Standard House Rules
The following rules are being used as the standard house rules for my Pathfinder RPG campaigns. Some of them are even critical to the flavor, theme, and/or construction of particular campaign settings. The rules presented here are not specific to any particular setting, however -- they are intended to be portable to almost any setting where the GM (and players, presumably) wish to inject a bit more authentic flavor, thematic grit, and verisimilitude into a campaign.
Five Attributes
The five attribute system uses five primary attributes in place of the PRPG default six. Strength, Dexterity, and Constitution are roughly the same as ever. Various functions provided by Intelligence, Wisdom, and Charisma in the six attribute system are now distributed between Insight and Presence. As normal, each primary attribute can only have a score between 3 and 18 at initial character creation, before any racial or other modifiers are applied.
Each primary attribute has a pair of secondary attributes associated with it. These secondary attributes can take on some of the capabilities of the overall attribute. For a simplified five attribute system, the various functions of the secondary attributes can just be subsumed under the primary attribute, and secondary attributes ignored.
Secondary attributes are determined by multiplying a primary attribute's score by two and distributing the points of the resulting number between the secondary attributes associated with that primary attribute. These points are calculated and distributed after any relevant permanent modifiers are applied to the primary attribute. The minimum score for any secondary attribute is 1 rather than 3, and the maximum is 20 plus twice the sum of any permanent modifiers to the primary attribute. Thus, if a character receives a racial +2 Strength modifier and no other permanent attribute modifiers apply to Strength, the maximum number of points that can be distributed to any one secondary Strength attribute is 24.
Temporary attribute modifiers typically apply to only the primary attribute or one of the secondary attributes, though some exceptions may apply, at the GM's discretion. Priority for such discretion should focus on verisimilitude rather than trying to balance the numbers precisely.
In general, where no obvious secondary attribute applicability exists, the primary attribute should be employed for any given case. If players present convincing arguments for how or why their characters should use a different stat than the GM's first impression, the GM should give serious consideration to allowing the less obvious attribute use.
Skills are listed where a "default" attribute use may be assumed, though in every case a GM should specify what attribute applies to a given skill roll -- and should be willing to accept input on attribute use from players if the players have good reasons to support their suggestions. Many skills will not be listed because the applicability of various primary and secondary attributes may be ambiguous and subject to change from one skill check to the next. When there is no strong argument for whether any secondary attributes should be used for skill modifiers, just choose the most likely primary attribute.
Note that the following recommended correspondences between attributes and their uses are in flux, and may undergo changes.
Strength (STR)
- Melee To-Hit
Force
Combat Maneuver Bonus
Melee and Thrown Damage
Skill Modifiers
- Swim: Speed
Resistance
Combat Maneuver Defense
Grapple Damage
Strength-Based DCs
Dexterity (DEX)
Skill Modifiers
- Ride: Active
Coordination
Ranged and Thrown To-Hit
Skill Modifiers
Disable Device
Sleight of Hand
Reflexes
Armor Class
Initiative
Reflex Save
Skill Modifiers
- Ride: Passive
Constitution (CON)
- Vitality
Fortitude
- Fortitude Save
Resilience
- Healing
Insight (INS)
The Insight attribute now takes on responsibility for formerly Intelligence and Wisdom based spellcasting and skill point progression. In addition, certain previously Intelligence and Wisdom based skill rolls are handled by Insight now.
Skill Modifiers
Appraise
Knowledge
Linguistics
Spellcraft
Skill Points
Focus
Class Features
Witch
Wizard
Skill Modifiers
Perception: Active
Sense Motive: Active
Craft
Survival: Tracking
Intuition
Class Features
Cleric
Druid
Initiative: Surprise
Skill Modifiers
Perception: Passive
Sense Motive: Passive
Presence (PRE)
The Presence attribute now takes on responsibility for formerly Charisma based spellcasting, NPC reaction modifiers, and Will save modifiers.
Class Features
Paladin
Sorcerer
Skill Modifiers
- Intimidate
Charisma
Class Features
- Cavalier
Reaction Modifier
Skill Modifiers
Bluff
Diplomacy
Will
Class Features
- Summoner
Will Save
Skills
A number of things will be done differently from how they are handled in the books for skills.
Points
Skill progression is as indicated in the Pathfinder RPG Core Rulebook, with some modifications.
The minimum number of skill points any class receives for base skill progression is increased from 2 to 4. Any tiers of skill progression above the two-point tier are then increased by the minimum necessary to ensure that it still receives more base skill points per level than the immediately preceding tier. Thus, classes that once received two points per level now receive four, and those that once received four now receive five. Classes that once received six or eight remain unchanged. This results in the following chart showing skill progression by class:
Barbarian 5
Bard 6
Druid 5
Fighter 4
Monk 5
Paladin 4
Ranger 6
Rogue 8
Non-CRB classes from amongst these house rules remain unchanged:
Invoker 4
Maker 6
Mage 10
Use
Skills no longer have default attributes associated with them. When calculating total skills, count any ranks, class skill modifiers, and other modifiers that may apply, except for the attribute modifiers. When a skill roll is needed, the GM should ask not just for "a Perception check", but should actually specify an attribute. For example, if using the Five Attributes system with secondary attributes and a Perception check is called for to determine whether a character notices the sound of an approaching guard on his rounds, the GM might say "Make an Intuition + Perception check." Because the specific attribute that might be used with a given skill may not always be the same, it is easier to record skill totals without attribute modifiers. Otherwise, if you include Intuition in your Perception total, you will first have to subtract your Intuition modifier before adding in Focus to make a Focus + Perception check if you are actively searching for something rather than just going about your business hoping your character will notice something.
Specific Skills
Certain skills have modified rules for their use.
Knowledge (Local)
Knowledge (Local) is no longer a standard skill. Instead, they may be bought at character creation using Trait points and may be gained later on as roleplaying rewards handed out by the GM.
The Knowledge (Local) skill is actually many skills, where each of them applies to a new locale.
Each character can spend one Trait point for two ranks in Knowledge (Local) to start, with the usual restriction that Trait points must be spent on something that relates specifically to the character's background.
Characters should probably start with one more Trait point in addition to the standard two points, and the players should be strongly encouraged to spend at least that one point on Knowledge (Local). If the player is not going to do so, he or she should have a very good reason the character would not have an effective Knowledge (Local) skill for his or her hometown.
Characters are not limited to the usual one rank per level for points in Knowlledge (Local), both for purposes of spending Trait points and for purposes of roleplaying rewards.
Any significant time spent roleplaying in a place for which it makes sense to allow a Knowledge (Local) skill, the GM should give free points in Knowledge (Local) for that locale as a reward. The higher the number of ranks a character already has, though, the longer it should take -- or the more in-depth roleplaying experience should be required, instead -- to gain another rank as a roleplaying reward. Just living somewhere in "downtime" with no roleplaying should not elevate a character's Knowledge (Local) for that locale above one rank, however.
Feats
Changes have been made to the standard list of feats, including changes to some feats, elimination of some feats, and addition of some extra feats.
Additions
Armor Expertise
This feat reduces armor check penalties and improves maximum Dexterity in armor. It also reduces Arcane Spell Failure Chance for arcane casters.
Armor Focus
This feat grants +1 AC when using a particular type of armor.
Armor Specialization
This feat grants +2 DR when using a particular type of armor.
Greater Magical Talent
As with the Magical Talent trait, the Greater Magical Talent feat grants spell-like ability. Choose one of the following:
Select one 0-level spell. The character may cast that 0-level spell thrice per day as a spell-like ability.
Select one first level spell and one 0-level spell. The character may cast each of these spells once per day as a spell-like ability.
Select one second level spell. The character may cast that second level spell once per day as a spell-like ability.
This spell-like ability is cast at the highest caster level the character possesses. If the character has no caster levels, the spell-like ability functions at caster level 3. The save DC is Presence based, or based on the same attribute as for the character's highest caster level class. Having at least three hit dice is a prerequisite for this feat.
Greater Mobility
This feat eliminates all attack of opportunity provoked by moving through threatened squares. Improved Mobility, a 20 Reflexes, and a +8 Base Attack Bonus are prerequisites.
Improved Armor Expertise
This feat improves the modifiers for Armor Expertise.
Improved Combat Expertise
This feat allows a character to shift any or all of his base attack bonus modifier to armor class.
Improved Magical Talent
As with the Magical Talent trait, the Improved Magical Talent feat grants spell-like ability. Choose one of the following:
Select one 0-level spell. The character may cast that 0-level spell twice per day as a spell-like ability.
Select one first level spell. The character may cast that first level spell once per day as a spell-like ability.
This spell-like ability is cast at the highest caster level the character possesses. If the character has no caster levels, the spell-like ability functions at caster level 1. The save DC is Presence based, or based on the same attribute as for the character's highest caster level class.
Improved Mobility
This feat eliminates attacks of opportunity provoked by moving through threatened squares, up to a maximum of one for each point of the character's Reflexes modifier. Mobility and a +4 Base Attack Bonus are prerequisites.
Modifications
Combat Expertise
All characters that meet the feat's requirements get this feat for free.
Dodge
This feat grants a +1 AC, and +1 additional for every +4 BAB.
Greater Lightning Reflexes
As the Improved Lightning Reflexes feat in the CRB, applying to all Reflexes rolls and Reflex derived values, including Initiative. Improved Lightning Reflexes is a prerequisite.
Improved Lightning Reflexes
This feat applies an additional +1 to AC, Initiative, and Reflex saves. Lightning Reflexes is a prerequisite.
Lightning Reflexes
This feat applies a +1 to AC, Initiative, and Reflex saves. Dodge is a prerequisite.
Whirlwind Attack
This feat depends on Combat Reflexes as a prerequisite, rather than Combat Expertise.
Traits
As introduced to the Pathfinder RPG, traits are a bit like "half-feats". In fact, a feat in the APG is called "Additional Traits", and allows the character to take two additional traits. In addition to normal feats, the use of the traits rules typically involves giving two starting trait slots to every first level character as a means to support fleshing out the character's background. In these house rules, three trait slots should be given to each character instead.
Traits are broken down into several categories. It is normally recommended that players be allowed to take no more than one trait from each category when making a new first level character, with players strongly encouraged to select a Campaign Trait for one of them if traits of that category are available in the campaign, to help tie the character's motivations to the campaign. When using the complete set of these standard house rules, it is also recommended that the third trait point be spent on Knowledge: Local skills at a rate of one trait point per two skill points.
