TEXT: Fencing & 
  Firearms
  Ludi Fortes - Strong Games
  www.SpesMagna.com
  1
  Compatibility with the Pathfinder Roleplaying Game requires the 
  Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product.
  
  Fencing & Firearms
  By Mark L. Chance
  Proofreading and Suggestions
  Christopher Chance ● Katrina Chance ● Terry Keller ● Wes Noonan
  Shane O'Connor ● John Reyst ● Eric Seagren
  Playtesting
  Christopher Chance ● Anthony Emmel ● Felicia Emmel ● Peter Johannigman ● Terry Keller ● Eric Krebs
  Kevin Malthy ● Mike McManus ● Wes Noonan ● Angela Patterson ● Henna Rehman
  Karl Rorabacher ● Eric Seagren ● Brian Shields ● Scott Waring ● Gary Wilson
  Public Domain Art Credits
  Cover: Pratt, Mara L. American's Story for America's Children: The Early Colonies. Boston: D.C. Heath & 
  Company, 1901.
  This Page: Goodrich, S.G. A Pictorial History of the United States. Philadelphia: E. H. Butler and 
  Company, 1883.
  Pages 8, 13, 20: Lossing, Benson J. Our Country. New York: Johnson and Bailey, 1895.
  Page 23: Stephens, Alex H. A Comprehensive and Popular History of the United States. Chattanooga: 
  Hickman and Fowler, 1882.
  Open Gaming Content
  This product is produced under the terms of the Open Gaming License v1.0a. All text is Open Content, 
  except as designated below.
  Designation of Product Identity
  The following items are hereby designated as Product Identity:
  1. The name "Spes Magna Games" as well as all identifying marks of Spes Magna Games, including but 
  not limited to the Spes Magna logo and the phrase "Ludi Fortes - Strong Games".
  2. The product name "Fencing & Firearms" except for its use within Section 15 of the Open Gaming 
  License.
  Copyright and Trademark Notice
  Fencing & Firearms. Copyright 2009, Mark L. Chance, published by Spes Magna Games.
  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.
  2
  
  Fencing & Firearms
  Table of Contents
  Introduction..........................................................4
  Big Change #1: No Attacks of Opportunity.......4
  Big Change #2: Players Roll Their Own Fate....4
  Attacking And Defending..................................5
  Saving Throws And Save Scores.....................5
  Spell Resistance...............................................6
  Skills & Feats.......................................................6
  Table: Acrobatics DCs.................................6
  Acrobatics & Spellcraft......................................6
  Expanding Skill Use..........................................6
  Calculated Risk............................................7
  Fast Task.....................................................7
  Simultaneous Tasks....................................7
  Expanding BAB................................................7
  Table: BAB to Bonus Shifts.........................7
  Universal Feats.................................................8
  Feat Retraining.................................................9
  Other Feats.......................................................9
  Table: Two Weapon Fighting.....................11
  Minimum Damage..............................................11
  Armor Class.......................................................11
  Damage Conversion & Armor.........................11
  Armor and Nonlethal Damage...................12
  Critical Hits and Armor...............................12
  Table: Armor Features...............................12
  Initiative..............................................................12
  Full-Round Actions............................................13
  Full Attack.......................................................13
  Base Attack Bonus....................................13
  Cast a Spell...............................................13
  Take a 5-Foot Step.............................................14
  Injury and Death.................................................14
  Effects of Hit Point Damage............................14
  Magical Healing..............................................15
  Stable Characters and Recovery....................15
  The 10-Minute Rest Period.............................15
  Cover..................................................................15
  Special Attacks..................................................16
  Charge............................................................16
  Channel Energy..............................................16
  Glory and Sun Domains.............................17
  Changes to a Few Spells...........................17
  Combat Maneuvers............................................18
  Table: Combat Maneuvers Summary........19
  The Combat Maneuver Mechanic...................19
  Table: Combat Maneuver Modifiers...........19
  Weapon Permitted?........................................19
  Bull Rush........................................................20
  Disarm............................................................20
  Grabbing Items...............................................20
  Grapple...........................................................21
  Grappled Condition....................................21
  Maintain Grapple.......................................21
  If You’re Grappling.....................................21
  If You’re Pinning an Opponent...................22
  Joining a Grapple......................................22
  Multiple Grapplers.....................................23
  Overrun...........................................................23
  Sunder............................................................23
  Broken Condition.......................................24
  Trip.................................................................24
  Firearms.............................................................24
  Types of Firearms...........................................25
  Who Can Use Firearms?................................25
  Using a Firearm..............................................25
  Reload Times.................................................25
  Report and Muzzle Flash................................26
  Firearm Descriptions.......................................26
  Table: Light Matchlocks (Simple)...............27
  Table: Light Flintlocks (Simple)..................27
  Table: Heavy Matchlocks (Martial)............27
  Table: Heavy Flintlocks (Martial)...............27
  Other Equipment.............................................27
  Table: Firearm Accessories.......................28
  Explosives..........................................................28
  Craft (Alchemy)...............................................28
  Table: Craft (Alchemy) Tasks....................28
  Table: Timed Fuse Error............................28
  Craft (Munitions).............................................28
  Table: Munitions DCs................................29
  Grenades........................................................29
  Table: Grenades........................................29
  Alchemical Gunpowder...................................29
  3
  
  Introduction
  Have you ever watched a movie full of swashbuckling goodness and thought, "This would make a great 
  game?" I know I have, and long before I played RPGs. As a kid, I loved Errol Flynn and Tyrone Powers. 
  Many a Saturday was spent pretending to be Captain Blood, Robin Hood, or Zorro. And let's not forget 
  the Three Musketeers, Jim Hawkins and Long John Silver, and, yes, even Don Quixote.
  The roleplaying aspects of the swashbuckler genre work well-enough with any game system. Tongue-in-
  cheek humor and traded bon mots don't require game mechanics. Swashbuckling combat must be fast-
  paced, highly mobile, and full of flashy attacks. Unfortunately, version 3.5 of the world's most popular 
  roleplaying game's combat system doesn't score high marks in these areas.
  We wanted Fencing & Firearms (F&F) to respect the core mechanics of the game but still address widely 
  perceived problems with the combat rules. F&F doesn't change racial traits, class features, or skills. It has 
  as little impact on core rules feats as possible. Our primary goal is that DMs can take this book and drop it 
  into their 3.5 games with a minimal amount of work. F&F focuses on:
  
  speeding up play,
  
  keeping each player involved even when it's not his turn,
  
  providing all players with more combat options, and
  
  making combat maneuvers easier to use.
  And this is just the first part of F&F. The second part deals with black powder weapons and how to use 
  them with your game.
  As always, if you have any questions, comments, or suggestions, shoot us an e-mail.
  Big Change #1: No Attacks of Opportunity
  Probably no feature of v 3.5 combat causes more confusion, delays, and metagaming than attacks of 
  opportunity. Players and DMs alike forget what provokes and doesn't provoke them. Attempting to avoid 
  them leads to additional dice rolls from tumblers and spellcasters. The latter characters effectively get one 
  fewer skill points per level since high ranks in Spellcraft are widely seen as necessary for survival. Battle-
  scarred fighters count squares to avoid reach rather than charging once more into the breach, and 
  everyone's movement on the battlemat looks too much like checkers trying not to get jumped.1
  F&F gets rid of attacks of opportunity. Nothing provokes them because they just don't exist.
  Big Change #2: Players Roll Their Own Fate
  In large combats, players often have little control over the outcome of events when it isn’t their turn. This 
  can lead to boredom if a player’s attention drifts between his turns, threatening to distance him from the 
  outcome of events. Big Change #2 takes a lot of the work out of the DM’s hands by having the players 
  make the monsters' attack rolls, saving throws, or caster level checks to overcome spell resistance. That 
  frees up the DM's attention for more important things, such as NPC tactics, special spell effects, terrain, 
  and the like. 
  Conversely, it requires the players to become much more active and aware of what’s going on. No longer 
  can players snooze through all the turns but their own: They’ll be rolling more dice than ever before - 
  which (among other benefits) gives them the feeling of having greater control over their successes and 
  failures.
  1
  Everything I just said has an exception, and it's all a matter of opinion. Or, rather, it's a matter of style. 
  F&F aims at a style that has less in common with tactical miniatures wargaming.
  4
  
