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Just posting some house rules I am experimenting with. If anyone has ideas or criticisms I'd love to hear them. Thank you for reading, and I hope you enjoy or perhaps even feel inspired, but please do leave me feedback on these. Pathfinder House Rules 1.1 These rules changes to the Pathfinder RPG by Paizo are an attempt to rectify some logical problems in the game’s engine. The detailed rules change is accompanied with a brief explanation of the reasoning behind it. The following is a brief summary of all changes presented herein: -Lethal damage causes bleeding wounds.
Bleed
Light Bleeding: Any creature with blood who is dealt lethal damage of 2 or less from a bludgeoning, piercing, or slashing source begins bleeding for 1 hit point every minute at the beginning of their turn. Each time this bleed damage would be dealt the creature makes a Constitution check against DC 5. If they succeed, the bleed damage is not dealt and the bleed stops. This effect can apply more than once. As an action that takes 2 full rounds, the Heal Skill can be used against a DC 5 to staunch one instance of light bleeding. Any magical healing staunches all light bleeding. Heavy Bleeding: Any creature with blood who is dealt lethal damage of 3 or more from a bludgeoning, piercing, or slashing source begins bleeding for 1 hit point every round at the beginning of their turn. Each time this bleed damage would be dealt the creature makes a Constitution check against DC 15. If they succeed, the bleed damage is not dealt and the bleed stops. This effect can occur more than once. As an action that takes 1 full round, a creature with a healer’s kit can use the Heal Skill against a DC 20 to staunch one instance of heavy bleeding. Any magical healing of 5 or more from a single source staunches all heavy and light bleeding. Critical Bleeding: Any creature with blood who is dealt lethal damage with a critical hit from a bludgeoning, piercing, or slashing source begins bleeding for 1d2+1 hit points every round at the beginning of their turn. This effect can only occur once. A creature afflicted with critical bleeding cannot stabilize when dying normally. As an action that takes 2 full rounds a creature with an open healer’s kit and someone aiding them can use the Heal Skill against a DC 25 to staunch one instance of critical bleeding. Any magical healing of 10 or more from a single source staunches all critical bleeding. Apply Pressure: Any creature can make a Heal Skill check against DC 15 as a standard action to initiate staunching pressure. Once this pressure is initiated, it can be maintained as a move action each turn. Successfully applying pressure to a light or heavy bleed causes it do deal damage only half as often (though you still make constitution checks to stop the bleeding at normal intervals). Applying pressure to a critical bleed reduces the damage it deals to 1 every round. Combat Maneuvers
Combat maneuvers can be made as a part of other actions, usually with some cost to the action. Some maneuvers have new restrictions or oppositions. Bull Rush: You can make a bull rush as part of any charge attack with a bludgeoning weapon that meets or exceeds your target’s touch AC. Demoralize: You can attempt to demoralize an opponent as part of any non-withdrawal double move, any coup de grace, or any attack action or casting of a spell by taking a -2 to all attacks or focus rolls in that action. Whenever you fail to demoralize an opponent, that creature is immune to your intimidation for 24 hours. Demoralize now requires rolling against a creature’s Technical Maneuver Defense (TMD). Any conditional effects that add to Will vs. Fear also add to TMD against Demoralize. Dirty Trick: Dirty Trick is unchanged. Disarm: You can attempt to disarm an opponent whenever your parry roll stops an opponent’s attack, or whenever you maintain a grapple instead of a normal grapple action. You can also attempt to disarm and overrun someone at the same time, though both maneuvers are made at a -2 penalty. Drag: Drag is unchanged. Grapple: When attempting to grapple, you must first make a touch attack roll against the target. You can attempt to grapple an opponent whenever your parry roll stops an opponent’s attack. You can also attempt to grapple when making a claw, slam, tentacle, or unarmed attack, but if you do so the grapple check is made at a -2 penalty and the attack only deals half of its normal damage. Overrun: You can attempt to overrun an opponent and disarm or steal from them at the same time, though both maneuvers are made at a -2 penalty. Sunder: Any weapon attack that misses an opponent but exceeds their touch AC may still damage their armor, shield. See the Damage changes for full details. Steal: You can steal items whenever you successfully maintain a grapple Trip: When attempting to trip, you must first make a touch attack. You can also attempt to trip an opponent as part of any attack, but if you do so the trip maneuver roll is made at a -2 penalty and the attack only deals half of its normal damage. Feint: Feint now requires rolling against a creature’s Technical Maneuver Defense. Critical Threats and Hits
Weapons no longer have distinct threat ranges. Any attack, focus, disease, or poison roll that exceeds the target defense by 10 or more is a critical threat, though these still require a confirmation roll. Weapons with higher threat ranges lower this threshold, with 19-20 requiring an excess of 9 to threaten, 18-20 requiring an excess of 8 to threaten, and so on. Damage
