Some players and Gamemasters may wish to replace whole sections of the traditional Pathfinder RPG combat system with something new—either as a change of pace, or out of an attempt to better simulate the actual blow-by-blow action of physical combat. Presented here are several optional rules variants for combat that may be swapped out with the existing rules. As these options significantly revise how the game works, players and GMs should be extremely careful when deciding whether or not to incorporate these optional rules into an existing campaign, and should be prepared for an additional layer of complexity and potential slowdowns in gameplay as everyone at the table works on getting up to speed. Armor As Damage ReductionFor years, gamers have debated what exactly the approximation known as armor class represents—whether it’s how difficult a given character is to hit, how much physical punishment he can take, and so on. This alternate system presents a way to view armor more like damage reduction—not as something that makes a character hard to hit, but as protection that makes him harder to damage, as the armor soaks up most of the punishment and negates it before it can impact the wearer. While the armor and armor class system presented in the Pathfinder Roleplaying Game is tried and tested, some players may yet have a sense that it feels slightly off. That is to say, if a suit of armor is actually protecting the wearer from attacks that strike but simply fail to cause the wearer harm, why then do we say that armor reduces the chance of a hit? The abstraction has been clarified in the rules by defining what it means to be “hit” in combat as actually being “hit in such a way as to effectively cause harm,” but this explanation is still not enough for some players. The following is an alternative system that allows armor to absorb the damage of attacks, rather than a system that provides an abstract way of determining when a hit does actual harm. It is for GMs who want armor to reduce damage rather than increase Armor Class, and replaces the normal rules for armor. In this system, a creatures no longer has an armor class. Instead it has a Defense score that a foe’s attack roll must meet or exceed to hit the creature. Then any damage is reduced by damage reduction based on the creature’s armor worn and any natural armor bonus the creature has. Furthermore, armor has a chance of reducing all critical hits to normal hits, by replacing the confirmation roll for critical hits with a critical defense check made by the creature threatened by the critical hit. DefenseIn this alternative system, a creature does not have an armor class (AC); it instead has a Defense score. Defense is similar to touch AC, but it also adds the shield bonus (including any enhancement bonus to the shield), and any enhancement bonus to armor. Defense = 10 + shield bonus + Dexterity modifier + other modifiers (including armor’s enhancement bonus, but not armor bonus or natural armor bonus ) Defense represents how easy or difficult it is to hit a creature. The shield bonus is added because a creature is considered to be actively blocking attacks with its shield whenever it can, which is whenever it would gain its Dexterity bonus to AC and not be flat-footed. Losing Dexterity Bonus to Defense: Situations or effects that would cause you to lose your Dexterity bonus to AC instead cause you to lose your Dexterity bonus to Defense. Also, whenever you lose your Dexterity bonus to Defense, you also lose any shield bonus to Defense, since when you lose your Dexterity bonus to AC, you also lose the ability to properly respond to attacks with your shield. Flat-Footed Defense: You do not gain your Dexterity or shield bonus to your Defense if you are flat-footed or lose your Dexterity bonus to Defense; thus, your Flat-Footed Defense is equal to your Defense minus your Dexterity bonus and shield bonus. Defense and Using a Shield without Proficiency: When a creature uses a shield it is not proficient with, it takes that shield’s armor check penalty as a penalty to the shield bonus, along with the other penalties for using a shield without proficiency. Furthermore, it also takes this penalty to its Flat-Footed Defense, as the shield actually gets in the way instead of defending against incoming attacks. Armor As Damage ReductionArmor in this system keeps all of its normal statistics and qualities, but its armor bonus (including any enhancement bonus added to armor bonus and natural armor bonus ) is converted to DR/armor. The DR an armor provides is equal to its total armor bonus with a +1 bonus at 5th level or at 5 Hit Dice, with an increase to that bonus of +1 for every five levels above 5th level, or every 5 Hit Dice over 5 Hit Dice (to a maximum of +4 to DR at 20th level or at 20 or more Hit Dice ), provided that the creature wearing the armor is also proficient with the armor. Using Armor without Proficiency: Creatures using armor they are not proficient with do not gain the bonus per level or Hit Dice to the DR, on top of any of the other normal penalties for using armor without proficiency. DR/Armor: This type of DR blocks the damage of all attacks that would normally be affected by DR, based on the composition of the armor (see Table: Armor Composition and DR). Unlike most forms of damage reduction, DR/armor stacks with other types of DR. For instances, when fighting a skeleton with DR 5/bludgeoning and DR 4/armor (+2 for armor, +2 for natural armor ), the skeleton's DR/armor reduces 9 points of damage from non-bludgeoning attacks, and 4 damage from bludgeoning weapon attacks. Magic weapons and attacks from Large or larger creatures bypass the DR 4/armor, but not the DR 5/bludgeoning. Natural Armor Bonus and DR: Like a creature’s armor bonus, a natural armor bonus is also converted into damage reduction. If a creature is wearing armor and has a natural armor bonus, the creature adds its armor bonus to its natural armor bonus to determine the amount of DR/armor that it has (see Table: Natural Armor Conversion to DR). For instance, if a creature wearing a +2 chain shirt has DR 6/armor is then subject to a barkskin spell cast by a 6th-level druid (gaining a +3 natural armor bonus ), its DR becomes DR 9/armor for the duration of the spell. This DR is bypassed by adamantine, or the attacks of Huge or larger creatures. A creature that has both DR from a source other than armor and a natural armor bonus gains the effects of an enhanced form of DR, similar to how the composition of the armor grants special DR/armor defenses (see Table: Armor Composition and DR). If a creature has magical armor, natural armor, and DR, it takes the best form of the special protection provided by both its armor and its mix of DR and natural armor to its DR/armor. For instance, if a creature has natural armor and DR/magic and is wearing adamantine armor, that creature’s DR/armor functions as DR/—, and can be bypassed by Gargantuan or larger creatures, since the adamantine armor provides the best of the two damage reductions. Unusual Creatures and Armor DR: Amorphous or incorporeal creatures have an easier time bypassing DR/armor. When they attack a creature with DR/armor, they typically treat that DR as a fraction of the DR/armor. Attacks by incorporeal creatures entirely ignore the DR unless that DR comes from a force effect or from armor with the ghost touch special armor quality. These traits are detailed in Table: Unusual Creatures and Armor DR. Critical Hits and DefenseWhen a creature threatens a critical hit, it does not make a critical hit confirmation roll. Instead, the target of that critical hit makes a critical defense check instead. A critical defense check is 1d20 + a bonus equal to the creature’s DR + the creature’s Dexterity modifier (up to the maximum Dexterity bonus allowed by any armor worn) + the sum of any deflection and shield bonus to Defense. Critical defense check bonus = creature’s DR + Dexterity modifier + shield bonus to Defense + deflection bonus The DC of the check is based on the die roll for the critical threat. It is further modified by the base attack bonus of the attacking creature, how many Critical Feats the attacking creature has (if any; 10 maximum), and a bonus relationship between the size of the attacking creature and the target of the critical hit, if the attacking creature is larger than the creature it attacked. Critical defense DC = critical hit roll + 1/2 attacker’s base attack bonus + 1 for each critical feat + 1 for each size category larger attacker is than target For instance, if a Medium creature is hit with a crossbow fired by a Medium 6th-level fighter with two Critical Feats, and the critical threat attack roll is a 19, the target of the potential critical hit makes a critical defense check with a DC of 24 to reduce the critical hit to a normal hit. If the target is wearing +1 leather armor, has a Dexterity of 18, and is using a +1 buckler, that target would have a +9 bonus on the critical defense check to reduce the critical hit to a normal hit. On a roll of 15 or higher, the critical hit is reduced to a normal hit, and the target takes normal damage for the hit (which is reduced by its DR). If the creature firing the crossbow had rolled a 20, the target of the critical hit would need to roll a 16 or higher on its critical defense check to reduce the impact of the critical hit, making it a normal hit. On a failed critical defense check, the target of the critical hit takes the damage for the critical hit. That damage is still reduced by the target of the critical hit's DR. Fortification Special Armor Quality: The fortification special armor quality acts in concert with the check, coming into play if the armor check fails. Table: Armor Composition and DR
1 Brilliant energy weapons bypass any DR provided by armor. In addition, DR from armor is halved if a creature is grappled or entangled, and does not apply when a creature is helpless or pinned. Table: Natural Armor Conversion to DR
1 A creature that already has DR/— or DR/epic increases its DR by an amount equal to its natural armor bonus. Table: Unusual Creatures and Armor DR
1 Elementals, oozes, oozelike creatures, and any creature with the amorphous defensive ability. Called ShotsThe normal combat rules deal with attacks and hits in an abstract way, subtracting hit points and leaving the details of where the sword strikes up to the GM’s description. This system places more control in the individual’s hands, allowing characters to target specific areas of an opponent, with corresponding results. The Pathfinder Roleplaying Game deals with hits and damage in a rather abstract way, treating almost all hits the same except for the amount and type of damage dealt. With these optional called shot rules, PCs, monsters, and villains alike can aim their attacks more precisely, potentially to devastating effect. These rules are an optional addition to any campaign, and should be approached with care by the Gamemaster. Making Called ShotsA called shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The smaller or better guarded the area, the more difficult the called shot. A called shot is a single attack made as a full-round action, and thus can’t be combined with a charge, feats like Vital Strike, or multiple attacks with a full-attack action. Called shots are divided into three basic difficulty groups: easy, tricky, and challenging. Easy called shots represent large areas of the body, and are made at a –2 penalty. They have relatively minor effects unless a critical hit is scored or massive damage is dealt. Tricky called shots represent either smaller areas, like a hand, or areas a creature protects well, like its head. Tricky shots receive a –5 penalty, and inflict more serious consequences. Challenging called shots represent very small areas like eyes, fingers, or creatures’ necks. They receive a –10 penalty, and successful hits cause significant short-term impairment. Beyond these challenging ratings lie almost impossible called shots that receive a –20 penalty. For called shots against non-humanoid creatures, use common sense and the categories above as guidelines. For example, a flying creature’s wings are treated as arms. Range and Reach: Called shots work best at close range. Melee called shots are at a –2 penalty if the target isn’t adjacent to its attacker. For called shots made at range, all range penalties due to range increment