Social
Social traits represent and reflect a character's upbringing, cultural influences, social class, attachments to various cliques or subcultures, ideological tendencies, and interpersonal experiences. Their modifiers and game effects specifically apply to social factors, and in cases where a trait may qualify as either a member of the social category or a member of some other category, it should default to the other category. Thus, a trait that seems both magical and social should be considered a trait of the magic category, while a trait that seems both combat-oriented and social should be considered a trait of the combat category.
Bootlicker
Life has been dangerous for you, and dependent on the whims of more powerful people. As a result, ingratiating yourself to others, even going so far as obsequious, craven begging, is a survival skill for you -- whether prostrating yourself before a master or mistress, or simply making yourself as pathetic as possible to encourage pitying passers-by to drop a few coins in a tin cup for you. You gain a +1 trait bonus to Appraise checks, and a +3 trait bonus on Bluff and Sense Motive checks used to ingratiate yourself to someone.
Knight of the Post
Run-ins with the law in the past have taught you a thing or two about how to avoid paying full price for your misdeeds in the future. Even when such encounters do not go entirely your way, you have a knack for escaping with far less punishment than you probably richly deserve. You gain a +1 trait bonus on Stealth checks, and a +3 trait bonus on Bluff and Diplomacy checks to avoid blame or punishment.
Mediator
Whether making peace between family members who were always at odds, smoothing ruffled feathers at homeowner's association meetings, or working as a marriage counselor's assistant, you have a lot of experience helping people who are nominally at odds with each other find common ground and reach acceptable compromises. Your talent for mediation makes you a stabilizing influence in your social circles, and others often come to you for help settling personal conflicts. You gain a +1 trait bonus when you use Diplomacy or Sense Motive.
Seductive
The blessing of an enticing physique has served you well in a life where playing upon the lusts of others can buy you advantages you would otherwise never have enjoyed. You gain a +1 trait bonus when you use Bluff, Perform, or Sense Motive on a character or creature that is (or could be) sexually attracted to you.
Smooth Talker
A youth spent getting away with minor larcenies quickly taught you the fine art of telling people what they want to hear, what they want to believe, or at least what they expect to be true, in whatever manner is most likely to sway them to your advantage. Perhaps more importantly, you learned to discern, as naturally as breathing, which approach would be most likely to get you what you want at any given time. You gain a +1 trait bonus when you use Bluff or Sense Motive.
Gear
Kits and Tools
Housebreaker Harness
Colloquially called a "spider" by many in the burglary business, a housebreaker's harness is a specialized climbing harness consisting of a set of connected soft leather straps that are tightened around the thighs, waist, and shoulders. This harness sports a number of small metal rings to which clips used for securing tools and ropes, and spiders typically have one or two pouches attached as well. Use of the housebreaker harness can help a burglar avoid falling while scaling, or clinging to, wooden or stone walls, and by anchoring himself with spikes or hooks and short lengths of rope attached to the rings on the harness he can also free his hands for other tasks while clinging to a wall.
In addition to the general benefits described above, the housebreaker harness provides a +2 circumstance bonus when scaling or descending man-made structures, at one-half normal climbing speed. The burglar suffers a -2 penalty on Stealth and Acrobatics checks that are not related to climbing, and to Swim checks, however. The Stealth penalty can be eliminated by spending two minutes carefully securing all clips, tools, and other loose pieces of metal on the harness, however.
Weighted Chain
Also known as a manriki-gusari, a weighted chain is a versatile tool that can also be used as a weapon (see the Weighted Chain entry in the Weapons section). It consists of a pair of iron weights attached at the ends of a chain between ten and fifteen feet in length.
For climbing short distances, it can be used similarly to a rope; a touch attack roll vs. AC 15 with a range increment of five feet can be used to throw one weighted end of the chain to wrap it around an anchor point such as a tree branch, within the chain's reach.
Armor
These are changes or additions to the available armors and the rules governing armor for the majority of my PRPG campaign settings. Some details may be altered for a particular setting, especially the origin and name of a given armor type, but in general these are standard armors available in such settings. In addition to altering the available options, they also incorporate and account for house rules I tend to use.
game notes:
Armor is divided into a number of categories. Category 0 armor provides minimal protection, but also tends to offer negligible encumbrance. Category 1 armor is equivalent to Light Armor in the Core Rulebook. Category 2 armor is equivalent to Medium Armor in the Core Rulebook. Category 3 armor is equivalent to Heavy Armor in the Core Rulebook. These armor categories apply to natural armor as well as artificial, worn armor, and to magically applied armor bonuses, for purposes of determining the interactions between armors and damage sources. See the Weapons section for more details.
In general, dividing an Armor Class bonus by three (rounded up) will yield the Armor Category for a given AC modifier, whether it provides a standard armor bonus or a natural armor bonus. Exceptions exist, as in cases where magical or special material effects reduce (or even increase) an armor type from one weight level to another, as in the case of mithral reducing an effective armor type's weight level from "medium" to "light"; for such cases, use the standard Armor Category for that armor type, instead of a modified category. Thus, because normal scale mail armor falls under the Medium weight category and is thus Category 2 armor, scale mail that has been enchanted or made out of special materials to reduce its effective weight category to Light still qualifies as Category 2 armor.
Another possible exception is for specific armor types that are assigned to a given Armor Category different from what its category should be if using the system of dividing its AC bonus by three. This is particularly relevant for artificial, worn armor types whose weight levels match up with their Armor Categories as described above, as opposed to natural armor types.
Damage Diffusion is a value needed for an alternate set of damage rules that has not yet been fully developed.
Protective Clothing
Padded armors include actons, battlefield protective garments made of heavy canvas over quilted batting, and similar defensive garb. It also encompasses specialized protective clothing, perhaps made out of exotic materials or thick leather, to provide some protective benefit without added bulk or reduced flexibility notably beyond what would be expected of normal clothing.
Gambeson
Also known as an acton, padded jack, or arming doublet, the gambeson is a padded garment often used as a layer beneath metal armor, but also used on its own as armor in battle. Actons designed to be worn under plate armor often featured mail sewn to the padded garment in areas not fully protected by the plates worn over the acton. Gambesons are generally used alone only by mercenaries or footsoldiers who cannot afford better, or in cases where donning a full suit of armor over the gambeson is not an option due to time constraints or other circumstantial limitations.
game notes:
- Armor Bonus: 1
- Damage Diffusion: 2
- Armor Category: 1
conversion notes:
This is equivalent to padded armor in the core rulebook.
Heavy Leathers
Nothing more than leather garments designed to withstand severe hardship, thickened by layering in key areas, heavy leathers provide minimal protection but maximum ease of movement for most purposes. Blacksmiths' aprons and heavy chaps provide at least partial coverage as heavy leathers.
game notes:
- Armor Bonus: 1
- Damage Diffusion: 1
- Armor Category: 1
Light Armors
Byrnie
Worn over a padding garment such as a lightweight acton or leather jerkin, the byrnie is a relatively light weave of chain links that only covers the torso and helps distribute the impact of weapons across a wider area, thus reducing effective damage.
game notes:
- Armor Bonus: 4
- Damage Diffusion: 3
- Armor Category: 2
conversion notes:
This is equivalent to a chain shirt in the core rulebook.
Cuir Bouilli
Leather boiled in oil and stretched over a frame to give it shape as it hardens is known as cuir bouilli, and is the lightest form of true armor.
game notes:
- Armor Bonus: 2
- Damage Diffusion: 3
- Armor Category: 1
conversion notes:
This is equivalent to leather armor in the core rulebook.
Reinforced Leathers
Reinforced leathers consist of thick leather garments, equivalent to Heavy Leathers, with plates affixed at key points to cover vital areas or protect other common target areas on the body such as the shoulders.
game notes:
- Armor Bonus: 3
- Damage Diffusion: 2
- Armor Category: 1
conversion notes:
This is equivalent to studded leather in the core rulebook.
Medium Armors
Breastplate
A single piece of metal that covers the front of the wearer's torso, the breastplate provides excellent protection for the areas it covers, but leaves other areas unprotected. With the addition of other armor parts, it can serve as part of the Half Plate armor type, but is also useful on its own as personal armor.
game notes:
- Armor Bonus: 6
- Damage Diffusion: 6
- Armor Category: 2
Brigandine
Plates affixed to flexible armor backing, or riveted to the inside or between layers of leather or other tough materials such as heavy canvas, produce a form of armor more protective than cuir bouilli. It tends to require repairs more often than boiled leathers, but also usually lasts longer when well maintained, as well as providing better protection. A brigandine is also sometimes known as a coat of plates or jack of plates, though these names are often used to distinguish an older, more primitive implementation of the concept.
game notes:
- Armor Bonus: 5
- Damage Diffusion: 5
- Armor Category: 2
Haubergeon
Literally "little hauberk", the haubergeon is roughly identical to the hauberk, but only covers its wearer to partway down the thighs with partial, or no, sleeves.
game notes:
- Armor Bonus: 5
- Damage Diffusion: 4
- Armor Category: 2
Hauberk
A hauberk is a heavy coat of chain mesh worn over an acton that protects the wearer down to the level of the knees and has full sleeves to protect the arms.
game notes:
- Armor Bonus: 6
- Damage Diffusion: 4
- Armor Category: 2
conversion notes:
This is equivalent to chainmail in the core rulebook.
Lamellar Armor
Small plates laced together in parallel rows is the general design concept behind a wide range of specific armor types. In general, they tend to involve a lamellar cuirass constructed by using silk or cotton threads, or leather thongs, to connect laquered plates together.
game notes:
- Armor Bonus: 5
- Damage Diffusion: 6
- Armor Category: 2
Heavy Armors
Half Plate
Armor that mixes some of the characteristics of both plate armor and less directly protective armor types is covered under the heading of "half plate". It often consists of combinations of other armors such as a hauberk or haubergeon plus a breastplate or complete cuirass, likely including additional plate pieces such as gauntlets, helm, or greaves.
game notes:
- Armor Bonus: 8
- Damage Diffusion: 8
- Armor Category: 3
Laminar Armor
Also known as banded armor, this includes such examples as Roman lorima segmentata, and is constructed using overlapping horizontal plates to create a segmented covering of the wearer's body. It offers a compromise between the protective characteristics of plate armors and the greater flexibility offered by lamellar and brigandine style armors.
game notes:
- Armor Bonus: 7
- Damage Diffusion: 7
- Armor Category: 3
conversion notes:
This is equivalent to banded mail in the core rulebook.
