Pathfinder House Rules

These pathfinder house rules are in use in our Pathfinder games, and referred to as "the house rules" as a collective compendium of house rules, not any specific or individual rules.

Armor Class
Armor Class is still referred to as Armor Class, but is effectively officially replaced with the rating "Defense". It dictates how difficult it is to hit a character, and as such it is not affected by what Armor a character wears (see "Armor Rating" below for what effect wearing Armor might have on a character), except perhaps negatively so, from the Maximum Dexterity Bonus.

Armor Class consists of 10 plus the characters Wisdom Modifier and Reflex Save. Both of these modifiers are separately subject to the Maximum Dexterity Bonus that the character is currently subject to.

The Reflex Save is considered a Dodge Bonus, and as such doesn't apply when flatfooted. Additional dodge bonus modifiers are added on top of the existing dodge bonus.

Deflection Bonus
Deflection Bonus still applies to Armor Class as normal.

Natural Armor Class
Natural Armor Class is applied as an "Armor Rating" Bonus (see below).

Shields
Shields add a Shield bonus to Armor Class, and are unaffected by these changes. When using full-defense the bonus gained is added as a Shield Bonus. Optionally, the bonus from Artful Dodger can also be added as a Deflection Bonus.

Armor Rating
Armor Rating is the new formal term for what Armor provides.

Armor provides an amount of damage reduction equal to its Armor Rating. This Damage Reduction is commonly weak against certain specific types of attacks - some armors have less reduction against piercing attacks than against slashing - and so on. Various damage types result in a reduction of the armor rating for the sake of the given attack. These reductions can never be reduced to lower than 1, and are otherwise always rounded down.

The Armor Rating of an Armor is equal to the Armor Class bonus it used to provide, prior to applying house rules.

Natural Armor
Natural Armor provides an additional Armor Rating, and if wearing no other armor, makes the target count as if wearing Light Armor for the purposes of "Deadly Aim" (see below), Magical Damage, Elemental Damage and all other damage types where this might factor in.

Magical Damage
Magical Weapons ignore a number of points of damage reduction equal to their rating (in addition to also granting bonus damage and bonus to hit).

Magical Attacks for the most part ignore damage reduction based on Armor Rating.

If the magical damage is physical but otherwise non-elemental (meaning it is kinetic), then the damage reduction applies in full (though unless specified by the spell, the caster can decide if it is piercing, blunt or slashing damage).

Elemental magical damage is subject to the rules listed below, under "Elemental Damage".

Elemental Damage
Elemental Damage is not necessarily magical in nature, but magically created elemental damage is also covered here.
 * Elemental damage ignores some damage reduction on most armors, but it can never go below 1 point of damage reduction if the target is in fact wearing armor.
 * Elemental damage reduces the damage reduction to a third for light armor, halves it for medium and reduces it to 3/4 for heavy armor.

Damage types versus armor types
Not all armor types are equally good against all types of damage.
 * Cloth and leather based armor is weak against Slashing attacks and blunt attacks, but strong against piercing. Slashing attacks half the damage reduction (minimum 1, always rounded down) where as blunt attacks always reduce the damage reduction to 1.
 * Armor based on metal-pieces overlapping due to interlocking or otherwise, are weak against piercing attacks and blunt attacks, but strong against slashing attacks. Piercing attacks and blunt attacks both reduce the armor rating by 1/4.
 * Solid Metal armors are incredibly sturdy and are only truly weak against piercing attacks. Piercing attacks reduce the armor rating by 1/4.

Attack Rolls and Damage Rolls
Attack Rolls are now, by default, made with the Dexterity Modifier, and damage rolls are made with the Strength Modifier.
 * Characters with the feat "Deft Maneuvers" can optionally use Dexterity Modifier on both rolls, when using a Light- or Finesse Weapon.
 * Characters with the feat "Powerful Maneuvers" can optionally use Strength Modifier on both rolls when using two-handed Weapons and one-handed weapons, provided that these are not light, nor finesse weapons.

Light- and Finesse Weapons
Light Weapons can be used without an non-proficient penalty, by anyone proficient with them, but if the character using the weapon doesn't have the feat "Deft Maneuvers", then the character must use their Strength Modifier on damage rolls. A character with the feat can optionally use either.

Finesse Weapons warrant a -4 non-proficient penalty to any user who wields the weapon, unless they have "Deft Maneuvers", unless the user treats the Finesse Weapon as a Light Weapon (meaning the weapon is reduced to a .5 damage modifier). One cannot optionally use Strength Modifier with a Finesse Weapon for damage rolls, unless treating it as a Light Weapon.

Death, dying and Disability
Negative HP is an important concept when dealing with these issues. Negative HP is any damage the character has sustained, after reaching 0 HP. Because resurrections are much rarer in both the setting and the System, the rules regarding character death have been relaxed considerably.

Disability
When a character reaches 0 HP, they become disabled.
 * If a character performs any physically demanding actions after becoming disabled, they suffer 1 point of HP damage from exertion and fall unconscious, and start bleeding to death.
 * Disabled characters can still walk and carry their own equipment for the most part, though they can only carry a light load.
 * If a disabled character carries even 1 lbs beyond a light load, they can only move 5 ft per round or they fall victim to exertion.
 * Disabled characters cannot take double-move actions, because they are reduced to one standard action per round.
 * Disabled characters can run, swim, climb and perform any other physically exerting maneuvers, if aided by another character.
 * The condition immediately resolves if the character reaches a positive HP value.

Dying
If a character falls below 0 HP, they start dying.
 * Dying characters lose 1 HP per minute (not per round!).
 * Dying characters can make a fortitude save when they first start dying, and if they pass (DC being 10+negative HP), they stabilize, meaning they only lose 1 HP per hour.
 * Characters stabilized through medicinal means, but left in conditions not considered proper for rest, lose 1 HP per day (not hour).
 * If a character is stabilized and left to rest, they at normal rate, requiring only 1/4th of the nourishment necessary to sustain a character, that a normal character requires.
 * This effectively means that a character who has had just one meal that day (in normal conditions) can sleep for a full 24 hours and recover twice their hitpoints, provided they fall unconscious somewhere that they can actually reasonably rest. The GM is encouraged to be lenient with this, in case of characters who fall unconscious, but stabilize in a place where they are left alone.
 * Once a character reaches their constitution score in negative HP from bleeding out, they must make a fortitude save vs. death (DC is equal to their negative HP - not adding 10 to the value).

Death
A character is dead if they reach a negative HP value greater than their constitution score.

Deathblow
If a character loses enough HP to kill them entirely in a single attack (this includes coup de grace), not counting Massive Damage, they die instantly, and do not get a save vs. death. This may sound obvious - but it is worthy of mention for the simple reason that I don't want anyone to think that you do get a save vs. death, with it being an imported 5e mechanic.

Massive Damage
If you suffer more damage than your constitution score in a single attack, you must roll versus death (DC 10+number of damage your threshold was bypassed by - your threshold being your constitution score). If the character fails the roll, they obviously die instantly.

Save vs Death
If a character makes a save vs Death, as a result of bleeding out or other effects listed here, they become maimed, provided they pass the check. A save versus death is always a fortitude save.

Hitpoints
Due to using E6 rules and wanting a more lethal game experience, where CR 1-5 enemies remain pretty challenging, characters begin with their constitution score in HP, and a bonus depending on their class.

Bonus to HP from Constitution Modifier
Every time you advance a level (note, not at first level/character creation!), regardless of what class you take a level in, you gain a bonus to your HP equal to your constitution modifier. If your Constitution modifier is negative, you subtract the negative value from any other HP you would gain, but you cannot lose HP on a level-up.

Bonus HP by Class
Various classes get bonuses in groupings, and this bonus also applies to the first level - effectively replacing Favored Class HP (but is not optional).

NPC classes Non-Warrior Classes
 * No bonus

Generally speaking any Player Class not mentioned below this entry Warriors
 * +1 HP

Generally speaking, any Player Class that starts with a BAB of 1. Berserkers
 * +2 HP per level

Any variant of the Berserker.

+3 HP per level

Modifier to HP per Race
Most races do not get a Bonus and just as many get a penalty.

Basic Humanoids

Elves, Half-Elves/Half-Humans, Humans and Half-Orc/Half-Elf. Elves are not penalized due to already taking a hit to constitution. Hardy Humanoids
 * No HP Bonus.

Dwarves and Half-Orcs/Half-Humans.

+2 HP at character creation.

Flimsy Humanoids

Gnomes and Halflings.

-2 HP at character creation.

Bloodied
Being bloodied is a condition that indicates having suffered actual significant damage.
 * The bloodied limit functions as a threshold.
 * The threshold limit is equal to your Constitution Modifier.
 * If your character has suffered HP damage, but has not fallen blow the threshold, this damage is immediately regained after the encounter.
 * Immediately after becoming bloodied, you gain a +1 to any attack rolls made next time you have the opportunity. The bonus cannot be retained any further. A berserker does not gain this bonus, but is instead forced to rage for 1 round minimum.