  Attacking And Defending
  PCs make their attacks just like they do in the standard rules. Their opponents, however, do not. Each 
  time an enemy attacks a PC, the character’s player rolls a defense check. If that Defense Check equals 
  or exceeds the Attack Score of the enemy, the attack misses. 
  To determine a creature’s Attack Score, add 11 to the creature’s standard attack modifier (the number it 
  would use, as either a bonus or penalty to its attack roll, if it were attacking using the standard rules). For 
  instance, an ogre has a standard attack modifier of +8 with its greatclub. That means that it’s Attack 
  Score is 19.
  To make a Defense Check, roll 1d20 and add any modifiers that normally apply to your Armor Class 
  (armor, size, deflection, and the like). This is effectively the same as rolling d20, adding your total AC, and 
  then subtracting 10.
   Attack Score: 11 + enemy’s attack bonus
   Defense Check: 1d20 + character’s AC modifiers 
  If a player rolls a natural 1 on a Defense Check, his 
  character’s opponent has scored a threat (just as if it 
  had rolled a natural 20 on its attack roll). Make another 
  defense check; if it again fails to avoid the attack, the 
  opponent has scored a critical hit.
  A foe may have a threat range greater than one. For 
  example, the foe could wield a longsword (normal threat range 19-20). In a case such as this, the foe 
  scores a threat if the Defense Check falls within the same range as the normal threat range. To continue 
  the example, a longsword has a two digit threat range. Thus, a natural 1 or 2 on a defense check scores a 
  threat with a longsword.
  When a PC attacks an opponent, he makes an attack roll against the opponent’s AC as normal.
  The procedure is only slightly different using using combat maneuvers such as bull rush or grapple. Every 
  PC has a Combat Maneuver Bonus (CMB) and a Combat Maneuver Defense (CMD). 
  Saving Throws And Save Scores
  NPCs and other opponents no longer make saving 
  throws to avoid special attacks of player characters. 
  Instead, each creature has a Fortitude, Reflex, and 
  Will Score. These scores are equal to 11 + the 
  creature’s Fortitude, Reflex, and Will save modifiers.
  Any time you cast a spell or use a special attack that 
  forces an opponent to make a saving throw, instead 
  make a Magic Check to determine your success. To make a Magic Check, roll 1d20 and add all the 
  normal modifiers to any DC required by the spell or special attack (including the appropriate ability 
  modifier, the spell’s level if casting a spell, the adjustment for Spell Focus, and so on).
  If the result of the Magic Check equals or exceeds the appropriate Save Score (Fortitude, Reflex or Will, 
  depending on the special ability), the creature is affected by the spell or special attack as if it had failed its 
  save. If the result is lower than the creature’s Fortitude, Reflex or Will Score (as appropriate to the spell or 
  special attack used), the creature is affected as if it had succeeded on its save.
   Magic Check: 1d20 + spell level + ability modifier + other modifiers vs. save score
   Fortitude Score: 11 + enemy’s Fortitude save modifier 
   Reflex Score: 11 + enemy’s Reflex save modifier 
   Will Score: 11 + enemy’s Will save modifier 
  5
  Jeremiah Dawes and his comrades are facing 
  down an ogre. It hurls a javelin at Jeremiah. 
  The ogre's attack score with its javelin is 12 
  (11 + 1 attack bonus). Jeremiah has a 12 DEX 
  and is protected by a shield spell, giving him a 
  +5 Defense Check bonus. Jeremiah's player 
  rolls 1d20+5 and gets a 13 total. The ogre 
  misses!
  Jeremiah counters with cause fear. He has a 
  16 CHA and this is a 1st-level spell, giving 
  Jeremiah a +4 on his Magic Check. The 
  ogre's Will Score is 12 (11 + 1 Will save 
  modifier). Jeremiah's player rolls 1d20+4 and 
  gets a 10 total. Jeremiah fails his Magic 
  Check, and the ogre is only shaken for one 
  round.
  
  If a player rolls a natural 20 on a Magic Check, the creature’s equipment may take damage (just as if it 
  had rolled a natural 1 on its save).
  Spell Resistance
  If a PC has spell resistance, his player makes a Spell Resistance Check against each incoming spell 
  that allows spell resistance. A Spell Resistance Check is 1d20 plus the PC’s spell resistance, minus 10. 
  The DC of this check is equal to 11 + the attacker’s caster 
  level, plus any modifiers that normally apply to the 
  attacker’s caster level check to overcome spell resistance 
  (such as from the Spell Penetration feat). That value is 
  known as the Attacker’s Caster Level Score. If the Spell 
  Resistance Check equals or exceeds this number, the 
  spell fails to penetrate the PC’s spell resistance.
  To beat a creature’s spell resistance, a player makes a 
  caster level check (1d20 + caster level) against its spell resistance, just as in the standard rules. 
   Spell Resistance Check: 1d20 + SR - 10 
   Attacker's Caster Level Score: 11 + attacker’s caster level + modifiers
  Skills & Feats
  Removing attacks of opportunity from combat directly impacts Acrobatics. A few feats such as Combat 
  Reflexes and Improved Unarmed Strike are modified. Moreover, F&F introduces several "universal feats" 
  that become part of every character's repertoire of combat options.
  Table: Acrobatics DCs
  Tumble DC
  Task
  15 + surface modifier
  Use a move action to move at normal speed over difficult terrain
  Attacker's CMB total + 1 Avoid being tripped
  20
  Stand as a free action rather than a move action
  Acrobatics & Concentration
   Acrobatics: Since there are no attacks of opportunity, there's never a need to tumble to avoid them. 
  Acrobatics can still be used to move at half-speed through an area occupied by an enemy. Acrobatics has 
  three new uses shown on the table above.
   Concentration: Since there are no attacks of opportunity, there's never a need to cast defensively.
  Expanding Skill Use
  Sometimes players want to do things we with their skills that are either impossible according to the rules, 
  at least for a character without a certain feat. For example, no matter how hard a character tries, he can't 
  use Bluff to feint in combat as a move action without Improved Feint. Does this seem reasonable? 
  Shouldn't anyone be able to try to feint “in a hurry” if they want to? Well, we think so.
  F&F uses three rules modifiers for skills. These options combined with player ingenuity and DM 
  adjudication help make skill use more flexible without introducing rules bloat in the form of new feats.
  6
  Jeremiah has been affected by spell 
  resistance from a 9th-level caster, granting 
  SR 21. A 5th-level sorcerer casts magic 
  missile at him. Jeremiah's player rolls 
  1d20+11 against DC 16 and gets a 23 total. 
  The sorcerer's attack is stopped by 
  Jeremiah's SR.
  
  Calculated Risk
  You can take a calculated risk on one check to make a 
  follow-up check easier. You accept a -5 penalty (or +5 
  DC bonus) to the first check in exchange for a +5 
  bonus (or -5 DC penalty) to the second check. The two 
  checks must be related and the first, penalized check 
  cannot be a check on which you take 20.
  Calculated risks require some narrative imagination 
  and common sense adjudication by the DM. 
  Fast Task
  You reduce the time needed to complete the check by 
  accepting a -5 penalty to check or a +5 bonus to the 
  check's DC. If the check is normally a full-round action, 
  it becomes a standard action. An standard action 
  becomes a move action, while a move action becomes 
  a free action. For checks requiring time in rounds, 
  minutes, or longer, reduce the time needed by 25 
  percent per -5/+5 modifier, to a maximum 75% 
  reduction.
  Simultaneous Tasks
  You can accept a challenge in order to perform two 
  checks simultaneously. To attempt simultaneous 
  checks, make the challenge check, followed by a 
  second check using the same or a different trait. Your 
  secondary check suffers a -10 penalty or a +10 
  increase in Difficulty. The combined task requires the 
  same time as the longest normal task, so if both tasks 
  require a standard action, you accomplish the 
  simultaneous use in a single standard action rather 
  than two.
  Expanding BAB
  Every character has a Base Attack Bonus, or BAB. 
  F&F expands the uses for BAB two ways. First, BAB is 
  added to your Armor Class as a dodge bonus. BAB 
  reflects a character's general skill in combat. This 
  includes not only the ability to land a blow, but also the ability parry and dodge attacks. Furthermore, a 
  character's BAB affords a certain amount of flexibility in combat from round-to-round as well. Each round 
  on his turn, a character can "shift" a portion of his BAB to provide a bonus to a specific facet of combat. 
  Refer to the following table:
  Table: BAB to Bonus Shifts
  Your BAB Is Your Penalty Is Your Bonus Is
  +1
  -1
  +2
  +4
  -2
  +4
  +8
  -3
  +6
  +12
  -4
  +8
  +16
  -5
  +10
  +20
  -6
  +12
  7
  Calculated Risk
  For example, a character faces a difficult 
  climb. He uses Search to look for handholds 
  along the climb route, taking a -5 penalty 
  against the DC set by the DM. If successful, 
  he finds a suitable route and gets a +5 bonus 
  on a Climb check. 
  Or, another example: The party is split up by a 
  chasm and are fighting orcs on both sides. 
  The wizard has been cornered on the other 
  side of the chasm from the rogue. The fighter 
  accepts a -5 penalty on his Acrobatics check 
  to move through one orc's space in order to 
  get a +5 bonus on the check to leap across 
  the chasm to help the wizard.
  Fast Task
  For example, using Bluff to feint in combat is 
  usually a standard action. A character could 
  accept a -5 penalty to his check in order to 
  feint as a move action.
  Or, another example: Opening a lock is 
  normally a full-round action. If the rogue is in a 
  hurry, he can use fast task to use Disable 
  Device to pick the lock as a standard action. 
  Of course, he first wants to search for traps, 
  normally a move action. Using fast task, he 
  can use Perception to look for traps as a free 
  action.
  Simultaneous Tasks
  For example, a character being grappled by 
  ogre can use simultaneous tasks to use 
  Escape Artist to get out of the grapple and 
  then use Bluff to create a distraction. Both 
  actions take a single standard action to 
  accomplish.
  
  When a character "shifts" BAB, he applies the penalty from the 
  table to one (and only one) of the following: attack rolls, damage 
  rolls (for attacks that require attack rolls), or to AC. He applies the 
  bonus from the table to one (and only one) of the other two facets. 
  This bonus/penalty combination lasts until the beginning of the 
  character's next turn2.
   
