Now, I had originally intended to include my revised rules for Wildshape in the pending document on Magic. All of the magic-using classes are getting some small revision, and I certainly have something to say about the druid in that document. However, this is such a complex and potentially contentious issue that I thought it would be lost in a wider discussion of the magic system. So here it is:

Wildshape 101

On Iourn, the druid’s Wildshape ability has never followed the rules laid down in the third edition rulebooks. I’ve largely allowed druids to transform as often as they want and for long as they want. By-and-large I don’t think that this has caused too many problems. Certainly our local druid (Arvan) has taken to wandering around the wilderness as a club-wielding dire ape in case he gets mugged, but that’s not the form he decides to take while visiting dignitaries or having half a shandy at the local inn.

In our current house rules, the number of times per day that the druid can Wildshape is actually the number of times per day that the druid can safely wildshape. They can change form as often as they like, but once they change more in each day than their level normally allows they have to make a Will saving throw. Failure means they are stuck in that form for the following morning. If they succeed then they are fine… until they Wildshape again. That prompts another Will save (this one slightly more difficult) and so on.

The full rules are over at the old Iourn site. Please go over and take a look.

What I like about these rules is that they fit in well with my understanding of druids. Wildshaping is like a drug to a druid. Their senses are completely overwhelmed by the experience. Once they’ve wildshaped, they want to do it again, and again and again. There are stories of druids who turn into an animal and never come back.

I also find the restriction of wildshaping ‘x’ number of times per day drains a little of the flavour of the druid. I want the PCs to arrive at an isolated inn after miles of trudging through boggy, rain-soaked moorland and the druid character to be able to turn into a cat and settle down in front of the fire for a nap. And I want the player to have the freedom to do that without thinking he’s ‘wasted’ one use of his wildshapes for the day.

Ironically, fourth edition captures the flavour of the ability far better than third. Wildshape is an at-will power for a fourth edition druid. However, in fourth edition the ability of a druid to take on the other qualities of the creatures he becomes is described only in the abstract. The third edition rules are much stronger in that regard. If the druid turns into a rat then I want him to at least have the powers of a normal rat, not simply a druid in rat-form who can do something vaguely rat-like once per encounter. I want druids to become the animal, not just look like the animal.

Of course, the third edition rules have had some major problems with Wildhape over the years. Originally the power was based on the Polymorph Self spell, which was apparently too powerful. The official errata changed things so that the power now follows the rules laid down by Alternate Form (the distinction is subtle, to say the least). Then in Player’s Handbook II (the third edition one) they offered the Shapeshift class ability instead of Wildshape. This was an abbreviated ruleset that was designed to play more quickly at the table. In hindsight, these were the fourth edition rules in proto-form. If you have Player’s Handbook II to hand turn to p39 and have a read – it’s interesting stuff.

All these changes have been designed to speed up play. It’s the same arguments that have been used to attack Polymorphing and Shapechanging in general. It takes too long for a player to work out his stats mid-combat when he changes form. I think there is some truth in this. If a druid declares that he is turning into a giant squid, and he has never turned into one before…. well, there’s more than a little maths involved.

However, the answer to this is not to castrate Wildshape, but compel players to be more prepared. If you want to play a druid, and you have the Wildshape power then make sure you have the stats for all the creatures you want to turn into. It doesn’t have to be every creature in every Monster Manual…. just the ones your druid is comfortable and familair with. And if you have that information ready at the table, then Wildshape’s a doddle. It’s no more complex that swapping to a different character sheet.

Wildshape is Polymorph (with bells on)

In Pathfinder Wildshape is based on a series of new spells that purport to make the adjudication of the ability simpler: the spells Beast Shape, Plant Shape and Elemental Body (the links take you to the Pathfinder PRD). I’m not following those rules. As far as I’m concerned, Wildshape is based on the Polymorph spell. Not the published version of the Polymorph spell, but my version. It’s appeared on the blog before, but (in true Paladium style) I’ll reprint here for your conveniece:


Transmutation (Polymorph)
Level: Arcane 4, Divine (Change) 4
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None

This powerful spell allows the subject to take on the form of another creature. When a spellcaster gains or develops this spell then he must choose one specific kind of creature that he can transform into. Every time he casts the spell, that is the creature he becomes.