Plated Mail
Also known as splinted mail, plated mail is constructed by attaching vertical rows of small overlapping plates attached to a backing of mail. It offers protection nearly equivalent to laminar armor with greater flexibility, but also greater weight.
- Armor Bonus: 7
- Damage Diffusion: 6
- Armor Category: 3
conversion notes:
This is equivalent to splint mail in the core rulebook.
Weapons
These are changes or additions to the available weapons for the majority of my PRPG campaign settings. Some details may be altered for a particular setting, especially the origin and name of a given weapon type, but in general these are standard weapons available in such settings. In addition to altering the available options, they also incorporate and account for house rules I tend to use.
game notes:
Using d0N damage codes provides the "exploding" benefits of the d0N die roll, so that on an N result an additional d0N is rolled and added to the total. This exploding effect is limited by armor, however. A Light weapon will explode against Category 1, or Light, armor -- but not against any higher Armor Category. A One-Handed weapon will explode against up to Category 2, or Medium, armor -- but not against any higher Armor Category. A Two-Handed weapon will explode against anything up to Category 3, or Heavy, armor. Armor Category values are explained in the Armor section. Finesse weapons receive a -1 Armor Category exploding damage restriction, regardless of whether the wielder is using the Weapon Finesse feat. For purposes of determining damage explosion, One-Handed or Light weapons are still treated as One-Handed or Light weapons, respectively, when wielded with two hands.
Damage dice for weapons using more than one d0N die for their damage code only explode if all dice produce a (maximum value) exploding result. This means that for a weapon with a 3d03 damage code, dice only explode if the total damage rolled (before modifiers) is 9 (i.e. a 3 on every die).
Any weapon's unmodified damage roll cannot do less than one point of damage against an unarmored opponent, or on a critical hit. This means that rolling a zero for a d09 weapon's damage roll is treated as a 1 result against unamored opponents or on a critical hit, before modifiers are applied.
Parenthetical remarks for weapon Type refer to secondary means of using the weapon.
Daggers
Technically, a dagger is a particular class of weapon designed primarily for stabbing in close quarters and for "mercy" killings on the battlefield. They share some characteristics with larger weapons called "swords". For our purposes, however, the term "daggers" will be used to refer as well to similarly sized, and similarly useful, implements of other types -- primarily including a wide range of knives.
Dirk
A dirk is a relatively short weapon, typically used as a backup by soldiers, a low key weapon for wearing around town or in polite company, or a conveniently concealable weapon of choice for many cutpurses and cutthroats. It generally features a straight double-edged blade with a tapering point around twelve to eighteen inches long, though exotic variants with differing designs exist. Proper use is generally an underhand stabbing attack for control and power in close quarters.
game notes:
- Category: Martial, Light
- Cost: 2 Gold
- Damage: 1d05 Lethal
- Threat: 19-20, x2
- Type: Piercing (Slashing)
conversion notes:
While not strictly equivalent to the shortsword from the core rulebook, it fills much the same niche as that weapon. There was in fact no such thing as a historical "shortsword", per se. The replacement of a 1d6 damage "shortsword" with a 1d05 damage dirk is meant to address this issue.
Knife
A knife is a cutting implement, usually single-edged with a blade typically around four to eight inches in length, though the design of such weapons may vary significantly as most of them are designed for day-to-day utility rather than as weapons. This weapon type includes items like a serrated table knife, a cook's kitchen knife, a fisherman's boning and scaling knife, or a basic hunting knife. Such implements are usually designed so that they are best suited to slicing or cutting motions, though the necessities of close quarters fighting with one often favor stabbing attacks.
game notes:
- Category: Simple, Light
- Cost: 5 Silver
- Damage: 1d03 Lethal
- Threat: 20, x2
- Type: Slashing (Piercing)
Chains
Short Weighted Chain
Also known as a kusari-fundo, the short weighted chain is a chain typically three to five feet long with iron weights at each end. It is effectively a bludgeoning version of the spiked chain weapon.
game notes:
- Category: Exotic, Two-Handed
- Cost: 5 Silver
- Damage: 1d4 Lethal
- Threat: 20, x2
- Type: Bludgeoning
- Special: Disarm, Finesse, Trip
Weighted Chain
Also known as a manriki-gusari, the weighted chain is a chain typically between ten and fifteen feet in length, with iron weights at each end. It is also usable as a versatile tool (see Weighted Chain in the Kits and Tools section).
game notes:
- Category: Exotic, Two-Handed
- Cost: 5 Silver per 5 Feet
- Damage: 1d6 Lethal
- Threat: 20, x2
- Type: Bludgeoning
- Special: Disarm, Finesse, Reach, Trip; In addition to use as a melee weapon, one of the weights can be "thrown" up to the length of the chain as ranged weapons while the wielder maintains a grip on the other end, with a range increment of five feet.
Swords
Arming Sword
The arming sword is the standard one-handed war blade of shield-bearing sword-wielding troops in war. While it generally has a pointed tip, its primary purpose is as a cutting weapon, and some variations lack the point to help protect a mounted knight from injuring his own foot or mount. Foot troops regularly use arming swords with a shield as well. When a shield is not present, the common use of the arming sword involves using the off-hand to grapple an opponent if necessary or to wield a second weapon.
game notes:
- Category: Martial, One-Handed
- Cost: 15 Gold
- Damage: 3d03 Lethal
- Threat: 19-20, x2
- Type: Slashing
conversion notes:
This is equivalent to the longsword in the core rulebook.
Cutlass
Designed for nautical use, the cutlass is a low cost, dramatically curved, edged sword. The curve of the blade is intended to lengthen the cutting edge, making it an ideal tool for slicing through windlasses and rigging lines in a single slicing stroke. Its effectiveness as a weapon is somewhat reduced because of the way it is weighted more toward the center of the blade than most swords, making it somewhat unwieldy, but with training and familiarity a distinctive fencing technique makes it an agile and effective weapon under the conditions for which it was made.
game notes:
- Category: Martial, One-Handed, Finesse
- Cost: 8 Gold
- Damage: 2d03 Lethal
- Threat: 20, x2
- Type: Slashing
Daiken
Literally "long sword". The daiken is a modified variant of the daito, brought westward from the daito's home region and adapted to the use of secretive martial organizations influenced by contact with far Eastern culture. In particular, its design has been altered to better serve as an elegant two-handed battle blade for those who rely wholly on speed and precision rather than in part on strength, but in the process the versatility and efficient lethality of the weapon have been slightly compromised.
game notes:
- Category: Exotic, Two-Handed, Finesse
- Cost: 80 Gold
- Damage: 3d03 Lethal (one-handed)
- Damage: 2d05 Lethal (two-handed)
- Threat: 18-20, x2
- Type: Slashing
- Special: This weapon's Finesse characteristics cannot be used when it is wielded in one hand unless all of the wielder's Strength scores are 13 or higher.
conversion notes:
This is equivalent to the Elven Curve Blade in the core rulebook.
Daito
Literally "long sword". The daito is the single-edged weapon of the warriors of honor from the far East, and the chosen weapon of the Kensai class. It features a straight, cord-wrapped hilt designed for two hands but easily accomodating one. The smithing technique used to produce a daito results in a convex curved, hard cutting edge that does not dull easily, used for graceful cutting strokes, and a slightly softer, more resilient concave back of the blade to lend the weapon great strength. Skilled wielders of the daito use the back of the blade to parry attacks or the side to deflect them -- and the edge only for attacks -- to protect the sharp edge.
game notes:
- Category: Exotic, Two-Handed, Finesse
- Cost: 100 Gold
- Damage: 1d09 Lethal (one-handed)
- Damage: 2d05 Lethal (two-handed)
- Threat: 18-20, x2
- Type: Slashing
All properly crafted daito are Masterwork weapons. Otherwise, treat as a low-quality Longsword, except for proficiency considerations and Weapon Finesse.
Greatsword
This two-handed weapon typically features a blade of five or more feet in length, and was designed primarily as a means of breaking ranks of pikemen for a following cavalry charge. While it may be wielded through brute force alone, special training is required to apply it with maximum effectiveness, particularly in single combat.
game notes:
- Category: Martial, Two-Handed
- Cost: 50 Gold
- Damage: 2d07 Lethal (two-handed)
- Threat: 19-20, x2
- Type: Slashing
- Special: This weapon requires a 17+ Strength and reduces an armored wielder's Max Dex Bonus by two. If used as an Exotic Weapon, the minimum Strength requirement to wield it is reduced to 15, and the Max Dex Bonus reduction is eliminated.
conversion notes:
This is the equivalent of the greatsword in the core rulebook.
Kriegsmesser
Literally "war knife", so named because of the typical construction of its hilt, two slabs of the grip material sandwiching a full-handle tang. It has a curved, single-edged blade up to three full feet in length, and is intended to be wielded with two hands. Because of the nonstandard design of the hilt for a two-handed weapon, the Kriegsmesser has attractive handling characteristics, allowing a greater degree of dexterous use in combat than for most war blades. The reduced weight of the curved blade compared with other two-handed weapons means it can be effectively used one-handed as well.
game notes:
- Category: Martial, Two-Handed, Finesse
- Cost: 20 Gold
- Damage: 2d03 Lethal (one-handed)
- Damage: 2d05 Lethal (two-handed)
- Threat: 19-20, x2
- Type: Slashing
- Special: This sword is an Exotic Weapon for purposes of gaining the benefits of the Weapon Finesse feat when wielded in one hand.
Longsword
The longsword, also known as a hand-and-a-half sword or bastard sword, is a two-handed weapon used by heavily armored knights on the field of battle. It has become the primary weapon of choice of civilized armies' elite sword-wielding shock troops. It evolved from the smaller arming sword to be well-suited to two-handed use as well as one-handed use, with a straight cross-piece, a bludgeoning pommel, a pointed blade that can be set against a charging opponent, and a long hilt that can accommodate a second hand for greater control and power. The double edged blade generally ranges from three and a half to four feet in length.
game notes:
- Category: Martial, Two-Handed
- Cost: 35 Gold
- Damage: 3d03 Lethal (one-handed)
- Damage: 1d011 Lethal (two-handed)
- Threat: 19-20, x2
- Type: Slashing
- Special: This weapon can be wielded one-handed by someone with a 17+ Strength attribute, or as an Exotic Weapon by someone with a 13+ Strength attribute.
conversion notes:
This is equivalent to the bastard sword in the core rulebook.