  This variable use of BAB in combat replaces the Combat Expertise, 
  Deadly Aim, and Power Attack  feats. These three feats are simply 
  removed from play. Feats for which they are prerequisites are 
  treated as if they have one fewer prerequisites. Thus, a character 
  qualifies for Improved Bull Rush as long as he has at least a 13 
  Strength.
  For the DM: These rules apply to PCs, NPCs, and monsters alike, 
  but we recommend leaving them largely in the hands of the PCs. 
  You, the DM, have enough to keep track of without worrying about 
  round-to-round variable modifiers.
  Universal Feats
  Universal feats are feats that all characters gain. These feats give characters a greater range of options in 
  combat. Several universal feats have a prerequisite. Characters gain these universal feats automatically 
  once the prerequisite is met.
  Aid Attack [Universal]
  You may assist another character’s attack on his turn.
  Benefit: If you’re in position to make a melee attack on an opponent that is engaging a friend in melee 
  combat, you can aid your friend as an 
  immediate action. Before your friend 
  makes his attack, announce your intention 
  to use Aid Attack. Your friend gains a +2 
  bonus on his attack roll. Multiple 
  characters can aid the same friend, and 
  the bonuses stack.
  Aid Defense [Universal]
  You may assist another character’s 
  defense.
  Benefit: If you’re in position to make a 
  melee attack on an opponent that is 
  engaging a friend in melee combat, you 
  can aid your friend as an immediate 
  action. On the opponent’s turn, before he 
  makes his melee attack roll against your 
  friend, announce your intention to use Aid 
  Defense. Your friend gains a +2 bonus to 
  his AC against that attack. Multiple 
  characters can aid the same friend, and 
  the bonuses stack.
  Cleaving Strike [Universal]
  You can lash out against another foe with a successful attack.
  Prerequisite: Base Attack Bonus +1.
  Benefit: As a standard action, you can make a single attack at your full Base Attack Bonus against a foe 
  within reach. If you hit, you deal damage normally and can make an additional attack (using your full Base 
  2
  Keep in the mind the hard and fast rule at work here: If you don't suffer the penalty, you don't enjoy the 
  bonus. So, for example, a wizard can't shift his BAB to increase his AC and then cast fireball because 
  fireball doesn't require an attack roll.
  8
  For example, Horace Berkeley 
  has a +1 BAB. He's facing three 
  goblins in melee combat. Being 
  outnumbered, he decides to fight 
  cautiously. Horace adds +2 to his 
  AC and applies a -1 penalty to his 
  attack rolls. These modifiers 
  remain in play until the beginning 
  of his next, at which time Horace 
  can keep them or change them as 
  desired. A few rounds later, 
  Horace has defeated two of the 
  goblins. He goes on the offensive, 
  applying a +2 bonus to his attack 
  rolls and a -1 penalty to his AC.
  
  Attack Bonus) against a foe that is adjacent to the first and also within reach. You can only make one 
  additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor 
  Class until your next turn. This universal feat replaces Cleave. It counts as Cleave for purposes of 
  meeting prerequisites of other feats.
  Fight with Anything [Universal]
  You are skilled in wielding any weapon.
  Prerequisite: Base Attack Bonus +1.
  Benefit: Reduce the attack roll penalty you face for nonproficiency by your Base Attack Bonus. This 
  applies to all weapons, including exotic weapons and improvised weapons. This feat never confers a 
  bonus to attack roll penalty. For example, if your BAB is +5, you do not suffer an attack roll penalty with 
  any weapon due to nonproficiency, but you do not also get a +1 attack roll bonus.
  Special: Once you have a +4 BAB, you are considered proficient with all weapons for the purposes of 
  acquiring other feats. Improvised weapons (melee) and improvised weapons (ranged) count as separate 
  weapons for this purpose.
  Feat Retraining
  At 3rd level and every two levels thereafter (5th, 7th, et cetera), 
  a character receives a new feat as normal. The character may 
  also choose to swap one old feat for a new feat. The character 
  must be the prerequisites for the swapped feat.
  Other Feats
  Several core rules feats are changed:
  +2/+2 Skill Feat [General]
  You are more skilled with two thematically appropriate skills.
  Benefit: Pick two skills that you can reasonably link in a 
  thematically appropriate way. You get a +2 bonus on skill checks with both skills. If you have 10 or more 
  ranks in one of these skills, the bonus increases to +4 for that skill.
  Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it 
  applies to two new skills.
  Note: This feat is meant to expand on the large number of +2/+2 feats such as Athletic and Deceitful.
  Combat Casting [General]
  You are adept at spellcasting when threatened or distracted.
  Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability while 
  grappled, when injured while casting (to include suffering continuous damage), or when affected by a 
  non-damaging spell while casting.
   
  Combat Reflexes [Combat]
  Your reflexes and senses are trained to avoid surprise attacks.
  Benefit: You gain a +4 bonus on Perception checks to determine 
  awareness during a surprise round.
  Special: A monk may select Combat Reflexes as a bonus feat at 
  2nd level.
  Disruptive [Combat]
  Your training makes it difficult for enemy spellcasters to 
  concentrate when you damage them.
  Prerequisite: 6th-level fighter.
  Benefit: As a standard action, you can attack an enemy spellcaster. Until the end that enemy's next turn, 
  he must make a concentration check to cast a spell or use a spell-like ability as if you had damaged him 
  during casting (DC equals 10 + damage dealt + spell level).
  9
  For example, Horace Berkeley chose 
  Weapon Focus (longsword) at 1st 
  level. He earns 3rd-level and decides 
  he'd like to focus on a different 
  weapon. Using Feat Retraining, he 
  swaps Weapon Focus (longsword) for 
  Weapon Focus (longbow). His 
  comrade Jeremiah chose Spell Focus 
  (enchantment) at 1st level. By 3rd 
  level, he's decided that enchantment 
  really isn't his thing. He swaps Spell 
  Focus (enchantment) for Brew 
  Potion.
  Greater Bull Rush, Greater 
  Overrun, and Improved Grapple 
  function as normal. Of course, 
  since there are no attacks of 
  opportunity, these feats' features 
  that prevent such attacks are 
  simply ignored. Spellbreaker 
  should be removed from play.
  
  Fast Task Skill [General]
  You are better able to use a skill faster than normal.
  Prerequisite: 3 ranks in chosen skill.
  Benefit: Pick a single use Fast Task with a specific skill. For example, you could choose Disable Device 
  to open locks or Bluff to feint in combat. You can use Fast Task with that skill without suffering the -5 
  penalty.
  Normal: You can use Fast Task to reduce the time it takes to make a skill check, but you suffer a -5 
  penalty on the skill check.
  Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it 
  applies to a different use of Fast Task with a specific skill.
  Greater Two-Weapon Fighting [Combat]
  Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
  Benefit: Your penalty for fighting with two weapons is reduced by another 1 to -3/-3. If your offhand 
  weapon is light, these penalties are reduced by another 2 each, to -1/-1. (See the table under Two 
  Weapon Fighting for details.)
  Special: An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater 
  Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light 
  or no armor.
  Improved Two-Weapon Fighting [Combat]
  Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
  Benefit: In addition to the standard single extra attack you get with an off-hand weapon when you make a 
  full attack, you may make a second (iterative) attack with your off-hand weapon in addition to the iterative 
  attack you gain with your primary weapon.
  Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
  Special: A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved 
  Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light 
  or no armor.
  Improved Unarmed Strike [Combat]
  Benefit: Your unarmed strikes can deal lethal or nonlethal damage, at your option. Your unarmed strike 
  deals damage as if you were one size larger than you really are (1d3 for Small, 1d4 for Medium).
  Normal: You can deal only nonlethal damage with an unarmed strike. Your damage is also based on 
  your size.
  Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. He need not 
  select it, nor does he increase his unarmed damage because of this feat. The increase is already factored 
  into the monk's class features.
  Mobility [Combat]
  You are harder to hit when moving.
  Prerequisites: Dex 13, Dodge.
  Benefit: You get a +1 dodge bonus to Armor Class when you move more than a 5-foot step. This bonus 
  lasts until the beginning of your next turn. A condition that makes you lose your Dexterity bonus to Armor 
  Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most 
  types of bonuses.
  Rapid Reload [Combat]
  You can reload crossbows and firearms quicker than normal.
  Prerequisite: Proficiency with a crossbow or firearm.
  Benefit: The time required for you to reload a crossbow is reduced to a free action (for a hand or light 
  crossbow) or a move action (for a heavy crossbow or a firearm). This feat allows you to fire a hand 
  crossbow or light crossbow as many times in a full attack action as you could attack if you were using a 
  bow.
  Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-
  round action to reload a heavy crossbow or firearm.
  Superior Two-Weapon Fighting [Combat]
  Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon 
  Fighting, base attack bonus +16.
  10
  