Wounded
Being wounded is a condition that indicates that your character has less HP remaining than their constitution score.
 * Upon becoming wounded, you gain a +2 bonus to initiative and can, once per day, move 5 ft further during a withdraw action.
 * Upon becoming wounded, you can immediately decide to interrupt the turn-order to take a withdraw action with a +2 bonus to AC, though if you do this, you gain the shaken condition until the end of combat or until removed.
 * A heal check DC 10+(amount of damage below threshold) negates the negative effects of being wounded, until the character takes damage again.

Crippled
Once a character reaches a certain critical level of damage, they become crippled.
 * The Crippled threshold is determined as being; 5 minus the character's constitution modifier.
 * Thus, characters with a constitution modifier of 0 are crippled once they fall BELOW 5 HP.
 * A character with a constitution modifier of 5 (or above) cannot be crippled, unless the character is by some means allowed to remain disabled while at negative HP.
 * A character with a negative constitution modifier is crippled at higher values than 5.
 * Crippling results in a reduction of movement speed (by half) and gaining the conditions Fatigued and Shaken.
 * A crippled character also halves their carrying capacity
 * A heal check DC 10+(amount of damage below threshold) negates the negative effects of being crippled, until the character takes damage again.

Maimed
Maimed characters are completely bedridden and comatose until they reach positive HP values, at which point they count as disabled.
 * Characters become maimed if they pass a save vs death, made as a result of bleeding out, or another effect listed here.
 * While maimed, a character counts as disabled, even if the character has regained a positive HP value.
 * A character must spend a full week of constant rest with medical aid, before the condition is resolved.
 * For every day spent not resting, the character loses 1 HP, and if they reach death from this, they do not roll save vs death, but simply die.
 * For every day the character rests, but without medical treatment, the character simply doesn't count towards their recovery.
 * Constant magical healing can reduce the recovery time to 3 days, or in case of sporadic magical treatment, then it shaves half a day per treatment to a maximum of 3.

Minor Changes
These changes are too small to be confined by any overarching category.

CMD Bonus from certain shields against certain maneuvers
If a character is subject to a Bullrush, overrun or trample attack, they may apply their shield-bonus to their CMD.

Free Combat Maneuvers
These Maneuvers are free, but may have certain requirements before they can be performed. These Maneuvers in some cases replace feats, or are inspired by feats.

Aiming
Characters using ranged weapons that do not require momentum to operate (meaning that thrown weapons are excluded) can spend time to aim before attacking.

Note, if you are attacking an unsuspecting target, you can take 10 by aiming for one round, or take 20 by aiming for a full round, provided you have no penalties to the attack roll.
 * You may spend your move-action (taking a five-foot step is still permitted), and gain a bonus to your attack roll, equal to half your Wisdom Modifier, rounded down.
 * You may spend a full round aiming, and provided you are still capable of firing your shot next round, you may take your full Wisdom modifier as a bonus. If you are attacked, make a fortitude save to maintain the aim bonus.

Charge Attack
Charging does not grant a bonus to hit anymore, but it does grant a bonus to certain Combat Maneuvers, and grant a bonus to damage, albeit indirectly.
 * The minimum distance between character and target, necessary to initiate a charge attack, is 10 ft.
 * The maximum distance is equal to the charging character's full movement speed.
 * For every 10 ft charged, the charging character suffers a -1 penalty to their AC (it will become negative if it drops below zero).
 * For every 10 ft charged, the charging character adds 0.5 to their damage modifier, which is normally the number that the character's strength modifier is multiplied by, to determine the damage bonus.
 * For every 10 ft charged, the charging character gains a +2 bonus to CMB on the following maneuvers; Over-run, Knockdown, Bullrush and Sunder.
 * If the charging character is wielding a heavy shield or Heavy Armor, they count as one size-category larger for the purpose of determining their CMB on the same maneuvers as above (meaning practically that they gain a +1 per condition satisfied).
 * If a character is mounted and charging, they double their normal damage, instead of dealing with the above calculations, and add their ride skill modifier to CMB maneuvers listed above.

Deadly Aim
Through daring attacks that expose themselves, characters may attempt much more precise attacks, by passing another character's Armor. This is done either by half-swording, making very exposed attacks or standing in the open while aiming a ranged weapon.
 * Take a -2 penalty to AC to bypass 1 point of armor related Damage Reduction.
 * You cannot lower your AC below 10 in this way, meaning you are limited to sacrificing AC bonus, but you can otherwise sacrifice as much AC as you please.
 * The GM is not obligated to inform you what armor the enemy is wearing, but only what category the armor is normally found in, unless it is a magical armor.
 * Deadly Aim applies to one single attack - any consecutive attacks taken in the same turn are made normally, unless the character sacrifices AC again.
 * Deadly Aim is incompatible with Defensive Fighting and Dodge Action, but is fully compatible with both Power Attack and Charge Attacks.


 * Alternately, you can sacrifice up to your Base Attack Bonus in AC, to gain twice as much as a bonus on one attack roll.
 * The two options are not necessary mutually exclusive, but it will certainly be difficult to find a way to apply both.

Defensive Fighting
By holding back considerably in combat, you increase you chances of successfully staying alive.
 * You can take a penalty to your attack rolls that is equal to, or less than, your base attack bonus.
 * In return, you gain a bonus of the same proportion, as a shield bonus to your Armor Class.

Dodge Action
You can dedicate your move action to gaining more Armor Class.
 * You can dedicate either your full move-action, or retain as little as 5 feet or dedicate as little as 10.
 * The exchange rate is 10 ft of movement for a Dodge bonus to AC of 1.
 * If you retain any movement, you MUST spend it immediately.
 * If you dedicate your entire move-action, you're not permitted to five-foot step.
 * In order to declare a dodge action, you must be able to point to at least one free square, no more than 5 ft away, from which you would not provoke an attack of opportunity stepping into.
 * If the squares you have pointed out, become occupied during the same round, you lose any bonus to AC from this maneuver.

In-Step
It is possible to obtain greater reach with a weapon, in order to attack enemies further away in some cases. This is basically done by moving and then moving back, or performing a lunging attack.
 * With most weapons, it's only possible to perform an in-step, if there is an empty square between you and the target, or that square is occupied by an ally.
 * When in-stepping, a character gains 5ft of extra reach with their weapon.
 * In-stepping does not provoke attacks of opportunity from movement.

Light Weapons
Light weapons are too small to perform an in-step.

One-handed weapons
One handed weapons can perform an instep, only when there is an unoccupied square (or a square occupied by a friendly character) between the attacking character and the target.
 * The in-stepping character must spend their entire move-action to perform the instep.
 * The character does not retain the right to a 5ft step after the in-step.
 * Only certain one-handed weapons can perform an in-step maneuver.

Versatile Weapons
Versatile weapons can always perform the instep maneuver, but otherwise count as one-handed weapons for the purpose of in-stepping.

Two-handed Weapons
Two-handed Weapons are fairly ideal for in-stepping.

When using a two-handed weapon during an in-step, the character retains the right to a 5ft step.

Polearms
Regardless of whether a polearm is one-handed or two-handed, polearms are subject to special rules regarding in-steps.
 * A character using a pole-arm for an in-step, may choose to take a full-attack or any other attack that is normally a full-round action (requiring the sacrifice of the move-action) and still perform the in-step, sacrificing only their 5ft move.

Power Attack
Take a penalty to your attack roll, but increase your damage - by launching a very powerful attack. Also works with ranged attacks, but assumes that the character is just aiming for a more vulnerable spot that is harder to hit.
 * For every time you take a -1 penalty to your attack roll, you add +2 damage. This extra damage is also affected by the weapons damage modifier, as if it was a bonus to the character's strength or dexterity modifier.
 * For every point of Base Attack Bonus the character possesses, they can repeat the above for a maximum permitted of -6 to attack and +12 damage.
 * Power Attack only applies to one attack, and while not incompatible with two-weapon fighting, it still only applies to one of the attacking weapons.

Knockdown
TBA

Skills
Following changes have been made to Skills;

Acrobatics
Acrobatics is removed and merged under Athletics.

Athletics
Replacing Acrobatics, Climb and Swim - the new skill "Athletics" consolidates these skills into one. Classes that have any of these always gain Athletics instead. In case of multiple skills converting into Athletics, the player selects a new Class Skill or is assigned one by the DM (giving priority to Perception, Stealth and Survival).

In case of using a basic Pathfinder Sheet, simply record Athletics as if it was Acrobatics. Note that the character can no longer perform advanced acrobatic feats beyond jumping, unless the character has the Feature "Artful Dodger".

Climb
Climb is removed and merged under Athletics.

Crafts
Characters may optionally start with a free rank in a single Craft skill, rather than Profession. Some people do not have a broad general profession, they instead have a very specific Craft.

Knowledge: Arcana
Anything involving knowledge of magic or the occult in general (unless in a religious sense) falls under Knowledge: Arcana. This includes attempts to figure out what a potion might do, what spell was just cast and so forth.

Knowledge: Dungeoneering
This skill has been removed. Uses of Knowledge: Nature, Knowledge: Engineering or Knowledge: Geography will cover former uses of this skill.