are doubled, with a minimum penalty of –2 for any called shot against a target that’s not within 30 feet. Critical Hits and Critical Threats: A called shot has the normal chance for a critical hit, and inflicts an extra effect if one is confirmed. The exact effects of a successful critical hit depend on where the target was hit, and are described under Called Shot Effects. Automatic Hits: Some effects in the game, like true strike or the flash of insight ability of cyclopes, provide automatic or nearly automatic hits. Using such an ability on a called shot turns it into a normal attack, with none of the benefits or penalties associated with called shots. From a story perspective, this is because the effect cannot distinguish between a hit in general and a hit in a particular area, but it’s also necessary to keep the power of such abilities in line with their original intended effects. Some Game Masters may prefer a more theatrical or dangerous game in which magic can make a shot through the eye nearly certain, in which case this rule can be ignored. Cover: Cover other than soft cover interferes with a called shot even more than with a normal shot. Double any AC bonuses provided by cover that isn’t soft cover. In addition, cover may make certain called shots impossible. Concealment: The miss chance for a called shot against a creature with concealment increases to 50%. It’s not possible to make a called shot against a creature with total concealment. For effects that function like concealment, such as blink and displacement, a miss chance of 50% or more prevents called shots, a miss chance of 20% increases to 50%, and miss chances of other values are doubled. Damage Reduction: If damage reduction completely negates the damage from a called shot, the called shot has no effect. If hit point damage does get through, the called shot has normal effects. Damage reduction does not reduce any ability damage, ability drain, penalties, or bleed damage caused by the called shot. Immunity: Immunity to critical hits protects against the extra effects of called shots. Partial protection, such as that provided by the fortification special ability of some magical armors, protects the creature as though the called shot were a critical hit. Regeneration: Regeneration provides no special protection against called shots, but it might negate or undo some of the effects, such as bleeding or limb loss. Saving Throws: If a saving throw is allowed on a called shot, the DC is equal to the Armor Class hit by the attack. In the case of an attack roll of a natural 20, the DC is the AC the attack would have hit if 20s did not automatically hit. Stacking: Unless otherwise stated, penalties for multiple called shots do not stack, even if they are to different areas of the body. Ability damage and drain caused by called shots always stacks. Touch Attacks: Touch attacks and ranged touch attacks made as called shots must target AC rather than touch AC. This represents the care it takes to target such strikes. Called Shot EffectsThe consequences of a successful called shot vary depending on whether the hit is a normal hit, a critical hit, or a debilitating blow (a hit for 50 points of damage or more). When more than one limb or organ can be affected by a called shot, the attacker can choose the target if desired; otherwise, it should be determined randomly. Called Shot: An attack aimed at a body part that deals fewer than 50 points of damage results in a normal called shot. Called shots inflict either minor penalties or temporary inconveniences. Critical Called Shot: When a called shot is confirmed as a critical hit but deals fewer than half the creature’s hit points of damage (minimum 50), a critical called shot results. Critical called shots can cause ability damage, bleeding, and other serious effects. Debilitating Blow: A called shot that deals half the creature’s hit points of damage (minimum 50) or more (whether a critical hit or not) results in a debilitating blow that has extra effects. A debilitating blow inflicts major consequences and potentially permanent consequences. Concentration Checks: Concentration checks forced by called shots to parts of the body involved in spellcasting (generally the head for spells with verbal components, and the casting arm and hand for spells with somatic components ) are made at a –5 penalty. Healing Called Shot Effects: Some called shot effects render a given location useless until healed. Remedying this condition requires the victim be healed (naturally or magically, and by one or more sources of healing) for as many hit points of damage as the called shot caused. If the victim is suffering from multiple wounds of this sort, divide healing equally between them. The regenerate spell repairs any and all effects of called shots except for ability damage and ability drain. Table: Called Shot Locations
ArmArms are the manipulating limbs of a creature, including tentacles. Wings are also considered to be arms for purposes of a called shot. Called shots to the arm are easy (–2 penalty). Called Shot: A called shot to an arm deals no additional damage, but for 1d4 rounds, any attack rolls, ability checks, or skill checks made using the wounded arm take a –2 penalty. A flying creature shot in the wing must make a Fly check to avoid descending involuntarily. Critical Called Shot: A critical hit to the arm deals 1d4 points of Dexterity damage and 1d4 points of Strength damage. A successful Fortitude saving throw halves the ability damage (minimum 1 point to each attribute). The target also suffers the effects of a called shot to the arm for 1d4 minutes. Debilitating Blow: A debilitating blow deals 1d6 points of Dexterity damage and 1d6 points of Strength damage. The blow renders the arm useless until healed unless the target succeeds at a Fortitude saving throw. If the saving throw fails by 5 or more, the arm is severed or otherwise mangled such that only regeneration or similar effects can repair it. The target also suffers the effects of a called shot to the arm (if the arm remains usable) for 2d6 minutes. ChestCalled shots to the chest are aimed at the well-protected center of mass of a creature. Called shots to the chest are easy (–2 penalty). Called Shot: A called shot to the chest deals no additional damage, but any skill checks caused by the hit (such as an Acrobatics check while balancing or a Climb check while climbing) take a –2 penalty. Critical Called Shot: A critical hit to the chest deals 1d4 points of Constitution damage and fatigues the target. A successful Fortitude saving throw (made after the Constitution damage is applied) negates the fatigue. The creature also suffers the effects of a called shot to the chest. Debilitating Blow: A debilitating blow to the chest deals 2d4 points of Constitution damage and exhausts the target. A successful Fortitude saving throw (made after the Constitution damage is applied) reduces the exhaustion to fatigue. If the saving throw fails by 5 or more, the creature’s internal injuries deal 1 point of Constitution damage in any round the creature takes a standard action. The internal injuries can be healed by either a DC 25 Heal check or by healing as many hit points as the debilitating blow dealt, whether by magical or natural means. The creature also suffers the effects of a called shot to the chest. EarEars are the organs used to hear. Creatures without visible ears generally aren’t susceptible to called shots to that location. Called shots to the ear are challenging (–10 penalty). Called Shot: A called shot to the ear deafens that ear for 1 round, and imposes a –2 penalty on Perception checks. A creature that loses hearing in all ears is deafened until hearing is returned by way of the remove blindness/deafness spell or a similar effect. Critical Called Shot: A critical hit to the ear deafens that ear for 2d6 minutes and leaves the target staggered for 1 round. The target also suffers the effects of a called shot to the ear for that duration. Debilitating Blow: A debilitating blow to the ear destroys that ear and stuns the target for 1 round, then leaves it staggered for 1d4 rounds, and deafened until removed with the remove blindness/deafness spell or a similar effect. A successful Fortitude saving throw deafens the creature until it is restored by the remove blindness/deafness spell or a similar effect. EyeEyes include whatever organs a creature uses to see. At the Gamemaster's discretion, a called shot to the eye can also target sensory organs such as antennae, potentially negating abilities like blindsense. Generally, a creature can’t be blinded until it has lost all vision in all of its eyes. Creatures with five or more eyes take no penalties from called shots to their eyes until they’re blinded in enough eyes to bring them down a single functional eye, but can still be blinded in that eye by a critical hit or debilitating blow. Called shots to the eye are challenging (–10 penalty). Called Shot: A called shot to the eye gives all of the target’s foes concealment against its attacks for 1 round and gives it a –2 penalty on Perception checks. If the creature only has one functional eye prior to the called shot, it is blinded for 1 round instead. Critical Called Shot: A critical hit to the eye costs the target sight in that eye for 1d4 minutes. The target also suffers the effects of a called shot to the eye for that duration. Debilitating Blow: A debilitating blow to the eye destroys that eye, causes blindness until the condition is removed with a remove blindness/deafness spell or similar effect, and deals 1d6 points of bleed damage. A successful Reflex saving throw reduces this to 1d4 hours of loss of sight in that eye and eliminates the bleeding. The target also suffers the effects of a called shot to the eye for 2d6 minutes. HandHands include most extremities used for fine manipulation. Called shots to the hand are tricky (–5 penalty). Called Shot: For 1d4 rounds, any attack rolls, damage rolls, ability checks, or skill checks made using the wounded hand take a –2 penalty, including attack and damage rolls with two-handed weapons. In addition, the target takes a –4 penalty to its CMD to resist disarm attempts, and drops its weapon (if any) on an attack roll result of a natural 1. Critical Called Shot: A critical hit to the hand deals 1d4 points of Dexterity damage. In addition, the target drops anything it is holding in that hand unless it succeeds at a Reflex saving throw. Items held in two hands aren’t dropped, but the target still loses its grip with the injured hand. The target also suffers the effects of a called shot to the hand for 1d4 minutes. Debilitating Blow: A debilitating blow deals 1d6 points of Dexterity damage. The blow renders the hand useless until healed unless the target succeeds at a Reflex saving throw. If the saving throw fails by 5 or more, the hand is severed or otherwise mangled such that only regeneration or similar effects can repair it. Regardless of the result of the saving throw, anything held in the wounded hand is automatically dropped, even items held in two or more hands. The target also suffers the effects of a called shot to the hand (if the hand remains usable) for 2d6 minutes. HeadCalled shots to the head are tricky (–5 penalty), as most creatures show some skill at dodging attacks aimed at their faces. Some creatures, such as otyughs and purple worms, lack a proper head altogether. Creatures with multiple heads must be hit by called shots to all their heads in a single round to suffer ill effects, and even then, only suffer the least effect that is inflicted on any single head (so for example, an ettin would need to take critical hits to both heads to receive the effects of a critical called shot to the head). Called Shot: A called shot to the head leaves the target sickened for 1d4 rounds. Critical Called Shot: A critical hit to the head deals 1d6 points of Intelligence, Wisdom, or Charisma damage (randomly determine which) and staggers the target for 1d4 rounds. A successful Fortitude saving throw prevents the target from being staggered. The target also suffers the effects of a called shot to the head for 1d4 minutes. Debilitating Blow: A debilitating blow to the head deals 1d6 points of Intelligence, Wisdom, and Charisma damage (roll separately for each), and knocks the target unconscious for 1d10 rounds. A successful Fortitude saving throw prevents the target from being