1 the Alternate Path: Martial 3
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The Alternate Path: Martial 3 Credits -PRODUCER- SCOTT GLADSTEIN -DESIGNERS- SCOTT GLADSTEIN AND IAN SISSON -EDITORS- IAN SISSON AND BRYNN PETANO -ART- JORGE ZAPATA, FERNANDO CORREA, DAVID REVOY, JUSTIN NICHOL, RICK HERSHEY, ANDREW “VIKING” BORTNIAK, MOHAMMED AGBADI, TONY MOW, STORN COOK, FELIPE MOREIRA, GARY DUPUIS, IGNATIUS ANTONI T, SANTIAGO IBORRA (VIA WTACTICS), ALEXANDER (THIRTEENTHAUTUMN), “LUNSTREAM”, “LEKSA”, “KILLY ONE”, “WARPAINTCOBRA”, “BUSONE”, “DOMINICK” -GRAPHIC DESIGN/LAYOUT- SCOTT GLADSTEIN Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder A Product of Little Red Goblin Games, LLC Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG Questions? Comments? Contact us at: for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC [email protected] does not guarantee compatibility, and does not endorse this product. http://littleredgoblingames.com/ © 2018, All Rights Reserved OGL Compatible: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. PathfinderSample RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan fileTweet, Monte Cook, and Skip Williams. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license 1 Chapter 0: Introduction What is This Book? EXPANDED MARTIAL CHARACTERS This book is designed for experienced players and Historically the fighter has been the class people presents alternate rules and classes that are more use to wholesale define professional fighters. suited to their needs. Many of the variant rules, This book breaks that down more, offering more classes, feats, and other material presented in this specialized martial classes that fill a similar role to the book focus on martial characters. You will need fighter. This is most evident in the weapon master, the Pathfinder Core Rulebook in order to use this swordsman, archer, and reaper classes. book and the others listed in Section 15 of the Open Gaming License (located at the end of this book) to STREAMLINING THE EXTRANEOUS gain the full benefit from it. This book has a goal of streamlining aspects of the game that slow down play so that players can focus on Themes the enjoyment of the game more. CLASS SUPPORT: FIGHTER & CAVALIER EXOTIC CLASSES We believe that fighters can have nice things. While The classes presented in this book are referred to Paizo has tried to expand the capabilities of fighters, as “exotic classes”. Exotic classes often overlap with we made it our mission to give them, as well as the existing base classes. By design, many of the classes under appreciated cavalier, new options in this book. in this book overlap with the fighter; expanding on This is not to say we took them and made them the design space it normally occupies to give more inherently strong; we found ways to give them more options for martial characters. Why use an exotic class dynamic options in combat that define them from though? To sum it up in one word, “familiarity”. everybody else. Sample file 1 The paradigms established by the system have been When you combine the exotic classes with the around in one form or another since 1974. Players alternate rules also presented in the books of out and the system are very familiar with the core classes. Alternate Path line, you can really shake up your game In this edition, barbarians rage, fighters have a good world. The point of this book is to destroy a sense of chance to resist fear effects, wizards must prepare familiarity and allow players to once again experience spells, druids have an animal companion, and good that sense of wonder (or terror) at the prospect of clerics can heal (etc). Unless you are tapping into 3rd the unknown. It was Neil Armstrong that once said, party material, you pretty much know what to expect “Mystery creates wonder and wonder is the basis of when it comes to a specific character class. Even man’s desire to understand.” With that in mind, go with archetypes you can generally tell one class from forth and make your games unfamiliar and wonderful another. again! The system recognizes these paradigms as well and exploits, or at the very least is contextual to, them. How to Use This Book There are several symbols in this book that we have Exotic classes are essentially a “curveball”. For included to make things easier for you to reference example, the weapon master incentivizes swapping things. weapons and the berserker embraces a version of the confused condition. The following icons denote that something is specifically for, or related to, or is somehow related to a specific class: FIGHTERS REAPERS CAVALIERS SWORDSMEN ARCHERS WEAPON MASTERS FAITHFUL HOUNDS SKIRMISHER DEEPER RULES: Sections marked with this icon are “deeper rules”. We like to provide the most relevant information up front then expand on it in our “deeper rules” sections as not to clutter it with unecessarly clauses and notes. DESIGN NOTES: Sidebars marked with this icon are “design notes”. This is normally insight into how or why we designed something the way we did. GM NOTES: Sidebars marked with this icon are “GM notes”. These are notes for GMs to pay Sampleattention to and players shouldfile not read. 2 Chapter 1: Alternate Rules This section presents a number of variant rules that A suggested change for this is to give all casters the you can utilize in your game. None are required and ability to cast spells as if they had the Quicken Spell this book does not make the assumption that you will metamagic feat without adjusting the spell level, be utilizing any of them. though if they do so it causes their effective caster level to be reduced by 2 (minimum caster level 1) for the purpose of casting that spell. If they take the Implementation Quicken Spell metamagic feat, they do not suffer this Just adding alternate rules to a game can make caster level reduction. characters more powerful, particularly when multiple rules are applied. To this end, each alternate rule in IMPLEMENTATION this book comes with implementation notes. If there Default are multiple suggestions for implementation they will be bulleted; this mean you may choose what works Kicking the Door Down best for your game. The most common ones are: We’ve all experienced it; you open the door and leap into combat with whatever is on the other side and... Default: This may be used as default rule and you end up going last in the initiative. Using this overrides rules that conflict with it. Think of this alternate rule, if you are the first person through pass as a “house rule”. through a door, move into a room, or otherwise enter Feat: A player may take a feat to “buy into” the into an unknown and potentially hostile situation you alternate rule, either fully or partially. This is go just before any other member of the party (but not always followed up by a feat that allows the necessarily before the enemies). On the first turn of character to access the associated rule. combat, you act directly before the highest initiative Special: This covers all other fashions of count among your party. On subsequent turns, you implementation. return to your normal initiative order. You may always chose not to do this and use your normal initiative. Fast Combat IMPLEMENTATION Using this alternate rule characters take less actions Default on their turn for a more dynamic combat. They Kick The Door Down [Combat] receive only a swift action and either a move or Prerequisites: None. standard action. If an action takes a full-round to do Benefit: You are treated as if you were using the they can do it but they must skip their next turn. “Kicking Down the Door” alternate initiative rule and benefit from the shift in initiative if you are the first This rule set allows character to deliberate a bit more one to enter into the unknown before any other party on their actions. For example: if you move then the members. enemy moves, it might change the kind of actions available to you. This system would put an emphasis on movement as getting in a position like a flanking Mundane Enhancement Bonus position would be difficult to maintain as the enemy It’s often rather disappointing that non-magical could move out from it. It also makes full-round smiths can’t make weapons worth wielding after low Samplelevels (as they can typically fileonly make masterwork actions more costly as it leaves you open for a round afterwards. weapons and not enchanted ones). This alternate 3 rule allows for the mundane crafting of weapons and only works if you bring a creature from a positive hit armor with an enhancement bonus. point value to a negative one, hitting a creature like this after it is dead does not cause this to occur. Crafting a +1 (or higher) weapon or piece of armor IMPLEMENTATION is done in a similar fashion to crafting a piece of Default masterwork equipment. It adds to the base cost of the Overkill item, which therefore increases the DC. Equipment Prerequisites: BAB +3 crafted in a mundane fashion is treated exactly the Benefit: If you reduce a creature to a negative value same as a magically crafted one- it still provides an equal to 10 + its HD it is considered to be “overkilled”.