Knowledge: Local
This skill covers general uses of "Streetwise". Knowledge: Local also grants knowledge in regard to one Culture per rank, and one settlement that the character has visited, per rank. The DC is much lower on Knowledge: Local checks made in regards to gathering information about/from Cultures/settlements the character has chosen.

Perform
Perform isn't really used for anything at all anymore. Characters may take the "Entertainer" profession instead of taking skill ranks in Perform. It is still technically permitted to take perform, but the skill has been removed as a Class Skill from all classes.

Profession
All characters start with a free rank in Profession (they can optionally choose not to start with this free rank, but instead start with certain other options, including craft and survival).

Everyone grows up learning some sort of trade in a medieval society. You can almost write anything down as a profession. It doesn't have to be an actual job, it could just as well be a lifestyle.

Some few professions can be used outside of a settlement (outside of civilization), but in most cases, this means that they cannot be used inside a settlement.

The Profession Skill can, in rare cases, substitute related skill-checks, but the result will be down-graded and heavily angled towards the given profession (often such rolls will be made with a penalty).

Spellcraft
Now covers everything formerly covered by Use Magic Device and also used for ritual casting.

Swim
Swim has been merged with Athletics, and therefor the skill has been removed.

Use Magic Device
Spellcraft now covers any and all aspects of Use Magic Device, and as such the skill has been removed from the game.

Lifestyle
Characters need to make a living and survive somehow. The Profession skill is how any commoner earns a living, and represents a character's ability to support themselves outside of adventures.

Cost of living
There are several available lifestyles in the pathfinder system, listed in the Core Book, on the Paizo website (scroll down quite far...) and on the SRD (scroll to bottom of link).

These rules are listed as being extremely optional, but a worthy alternative to tracking personal expenses constantly.

Earning through Profession
The rules on how to make money with the Profession skill are listed here. These assume that you already have your Cost of Living expenses covered, and that the character spends a week working.

This assumes a character goes out and markets their trade on a day-to-day basis with no solid employment.

The GM is free to prohibit certain trades from being possible to make money with in certain situations or that they simply cannot be used without solid long-term employment.

Finding Employment
If a character has at least 8 hours of downtime in a region where the character can reasonably seek employment, the character can attempt a Gather Information check (DC usually 10 if the character is a local, but 15 if they are outsiders but not of a foreign culture, consult GM however).
 * This can be done with Knowledge: Local or with Diplomacy.
 * Characters who have formerly taken employment in a specific settlement can bypass the roll to seek employment and skip right to their profession roll.
 * Finding long term employment works the same way

Long-term employment
If a character works for more than, or equal to, one week; the character may use a passive check (10+profession modifier). This roll assumes the character doesn't already have their living expenses paid for, but if that isn't the case, double the amount of excess gold made (though do not double further income from not beating the DC by a lot).
 * The DC is 10 to break even on a poor lifestyle with an excess amount of gold every month, equaling 5 GP per week.
 * The DC is 15 to break even on an average lifestyle, with an excess amount of gold equaling 10 GP per week.
 * The DC is 20 to break even on a wealthy lifestyle with an excess amount of gold equaling 50 GP per week.
 * The DC is 25 to break even on an extravagant lifestyle with an excess amount of gold equaling 100 GP per week.
 * For every time the DC is beat by 5 and it isn't possible (or permitted) to move up to the next lifestyle, add 100% of the listed income in excess, to the earned money.

Short-term employment
If a character works for 8 hours (not including the time it takes to find employment), the character can still use a passive check, though the character can no longer assume to make money this way, but merely to break even on a lifestyle.
 * Passing a DC 10 check, on a profession roll, negates the costs of a poor lifestyle for a day.
 * Passing a DC 15 check, on a profession roll, negates the cost of an average lifestyle for a day.
 * Passing a DC 20 check, on a profession roll, negates the cost of a wealthy lifestyle for a day.
 * Passing a DC 25 check negates the cost of an extravagant lifestyle for a day.

Earning through Craft
Crafting requires tools and a much more sophisticated setup than simply taking work. Investing in an actual workshop is the first step on the way - this requires the character to (up front) pay for the Wealthy Lifestyle. Then the character must also acquire the correct tools.

It isn't possible to make money using a craft roll, except by manually crafting items and selling them. The character needs a rank in "Profession: Small Business Owner" or similar, but they can combine their ranks in Craft with their ranks in profession for the sake of the dice roll to make money, and apply any bonuses from masterwork tools and such.

Barbarians
Optionally - in case of characters from truly uncivilized societies - take survival as a class skill and a free rank in it. This bars the character from starting with ranks in "Knowledge: Local", "Knowledge: History", "Knowledge:Engineering" and "Knowledge: Nobility", but these knowledge skills can still be class skills. Further more, the character is considered illiterate if the character doesn't purchase a rank in Linguistics.

If the above causes an overlap in class-skills with chosen class, pick a class skill after consulting with the GM.

Languages
This is an optional and setting dependent house rule. Many settings I build do not feature the traditional setup of available languages.

Everyone starts with their regional dialect and common, but common is likely closer to Latin, in that it is a dead language only spoken by the church, but it happens to be key to understanding a whole bunch of regional dialects.

There may also be multiple variants of the Common tongue, as in two core divides of the language entirely.

Sub-common languages are the Common languages of other species. These species also start with knowledge of the Common Tongue and their native species language included. This could, for example, be Dwarven.

If a character knows a sub-common language, it doesn't mean that they know all regional dialects of the language. They do gain a +5 bonus to dice rolls made on linguistic checks (and can make these untrained).

The same applies to Common and regional dialects of Common.

Feature changes
These Features have changed;

Armor Training
Armor training represents time spent becoming conditioned to, and learning how to technically wear and use Armor.

Replaces:
Medium and Heavy Armor proficiency as well as Fighter Class Feature by same name.

Requires:
Strength 13, Constitution 13 or Base Attack Bonus 1 or granted by class.

It is granted for free to anyone who would normally start with proficiency in either of those two armor categories, or can be purchased by anyone.
 * It functions exactly like the Fighter Feature, also called Armor Training, except it effectively improves every time the character advances for every two points of Base Attack Bonus a character has.
 * For every 3 points of Base Attack Bonus the character has, the character unlocks the ability to move at full speed with one higher tier of Armors.
 * Note that this feature effectively allows a character to wear both Medium and Heavy armor with no penalties beyond the usual.

Power Attack
Power Attack is no longer a feat, it is a maneuver. See "Free Combat Maneuvers" above.

Combat Expertise
Combat Expertise was rendered useless by Defensive Fighting (a free combat maneuver), which is why it has had a major overhaul, but the feat requirements remain the same.

Replaces:
Combat Expertise

Requires:
Intelligence 13 and Base Attack Bonus 1.

It has two possible applications;
 * Defensive - You ground yourself, reducing your movement speed 5 ft to gain a +2 bonus to CMD. You can reduce your movement by more than 5 ft to gain additional bonuses, to a maximum of +6 (+2 per 5 ft sacrificed).
 * Offensive - You're a bit of a Risk-Taker, taking a -2 to your Dodge Bonus, but gaining a +2 to on your CMB. You can do this as many times a number of times equal to your Base Attack Bonus, though limited to +6 (which ever of those two limits are lower).

Deadly Aim
Deadly Aim is no longer a feat, it is a free maneuver. See "Free Combat Maneuvers" above.

Artful Dodger
Represents training in general mobility and acrobatics.

Requires:
Dexterity 13 and Wisdom 13

Replaces:
Dodge and Mobility.

With this feat, you are permitted to attempt to negate an attack from a target (whom you have not attacked yet), who attacks you - however, you cannot attack this target in the same round later in your turn.

This is done by attempting an Athletics skill check (untrained, using Wisdom Modifier instead of dexterity), which is made versus their attack roll, applying your dodge bonus as a bonus to the roll. Provided that the athletics check is successful, the attack is entirely negated.

As a bonus, the character can use the Athletics check to make complicated Acrobatic performances, and may also stand up from prone as a move-action without provoking an attack of opportunity.

Powerful Maneuvers
This feature represents a brutal and overwhelming, but yet technical, fighting style.

Replaces:
Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder and Cleave.

Requires:
Strength 13, Base Attack Bonus 1

Combining the effects of all those feats, it also permits a character to use Strength Modifier for damage rolls when using a one-handed or two-handed non-light and non-finesse weapon.

Martial Expertise
This represents Martial Training.

Replaces:
Martial Weapon Proficiency, Exotic Weapon Proficiency and Weapon Focus

Requires:
Base Attack Bonus 1 or Characters that normally start with, or would gain Martial Weapon Proficiency automatically get this Feature instead

You choose one light weapon, one finesse (non-light) weapon, one two-handed weapon, one pole-arm and one ranged weapon. You are proficient with all of these weapons and weapons that are considered to be "similar". You may not choose from among simple weapons (nor Simple Martial Weapons).

You may always have an additional number of weapons you can choose to be proficient with as well, equal to your base attack bonus.

One of these weapons should be considered a staple of your character's culture (if he is from a Western-inspired Feudal Kingdom, the arming sword is an ideal choice for a one-handed weapon for instance).