knocked unconscious, but leaves it staggered for 1d10 rounds instead. If the saving throw fails by 5 or more, the target is rendered senseless by severe brain trauma (as the feeblemind spell) until it receives a heal, greater restoration, or similar effect. The target also suffers the effects of a called shot to the head for 2d6 minutes. HeartA called shot to the heart represents an attempt at a killing blow. If the hit isn’t either a critical hit or a debilitating blow, the attempt fails and is just a normal hit. A called shot to the heart can be used for any small, likely fatal location on a creature, such as the only weakness on an unimaginably ancient red dragon. Called shots to the heart are challenging (–10 penalty). Called Shot: A called shot to the heart is just a normal hit with no extra effect. Critical Called Shot: A critical hit to the heart pierces the organ, causing exhaustion and 1d4 points of Constitution bleed damage. A successful Fortitude save reduces this to fatigue and 1 point of Constitution bleed damage. In either case, stopping the bleeding requires either regeneration (spell or special ability), magic healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a successful DC 20 Heal check that takes 1d4 rounds to complete. A critical hit to the heart against a vampire made with a piercing weapon composed entirely of wood leaves the vampire impaled through the heart by the weapon if it fails its Fortitude save, with effects as described in the vampire monster details. Debilitating Blow: A debilitating blow to the heart destroys it, instantly killing any creature that relies on its heart to survive. Creatures that succeed at a Fortitude save suffer exhaustion and take 1d6 points of Constitution damage and 1d4 points of Constitution bleed damage, as do creatures that can survive without a heart. A debilitating blow to the heart against a vampire made with a piercing weapon made entirely of wood affects the vampire as a critical hit to the heart; for example, it still receives a Fortitude save to avoid the consequences. LegLegs are the ambulatory limbs of a creature, including feet. Called shots to the leg have no special effect on creatures with five or more legs. Called shots to the leg are easy (–2 penalty). Called Shot: A called shot to a leg lowers the target creature’s speed by 10 feet for 1d4 rounds if it has two or fewer legs, and by 5 feet if it has three or four legs. In either case, the creature’s speed cannot be reduced below 5 feet per round. Called shots to the leg have no effect on creatures with five or more legs. Hitting the same leg more than once has no extra effect, but the speed penalty for hits on different legs stack. Additionally, any skill or ability checks involving movement (such as Acrobatics or Swim checks) take a –2 penalty for 1d4 rounds. Critical Called Shot: A critical hit to the leg deals 1d4 points of Dexterity damage and knocks the target prone. A successful Fortitude save keeps the creature from falling prone. The creature also suffers the effects of a called shot to the leg for 1d4 minutes. Debilitating Blow: A debilitating blow to the leg knocks the creature prone. The blow renders the leg entirely useless until healed unless the target succeeds at a Fortitude saving throw. If the saving throw fails by 5 or more, the leg is severed or otherwise mangled such that only regeneration or similar effects can repair it. If the save succeeds, the target is instead lamed and moves at half speed until the leg is healed, or until it receives a successful DC 20 Heal check. A creature with a useless or severed leg moves at half speed if it still has more than half of its legs usable; otherwise, it cannot stand up and must crawl to move. The target also suffers the effects of a called shot to the leg (if the leg remains usable) for 2d6 minutes. NeckThe neck makes for a difficult but rewarding target. Injuries to the neck keep a creature from speaking easily, and if blood vessels or the windpipe are damaged, such injuries rapidly lead to death. Creatures that lack vulnerable heads generally can’t be attacked in the neck either. Called shots to the neck are challenging (–10 penalty). Called Shot: A called shot to the neck makes speaking above a hoarse whisper impossible for 1 round. Spells with verbal components have a 20% chance of failing outright, as do attempts to activate command-word items (although for magic items, the use of the item is not wasted). Critical Called Shot: A critical hit to the neck deals 1d6 points of bleed damage. In addition, the target must succeed at a Fortitude saving throw or suffer a crushed windpipe and be unable to breathe or speak, possibly suffocating. A crushed windpipe can be repaired by magical healing (from one or more sources) that heals as many hit points of damage as the original hit dealt, or by a DC 25 Heal check to open up a hole into the windpipe. The latter check deals 2d6 hit points of damage, and leaves the creature still unable to speak. If target makes its saving throw, it still suffers the effects of a called shot to the neck for 1d4 minutes. Debilitating Blow: A debilitating blow to the neck leaves the target unable to speak or breathe and deals 1d4 points of Constitution bleed damage. A successful Fortitude saving throw reduces this to 2d6 points of regular (hit point) bleed damage, and the target is only unable to speak and breathe for 1d4 minutes. The Constitution bleed damage caused by a debilitating blow to the neck can only be stopped by regeneration (spell or special ability), magical healing (from one or more sources) that heals as many points of damage as the original blow dealt, or a DC 20 Heal check that takes 1d4 rounds to complete. VitalsThe vitals correspond to the abdomen on a humanoid: critical organs not well-protected by bone. Attacks on the vitals can also include dastardly “low blows.” Vitals for non-humanoid creatures can include nearly any location that is relatively hard to hit, poorly protected, and debilitating if struck. Called shots to the vitals are tricky (–5 penalty). Called Shot: A called shot to the vitals leaves the target sickened for 1d4 rounds. A successful Fortitude save reduces this duration to 1 round. While sickened from the blow, the target cannot run or charge. Critical Called Shot: A critical hit deals 1d4 points of Constitution damage. In addition, the target is nauseated for 1d4 rounds and sickened for 1d6 minutes. A successful Fortitude saving throw negates the nauseated condition. While the target is sickened from the blow, it cannot run or charge. Debilitating Blow: A debilitating blow to the vitals deals 1d6 points of Constitution drain, nauseates the target for 1d4 rounds, and sickens it for 2d6 minutes. A successful Fortitude save reduces the drain to damage and the nausea to 1 round. If the save fails by 5 or more, the target is disemboweled or otherwise horrifically wounded, and takes 1 point of Constitution bleed damage. The Constitution bleed damage caused by a debilitating blow to the vitals can only be stopped by regeneration (spell or special ability), magical healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a DC 20 Heal check that takes 1d4 rounds to complete. Called Shot FeatsImproved Called ShotYou are skilled at landing blows right where you want to. Prerequisites: Int 13, Combat Expertise. Benefit: You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round. Normal: You can make one called shot per round as a standard action. Editor's Note
Called Shots are normally full-round actions, not standard actions.
Greater Called ShotYou can make multiple called shots where others could land but one. Prerequisites: Int 13, Combat Expertise, Improved Called Shot (see above), base attack bonus +6. Benefit: Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a –5 penalty. In addition, a called shot that deals half the creature’s hit points of damage (minimum 40) is a debilitating blow. Normal: You can make only one called shot in a round as a standard action. A called shot that deals 50 points of damage is a debilitating blow. Editor's Note
Called Shots are normally full-round actions, not standard actions.
Piecemeal ArmorSometimes armor doesn’t come in nicely matched sets, purchased straight from the armorer. Warriors may be forced to make do with tattered, hand-me-down sets cobbled together from various pieces, or else taken from the dead and defeated on the field of battle. Perhaps your character is a castaway forced to scavenge for what bits of armor she can find, or a resident of a post-apocalyptic setting in which everyone must scrounge through junk heaps and burned-out storefronts to acquire their equipment. Though such patchwork suits are almost always less effective than complete suits with pieces made to work together, the rules in this section provide everything you need to know about mixing and matching armor types. All armor in the Pathfinder Roleplaying Game is constructed of pieces and parts that are carefully (or hastily) donned each time the armor is used. While a full suit of armor is always more protective than wearing pieces of armor, sometimes a character does not have time to don an entire suit of armor before jumping into the fray. Other times characters may not have access to an entire suit of armor; in dire situations, they may need to find pieces or parts of armor among lower-level treasure hoards, or they have to scavenge from the bodies of fallen foes in order to protect themselves. The following rules allow you to introduce piecemeal armor into your campaign. All of the armors presented in the Core Rulebook, the Advanced Player’s Guide, and Ultimate Combat are separated into three different and distinct sections or pieces: arms, legs, and torso. Armor Pieces and Armor suitsThe piecemeal armor system splits up armor into three general types of armor pieces. An armor piece is a small group of armor parts, rather than simply being any discrete part of the armor. A single armor piece comprises the armor parts one needs to protect its corresponding area—either the arms, the legs, or the torso (including the head); a single arm or leg armor piece provides armor for both arms or both legs, respectively. A plate arm armor piece typically consists of pairs of pauldrons, gardbraces, rerebraces, vambraces, and gauntlets along with bits of chainmail and padded armor, while a chain lamellar arm armor piece consists of two chain sleeves, gauntlets, and perhaps pairs of pauldrons and couters. Both protect the arms, though they have a different number of specific parts and types of overall components. The protective qualities of each individual piece of armor are listed in Table: Arm Armor Pieces, Table: Leg Armor Pieces, and Table: Torso Armor Pieces. If a character has only one armor piece, that piece is considered the totality of her armor, and she uses the statistics of that piece as her armor. If a character is wearing more than one armor piece, she add the armor costs, armor bonuses, and weights of the armor pieces, and takes the worst maximum Dexterity bonus, arcane spell failure chance, and speed limitations from among the various armor pieces to determine the full statistics and qualities of the armor she is wearing. As long as she is wearing a single armor piece, she is considered to be wearing armor for any effects that rely on wearing armor (such as the fighter class’s armor training and armor mastery). If a character is wearing all three categories of armor pieces, she is wearing a suit of armor. Suits of armor can have all armor pieces of the same type (all three plate pieces make a suit of full plate), or a mixture of armor pieces (a plate arm armor piece and torso armor piece combined with a chainmail leg armor piece creates a suit of half-plate). Wearing an entire suit, whether its pieces are mixed or the same type, grants a +1 armor bonus on top of the protection the combination of pieces already grants the wearer. Wearing a mixed suit of armor increases the arcane spell failure chance by 5% because of the awkwardness of the design. Wearing less than a full suit of mixed armor does not increase the wearer’s arcane spell failure chance. For example, if you wear a breastplate with a plate arm armor piece and a chain leg armor piece, you should consult Table: Half-Plate Suit Pieces for your armor’s statistics. The top line lists the cost, bonuses, penalties, and so on for the half-plate suit as a whole, and the lines below list the statistics for the component pieces, as well as the benefits that result from the pieces constituting a suit. Table: Half-Plate Suit Pieces