Rapier
The rapier is a light-weight thrusting weapon that evolved from the side-sword, discarding its slightly heavier ancestor's suitability as a weapon of war to focus on its effectiveness as a dueling weapon against unarmored opponents. Its appearance and construction are very similar to the side-sword's, but with a narrower blade unsuitable to heavy cutting attacks.
game notes:
- Category: Martial, Light
- Cost: 20 Gold
- Damage: 1d05 Lethal
- Threat: 17-20, x2
- Type: Piercing
conversion notes:
This is equivalent to the rapier in the core rulebook.
Side-Sword
The side-sword is also known as a cut-and-thrust sword. It is an evolution of the arming sword somewhat opposite that of the longsword, in that it developed more complex quillions to allow for greater stability and control when wielded one-handed and for better protection of the hand, as well as developing a somewhat lighter blade for greater mobility and precision. It is thus intended to be better suited to unarmored or lightly armored targets than the arming sword because of its improved agility while remaining an effective weapon against heavily armored opponents on the field of pitched battle.
game notes:
- Category: Martial, One-Handed, Finesse
- Cost: 20 Gold
- Damage: 1d07 Lethal
- Threat: 18-20, x2
- Type: Piercing or Slashing
Bows
Flatbow
Flatbows are non-recurved bows that are rectangular in cross-section, a design that provides for greater durability and resilience of the design than other cross-sectional designs, and can be made from less exacting selections of wood while providing performance that is comparable or superior to equivalent bows using other designs.
game notes:
- Category: Martial, Ranged
- Cost: 75 GP
- Damage: 1d09 Lethal
- Threat: 18-20, x2
- Range: 90 Feet
- Type: Piercing
composite:
- Cost: 100 GP
- Range: 100 Feet
conversion notes:
This is probably the weapon type that should be used where "longbow" is normally used in standard PRPG rules. They take longer to construct than true longbows, but have less exacting material requirements and serve different roles.
Greatbow
A generally impractical bow style for most purposes, these exotic devices fill much the same niche as the longbow but with greater range at the cost of greater expense and fragility. They serve best in defensive roles, rather than taken forward in the field.
game notes:
- Category: Exotic, Ranged
- Cost: 120 GP
- Damage: 1d10 Lethal
- Threat: 20, x3
- Range: 125 Feet
- Type: Piercing
- Special: Ignore up to two points of armor bonus to AC.
Longbow
The longbow is a very long (thus the name) type of bow using a round or D-shaped cross-sectional design, reliant on superior material selection for construction of the bow, that provides substantial performance benefits over other bow types for military use. They are typically used by well-trained elite archery units with high esprit de corps, and are not generally well-suited to purposes outside of military, light artillery use in major battles.
game notes:
- Category: Martial, Ranged
- Cost: 100 GP
- Damage: 1d8 Lethal
- Threat: 20, x3
- Range: 110 Feet
- Type: Piercing
- Special: Ignore up to two points of armor bonus to AC.
conversion notes:
This weapon type should almost never be used in any context outside of organized military operations.
Recurve Bow
Recurve bows are designed so that the ends of the bow curve forward when unstrung. This places greater tension on the bow, requiring better materials for durability and keeping unstrung for more of the time to preserve the strength of the weapon. It also allows bow flexion to store greater energy, propelling arrows faster than other designs for equivalent bows. While recurve bows do not necessarily rely on composite construction, their design biases them toward much better performance when such construction techniques are used.
game notes:
- Category: Martial, Ranged
- Cost: 60 GP
- Damage: 1d07 Lethal
- Threat: 19-20, x2
- Range: 80 Feet
- Type: Piercing
composite:
- Cost: 80 GP
- Damage: 1d09
- Range: 95 Feet
Reflex Bow
Reflex bows are essentially recurve bows with a more dramatic recurve design. This allows for similar performance characteristics in a smaller bow, but also imposes upper limits on the effective size of the bow. It also creates hazards in the use of the bow that do not exist for other bows; they are known to suddenly reverse themselves, often injuring the archer in the process, when inexpertly handled. All reflex bows are necessarily composite bows.
game notes:
- Category: Exotic, Ranged
- Cost: 75 GP
- Damage: 1d09 Lethal
- Threat: 20, x3
- Range: 70 Feet
- Type: Piercing
Shortbow
This is a "typical" bow of the sort most often encountered amongst hunters and common military archers.
game notes:
- Category: Martial, Ranged
- Cost: 30 GP
- Damage: 1d6 Lethal
- Threat: 19-20, x2
- Range: 60 Feet
- Type: Piercing
composite:
- Cost: 65 GP
- Range: 70 Feet
Other
Garrote
Garrotes are primarily the weapons of thugs and assassins. A garrote is typically a loop of leather or wire with a small handle at each end. The attacker wraps it around his or her target's throat from behind and pulls it tight to strangle the victim. While wire garrotes inflict lethal damage as most weapons with the possibility of critical hit damage, leather garrotes can only inflict nonlethal damage until the HP damage exceeds the target's Vitality. At that point, it inflicts WP damage if the attacker chooses. The damage caused by a garrote is secondary to its purpose, however: strangulation.
Attacks with a garrote are grapple attacks, using CMB and targeting the victim's CMD rather than AC. As such, the attack provokes attacks of opportunity unless the attacker has the Improved Grapple feat, and it ignores armor and shields (but not natural armor). When the attack is made against a flat-footed opponent, attacks of opportunity provoked by the use of a garrote are made with a -10 penalty.
On a successful attack with a garrote, the target takes damage appropriate to the weapon type and is considered grappled. The attacker then gets an immediate opportunity to pin the target with a +2 bonus to CMB. As long as the target remains pinned, the attacker gets a +4 on CMB checks to inflict damage with the garrote, but cannot perform any other actions normally allowed to a pinning character without releasing his or her hold on the garrote, thus losing the ability to use it to inflict further damage without an additional CMB check to reapply the garrote. While pinned, the defender also loses the ability to speak and takes a -4 penalty to CMB for attempts to escape the pinned condition.
In addition, maintaining a pinned condition with a garrote cuts off the victim's air supply. Use the suffocation rules, with additional information under the Swim skill.
The garrote is eligible to be used for a sneak attack. The effects of an attack with a garrote, apart from applying the grappled condition to the target, is easily prevented by the simple expedient of wearing a gorget.
game notes:
- Category: CMB, Exotic
- Cost: 1 SP (Leather) to 1 GP (Wire)
- Damage: 1d03 (Special)
- Threat: 19-20, x4
- Type: Bludgeoning (Leather) or Slashing (Wire)
- Special: Classes with the Sneak Attack class feature, such as the Rogue, are considered proficient in the Garotte.
Special Item Qualities
Special qualities for items are organized first by item type, then by the special quality value (equivalent to the values for magic item bonuses from the Pathfiner Roleplaying Game CRB).
Ranged Weapons
1 SP Each
Pitch Arrow:
- Effects:
- The weapon's range increment number is reduced by 20.
- The arrow is designed to deliver fire to a target and ignite flammables.
- Once lit, burns one minute or until used, smothered, or destroyed. It deals one point of fire damage to the arrow, or anything else the fire touches, per round.
- Once used, burns the target for 1d6 rounds or until smothered. It deals one point fire damage to a struck target per round burning.
- Burning pitch arrows require special handling.
- On a 2 attack roll, make a Reflex save vs. DC 10 to avoid doing a point of fire damage to the bow.
- On a 1 attack roll, make a Reflex save vs. DC 15 to avoid igniting the bow.
- Notes:
- The arrow is wrapped in a pitch-soaked strip of fabric just behind the head. The user must ignite it just before use and fire it at the target to deliver flame to the target and ignite flammables when it hits. Pitch arrows can be carried safely for 1d6+3 days (with care when packing them) before they begin to lose their effectiveness due to changes in consistency and the tendency of the wrapped fabric to unwind, or stored properly for 1d6+3 months.
300 GP Each
Improved Range:
- Effects:
- The weapon's range increment number is increased.
- New Range Increment = Range * 1.1 (Round Up to Nearest 5)
- A character for whom the bow is not sized properly cannot benefit from this special quality.
- The weapon's range increment number is increased.
- Notes:
- The design of the weapon is such that the release is incredibly smooth, and provides a longer, flatter power curve when launching the missile, resulting in greater effective range.
Nimble:
- Prerequisites:
- Masterwork
- +1 Magical To-Hit Modifier
- Masterwork
- Effects:
- Does not provoke Attacks of Opportunity when used within threat range of an enemy.
- Notes:
- The design of the weapon takes advantage of a magical dweomer to make it easier to maneuver and aim, even under circumstances where good form is not particularly easy to achieve or where direct sighting is not achievable, thus allowing the wielder to remain mobile and react quickly to nearby threats.
- To take advantage of this effect, the wielder must have the Weapon Focus feat for the weapon.
Opportunistic:
- Prerequisites:
- Masterwork
- Effects:
- Attacks of Opportunity can be made using the ranged weapon as though it is a melee weapon, treating it as a weapon with ten foot reach. It can also be used to make Attacks of Opportunity at any range for reasons other than moving through a threatened area. Such Attacks of Opportunity can only be made if a projectile is already ready to fire when the opportunity to attack presents itself.
- The attacker may still be subject to Attacks of Opportunity when using the ranged weapon while in melee combat.
- Notes:
- The design of the ranged weapon makes it easier to prepare, aim, and fire in a single smooth motion than for a normal specimen, thus allowing the wielder to make hasty attacks when an enemy makes a target of himself.
- To take advantage of this effect, the wielder must have the Weapon Focus feat for the weapon.
Scalable Composite:
- Prerequisites:
- Composite Bow
- Masterwork
- Effects:
- The composite bow's damage modifier scales with character strength.
