light Sensitivity (Ex): You gain the dazzled condition for any action that passes through an area of bright light.

Light Blindness (Ex): You gain the blindness condition for any action that passes through an area of bright light.

Low-Light Vision (Ex): You can see clearly in dim light (as if it was normal light) and are not hindered by its effects. Other creatures cannot use dim light to gain concealment from you.

Scent (Ex): Your sense of smell is extremely sensitive and can be used to identify familiar odors, track scents, and sniff out hidden enemies.

You can immediately identify anyone (or anything) with an odor that you’ve smelled before within 30 ft. of you. You immediately know the location of the odor’s source, regardless of any visual obstructions present (such as food hidden in a drawer, an ally in disguise, or even someone familiar trapped behind a locked door). If wind more than 10 mph is blowing in the direction from the source toward you, this range increases to 60 ft. If the wind is blowing away, the range decreases to 15 ft. In addition, you gain a +8 bonus to all smell-based perception checks.

You can also track a specific scent that has moved far away, as long as you have smelled the odor at least once (using a criminal’s hat, smelling their footsteps on the ground, etc). This works exactly like following tracks (see “Survival”) except that ground conditions and visibility don’t affect your ability to track the scent, and you can only track one scent at a time. The base survival DC to track a scent is 10, and each hour that goes by since the odor’s source passed through the area increases the DC by 2. Because your sense of smell is so sensitive, overwhelming odors cripple your ability to focus on any other scent. If a strong odor interrupts your tracking, such as a skunk spraying the area, your survival DC increases by 10. Aside from the differences mentioned here, all other modifiers to following tracks are applied normally.

You can also use Scent to sniff out hidden enemies, even if you've never smelled them before, unlike other creatures who must rely on vision or hearing (see “Perception”). This works the same way except that you get a +8 bonus (as mentioned above), the range increases to 60 ft. if wind more than 10 mph is blowing in the direction from the hidden creature toward you (it decreases to 15 ft. if the wind is blowing away), and you are not restricted by visual obstructions (meaning that you can pinpoint a creature’s location even if the creature has total concealment or total cover). Once you find a creature this way, you can treat his odor as a familiar scent (see above). You can only use this form of scent to actively look for a hidden creature and can’t use it in reaction to a creature using stealth (see “Perception”). This form of scent doesn't allow you to ignore total concealment or grant you any benefit other than being able to use your sense of smell to find hidden creatures.

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DISCLAIMER: If you want to skip to the main course, head to Post #2.

I love Pathfinder. I still remember how giddy I was with excitement when I first read through the class changes and the new Combat Maneuver system. "Wow," I thought, "they completely fixed everything that was wrong with 3.5!"

Those were my initial thoughts, anyway. In time I've come to realize that just like EVERY tabletop RPG in existence, Pathfinder is not perfect. 3.5 was a phenomenal system, as many of you would agree, and Pathfinder beautifully improved on many aspects of it! Yet even with the 3.5 system heavily patched, the system still has its flaws:

* The majority of the Pathfinder core system is directly copied and pasted from the 3.5 core system, word for word (and much of the 3.5 system was copy-and-pasted from 3.0, etc).

* With much of the old 3.0 language still present in the Pathfinder system, some of the old language unintentionally conflicts with new game mechanics, creating confusion and inconsistency.

* Many of the core mechanics still lack crucial elaboration and clarification, while other mechanics are repetitive and "bloated".

No system will EVER be perfect! It's literally IMPOSSIBLE to cover everything in the rules with a micro-dynamic game like this. A friend of mine pointed out yesterday that this can even be proven mathematically with something called Godel's Incompleteness Theorem. *shrugs* He's a math major, what do you want me to say? Anyway, my point is that when it comes to the argument that we should just leave Pathfinder alone as is BECAUSE it will never be perfect, I get it.

However, I say to you that the OPPOSITE is also true: if something is not perfect, it can always be improved upon in some way! And I truly believe that my beloved Pathfinder system is no different, and that it CAN be significantly improved upon WITHOUT creating any problems! If this is true, shouldn't we who care continue to strive at giving it a shot? I say with a loving passion for the game, YES!

I am thoroughly convinced that Paizo is a company that actually CARES about what their customers want, and you can add me to the list of those who want a REVISION of the core rules. And by revision, I don't mean a completely new system. I'm talking about a good house cleaning. A slew of bug fixes. A game patch. Not a new game... just an update! A change that wouldn't hurt a THING for those among us who DON'T like change. The same familiar game mechanics - just working BETTER. This would not be a bad thing!

Enough with the rambling. Time for some examples. I'm just a single voice who would LOVE to hear any and all feedback you all have about any of this stuff. And if Paizo IS considering a revision of the core system and a developer happens to see this... my hope is to HELP! And not to clog the forums with junk or waste anyone's time with garbage. This is a SERIOUS, EARNEST attempt at providing some innovative suggestions.


DMs and players alike! I'll start:

I'm running a Cthulhu / Lovecraft APL 15 adventure for my players. In the latest session, the players had to deal with the mythical artifact, The Necronomicon, that the Cthulhu Cult was using to hasten the Great Cthulhu's awakening.

At this point in the game, the players actually have to find a way to use the Necronomicon to their advantage. The problem is that the tome is an intelligent item (with some nasty abilities) that resists the players' interactions. A successful Spellcraft check followed by an opposed CHA check against the book allows for some temporary control, but after a while the book will begin resisting again.

Gaining temporary control over the book and reading through it (the book's contents are in Aklo) reveals a Ritual of Attunement that anyone can attempt to become attuned to the book and not worry about the book resisting again. The players learn that they have to attune themselves to the book if they want to stop Cthulhu, because the only way to enter the sunken R'lyeh' is with the aid of another ritual in the book! And you must be attuned before being able to complete the other rituals.

And here is where the fun began: the Ritual of Attunement. It's a simple ritual to perform - other than the fact that the book is resisting everyone attempting the ritual! In this event/mini game/whatever you want to call it, each player had an important part to play. 2 players used Spellcraft to focus magic for the ritual. 1 player (the only one who knows Aklo) had to read the actual ritual. The whole time, the Necronomicon was summoning Star Spawn to attack the players trying to attune themselves! This is where the remaining 2 players came in... they were on damage control.

It was all sort of like whack-a-mole... except the moles were Star Spawn. If the reader could successfully read the ritual for 5 consecutive rounds, the ritual would be complete. Each round, the book would summon 2 Star Spawn. The 2 players focusing their magic with Spellcraft could actually prevent 1 spawn from being summoned in a round with a high enough Spellcraft check. Besides just reading the ritual, the reading player also had to succeed in an apposed CHA check against the book to progress the ritual each round. So there actually was a lot going on here.

This was a bit elaborate... but does anyone else have anything to share? Something non-standard that Pathfinder introduced to the game is Haunts. I plan on implementing some of those if my players ever make it to R'lyeh...