Armor Pieces and ProficiencyIf you are proficient with an armor category, you are also proficient with the armor pieces of that category. For example, if you are proficient with light armor, you are proficient with all light armor pieces. Some torso armor pieces (such as chain, plate, and agile plate torso armor pieces) are a category lighter if worn alone (treat as a chain shirt, breastplate, and agile breastplate, respectively). When a character is wearing at least one armor piece of a type with which he is not proficient, he takes the armor check penalty of that piece on attack rolls and on all skill checks that involve moving. If he is wearing more than one armor piece of a type with which he is not proficient, he takes the worst armor check penalty from among the pieces he is not proficient with on attack rolls and on all skill checks that involve moving. Masterwork, Special Material, and Magic ArmorAny individual armor piece can be of masterwork construction or constructed of special materials, or, if it is of masterwork construction, it can be magically enchanted at the standard cost. In this manner, each armor piece is treated as its own type of armor, but most armorers and magic item crafters know that this is an inefficient way of making and enchanting armor. The most efficient way to create masterwork armor or to enchant magical armor is to create or enchant the same suit. In order to do this, the suit’s pieces need not all be of the same type, but they must be constructed and then enchanted together. The drawback is that none of the individual pieces are considered masterwork or magical on their own (though if magic, they do detect as magic, and can be identified as part of an armor suit). When used as piecemeal armor, they function like normal pieces of nonmagical and non-masterwork pieces of armor of their type. If a character is wearing pieces of separately created or enchanted armor, the armor only takes the benefits provided by the masterwork quality and the magic of the most protective piece—typically the torso armor piece. If a character does not wear a torso armor piece, the most protective piece is the leg armor piece (the second most protective category of armor pieces), followed by the arm armor piece (the third most protective category). For instance, if a character does not wear a torso or leg armor piece, but wears a +1 chain arm armor piece, she gains the benefit of wearing magic armor (the piece acts as masterwork and has a +1 enhancement bonus due to the enchantment ). If that character then puts on a normal chain torso armor piece, she loses the +1 bonus due to magic and the reduction of armor check penalties for being masterwork, as the most protective armor piece no longer has either of these qualities. In order for the armor to gain the benefits of a special material, all armor pieces worn must be made of the same special material. Because of this, armor pieces constructed of special materials can be constructed at a decreased cost based on which pieces are made of the special material. Constructing a whole suit of armor with the same special materials uses the standard costs. In the case of chain shirts, breastplates, agile breastplates, and any other armor pieces that are treated as a category lighter when worn alone, to determine the cost of creating that piece of armor from a special material, use the base armor category (medium in the case of a chain torso armor piece, and heavy in the case of a plate torso armor piece) when pricing the item, but in the case of adamantine and similar armors, the item gains the material benefit of the lighter category (damage reduction 1/— in the case of the chain torso armor piece worn as a chain shirt, or damage reduction 2/— in the case of plate torso armor piece worn as a breastplate). AdamantineArmor pieces made of adamantine grant their wearers damage reduction of 1/— if they are light armor, 2/— if they are medium armor, and 3/— if they are heavy armor. Adamantine armor pieces are always masterwork in quality. Armor pieces normally made of steel that are made of adamantine have one-third more hit points than normal.
DragonhideIf the dragonhide used to construct this armor comes from a dragon that had immunity to an energy type, the armor pieces also have immunity to that energy type, but only confer the immunity on the wearer if he is wearing a suit of armor made entirely of dragonhide from the same type of dragon. A piece of dragonhide armor costs double the armor piece cost + 100 gp. Alternatively, a plate torso armor piece can be constructed from dragonhide for 700 gp, and an agile plate torso armor piece can be constructed from dragonhide for 1,100 gp; if either is worn alone, it bestows any energy damage immunity possessed by the dragon to the wearer. MithralArmor pieces made of mithral are lighter than steel, but are just as hard. Mithral armor pieces are less cumbersome to move in. Medium armor pieces that feature a reduced movement do not have a reduced movement when they are made from mithral. Heavy armor pieces that reduce the wearer’s run speed to triple her speed instead of quadruple her speed do not do so when they are made from mithral or are part of a mithral armor suit. As long as all the armor pieces a character wears are made of mithral, the spell failure chance decreases by 10%, the maximum Dexterity bonus increases by 2, and the armor check penalty decreases by 3 (to a minimum of 0). An item made of mithral weighs half as much as the same item made from other metals. Armor pieces made of mithral are also considered masterwork.
Getting into and out of Armor PiecesThe time required to don an armor piece is based on its type and the area it protects; see Table: Donning Armor Pieces. Don: This column tells how long it takes a character to put on the armor piece. (One minute is 10 rounds.) Don Hastily: This column tells how long it takes a character to put on the armor piece in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal (minimum 0 in the case of armor bonus). Remove: This column tells how long it takes a character to remove the armor piece. If the character has some help, this time is halved. A single character doing nothing else can help one or two adjacent creatures. Two characters can’t help each other don or remove armor pieces at the same time. The wearer must have help to don this armor piece. Without help, it can only be donned hastily. Table: Donning Armor Pieces
1 If the character has some help, this time is halved. A single character doing nothing else can help one or two adjacent creatures. Two characters can’t help each other don or remove armor pieces at the same time. 2 The wearer must have help to don this armor piece. Without help, it can only be donned hastily. Armor Pieces for Unusual CreaturesArmor pieces for unusually big creatures, unusually little creatures, and non-humanoid creatures (such as horses) have different costs and weights from those given in Tables: Arm Armor Pieces, Leg Armor Pieces, and Torso Armor Pieces. Refer to the appropriate line in Table: Armor for Unusual Creatures and apply the multipliers to cost and weight. For animals with four or more legs, the armor for half of the legs counts as the leg armor piece, and the armor for the other half counts as the arm armor piece. Armor and Armor Piece Hit Points and Hardness To determine the hit points and hardness of your armor, use the hardness for the weakest material, and to determine hit points, add the total armor bonus (including the +1 for wearing a complete suit of armor) and multiply that value by 5. If you need to determine the hardness and hit points for a single armor piece, it has the hardness of its main material and hit points equal to its armor bonus (treat as +1 for armor pieces with a +0 armor bonus) × 5. Hardness for substances can be found in Table: Substance Hardness and Hit Points. Armor Piece DescriptionsThe following pieces of armor make up the piecemeal armor system, and are split into three armor groups. ArmsWith the smallest area to protect, arm armor pieces tend to have the lowest armor value of all the piecemeal armor types, with light armor pieces offering little to no protection unless they are part of a complete suit. Because arm armor pieces tend to interfere with hand movements needed for somatic components, they offer the highest spell failure chance. Table: Arm Armor Pieces
1 Weight figures are for armor pieces sized to fit Medium characters. Armor pieces fitted for Small characters weigh half as much, and armor pieces fitted for Large characters weigh twice as much. Agile Plate Arm Armor Piece: This armor piece consists of pauldrons, gardbraces, rerebraces, vambraces, and gauntlets all cunningly designed to increase the maneuverability of the wearer. When worn alone, with an agile plate torso armor piece, or with an agile plate torso armor piece and a chain leg armor piece (or lighter armor), the armor check penalty for Climb skill and jump checks is only –4 (masterwork and mithral versions of this armor and the above armor piece combination reduce this penalty as well as the normal penalty). Banded Arm Armor Piece: These overlapping strips of metal on leather usually take the form of long sleeves connected to pauldrons of the same material at the top of the sleeves and a pair of metal gauntlets at the hands of the armor piece. Chain Arm Armor Piece: This arm armor piece typically takes the form of sleeves of loose-fitting chain fitted to the shoulder, or separate lengths of chain attached to pauldrons and couters, and ending in a pair of gauntlets at the hands. Hide Arm Armor Piece: This arm armor piece consists of sleeves crafted from the tanned and preserved skin of a thick-skinned beast. Horn Lamellar Arm Armor Piece: This arm armor piece is constructed of a number of horn plates laced together in parallel rows and reinforced with leather. Iron Lamellar Arm Armor Piece: This arm armor piece is constructed of a number of iron plates laced together in parallel rows and reinforced with pieces of chainmail. Kikko Arm Armor Piece: This arm armor piece consists of sleeves of leather reinforced by hexagonal plates made from iron. Kusari Gusoku Arm Armor Piece: This arm armor piece is constructed of light lamellar shoulder guards and lacquered sleeves. Leather Arm Armor Piece: This arm armor piece consists of sleeves of hard-boiled leather that are carefully sewn together. Leather Lamellar Arm Armor Piece: Similar to a leather arm armor piece, a leather lamellar arm armor piece is constructed of a number of discrete hard-boiled leather plates laced together in parallel rows. Mountain Pattern Arm Armor Piece: These sleeves are made from many interlocking pieces of steel shaped to resemble a symbol for the word “mountain” and riveted onto cloth. O-Yoroi Arm Armor Piece: This armor piece consists of steel lamellar shoulder guards, and sleeves made of metal reinforced with leather. O-yoroi arms end in gauntlets. Padded Arm Armor Piece: These sleeves are made of heavy or quilted cloth. Plate Arm Armor Piece: A plate lamellar is composed of pauldrons, gardbraces, rerebraces, vambraces, and gauntlets, along with bits of chainmail and padded armor. Quilted Cloth Arm Armor Piece: These sleeves are made of heavy quilted cloth specially designed to trap arrows and other ranged piercing weapons. When worn alone, or with only other quilted cloth pieces, you gain DR 3/— against ranged piercing weapons. Scale Arm Armor Piece: These sleeves are made up of dozens of small overlapping metal plates. A scale arm armor piece includes a pair of gauntlets. Splint Arm Armor Piece: These sleeves are constructed of metal strips reinforced with chain mail. A splint arm armor piece includes a pair of gauntlets. Steel Lamellar Arm Armor Piece: These sleeves are constructed of a number of steel plates laced together in parallel rows. A steel lamellar arm armor piece includes a pair of gauntlets. Studded Leather Arm Armor Piece: These sleeves are constructed of hard-boiled leather carefully sewn together and reinforced with metal studs. Tatami-Do Arm Armor Piece: A lighter version of o-yoroi armor, a tatami-do arm armor piece is composed of a lighter lamellar shoulder guard and a lacquered sleeve. A set of tatami-do arm armor pieces includes a pair of gauntlets. Wooden Arm Armor Piece: These sleeves are constructed of fire-treated wood sewn over leather. LegsHeavier leg armor pieces slow down their wearers and provide higher armor check penalties, but are less restrictive to spellcasters than heavier arm armor pieces. Table: Leg Armor Pieces
