Category Archives: Rules as Written

Valkyrie Class, Tweaked

GreyKnight is starting a campaign set in the world implied by Nethack, using Pathfinder RPG as his base rule set.  Among other things, this requires him to build some new character classes. He has taken a run at the Valkyrie class and asked for some comments and suggestions.  This post identifies a few changes I […]

Expanded Ranger Combat Styles

While reviewing Thieves’ World: Player’s Manual from Green Ronin, I found an expanded list of combat styles for rangers. I posted it to, where people proposed additional ranger styles. This article collects them. ‘Ranged’ and ‘Two-Weapon’ styles below are as per RSRD, but the others are new. Unless otherwise indicated, the normal rules for […]

Magical Affinity

“Eye of newt, and toe of frog, Wool of bat, and tongue of dog, Adder’s fork, and blind-worm’s sting, Lizard’s leg, and howlet’s wing,– For a charm of powerful trouble, Like a hell-broth boil and bubble.” –From Macbeth (IV, i, 14-15)

Bound Magic Items

Item creation in 3e is very abstract. Take a masterwork item, add gold, experience points, and time, and you end up with a magic item. The item creation might involve binding spirits, it might involve empowering the item with planar energy, it could simply enhance the nature of the weapon to make it better at […]

Mobility Feats

Mobility feats make it easier for a character to move around the battlefield.  Here are the core feats, and a few more.

Fast Spell Feat

Quicken Spell can be a very useful feat, but it is a very expensive feat to use. Being able to cast two spells in a single round is a powerful ability. Many spells may be cast as a standard action and the caster still has a move action available in that round. However, there is […]

Armor Focus Feats

You can train to be better at using your weapons.  Why can’t you do the same with your armor?

Immediate Counterspell Feat

I think that counterspelling is an action that is too infrequently used in D&D. It has an obvious benefit, but it is usually too difficult to apply in-game. Counterspelling requires that a caster not cast a spell when he can, that he readies an action, that he identifies the spell being cast, that he knows […]

Combat Actions

Each round represents approximately 6 seconds in the game world. A round presents an opportunity for each character involved in a combat to take an action. Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. […]

Skill Atrophy and Retraining

Introduction In core rules, the only way for a character’s learned skills to change is for the character to gain a level and spend skill points. It is not possible for an unused skill to lose ranks, nor is is possible for the character to learn a new skill, regardless of what he is doing, […]