If you choose exotic weapons, note that they are too complex that they grant access to use any similar weapons (beyond what is always permitted). What is considered an exotic weapon is determined by your character's culture.

With the weapons you have chosen, you gain a +1 bonus to attack rolls. With similar weapons, you do not gain the +1 bonus, and may not take advantage of the given weapons special features, unless the same features are found in the weapon you decided to be proficient in.

Example: If you chose to be proficient with a Lucerne Hammer, which provides the "brace" trait, you can use a Halberd just fine as well, but you do not gain a +1 bonus with the Halberd and you cannot use the Halberds "trip" trait, but you can still use the halberd's brace trait, because this trait exists in both weapons.

Use the Fighter Weapon Training weapon groups to determine which weapons are considered to be "similar".

Lesser martial expertise
This feature represents limited martial training, often symbolic, ceremonial, sport-oriented or academical.

Replaces:
Proficiency granted with certain martial weapons by class.

Requires:
Starting class level in a class that normally gains proficiency with specific martial weapons, instead of gaining the full proficiency package, or wizard.

This isn't a purchasable feature, but one that can only be granted upon taking certain class levels. It functions exactly like Martial Expertise, except that the player doesn't get to pick what weapons they want to be proficient with, and they do not gain the option to proficiently use weapons that are considered to be "similar", unless when always permitted.
 * Rogue: Gladius or Machete, Short bow or Composite Short bow, hand-crossbow and one optional finesse weapon (may not be a racial weapon, such as "Elven curved blade").
 * Wizard: Arming Sword or Spatha or Scimitar or Rapier (only ONE of these weapons). The Wizard gains use of a sword because most Wizards in my common settings are students from some sort of school, and in these environments, academical fencing is taught as a gentleman's sport, though exactly which kind of fencing will be taught at the academy depends on geographical region.
 * Bard: Arming Sword or scimitar or spatha or rapier (only ONE of these weapons), machete or gladius, whip, short bow or composite short bow and one optional finesse weapon (may not be a racial weapon, such as "elven curved blade").
 * Druid: (insert druid weapons at a relevant time..)
 * Cleric/Oracle: Favored Weapon.

Deft Maneuvers
This feature represents an agile and cunning fighting style.

Replaces:
Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition and Improved Steal

Requires:
Intelligence 13 and Dexterity 13

Combining the effect of all the above feats, it permits a character to use finesse weapons as their original weapon category instead of light weapons, and permits characters to, optionally, use their dexterity modifier for damage rolls with Light Weapons.

Ranged Skirmisher
This feature represents a fighting style based on getting relatively close to the enemy for harassment purposes.

Replaces:
Point-Blank Shot, Rapid Reload and Precise Shot (partially, also replaced by maneuver of same name).

Requires:
Dexterity 13 and Wisdom 13.

You do not provoke attacks of opportunity with your ranged attacks, if you are threatened in melee. You can shoot into melee without the usual -4 penalty, but opponents can still use your allies as soft cover, unless you have high-ground.

In addition, you have to specify which group of melee weapons you intend to use this feat with, and each group gives a unique bonus ability.
 * Bows grant an arbitrary +1 Attack bonus and +1 Damage bonus.
 * Crossbows permits reloading as a move-action.
 * Thrown Weapons permit the user to quick-draw their next thrown-weapon after attacking.

Unarmed Mastery
This Feature is free for anyone who fulfills the requirements. Unarmed combat is the basis of learning any fighting style that isn't purely academical. Eventually, with advancing mastery, the principles of both begin to blur and so does the dividing lines.

Replaces:
Improved Unarmed Strike and Improved Grapple

Requirement:
Base Attack Bonus: 1 or Character is a Rogue.

Unarmed Mastery is no longer a purchasable, it is a feature that is awarded for free under certain circumstances listed as requirements.

The feat allows a character to perform a grapple maneuver against an armed or unarmed character without provoking an attack of opportunity, as well as to attack an armed target with an unarmed attack, again without provoking an attack of opportunity.

The character effectively counts as being armed when unarmed, however, the character cannot deal lethal damage with their unarmed attacks, except through critical hits or when power-attacking.

Team-Work Tactics
Team-Work Tactics effectively replace Team-Work features. If characters want to, they can be purchased as Features, but when done this way, all characters must possess the feature. If a group of characters have a character among them who can train them in the use of tactics (such as a Cavalier), then they can utilize Team-Work Tactics without buying them.

Hold!
Your unit holds until it is ready to act in union.
 * The leader rolls initiative on behalf of the entire group, but they apply their own initiative modifiers.
 * They act in direct order based on who has the highest and lowest, but consecutively and uninterrupted.
 * Any characters who participate in the conflict who are not part of the unit, are shunted out of this section of the initiative order, by receiving a boost.

Tandem movement
Members of your unit are used to moving together.
 * When any member of the unit moves, any other given member of the unit may also spend their move action (provided that they haven't already spent their move-action) in the same turn, even if it's not their turn to move yet.
 * This allows much more efficient retreats and much more effective tag-team advances.
 * The drawback is that those that move are forced to move at the slowest movement speed in tandem-team.
 * Characters using this method can retain any formation they want as they move, though the movement is flexible, allowing individual characters to move out of their current pattern.
 * If a character has already moved in their turn, but would like to move again given circumstances, due to the relative movement of a partner they can tandem with, they may take a 5ft step, but gain the shaken condition for 1 turn.

Shield-wall
When your unit forms a shield-wall, they gain a number of considerable advantages against anyone caught on the wrong side of it.
 * A shield wall can consist of as little as two characters, and only one of them needs a shield.
 * The Shield Wall works with a concept of enabling several layers of a unit working as a joint force.
 * The first layer is the actual shield-layer, which is the only essential part of the tactic, though the tactic can only be used with a minimum of two layers existing, but if there is no shield-layer the tactic can never be used, regardless of how many of the other layers exist.
 * The shield-layer enjoys one key benefit; if a character who is in the shield layer (naturally this character must have some sort of shield equipped to be there) has an ally on both sides, both of whom have larger (better) shields, then the character can treat his shield bonus as being equal to the lesser of the two adjacent shield-bearers.
 * Characters from all other layers than the shield-layer all enjoy a shield bonus against attacks from the front, equal to the lowest shield bonus applied in the shield-layer.
 * Characters in the Shield-wall act as soft-cover for everyone behind them, but never grant soft-cover to enemies in front of them when participating in this maneuver.
 * Soft Cover normally only applies to ranged attacks, but in the case of a Shield-Wall it applies to all attacks.
 * The reach-layer is an optional layer of the shield-wall, but must always be the second layer if enabled. This layer (ideally) holds characters with reach weapons who stand directly behind the shield-wall. Reach weapons are not necessary to be in the reach layer, but characters without reach weapons do miss out on several of the advantages of this layer.
 * Characters in the reach-layer can spend their move-action to temporarily invade the shield-wall layer (causing no drawbacks except naturally disabling the ability to use a full-round attack) to gain an extra 5 ft of reach.
 * Characters without reach can use this option to become able to attack in the first place.
 * The characters in the shield-layer gain a flanking bonus against any target who is threatened by characters in the reach-layer.
 * Characters in the reach-layer gain an attack of opportunity against any characters they threaten who attack characters in the shield-layer or attempt a combat maneuver against them.
 * Facing an opposing shield-wall negates the two above mentioned bonuses.
 * The entire Shield-wall moves collectively, but can only move 5 ft per turn - any move actions must occur either in the turn of the lowest initiative among participants in the tactic, or at the highest.
 * Additional layers can be added, the only rule is that there cannot be any gaps in the formation, and members of the shield-wall must all be the same size category.
 * While acting as a Shield-Wall, characters cannot enjoy the benefit of the evasion feat or the uncanny dodge feat.

Stealth Synergy
Characters moving as a unit are never as quiet as a single individual moving, but following the lead of an experienced infiltrator can seriously increase a groups chances of remaining undetected.
 * Using this tactic, a group can designate a stealth-leader and everyone can use the roll of the stealth leader as a collective group stealth-effort.
 * It doesn't allow multiple people in the group to roll stealth and then picking the best roll, but if the stealth-leader rolls poorly enough that any individuals in the unit has a higher passive stealth, they may individually use that instead.
 * The group can also opt out of using the Stealth Synergy tactic if the roll is too poor, and everyone can roll separately.

Volley Fire
The unit fires their ranged weapons in union, not against a target but against an area.
 * All members of the unit attack in the same turn, and once their actual turn comes up in the initiative order, they retain only their move-action.
 * The area must be possible to hit within the range limit of the ranged weapon that has the lowest range in the unit.
 * The attack creates an area-of-effect damage roll, and all people caught inside the area are automatically hit and suffer the area of effect damage.
 * Reflex saves versus DC 15+number of archers to avoid damage.
 * Characters within the area-of-effect can add their shield bonus to their damage reduction.
 * The area-of-effect is determined by 1 square per archer, the first person to shoot designates the area of effect on the battle-map. The area of effect must prioritize being a solid-shape rather than a line or a pattern, so the pattern always attempts to build a square-shaped area-of-effect.
 * The area-of-effect damage is determined by the majority damage die, so if there are three people using longbows and two people using light crossbows, and say, 2 people using short bows; then the vast majority lands on 1d8, but the damage is reduced by 1 for each weapon that is lower, but increased by 1 for each weapon that is higher. Going with the same example, it would be a 1d6 in this case, but if there was also a heavy crossbow thrown into the mix, it would land on a 1d7, which is an invalid dice type, so the nearest equivalent is 2d3.
 * Every shooter adds a +1 to the damage, which is added after the dice are modified, so going with the final above example of 7 shooters and a 2d3, it becomes 2d3+7 damage.
 * A Volley-fire unit can fire at the highest initiative among the participants every turn until they run out of ammunition, though their designated target must be at least 15 ft away.

