Rules Proposals

4th edition powers with leveling

For ease of use separated power lists by Combat Style:

Two-Hand Heavy Barbarians, Reaver Fighters, and Mighty Paladins

Sword and Shield Defendery fighters and Paladins

Two-Weapon Melee Rangers, Whirling Barbs, and Tempest Fighters

Polearm Polearm Fighters and Barbarians, no staff abailities

Open Hand Monks, Areana Fighters, dagger Rouges

Dualist Melee Rouges, Combat Challenge Fighters, punishment for ignorance focus

Sneak Sneaky Rouges, Sly Rangers, and Assassins of all classes, sneak attack in all its forms

Archer Bow Rangers, Ranged Rouges, and Bow Fighters

Reaver The more brutal aspects of Fighters and Barbarians, rage and bloodlust

Arcane Dagger Melee abilities for Gishy multiclass fighters, dagger emphasis

Arcane Blade Melee abilites for Gishy multiclass characters, all weapons

Arcane Bow Ranged abilities for Magic Bowmen

Arcane Staff Monks, Wizards, Sorcerer, and specific Staff abilites

all classes get to pick a power on level up.
These powers are taken and modified from 4th edition material
instead of encounter/daily the power will inflict a weakened save end condition on the user
most powers can’t be used while this condition is in effect.

Materials and AR/EV
Material AR Change EV Change MaxDex Change Other Properties
Wood -1 +1 +1 Can Catch fire, fire damage ignores AR
Ironwood 0 +1 0 fire damage ignores AR

Materials
Wood 1 ev +1/-1 ar. Weak to fire, can burn
Ironwood +0/
1 ar -1 ev weak to fire
Iron weak to electricity
Cold Iron -1/1 ar strong vs fire
Steel +1 ev -1/
1 Ar weak vs electricity
Black steel 2 ev -1/2 ar strong vs magic, fire
Mythril 3 ev +1/3 ar strong vs nonmagic, cold
Dragonhide ar

4th Edition imports

Swift actions are renamed to minor action, or have all the benefits of minor action from 4th edition.

Most of the battle rules are imported.

Changing Spells and Daily Powers

Idea 1
Spell Points are calculated like hit points, rolled every level. Each spellcasting class has its own SPD.

Sorcerer d10 + cha mod
Wizard/Druid/Cleric d8 + int/wis
Bard d6 +cha
ranger/paladin d4 +wis/cha

Favored Class Bonus can be +1 sp

SP Costs

Caster levels are set at time of casting a spell
2sp per caster level. High level spell may be cast at lower SP costs in this way.
Metamagic applied to the spell raises the cost by 3SP per metamagic.

(magic missle and cure/inflict need modifications)

If the Caster level of a spell exceeds the characters base caster level, the caster must roll a concentration check: DC = 10 + cost of spell

Drained: If the caster is below 1/2 total sp, the caster becomes “drained,” mentally exhausted from spell-casting. Any spell cast while Drained requires a DC 10 + spell cost concentration check or the spell backfires.

*Special
Sorcerer’s regain 1 SP on a successful concentration check while casting a spell.
Wizards/Clerics/Druids may cast as a full round action while drained in order to get a +5 to the concentration check.
If a bard fails a concentration check while drained, they do not lose any SP, but the spell still backfires

Spellcasters still need to prepare spells as normal. Wizards that prepare spells with Metamagic prepare them as normal. Effectively, any class that prepaired spells before the change are now spontaneous casters that must set their “spells known” for each day.

Idea 2

Metamagic:

Level +1 +2 +3 +4
Point Cost 1 3 5 7
Cure Wounds

School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless)
Cures 1d8 + 1 Per caster level (Max 20)
For every two caster levels beyond 1st, you gain an additional 1d8. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
At Caster Level 9+ can change to
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Cures 1d8 + 1 Per caster level (Max 20)
For every two caster levels beyond 9th, you gain an additional 1d8. Cure wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Inflict Wounds

School necromancy; Level cleric 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half ; see text; Spell Resistance yes
Deals damage equal to 1d8 + 1 Per caster level (Max 20)
For every two caster levels beyond 1st, you gain an additional 1d8. Since undead are powered by negative energy, this spell cures damage to them instead of damaging their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
At Caster Level 9+ can change to
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Deals damage equal to 1d8 + 1 Per caster level (Max 40)
For every two caster levels beyond 9th, you gain an additional 1d8. Inflict wounds cures damage to undead in its area rather than damaging them. Each affected undead may attempt a Will save for half damage.

Social Skills

You get one shot on social skill checks, and you get a bonus to you roll depending on how you role-played the scenario. If you do exceptionally well, a roll may not even be necessary. If you are not good at RPing you can roll to give a bonus to someone else. Also, some characters will be impossible to convince to join your side, that even a roll of 20 will fail.

Weapon

Brass Knuckles: Deals 1d6 bludgeoning damage Light weapon. May or may not need improved unarmed strike or weapon proficiency in order to use weapon. For monks, damage dice goes one bigger, and can make attacks as lethal or non-lethal. 5 gp per knuckle.

Grappler/Brawler Gloves: Deal damage equal to current unarmed strike, but adds bonus to combat maneuver, or just grappling checks. May also add bonus on escaping from combat maneuvers. 15 gp for gloves. Gloves cannot be made from anything but cloth or leather, but can be magical.

Quarterstaff: works as is, but can also use it as a reach weapon and 2-handed deals (1d8) 1d10 plus normal 2-handed damage. If you use as a monk weapon for flurry of blows, will take place of 2 attacks.

Rules Proposals

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