1 Weight figures are for armor pieces sized to fit Medium characters. Armor pieces fitted for Small characters weigh half as much, and armor pieces fitted for Large characters weigh twice as much. 2 When running while wearing this armor piece, you move at only triple your speed, not quadruple. Banded Leg Armor Piece: These overlapping strips of metal on leather usually take the form of leggings or a skirt. Chain Leg Armor Piece: A chain leg piece takes the form of a long skirt made of chainmail that is further protected by steel greaves, or individual leggings of tighter-fitting chain reinforced by padding, steel kneeplates, and leather straps. Hide Leg Armor Piece: This armor piece consists of leggings or a skirt made of the tanned and preserved skin of a thick-skinned beast. Horn Lamellar Leg Armor Piece: These leggings are constructed of a number of horn plates laced together in parallel rows and reinforced with leather. Sometimes they take the form of a skirt made of such material. When in skirt form, the legs are further protected by leather greaves reinforced by horn. Iron Lamellar Leg Armor Piece: These leggings are constructed of a number of iron plates laced together in parallel rows and reinforced with chainmail. Sometimes they take the form of a skirt. The legs are further protected by leather greaves reinforced with iron. Kikko Leg Armor Piece: This leg armor piece is usually constructed of a leather skirt reinforced by hexagonal plates made from iron, and the legs are further protected by leather greaves reinforced with steel. Some versions of this leg armor piece consist of individual leather leggings reinforced by hexagonal plates. Kusari Gusoku Leg Armor Piece: This armor piece is constructed of light lamellar thigh guards and quilted cloth or leather leggings. Leather Lamellar Leg Armor Piece: This leg armor piece is constructed of a number of discrete hard-boiled leather plates laced together in parallel rows. They can take the form of a skirt or leggings. Leather Leg Armor Piece: This armor piece consists of leggings or a skirt constructed of hard-boiled leather carefully sewn together. Mountain Pattern Leg Armor Piece: The protection of this leg armor piece usually takes the form of a long skirt constructed of many interlocking pieces of steel riveted onto cloth, along with heavy cloth or leather greaves reinforced with steel plates. Some versions are made into individual leggings. O-Yoroi Leg Armor Piece: This armor piece consists of steel lamellar thigh guards and leggings made of metal reinforced with leather and cloth. Padded Leg Armor Piece: This armor piece consists of leggings or a skirt made of heavy or quilted cloth. Plate Leg Armor Piece: A plate leg armor piece is composed of faulds, tassets, cuisses, poleyns, and greaves along with bits of chainmail and padded armor for extra support and protection. Quilted Cloth Leg Armor Piece: These are leggings made of heavy quilted cloth. When worn alone, or with only other quilted cloth pieces, you gain DR 3/— against ranged piercing weapons. Scale Leg Armor Piece: Typically a scale leg piece is a skirt of overlapping metal plates and leather greaves reinforced with steel plates. Some suits feature long leggings of overlapping metal plates instead. Splint Leg Armor Piece: These thigh guards and leggings are constructed of metal strips and chainmail. Steel Lamellar Leg Armor Piece: This armor piece consists of thigh guards and leggings or a skirt constructed of steel plates laced together in parallel rows. Studded Leather Leg Armor Piece: These leggings are constructed of hard-boiled leather carefully sewn together and reinforced with metal studs. Tatami-Do Leg Armor Piece: This armor piece is constructed of light lamellar thigh guards and leggings. Wooden Leg Armor Piece: This armor piece consists of a pair of leggings or a skirt constructed of fire-treated wood sewn over leather. TorsoThe torso armor piece provides the most protection, but also usually provides the most hindrances to the wearer. Table: Torso Armor Pieces
1 Weight figures are for armor pieces sized to fit Medium characters. Armor pieces fitted for Small characters weigh half as much, and armor pieces fitted for Large characters weigh twice as much. 2 When running while wearing this armor piece, you move only triple your speed, not quadruple. 3 These armor pieces are considered to be one weight category lower when worn with no other armor pieces. A chain torso armor piece worn alone is a chain shirt (light armor), and a plate or agile plate torso armor piece is a breastplate (medium armor). Agile Plate Torso Armor Piece: This breastplate is designed to allow its wearer extra flexibility. When worn alone, the wearer’s armor check penalty for the Climb and jump checks is only –1 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty). Alternatively, when worn with an agile lamellar arm armor piece and a chain leg armor piece (or lighter armor), the armor check penalty for Climb and jump checks is only –4 (masterwork and mithral versions of this armor and the above armor piece combination reduce this penalty as well as the normal penalty). Furthermore, when an agile plate torso armor piece is worn alone, it is considered to be medium armor instead of heavy armor except when creating special material versions of this armor. Armored Coat: This sturdy leather coat is reinforced with metal plates sewn into the lining. While more cumbersome than other torso armor pieces, and less effective, it can be donned or removed with a move action (there is no “don hastily” option for the armored coat). This torso armor piece can be worn with other armors, but the wearer takes the best armor bonus instead of adding up all the armor bonuses. Banded Torso Armor Piece: This armor piece is a shirt of overlapping metal plates reinforcing leather. Chain Torso Armor Piece: This armor piece is a shirt of chain mail. When worn alone, it is counted as light armor and acts as a chain shirt. Do-Maru: This light-weight armor piece wraps around the body like a short armored coat made of lamellar. Four-Mirror Armor: This cuirass consists of four plates harnessed together with leather shoulder straps. It includes a helmet. Haramaki: Also called a belly-warmer, a haramaki is a simple silken sash lined with chainmail or articulated metal plates and tied about the stomach to protect it. Hide Torso Armor Piece: This armor piece is a shirt, wrap, or jacket constructed of the tanned and preserved skin of a thick-skinned beast. Horn Lamellar Torso Armor Piece: This armor piece consists of a shirt constructed of a number of horn plates that are laced together in parallel rows and reinforced with leather. Iron Lamellar Torso Armor Piece: This armor piece is a shirt constructed of a number of iron plates that are laced together in parallel rows and reinforced with bits of chainmail. Kikko Torso Armor Piece: This armor piece is a shirt of hexagonal iron plates sewn into cloth or leather. Kusari Gusoku Torso Armor Piece: This chain jacket is worn in place of heavier chest armor. Lamellar Cuirass: This cuirass is made of lacquered leather plates bound together and fitted over a silk shirt. It is sometimes worn alone, especially during ceremonial occasions when wearing other armor is frowned upon. Leather Lamellar Torso Armor Piece: This shirt or cuirass is constructed of a number of discrete hard-boiled leather plates laced together in parallel rows. Leather Torso Armor Piece: This armor piece is a shirt or jacket constructed of hard-boiled leather carefully sewn together into one piece. Mountain Pattern Torso Armor Piece: This armor piece is a shirt of a number of interlocking steel pieces riveted onto cloth or leather. O-Yoroi Torso Armor Piece: This complicated and multipart cuirass also includes a kabuto helmet and a ho-ate mask for further protection. Padded Torso Armor Piece: This shirt or jacket is made of heavy or quilted cloth. Plate Torso Armor Piece: This is a breastplate made of steel. When worn in conjunction with other armors, it also includes a helmet. When worn alone, it counts medium armor, acts as a breastplate, and does not include a helmet. Quilted Cloth Torso Armor Piece: This shirt or jacket is made of heavy quilted cloth specially designed to trap arrows and other ranged piercing weapons. When worn alone, or with only other quilted cloth pieces, you gain DR 3/— against ranged piercing weapons. Scale Torso Armor Piece: This shirt or cuirass is made up of dozens of small overlapping metal plates. Silken Ceremonial Armor: Used primarily for ceremonial displays and sometimes worn over heavy armor, these robes consist of several layers of cloth over an outer layer of embroidered silk further reinforced with leather studs. It can be worn over other torso armor pieces, but does not grant any extra armor bonus, and increases the weight and cost of such armor. Splint Torso Armor Piece: This shirt or cuirass is constructed of metal strips reinforced with chain mail. Steel Lamellar Torso Armor Piece: This armor piece consists of a shirt or cuirass of steel plates laced together in parallel rows. A steel lamellar torso armor piece includes a helmet. Stone Coat: This weighty cuirass consists of lamellar crafted from alchemically treated stone. If worn with other armor pieces, this torso armor piece gains no armor bonus from the other armor pieces, and all of the added hindrances. Studded Leather Torso Armor Piece: This shirt or jacket is constructed of hard-boiled leather carefully sewn together and reinforced with metal studs. Tatami-Do Torso Armor Piece: A lighter version of a o-yoroi torso armor piece, this piece is constructed of a lighter lamellar shirt. It includes a collapsible kabuto helmet and an armored hood. Wooden Torso Armor Piece: This shirt or cuirass is constructed of fire-treated wood sewn over leather. Wounds and VigorJust as armor class is an abstraction, so are hit points —after all, just because a dagger does 1d4 points of damage doesn’t mean a high-level fighter is somehow immune to having his throat slit. This alternate system attempts to better represent the differences between injuries and impeded performance. Hit points are an abstraction. When a fighter gains a level, his body does not suddenly become more resistant to damage. A sword’s strike does not suddenly do proportionately less damage. Rather, hit points suggest that the fighter has undergone more training, and while he may have improved his ability to deal with wounds to a small degree, the hit points gained at higher levels reflect less his capacity for physical punishment and more his skill at avoiding hits, his ability to dodge and twist and turn. Each loss of hit points, in this case, suggests that he is becoming progressively less nimble over the course of combat—in other words, that the decreasing hit points are a marker for his overall endurance and condition. It’s not quite as satisfying, however, to roll a critical hit and then tell a player that his opponent ducked out of the way, but that the sword’s slash made the enemy a little less lucky. This variant system for tracking wounds and vigor should help to remedy that. Determining Wound Points and Vigor Points Instead of hit points, creatures using this system have a number of wound points and vigor points. These two replacement scores are kept track of separately, and represent different ways a character handles the damage inflicted on him. The following are descriptions of these scores and how they work within the variant system of damage tracking. Wound Points Typically a creature has a number of wound points equal to twice its Constitution score. It also has a wound threshold equal to its Constitution score. Wound points represent the amount of physical punishment a creature can take before it dies. When a creature’s wound points drop to or below its wound threshold, that creature becomes wounded. When a creature is wounded, it gains the staggered condition until it is no longer wounded. Furthermore, when a creature is wounded, if that creature takes any standard or move action on its