Justin D. Jacobson
First Post
For my new Pathfinder campaing (starting Saturday, yip!), I'm using these additional rules cribbed from the design notes:blargney the second said:I might just have to get this book, if it has useful gamecraft stuff like that in there.
Skill Scores / Taking 10: This is why I need all of your final skill bonuses. (Dave already sent his.) Basically, if Taking 10 would result in a successful check and it’s not a stressful situation, I’m just going to say “success”. I.e., you don’t have to think to Take 10; I’ll do it for you. (Of course, if I don’t think about it, feel free to propose it.)
Hidden Hit Points: Not from me -- from each other. I.e., you can’t tell each other how many hit points you have left or what your negative score is. You can yell to the cleric “Heal me” but not “Ouch, that puts me at -8.”
Alternate Turning Effect: Instead of fleeing in fear, turned undead suffer a -4 penalty to all rolls and may not approach within 10 feet of or attack the turner unless they make a Will save (DC 10 + max HD affected) for a number of rounds equal to turning level + Cha bonus. (slightly tweaked from the suggestion in the book)
And there are a host of other neat suggestions: Appraise specialization, ditching Use Rope altogether, etc.