At any point after gaining this spell, the caster may attempt to add additional creatures to his polymorph repetoire. Simply seeing new creatures or knowing of their existence is not enough; the caster must research each additional creature using the same rules as an acquired spellcaster researching new spells. Once a creature has been researched it is added to the list of potential creatures that can be assumed. There is no limit to the number of different creatures that can be available through the Polymorph spell, as long as each creature follows the guidelines laid down below:

The new form may be the same type as the subject of the spell, or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant or vermin. The assumed form cannot have more hit dice than your hit dice or caster level (whichever is lower), to a maximum of 15 HD at fifteenth level. You cannot assume a form that is Miniscule or Colossal with the Polymorph spell, neither can you assume an incorporeal or gaseous form. You may not take the form of any creature with extra racial hit dice, class levels or with a Template.

When assuming a new form you gain some, but not all of the new form’s abilities. Equally, you lose some (but not all) of your own abilities. This addition and subtraction of your character’s abilites and statistics can be complex, and it is strongly suggested that players whose characters can cast this spell create full statistics for their characters in each of their available forms. If the player does not have such statistics immediately to hand, then the GM may rule that the spell cannot be cast at this time.

All characters have certain abilities derrived from their race, and certain abilities derrived from their class. Polymorph does not alter the abilities gained from the subject’s character class: therefore all your class abilities are available in your new form. The only exception to this rule is if your new form simply isn’t capable of performing the class ability. For example, if the assumed form cannot talk or hold a focus then it cannot cast spells. If the assumed form has no legs then the flying kick feat is useless. If the assumed form cannot wield a sword then it cannot make use of the suite of combat feats that depend upon using a sword. On the whole, these restrictions should be obvious. The GM and the player should discuss what they are each time a new form is added to the character’s polymorph repetoire.

The character’s racial abilities are significantly altered. However, Polymorph only affects a physical change to the character: it does not allow access to any of the magical or supernatural abilities associated with the new form. Neither does it affect your character’s mind or mental acuity. A summary of the changes wrought by the Polymorph spell are as follows:

Racial Features Gained:

  • Gain the new form’s Type and Subtype (if any).
  • Gain the new form’s Strength, Dexterity and Constitution scores. These changes modify your skills, attack rolls, saving throws, CMB and CMD, but not your hit points.
  • Gain the gross physical qualities of the new form: this includes the creature’s appearance, colour, number of limbs, wings and so forth. Characters can decide the form’s more specific qualities such as height, gender and hair colour as long as it is within the norm for the race.
  • Gain the mundane movement capabilities of the new form: including burrowing, climbing, walking, swimming, flying with wings. Your speed can never be more than 30 ft. (swimming or burrowing), 60 ft. (on land) or 120 ft. (flying) regardless of what is normal for a creature of this race.
  • Gain the natural weapons of the new form, and proficiency in them. However changing form doesn’t give you any extra attacks. If you assume the form of a bear you don’t automatically gain its claw/claw/bite attack routine. If you only have one attack per round, then you still only have one attack per round in the new form, but you can choose which natural weapon to attack with.
  • Gain any racial bonuses to skills.
  • Gain the Natural Armour Bonus to armour class of the new form.
  • Gain the Size of the new form. This may mean applying a size modifier to your Armour Class and attack rolls (but not to your ability scores).
  • Gain the new form’s Exceptional racial abilities.
  • Gain any bonus racial feats of the new form as long as those feats provide Exceptional advantages. Bonus feats that provide Magical (Spell-like) or Supernatural advantages at not gained.

Racial Features Retained:

  • Retain your Intelligence, Wisdom and Charisma scores.
  • Retain your own hit point total (do not modify your hit points even if your Constitution score changes as a result of the Polymorph).
  • Retain your own Magical (Spell-like) and Supernatural racial abilities.
  • Retain your own base saving throws.
  • Retain your own base attack bonus.
  • Retain the ability ability to speak, as long as the new form is able to speak intelligbly – i.e. it has a decernible language, not just the ability to make sounds.