- Notes:
- The bow is constructed such that the feel of the draw is quite light at first, but as it approaches full draw length the resistance builds rapidly, so that eventually a millimeter of additional draw increases the draw weight substantially. The result is that basically anyone can draw to about full length, but stronger people can put a final touch on the effective draw weight so that a character's actual strength modifier can always be used, within limits of natural human-comparable strength.
600 GP Each
Foehammer:
- Prerequisites:
- Masterwork
- Improved Range
- Effects:
- +1 Damage Within First Range Increment
- Notes:
- The construction of the weapon gives the missile a small boost in speed -- small enough that it does not provide any particular benefit in chance of hitting, and small enough that its effect fades by the end of the first range increment. This additional speed imparts a bit more of an impact when the missile hits its target, though, slightly increasing the damage done, as long as it hits within that first range increment.
1000 GP Each
Heart Seeking:
- Prerequisites:
- +1 Magical To-Hit Modifier
- Effects:
- +2d05 to Threat
- This special quality assumes that the open-ended d05 optional rule is being used with the Vitality damage system for determining weapon threat.
- Notes:
- This special characteristic is not a magical quality. Rather, it is the result of a bow construction technique that takes advantage of a magical dweomer if one exists, allowing the missile to more precisely follow the pathway traced from weapon to target by an enchantment providing a standard +1 (or better) modifier.
Open-Ended d0N Dice
For certain types of rolls that need to be open-ended, the d0N dice system is used. A die code that takes the form d0N (such as d05, d09, or d099) indicates that a die that can produce a number between 0 and the number expressed by any digits following the 0 (5, 9, or 99 in the previous three examples) should be used.
In some cases, such a die may already exist in your collection. The most likely example would be the d09. Most d10 dice are actually marked with single-digit numbers from 0 to 9, and the 0 is just treated as a 10 when a d10 is needed. To use it as a d09, simply treat the 0 as a 0 instead of a 10. There are dice with other numbers of sides that are similarly marked. For instance, I have a set of five d05 dice (d6 dice numbered 0 through 5 instead of 1 through 6), but these are specialty dice that are not always easy to find.
To "counterfeit" a d0N die, if you do not actually have one of the appropriate type in your collection, just apply a -1 penalty to the die when you roll it. For instance, for a counterfeit d05 roll, you could just roll 1d6-1.
The d0N system is particularly well suited to situations where open-ended rolls (that is, rolls that can extend "outward" beyond the highest number on the die, as in the case of wanting to be able to get more than 20 on a 20-sided die) are desirable. This is because the usual way to get an open-ended roll is to roll an additional die and add it on when the topmost number on the initial die is rolled, but with a "normal" die that starts at 1 you then get a skewed probability curve where (for instance) a DC20 roll and a DC21 roll have exactly the same chance of occurring. If you roll a 20, then roll another die whose lowest number is a 1 and add it on, the result is a 21 -- meaning that you can never actually achieve a 20 result. On the other hand, if the die you add to the total has a 0 as its lowest value face, you can conceivably get a 20 total if the result of the additional die roll is a 0.
"Exploding" Dice
Many games have a concept of "exploding" dice, where every time you roll the maximum value on the die you get to roll again and add the results together. This is how a truly open-ended result occurs, because in theory the potential results are infinite. On the other hand, the chance of continuing to roll only the maximum value on every die gets vanishingly small by the time you get past the first couple of dice.
When using this system, any time any d0N roll results in the maximum value on the die (the N value), another d0N of the same type is rolled and added on. Thus, if you roll 3d05 and get a 1, a 2, and a 5, you roll one more d05 and add it in; if that d05 also results in a 5, you roll yet another d05 and add it in. If your 3d05 result produced a 3 and two 5 results, you would get to roll 2d05 more and add it in.
Zeroing Out
"Zeroing Out" is where, however many d0N dice you roll together, all of them produce a 0 result. In cases where Xd0N (with X being the number of dice) is the entire roll, zeroing out most likely means a critical failure. In cases where a different die is rolled first (such as a d20), some number of d0N may be rolled to determine whether a critical failure is the result. If the total of all those dice is a 0, the roll is a critical failure (or "fumble") of some sort. In some cases, a result other than a total of 0 may also be a critical failure. In such cases, the dice explode as normal (see above), with additional dice being rolled for every maximum value result on a single die.
Open Ended Attack Resolution
Attacks are, for the most part, resolved as presented in the Pathfinder Roleplaying Game Core Rulebook (CRB). Things differ somewhat where critical hits and threats are handled, however.
Threats
Using this system, the "threat range" for a given attack is equal to the weapon's lowest listed threat range value plus the target's AC modifier (that is the same as the total AC minus 10). When a roll lands within a weapon's threat range, this is called a "threat". Instead of rolling another standard d20 attack roll to "confirm" a critical hit as described in the CRB for threats, however, you roll a number of d05 dice equal to the critical multiplier for your weapon. Most weapons (such as the short sword) have a critical multiplier of x2, which would mean you roll 2d05; some have higher multipliers, such as the hand axe with a x3 multiplier, which would mean you roll 3d05. This roll is added to your original d20 attack roll.
(Optionally, the GM may elect to allow the attacker to add 1d05 to the attack total if an unmodified attack roll meets or exceeds the weapon's unmodified minimum threat range number but does not meet or exceed the total of the minimum threat range number and AC modifier.)
If your character gets Sneak Attack dice, these dice are rolled as normal, and the total is also added to your attack roll when you roll a threat with your original d20.
In addition to providing an open-ended system for achieving critical hits (see below), this also allows anyone the opportunity to hit anyone else -- without setting a cap on the difficulty of hitting a target no matter how high its AC. Higher ACs still increase the difficulty of scoring a successful hit, rather than anyone having a higher AC than the attacker's bonuses to hit should allow it to hit still being hit 5% of the time.
Critical Hits
If an attack roll total equals or exceeds twice the target's AC, the attack scores a critical hit. On a critical hit, damage is not multiplied, as the critical multiplier for a weapon applies only to the chance of achieving a critical hit in the first place. Similarly, Sneak Attack dice do not apply to damage, but only to the chance of achieving a critical.
Critical Misses
If an attack roll result on 1d20 is a 1, Bd0N is rolled, where B is the attacker's Base Attack Bonus. No bonuses are added to this roll. Penalties may be applied at the GM's discretion. If the result of this roll is lower than the target's AC, a critical miss has occurred.
The results of a critical miss may vary depending on circumstances. Some common results might be:
Attack of Opportunity
The attacker puts himself off-balance or leaves itself open to attacks of opportunity to engaged enemies within AOO range.
Dropped Weapon
The attacker may drop its weapon, possibly by whacking it against something other than the intended target and thus wrenching or jarring the weapon from its own grasp. This is not a likely result for natural weapons, of course, and some other option should probably be used.
Fall
If circumstances seem to suit this option, the attacker may entangle its own legs, stumble over the target, trip over some part of the terrain, or otherwise fall down into the prone position. At the GM's discretion, a Reflex save may allow the character to only drop to a kneeling position. Effects are as the Prone condition, but modifiers are halved and standing does not provoke attacks of opportunity.
Lost Actions
Use your imagination; something happens that causes the attacker to lose its next action, or all actions for the rest of the round, whichever would be most inconvenient for the attacker or most convenient for driving the story forward (at the GM's discretion).
Weapon Damage
The typical way to handle this is to say the weapon struck something other than what the attacker intended to strike. As a result, the weapon takes damage as though the weapon were used against itself in a standard Sunder attempt.
Nonlethal Combat
While nonlethal attack forms are available to anyone -- typical brawling-style unarmed fighting, using a sap on an unsuspecting victim, and so on -- these are distinct from a more formalized "nonlethal combat". Nonlethal combat rules pertain more to situations such as duels to first blood or to yield, contact sparring with nonlethal weapons meant to simulate lethal combat, and similar combative engagements.
Because the methods, tactics, and weapons used for nonlethal combats, as simulations rather than "real" fighting, differ from situations of dire threat while using nonlethal weapons, differing rules are often required for resolving such challenges with a proper sense of verisimilitude.
Full Contact Sparring
In full contact sparring, the combatants use fake weapons meant to simulate the real thing, but with a reduced danger to the participants. In some cases, this may involve some kind of modification to a real weapon of the type, or something added to -- or taken away from -- such a weapon to render it relatively inert. In others, and in the majority of cases, it involves using a completely separate practice weapon such as a wooden sword.
Coupled with some basic changes in how such weapons are wielded, the design of a practice weapon essentially eliminates the danger of doing serious harm to an opponent in full contact sparring. Because of this, full contact sparring is the one form of nonlethal combat whose rules will differ least from how lethal combat is resolved.
Weapons hit and do damage exactly the same way as in lethal combat for the same weapon type, with the exception that the weapon's damage is not lethal. This means that it will not do WP damage on a critical hit, nor will doing enough HP damage to exceed the target's Vitality automatically translate excess HP damage into WP damage.
Critical Hit:
On a critical hit, the attacker can choose one of two outcomes:
A "checkmate" situation applies. The target is rendered helpless by circumstance, where following through on the attack with a real weapon would be an immediately lethal blow and, at the same time, following through with the attack with the practice weapon would have resulted in real WP damage (see below).
Double normal HP damage is applied to the target.
Excess Damage and Helplessness:
When HP damage dealt in full contact sparring meets or exceeds the target's Vitality total, that target becomes staggered or helpless. The staggered condition is applied the moment the target's HP damage equals its vitality, and remains there until it heals at least one HP of damage.
If an attack does enough damage to take the target's HP total past its Vitality, the additional HP become rounds of helplessness -- usually unconsciousness, though for low values the target may simply have the wind knocked out of it or otherwise be rendered unable to act even in self-defense, temporarily.
Wound Points:
An attack made when the target is unconscious or otherwise helpless can do WP damage in one of two ways. One is to simply do damage to the helpless character to the point that excess HP damage would normally translate to WP damage, with the intent of doing WP damage. The other is to make an attack action similar to that provided by the Coup de Grace rules; take a full round action to make an attack against a helpless victim. No attack roll is needed, and the result is simply that damage is applied directly as both Wound Points and Hit Points as though a normal critical hit with a normal lethal weapon were made. The exception to the similarity to a normal critical hit is that excess HP damage is not translated to WP damage in this case, because of the normally non-lethal character of the weapon.
