House Rules

O que se segue são regras adicionais ou modificadores às regras básicas do sistema Pathfinder que usaremos na campanha. Os textos estão em inglês pra evitar choques de tradução com os termos originais do sistema.

Character Creation

Character Generation

  • Ability Scores are generated by the Purchase method using a 25 point-buy.
  • At levels 4th, 8th, 12th, 16th and 20th characters receive two ability score improvements that must be spent on different abilities. Example: Yelena reaches level 4 and decides to improve both her Dexterity and Charisma. She can’t increase her Dexterity twice on the same level. At level 8 she might improve them again, or choose different abilities.

Aqui, nada de novo, só oficializando o que a gente sempre acertou no boca-a-boca.

Skills

  • If a class ability states that the character may use her bonus on a skill in place of her bonus in other skills (such as the Bard’s Versatile Performance or the Vivisectionist Alchemist’s Cruel Anatomist), she may immediately reassign the skill points previously assigned on the associated skills being substituted.
  • The Craft and Artistry skills add the following line to the Special section of the skills’ description: “When you begin the crafting process, you may decide to craft hastily, spending more raw materials but finishing the project sooner. You pay 1/2 of the item’s price for the raw material cost, but your weekly or daily progress is measured in gold pieces instead of silver pieces.

Background Skills vai permitir investir em perícias não tão relevantes e ampliar um pouco o escopo dos personagem. A segunda é só uma correção de um erro antigo que já foi admitido por vários dos designers na Paizo. Habilidades de classe mais modernas que funcionam assim já permitem essa realocação. Sobre os Crafts, é só pra possibilitar que os personagens façam os itens com as suas mãos diminuindo um pouco a margem de “lucro” (que acho difícil que seja o maior interesse dos jogadores interessados)

Traits

Add the following traits:

Exotic Weapon Training: You trained for years in a martial tradition based around a particular, difficult to master weapon. Choose one type of Exotic Weapon. You are proficient with that weapon and make attack rolls with the weapon normally.

Martial Weapon Training: You served at a town’s militia or trained with warrior-priests in a church. Choose two types of Martial Weapons. You are proficient with those weapons and make attack rolls with the weapons normally.

Monastic Martial Artist: You learned a martial art form focusing on mastery over a specific weapon as a path to perfection. You may have learned it during many years living on a monastery or by a single monastic mentor from far away. Choose a light or one-handed melee weapon you are proficient with. You treat that weapon as a monk special weapon.

Skill Training: You pursued interests out of your field to better complement your talents. Choose one skill. You gain a +1 bonus on that skill’s checks, and that skill is always a class skill for you.

Nenhuma arma exótica realmente vale o gasto de um feat, muito menos armas marciais ou simples. Os traits de uso de arma estão aí pra deixar os personagens mais versáteis e viabilizar armas diferentes. Um clérigo de guerra agora pode saber usar um arco e uma outra arma, um druida pode usar um arco sem pagar caro por isso, etc. O Skill Training tá aí só pra facilitar a criação de novos personagens – ao invés de passar horas procurando o trait exato que dá uma determinada skill, pegue ele e seja feliz.

Feats

  • The feat “Dervish Dance” is removed from the game. Any class ability that would provide it as a bonus feat provides the Weapon Grace feat below. Any prerequisites that required it now require the Weapon Grace feat below.

Existem umas 5 maneiras diferentes de adicionar Destreza no dano, mas são com armas muito específicas (sabre, cimitarra, starknife). As outras armas leves/finesse são iguais ou piores que essas, então possibilitar esse bônus pra elas só cria mais versatilidade e habilita conceitos de personagens diferentes.

  • The feat “Improved Unarmed Strike” is removed from the game. Any class that would provide it as a bonus feat provides proficiency with the exotic unarmed strike weapon.
  • The following feats have received slight changes:

Cleave (Combat)
You can strike two foes with a single swing.
Prerequisites: Str 13, BAB +1.
Benefit: As a standard action, you can make a single attack at your full BAB against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Special: When your BAB increases to +4, you can take another additional attack against another adjacent target that is also within reach and has not been attacked by you in this turn. The number of targets and attacks continues to increase by 1 at BAB +8, +12, +16 and +20.

Ainda vou adicionar os outros feats de manobras, mas vão funcionar de maneira similar (os benefícios deles melhoram com o tempo).

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Dex 13 or Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

O requisito de Int afetava desproporcionalmente os personagens mais inclinados a pegar o feat, guerreiros e outros personagens marciais. Tem uma chance razoável de eu simplesmente eliminar esse feat no fim das contas, transformando o benefício dele numa simples possibilidade de combate disponível para qualquer um (como o lutar defensivamente).

Combat Grace (Combat)PZO1129-Slayer.jpg
You have learned to turn your speed and precision into powerful strikes.
Prerequisites: Dexterity 13, Weapon Finesse, Acrobatics 2 ranks.
Benefit: Choose one weapon that can be used with the Weapon Finesse feat. When wielding that weapon, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. This modifier is not increased for two-handed weapons, but is reduced for off-hand weapons. The weapon must be for a creature of your size.

Exotic Weapon Proficiency (Combat)
Choose two types of exotic weapon, such as the spiked chain and the whip or the sai and the kama. You understand how to use those types of exotic weapon in combat, and can utilize any special tricks or qualities those exotic weapons might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapons normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to two new types of exotic weapon.