Racial Features Lost:

  • Lose your Type and subtype (if any).
  • Lose your Strength, Dexterity and Consitution scores.
  • Lose your gross physical qualities – i.e. appearance and form.
  • Lose your mundane movement capabilities (these are replaced by the new form)
  • Lose your natural attacks (if any).
  • Lose any Exceptional racial abilities that you possess.
  • Lose any racial bonuses to skills (but don’t lose any extra skill points conferred because of your race – such as the bonus points granted to a human).
  • Lose your Natural Armour Bonus to armour class (if any)
  • Lose your Size (and any size modifiers to armour class and attacks).
  • Lose any bonus racial feats you have (human bonus feats are excluded from this proviso and not lost: it would be too complicated if they were). If the lost feat is a prerequisite for any other feats, then also lose access to those feats for the duration of the spell.

Upon casting this spell, you are effectively disguised as a member of the assumed race. If you want to disguise yourself as a specific individual, then the Polymorph spell grants a +10 bonus to the disguise check.

When the change occurs your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the excpetion of armour and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form.

When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any item that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way.

Any part of the body, or piece of equipment, that is separated from the whole reverts to its true form. Should the subject die when in the assumed form, then he immediately reverts back to his true form upon death.

As I said before: the description is long but I think that it needs to be. At least all the relevent rules are together in the same place for the first time in third edition. However, although Wildshape is based on the Polymorph spell, it isn’t exactly the same as the Polymorph spell. The differences make druids better than a wizard with a polymorph spell when it comes to turning into animals. However, the wizard has the freedom to transform himself into many different weird and wonderful (and magical) creatures.

So without further ado, let’s look at the shiny new description of the druid’s Wildshape power:

Wild Shape

At fifth level, a druid gains the ability to turn herself into a Small or Medium Animal and back again. The druid can only take the form of a creature he is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear. Wildshaping is a standard action that does not provoke an attack of opportunity. There is no limit to the amount of time a druid can remain in his animal form. Returning to his original form is also a standard action.

The size and diversity of the creature the druid can become increases as the druid gains levels. He can become Large creatures at level seven, Tiny creatures at level nine, Huge creatures at level eleven, and Diminutive creatures at level thirteen. The druid expands his repetoire to include creatures of the Vermin type at level eight, the Plant type at level eleven, and the Elemental type at level fourteen.

Although the druid can Wildshape at-will, his level governs the number of times he can safely attempt the change. The druid may wildshape safely 1/day at level five, 2/day at level six and gains one more safe use of wildshape at each even-numbered level to a maximum of eight safe uses at level eighteen. If the druid wildshapes beyond these safe limits then the following rules apply:

The first wildshape each day beyond the safe limit imposed by the druid’s level functions normally. However, the druid must make a special level check to revert to his original form. The check is 1d20 + the druid’s level + the druid’s Wisdom modifier. The DC of this check is 21. If the check succeeds then the druid reverts to his original form normally. He may then (if he chooses) attempt to Wildshape again. However, each additional Wildshape attempt adds a cumulative +2 to the DC of the level check to revert to his own form.

If the level check fails then druid is stuck in his creature form until dawn the following day. At this point he can make another level check (at +2 to the DC of the previous check) to revert to his original form. If he fails again then he remains stuck for another day, before he can try the check again (at an additional +2 to the DC). He continues making checks at an increasing DC each dawn until he either succeeds or fails four successive checks. If four checks are failed then the druid remains in his creature form forever and may take on the mentality and nature of the creature.

At twentieth level, the druid does not need to worry about  these checks, as he is able to Wildshape safely at-will with no penalty.

Wildshape otherwise functions as the Polymorph spell.

The description here is a melange of my old house rules, the Pathfinder and third edition versions of Wild Shape. The house rules are slightly different in that I have opted to introduce a level check as opposed to a saving throw for the druid to regain his original form. I have done this for the same reason a level check governs a sorcerer’s spellcasting: it limits multiclassers taking advantage of the rules. Otherwise any character could take five levels in druids and then rely on a high Will save to Wildshape a number of times per day. I didn’t want that.

You will also notice that Wildshape doesn’t follow the restruction placed on Polymorph of there being a finite number of creatures available to the shapechanger. Druids don’t have a list of some animals they can change into, and some that they can’t. While I think this restriction works well for wizards and the magical shapechangers, I don’t think it really fits with the druid. I want them to have access to as broad an array of creatures as possible.

