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Frequently Unknown Rules (through post 400) Frequently unknown rules including summary from: Things you might

have missed Format is a bit messy...running against the clock or resort. Will repair on next iteration. Now in order by Type of Change (new to PF, always like this, etc.) and then by CRB chapter. Change from SRD/D&D to Pathfinder (includes brand new to PF) Races 1. Elves sleep, but are still immune to magical sleep. Classes 1. Class HD changes in many areas. 2. Barbarians rage x rounds/day instead of x times/day 3. Bardic performances no longer based on Perform skill (other than Countersong and Distraction) and the bard can do other things while performing without interrupting a performance, such as cast spells. In SRD/3.5, a verbal performance would be interrupted by spellcasting. 4. Bardic Knowledge is changed. Bards get bonus to knowledge checks and can use untrained. 5. Clerics dont get heavy armor proficiency, get proficiency with deities favored weapon, and need a feat to turn undead. 6. Fighters can retrain bonus feats. 7. Monk flurry of blows different. 8. Paladin double of smite against some creatures is on first attack only. 9. Caster level for ranger and paladins is class level 3 instead of class level/2. 10. Ranger favored enemy bonus applies to attack rolls as well as damage. 11. Cantrips and orisons are at-will 12. Uncanny Dodge changed: character with uncanny dodge is not flat-footed. 13. Wizard specialists can now take spells from their opposed schools, but such spells cost two slots to prepare. All wizards, whether specialist or not, gain abilities at levels based upon their specialty. 14. Wizards can opt to have a bonded object instead of a familiar. A bonded object provides various benefits for use and penalties if unavailable. Skills 1. Concentration is no longer a skill. New mechanic makes it tougher for multi-classed characters. 2. Stealth/Perception changed in multiple ways from multiple skill set in SRD. 3. Alchemical items no longer require CL1 for some items. 4. Blind creatures use Acrobatics check to move faster than half speed else prone. Cannot run or charge. 5. Animals do not gain armor proficiency via any form of trick training. The animal type description text regarding trained for war leaves the discussion as well. Armor proficiency for animals is obtained through feats.

Feats 1. Many Shot and Rapid Shot can now be used together. 2. Dodge applies to all opponents, not just one specified opponent. 3. Improved Trip and Improved Disarm split into a feat tree (Improved and Greater) 4. Grapple works differently. Some highlights: grapplers no longer share space. Ranged attacks into a grapple no longer risk hitting the wrong target. Grappled creatures threaten surrounding squares and can attack into them (at 2 to hit). Effects on AC and sneak attack are debated (see below). Effectively, while changed, grapple is still problematic. 5. Power Attack, Cleave, Greater Cleave, and Combat Expertise all different. 6. Track is no longer a feat 7. Far Shot halves range penalty instead of increasing range. 8. Mounted Combat now uses immediate action rather than 1/round language. 9. Animals do not gain armor proficiency via any form of trick training. The animal type description text regarding trained for war leaves the discussion as well. Armor proficiency for animals is obtained through feats. 10. Vital Strike feat is a standard action. It cannot be used as part of a full attack, charge, or spring attack. Equipment 1. Spiked chain no longer has reach. 2. Weapon enhancement bonus (the plus portion, not the cost equivalent) overcomes various DR at different DR than just magic. 3. Mithral weapons count as silver for overcoming DR/silver. 4. Mithral armor now requires proficiency in original type of armor, not just resulting armor. 5. Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck. Additional Rules Combat 1. Anything that improves attack rolls improves CMB, including weapon feats if using weapon for the special attack. 2. Sneak attack and critical damage applies to many additional creatures, including undead and constructs. 3. Characters can draw a weapon during a charge, but can only charge a single move distance and must have a BAB of +1. If charging a single move distance due to being restricted to a single action (surprise, slow, etc.), charging character must have Quickdraw to draw a weapon in the same round as a charge. 4. Stabilization and death changed. 5. Blind creatures use Acrobatics check to move faster than half speed else prone. Cannot run or charge. 6. Initiative is rolled prior to the start of surprise round for all combatants. In SRD/D&D, surprised characters do not roll initiative until after the surprise round is over. 7. If damage is less due to strength penalties such that damage would be less than 1, the damage in PF is 1 point of non-lethal. In SRD/D&D, the damage is reduced to 1 point of lethal.