Improved Critical (Combat)
Choose one weapon group. Your attacks made with weapons from that group are quite deadly.
Prerequisite: Proficient with any weapon from the selected weapon group, base attack bonus +8.
Benefit: When using any weapon from the weapon group you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon group.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Martial Weapon Proficiency (Combat)
You understand how to use martial weapons in combat.
Benefit: You make attack rolls with martial weapons normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.

Master Craftsman8691ab4ad2f2962444c160f96530c929.jpg
Your superior crafting skills allow you to create simple magic items.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Also choose one of the following feats: Brew Potion, Craft Magic Arms and Armor, or Craft Wondrous Item feats. You are considered to have that feat, and ranks in your chosen skill count as your caster level for the purposes of crafting magic items using it. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.

Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Special: When your base attack bonus reaches +6, in addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. When your base attack bonus reaches +11, you get a third attack with your off-hand weapon, albeit at a –10 penalty.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

PZO9051-Ulf.jpg
Two-Weapon Versatility
You can fight with two different weapons equally well.
Prerequisites: Base attack bonus +6, Two-Weapon Fighting.
Benefit: When you fight with two weapons, you can apply the effects of certain feats and abilities from one weapon you are wielding to the other weapon as well. This applies to the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Penetrating Strike, Penetrating Strike, Weapon Focus, and Weapon Specialization. You can also use this ability with the Weapon Training ability.
Special: If a character already has any of these feats with both weapons, she gains no additional effect.

As mudanças no Two-Weapon Fighting segue a linha de centralizar os feats de “árvore” em só um (como o Cleave, os feats de manobra e o Vital Strike abaixo). Também visam melhorar as builds de Two-weapon que, francamente, são imensamente abaixo das outras possibilidades.

Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Special: When your base attack bonus reaches +11, you roll the weapon’s damage dice for the attack three times before adding bonuses, and four times when your base attack bonus reaches +16.

Weapon Focus (Combat)
Choose one type of weapon group. You can also choose grapple (or spells, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with any weapon from the selected weapon group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected weapon group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon group.

Esse talento é ilustrativo da minha vontade de deixar os personagens mais versáteis e diminuir a hiper-especialização. Um personagem marcial agora tem mais opções dentro de um grupo e é levemente menos penalizado se não está usando a sua arma principal. A tendência é que todos os feats que exigem a escolha de apenas UMA arma se apliquem ao grupo de armas inteiro (a minha vontade na verdade é que esse bônus simplesmente se aplicasse em qualquer arma, representando mais o nível de treinamento marcial do que especialização).

Weapon Specialization (Combat)
You are skilled at dealing damage with one weapon group. Choose one weapon group (including grapple or spells) for which you have already selected the Weapon Focus feat. You deal extra damage when using weapons from this group.
Prerequisites: Proficiency with any weapon from the selected weapon group, Weapon Focus with selected weapon group, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using weapons from the selected weapon group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

Equipment

  • Add the following line to the scimitar description:
    Benefit: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a scimitar sized for you, even though it isn’t a light weapon.

A cimitarra é praticamente igual ao sabre mas não permite finesse (a não ser que você pegue o talento Dervish Dance no 3º nível). Isso gerava uma situação bizarra: o personagem passava os dois primeiros níveis usando uma outra arma qualquer (provavelmente sabre ou adaga) para jogá-la fora e trocar pra uma cimitarra no nível 3.

Add the following line under the *Martial Light Weapon table:

Martial Light Melee Weapon Cost Damage (S) Damage (M) Critical Range Weight Type Special
Martial unarmed strike 1d3 1d4 x2 B nonlethal

Add the following line under the *Exotic Light Weapon table:

Exotic Light Melee Weapon Cost Damage (S) Damage (M) Critical Range Weight Type Special
Exotic unarmed strike 1d4 1d6 x2 B nonlethal

Remove the *Strike, Unarmed text under Weapon Description. Add the following:

Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with proficiency with martial unarmed strike or exotic unarmed strike uses those respective weapon qualities. The damage from an unarmed strike is considered weapon damage for the purposes of effects that
give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Chapter 8).

  • Add the following Weapon Descriptions:

Strike, Martial Unarmed: A Medium character deals 1d4 points of nonlethal damage with a martial unarmed strike. A Small character deals 1d3 points of nonlethal damage. The damage from a martial unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. If you are proficient with martial unarmed strike, you are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Chapter 8).

Strike, Exotic Unarmed: A Medium character deals 1d6 points of nonlethal damage with an unarmed strike. A Small character deals 1d4 points of nonlethal damage. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. If you are proficient with exotic unarmed strike, you are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes may also deal lethal or nonlethal damage, at your choice.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Chapter 8).

Essas mudanças são pra deixar os personagens mais preparados em situações controversas (numa festa sem armas ou acordado no meio da noite). Também são para ilustrar que qualquer estilo de luta com qualquer arma envolve um pouco de combate desarmado. Finalmente, na maioria dos filmes, séries ou mesmo livros de fantasia medieval, é bem comum que os heróis percam as armas na batalha e lutem desarmados com os inimigos. Do jeito que é na Pathfinder se a tua arma cai no chão você vira um plebeu aleijado com Parkinson.

House Rules

Rapsódia em Vermelho e Verde Nino Nino