  Benefit: Your penalty for fighting with two weapons is reduced by another 1 to -2/-2. If your offhand 
  weapon is light, these penalties are reduced by another 2 each, to +0/+0. (See the table under Two 
  Weapon Fighting for details.)
  Two-Weapon Fighting [Combat]
  You can fight with a weapon in each hand. You can make one extra attack each round with the second 
  weapon.
  Prerequisite: Dex 15.
  Benefit: Your penalties on attack rolls for fighting with two weapons (not including shields) are reduced. 
  The penalty for your primary and off hand is lessened by 4 each.
  Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that 
  weapon when you make a full attack. When fighting in this way you suffer a -8 penalty with your regular 
  attack or attacks with your primary hand and a -8 penalty to the attack with your off hand. If your off-hand 
  weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
  Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-
  Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no 
  armor.
  Table: Two Weapon Fighting
  No Feat
  TWF Feat
  Imp. TWF
  Greater TWF
  Superior TWF
  BAB
  Iterative
  Attacks
  Primary
  Off
  Hand Primary
  Off
  Hand Primary
  Off
  Hand Primary
  Off
  Hand Primary
  Off
  Hand
  +0-5
  +0
  -8
  -8
  -4
  -4
  --
  --
  --
  --
  --
  --
  +6-10
  -2/-2
  -10/-10
  -10
  -6/-6
  -6
  -6/-6
  -6/-6
  --
  --
  --
  --
  +11-15
  -1/-1
  -9/-9
  -9
  -5/-5
  -5
  -5/-5
  -5/-5
  -4/-4
  -4/-4
  --
  --
  +16+
  +0/+0
  -8/-8
  -8
  -4/-4
  -4
  -4/-4
  -4/-4
  -3/-3
  -3/-3
  -2/-2
  -2/-2
  Minimum Damage
  When your attack succeeds, you deal damage. The type of weapon used determines the amount of 
  damage you deal. Effects that modify weapon damage apply to unarmed strikes and the natural physical 
  attack forms of creatures. Damage reduces a target’s current hit points. If penalties reduce the damage 
  result to less than 1, a hit still deals 1 point of nonlethal damage. Armor DR applies against this damage 
  (see Damage Conversion, Armor & BAB).
  Armor Class
  Your AC represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll 
  result that an opponent needs to achieve to hit you. Your AC is equal to the following:
  10 + BAB3 + armor bonus + shield bonus + Dexterity modifier + size modifier 
  Note that armor limits your Dexterity bonus as normal, so if you’re wearing armor, you might not be able 
  to apply your whole Dexterity bonus to your AC. Sometimes you can’t use your Dexterity bonus (if you 
  have one). If you can’t react to a blow, you can’t use your base attack bonus (BAB) and Dexterity bonus 
  to AC. (If you don’t have a Dexterity bonus, nothing happens.)
  Damage Conversion & Armor
  Armor not only increases AC, but also turns fatal blows into less-threatening hits. Armored characters are 
  often more easily battered into unconsciousness than brought down by lethal damage. Armor, in addition 
  3
  This has the potential to noticeably increase ACs in the game, especially at mid- to higher-levels. If 
  you're using these rules at levels 10th and higher, I recommend you cap the BAB bonus to AC based 
  on character level. So, for example, a 10th-level fighter would get a +10 bonus to his AC whereas a 
  10th-level sorcerer would get a +5 bonus to his AC. Do the same thing with monsters and NPCs.
  11
  
  to adding a bonus to AC, also converts lethal damage from physical attacks into nonlethal damage. 
  Shields provide a shield bonus to AC, as normal, but do not convert damage.
  Each time an armor-wearing character is struck by an attack that deals lethal damage, the amount of 
  damage dealt to the character is reduced by an amount equal to the armor bonus (including 
  enhancement) of the armor worn. The character takes an equal amount of nonlethal damage. Damage 
  that is not affected by damage reduction (energy damage and the like) is not converted.
  Armor and Nonlethal Damage
  An armor-wearing character can ignore nonlethal damage equal to 
  his armor bonus. (In effect, armor grants damage reduction equal 
  to its armor bonus against nonlethal attacks.)
  Critical Hits and Armor
  A successful critical hit ignores either damage conversion (for 
  lethal attacks) or armor DR (for nonlethal attacks).
  Spells and magic items that grant an armor bonus (such as mage 
  armor or bracers of armor) are modified to follow these rules as 
  well. If the granted armor bonus equals +1, treat the spell or item 
  as padded armor. Otherwise, divide the armor bonus by two. Apply 
  the smaller portion to AC as an armor bonus and use the other 
  portion as lethal to nonlethal conversion and DR/lethal. For 
  example, mage armor would grant a +2 armor bonus, 2 points of 
  lethal to nonlethal conversion, and DR 2/lethal. Bracers of armor +5 would grant a +2 armor bonus, 3 
  points of lethal to nonlethal conversion, and DR 3/lethal.
  Magical armor adds its enhancement bonus to the armor's damage conversion and DR/lethal. Thus, +1 
  chainmail has a +3 armor bonus, converts 6 points of lethal damage to nonlethal damage, and provides 
  DR 6/lethal.
  Table: Armor Features
  Armor Type
  Armor Bonus Lethal to Nonlethal
  DR
  Padded
  +1
  1 point
  --
  Leather
  +1
  2 points
  2/lethal
  Studded leather
  +2
  3 points
  3/lethal
  Chain shirt
  +2
  4 points
  4/lethal
  Hide
  +2
  3 points
  3/lethal
  Scale mail
  +2
  4 points
  4/lethal
  Chain mail
  +3
  5 points
  5/lethal
  Breastplate
  +3
  5 points
  5/lethal
  Splint mail
  +3
  6 points
  6/lethal
  Banded mail
  +3
  6 points
  6/lethal
  Half-plate
  +4
  7 points
  7/lethal
  Full plate
  +4
  8 points
  8/lethal
  Initiative
  At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. 
  Each character applies his or her Dexterity modifier to the roll. The DM rolls for the monsters, usually as a 
  12
  A member of an elven press gang 
  strikes Horace Berkeley, who is 
  wearing a chain shirt, inflicting 9 
  points of lethal damage. Horace 
  suffers 4 points of nonlethal 
  damage and 5 points of lethal 
  damage. (Note that the armor's 
  nonlethal DR does not count 
  against this damage since it was 
  inflicted by a lethal damage attack.) 
  Later that round, another elf hits 
  Horace with a sap, inflicting 3 
  points of nonlethal damage. The 
  character suffers no damage 
  because a chain shirt provides DR 
  4/lethal.
  
  single group.4 All characters with initiatives higher than the monsters get to act as a group in whatever 
  order the players prefer. Then the monsters act, followed by any characters whose initiatives were lower 
  than monsters acting in whatever order the players prefer.
  If two or more combatants have the same initiative check result, the combatants who are tied act in order 
  of total initiative modifier (highest first). If there is still a tie, the tied 
  characters should roll again to determine which one of them goes 
  before the other.
  Full-Round Actions
  A full-round action requires an entire round to complete. Thus, it 
  can’t be coupled with a standard or a move action, though if it 
  does not involve moving any distance, you can take a 5-foot step.
  Full Attack
  If you get more than one attack per round because your base 
  attack bonus is high enough, because you fight with two weapons 
  or a double weapon or for some special reason, you must use a full-round action to get your additional 
  attacks.
  Base Attack Bonus
  If your base attack bonus is +6 or higher, 
  you can make two attacks per round with 
  a full attack:
   When your BAB equals +6, you get a 
  second attack, but both attacks suffer a 
  -2 penalty (-2/-2 instead of 0/-5).
   When your BAB equals +11, the 
  penalty drops to -1/-1 (instead of 0/-5/-
  10).
   When your BAB equals +16, the 
  penalty drops to -0/-0 (instead of 0/-5/-
  10/-20).
  Cast a Spell
  If your caster level is 6th or higher, you 
  can use a full-round action to cast any 
  spell that has a normal casting time of 
  one standard action5. Doing so increases 
  either the spell's save DC or to your 
  caster level check to overcome spell 
  resistance (your choice when casting the spell).
   If your caster level is 6th or higher, you gain either a +1 bonus to the save DC or your caster level to 
  overcome spell resistance.
   If your caster level is 11th or higher, you gain either a +2 bonus to the save DC or your caster level to 
  overcome spell resistance.
   If your caster level is 16th or higher, you gain either a +3 bonus to the save DC or your caster level to 
  overcome spell resistance.
  4
  If you're using elite and solo monsters (see Rewarding Roleplaying), consider giving these special 
  monsters their own initiatives.
  5
  In order to take full advantage of these rules, it is strongly encouraged that spontaneous casters, such 
  as sorcerers, not be penalized with longer casting times when using metamagic feats on the fly. Hat tip 
  to Alzrius of EN World for suggesting this.
  13
  Jeremiah Dawes, Horace Berkeley, 
  Moshup, and Kojo face down a 
  pack of wolves. Initiatives are 
  rolled with the following results: 
  Jeremiah (13), Horace (15), 
  Moshup (8), Kojo (19), and the 
  wolves (11). Kojo, Horace, and 
  Jeremiah act first, taking their 
  actions in any order the players 
  desire. Then, the wolves act, 
  followed lastly by Moshup.
  