Attacks Hitting Armor: Whenever an attack roll misses, if it exceeded the defender’s touch AC without armor or shield bonuses, it still deals damage to their armor or shield (Choose which randomly). This is considered a sunder attack. Attacks Hitting Natural Armor: Whenever an attack roll misses, if it exceeded the defender’s touch AC with their armor and shield bonuses, it still deals half of its minimum damage to the defender. Defenses
Fortitude, Reflex, and Will are no longer rolled to resist spells. They are simply static defenses calculated like armor class, adding 10 and all relevant modifiers. Any effects these saving throws used to be made against now make rolls of their own, with a bonus equal to their listed save DC minus 10. Creatures also have a technical maneuver defense (10 + ½ HD + Int, Wis, and Cha Mod) that demoralize and feint attacks are now rolled against. Any conditional modifiers that add to Will vs. Fear also add to TMD against Demoralize. Armor Class, CMD, TMD, Fortitude, Reflex, and Will must be EXCEEDED for success, not just matched. Disease
Diseases roll against the Fortitude defense with a bonus equal to their listed save DC minus 10. A creature with any damage or effects from disease is sickened. Feats Changed
Combat Reflexes
Improved Combat Reflexes
Greater Combat Reflexes
Mobility
Spell Focus
Greater Spell Focus
Stand Still
Toughness
Improved Toughness
Greater Toughness
Weapon Finesse, and any feats or features that allow dexterity modifiers to affect damage no longer exist. Leadership no longer exists. Focus Rolls
Spells no longer have save DCs. Instead, spells that would normally allow a save require the caster to make a focus roll against the appropriate defense type. A focus roll is 1d20 + ½ the caster’s character level + the caster’s relevant ability modifier. Treat exceeding the opponent’s defense as a failed save, and anything less as a successful save. Hit Points
Hit points have a base value determined by class/creature type and hit dice plus the creature’s hit point modifier (usually Constitution). This base value is then altered by the creature’s size. Determine base value by adding the maximum roll of a creature’s racial hit die to their hit point modifier, and then either 1 or 2 hit points for each class level, using 1s for d6s or d8s, and 2s for d10s or d12s. A 3rd Level Human Wizard with 12 Constitution has 12 Base HP
A 5th Level Dwarf Barbarian/3rd Level Rogue with 14 Constitution has 21 Base HP
Size and Hit Points: The size of a creature alters their base hit points by a percentage. Increase a creatures base HP by 50% compounding for each size above medium, or reduce by 25% compounding for each size below medium (rounded down). Whenever a creature changes sizes, any damage they have taken is increased or decreased by the same compound percentage (rounded down). A 22 HD Gargantuan Dragon with 24 Constitution has 212 HP
Melee Attack Rolls
Melee attack rolls add dexterity modifiers instead of strength. Attack rolls must exceed armor class to hit rather than match. Parry
Creatures can use attacks to attempt to parry an opponent’s attacks. Any creature may delay their action to save a full attack, use a ready action to save an attack, or use a reaction attack to parry. When a foe makes an attack a creature wishes to parry, that creature makes an attack using their saved attack roll at its listed bonus opposing the incoming attack roll. If the parry roll exceeds the incoming attack roll, the attacks is parried and the weapons deal damage to each other. If either weapon is a natural weapon, instead half the damage is dealt to the creature with the natural weapon. If a parry exceeds the incoming attack roll by 5 or more, the defending creature can make a riposte attack, using the same bonus as the parry -5. Parries cannot be made on attacks against which a defender is flat-footed. Poison
Poisons roll against the Fortitude defense with a bonus equal to their listed save DC minus 10. A poison that fails this roll will still persist through its duration, making a new roll at each frequency interval. Each interval always deals at least minimum damage for a poison. Poisons that cause unconsciousness instead cause fatigue or exhaustion (if the target is already fatigued). Reactions
Attacks of Opportunity are no longer a part of the combat rules. Combatants instead gain an extra immediate action after their turn that can be used until their next turn. A Reaction takes place simultaneously with whatever action it is announced during. A reaction can accomplish any of the following: -Apply pressure to a bleed (Heal DC 20).
Reactions cannot be made before a creature could act in combat. Reactions become available again at the start of each combatants turn, and can be used anytime thereafter (including during their turn, or in reaction to another reaction). Strength, Weapon Sizes, and Wielding Creatures
Each size of creature has a base strength expectancy denoted on list A-1 below. For every 4 points of strength you are above or below this, you may be able to wield larger weapons, or be forced to wield smaller weapons. However, you can never wield a weapon that weighs more than 1/4 of your lift overhead limit. Table A-1
Wielding Creatures: If any creature weighs less than 1/4 of your lift overhead amount, it can be wielded as an improvised weapon. If the creature is conscious and unwilling it must be grappled first, and you must maintain grapple without the normal +5 bonus. Wielding an unwilling creature as a weapon adds an additional -4 penalty to attacks as the creature tries to escape. Any blow dealt to a target while wielding a creature deals the same damage to the wielded creature (including sunders). A willing creature can be wielded without the additional -4 penalty. Creatures have a range increment of 5 feet. |