turn, its remaining wound points are reduced by 1 and it must make a DC 10 Constitution check. If the creature fails that check, it falls unconscious. When a creature reaches 0 or fewer wound points, it is dead. Wound Points and Constitution Damage, Drain, and Penalties: A creature’s wound points and Constitution score are intrinsically linked. For each point of Constitution damage a creature takes, it loses 2 wound points, but this damage does not affect the creature’s wound threshold. When a creature takes a penalty to its Constitution score or its Constitution is drained, it loses 1 wound point per point of drain or per penalty for the duration of the penalty or drain. A penalty to Constitution or Constitution drain has no effect on the creature’s wound threshold. Vigor PointsVigor represents a creature’s ability to avoid the majority of actual physical damage it might take from an attack. When a creature takes damage, the damage typically reduces its vigor points first. Some special attacks either deal wound point damage directly or deal both vigor and wound point damage (see Critical Hits). Creatures with one or more full Hit Dice or levels gain vigor points. With each level gained or each Hit Die a creature has, it gains a number of vigor points based on its Hit Die type. Use the creature’s Hit Dice to generate its vigor points, just like you would hit points, but without adding the creature’s Constitution modifier. A creature gains maximum vigor points on its first Hit Die if it comes from a character class level. Creatures whose first full Hit Die comes from an NPC class or from their race roll their Hit Dice to determine their starting vigor points. A creature with less than one Hit Die has no vigor points; it only has wound points. When a creature no longer has any vigor points, any additional damage it takes reduces its wound point total. Regaining Wound Points and Vigor PointsA creature can regain wound and vigor points in a number of ways, but in general it is easier to regain vigor points. Healing Spells and Effects: When casting healing spells or using an ability with a healing effect (such as channeling holy energy on living creatures or the paladin's lay on hands ability), the creature casting the spell or using the effect must choose whether it wants to heal wound points or vigor points. The creature decides this before casting the spell or using the ability. When that creature decides to heal vigor points, the healing spell or effect acts normally, replenishing a number of vigor points equal to the number of hit points the spell or effect would normally heal. If the creature decides to heal wound points, it heals a number of wound points equal to the number of dice it would normally roll for the healing spell or effect. In the case of effects like the heal spell, where a spell or effect heals 10 hit points per caster level, the creature heals its caster level in wound points. For instance, if a 12th-level cleric uses her channel positive energy power to replenish wound points to living creatures, she would typically heal 6 wound points for all living creatures with her channel energy burst. If she casts the heal spell, she would restore 12 wound points to the creature touched. Rest: When a creature has a full night’s rest (8 hours of sleep or more), that creature regains all its vigor points and 1 wound point. If there is a significant interruption during a rest, the creature regains neither wound points nor vigor points. If a creature undergoes complete bed rest for an entire day, it regains half its level in wound points and all its vigor points. Restoration and Similar Effects: When a creature regains Constitution points by way of the restoration spell or a similar effect, that creature regains 2 wound points for every Constitution point regained. Relieving a Constitution penalty or Constitution drain regains any wound points that were lost from that penalty or drain. Attacks That Deal Wound Point DamageSome attacks can be used to deal wound points damage directly. Critical Hits: When a creature is subject to a critical hit, the critical hit deals the damage normally, reducing vigor points first, and then reducing wound points when vigor points are gone. It also deals an amount of wound point damage equal to its critical multiplier (for example, 3 wound points for a weapon with a ×3 modifier), on top of any wound point damage the creature might take from the critical hit. Negative Energy Damage: When a creature deals negative energy damage to a creature with a spell or effect, it can choose to deal wound point or vigor point damage (but not both) with the spell or effect. If that creature chooses to deal vigor point damage, the spell or effect deals negative energy damage normally, and that damage reduces vigor points only, even if it deals more damage than the target has vigor points. If the spell or effect deals negative energy damage to wound points directly, it deals an amount of wound point damage equal to the number of dice the creature would roll for that effect; if the effect deals a number of points per caster level (such as the harm spell), it deals a number of wound points equal to the caster level of the spell. Other ConsiderationsThe following are a few other considerations to take into account when using the wounds and vigor system. Temporary Hit Points: When a creature would normally gain temporary hit points, it gains temporary vigor points instead. When that creature takes damage, it loses these temporary vigor points first. If an attack deals damage to wound points only, these temporary vigor points are not lost. Nonlethal Damage: When a creature takes nonlethal damage, it takes that damage in vigor points only, even if the attack deals more damage than the creature has vigor points. If the creature has no vigor points (and no temporary vigor points), each time that creature takes damage from an attack that deals nonlethal damage, it takes either 1 wound point of damage, or a number of wound points in damage equal to the attack’s critical hit modifier if the attack is a critical hit. Spells or Effects with Hit Point Triggers: When using this system, if a spell or an ability has an effect that occurs when you reduce a creature to 0 or fewer hit points (such as the disintegrate spell), that effect is instead triggered when a creature is wounded. In the case of the harm spell or a similar effect where a creature cannot be reduced below 1 hit point by the spell or effect, a creature’s wound points cannot be reduced to or below that creature’s wound threshold. Wounds and Vigor Variant FeatsThe following feats are either new for the wounds and vigor system or work differently in that system. Deathless Initiate (Combat)For you, impending death is a call to wrath. Prerequisites: Str 13, Con 13, Diehard, Endurance, base attack bonus +6, orc or half-orc. Benefit: You are not staggered when your wound points reach your wound threshold, but you lose 1 wound point if you take any action during your turn. You only take 1 wound point each round when you take actions. Furthermore, you gain a +2 bonus on melee attacks and damage rolls when your wound points are at or below your wound threshold. Deathless Master (Combat)Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault. Prerequisites: Str 13, Con 15, Deathless Initiate (above), Diehard, Endurance, Ironhide, base attack bonus +9, orc or half-orc. Benefit: When your wound points reach your wound threshold, you do not take 1 wound point when you take an action. DiehardYou keep on going, even when your wound points are lower than your wound threshold. Benefit: When your current wound point total is below your wound threshold, you do not need to succeed at the DC 10 Constitution check to stay conscious. ToughnessYou have enhanced physical stamina. Benefit: You gain 1 wound point for every level or Hit Die your character has. More from the Gamemastery Guide
Gambling and Games of ChanceGambling is a staple of fantasy roleplaying, from elaborate games of chance in a glittering high-end casino in the wealthy part of the city to a dangerous high-stakes card game in a tavern’s back room. RPG rules aside, the players and the Gamemaster can play a gambling game between themselves, without the interference of wildly disparate levels and skill modifiers—just get some dice or cards, and play. However, no one coming to your house for an RPG session is going to be satisfied if you just play croupier all night long. You need to make your players’ trip to the Gold Goblin Gaming House rich in fantasy if you’re going to have a successful gaming experience, in both senses of the word “gaming.” Creating the Right AtmosphereCharacters don’t walk into gambling halls for the thrill of a slightly worse-than-average chance of breaking even. They come in for the camaraderie, the tasty beverages, and the much smaller-than-average chance of winning very big. Thus, your gambling environments should be fun and rich in character. A high-end casino can have elven dancing maidens on stage, specialty dwarven drinks, and rich patrons sitting at the tables offering wild adventures. A low-end gaming hall can be wall-to-wall with reprobates, staffed with ogre bouncers, and carry the ever-present threat of a table-tipping bar brawl. When the player characters walk in, describe the action. Have the house wizard cast detect magic as they enter, allknowingly wagging a finger at the PC with the crystal ball in her backpack. Show a halfling noble leaping with joy as he hits the jackpot at 3-crown imperial poker. Let them see a goblin tableboy chucked out the window for smuggling players’ winnings out between his pointy teeth. Make the characters want to be there. When they sit down to play, make sure it’s something they can win. Long slogs are fine at the nickel slots, but they’re no fun in an RPG. Play something with wild swings, chances of devastating losses, and the occasional powerhouse victory. In the end, offer them an adventure no matter how it turns out. If they lose big, have the club owner give them a chance to win back what they’ve lost by taking out the kobolds in the nearby sewer. If they win big, have some half-orcs attempt to jack their winnings in the alley. There are many types of gambles in the world. Types of Gambling GamesThere are thousands of gambling games, but all of them fall into a few basic categories or types. Many games combine elements of these types. Different players like different kinds of games, so it’s a good idea to have a wide array available. Beat-the-bank: In games like baccarat, the house determines a certain result for itself, and the player must endeavor to beat it. Sometimes a judgment call must be made, such as in blackjack, where both the player and the bank could go above a 21 and fail. Bluffing: The only true skill on this list, bluffing requires a player to guess what another player has, and judge whether he should try to beat it. Poker is a bluffing game, and thus is not a gambling game in the true sense. Luck is important, but in the long run, skill is much more significant. Lottery: Each player buys one or more stakes in a large pool. Randomly, one stake is determined the winner, and most of the wagered money goes to the owner(s) of that stake. Match game: The player wins when certain preset patterns appear, such as on a slot machine. Some may be more valuable than others, so in a game where 3d6 are rolled and the goal is to hit triples, 1-1-1 may be less valuable than 6-6-6. Pick-a-number: In a game such as roulette or keno, each player picks one or more target numbers, and then a result number is determined. If the result is the same as a player’s target number, the player wins; otherwise, the player loses. Proposition betting: Prop bets are bets on the outcomes of events for which one has imperfect knowledge. Sports bets are the best known of these types of bets. The house sets a line on which it believes half the bettors will pick one side and half will pick the other. The proposition then happens, and the people who picked correctly are paid off. Gambling and Skill ChecksThere is a reason you don’t see the word “Gambling” in the Pathfinder RPG skill list, and that’s because gambling is not a skill. With the exception of mislabeled skill games such as poker, a gambling game is by its very definition based on seeing what lucks brings you. You cannot bring your own luck, unless you