  Take a 5-Foot Step
  You can take a 5-foot step in any round when you don’t perform any other kind of movement. You can 
  take more than one 5-foot step in a round, depending on your base attack bonus:
   When your BAB equals +6, you can take two 5-foot steps per round.
   When your BAB equals +11, you can take three 5-foot steps per round.
   When your BAB equals +16, you can take four 5-foot steps per round.
  You can take a 5-foot step before, during, or after your other actions in the round. The total distance of 
  your 5-foot steps cannot exceed your base speed. You can only take a 5-foot step if your movement isn’t 
  hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot 
  step, since moving even 5 feet requires a move action for such a slow creature. You may not take a 5-foot 
  step using a form of movement for which you do not have a listed speed.
  If you can take more than one 5-foot step per round due high BAB, all of your 5-foot steps count as a 
  single free action. You can take each 5-foot step before, during, or after your others actions in the round.
  Injury and Death
  Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character 
  isn’t hindered in any way until your hit points drop to 0 or lower.
  Effects of Hit Point Damage
  You function as disabled6 between 0 and negative hit points equal to your Constitution bonus. You are 
  unconscious and dying at one more negative hit points than your Constitution bonus down to a negative 
  value equal to your Constitution score. One more point into the negatives and you are dead.
  When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct 
  the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your 
  nonlethal damage equals your current hit points, you're staggered (see footnote below), and when it 
  exceeds your current hit points, you fall unconscious.
  Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals 
  lethal damage to deal nonlethal damage instead, but you take a -4 penalty on your attack roll.
  Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal 
  damage, including an unarmed strike, to deal lethal damage instead, but you take a -4 penalty on your 
  attack roll.
  Staggered and Unconscious: When your nonlethal damage equals your current hit points, you're 
  staggered. You can only take a standard action or a move action in each round (in addition to free, 
  immediate, and swift actions). You cease being staggered when your current hit points once again 
  exceed your nonlethal damage.
  When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, 
  you are helpless. Spellcasters who fall unconscious retain any spellcasting ability they had before going 
  unconscious.
  If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all 
  further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. 
  Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain 
  unconscious.
  6
  A disabled character has the staggered condition. He may take a single move action or standard 
  action each round (but not both, nor can he take full-round actions, but he can still take swift, 
  immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, 
  but performing any standard action (or any other action the DM deems strenuous, including some free 
  actions such as casting a quickened spell) deals 1 point of damage after the completion of the act.
  14
  
  Magical Healing
  Various abilities and spells, such as cleric's cure 
  spells or a paladin's lay on hands ability, restore 
  only nonlethal damage, unless the ability has a 
  level-dependent bonus. The effect's level-
  dependent bonus restores lethal damage.
  Stable Characters and Recovery
  On their next turn after a character is reduced to 
  unconscious and dying, he must make a 
  stabilization check. A stabilization check is a 
  Fortitude save (DC 10 + the character’s negative 
  hit point total).
  A successful check means the character stabilizes and is no longer dying. If he doesn’t stabilize, he loses 
  1 hit point and must attempt another stabilization check on his next turn. (A character who’s unconscious 
  or dying can’t use any special action that changes the initiative count on which his action occurs.)
  The 10-Minute Rest Period
  Ten minutes of uninterrupted rest is a rest period. This period may include no more activity than 
  conversation and light activity. Character abilities and class features that were previously granted “per 
  day” are instead granted “per rest.” “Per rest” abilities include such things as rage, smite, and wild shape, 
  as well as some spellcasting (see below). Regardless of how many 10-minute rest periods taken in a day, 
  all abilities are refreshed once every 24 hours as normal. After a successful rest period, the following 
  happens:
   All “per rest” class abilities are refreshed.
   All characters heal an amount of hit points equal to 50% of their normal, maximum hit point total.
   All spell slots used to cast routine spells are refreshed (for spontaneous casters), or all routine spells 
  are refreshed (for casters that prepare spells). Routine spells include all 0-level spells and any single-
  target spell with a duration of 1 min/level or less.
   Any ongoing spell effects on a character are dispelled when the rest is complete, regardless duration 
  remaining. This does not apply to instantaneous or permanent duration sells. It does apply to spells both 
  beneficial and harmful, regardless of origin.
  A 10-minute rest period does not recover spells/spell slots used to cast restricted or ritual spells. 
  Restricted spells are those that:
   Have an area of effect or multiple targets
   Have a duration of 10 minutes per level or longer
   Are Conjuration (creation, calling, or teleport) spells
  Ritual spells are those that have an XP cost or unusual/expensive material components.
  Cover
  To determine whether your target has cover from your ranged attack, choose a corner of your square. If 
  any line from this corner to any corner of the target’s square passes through a square or border that 
  blocks line of effect, or provides cover, or through a square occupied by an enemy creature at least the 
  same size as your target, the target has cover (+4 to AC).
  Simply put, your allies and creatures smaller than your target never grant cover to your target.
  15
  Moshup has a 14 Constitution. He is disabled from 
  0 to -2 hit points, unconscious and dying from -3 to 
  -14 hit points, and dead at -15 hit points or lower.
  Horace has suffered 5 points of lethal damage and 
  4 points of nonlethal damage. Kojo casts cure light 
  wounds for 1d8+1 points of healing. Kojo's player 
  rolls a four. Horace is healed 1 point of lethal 
  damage and 4 points of nonlethal damage. Horace 
  now has 4 points of lethal damage and no 
  nonlethal damage.
  
  Special Attacks
  F&F implements changes to the way charging and turning undead function.
  Charge
  Charging is a special full-round action that allows you to move up to twice your speed and attack during 
  the action. However, it carries tight restrictions on how you can move.
  You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move 
  up to double your speed directly toward the designated opponent. You must have a clear path toward the 
  opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it 
  means to have a clear path.
  First, you must move to the closest space from which you can attack the opponent. (If this space is 
  occupied or otherwise blocked, you can’t charge.)
  Second, if any line from your starting space to the ending space passes through a square that blocks 
  movement, slows movement, or contains an enemy creature, you can’t charge. (Helpless creatures and 
  allies don’t stop
  a charge.)
  If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent. 
  You can’t take a 5-foot step in the same round as a charge.
  If you are able to take only a standard action or a move action on your turn, you can still charge, but you 
  are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option 
  unless you are restricted to taking only a standard action or move action on your turn.
  Channel Energy
  Regardless of alignment, any cleric can release a wave of energy 
  by channeling the power of his faith through his holy (or unholy) 
  symbol. This energy can be used to cause or heal damage, 
  depending on the type of energy channeled and the creatures 
  targeted.
  A good cleric (or a neutral cleric who worships a good deity) 
  channels positive energy and can choose to deal damage to 
  undead creatures or to heal living creatures. An evil cleric (or a 
  neutral cleric who worships an evil deity) channels negative energy 
  and can choose to deal damage to living creatures or to heal 
  undead creatures. A neutral cleric of a neutral deity (or one who is 
  not devoted to a particular deity) must choose whether he channels 
  positive or negative energy. Once this choice is made, it cannot be 
  reversed. This decision also determines whether the cleric can cast 
  spontaneous cure or inflict spells.
  Channeling energy causes a burst that affects all creatures of one type (either undead or living, cleric's 
  choice at time of channeling) in a 30-foot radius centered on the cleric. The amount of damage dealt or 
  healed is equal to 1d4 points of damage plus 1d4 points for every two cleric levels beyond 1st (2d4 at 3rd, 
  3d4 at 5th, and so on). Undead without an Intelligence score take double damage, but do not gain double 
  healing from negative energy channeling. Creatures healed by channel energy cannot exceed their 
  maximum hit point total; all excess healing is lost. Undead with turn resistance subtract their turn 
  resistance bonus from the damage inflicted7.
  7
  This is different than the channel energy rules in the Pathfinder Roleplaying Game. F&F eliminates the 
  saving throw against damage caused by channeling energy at the same time the damage inflicted is 
  reduced. Why? Because it's quicker.
  16
  Kojo presents his holy symbol 
  while facing three human zombies 
  and a ghoul. He uses turn undead 
  to channel positive energy to 
  damage these monsters. Kojo 
  inflicts 1d4+1 points of damage 
  against the ghoul and 2d4+1 
  points of damage against the 
  zombies. Kojo's player rolls 3 
  points of damage and 5 points of 
  damage, respectively. The ghoul 
  takes only 2 points of damage 
  since it has +2 turn resistance.
  
  In all cases, add cleric level to the dice total.
  A cleric may channel energy a number of times per rest equal to 3 + his Charisma modifier. This is a 
  standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to 
  include himself in this effect. A cleric must be able to present his holy symbol to use this ability.
  Remember: When channeling positive energy, healing dice restore only nonlethal damage. Bonuses to 
  healing dice (such as granted due to cleric level or spells such as consecrate) restore lethal damage.
  Glory and Sun Domains
  The granted powers for these two domains are changed to fit the new turn undead rules.
  Glory Domain: Whenever a cleric with this domain channels positive energy to harm undead creatures, 
  any undead thus damaged are shaken8 for his cleric level in rounds.
  Sun Domain: Whenever a cleric with this domain channels positive energy to harm undead creatures, 
  they do not subtract their turn resistance resistance from the damage inflicted. Furthermore, the cleric 
  adds his Wisdom modifier to the damage caused to undead by channeling energy.
  Changes to a Few Spells
  A few spells that affect turn undead are also modified. Use these descriptions for how the spells function 
  in place of the normal descriptions.
  Consecrate: This spell blesses an area with positive energy. Positive channeled energy within this area 
  gains a +3 sacred bonus to the amount healed or inflicted. Every undead creature entering a consecrated 
  area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead 
  cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, 
  shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the 
  modifiers given above are doubled (+6 sacred bonus to positive channeled energy totals, -2 penalties for 
  undead in the area).
  You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the 
  consecrate spell curses the area, cutting off its connection with the associated deity or power. This 
  secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given 
  above.
  Consecrate counters and dispels desecrate.
  Desecrate: This spell imbues an area with negative energy. Negative channeled energy within this area 
  gains a +3 profane bonus to the amount healed or inflicted. Every undead creature entering a desecrated 
  area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature 
  created within or summoned into such an area gains +1 hit points per HD.
  If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or 
  aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled 
  energy totals, +2 profane bonus and +2 hit points per HD for undead created in the area).
  Furthermore, anyone who casts animate dead within this area may create as many as double the normal 
  amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
  If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other 
  than your patron, the desecrate spell instead curses the area, cutting off its connection with the 
  associated deity or power. This secondary function, if used, does not also grant the bonuses and 
  penalties relating to undead, as given above.
  Desecrate counters and dispels consecrate.
  8
  A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
  17
  