Glorious Charge
The unit charges together on the highest initiative among participants, meaning they expend their entire turn collectively, but then following that round, resume their normal initiative patterns.
 * When performing a glorious charge, and participants form a chain or line with no more than 10 ft between each participant, they gain a +1 to their attack roll and +1 to their damage roll per participant.
 * Every member of the charge ignores movement penalties from armor, equipment or encumbrance for the sake of the charge.
 * Members of the charge who designate the same target of their charge gain a flanking bonus to their attack, even if they are not flanking.
 * If charging on mounts, the participants gain a bonus to their ride-checks equal to the number of participants in the charge.

Group Alertness
When moving as a unit, and provided the unit forms a chain, line or cluster where no-one is more than 10 ft away from someone else (eventually forming a chain with no gaps bigger than 10 ft), they can use certain techniques to ensure their collective safety.
 * Using this tactic, a group can designate a perception-leader and everyone can use the roll of the perception leader as a collective group perception-effort.


 * It doesn't allow multiple people in the group to roll perception and then picking the best roll, but if the perception-leader rolls poorly enough that any individuals in the unit has a higher passive perception, they may individually use that instead.
 * The group, or individual members, can also opt out of using the group alertness tactic if the roll is too poor.

Rage Synergy
This tactic is frequently used by Orcs who are, by nature, capable of entering a fearsome battle-rage. Tribal barbarians also sometimes display an ability to use such techniques.
 * The unit enters rage collectively when the first member rages (provided he is within 60 ft of his group members when he enters rage).
 * The unit remains in rage for as long as the highest rage-duration of the group, and cannot voluntarily end their rage, unless they're suddenly more than 60 ft away from all other raging members of their group.
 * While raging in this manner, the group adds a bonus to will-saves equal to the number of raging members in the group instead of the usual +2.
 * Members of the group capable of using the power "Rage" automatically use "Greater Rage" instead.
 * Members of the group capable using Greater Rage automatically use Mighty Rage instead.
 * If there are some among the group also consists of characters incapable of raging, they will be granted use of the rage power, as if under the effect of the spell "rage" provided they are outnumbered at least 2-to-1, by those who can use rage.

Proficiencies
Proficiencies have more or less been replaced with features that are free to some classes.

Armor Proficiencies
Light Armor is now something everyone is proficient with, and it doesn't generate Arcane Spell Failure. Further proficiency is represented with the feature "Armor Training", which grants "proficiency" with medium and heavy armor, among other cool features.

Weapon Proficiency
Weapon Proficiencies have largely been replaced with the feature "Martial Expertise" and it's lesser variant (only available from the start) "Lesser Martial Expertise".

Simple Weapons
Everyone is now proficient with Simple Weapons, and in addition, the Simple Weapon category has received a lot of new weapons. The ones listed after the word "Complex" require a relevant profession (militia, soldier, woodcutter, hunter - what not) in order to use with proficiency, or a base attack bonus of 1.

Unarmed One-Handed Light Weapons Complex One-Handed (non-light) Complex Two-handed (non-light) Complex Ranged Weapons Complex
 * Armor, Spiked
 * Basic Unarmed Attack
 * Brass Knuckles
 * Cestus
 * Gauntlet
 * Gauntlet, Spiked
 * Hooked Hand Prosthetic
 * Manople
 * Dagger
 * Dagger, Punching (Katar)
 * Mace, light
 * Sickle
 * Sap
 * Wooden Stake (or other unimpressive pointy object...)
 * Axe, Boarding
 * Axe, Hand
 * Whip, Cat-o' nine-tails
 * Hammer, Light
 * Pick, light
 * Shield (light and heavy)
 * Shield (light and heavy), Spiked
 * Club (not the dancing kind)
 * Mace, Heavy
 * Morning Star
 * Spear, Short
 * Axe, Battle
 * Pick, heavy
 * Hammer, heavy
 * Club, Great (reduced to 1d8 dmg)
 * Mace, Great (1d10 dmg)
 * Kumade (a rake)
 * Pike, Boarding (naval spear)
 * Planson (essentially a mace-spear)
 * Ranceur (essentially a spear with cross-guards)
 * Spear, Long (reach)
 * Spear
 * Spear, Boar
 * Axe, Great (called a "long axe" in most places)
 * Pick, Great (a pickaxe.. No really)
 * Sling
 * Axe, Throwing
 * Blowgun
 * Crossbow, heavy
 * Crossbow, Light
 * Darts
 * Javelin

Martial Weapons
Martial Weapons are divided into different Cultural Groups. You have to choose which one is yours, and then Weapons outside of your group count as Exotic Weapons. Note that, excepting the Elven/Gladiatorial/Estheim culture, they are all based on the Western (meaning they keep what weapons aren't replaced), and should note which weapons they replace.

Western Light

Machete (Seax or Messer)

Western One-handed Western Two-handed Western Ranged Eastern Light Eastern One-handed Eastern Ranged Modern Western Light Modern Western One-handed Modern Western Ranged Estheim Light Estheim One-handed Estheim Two-handed Estheim Ranged
 * Estoc (versatile, finesse - though is not a finesse weapon if used for blunt damage, but only deals 1d8 if used this way)
 * Flail
 * Sword, Arming (uses stats of original longsword)
 * Sword, Bastard (same as above, but with "versatile")
 * Bardiche (a pole-axe-like spear)
 * Bec de Corbin (Lucerne Hammer with spikes instead of hammer-head)
 * Bill Hook (a halbard with a hooked axe-head)
 * Glaive (Spear with a sword-like tip)
 * Glaive-Guisarme (A Glaive with a short, but stout single-edged blade with a back-spike)
 * Guisarme (essentially the spear-version of a boat-hook)
 * Halberd (essentially a spear-axe)
 * Lucerne Hammer (essentially a spear-hammer)
 * Lance (a long-spear that has been optimized for use from horseback)
 * Scythe, war (essentially a Glaive, but with a down-curved blade)
 * Sword, Great (an unusually large two-handed sword, cannot be used from horseback)
 * Sword, Long (uses stats of original bastard sword, versatile, but deals 2d4 when used in one hand, instead of 1d10, except if used in one hand from horseback)
 * Bow, Short
 * Bow, Long
 * Gandasa (replaces Machete)
 * Khopesh (Use stats for scimitar, but keeps trip - replaces Estoc)
 * Kukri (replaces Greatsword)
 * Scimitar (uses stats for Kopesh, minus trip, replaces Arming Sword)
 * Shamshir (Versatile version of Scimitar, replaces Bastard Sword)
 * Bow, Short, Composite (replaces bow, short)
 * Bow, long, Composite (replaces bow, long)
 * Rapier (replaces Machete)
 * Cutlas (replaces arming sword)
 * Guns (replaces bows)
 * Gladius (short sword)
 * Sica (can be used as non-light weapon by turning the sword)
 * Sword, Elven, Double (a lighter version of the double-sword, with a small blade in one end, and a larger one in the other, this is essentially more reminisce of a short-spear with a sword tip, and a point in the reverse end - one end is a 1d8, the other is 1d6, both ends are 19-20x2)
 * Shotel
 * Falcata
 * Spatha (Arming Sword, but with 18-20 and Finesse)
 * Falchion (versatile)
 * Chain, Spiked (25 gold extra for reach, can be re-gripped as a Gladius)
 * Trident (Multi-tipped spear)
 * Spear, Elven, Branched
 * Sword, Elven Curved (two-handed scimitar)
 * Bola
 * Crossbow, Double
 * Crossbow, Repeating, light
 * Crossbow, Repeating, Heavy
 * Net
 * Net, Snag

Magic
The changes to the magic system are incompatible with innate caster classes, such as the bard, sorcerer and oracle (etc.). The bard resolves this problem by using the Magus spell progression, but the Sorcerer no longer serves any purpose, what so ever, and neither do other similar innate classes.

Mana System
The mana system replaces "spells per day", but it doesn't replace the function of prepared spells. The former number of "spells per day" remains exactly how many spells any given caster can have prepared, but the mana system makes it pointless to prepare the same spell multiple times.
 * A caster has a mana-pool equal to their primary caster attribute score and half their caster level rounded down (minimum of 1).
 * They pay one point of mana to cast a spell that is considered to be Spell Level One, and the price of casting increased by one mana per spell level.
 * Meta-Magic spells are no longer prepared in advance, but the cost is simply immediately modified on demand, paying the mana cost equivalent of the spell level that the spell would normally need to be prepared by, if a meta-magic feat was applied.
 * In the case that a caster is both Arcane and Divine, they generate two separate mana-pools.
 * In the case that a caster has two separate caster classes of the same type (divine or arcane respectively), they add together their caster levels for the sake of generating a single mana pool.
 * Note that while I've left the rules here regarding how Divine Casting functions with a mana-pool, currently I am leaning towards NOT using the mana rules for Divine Casters, and instead allowing only the Oracle class and a spontanous caster variant of the Druid.