cheat. And since the house always has an edge, you cannot make money gambling against the house. There is, however, the Profession (gambler) skill. Like all Profession skills, this Wisdom-based skill is about making money over the course of a week, not about winning a particular spin of a roulette wheel. It’s about figuring out where to play, when to play, and whom to play with. A character with high ranks in this skill is playing a lot, minimizing his losses, and probably using many other skills. In a hand of a skill game like poker, you can use a player’s Profession (gambler) skill to adjudicate it, in the same way a character’s Profession (fisherman) skill might be used to catch a fish for dinner. However, it need not be the only skill a player could use. Bluff, Intimidate, Sense Motive, and (for cheating) Sleight of Hand can all be used to win a single hand of cards. These rolls, along with some roleplaying, can make a card showdown into an interesting encounter. Games of ChanceIn games of pure chance, luck should rule the day. Neither the player nor the house is in control—the dice are, and no ranks in Profession (gambler) will help a character win. But this is as it should be. Players don’t want to win at craps because their characters have high Dexterity scores—they want to win because the dice are hot tonight. Of course, cheating is the only way to change your luck in a game of chance. If someone at the table wants to cheat, Sleight of Hand is the most useful skill, but Disable Device might also be allowed. In addition, magic can be quite useful for cheating. Spells like mage hand, silent image, and modify memory can turn bad results into good results. Getting caught, however, can turn these good results into much, much worse outcomes. Designing a Gambling GameA gambling game has five distinct elements: the house, the equipment, the mechanic, the odds, and the payout. House: The house is the source of the game, and determines the game’s style. A “tight” house runs games where the house edge is higher, and where player influence is minimized. A “loose” house wants much more gambling to occur, and is willing to maximize its risks so that players will bet more. The standard deviation of loss or gain is higher if the house is loose. As long as the house has an advantage in all games, the other important number the house must care about is its exposure, which is how much it can lose if everyone suddenly wins at once. A house that can’t cover all its bets won’t be successful for long. Equipment: This is what you need to play the game. It’s not just dice or cards—you often need markers, coins, and even miniatures. You should also determine how many people are necessary to run the game. Usually it’s just one dealer, but a game like craps requires four people to run it: a boxman, two base dealers, and a stickman. Mechanic: The mechanic is how the game is played. A mechanic should be simple and easy to grasp: place a chip on the board and roll a pair of dice, choose a number and spin a wheel, use some of your hole cards and some of the ones on the table. However, the variation of results can be much less simple; the sheer number of possible places to put your money on a craps table is dazzling. Odds: The odds are the percentage chances that a player will win money. A player’s percentage chance of winning should be somewhat less than 50 percent for the house to make money. In any casino, the house will retain some “edge,” which is the profit the house will make on a long series of bets. So if a player plays a game where he wins 9 silver pieces for every gold piece he gives the house, the house edge is 10 percent. Payout: The payout is the rate of return a player gets when he wins, usually double the odds. It’s important to understand that for a game of pure chance, all choices must lead to the same payouts over time. Think of the roulette board. A straight-up bet on a single number has a 37-to-1 chance of hitting, and pays 35-to-1. A bet on all of the numbers 1–12 has a 2.167-to-1 chance of hitting, and pays 2-to-1. A bet on red has a 1.111-to-1 chance of hitting, and pays 1-to-1. Doing the math on these bets show that they all have the same rate of return: a player loses 5.3 cents for every dollar bet. Source: Gamemastery Guide More from the Gamemastery Guide
Mysteries and InvestigationsA favorite weapon inexplicably stained in blood, a treasure purloined despite the best defenses, a locked room with a mangled corpse within—such elements might seem more at home in tales of crime and suspense than in the sword-swinging quests of most roleplaying games, but just as the literary genres of fantasy and mystery have a long and overlapping tradition, so too do aspects of crime and detective work hold the potential for memorable adventures. In fantasy, mysteries often take on puzzling new angles, as magic, the abilities of monsters, and other wondrous elements vastly enlarge the spectrum of possibilities. Yet fantasy opens up not just new avenues of crime, but also those of detection, and many classic capers might be solved in an instant merely by speaking a simple spell. Thus, the arena of crime, mystery, and investigation changes completely with the introduction of magic, forcing GMs interested in creating enigmatic adventures to think beyond the tropes of classic detective stories and consider the logic of impossible realms in their schemes. When planning an adventure based around a mystery, a GM needs to consider the plot from two angles, conceiving both the mystery’s elements and the investigative techniques of the detectives (typically the PCs). The Fantasy MysteryAt the root of any fantasy mystery is a puzzle that needs to be solved. In laying such a foundation, a GM can take inspiration from traditional tales of conspiracy and deception. Once he has a basic plot, adding details relevant to a fantasy setting makes the mystery more believable, more difficult to solve, and better tuned to the elements of a magical world. Create Levels: The best mysteries have more than one mystery going on. If someone is murdered, it might be fairly easy for the PCs to track the killer down. Creating extra layers gives the PCs more to work with and reduces the efficacy of divination spells. One person wants another dead, so he hires a thug to commit the murder. On his way to the victim’s house, the murderer runs into a city guard, panics, and kills the guard. The next day he returns to the house and successfully murders the victim. Now the PCs have two murders to investigate, the second of which is the intended murder. And the murderer is not the instigator of the crime. Consider Multiple Villains: When creating levels, consider having multiple villains playing roles in the crime. This can apply to non-criminal mysteries as well: if the local cleric is plagued with nightmares, it might have as much to do with the evil cult operating beneath the tavern as it does with the strange mushrooms his housekeeper has been putting in the soup. When a combination of factors contribute to a mystery, it’s more difficult for the PCs to skip straight to the end. Secrets upon Secrets: In a mystery, it’s easy to consider everyone who isn’t guilty as “innocent”—knowing nothing and holding nothing back. But anyone connected to a mystery might know secrets they don’t wish to share for various reasons. Witnesses and suspects might hold clues they don’t realize are clues: small incidents they can’t imagine being connected to the mystery. They also have secrets of their own they wish to protect, which can act as red herrings. The Truth: When creating an adventure based on a mysterious occurrence, it’s vital to sketch out the timeline of events. Once the GM knows exactly what happened, it becomes easier to handle PCs who take unexpected tracks. What incidents led up to the mystery, who is involved, who knows details of the incident, how much time elapsed between events? Running a MysteryRunning a mystery can also prove very different from a more linear, site-based adventure, as investigative adventures typically grant the PCs greater freedom to pursue their theories to multiple ends. When running a mystery adventure, keep the following in mind to make sure the adventure stays interesting and on track. Clues: Details are the breadcrumbs by which a GM leads the PCs through a mystery adventure. Just because a mystery lacks literal dungeon walls to guide a party from encounter to encounter doesn’t mean the GM loses any control. Sometimes a clue offers a direct guidepost from one encounter to the next, while other times they require more detail or investigation, changing their suggestions as information builds up. Clues allow GMs to guide the PCs from point to point while providing them with the illusion of choice. The characters can surely go anywhere they please and pursue all the routes of inquiry they like, but the adventure doesn’t progress until they reach the next point. Give the Right Details: In detective stories it’s not uncommon for an investigator to crack a case based on his expansive field of knowledge or familiarity with a single detail. Yet even though characters in an adventure might be intimate with the specifics of a world, the players might not be. Few players can be expected to realize and act upon clues requiring in-depth knowledge of the world or continuity details that haven’t already been highlighted in a campaign. In such cases, the GM might call for skill checks, giving the PCs opportunities to have revelations or realizations about the clues before them. This grants the players access to their characters’ insights to motivate the investigation’s progress, proving more satisfying than NPCs having all the big breakthroughs in a plot. At the same time, it’s very possible that a group might miss a clue completely or the adventure lacks a detail the GM didn’t realize. It’s up to the GM to make sure the PCs’ investigations always have a direction. If all the clues lead to brick walls or leave the party bogged down in argument and inaction, then it’s time to introduce a new clue or NPC with a bit of extra insight. Sometimes even just having an NPC subtly remind the PCs of a forgotten facet of the mystery is enough to spark a new revelation, without having the players feel like they’re being spoon-fed the plot. Let the PCs Drive: It’s tempting to negate all of the PCs' mystery-busting abilities to preserve a mystery’s secrecy. In a mystery, more than other adventures, it's vital for the GM to be reactive. Let the PCs make use of their abilities. Let them find clues and decide where to go next—even if it means bumbling off course or into a red herring. The NPCs involved in the mystery should have their own agendas and take sensible precautions to protect themselves; the GM, however, shouldn't negate PC abilities across the board to make things harder. Sleuth-Proof: Despite the GM's best efforts, a gaffe early on or an unanticipated line of investigation might lead the PCs to a solution right away, bypassing some or all of the clues and encounters. In minor cases, the PCs should be rewarded for their cleverness and maybe get to skip a few dangers or side encounters. In more significant instances, the GM can be reactive with his plot. Perhaps the PCs arrive at the criminal's house and find him dead, letting the GM create a new master villain and reuse clues and incidents the PCs skipped over the first time. Or perhaps the GM sows the seeds of a new mystery; a cryptic letter, evidence of magical coercion, or an ominous map all might hint at a greater plot. The PCs might think the mystery was straightforward, but the sown clues indicate the adventure is merely a setup for a more complex incident. Sub-Adventures: A detailed mystery doesn’t need to exclude the elements of more traditional adventures. Interspersing an investigation with combats, challenges, and even related dungeons can bolster a group’s excitement and keep the mystery feeling like an adventure and not merely a drawn-out roleplaying encounter. Magical InvestigationsWhen formulating a mystery adventure, a GM needs to account for the realities of a fantasy world—primarily magic. While some crimes and criminals might prove vulnerable to the right spells, true masterminds will know about such magics and expend resources to stymie investigations relying upon them. GMs should also be familiar with the effects of common divination spells, as well as