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Pathfinder House Rules

Critical Failure

- Using natural weapons = Flat footed next round


- Using Normal weapons = Broken 50% chance
- Using masterwork weapons = Broken 25% chance
- Magical weapons = Broken 10% chance
- Broken weapons cause ½ damage

Critical hit

- On normal Armor = Damaged 50% (Lose 1 point of AC)


- On masterwork Armor = Damaged 25% (Lose 1 point of AC)
- Magical armor = Damaged 10% (Lose 1 point of AC)
- Armor damaged can be repaired investing 50% of his total value

Also gain 1 wound (record damage) wounds effects remain until healed, wounds can be
negated sacrificing a worn shield (wounds not damage)

- 1st wound = Fatigued


- 2nd wound = Exhaust
- 3rd wound = Disabled

Armor rules

- Max Dex bonus Armor check penalty (Str & Dex skill checks)
- Light armor (+4) (-1)*
- Medium armor (+2) (-2)*
- Heavy armor (+1) (-4)*

Masterwork armor or magic armor (+150 gp), lowers Armor check penalty by 1

New weapons

- Composite bow: can put Str bonus to arrow damage (+150 Gp)
- Two handed bludgeoning weapon, 1d10 crit X3, 24 Gp

Aid another on skill check

- Roll 2d20 and use the better result


Recovering HP

- 1HP x Lv + Con bonus x day of rest


- 1d6 HP following a battle by binding wounds

Languages

- 1 plus Int bonus

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