8. Sunder can be used as a tactic that is not self-defeating for loot-loving PCs. Minor repair magic, such as mending and make whole, are more useful as a result. 9. Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck. Magic 1. Concentration is no longer a skill. New mechanic makes it tougher for multi-classed characters. 2. Polymorph school spells have changed. See polymorph spells and specific spells, such as alter self. Spells 1. Many save-or-die and save-or-suck spells have re-saves or more limited effects. 2. Cantrips and orisons are at-will 3. Gate spell changed from 2x level to 1x CL in terms of HD called/controlled. 4. Detect (alignment) spells work differently. They do not detect alignment auras at low hit dice, and can register based upon intentions rather than actual alignment or deeds. 5. Harm spell explicitly cannot reduce hit points below 1, whether the save is made or not. 6. Celestial and Fiendish templates, such as used with summon spells, do not advance Intelligence to 3. This reduces communication options related to language. 7. Summoned creatures cannot use spells or spell-like abilities that require expensive material components. Expensive material components are typically those that would need to be tracked with a cost of 1gp or more. 8. Protection from evil grants a resave at +2 and does not automatically suppress ongoing effects. Prestige Classes Gamemastering Environment NPCs Magic Items 1. Magic item creation vastly changed. Note that there are various disagreements about exactly how it works, particularly with reference to prerequisites; those discussions are outside the scope of this document. 2. Magic item creation no longer uses XP. 3. Market Value of Magic Items (Language Pending) 4. Indentification of magic items changed significantly (see detect magic, identify, Spellcraft, and Perception) 5. Scrolls take a standard action, but longer if the spell contained has a longer casting time. (This may have been added in D&D add-on material as well, such as Rules Compendium). 6. A character can make a magic item without being a spell caster through the Master Crafsman feat. 7. Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.

Appendices and Monster Rules 1. Poison rules incorporated into affliction and changed significatly; poison tougher all around. 2. Natural attacks changed. Creature can have multiple primary attacks. 3. Regeneration is simpler. See universal monster rule for regeneration. 4. Templates changed in many ways. 5. Incorporeal creatures take 50% of damage of effective attacks instead of only being affected for the full amount 50% of the time. 6. Ability damage results in a penalty for every full 2 damage. The result of such penalties are limited in scope depending on the ability. Contrast with ability drain. 7. Ability drain is required before losing benefits from skill points and ability prerequisites required to qualify for feats and prestige classes. Contrast with ability damage. 8. Animals do not gain armor proficiency via any form of trick training. The animal type description text regarding trained for war leaves the discussion as well. Armor proficiency for animals is obtained through feats. 9. Celestial and Fiendish templates, such as used with summon spells, do not advance Intelligence to 3. This reduces communication options related to language. Always like this, but frequently misplayed or not known previously Races Classes 1. Inspire courage is free action to continue once having started. 2. Animal companions can be dismissed at will and replaced with 24 hours; note that new companion requires training other than bonus feats. 3. Animal companions gain feats as they gain hit dice. 4. Animals do not have to be proficient in armor to wear barding, but may have penalties depending on what barding they wear. 5. Sneak attack and other precision damage applies to every attack in a round, not just once per round. 6. Familiars and animal companions can be the target of spells that they can not normally be the target of, such as enlarge person. Skills 1. Rules for tying up a character are in Grapple section. 2. Auto-success on a 20 and Auto Fail on a 1 are not universal to all rolls. They apply only when called out. Typical examples are attack rolls and saving throws. The following are not subject to autosuccess/failure: Skill checks, caster level checks, concentration checks. 3. Take 10 on skill check can be used when not in immediate danger or distracted. Do not confuse with Take 20s restriction from use if there is a negative consequence. 4. Take 20 cannot be used if there is a negative result for failure. Do not over-generalize to apply this to Take 10. Feats 1. Ride-by Attack is still a mess.

2. Empower spell only applies to the rolled portion of the effect. 3. Metamagic applied to spontaneous casting (bards, sorcerers, etc.) and to class-based spontaneous casting (clerics spontaneous cure or druids spontaneous summon) take longer to cast. Such spells take a full round action (different than 1 round casting time) to cast if originally a standard action; spells with a casting time originally longer than a standard action take an additional full round action. A sorcerers empowered magic missile would take a full round action to cast, and would come into effect at the end of his turn; in contrast, a wizards enlarge person (with no metamagic), has a 1 round casting time and comes into effect at the start of the wizards next turn. Equipment 1. Reach weapons can be used to attack opponents 10 feet away, but cannot be used against adjacent foes. Various feats and class abilities can make it possible to do so. 2. Animals do not have to be proficient in armor to wear barding, but may have penalties depending on what barding they wear. Additional Rules 1. Darkvision is not spoiled by other light sources. (Different in comparison to some pre 3e versions of D&D) 2. Rolling a natural 1 on a saving throw can damage a randomly determined worn magic item. Combat 1. Ranged attacks suffer from cover from objects, enemies, or allies. Allies often overlooked. Applies to reach weapons, ranged touch attacks, and melee touch attacks that have reach as well. (Last portion of this is subject to review). 2. Readying an action is a standard action. One can move first, and then ready. The readied action itself can be a standard, move, free, or swift action. (Note: could not explicitly be swift in SRD 3.5; swift was not in the SRD.) Can include 5 step as part of the readied action if no other movement in either the readied action or prior to the readied action during regular turn. 3. Characters who use the run action lose Dex bonus to AC, and thus are subject to sneak attack. 4. Spells can crit if they have an attack roll. 5. Characters and creatures can charge a single move distance as a standard action if limited to a single action, such as during a surprise round. This doesnt mean you can opt to only charge as a standard action if you have a full round of actions available. 6. Coup de grace can be performed against a creature with total concealment, such as invisibility, by using two full round actions. 7. Rules for tying up a character are in Grapple section. 8. Withdraw action can be double move. AoO only prevented from first square left. 9. You cannot take AoOs when flat-footed (usually in surprise round or before you have acted in first round) unless you have Combat Reflexes or a similar ability. 10. Ranged touch attacks (rays) and touch attacks can be the object of weapon improvement feats such as Weapon Focus, Weapon Specialization, Improved Critical, etc., and also benefit from feats such as Weapon Finesse. 11. A character can take only one immediate or swift action per round. Note: Swift and Immediate actions not part of the SRD, but commonly in use. (When does it reset language) 12. Reach weapons can be used to attack opponents 10 feet away, but cannot be used against