what spells might confound them. Detect Thoughts: Detect thoughts is a useful spell when questioning witnesses. The GM should not place the criminal among the witnesses if the PCs are likely to use detect thoughts. However, witnesses will likely have opinions and dark thoughts that may seem suspicious and send the investigators in the wrong direction—making most realize the imprecision of the spell in group settings. Discern Lies: By uncovering lies, the PCs can focus their investigations on what is being concealed—usually, the truth about the crime. There are other reasons that people lie, though. A suspect or witness might lie for a number of reasons, such as shame over what she was doing, fear of retribution, or to protect someone else. And a suspect can always deny lying and refuse to say anything more. Divination: PCs can use the divination spell to try to solve the mystery. The GM need not answer their question plainly, however. In addition, multiple divinations about the same topic reveal the same advice, so unless the PCs follow the advice and learn what they can from that course of action, they cannot learn more by asking different questions about the crime. Detect Good/Evil/Chaos/Law: Just because an NPC has an evil alignment doesn’t mean he’s a mystery’s architect or even a villain. In common society, there are untold numbers of petty evils, but the crimes of a petty cheat probably have nothing to do with a greater plot. Thus, detect alignment can’t be relied upon as the perfect villain detector. However, one of the surest ways to convince a group of a character’s guilt is to have detect alignment fail when he’s scrutinized. A clever villain with undetectable alignment could obscure the alignment of one or several innocents, throwing a hurtle in the way of magic-reliant investigators. Modify Memory: Witnesses, suspects, and even criminals might not recall pertinent information if their minds have been tampered with. The GM should not use the spell too frequently, however. As with other clue-negating spells, the PCs should learn something from the fact that they learned nothing. At the very least, they might suspect compulsion magic—and thus the involvement of a spellcaster. Speak with Dead: Speak with dead allows the characters to speak with a corpse, but the corpse knows only what it did in life. If the victim was attacked from behind, he may not have seen his murderer. Speak with dead also fails if the corpse has been a target of the spell within the past week, or if the corpse doesn't have a mouth. Be sure to give the PCs some clue for their efforts, however. Source: Gamemastery Guide More from the Gamemastery Guide
Puzzles and RiddlesWhile ancient ciphers and cunning sphinxes fill the pages of great fantasy tales, crafting a workable and believable puzzle that adds an air of mystery can be a challenge. What makes a great puzzle in a newspaper is rarely right for a puzzle in a dungeon. Puzzles in such publications are usually solved by one person, with no time limit, and modern-day knowledge. None of those things are true in most Pathfinder adventures. In such roleplaying situations you have a team of solvers, often pressed for time, and with only their characters’ knowledge. Just as you customize encounters to your PCs’ skills, you should customize a puzzle to both your players’ skills and their PCs’ characteristics. When putting together a puzzle, riddle, or similar knowledge-based challenge for your campaign, consider the four parts of a well-orchestrated puzzle: the setup, the mechanism, the clues, and the answer. The SetupGiving your puzzle a reason to exist is a crucial step to making sure the players are interested in your game. Any puzzle needs to feel like an important part of an adventure, not a barrier preventing the players from enjoying the experience. There should also be a reason players actually want to solve a puzzle, with at least an implied benefit and penalty if they do or don’t. Characters who select a life of adventure are not necessarily puzzle solvers, but they are good at getting out of dangerous situations. So when you introduce a puzzle, play to the characters’ strengths—that is, have it matter to the plot of the adventure, or even threaten their lives. Having a dragon promising to roast the PCs alive if they can’t answer its riddles makes finding the proper solution imperative. Alternatively, not every puzzle needs to have a resolution immediately. A meaningful map or pictograph found in a strange ruin might hint at a campaign-spanning plot even though the PCs have no way of knowing that when they discover it. By feeding the PCs more information, through either their own research or later adventures, the GM gives the PCs the tools they need to make revelations without having a plot spoon-fed to them. Whether a puzzle demands immediate attention or stretches out over several sessions, keep in mind that the game should not stop while it’s being solved. Sometimes impending doom makes solving a puzzle necessary to survive, other times allowing an enigma to baffle players for several sessions makes it a more significant part of the plot. You should also consider the consequences should the PCs fail, and make sure your game can still progress if they do. While coming up with the wrong solution might deny the party some detail, piece of treasure, or option, it should never mean that the adventure comes to a halt. The MechanismThere are dozens of puzzle types, but not all of them are great for every adventure. When designing a puzzle, consider the story and environment, and decide whether the mechanism fits. Logic Puzzles: These puzzles are popular, but be careful: when confronted by a logic puzzle, fears of middle-school math class haunt many players’ brains, intimidating them away from even looking at the problem. In addition, all the rules of logic in the real world don’t necessarily apply to a fantasy world. Having such a puzzle be half solved can help players know what state of mind to consider the problem in, and hint at the right path. Mazes: Complex labyrinths are difficult to use, especially when employing a map and miniatures makes revealing a maze boring and obvious. At best, mazes should be simple, preferably nothing more than a single intersection or two, with the correct choices offering a safe path and the wrong ones leading to peril. Giving the PCs forewarning of the safe path earlier in an adventure or by means of another riddle rewards them for their cleverness, but only penalizes them with traps and additional challenges. Physical Puzzles: The best types of puzzles are those you can hand out, giving your players something directly from the adventure to manipulate. If they face a door that must be opened, give them a sketch of a combination lock with letters on it and make them remember the name of the centuries-old lich’s lost love. Or just give them a design with seven colored studs that need to be pressed in a hurry—are the buttons random, or does the rainbow shape in the background have some meaning? Physical puzzles can take any form you can imagine, and while they might be labor intensive to create, they can also prove the most memorable. Riddles: Elusive questions can be the basis for entire adventures. One of the most important parts is to make sure that the answers are comprehensible to the PCs, not just the players. While players know a lot about monsters, treasure, and locations in their universe, not every PC does. Questions with answers that both players and PCs might reasonably know and understand often prove best, as it allows the players to wrack their brains just as their characters world, and not trust in purely real-world knowledge. Thus, if the PCs need to figure out which temple in a massive city contains their foe, a riddle like “I make wolves from men when I arrive, and men from wolves when I depart” could lead to the temple of the moon god. Wordplay: Assuming your players are comfortable speaking English, you can use puns, anagrams, hidden words, and the like to befuddle them. Often such puzzles come off as being cute or quirky, so make sure that dour wordplay doesn’t undermine your adventure and villains— while a sprite might naturally spout rhyming riddles, the same approach instantly robs a vampire of his menace. The CluesThere’s a significant distinction between clues and hints. A clue is something that’s necessary to solve the puzzle. A hint, on the other hand, is something that helps open up an entirely solvable puzzle. While a clue might be meted out by the GM, often in the form of additional details found along with the puzzle, later in a adventure, or from a loose-tongued henchman, hints should be the domain of the PCs and bridge the gap between characters and players. While optimally players should strive to answer a puzzle using only the knowledge their characters possess, this can be a challenge for even the most experienced players. While formulating puzzles with answers that both the players and PCs can solve fixes this problem to a degree, so does having the players work with their PCs to gain hints. It’s wholly possible, even likely, that a character possesses knowledge and insights a player doesn’t. Depending on the complexity of a puzzle, calling for a skill check (typically Perception or a Knowledge skill) or even an Intelligence ability check might provide a hint. While such information might hint at the solution, it shouldn’t blatantly answer the puzzle. This allows a GM to interject some backstory, forgotten detail, or element of his own reasoning into the solving process without merely giving up the answer. Also bear in mind that many spells can read thoughts, reveal hints, or otherwise affect or circumvent puzzles. Never deny PCs use of their abilities when faced with puzzles. Should those abilities make a puzzle less challenging than anticipated, reward the party for their cleverness, and perhaps consider such factors in future puzzles. The AnswerRegardless of the type of puzzle, the answer should mean something. Perhaps the answer is the command word to a powerful wand, or the riddle of the three gems results in the players ending up with a magical treasure. An unmemorable answer is easy to spot, such as a number or piece of unrelated trivia. If your answer is unmemorable, the puzzle leading up to it might seem pointless. Make the players need the answer and they’ll be excited about getting it. It helps if the answer is something the players might think of when they’re trying to figure out what type of brainbender you’ve thrown at them. A pirate’s riddle might have a nautical theme, for example, or a sphinx’s might concern the desert or ancient ruins. Just make sure the solution’s possibilities aren’t too broad or too narrow. For example, there are lots of animals, but not many seasons, making the latter the source of more achievable answers. Sample PuzzlesNoted here are three classic types of fantasy riddles. If you’re looking for more riddles, a simple online search for fantasy puzzles and riddles can reveal hundreds more. Brainteaser Riddles Here are a few basic question-and-answer riddles. Riddle: What question can you ask all day and get a different correct answer every time? Answer: “What time is it?” What falls every day but never breaks? Answer: “Night.” What can you put in a wood box that will make it lighter? Answer: “Holes.” I Never Lie Puzzle This is a simple and famous logic puzzle, wherein two guards protect two pathways, one to danger and one to safety. They present the conundrum that one always lies and one always tells the truth. Now have the PCs decide which is which. While a spell like detect lies might easily reveal this, so can posing questions with blatantly true answers (like simple equations), or a question like “If I asked you if the door you’re guarding leads to safety, would you say yes?” wherein the guard is forced to answer truthfully. Sequence Riddles Riddles like this require the solver to find the next in a sequence, though many might require a hint or visual que. Riddle: What are the next 3 letters after “O, T, T, F, F, S, S”? Answer: E, N, T. The first seven letters stand for: “one,” “two,” “three,” “four,” “five,” “six,” “seven.” Source: Gamemastery Guide | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Section 15: Copyright Notice - Pathfinder Roleplaying Game Ultimate Combat
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