Medium Contact Sparring
In medium contact sparring, one uses nonlethal "practice" weapons (as in full contact sparring) or versatile weapons that are suitable to both lethal and nonlethal use -- but they are used in a strictly nonlethal manner. Strikes are made in such a manner as to intentionally avoid doing even as much lasting harm as in full contact sparring, keeping strikes solid and at full speed but relatively light, reducing damage and eliminating any danger of accidental injury.
Critical Hit:
Critical hits are the same as for full contact sparring, except of course that a medium contact follow through cannot do WP damage.
Damage
All damage is 1d4 with no strength bonus in medium contact sparring, regardless of the weapon type. Unconsciousness is not a result of taking enough HP damage in medium contact sparring to exceed Vitality; rather the target is staggered for one round, then "heals" one HP of damage automatically. Subsequent medium contact sparring attacks have the same effect as they raise HP to equal or exceed Vitality.
Light Contact and First Touch Sparring
The last form of contact sparring involves attempting to touch only enough to let the target know that a touch was scored. The tactics for such a form of combat are significantly different than for medium and full contact sparring, because of the substantially different manner of "keeping score", where the point -- if you will excuse the pun -- is to defend against any touch at all, rather than simply dealing more nonlethal damage than one's opponent. In general, regardless of the actual effectiveness of the attack if it were made with a lethal weapon, any valid touch is as useful as any other.
Because of this, many formalized light contact and first touch sparring methodologies define specific valid touch zones on a competitor's body, attempting to eliminate incentives to gain points with attacks that would not kill or substantially disable an opponent in lethal combat. This is, in fact, how sport fencing arises, where foil fencing only counts the torso as a valid target to simulate a duel to the death, saber fencing counts everything from the waist up to simulate mounted combat with swords, and epee fencing counts the whole body to simulate a duel to first blood.
Advantage and Touch
Rather than attempting to damage one another, oponents in light contact and first touch sparring maneuver for advantage while defending themselves assiduously against the possibility of a touch against them. Since armor is not part of the equation when determining the effectiveness of an attack and success is not measured in nonlethal damage that can be absorbed while attempting to strike back, this tends to skew tactics toward other means of defense, including a shift from the offensive to the defensive in almost everything the combatant does. Further, the short-term tactical advantage may be deferred in favor of a longer-term strategic advantage, wearing down an opponent's defenses to achieve a clean win rather than achieving a touch at the expense of perhaps being touched in return at the same time.
This state of affairs can be as easily simulated using hit points as can the circumstances of full or medium contact sparring. HP damage is tallied as normal, without any Strength modifiers at all. The "damage" incurred is not real damage of any sort, however -- even merely to Vitality. Instead, it is weariness, windedness, and an accumulation of tactical advantage. If the accumulated advantage meets or exceeds Vitality, or if a critical hit or other attack that would result in WP damage in a lethal combat is made, a touch is scored.
Advantage Recovery
Points of advantage "damage" do not merely accumulate, the way HP damage does. The more leeway a combatant has to slow the strain on itself, the more quickly advantage points scored against it may be recovered.
Each round, both combatants can in fact recover one point of advantage that had been scored against them if they make a successful d20+C.r roll, DC 10. A combatant may take 10 on this roll, as a swift action. If taking ten, the combatant gets to recover a number of advantage points that round equal to his or her total C.r modifier.
As a full round action, advantage points may be recovered at a rate equal to HD + C.r Modifier per round.
HP/WP Damage and Healing
A creature's capacity for physical damage is measured by two thresholds. The first is the creature's threshold for taking greivous injury before succumbing to wounds and dying. This threshold is the creature's Constitution score. The second is the creature's threshold for strain and hardship that falls short of severe physical trauma, and is the creature's Vitality score.
Constitution and Wound Points
Constitution is a primary attribute, and is determined in the usual way for determining attributes in a given campaign. Base Constitution scores are normally limited to a 3-18 range, though racial modifiers, magical enhancements, and experience level based increases may push the number outside that range.
Whenever a creature receives Wound Point (WP) damage, that damage is accumulated in the WP entry on its stat sheet (i.e., character sheet). If the creature's WP total ever exceeds its Constitution score, it succumbs to its wounds and perishes.
The GM may optionally allow a Fortitude save each round to avoid dying when HP matches or exceeds Constitution.
Vitality and Hit Points
Vitality is a derived stat. It is determined by rolling Hit Dice as determined by the creature's Class or creature type, with a modifier applied to each HD roll based on the creature's Constitution (using a primary-only attribute system) or Resilience (using the Five Attributes system with Secondary Attributes). Thus, if a character has a d8 Hit Die type and four experience levels, with a Resilience of 15, the result is 4d8+8 (d8 for the HD type and +2 for the 15 Resilience, four times for the four experience levels).
Whenever a creature receives Hit Point (HP) damage, that damage is accumulated in the HP entry on the stat sheet. If the creature's HP total ever exceeds its Vitality score, it succumbs to the strain and hardship that afflicts it and falls unconscious.
The GM may optionally allow a Fortitude save each round to avoid falling unconscious when HP matches or exceeds Vitality.
Dealing Damage
On a normal successful hit in combat, attack damage is rolled normally and applied to the target as HP. This is not a wounding blow, however. Rather, it consists of light cuts, having one's shield or weapon beaten back against oneself, solid hits against armor that bruise or batter the target but do not actually penetrate the armor to directly harm the target, and so on. They may also consist of wearying the target while battering at its defenses so that it is less quick and to defend itself effectively in the future.
Wound Point Damage
Once the target's HP total exceeds its Vitality score, any additional HP damage dealt is applied as WP damage instead. This is the first way WP damage may be applied in normal combat.
The second is with a critical hit. On a critical hit, the damage is applied directly to WP instead of HP, regardless of how many HP the target may still have left. Unlike standard Pathfinder RPG rules, damage is not multiplied at all, and the critical multiplier number for each weapon is used to resolve the success of a critical attack (see Attack Resolution rules).
High Lethality Criticals
Optionally, in a high-lethality or "gritty" campaign, the GM may elect to say that on a critical hit damage is applied to both HP and WP, with any HP damage done above and beyond the target's Vitality being translated to WP. In the case of a target creature that has a Vitality of 20 and has already taken 18HP of damage, this would mean that rolling a 10 for damage on a critical hit against this creature would mean doing a total of 2HP (increasing it from 18 to the maximum of 20, equal to the target's Vitality) and 18WP (10WP + 8HP overflow).
Bleeding
If a creature takes WP damage when it is not already bleeding, it begins to bleed. A bleeding creature takes one HP of damage every round until stabilized, whether with a Heal roll, a Fortitude save, magical healing, or any circumstance that causes all WP damage to go away. If this HP damage overflows the creature's Vitality score, additional bleeding damage is assessed as WP damage as normal.
Healing Damage
Natural healing occurs over time, with rest. It can be accelerated through the use of the Heal skill, and certain other rules can also be applied to affect the healing process.
Rest
One HP per Hit Die may be healed for every three uninterrupted hours of complete rest. Any interruption for non-restful activity, or any compromise of that restful activity, means that for purposes of this healing rate the clock resets. If no period of three hours of complete rest passes without interruption or compromise of the restful state before six hours of no more than nonstrenuous activity passes, a single HP of damage per HD may still be healed. Each time one HP per HD is healed in this manner, a number of HP equal to the creature's Constitution modifier (if using a primary-only attribute system) or Resilience modifier (if using the Five Attributes system with Secondary Attributes) is also healed.
One WP may be healed with six full, uninterrupted hours of complete rest. The creature's Resilience modifier is applied as well, so that a character with 15 Resilience may heal a total of 3WP for six uninterrupted hours of complete rest. If a creature gets no single period of six uninterrupted hours of complete rest in a 24-hour period, the creature still heals a single WP that day. For any six hour period in which a creature engages in very strenuous activity (e.g., melee combat), a Fortitude save must be made with a penalty equal to the creatures current WP damage total against a DC of 20. Failure on this roll causes a point of WP damage. Failure by ten or more also causes the creature to begin bleeding (if it is not already bleeding at that point).
An attribute (Constitution or Resilience) modifier cannot reduce natural healing for a single period of rest or nonstrenuous activity below 1 point.
Heal Skill
Once per day, if a patient has spent at least six uninterrupted hours resting, a caretaker may make a Heal skill check against a DC of 20, with a penalty equal to any current WP damage accumulated by the patient, to try to accelerate the healing process. On a successful Heal check, up to one WP may be healed in addition to normal healing. At the same time, a number of HP equal to a roll of the patient's HD type may also be healed in addition to normal healing. Only one such application of healing care of this type may be made a day; multiple healers cannot make the same check to multiply the healing benefits, though they may use Aid Another to improve the chances of a successful Heal check.
An exception to the requirement that the patient must have had a full, uninterrupted six hours of rest in the day is when the healer attempts to treat a patient that has taken damage within the last five minutes. No more damage than the amount taken during the immediately preceding five minutes can be healed in this way, though.
Magical Healing
Magical healing works as normal for Hit Points. For Wound Points, however, only one WP of damage may be healed for each die of Hit Points a standard magical effect from the CRB (e.g., a Cure Light Wounds spell) might have healed, however. The patient's Constitution or Resilience modifier, depending on the attribute system used, is applied to magical healing just as for healing via rest and use of the Heal skill.
Resuscitation
An attempt can be made to resuscitate a creature that has been "killed" by excessive WP damage or by "shock" (i.e., coup de grace attack), using a Heal skill check against a DC of 25. For every round after the creature's life has ceased, a point of penalty is applied to a Heal check made to attempt to resuscitate the creature. For every WP of damage above the creature's Constitution, another point of penalty is applied to the check. For every WP of damage below the creature's Constitution at the time of its death, a point of bonus is applied instead.
Thus, if a creature has taken 15WP and has a 20 Constitution, and three rounds have passed since it was killed by a coup de grace attack, a net bonus of +2 applies to the Heal check made to attempt to resuscitate the creature: -3 for three rounds, and +5 for having a Constitution score five higher than its Wound Point total.
Attribute Penalty Limitation
In no case can a creature's attribute (Constitution or Resilience) modifier applied to the number of points of damage it heals reduce that number below 1.
Spell Progression
Rates of spell progression as expressed in character level progression charts are broken and counterintuitive. One problem with them is the way that lower level spells -- particularly zero level spells -- stop progressing past a certain, arbitrary, often annoyingly low point. As such, spell progressions are altered as described on this page.