Which is why I have added Vermin into the types of creatures that druids can assume. It always seemed odd to me that druids could turn into animals, birds and fish but not insects. The restriction is entirely arbitrary and ripe for removal.

The changes to the druid progression in the Pathfinder rules is also marked. Druids gain Wildshape one level later (just as they did in third edition), but the progression of safe number of wildshapes per day remain the same. I have altered the progression of when druids gain access to different creature types, and when different sizes of creatures become available.

Pathfinder pushed forward acquisition of new sizes and forms the druid progression. For example: under Pathfinder, druids could turn into Huge elementals at level twelve, where they would have to have waited until level twenty in third edition. The House Rules take the middle road. Acquisition is later than in the standard Pathfinder rules, but nowhere near as slow as third edition.

Problems with the Druid Progression

The fact is that under the house rules, a druid gaining the ability to Wildshape at-will is not the incredible advantage as it is in Pathfinder. By 20th level most druids haven’t felt much of a limit on their wildshapes for some time. I therefore felt that there was some danger of level 12 being an obvious jumping-off point from the druid. Once they can turn into elementals, the time is ripe for players bid farewell to the druid class and multiclass into something else.

I have addressed that in several ways. Firstly, is the level-check mechanic for continuing to wildshape. Without levels in druid, that feature becomes less useful. Secondly, I have slowed down the acquisition of abilities so that the jumping off point is at least delayed to level 14. Thirdly, I have made sure that the druid gets interesting abilities in addition to Wildshape at levels 15, 17  and 19. That means introducing brand new abilities for the druid. You can see what they are in the forthcoming magic document.

The Warshaper

One last thing to addresss, and that is the Warshaper Class from Complete Warrior. Arvan has levels in the Warshaper, and I wanted to make a few things clear. The class is largely unchanged except for two points. Firstly, levels of Warshaper stack with levels of Druid when it comes to making your caster level check to regain your original form. A Warshaper is the consumate shapechanger, and it seems appropriate to make that change.

Second, is the description of the fifth level ability of the Warshaper (Flashmorph/Multimorph). In light of the new rules for Wildshape, changes need to be made to this ability. The new text is as follows:

Flashmorph (Su): At fifth level, a warshaper who changes shape as a supernatural ability can do so as a move action instead of a standard action. Additionally: Warshapers who transform a limited number of times per day (such as a druid) gain two additional uses of their shapechanging power. Acquired casters treat all spells of the Polymorph subschool as if they were favoured spells (q.v.). Instinctive casters gain a +5 bonus to languor checks against spells of the Polymorph subschool.

And there we have it. The new Wildshape rules for Iourn. Tell me what you think.


Skills and Languages

Every time I think I have the system cracked and ready for playtesting, something else pops up that reminds me there is still work to do. In this instance it’s the Pathfinder skill system. Now I already did a lot of work on skills for HD&D that I don’t want to go to waste. Don’t panic: I’m not making any major revisions. I’m still using all the rules for skills as they appear in the Pathfinder game – skill ranks, class skills and so on will work exactly as published. However, Iourn throws a few more skills into the mix.

The Master Skills List

Below is a list of all the skills available in the game. This list differs slightly to that published in the Pathfinder book, so please pay attention! As there are more skills on this list than in the traditional Pathfinder game, I’m also going to give all classes some extra skill points. However, we’ll get to that in a moment.

Acrobatics (Dex): The skill of dodging, tumbling and balancing – indeed, this replaces the Tumble and Balance skills from 3.5. According to the Pathfinder rules, it should also replace Jump. However, I think that Jump is based more on Strength than Dexterity, so it is folded it into the new Athletics skill instead.

Athletics (Str): New skill! Consider this skill the other side of the coin to Acrobatics. If the physical feat you are attemping is dependent on Dex then use Acrobatics. If it’s dependent on Strength, then use Athletics. Athletics covers jumping, and general feats of strength such as bending bars, wrestling and so on. You can make an Athletics roll instead of a Constitution check when running and holding your breath – so it’s jolly useful.

