The Seven Kingdoms
What You Need To Know
Character Creation Stuff
- Every race has a net +2 bonus, so they’re a lot more balanced.
- Classes are all more powerful. (Yay!)
- There are now three and a half pages of feats instead of two & you gain a new feat every odd level.
- Alternate class features are included in the classes themselves (alternatives to familiars, etc).
- A skill rank is a skill rank is a skill rank. You don’t get 4x at first level. For class skills (that you’re trained in, if necessary), you just get a +3 bonus.
- When you level in your favored class (usually the one you took at first level), you gain either 1 extra hp or 1 extra skill rank. More details are on the PFSRD > Classes > Character Advancement > Favored Class
- When making a character above 1st level, characters can spend no more than half their total wealth on a single item.
- A suggestion (definitely not required) is to spend 25% on weapons, 25% on armor and protection, 25% on magic items, 15% on disposable items, 10% on gear and coins.
Death and Damage
- You don’t die at -10; instead you die at -Con score so hardier people die last.
- Massive damage: If you take damage equal to (or greater than) half your total hit points (minimum 50), you have to make a DC 15 Fort save or die.
- Instead of rolling d% to stabilize, you make a DC 10 Constitution check with a penalty equal to negative hp total. Nat 20 automatically succeeds.
- When the nonlethal damage dealt is equal to maximum number of hit points, any further nonlethal damage is treated as lethal. When healing damage magically, the spell heals that much lethal and that much nonlethal.
- You cannot step diagonally around a corner. You can step around creatures and obstacles (like pits).
- Unless you have reach, any attack around a corner gives the target cover.
- Making a ranged attack that goes through any creature’s square before the target gives the target cover.
- For reach weapons, use ranged rules to see if they have cover.
- You can’t take an AoO if the target has cover.
- At the end of a charge, you may only make one attack, no matter how many weapons you’re swinging around or how high your BAB is.
- CMB is used for: bull rush, disarm, grapple, overrun, sunder, and trip attempts. CMB = BAB + Str mod + size mod.
- Most combat maneuvers provoke AoOs. If they hit, the damage taken is applied as a penalty to the attack roll to perform the maneuver.
- DC of combat maneuver is opponent’s CMD. CMD = 10 + BAB + Str mod + Dex mod + size mod. Also included are any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred AC bonuses. Flatfooted loses Dex to CMD.
- If tie, attacker wins. Nat 20 is auto success and nat 1 is auto fail.
- Humanoids without two free hands take a -4 to CMB when attempting to grapple.
- While grappling, make a CMB check each round to maintain it.
- If they don’t break the grapple, you get a +5 circumstance bonus on grapple checks against the same opponent in subsequent rounds.
- If you move and try to put your opponent in a hazardous locale (i.e. throw them in a pit), they get a free attempt to break the grapple with a +4.
- Can inflict lethal or nonlethal damage while attacking when grappling.
- You don’t need to be in the same space while grappling or pinning. Within threatened squares to grapple, then bring them adjacent.
- The DC to escape bonds put on while pinned is 20 + CMB. To tie someone up while grappling (not pinned), you need a successful CMB check with a -10 penalty.
- To escape a grapple, make either a successful CMB (DC CMD) or Escape Artist (DC CMD).
- Sundering: Items that have lost half their hit points are broken. They have penalties on various things depending on the item. Magical things can be repaired with Mending or Make Whole. Craft checks on nonmagical things work. At 0 hit points, you can choose to break the item you’re attacking or not, leaving it with 1 hp.
- Feint DC = 10 + BAB + Wis mod or DC = 10 + Sense Motive bonus if trained in S.M. Go with whichever is higher. Takes away opponent’s Dex to AC.
- While mounted, you can’t take a full-round action unless your mount only moved 5 ft. (Ross, and anyone else interested in mounted combat, it might just be better for you to read over the rules yourself, as I’m really not sure what is different from 3.5)
- It takes a standard action to ready an action, no matter what that action is (standard, move, swift, free). Your initiative is now directly before the creature that triggered your readied action. (See House Rules).
- When making a concentration check, it’s 1d20 + CL + casting stat modifier. Damage while casting DC = 10 + dmg + SL. Half damage for continuous. If you’re affected by a spell that deals damage, the same DC applies. If the spell is just distracting, DC = spell cast on you DC (or appropriate DC if none is applicable) + SL you’re casting. When grappled, no somatic; DC = 10 + grappler’s CMB + SL. Motion or entanglement DC = 5, 10, 15, or 20 + SL depending on severity. Casting defensively DC = 15 + double SL. If you fail any concentration check, you lose the spell.
- Counterspelling is a result of a readied action. Spells can be countered by themselves or in certain cases exact opposite spells. Spellcraft to ID spell DC = 15 + SL.
- Illusion saves: study or interaction means you get a save. Successful saves mean you know it’s false, but the outline is still clear. If you have proof it’s not real, you don’t need to save, it’s just disbelieved. If you’re told it’s false, you get a +4 on your save.
- With regards to spell range. If any part of a spell’s area extends beyond the range, that area is wasted.
- Unconscious is considered willing…for spell purposes. Immobile or helpless doesn’t count as willing.
- Area spells (__-ft radius) are measured from an intersection. If the far side of the square is included, the square is affected.
- Concentrating to maintain a spell is a standard action that does not provoke AoOs.
- If a creature succeeds on a save, it feels a hostile force or tingle, but cannot deduce the exact nature of the attack. You know that the spell has failed. You can’t tell if the creature succeeds on saves against effect or area spells.
- If you get a nat 1 and automatically fail a save, one of your items may take damage from the spell.
- When preparing spells, any spells cast in the last 8 hours count against your daily limit.
- Wizards can prepare read magic without their spellbook.
- Spellcraft DC 20 + SL to decipher a written spell.
- Researching a spell takes up to a week and costs 1000 gp per spell level. (See House Rules.)
- Divine spells are prepared at the same time everyday but do not require 8 hours of rest. (See House Rules.)
- Supernatural abilities are magic, while extraordinary ones are not.
- Spells may be different. Read descriptions for details.
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