Systems
Where two numbers (or, in the case of zero level spells, a U and a number) are separated by a colon, the code before the colon indicates the number of times a spell of that level may be cast in a day (where U means "unlimited"). The code following the colon indicates how many spells of that level are known.
Attributes
There are two primary attributes that may be related to the spellcasting capabilities of a particular class: Insight and Presence. There are also two fundamental types of magic: Divine and Arcane. The relationship between these two factors describing the magical nature of a given class determines the secondary attribute that actually apply.
Insight Based Divine: I.i
Because divine casters who rely on their Insight as the key to communion with a patron deity or guiding principle depend on the favor of an outside force or entity, they need to be receptive to the subtle influences of those forces or entities. Intuition provides the foundation for that openness to receiving the gifts of patron deities and similar sources of miraculous power.
Insight Based Arcane: I.f
The rigorous scholarship and careful adherence to ritual forms demanded of arcane casters who rely on their Insight as the key to power require a superior ability to concentrate their efforts and remain always diligent in pursuit of greater understanding. Focus provides the foundation for that obsessive attentiveness and precision in their art.
Presence Based Divine: P.c
Divine casters who serve as exemplars of, or vessels for, the influence of a patron deity or primal force in the world must represent that source of divine power well and visibly. Toward that end, Charisma provides the mechanism by which miraculous power is made manifest in the world, and by which the attention of a divine force or deity is attracted to its earthly representative.
Presence Based Arcane: P.w
Arcane casters who rely on the power within their own essence rely on the ability to impose their own wishes upon the world, and manipulate magical energies through brute mental strength. Toward that end, Will is the agency by which arcane might is summoned and controlled by these spellcasters, altering the very fabric of reality by dominion over magical forces and the sheer determination to see that their will is done.
In contrast to the standard system as described in the book, the primary attribute for a spellcaster affects not only to the number of spells he or she can cast per day, but also to the number of spells known for classes where such a limit applies.
Where a class is listed as being able to cast/prepare 0 spells of a given spell level per day, that base number is enhanced by an appropriate attribute bonus where applicable. Thus, a spellcaster who has 0 first level spells per day and the character's attribute that applies to spellcasting is a 16 (thus granting a +2 attribute modifier), the character can actually cast/prepare one first level spell per day. The same will apply when the character gets 0 second level spells per day, but not to when the character gets 0 third level spells unless the attribute increases. See the Ability Modifiers and Bonus Spells chart in the PRPG CRB for details.
In addition, the modifier for a character's attribute that governs spellcasting applies to the number of zero-level spells (orisons or cantrips) the character can cast per day. Thus, if the character can cast four zero-level spells per day according to the spell progression chart, and has a 16 score for the attribute that governs spellcasting for that character's class, the +2 attribute modifier is added to the number of zero-level spells per day, yielding a total of six zero-level spells per day.
Alchemist, Bard, Inquisitor, Summoner
Alchemists do not use level zero spells, of course. Simply ignore the 0th column for that class.
Spell or Extract Level
Level 0th 1st 2nd 3rd 4th 5th 6th 7th
1st U:4 1:2
2nd U:5 2:3
3rd U:6 3:4
4th U:6 3:4 1:2
5th U:7 4:5 2:3
6th U:7 4:5 3:4
7th U:8 4:6 3:4 1:2
8th U:8 5:6 4:5 2:3
9th U:9 5:7 4:5 3:4
10th U:9 5:7 4:6 3:4 1:2
11th U:10 6:8 5:6 4:5 2:3
12th U:10 6:8 5:7 4:5 3:4
13th U:11 6:9 5:7 4:6 3:4 1:2
14th U:11 7:9 6:8 5:6 4:5 2:3
15th U:12 7:10 6:8 5:7 4:5 3:4
16th U:12 7:10 6:9 5:7 4:6 3:4 1:2
17th U:13 8:11 7:9 6:8 5:6 4:5 2:3
18th U:13 8:11 7:10 6:8 5:7 4:5 3:4
19th U:14 8:11 7:10 6:9 5:7 5:6 4:5 1:2
20th U:14 9:11 8:11 7:9 6:8 5:6 5:6 2:3
Cleric, Druid, Witch, Wizard
Spell Level
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
1st 2 1
2nd 3 2 0
3rd 3 2 1
4th 3 3 2 0
5th 4 3 2 1
6th 4 3 3 2 0
7th 4 4 3 2 1
8th 5 4 3 3 2 0
9th 5 4 4 3 2 1
10th 5 5 4 3 3 2 0
11th 6 5 4 4 3 2 1
12th 6 5 5 4 3 3 2 0
13th 6 6 5 4 4 3 2 1
14th 7 6 5 5 4 3 3 2 0
15th 7 6 6 5 4 4 3 2 1
16th 7 7 6 5 5 4 3 3 2 0
17th 8 7 6 6 5 4 4 3 2 1
18th 8 7 7 6 5 5 4 3 3 2 0
19th 8 8 7 6 6 5 4 4 3 2 1
20th 9 8 7 7 6 5 5 4 3 3 2 0
Oracle, Sorcerer
Spell Level
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1st U:2 2:1
2nd U:3 3:2
3rd U:3 4:2 2:1
4th U:3 5:3 3:2
5th U:4 5:3 4:2 2:1
6th U:4 6:3 5:3 3:2
7th U:4 6:4 5:3 4:2 2:1
8th U:4 6:4 6:3 5:3 3:2
9th U:5 7:4 6:4 5:3 4:2 2:1
10th U:5 7:4 6:4 6:3 5:3 3:2
11th U:5 7:5 7:4 6:4 5:3 4:2 2:1
12th U:5 7:5 7:4 6:4 6:3 5:3 3:2
13th U:5 8:5 7:5 7:4 6:4 5:3 4:2 2:1
14th U:6 8:5 7:5 7:4 6:4 6:3 5:3 3:2
15th U:6 8:5 8:5 7:5 7:4 6:4 5:3 4:2 2:1
16th U:6 8:6 8:5 7:5 7:4 6:4 6:3 5:3 3:2
17th U:6 8:6 8:5 8:5 7:5 7:4 6:4 5:3 4:2 2:1
18th U:6 9:6 8:6 8:5 7:5 7:4 6:4 6:3 5:3 3:2
19th U:6 9:6 8:6 8:5 8:5 7:5 7:4 6:4 5:3 4:2 2:1
20th U:7 9:6 9:6 8:6 8:5 7:5 7:4 6:4 6:3 5:3 3:2
Paladin, Ranger (Divine)
Spell Level
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 0
2nd 1
3rd 1
4th 1 0
5th 1 1
6th 2 1
7th 2 1 0
8th 2 1 1
9th 2 2 1
10th 3 2 1 0
11th 3 2 1 1
12th 3 2 2 1
13th 3 3 2 1 0
14th 4 3 2 1 1
15th 4 3 2 2 1
16th 4 3 3 2 1 0
17th 4 4 3 2 1 1
18th 5 4 3 2 2 1
19th 5 4 3 3 2 1 0
20th 5 4 4 3 2 1 1
Paladin, Ranger (Arcane)
The arcane variants of the paladin and ranger classes are not assumed to spend as much time in magical study as wizards, and as a result do not automatically gain as many known spells with level progression as a matter of course. Rather than receiving one "free" known spell every level, arcane paladins and rangers only receive new "free" spells on every odd numbered level. In addition, arcane paladins and rangers gain one additional "free" known spell on each level where the number of cantrips that can be prepared per day increases by one (at levels 2, 4, 7, 11, and 16), but these known spells must all be selected from available cantrips. Any additional known spells must be learned or researched normally.
Spell Level
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 0
2nd 1
3rd 1
4th 2 0
5th 2 1
6th 2 1
7th 3 2 0
8th 3 2 1
9th 3 2 1
10th 3 3 2 0
11th 4 3 2 1
12th 4 3 2 1
13th 4 3 3 2 0
14th 4 4 3 2 1
15th 4 4 3 2 1
16th 5 4 3 3 2 0
17th 5 4 4 3 2 1
18th 5 4 4 3 2 1
19th 5 5 4 3 3 2 0
20th 5 5 4 4 3 2 1
Magic Items
Items described here with a list of different characteristics, each list item followed by a gold piece "Core Value", are items whose power level presumably grows over time. Such growth should be carefully managed by the GM to keep things within game balance tolerances to ensure they do not become "game breaking" or leave characters underpowered for their places within the campaign. The listed gold piece values can be compared to the Character Wealth by Level chart in the Pathfinder Core Rulebook to ensure they fit within reasonable deviation of expected wealth levels of characters, as a quick and dirty means of trying to balance character power within the campaign.
Unique Weapons
The Broken Blade
This weapon is an enchanted arming sword whose blade has been broken to about two thirds its original length.
History
[insert history here]
The Lonely Warrior crept out of his tomb in a single-minded rage to seek out the brother who had stolen his sword. In the ensuing battle between the Lonely Warrior and his treacherous brother, the sword was broken, though its enchantment survived the encounter.
[insert more history here]
Discovered in an expedition by leaders of the nearby Covenant community, the weapon has been repaired by the expedient of shaping, sharpening, and polishing the broken tip, producing a weapon with characteristics dissimilar from those of more typical weapons.
Stats
- Type: Broken Arming Sword
- Category: Martial, Light
- Damage: Slashing 2d03 Lethal
- Threat: 19-20, x2
- Power Growth:
- +2 Enhancement; Faebane; Core Value:
Retribution
The origins of this sword are mysterious, and its history is difficult to trace, in part because its wielders do not always know that the weapon is more than a superbly crafted specimen of an Aldori dueling sword. In fact, apart from obviously excellent craftsmanship -- above and beyond even the norm for Aldori dueling swords -- there is no particular characteristic of its appearance that sets it apart from more mundane examples of this type of blade. Over the years the pommel, hilt wrap, hilt itself, and even quillions have been replaced; only the forged blade itself has remained constant. The blade's surface shows wear, and requires polishing and sharpening consistent with any other sword of similar apparent quality, though unlike mundane blades Retribution does not wear down or notably chip over time. Given the polishing and sharpening over the centuries, it should surely have lost at least a few millimeters of material from the edge by now, but if anyone had managed to maintain a record of it since its creation no such measurable effect would be detected.