Alchemy (Int): Under Pathfinder the skill is listen as Craft (Alchemy). However, I think that Alchemy is important enough that it merits a skill all of its own. I’ve not done much work with alchemy in the system so far, but I’m hoping that will change before the next weekly Iourn game. Alchemy is going to be bigged up.

Autohypnosis (Wis): This skill isn’t in the third edition PHB or in the Pathfinder rules. It’s in the Expanded Psionics Handbook and represents heightened mental discipline, and using the power of the mind to overcome the physical or emotional responses of the body. It’s an underused skill, and I’m happy to keep it in the game.

Appraise (Int): Unchanged from the Pathfinder rules.

Bluff (Cha): Unchanged from the Pathfinder rules.

Climb (Str): Unchanged from the Pathfinder rules.

Control Shape (Wis): A specialist skill from the third edition Monster Manual that hasn’t made it into Pathfinder. With this skill a character afflicted with lycanthropy can attempt to control his shape. I like this skill as it fits in very much with the way that lycanthropes work on Iourn. Those exposed to lycanthropy can be taught to control the affliction. I may get around the modifying the text of this skill at some point, but it’s important to note that it exists in the world. You could also use it to resist spells such as Baleful Polymorh or the touch of a Chaos Beast.

Craft (Int): Largely unchanged, but it would be a shame to let the massive amount of work I did on Craft skills to go to waste. I’ll integrate these into the final version of the rules, although it seems unlikely that many of them will see play.

Diplomacy (Cha): The third edition Gather Information skill is folded into Diplomacy in Pathfinder. However, I don’t agree with that. Instead I have introduced the new skill Streetwise (see below).

Disable Device (Dex): In Pathfinder this skill merges the 3.5 skills Disable Device and Open Locks. This seems like a good move to me.

Disguise (Cha): Unchanged from the Pathfinder rules.

Escape Artist (Dex): Unchanted from the Pathfinder rules.

Fly (Dex): A new skill for Pathfinder. It doesn’t let you fly, but it does allow you to expertly control your movement if you can fly.

Handle Animal (Cha): Unchanged from the Pathfinder rules.

Heal (Wis): Unchanged from the Pathfinder rules, although I should mention that the Heal skill is more potent now and can actually restore hit points.

Intimidate (Cha): Unchanged from the Pathfinder rules.

Knowledge: The Iourn system removes Knowledge (Dungeoneering), Knowledge (Local) and Knowledge (The Planes) from the game. However, it adds knowledge skills in Aberrant, Ancients, Draconic, Elemental, Fey and Undead. That’s a new gain of three knowledge skills. Read on!

Knowledge [Aberrant] (Int): New skill for the Iourn game. This is the knowledge of Aberrations, as well as the environments that aberrations tend to live in. It also tells you information about the Far Realm on a high enough roll.

Knowledge [Ancients] (Int): In the Iourn setting the Ancient races are the first races that came into existence after the dragons. Angels, devils, demons, guardinals, eladrin (proper second edition eladrin), genies, rakshasha, geherleths, yugoloths and the slaad are examples of Ancients. If they were classified as an Outsider in third edition then they are probably Ancients on Iourn. This skill tells you all about those Anceints, as well as the planes on which they dwell and the Astral Plane.

Knowledge [Arcana] (Int): This is the same as Pathfinder. Knowledge of the Weave, magical traditions in general, artefact, constructs and other magical beasties.

Knowledge [Architecture & Engineering] (Int): Unchanged from the Pathfinder rules, although I might increase the utility of the skill when I finally finishe my rules on siege warfare.

Knowledge [Draconic] (Int): Knowledge of all dragon races, dragon myths and dragon believes – as well as the planes closely associated with them such as the Maw of Io.

Knowledge [Elemental] (Int): Knowledge of the elemental realms, and the creatures that dwell there. Knowledge of Elementals also gives you an understanding of the nature and the power of the Moon Gods (from a non-dogmatic perspective), as well as the role the elements play in the six humours that make up all life.

Knowledge [Fey] (Int): Knowledge of fey creatures (pixies, nixies, sprites, nymphs, elves) and their planes of existence such as the Feywild.

Knowledge [Geography] (Int): Unchanged from the Pathfinder rules.