New Caster attributes
Divine casting is now handled by the Charisma attribute. All aspects of it.

Arcane Casting is viewed as more effective than the limited spontaneous casting by divine classes, and as such it draws on two separate attributes. Wisdom is considered the primary caster attribute in regards to determining mana. Intelligence is considered their primary caster attribute in regards to determining how many extra spells they can prepare and the maximum spell-level they can learn.

Arcane Caster Classes
All Arcane Casters are now granted the ability to wear light armor without any restrictions to Arcane Spell Casting. In addition, all Arcane Casters cast spells prepared from scrolls

Three Caster Classes are allowed; The Barde (using the Archeologist Archetype and the Magus spell progression, while drawing spells from the Wizard spell-list), the Magus (drawing spells from the Wizard spell-list) and the Wizard.

Arcane Blast
Arcane Blast is a new ability that is freely given to any level 1 Arcane Caster. Gaining the ability multiple times will not alter the ability in any way.
 * Replaces the Wizard spells: Magic Missile and any given 0th level damage dealing wizard spells.
 * Cost: Free, though optionally increased in price for more effect. Range: 10 ft reach proficient melee attack or proficient ranged attack within visual range.
 * Target: 1 target. Effect: 1d4 damage, treated as Light Weapon in regards to damage modifier. Damage type can either be any given elemental type or kinetic (slashing, blunt or piercing). Defaults to blunt damage.
 * Special: Character treats any uses of Arcane Blast as a proficient armed attack, either ranged (up to visual range) or melee (with optional reach up to 10 ft). The damage type of the attack is of an optional type, either elemental or kinetic (defaults to blunt). The spell uses the Wisdom Modifier as attack bonus and damage bonus, but the attack is always treated as a light weapon, multiplying the damage by 0.5.

Optional effects:

 * The user can pay 1 mana per use, and upgrade the damage to 1d6.
 * If the user is capable of casting level 2 spells, the user can pay 2 mana to upgrade the damage to 1d6 and alter the damage modifier to 1.0.
 * If the user is capable of casting level three spells, the user can upgrade the damage to 1d8 and alter the damage modifier to 1.0.

Arcane Healing
Any Arcane Caster can use their magical powers to heal their compatriots during a rest, but their powers can also provide valuable first-aid on the battle-field.

Diagnosing
Any Arcane Caster may take their Arcane Caster Level as a misc bonus to both trained and untrained heal-checks for the purpose of diagnosing someone, and can do this as a free-action. when they can see the given subject. Magical resistances will prevent them from diagnosing.

Stabilize
An Arcane Caster can quickly and effectively stop a character from dying. In order to perform this ability, the character must successfully diagnose vs DC 10. If the character fails, the character instead casts Post-Pone Death.

Post-pone death
This ability is merely a variant effect of Stabilize. If an Arcane Caster fails to stabilize another character, or has no confidence in their ability to succeed on the roll, they can resort to semi-desperate means, flooding the patient's system with various means of attempting to stabilize them.
 * This rarely works, but affords the dying character another fortitude save to stabilize, taking the Arcane Caster's Caster Level as a Bonus.
 * Regardless of whether the character stabilizes or not, they do not deteriorate for 1 hour per caster level.

Enable
This ability is a variation of Stabilize. Instead of stabilizing, it instantly grants a character with 0 HP, 1 genuine HP, bringing a disabled character back on their feet.
 * Maimed characters cannot be enabled.

Rouse
This ability is a variation of Stabilize. Instead of stabilizing (and instead of being a standard action), the character spends 1 full minute per negative HP that a patient has suffered, and then rouses the character who acts as if disabled, instead of being unconscious.
 * A roused character cannot benefit from temporary hitpoints, unlike a truly disabled character - but merely used to render a character who was otherwise immobile to be capable of movement.
 * Maimed characters cannot be roused.

Healing
Healing is complex and demanding work. The character takes 10 on a heal-check, or performs a heal check (in certain particularly ideal circumstances, the character may be allowed to take 20) during a full-rest. The result is how much HP the character restores to the patient. A bonus from a healers kit and other various equipment, including aid rolls may be used to boost the result. The treating character can treat a number of patients per rest, equal to the number of ranks they have in Heal, but only one roll is made, the result granted to all patients for the night.
 * Healing costs 1 mana per patient treated, and the character emerges from rest lacking the mana spent on healing.
 * Healing costs twice as much when treating a maimed character.
 * Healing a corpse does not cost mana, and takes only 2 hours regardless of how much HP damage the corpse has suffered, because the healer does not need to be concerned with accidentally causing more damage.

First Aid
While healing is a complex and difficult art, patchwork solutions, adrenaline and various other options can make a "dead-man walking" seem quite fine. No diagnose check is necessary for this spell-like ability.
 * The character can grant 5 temporary hitpoints per rank in heal at a rate of 1 mana per 5 hitpoints. The temporary hitpoints last 1 hour per caster level of the arcane caster who used the spell-like ability.
 * Note, if a character is wounded, the temporary hitpoints are permanent up until the character is no longer considered bloodied.

Preserve Body
This ability is a variation of Stabilize. Instead of stabilizing (and instead of being a standard action), preserving a body takes 1 hour (after all damage has been healed from the corpse) and the body effectively comes to life, although it is comatose and left in a state of self-preservation, expending extremely minimal energy consumption.
 * A preserved body stays in this state, and does not decay, for a full week per hour spent preserving it.
 * By spending a point of mana, the preservation lasts 1 month per hour spent (and the more mana is spent, the preservation increases exponentially to a year per 2 points, a decade at 3 and a century at 4 etc.).

Resurrection
This ability is a variation of Stabilize. Instead of stabilizing (and instead of being a standard action), it brings a corpse entirely back to life, including its mental facualties. The process requires the Arcane Caster to first fully heal the corpse, then preserve it and finally it takes an additional hour to resurrect it.
 * The problem is, that the soul leaves upon death, and a creature resurrected without its spirit or soul, comes back to life as Soulless Revenant.
 * A soulless Revenant (variant of the Revenant, differences explained beyond this parenthesis) considers their savior to be their murderer and once this individual dies, the revenant becomes a Ghast.
 * Use of this spell does not cover placing a soul back into a body, if it was even recovered - other spells are required to do this.
 * It's not entirely uncommon for an Arcane Caster to resurrect someone, if they know they're going to die anyway. The Revenant will kill anyone around them, to ensure that It will be the one to slay the Arcane Caster - provided there is any doubt.

Core Classes
This is an experimental reference setup to the 4 Core Classes that I intend to modulate for the sake of creating Modular Classes.

Fighter
The Fighter has one significant change; it uses the Saving Throw progression of the Ranger (high reflex and fortitude). The Fighter represents a career warrior, perhaps a battle-field specialist or an unparalleled master at arms.

The fighter replaces the following Class Skills: The Fighter starts with Armor Training and Martial Expertise.
 * Climb with Athletics
 * Craft with Stealth
 * Knowledge: Dungeoneering with Perception
 * Swim with Heal.
 * (optional) Knowledge: Engineering for either Knowledge: Nature, Knowledge: Religion or Knowledge: Nobility (depending on what kind of Fighter they would like to represent)

The Fighter gains 2+int-modifier Skill Ranks per level.

The Fighter gains the Ranger feature called "Combat Style" instead of Weapon Training and Armor Training. This is because Weapon Training has more or less been rendered redundant because of Martial Expertise, which the Fighter gains for free due to originally receiving Martial Weapon Proficiency as well as Armor Training effectively replacing Medium and Heavy weapon proficiency across all classes. The Fighter gains this ability at level one, instead of level three, and gains a bonus feat at third level instead.

The Fighter Feature Bravery now applies to all will-saves against effects that attempts to turn the Fighter against its allies. If the fighter is mind-controlled or subject to an illusion, the fighter doesn't gain the bonus, but is instead granted an extra will save with the bravery bonus the moment the illusion or mind-control would cause the fighter to turn on their allies.

Wizard
The Wizard Class remains almost entirely unchanged, with the exception of a few items. The Wizard uses the Spells Per Day of the Sorcerer to determine the amount of spells that the Wizard can have prepared at any given time.

Note; Arcane Spell Failure only applies to Armor that the caster is not proficient with. Any Wizard may purchase Armor Training if they wish, and wear Armor.

Shields do not grant Arcane Spell Failure, because a Wizard clearly only needs one hand to cast a spell, otherwise they couldn't carry a staff.

The Wizard gains 4+int modifier Skill Points per level. Being a magical Power-House, Cantrips are considered far beneath the Wizard, who can cast these entirely without preparing them.