  Hallow: This spell makes a particular site, building, or structure a holy site. This has four major effects. 
  First, the site or structure is guarded by a magic circle against evil effect. 
  Second, turn undead via positive energy healing or damage totals gain a +4 sacred bonus, and those 
  same totals from negative energy take a -4 sacred penalty. Spell resistance does not apply to this effect. 
  (This provision does not apply to the druid version of the spell.) 
  Third, any dead body interred in a hallowed site cannot be turned into an undead creature. 
  Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year 
  and functions throughout the entire site, regardless of the normal duration and area or effect. You may 
  designate whether the effect applies to all creatures, creatures who share your faith or alignment, or 
  creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it 
  can be renewed or replaced simply by casting hallow again. 
  Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, 
  death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, 
  endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist 
  energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these 
  spells’ effects. (See the individual spell descriptions for details.) 
  An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but 
  does not dispel unhallow.
  Unhallow: This spell makes a particular site, building, or structure an unholy site. This has three major 
  effects. 
  First, the site or structure is guarded by a magic circle against good effect. 
  Second, turn undead via negative energy healing or damage totals gain a +4 sacred bonus, and those 
  same totals from positive energy take a -4 sacred penalty. Spell resistance does not apply to this effect. 
  (This provision does not apply to the druid version of the spell.) 
  Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one 
  year and functions throughout the entire site, regardless of its normal duration and area or effect. You 
  may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or 
  creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it 
  can be renewed or replaced simply by casting unhallow again. 
  Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, 
  daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, 
  dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove 
  fear, resist energy, silence, tongues, and zone of truth. 
  Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell 
  descriptions for details.)
  An area can receive only one unhallow spell (and its associated spell effect) at a time. Unhallow counters 
  but does not dispel hallow.
  Combat Maneuvers
  Combat maneuvers are special attacks that you may perform in combat. These include pushing an 
  opponent back, knocking him to the ground, or smashing a weapon he is holding.
  18
  
  Table: Combat Maneuvers Summary
  Bull rush Push a foe back 5 feet or more
  Disarm
  Knock a weapon from your foe's hands
  Grapple
  Wrestle with a foe
  Overrun
  Plow past or over a foe as you move
  Sunder
  Strike a foe's weapon or shield
  Trip
  Trip a foe
  The Combat Maneuver Mechanic
  All combat maneuvers follow the same mechanic. As a standard action, the attacker makes a combat 
  maneuver attack roll against the defender’s combat maneuver AC. When you make a combat maneuver 
  attack roll, you roll a d20 and add your combat maneuver bonus. If your result equals or beats the target’s 
  combat maneuver Armor Class, your maneuver is successful. As with a normal attack roll, a natural 1 (the 
  d20 comes up 1) is always a failure. A natural 20 (the d20 comes up 20) is always a success.
  Combat Maneuver Bonus = BAB + STR + Maneuver Modifier
  Combat Maneuver Defense Bonus = DEX + BAB + STR + dodge + Maneuver Modifier
  A creature’s maneuver modifier is dependent on its size, as shown on the table below9.
  But what about Big Change #2? To determine a creature's CMB Score, 
  add 11 to the creature's standard CMB (the number it would use, as 
  either a bonus or penalty to its combat maneuver check). For example, a 
  hill giant has a +15 CMB. That means its CMB score is 26.
  To make a Combat Maneuver Defense Check, roll 1d20 and add your 
  CMDB. If your combat maneuver defense check equals or exceed your 
  foe's combat maneuver score, you successfully defend against the foe's 
  combat maneuver.
  Table: Combat Maneuver Modifiers
  Creature Size Modifier
  Creature Size Modifier
  Fine
  -8
  Large
  +1
  Diminutive
  -4
  Huge
  +2
  Tiny
  -2
  Gargantuan
  +4
  Small
  -1
  Colossal
  +8
  Medium
  0
  When a PC uses a combat maneuver against an opponent, he makes a combat maneuver check against 
  the opponent's combat maneuver AC as normal.
  Weapon Permitted?
  If the combat maneuver allows you to use a weapon, it will be noted here. If the maneuver permits 
  weapon use, then you may add feats, weapon enhancements, or any other modifiers that would normally 
  grant you a bonus to your melee attack roll when using that weapon.
  9
  These modifiers and the combat maneuver are normal for the Pathfinder Roleplaying Game. They're 
  are presented here because of the Big Changes and for the sake of completeness.
  19
  It takes a minimum of work 
  to convert existing 
  characters and monsters to 
  the combat maneuver 
  system. Let's look at the hill 
  giant. Its melee attack 
  bonus is +15 (+7 BAB, +7 
  STR, -1 Size). Its touch AC 
  is 8 (-1 DEX, -1 Size). Its 
  size is Large (+1 Maneuver 
  Modifier). This gives the hill 
  giant a +15 CMB and a +14 
  CMDB.
  
  Bull Rush
  A bull rush attempts to push an opponent straight back without doing any harm.
  You can attempt a bull rush combat maneuver as a standard action or as part of a charge. You can only 
  bull rush an opponent who is one size category larger than you or smaller.
  If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds 
  the target’s maneuver AC, you can push the target back an additional 5 feet. You can move with the 
  target if you wish but you must have the available movement to do so. If your attack fails, your movement 
  ends in front of the target.
  Weapon Permitted? No.
  Disarm
  You attempt to knock (or 
  grab) a weapon or an 
  object out of an opponent’s 
  hands. You may attempt a 
  disarm combat maneuver 
  as a standard action.
  The wielder of a two-
  handed weapon on a 
  disarm attempt gets a +4 
  bonus to his combat 
  maneuver attack roll or AC, 
  and the wielder of a light 
  weapon takes a -4 penalty. 
  An unarmed strike is 
  considered a light weapon, 
  so you always take a 
  penalty when trying to 
  disarm an opponent by 
  using an unarmed strike. If the targeted item isn’t a melee weapon, the defender takes a -4 penalty on the 
  roll.
  If you beat the defender, the defender is disarmed. If you were armed, the defender’s weapon is on the 
  ground in the defender’s square. If you attempted the disarm action unarmed, you now have the weapon.
  If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with a 
  combat maneuver attack. His attempt does not provoke an attack of opportunity from you. If he fails his 
  disarm attempt, you do not subsequently get a free disarm attempt against him.
  A defender wearing spiked gauntlets can’t be disarmed. A defender using a weapon attached to a locked 
  gauntlet gets a +10 bonus to resist being disarmed.
  Grabbing Items
  You can use a disarm action to snatch an item worn by the target. If you want to have the item in your 
  hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to 
  snatch or cut away the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt 
  doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm 
  attempt, as noted above.
  You can’t snatch an item that is well secured unless you have pinned the wearer (see Grapple). Even 
  then, the defender gains a +4 bonus on his AC to resist the attempt.
  Weapon Permitted? Yes.
  20
  
  Grapple
  You attempt to grab an opponent and restrict his movement.
  You may attempt a grapple combat maneuver as a standard 
  action. You can only grapple an opponent who is one size 
  category larger than you or smaller. If your combat maneuver 
  attack roll is successful, you and your target both gain the 
  grappled condition, and you deal damage to the target as if with 
  an unarmed strike. If you lose, you fail to start the grapple.
  Grappled Condition
  A grappled creature suffers the following effects:
  No Dexterity Bonus: You lose your Dexterity bonus to AC (if you 
  have one) against opponents you aren’t grappling. (You can still 
  use it against opponents you are grappling.)
  No Movement: You can’t move normally while grappling. You 
  may, however, make a grapple combat maneuver roll to move 
  while grappling.
  No Aid Attack or Aid Defense: You cannot use the Aid Attack or 
  Aid Defense universal feats except to help someone in the same 
  grapple you are in.
  Maintain Grapple
  To maintain the grapple for later rounds, you and your target 
  must occupy the same space. If you are the same size or larger 
  than your target, you pull your target into your space. If your 
  target is larger, however, you move into his space. (This 
  movement is free and doesn’t count as part of your movement in 
  the round.)
  If You’re Grappling
  When you are grappling (regardless of who started the grapple), 
  you can perform any of the following actions. All of these actions 
  require standard actions, unless specified otherwise.
  Activate a Magic Item: You can activate a magic item, as long as 
  the item doesn’t require a spell completion trigger. You don’t need to make a grapple check to activate the 
  item.
  Attack Your Opponent: You can make an attack with an unarmed strike, natural weapon, or light weapon 
  against another character you are grappling. You take a -4 penalty on such attacks. You can’t attack with 
  two weapons while grappling, even if both are light weapons.
  Cast a Spell: You can attempt to cast a spell while grappling or even while pinned (see below), provided 
  its casting time is no more than 1 standard action, it has no somatic component, and you have in hand 
  any material components or focuses you might need. Any spell that requires precise and careful action is 
  impossible to cast while grappling or being pinned.
  If the spell is one that you can cast while grappling, you must make a Concentration check (DC 15 + twice 
  the spell level) or lose the spell. You don’t have to make a successful combat maneuver roll to cast the 
  spell.
  Damage Your Opponent: While grappling, you can deal damage to your opponent equivalent to an 
  unarmed strike. Make a combat maneuver roll. If you win, you deal nonlethal damage as normal for your 
  21
  Horace Berkeley moves forward to 
  face down a charging black bear. 
  Horace is a 1st-level fighter with a 
  16 Strength and a 14 Dexterity. His 
  has a +4 CMB and a +6 CMDB. 
  The black bear is normal for its 
  type. It has a 19 Strength, a 13 
  Dexterity, and a +1 BAB. This gives 
  the bear a +5 CMB and a +6 CMDB 
  (combat maneuver score 16 and 
  combat maneuver AC 16).
  The bear wins initiative and 
  attempts to overrun Horace. 
  Horace makes a combat maneuver 
  defense check against DC 16 (11 + 
  the bear's CMB). He gets a 14 total 
  (on 1d20+6) and is knocked prone. 
  The bear continues its rush toward 
  Jeremiah Dawes. Jeremiah and 
  Horace get to act now. Horace gets 
  to his feet and closes on the bear. 
  Jeremiah moves back and casts 
  magic missile, inflicting 3 points of 
  damage to the bear.
  The next round starts. Horace wins 
  initiative and attempts to grapple 
  the bear. Horace's combat 
  maneuver check total equals 17. 
  He grapples the bear and deals 1 
  point of nonlethal damage. The 
  bear doesn't like this uses a 
  standard action for an escape 
  attempt. Horace makes another 
  combat maneuver defense check 
  against DC 16, and this time gets a 
  19 total. The bear fails to break the 
  grapple.
  
  unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength 
  modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple roll.
  Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is 
  lethal. However, they can choose to deal their damage as nonlethal damage when grappling without 
  taking the usual –4 penalty for changing lethal damage to nonlethal damage.
  Draw a Light Weapon: You can draw a light weapon as a move action with a successful combat 
  maneuver roll.
  Escape from Grapple or Pin: You can escape a grapple or a pin by making a successful combat 
  maneuver roll. You can make an Escape Artist check in place of a combat maneuver roll if you so desire. 
  If more than one opponent is grappling you, your combat maneuver roll (or Escape Artist check) has to 
  succeed against all their individual combat maneuver ACs to escape. (Opponents don’t have to try to hold 
  you if they don’t want to.) If you were grappling, you escape, and you no longer have the grappled 
  condition. You finish the action by moving into any space adjacent to your opponent(s). If you were 
  pinned, you instead become grappled.
  Move: You can move half your speed (bringing all others engaged in the grapple with you) by making a 
  successful combat maneuver roll. This requires a standard action, and you must beat all the other 
  individual check results to move the grapple.
  Note: You get a +4 bonus on your combat maneuver roll to move a pinned opponent, but only if no one 
  else is involved in the grapple.
  Retrieve a Spell Component: You can produce a spell component from your pouch while grappling by 
  using a full-round action. Doing so does not require a successful combat maneuver roll.
  Pin Your Opponent: You can hold your opponent immobile for 1 round by winning a combat maneuver 
  roll. Once you have an opponent pinned, you have a few options available to you (see below).
  Break Another’s Pin: If you are grappling an opponent who has another character pinned, you can make a 
  combat maneuver roll. If you win, you break the hold that the opponent has over the other character. The 
  character is still grappling, but is no longer pinned.
  Use Opponent’s Weapon: If your opponent is holding a light weapon, you can use it to attack him. Make a 
  combat maneuver roll. If you win, make an attack roll with the weapon with a –4 penalty (doing this 
  doesn’t require another action). You don’t gain possession of the weapon by performing this action.
  If You’re Pinning an Opponent
  When you have an opponent pinned, you can only perform the following actions, as described above: 
  Damage Your Opponent, Use Opponent’s Weapon, Move the Grapple.
  At your option, you can prevent a pinned opponent from speaking. You can use a disarm action to 
  remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his 
  combat maneuver AC to resist your attempt (see Disarm above).
  You may voluntarily release a pinned character as a free action; if you do so, you are no longer 
  considered to be grappling that character (and vice versa).
  Joining a Grapple
  If your target is already grappling someone else, you can use a standard action to attempt a grapple, as 
  above, except that the target doesn’t get an attack of opportunity against you.
  If there are multiple opponents involved in the grapple, you pick one to make your combat maneuver roll 
  against.
  22
  
  Multiple Grapplers
  Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a 
  given round. Creatures that are one or more size categories smaller than you count for half, creatures that 
  are one size category larger than you count double, and creatures two or more size categories larger 
  count quadruple.
  When you are grappling with multiple opponents, you choose one opponent to make your combat 
  maneuver roll against. The exception is an attempt to escape from the grapple; to successfully escape, 
  your combat maneuver roll must succeed against the combat maneuver AC of each opponent.
  Weapon Permitted? No.
  Overrun
  With an overrun, you attempt to plow past or over your opponent (and move through his square) as you 
  move. You can attempt an overrun as a standard action taken during your move. (In general, you cannot 
  take a standard action during a move; this is an exception.) You can only overrun an opponent who is one 
  size category larger than you, the same size, or smaller. Since you begin the overrun by moving into the 
  defender’s space, you provoke an attack of opportunity from the defender.
  The defender has the option to simply avoid you. If he avoids you, he doesn’t suffer any ill effect and you 
  may keep moving (You can always move through a square 
  occupied by someone who lets you by.) The overrun attempt 
  doesn’t count against your actions this round (except for any 
  movement required to enter the opponent’s square).
  If your opponent blocks you, make a combat maneuver attack roll. 
  If you win, you knock the defender prone and can continue your 
  movement as normal. If you lose, the defender may immediately 
  react and make a combat maneuver attack roll to try to knock you 
  prone.
  If you fail and are knocked prone in turn, you have to move 5 feet 
  back the way you came and fall prone, ending your movement 
  there. If you fail but are not knocked prone, you have to move 5 feet 
  back the way you came, ending your movement there. If that 
  square is occupied, you fall prone in that square. The defender gets 
  a +4 bonus on his combat maneuver AC if he has more than two 
  legs or is otherwise more stable than a normal humanoid.
  Improved Overrun: If you have the Improved Overrun feat, your 
  target may not choose to avoid you.
  Mounted Overrun (Trample): If you attempt an overrun while 
  mounted, your mount makes the combat maneuver roll to 
  determine the success or failure of the overrun attack (and applies 
  its maneuver modifier, rather than yours). If you have the Trample 
  feat and attempt an overrun while mounted, your target may not 
  choose to avoid you, and if you knock your opponent prone with the 
  overrun, your mount may make one hoof attack against your 
  opponent.
  Weapon Permitted? No.
  Sunder
  You attempt to damage a weapon, shield, armor, or item your 
  opponent is holding or wearing.
  23
  
  You can attempt a sunder combat maneuver as a standard action with a slashing or bludgeoning weapon. 
  If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's 
  Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points 
  remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit 
  points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit 
  point and the broken condition.
  The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus to his combat maneuver 
  attack roll or AC, and the wielder of a light weapon takes a -4 penalty.
  To attempt to snatch away an item worn by a defender rather than damage it (see Disarm above).
  Weapon Permitted? Yes.
  Broken Condition
  Items that have taken damage in excess of half their total hit points gain the broken condition, meaning 
  they are less effective at their designated task. The broken condition has the following effects, depending 
  upon the item.
  If the item is a weapon, any attacks made with the item suffer a -2 penalty on attack and damage rolls. 
  Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
  If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor 
  doubles its armor check penalty on skills.
  If the item is a tool needed for a skill, any skill check made with the item takes a -2 penalty.
  If the item is a wand or staff, it uses up twice as many charges when used.
  If the item does not fit into any of these categories, the broken condition has no effect on its use. Items 
  with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it 
  can only be repaired with a mending or make whole spell cast by a character with a caster level equal to 
  or higher than the item's. Items lose the broken condition if the spell restores the object to half its original 
  hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used 
  to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage 
  to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the 
  item is badly damaged or ruined).
  Trip
  You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no 
  more than one size category larger than you.
  If your attack exceeds the target's CMAC, the target is knocked prone. If your attack fails by 10 or more, 
  you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat 
  maneuver attack roll for each additional leg it has. Some creatures - such as oozes, creatures without 
  legs, and flying creatures - cannot be tripped.
  Weapon Permitted? Only if the weapon you are wielding can be used to make trip attacks.
  Firearms
  Before we get started with firearms rules, a few words about what this section is not intended to do. While 
  the 16th through 18th centuries serve as our historical baseline for firearms, we are not hindered by real 
  world concerns. Realism takes a backseat to playability and fun. Thus, firearms and the rules that govern 
  them are deliberately unrealistic.
  If we were to be realistic, reloading a blackpowder weapon would be a complicated procedure. All but the 
  most experienced, well-trained soldiers would face reload times of about two minutes per shot. The 
  24
  