Knowledge [History] (Int): Unchanged from the Pathfinder rules.

Knowledge [Nature] (Int): This is the knowledge of natural (Animals, Plants, Vermin) creatures and the natural environments in which they live. As there is no Dungeoneering skill in the game any more, Knowledge Nature encompasses subterranean realms as well – as long as those realms are not compeltely alien.

Knowledge [Nobility] (Int): Unchanged from the Pathfinder rules.

Knowledge [Religion] (Int): Pretty much unchange from Pathfinder except that a knowledge of religion no longer gives you any understanding of the Undead. Knowledge Religion is designed to grant an understanding of the dogma and beliefs of specific churches as well gods in general.

Knowledge [Undead] (Int): This is the skill for knowing all there is to know about the undead. It also covers lands such as the Land of the Dead and the Shadowfell.

Linguistics (Int): I’m in two minds about this, as I’m worried that it will shake the current status quo a little too much – however, we’ll give it a whirl and see how things turn out. In Pathfinder the Linguistics skill plays two roles. Firstly it is the new name for the third edition skill, Decipher Script. Secondly, it is a measure of the number of languages characters can know. In Pathfinder all characters can speak a couple of languages determined by their race and additional languages equal to their Intelligence ability modifier. They also know one additional language for every rank they have in Linguistics. I am keeping the distinction between learning spoken languages and learning written scripts that I have always used so there is definitely a great choice for PC linguists. It will be interesting to see how this works in play.

Lucid Dreaming (Wis): The ability to be aware of your own dreams, master your own dreamscape and enter the dreams of others. An uncommon ability to be sure, but a skill that has been available in the campaign for a long time, I’m not going to change it now.

Perception (Wis): A combination of third editions Spot and Listen skills. Unchanged from the Pathfinder rules.

Perform (Cha): Pathfinder returns to the version 3.0 description of Perform. It is a number of separate skills (they list act, comedy, dance, keyboard, oratory, percussion, strings, wind instruments and singing). The character has to put ranks into each one separately. This seems to be a tax on the bard, but it does make logical sense.

Profession (Wis): Unchanged from the Pathfinder rules, but as with Craft all the HD&D work on the Profession skill will not be in vain.

Ride (Dex): Unchanged from the Pathfinder rules.

Sense Motive (Wis): Unchanged from the Pathfinder rules but I might wind up taking a leaf from 4e and calling it Insight, as that’s a much cooler name.

Sleight of Hand (Dex): Unchanged from the Pathfinder rules.

Spellcraft (Int): Largely unchanged from the Pathfinder rules.

Stealth (Dex): The Move Silently and Hide skills combined into one package. And very sensible too.

Streetwise (Cha): New skill that folds together the third edition skills of Knowledge [Local] and Gather Information. This sits better with me than shoe-horning these skills into Diplomacy. There is no Urban Tracking feat as there was in third edition, but any one with this skill can attempt Urban Tracking if they wish.

Survival (Wis): As Pathfinder. It’s worth mentioning that there is no Track feat in Pathfinder. Instead everyone with this skill can use it to track. However, Rangers get a stonking bonus to tracking rolls – so Brack may be even better than Arvan under Pathfinder.

Swim (Str): Unchanged from the Pathfinder rules.

Use Magic Device (Cha): I was on the verge of dropping this skill from the game, as I can’t remember when I have ever used it. However, in the end I decided that it fills a niche that no other skill does – and there might be occassions when a rogue wants to cast a spell, or a sorcerer activate a holy relic of an alien faith.

Skill Ranks and Class Skills

There are 36 skills in standard third edition. In Pathfinder there are only 26. In my system above, there are 34 listed skills. When you consider that I have also introduced more Knowledge skills, I think you’ll agree that PCs in this system need more skill points than in traditional Pathfinder. Below are listed the skill points for each of the eleven core classes as well as any prestige classes patronised by my players. I also update the class skills for each class.