adjacent foes. Various feats and class abilities can make it possible to do so. 13. Initiative is a Dexterity check, which is influenced by rules that modify ability checks. 14. When using manufactured and natural weaponry, all natural weapon attacks become secondary. 15. Difficult terrain and poor visibility hamper movement. You cannot take a 5-foot step nor charge in hampered movement. 16. The delay and ready special actions may be taken in initiative. When initiative starts is generally at the determination of the GM/DM. The ability to delay or ready an action outside of initiative should not be assumed and is subject to the individual table or playing group culture. Magic 1. Spells can crit if they have an attack roll. 2. Empower spell only applies to the rolled portion of the effect. 3. Mutliple magical effcts that increase size do not stack. 4. Wizards learning new spells require time and a Spellcraft check. If the spellcraft check fails, it cannot be tried again until the wizard gains a rank in Spellcraft. The wizard may Take 10 on the Spellcraft check. Spells 1. Lesser Restoration is a three round casting time. Usually, this means it isnt used during combat. Potion of lesser restoration is good for in combat, though. 2. Enlarge person has a 1 round casting time. 3. Dimensional anchor has no saving throw, just spell resistance. 4. Harm (moved to item 50 of things that have changed) 5. Summon spells have 1 round casting times, even from wands. 6. Grease can be used to disarm. 7. A number of spell effects (remove disease, remove curse, knock, etc.) require a caster level check to be successful instead of automatically; this is not universal to all similar spells 8. Summoned creatures attack enemies without additional communication. Communication is required for other tasks or more specific instructions. Different groups may handle specific instructions differently. Presige Classes Gamemastering Environment NPCs Magic Items 1. Weapons and armor must have +1 enhancement prior to gaining additional enchantments. 2. Summon spells have 1 round casting times, even from wands. 3. Using a wand with a casting time longer than a standard action takes that long to activate. A wand of summon monster I takes 1 round and a wand of lesser restoration takes 3 rounds. But, you have to know to look under the activation section at the start of the wand section to know this.

4. A character can use a wand with a spell on his class list, even if he cant cast spells yet. For example, a 3rd level paladin can use a wand of cure light wounds. 5. Spells with range of personal cannot be made into potions. Appendices and Monster Rules 1. Immunity to cold/fire gives vulnerability to opposite. (Developers have indicated future change for this) 2. Elementals are immune to flanking and critical hits. 3. Creatures can often overcome the DR that is needed to hit them (magic, epic, etc.) 4. Fear effects stack or escalate; characters can become more fearful. 5. When using manufactured and natural weaponry, all natural weapon attacks become secondary. Its the same between SRD and PF, but PF makes it confused 1. Reach weapons for small and medium creatures have a reach of 10 feet. Despite a diagram that says otherwise, they can still attack two squares on a diagonal. 2. Double weapons are two-handed weapons with special properties regarding two-handed fighting. If a double weapon is used in one hand, only one end can be used. The missing text that clarifies things is that using a two-handed weapon with one hand only happens if it is sized smaller than you or you have an additional rules resource to permit it. Its the same between SRD and PF, but PF makes it clear 1. Wizards with prestige classes only get 2 free spells when gaining a level of wizard, not when gaining a level of the prestige class. 2. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. (In 3.5, this was subject to variance.) Pending Resolution or More Complex than Can Be Dealt With Here 1. Quickened Spell on spells with casting time of 1 round. (see discussion in rules section of forum, here. 2. What is the interaction between grapple, pin, AC, Dex Bonus to AC, sneak attack? Contradictory rules (particularly when inclusive of condition table footnotes) are contradictory or ambiguous. discussion thread. 3. Defending Weapons discussion thread. 4. The arcane topic of dragon skin armor. 5. The role of Wealth by Level and interaction with crafting, consumables, wizard spell book, etc.

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