At first level, the Wizard must choose an Arcane Feat, and then again at Second Level. They can choose between the following Arcane Feats: At first level, the Wizards gain Eschew Materials, Scribe Scroll and Arcane Bond.
 * Spell Combat
 * Spell Strike
 * Brew Potion
 * Craft Wondrous Item
 * Meta-Magic Mastery
 * Ritual-Caster

At first level, the Wizard MUST specialize in an Arcane School, but does not pick any opposing schools. The Wizard cannot choose Universalist.

At first level the Wizard gains the Arcane Sage ability, which is equivalent of the Bardic Knowledge feature of the defunct Bard Class, but it uses Wizard Levels for the sake of calculating the knowledge bonus. It stacks with Expert's Knack and Sage's Wisdom.

At first level, the Wizard gains the Spell Wards feature. This feature allows the Wizard to withstand certain effects through magical defenses At fifth level, the Wizard gains the Loremaster ability, which is completely identical to Barde Ability of same name.
 * The Wizard may act as if he had Evasion.
 * The Wizard uses a Will Save instead of a Reflex Save.

Priest
The Priest is a Spontaneous "innate" Divine Caster that is entirely focused on Divine Casting. Note that while nothing prevents a Priest from learning how to use Armor (i.e. the Priest does not suffer anything akin to Arcane Spell Failure), the Priest does not start with Armor Training.

The Priest doesn't represent actual preachers or actual priests, but is named after the 3.5 class of same name, due to being the main source of inspiration. The Priest represents the typical Prophet of a religion or God.

The Priest uses the Spell Progression of the Oracle, and (like the Oracle) uses the Cleric Spell List.

The Priest gains 2+int-mod Skill Points per level.

Orisons are mere trivialities to perform for a Priest, who can cast any Orison as many times as they want.

The Priest chooses an Order, as a Cavalier, at first level. The player should consult the GM in regards to Order options.

The Priest must choose two domains that fit their deity, at first level. The player should consult the GM in regards to Domain options. When the Cleric gains a Domain Spell Per Day, the Priest chooses one of the same level, which becomes a 1/day spell-like ability.

The Concept of an "Enemy of the Faith" is very important to many of the Priest's abilities. Every religion has certain things that are classified as Enemies of the Faith. Helios, for instance, considers all undead to be enemies of the Faith. The Gods don't have the incentive or time to pass judgment on every individual that their chosen might encounter, so the Chosen have the ability to pass judgment on any given individual, marking them as targets. As long as the target is necessary for the Chosen to harm, and as long as the Chosen is still actively serving their faith, this marks any target as an Enemy of the Faith.

Alternatively, it is also not within the general interest of each deity to determine who are friends of the faith. While the positive abilities of the Priest will always work on the Faithful (determined by a trait), and will have at least half effect (rounded down) on those who proclaim for the faith, but do not truly believe (determined by what is written in deity field), a Priest can use a Mercy to grant an infidel the leniency of their faith.

At first level, the Priest gains the ability Detect Faith, which functions the same was as the Paladin ability Detect Evil with several notable exceptions: At first level, the Priest gains the ability Smite Enemy of the Faith is an ability the priest has, that functions the same way as the Paladin ability "Smite Evil", except it can only be used against Enemies of the Faith. Because the ability is drastically reduced in versatility, there is no limit to how many times per day that the Priest can use this ability.
 * Instead of detecting evil, it allows the Priest to detect those who believe in the same faith that the Priest represents, and to what degree their faith is "pure" - alternatively to detect a relic or item associated with their Faith.
 * The Priest can also detect an Enemy of the Faith, or an item or location dedicated to the Faith.
 * The Priest will not need to gaze upon each individual in their vicinity, but rather becomes instantly aware of any such forces within their Aura.

At first level, the Priest gains the ability Channel Energy functions the same way as the Cleric or Paladin ability of same name, with one major change; it can only be used to heal the faithful and to damage Enemies of the Faith. The ability increases in effect at 3rd and 5th levels.

At first level, the Priest gains the ability Divine Intervention, which functions like the feature Evasion, except the Priest uses a Will Save.

Specialist
The Specialist is more civil variant of the Rogue. I found the rogue to be a confusing class, because it aimed so thoroughly at being both a combat class and a skill-pool. The classic Rogue will still be available as a Definitive Archetype of the Specialist.

The Specialist can be anyone - a craftsman, a merchant, a trader, a thief... It's the uncommon commoner. The Adventurer with all the right talents to get by.

The Specialist gains Lesser Martial Expertise, but does not gain any other proficiencies from the start of the game.

The Specialist gains 8 Skill Points+int modifier per level. In addition to the 8 starting skill points, the Specialist gains a free rank in a Craft skill of their choice, in a Knowledge skill of their choice and in a Profession Skill of their Choice.

At first level, the Specialist gains the Expert's Knack feature. It functions exactly like the ability Bardic Knowledge, but uses Specialist levels for determination of the applied bonus.

At first level, the Specialist gains the Jack-of-all-trades ability, which is identical to the bard ability of same name, except all the uses of the Feature unlocks for the Expert at first level, which is incidentally also why the Expert has no listed Class Skills.

At first level, the Specialist gains Favored Terrain/Community, and gain one additional at third and sixth level. When inside their favored terrain, in addition to gaining the same benefits a Ranger would normally get, they also gain the use of the following Ranger Abilities: Wild Empathy (only with animals native to the region), Nature's Healing, Woodland Stride (replaced by Push Through when in a Favored Community), Camouflage (Replaced by Blend In when in a Favored Community) and Swift Tracker.

At first level, the Specialist gains Trapfinding, like the Rogue Ability.

At second level, the Specialist gains their first Expert feat (gaining their second one at level 4). They choose between the following options: At second level, the Specialist gains the feature Guide, which allows the Specialist to extend their Favored Terrain/Community abilities to their allies, to an extent: At third level, the Specialist gains Danger Sense, like the Rogue Ability at +1, which increases at level 6.
 * The Feature Skill Focus
 * Gain two Rogue- or Ranger Talents
 * The Feature Scribe Scroll (must qualify)
 * The Feature Craft Wondrous Item (must qualify)
 * The Feature Brew Potion (must qualify)
 * Each ally must make a survival check, DC 15 (they can make it untrained and add the Specialist's Class levels as a bonus). If in a Community, they may make a Knowledge: Local check instead, or a Sense Motive check or they can stick with Survival.
 * The allies gain half of the normal bonuses that favored terrain/community grants (+1 to perception, initiative, stealth, survival and knowledge: Local, Geography and Nature as well as both Nobility and Religion when in a Community).
 * The allies are allowed to avoid leaving a trail, however another Specialist with the same favored terrain/community can still track the allies, but not the Guide.
 * The allies can use Camouflage/Blend in,though they do have to make their own disguise check, but it can be made untrained with a bonus equal to the Guide's ranger levels.
 * The allies gain the use of the Woodland Stride/Push Through ability.

At fifth level, the Specialist gains Expert's Edge, which functions just like the Rogue Ability.

At fifth level, the Specialist also gains the Lore Master ability, functioning exactly like the Bard ability of same name.

Modular Classes
Modular Classes are an experimental concept I am working on, where I dive into the point-system used to balance classes by D20 developers. The idea is intended to replace certain classes that, essentially, are mergers of the 4 core classes (Priest, Wizard, Fighter and Rogue).

Battle-Mage
The Battle-Mage mixes the Fighter and Wizard into a deadly combination. The Battle-Mage follows the Spell-Progression of the Original Wizard (not the Sorcerer).

The Battle-mage gains 2+int-mod skill points/level, gains Armor Training and Lesser Martial Expertise. The Battle-Mage has the same Class Skills as the Fighter, but adds Spell-Craft and Knowledge Arcana to those. The Battle-Mage is forced to bond with a weapon, when selecting their Arcane Bond.

As a Battle-Mage unlocks the higher versions of Arcane Blast, they keep casting the highest version they have access to, for free.

Any other Class Features of the Battle-Mage are already explained by the Wizard and Fighter classes.

Missionary
The Missionary mixes the Specialist and Priest, creating a Priest suited for more hands-on and diverse tasks.

Templar
The Templar... bla bla.. You know...

Ranger
The Ranger is a mix of the Specialist and the Fighter, using the Rogue Definitive Archetype for main inspiration. Where the Specialist refers to the clever multi-talented specialist, and the Rogue represents an Assassin - the Ranger represents the Elite Soldier, the Criminal Enforcer or the professional Guide or survivalist.

The Ranger gains 6 Skill Points+int mod/level, and starts with Armor Training and a very generous amount of Lesser Martial Expertise, though it counts as a Warrior Class. The Ranger's features are already described in detail on the Specialist and Fighter classes, with the exception of Sneak Attack.

Rogue
The Rogue is an Assassin or Agent type character, very similar to the Ranger but he loses a number of key attributes.

The Rogue gains 6 Skill Points + Int mod/level and Lesser Martial Expertise, but no Armor Training.

All abilities of the rogue have already been explained.