Class Skills: Arcobatics, Athletics, Climb, Craft, Handle Animal, Intimidate, Knowledge [Nature], Perception, Ride, Survival, Swim
Skill Ranks: 6 + Int Mod


Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge [all], Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Streetwise, Use Magic Device
Skill Ranks: 8 + Int Mod


Class Skills: Bluff, Craft, Diplomacy, Intimidate, Knowledge [arcana], Knowledge [history], Knowledge [religion], Knowledge [any one], Linguisitcs, Profession, Sense Motive, Streetwise
Skill Ranks: 4 + Int Mod


Class Skills: Athletics, Bluff, Craft, Disguise, Knowledge [any one], Profession, Sense Motive, Swim, Use Magic Device
Skill Ranks: 6 + Int Mod


Class Skills: Appraise, Craft, Diplomacy, Heal, Knowledge [arcana], Knowledge [history], Knowledge [nobility], Knowledge [religion], Linguistics, Profession, Sense Motive, Spellcraft. Cleric gain additional class skills depending on their choice of Major Domains.
Skill Ranks: 4 + Int Mod


Class Skills: Athletics, Climb, Craft, Fly, Handle Animal, Heal, Knowledge [fey], Knowledge [georaphy], Knowledge [nature], Perception, Profession, Ride, Spellcraft, Survival, Swim
Skill Ranks: 6 + Int Mod


Class Skills: Athletics, Climb, Craft, Handle Animal, Intimidate, Knowledge [engineering], Knowledge [choose any one], Profession, Ride, Survival, Swim
Skill Ranks: 4 + Int Mod

Glorious Servitor

Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge [history], Knowledge [religion], Perception, Profession, Sense Motive, Streetwise, Survival
Skill Ranks: 4 + Int Mod


Class Skills: Athletics, Acrobatics, Autohypnosis, Climb, Craft, Escape Artist, Intimidate, Knowledge [history], Knowledge [religion], Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim
Skill Ranks: 6 + Int Mod


Class Skills: Athletics, Craft, Diplomacy, Handle Animal, Heal, Knowledge [nobility], Knowledge [religion], Knowledge [undead], Profession, Ride, Sense Motive, Spellcaft
Skill Ranks: 4 + Int Mod

Pious Templar

Class Skills: Athletics, Climb, Craft, Heal, Knowledge [religion], Perception, Profession, Sense Motive, Swim
Skill Ranks: 4 + Int Mod


Class Skills: Athletics, Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge [geography], Knowledge [nature], Perception, Profession, Ride, Spellcraft, Stealth, Survival, Swim
Skill Ranks: 8 + Int Mod


Class Skills: Athletics, Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge [any one], Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Streetwise, Swim, Use Magic Device
Skill Ranks: 10 + Int Mod


Class Skills: Appraise, Bluff, Disguise, Craft, Fly, Intimidate, Knowledge [arcana], Knowledge [any one], Perception, Profession, Sleight of Hand, Streetwise, Sense Motive, Spellcraft, Survival, Use Magic Device. Sorcers also gain an additional class skill depending on their Bloodline.
Skill Ranks: 6 + Int Mod


Class Skills: Acrobatics, Athletics, Autohypnosis, Climb, Craft, Hide, Knowledge [aberrant], Knowledge [arcana], Perception, Stealth
Skill Ranks: 6 + Int Mod


Class Skills: Athletics, Climb, Knowledge [all], Profession, Spellcraft
Skill Ranks: 4 + Int Mod


Class Skills: Acrobatics, Athletics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Knowledge [any one], Profession, Sense Motive, Streetwise, Swim.
Skill Ranks: 6 + Int Mod


Class Skills: Acrobatics, Athletics, Climb, Craft, Disguise, Escape Artist, Stealth, Swim
Skill Ranks: 4 + Int Mod


Class Skills: Appraise, Autohypnosis, Craft, Fly, Knowledge [all], Linguistics, Profession, Spellcraft
Skill Ranks: 4 + Int Mod

And that’s about that. Back to the adventure writing!

Concentration Checks

Just a quick post today. It’s something that came up as I was putting together the rules for spellcasting. The rules for Concentration have changed in the Pathfinder game. This is what they were like in third edition, and this is the newly minted Pathfinder version. In brief: the Concentration skill has been replaced by a level check.