History
[insert history here]
Stats
- Type: Aldori Dueling Sword
- Alignment: Neutral Good
- Insight: 10
- Presence: 6
- Communication: None
- Power Growth:
- +0 Enhancement; Ego: 5; Core Value: 1,320 GP
- Retribution +1; Ego: 5; Core Value: 2,320 GP
- +1 Enhancement; Ego: 5; Core Value: 4,320 GP
- Retribution +2; Ego: 6; Core Value: 5,320 GP
- +2 Enhancement; Ego: 7; Core Value: 11,320 GP
- Retribution +3; Ego: 7; Core Value: 13,320 GP
- +3 Enhancement; Ego: 7; Core Value: 14,320 GP
- Retribution +4; Ego: 7; Core Value: 18,320 GP
- +4 Enhancement; Ego: 8; Core Value: 32,320 GP
- Retribution +5; Ego: 9; Core Value: 58,320 GP
- Purpose: Deliver Justice to Evil
- Dedicated Powers:
- +2 luck bonus
Retribution:
The bonus for the Retribution power acts as a standard Enhancement bonus that stacks with the sword's normal Enhancement bonus (if any). It does not typically apply, but when the wielder takes Wound Point damage in combat the Retribution power activates versus that one opponent until either the wound heals or one of the combatants is dead. The Retribution power applies its full Enhancement bonus any time the wielder takes Wound Point damage, but is not cumulative.
Tyrannomach
This cold-forged iron blade is a side sword, or "cut and thrust" sword, of superb craftsmanship and subdued hue. While it was created as an addition to a series of published modules set in Paizo Publishing's default campaign setting for the Pathfinder Roleplaying Game, and has become a key part of one character's array of gear there, it is suitable for inclusion in other campaigns where certain of the standard suite of rules are used.
It should most likely be used only where the campaign is likely to develop a strong theme of tyranny -- and the fight against it, though whether the PCs are on one side of that fight or the other is certainly an issue up to the GM's judgment. It could serve as an interesting addition either way.
History
Long ago in the frigid northlands, Eirik Ekkertssen was born into slavery.
The kings of the northmen were proud rulers of proud peoples, with a strong warrior's tradition. The legitimacy of a northlander king depended in part on his prowess as a hunter, for such a king's station was confirmed only when he brought back the head of a great Linnorm wyrm to mount in his Hall.
The petty kingdom where the Ekkertssen family dwelled fell on foul times. A member of the Unseelie host stepped through the borderlands between the earthly plane and the fae realms, and insinuated himself into the king's court by proving the usefulness of his magics to the king. Gradually, this unseelie fae ensorceled the realm's royalty, then usurped the king's power. The king visibly wasted away over a period of years before finally dying, leaving them realm in the patient, scheming hands of his fae advisor. The unseelie lord cemented his hold on the kingdom when he returned alone from a hunt in the dead of winter, bearing the head of a mighty Linnorm.
It was two generations later that Eirik was born. The faerie king never aged, and thus denied the people of his realm the release from tyranny that any mortal oppressor would have given his people; his own death. It was into these circumstances, where freemen were in effect slaves to their unnatural king, that Eirik was born, and in these circumstances that his father raised him. The elder Ekkertssen barely remembered the days of his own youth, before the unseelie ruler assumed the throne, when the people of this kingdom were proud and strong, before they were cowed by the fel magics of their king and the mailed boots of his enforcers.
Eirik was taken from his father when he had seen but ten winters, and pressed into service as a smith's apprentice. He served the master smith of the realm, and though he learned his craft well and grew tall and strong in that service, it was a carefully hidden anger and spirit of rebellion growing in his heart that fueled the intense focus he gave to his work. He nurtured the seeds of pride in his homeland and his people, seeds planted by his father's stories of a half-remembered golden age of youth -- memories of a time he had never seen, had never experienced, but knew he desired above all else.
The unseelie king called the master smith into his presence, and the master never returned. Some imagined slight must have drawn the immortal king's ire, and he slew the master smith on the steps before his throne. When news of this reached Eirik, it only stoked the flames of hatred for his ruler within him, but for the time being he bided his time.
Though others were older and had served the master smith longer, none had learned the art so quickly and fully as Eirik, despite the fact he had not yet quite seen his twentieth winter. It was clear to any who cared to look that Eirik had the talent, drive, and skill to succeed the master, and he was elevated to the position of the king's new master smith within the month. He served well, working longer and harder than anyone asked or expected. What none realized was that some of the extra hours and effort spent at the forges went into the creation of a special sword whose creation none had commissioned.
In darkest secrecy, Eirik forged a blade of cold iron, and the intensity of his purpose infused the blade with some measure of his own spirit as he worked. The crafting of this special blade took ten years, and he put so much of himself into its creation that it sapped his life. When it was finished, Eirik was old before his time, but he felt the certainty of a masterful work. He hid the blade away, waiting for the time that bringing forth the sword to slay his hated king would arise.
The master smith increasingly left the work at the forges to his best apprentices, overseeing their work and tending to their learning rather than to their steel. He took interest in a talented youngster who came into his care, much as Eirik himself had come into the care of the previous master smith, and he nurtured the seeds of rebellion in that young apprentice as his father had planted such a seed in him. That child followed in Eirik's footsteps, quickly becoming the most talented of his apprentices. In time, it became clear that the young man was destined to be Eirik's successor.
The young man's name has been lost; this history has no record of it. It is known from the master smith's journals that Eirik introduced the young man to the sword Tyrannomach, however, and swore him to secrecy. He told his apprentice that its cold iron blade could quench the unnatural life force of the unseelie king, but that they must wait for the perfect moment, for to strike now would only invite death and end the best chance for removing the king from his ill-gotten throne. Seeking vengeance for the enslavement of a kingdom would be pointless if it was sought in vain. Only success mattered, Eirik told his apprentice, freeing the people from the yoke of the fae reign and restoring them to pride and purpose.
Nineteen months from that day passed, and the apprentice had seen his nineteenth winter. Master smith Eirik was brought before the king, who had heard of the master's premature decreptitude, and wished to see it for himself. Upon observing the wreck of a man who had once been the strongest in the smithy, the unseelie king declared Eirik unfit to work the forges and drew his ensorceled blade. He slew the old smith on the steps before the throne, and directed his administrators to see to it that the best apprentice should be elevated to the position of master smith.
In that very moment, the cold iron sword woke and rattled in its hiding place within the master smith's chambers behind the smithy. The apprentice Eirik had groomed to replace him felt the blade's call, and ran to it, drawing it from its hiding place and its scabbard, amazed at the way it vibrated and quietly hummed in his hand as if it were a living creature. He felt a puissant strength flow through him, and immediately knew that the master smith had been killed by the king as surely as if Eirik had whispered the news in his ear. Rage overcame him, and he walked out of the smithy onto the street, unsheathed blade in his grasp.
The power of the blade poured through him, and caused his rage to radiate from him as a palpable force. All mortal men who stood before him quailed from that presence, shrinking away, unable to hinder him as he advanced on the king's Hall. He burst through the doors and stopped, glaring at the unseelie tyrant, who started back in turn with dawning fear in his eyes when he felt the chill of the presence of cold forged iron so near. This metal was anathema to him, and to all of fae kind.
The frozen tableu exploded into motion, as the two rushed each other with their swords held high, the smith's apprentice howling madly and the unseelie king in deadly silence. Preternatural blackness streamed from the blade Eirik had forged like smoke, and a cold blue glow limned the king's blade; the two met with a clash and shriek. None could approach as the two battled, the sheer presence of the spirits within these blades driving them away. The fight went on for nigh an hour, but finally with a ringing sound that echoed throughout the realm the young apprentice smith's blade crashed down against the king's, raised to block the blow. The impact shattered the king's sword, and cold iron struck through it, into the king himself, cleaving from shoulder through chill heart. The sword that would come to be known as Tyrannomach was lodged in the defeated king's chest, and the apprentice's hand slipped from its hilt.
The apprentice crumpled to the floor, and the king stood swaying over him. The unseelie usurper's hand still clutched the remains of his shattered sword, staring down at his enemy, then he collapsed as well. Their blood mingled on the floor, and their fearful presence bled away. When the guards finally approached they saw that the broken point of the king's blade had embedded itself in the apprentice's eye in the same moment the regicidal cold iron blade cleaved the king's body.
What then happened to the cold iron sword that day is still a mystery.
Stats
- Type: Side Sword
- Alignment: Chaotic Good
- Insight: 10
- Presence: 10
- Communication: Empathy
- Power Growth:
- +0 Enhancement; Cold Iron Side-Sword; Ego: 4; Core Value: 840 GP
- +1 Enhancement; Ego: 5; Core Value: 4,840 GP
- +1 Threat Die; Ego: 7; Core Value: 10,840 GP
- +2 Enhancement; Ego: 8; Core Value: 20,840 GP
- Presence (as Eagle's Splendor) 3x/day; Ego: 8; Core Value: 28,040 GP
- +3 Enhancement; Ego: 8; Core Value: 42,040 GP
- Purpose: Oppose Tyranny
- Dedicated Powers:
- +2 luck bonus
- Fear, at will
Other Rules
Combat Maneuvers
Some changes have been made to combat maneuvers.
Feint
The feint maneuver is no longer conceptually limited to a literal feint. It is, instead, meant to cover other eventualities as well, such as using one's own weapon to knock an opponent's aside as preparation for taking some other combat maneuver action.
Feinting is a standard action. To feint, make a Combat Maneuver check, and add any attack bonuses specific to the weapon used. The DC of this check is equal to 10 + your opponent's CMB + any attack bonuses specific to the opponent's weapon. If successful, your opponent is treated as flat-footed during your next attack or combat maneuver.
Alternatively, you may use the feint action as described in the PRPG CRB.
Conditions
Some changes have been made to conditions that may apply to a character.
Flat-Footed
A flat-footed character loses his Dexterity bonuses to AC, CMB, and CMD, and cannot make attacks of opportunity. Otherwise, the condition is the same as described in the PRPG CRB.
General Modifiers
Stacking
The standard assumption in PRPG is that modifiers of the same type do not stack. We take a more permissive approach, and allow modifiers to stack by default, only disallowing bonus stacking when some particular circumstance or concern suggests otherwise.