Sage
The Sage mixes the Specialist and Wizard, creating a character ideally suited for tracking down Arcane Mysteries. The Sage uses the Spells Per Day of the original Wizard (not the Sorcerer), and is forced to specialize in a school, but may choose Universalist.

The Sage earns 6+int-mod Skill points/level. The Sage has no Class Skills due to having the Jack-of-all-trades feature. The counts as a non-warrior class, and gains no Armor Training, but they gain a fair amount of Lesser Martial Proficiency. The Sage may select a number of cantrips, equal to their intelligence modifier plus their caster level, that they can cast without preparation at no cost.

All the Sage's character features are already explained in the Wizard and Specialist classes.

Definitive Archetypes
Definitive Archetypes build on the original Pathfinder concept of Archetypes, changing elements of certain existing classes to make them more desirable and unique to play. My idea with definitive Archetypes, is to replace certain classes with definitive Archetypes instead.

Berserker (Fighter)
The Berserker is a Definitive Fighter Archetype that aims to replace the Barbarian Class by adding the Barbarian Class Features to a Fighter.

Requirements:
Nordmarian (certain tribes), Umbayan/Central Rahamran Native, Source-Land Native, Orc or Half-Orc.

The Berserker is slightly more skilled than the Fighter, gaining a number of skill points per level equal to 4+intelligence modifier.

The Berserker is permitted to take a rank in survival instead of in profession for free at character creation, but if this is chosen, the Berserker may not take any knowledge skills other than Knowledge: Local, Knowledge: Nature and Knowledge: Geography at character creation.

The Berserker gains Lesser Martial Weapon Proficiency and does not gain Armor Training, but uses the HP advancement of the Barbarian. The Berserker can optionally pick two Rage Powers instead of a Combat Style feature.

The Berserker uses a variant of Rage, called Berserker's Rage.
 * Berserker's Rage can be maintained for a number of rounds per day, equal to the Berserker's Constitution Score and Will Save modifiers added together (prior to being modified by Rage).
 * If the Berserker falls below half of his maximum hit point value while raging, the Berserker may add a number of rounds to his Rage Duration, equal to 4+Bravery.
 * Anytime a Berserker is struck in combat and loses HP, they risk falling into a Rage unwillingly (unless they are fatigued.
 * Anytime a Berserker rolls a Will Save versus Rage or in conjunction with resisting rage, ending rage or similar circumstance, they do so with the Rage bonus and Bravery Bonus, even if they aren't currently raging.
 * To resist, the Berserker must make a Will Save versus a DC equal to 10+amount of HP damage sustained.
 * If the Berserker fails the roll, they must continue raging until either out of Rage rounds (becoming fatigued - at which point they may re-attempt their Will Save), or until the conflict has ended.
 * To end his Rage, the Berserker must make a Will Save versus a DC equal to the amount of rounds the Berserker has raged.
 * If the Berserker doesn't end his Rage when he runs out of rounds, he has to make a Fortitude Save followed by a Will Save (provided the Fortitude Save passes), the DC on both being equal to the number of rounds he has spent in Rage.
 * Failing the Fortitude Save results in the Berserker falling unconscious.
 * Failing the Will Save results in the Berserker entering a Mighty Berserker's Rage (mechanically identical to Mighty Rage)
 * While under the effects of Mighty Berserker's rage, the Berserker must attack, or move towards a target to attack, every round, unless actively prevented from doing so.
 * If the Berserker is prevented from attacking for a number rounds greater than the number of rounds that the Bersker  has been in Mighty Berserker's Rage, he falls unconscious.
 * If a Berserker enters Mighty Berserker's Rage, they cannot rage again for a full week and are fatigued for that full week, regardless of how many times they take a full rest.
 * The Berserker loses most class benefits from wearing armor heavier than Light (they lose their bonuses to attack rolls and damage rolls while raging, their fast movement, their ability to use Rage Powers and their Danger Sense).
 * When raging, the Berserker enjoys the benefit of the Diehard feat, without possessing it.

Berserker (Ranger)
Much more common than the regular Berserker, is the Ranger variant, which gains the same proficiencies and Skills per level as the Fighter variant of the Berserker, but has the same Class Skills as the Ranger. Class features already described elsewhere.

Sergeant-at-arms (Fighter)
The Sergeant-at-arms is a martial leadership character, also centered around instructing and teaching. The Sergeant-at-arms is not a combat specialist like the regular fighter, but a grizzled veteran who always shows high initiative and extreme alertness.

Gaining slightly more Skill points than the regular fighter, the Sergeant-at-arms earns 4+int-mod/level. It starts with the same proficiencies as the Fighter.

Command is a Leadership ability which functions practically identically to Bardic Performance, except it is associated with the user giving a Command, using Bluff, Intimidation or Diplomacy, rather than magical music.

Strategist (Specialist)
Highly skilled, the Strategist is a professional Tactician and likely an officer. No where near as groomed for Combat as the Sergeant-at-arms, the Strategist is also a Leader. Better suited for a Ship Captain, a Commanding Officer who leads from the rear or a Strategist or other Key Operative Officer.

The Strategist gains 6+int-mod Skill points/level and has lesser martial expertise, but no Armor Training.

Armor
All armors by default, come with a Helmet and with Gauntlets. These pieces of equipment are more essential to armor than anything else. Helmets are symbols of the soldier, and any warrior caught without gauntlets will could be rendered combat-ineffective by as little as a nasty splinter, or what could have been reduced to a nasty scrape, had he worn gauntlets. All armors (except the majority of light armors) also come with padding. Any heavy armor can be converted into a suit of Light Padding, simply by taking off all the actual
 * In the armor table, in "Outfit", "U" means that you can pay additional cost for the armor, and have it appear as an official uniform, "W" means that you can optionally pay the price of a Warm/Cold Weather outfit and add the properties of those to the armor and finally "O" means that it can be worn over an existing outfit.
 * "Strip" in features means that it can be stripped down to other kinds of armor.

Light Armor
Light Armor usually covers just the torso, and perhaps the upper-arms and thighs. It's non-restrictive and doesn't require any particular training or instruction to wear. Light Armor is often used by militias and by City Guards and Soldiers as uniforms or as light-duty armors. Many travelers choose this type of armor for personal protection, so it is not uncommon to see a Merchant wearing an Aketon or a Breastplate.

Light Padding
Light Padding is the kind of armor that isn't designed to be worn alone. Often, military uniforms are designed to be suits of padding, so that armor can easily be worn over them. Padding in it's own right provides almost no protection against most forms of attacks, but it is sturdy, breathable and warm.

Medium Armor
This type of armor is proper military Armor, rarely seen on anyone but Soldiers and Mercenaries. Insert armor descriptions here

Heavy Armor
Heavy Armor is often worn by Guards on Guard Duty and very wealthy warriors. Commonly only worn in warfare by those who have high ranks, due to being largely impractical for traveling and for working in.

Insert Armor Descriptions here

Weapons
Weapons are divided into three overarching categories and several sub-categories.

Simple Weapons
Simple weapons are weapons that are, as the name indicates, simple and plain to use. Any average human being can pick up a simple weapon and use it with moderate efficiency in combat.
 * You do not need any proficiency in Simple Weapons to use them.
 * Simple Weapons marked with an Asterisk are still considered simple weapons, but are more complex due to requiring Edge Alignment when striking, and as such require a Base Attack Bonus of 1 in order to be usable without the -4 untrained penalty.
 * Alternatively, a relevant Profession can be used to explain away the requirement to have a base attack bonus of 1 (woodcutters can easily use an axe, etc)

Ranged
Ranged weapons always require a minimum amount of training, or rather - routine - before they become effective. The ones listed here are no exception, and all require either a relevant profession or a base attack of 1 in order to consider usable.

Crossbow

The Crossbow was a game-changer for ranged weapons in the medieval, bringing the term "point and shoot" to life. With this simple weapon, anyone with a bit of routine and practice, any average individual can become fairly deadly - at least until they have to reload.

Martial Weapons
Martial Weapons are culture-dependent. There are several Culture Groups, and upon character creation, a character must choose which one to belong to. This determines available starting languages and what weapons are considered Martial.

Martial Weapons are weapons that require lengthy martial training to use properly. To reflect this, there are only two ways to gain martial weapon proficiency.

The starting feat "Lesser Martial Expertise grants access to a minimum of 4 martial weapons (except in the case of the Wizard and the Priest) that can be used without the untrained penalty, with a +1 modifier on attack rolls when using these 4 weapons.

The Martial Expertise feat (which is also sometimes granted at start), which grants broader access, though has the same general advantages as the Lesser version.

Light
Insert Weapon Descriptions

One-handed
Insert Weapon Descriptions

Ranged
Ranged Martial Weapons are fairly few per culture. Note that bows can be used as a Simple Weapon, by anyone who has the Profession: Hunter or has a rank in Survival, but any features pertaining to Ranged Combat will no longer apply.

Bows

The Bow comes in several variants. Common for the bow, is that all bows now have a Strength modifier attached to it. The more draw-power the bow has, the higher strength requirement there is to use the bow, without counting as untrained.

Exotic Weapons
By definition, any Martial Weapon is considered to be an Exotic Weapon by those who do not belong to the same Weapon Culture.