Now, I’m not a big fan of Concentration checks and I’ve been wanting to simplify the system for some time. While I still think that you should be able to disrupt spellcasting, I don’t think the rules for Casting Defensively work particularly well. I don’t think I’ve ever seen a spellcaster fail that check, and it’s just another die roll clogging up an already crowded combat system. So here’s my alternative:

Concentration and Disrupting Spells

It simply isn’t possible for most spellcasters to cast a spell and pay attention to the battlefield around them. Casting a spell while you are within mêlée range of an opponent provokes an attack of opportunity from that opponent. If the attack of opportunity hits (and doesn’t immediately kill or bloody the target), then the spellcaster must make a special concentration check or the spell is disrupted.

The caster must roll 1d20 + caster level + relevent spellcasting ability score modifier (e.g. Intelligence for a wizards, Charisma for a bard or Wisdom for a cleric). The DC of the check is 10 + the damage dealt + the level of the spell you are trying to cast.

If the check succeeds then the spell is cast normally. If the check fails then the spell is disrupted. A disrupted spell has no effect, but it still disappears from the mind of Acquired casters, and still prompts a languor check from Instinctive casters.

Spellcasters can defend themselves against these attacks of opportunity by selecting the Combat Casting feat. Spellcasters with combat casting do not provoke attacks of opportunity when casting their spells in mêlée.

However, even characters with combat casting may still find the spells disrupted by canny opponents. Any attack that strikes and damages the spellcaster during the moment of casting prompts a concentration as above. For spells that are cast as one standard action, the attacker must actively ready an action that is contingent on the casting of the spell. However, some spells take rounds or minutes to cast. Any attack during this time, whether readied or not, calls for a concentration check.

Other distractions: Inflicting physical damage is the most common way to disrupt spellcasting, but it isn’t the only way. The spellcaster might be hit by a non-damaging spell, they might be grappled, bundled to the floor or riding a rollercoaster. In these circumstances a concentration check is called for, although the DCs for the checks differ slightly. See the table below.

Situation Concentration DC
Injured while casting 10 + damage dealt + spell level
Affected by non-damaging spell while casting DC of the attacking spell + spell level
Grappled or pinned while casting 10 + grappler’s CMB + spell level
Inclement weather (wind, rain or sleet) 5 + spell level
Extreme weather (hail, debris, blinding rain) 10 + spell level
Vigorous motion (riding in a wagon) 10 + spell level
Violent motion (on a galloping horse) 15 + spell level
Extremely violent motion (caught in an earthquake) 20 + spell level

 Maintaining Spells: The effects of some spells last for “as long as the caster maintains concentration”. What this means is that the caster is spending some of his attention on maintaining a spell effect. Spending concentration in this way is usually a free action, but this concentration can be disrupted in the same way as normal spellcasting.

And here’s the text of the Combat Casting feat:

Combat Casting [General]
Once you start casting a spell, it is very difficult to disrupt or distract you.

Prerequisites: Spellcaster
Benefit: You may cast spells without provoking attacks of opportunity from enemies in mêlée range. You also gain a +4 bonus to concentration to defend against attacks that try to disrupt your spellcasting.


So what we’re left with is a much shorter explanation of the Concentration system – which can only be a good thing. Casting spells in melee combat becomes an either/or situation: you either don’t have combat casting and provoke attacks of opportunity, or you do have it and don’t provoke attacks of opportunity. There’s no middle ground here.

This fits in with the way that ranged weapons (such as bows) work in melee combat. If you use a bow when there’s someone within melee range of you, then you provoke an attack of opportunity. There’s no roll you can make to mitigate that, you can’t “pull bowstring defensively”. The only way you can use a bow in melee combat is by way of a special ability. The same is now true for spellcasting: you need to have the feat.

The rest of the rules are pretty much undisturbed. I can still ask for a concentration check if I think there is something afoot to distract the spellcaster, and wily fighters can still disrupt the spellcasting of powerful wizards if they are quick and patient enough.

On the whole this change feels right. The number of times as a GM that I have forgotten to ask PC spellcasters to make concentration checks, and forgotten to have my NPC spellcasters make these checks is enormous. I just can’t seem to remember the rule, and the times I do remember it the results are a foregone conclusion. If that’s how the rule for casting defensively is working in practice, then that’s a good enough reason to get rid of it. Yes?