  development of the flintlock in the late-sixteenth century shortened these reload times, but even then 
  we're still taking about one shot every 30 seconds10. Even the absolute best, such as the Swedes at the 
  Battle of Breitenfeld in 1631 took about one minute to reload their weapons under battlefield conditions.
  Having a musketeer get off one shot every 5 to 20 rounds might be realistic, but playable? Fun? Hardly.
  Types of Firearms
  F&F divides firearms into two types: matchlocks and flintlocks.
  Matchlocks are inferior, cheaper firearms compared to flintlocks, which represent the cutting edge of 
  firearms technology. Both types of firearms are muzzle-loaders. This means that the round of ammunition 
  is loaded into the firearm via the barrel, and that both types of firearms hold only one round of ammunition 
  at a time.
  Reloading a matchlock was quite complicated. The shooter had to pour a premeasured amount of black 
  powder into the barrel. He then placed a lead ball into the barrel. The lead ball had to be seated, or 
  packed into place with a wooden ramrod. The matchlock's firing mechanism included a powder pan on 
  the barrel's side. The powder pan was opened and black powder was poured into it. The match, usually 
  prelit and made from saltpeter-soaked cord, was placed in the hammer of the firing mechanism. Then, the 
  shooter could take aim and squeeze the trigger, causing the hammer to force the glowing match into the 
  powder pan, which ignited that powder to ignite the powder in the barrel so that expanding gases would 
  propel the lead ball toward the enemy.
  The flintlock was simpler in comparison. The match was replaced with a piece of flint set in the hammer, 
  which would strike a steel frizzen to produce sparks that would ignite the powder in the pan. That might 
  seem like a small change, but it did reduce reload times to a fraction of those associated with the 
  matchlock11.
  Who Can Use Firearms?
  Matchlocks and flintlocks are further divided into light and heavy. All light firearms are simple weapons. All 
  heavy firearms are martial weapons12. Anyone with the appropriate weapon proficiencies can use any 
  firearm that falls into the known category.
  Using a Firearm
  Firearms are missile weapons, and they follow the normal rules for making attacks with ranged weapons. 
  Matchlocks and flintlocks can only be fired once before they have to be reloaded.
  Reload Times
  Reloading a firearm requires a full-round action. A flintlock can be loaded ahead of time and carried ready 
  to fire. A matchlock can be loaded ahead of time, but cannot be carried with a lit match. Setting the lit 
  match to loaded matchlock requires a move action.
  10 And that doesn't even begin to include complications related to misfires, inclement weather, and 
  residue build-up in the pan, chamber, and barrel.
  11 There were two other types of firearms from our time period: wheellocks and snaphaunces. Both were 
  sort of early versions of flintlocks, especially snaphaunces. Wheellocks used a complex firing 
  mechanism that included more than four dozen moving parts. They were quite expensive, very much a 
  nobleman's weapon. For purposes of these rules, both wheellocks and snaphaunces can be 
  considered fluff text descriptions for specific flintlocks.
  12 Why are heavy matchlocks and heavy flintlocks martial weapons? Two reasons. From a game 
  mechanics point of view, it seems necessary to somewhat restrict access to these higher damage 
  weapons. From a game rationale point of view, these weapons are heavy and pack quite a kick. The 
  additional combat training implied by the martial weapon category seems a good way to simulate this.
  25
  
  Report and Muzzle Flash
  Firearms are loud and flashy. A firearm's report and muzzle flash make it easy to detect when it's shot. 
  The report can be heard about a half mile away in open country and about 200 yards in more crowded 
  areas (such as a town). Listen checks are not needed to hear a firearm's report. A DC 0 Perception check 
  (modified by range) can be used to pinpoint the direction from which the sound came. A DC 0 Perception 
  check (modified by range) detects muzzle flash at night. Increase this to DC 10 during the day.
  Firearm Descriptions
  Matchlocks do not have rifled barrels. Matchlocks have a critical threat range of 20 and inflict x2 damage 
  with a critical hit. Flintlocks have rifled barrels. Flintlocks have a critical threat range of 19-20 and inflict x2 
  damage with a critical hit. All firearms cause piercing damage.
  You can shoot any pistol with one hand at no penalty. You can shoot any pistol with each hand, but you 
  take a penalty on attack rolls as if attacking with two light weapons. Two-Weapon Fighting and related 
  feats reduce these penalties as normal.
  You can shoot a short rifle or rifle with one hand at a -2 penalty on attack rolls. You can shoot a short rifle 
  or rifle with each hand, but you take a penalty on attack rolls as if attacking with two weapons. This 
  penalty is cumulative with the penalty for one-handed firing.
  You can shoot a long rifle with one hand at a -4 penalty on attack rolls. You can shoot a long rifle with 
  each hand, but you take a penalty on attack rolls as if attacking with two weapons. This penalty is 
  cumulative with the penalty for one-handed firing.
  Firearms are sturdily made of iron, brass, and heavy wood. They can be used as melee weapons, 
  inflicting bludgeoning damage. A firearm's accuracy and penetration statistics do not apply when using it 
  as a melee weapon. In all cases, the critical threat range is 20 for x2 damage with a successful critical hit.
  Bayonet: Any dagger can be declared a bayonet when purchased. It takes a move action to fix a bayonet 
  to the end of a rifle. This effectively turns the rifle into a spear, although it cannot be effectively thrown.
  Long Pistol: This pistol has a barrel between 8 to 12 inches in length. Its length, weight, and large caliber 
  make it a difficult weapon to fire without martial training. Wielded as a club, a long pistol inflicts 1d4 points 
  of damage.
  Long Rifle: The heaviest, most powerful rifle has a barrel length between 5 to 6 feet. Its length, weight, 
  and large caliber make it a difficult weapon to fire without martial training. Wielded as a club, a long rifle 
  inflicts 1d8 points of damage. It is a two-handed weapon when swung in melee combat.
  Pistol: This pistol's barrel runs 5 to 7 inches long. Wielded as a club, a pistol inflicts 1d3 points of damage.
  Rifle: A rifle has a barrel between 2 and 4 feet long. Wielded as a club, a rifle inflicts 1d6 points of 
  damage. It can wielded with one hand in melee combat.
  Short Pistol: A short pistol's barrel is about 4 inches long. You get a +2 bonus on Sleight of Hand checks 
  made to conceal a short pistol on your body (see the Sleight of Hand skill). Wielded as a club, a short 
  pistol inflicts 1d3 points of nonlethal damage.
  Short Rifle: Short rifles have barrels between 12 and 18 inches long. Wielded as a club, a short rifle 
  inflicts 1d6 points of damage. It can wielded with one hand in melee combat.
  26
  
  Table: Light Matchlocks (Simple)
  Weapon
  Cost
  Dmg (S) Dmg (M) Range Increment Weight
  Short pistol
  75 gp
  1d4
  1d6
  10 ft.
  4 lbs.
  Pistol
  125 gp
  1d6
  1d8
  30 ft.
  6 lbs.
  Short rifle
  175 gp
  1d6+113
  1d8+1
  60 ft.
  8 lbs.
  Rifle
  225 gp
  1d8+2
  1d10+2
  120 ft.
  10 lbs.
  Table: Light Flintlocks (Simple)
  Weapon
  Cost
  Dmg (S) Dmg (M) Range Increment Weight
  Short pistol 100 gp
  1d4
  1d6
  15 ft.
  2 lbs.
  Pistol
  150 gp
  1d6
  1d8
  45 ft.
  4 lbs.
  Short rifle
  200 gp
  1d6+1
  1d8+1
  90 ft.
  6 lbs.
  Rifle
  250 gp
  1d8+2
  1d10+2
  180 ft.
  8 lbs.
  Table: Heavy Matchlocks (Martial)
  Weapon
  Cost
  Dmg (S) Dmg (M) Range Increment Weight
  Long pistol 135 gp
  1d8+1
  1d10+1
  45 ft.
  7 lbs.
  Long rifle
  335 gp
  1d10+3
  1d12+3
  180 ft.
  15 lbs.
  Table: Heavy Flintlocks (Martial)
  Weapon
  Cost
  Dmg (S) Dmg (M) Range Increment Weight
  Long pistol 170 gp
  1d8+1
  1d10+1
  60 ft.
  5 lbs.
  Long rifle
  370 gp
  1d10+3
  1d12+3
  240 ft.
  12 lbs.
  Other Equipment
  Bandoleer: Fitted across the chest, this utility strap features loops and buckles for duodecim, powder 
  horns, and other accessories.
  Bullet: Bullets are lead balls sold in traditional batches of 12 at a time.
  Duodecim: A small wooden container holding sufficient powder for a single shot. A typical bandoleer 
  holds 12 duodecim.
  Powder Horn: A horn holds sufficient powder for 10 shots.
  Ramrod: This slender wooden rod is used for tamping down powder in a firearm. Most weapons come 
  with a custom-fitted ramrod in a bracket under the barrel.
  Swinefeather: This is a wood and metal forked rod used to support the barrel of a rifle or long rifle. Setting 
  up a swinefeather is a standard action. It grants a +1 bonus on attack rolls when set up and used with a 
  rifle or long rifle.
  13 Adding a damage bonus to a weapon's base damage goes against d20 design norms. This anomaly 
  reflects the more efficient use of energy released from ignited powder in a longer barrel. This is 
  mechanically similar to a high-Strength character adding his Strength bonus to damage with a melee 
  weapon.
  27
  
  Table: Firearm Accessories
  Item
  Cost Weight
  Item
  Cost Weight
  Bandoleer
  5 sp
  1 lb.
  Powder horn
  1 gp
  1/2 lb.
  Bullet (12)
  5 sp
  1 lb.
  Ramrod
  5 cp
  1 lb.
  Duodecim
  2 sp
  --
  Swinefeather
  2 sp
  2 lb.
  Explosives
  If there are firearms, there must be gunpowder, or at least some fantasy equivalent. These rules assume 
  the latter, placing gunpowder under the heading of alchemy.
  Craft (Alchemy)
  With this skill, a character can make gunpowder and alchemical gunpowder, set a fuse, and correctly 
  place an explosive.
  Check: Making gunpowder or alchemical gunpowder follows the normal rules for crafting items. It takes 1 
  gp of raw materials to create  gunpowder sufficient for 2 shots. The DCs and costs for alchemical 
  gunpowder vary depending on the type crafted. See Alchemical Gunpowder below for more information.
  Table: Craft (Alchemy) Tasks
  Task
  DC
  Task
  DC
  Make gunpowder
  20
  Set fuse
  15 or 20
  Make alchemical gunpowder
  25
  Place an explosive
  15
  Set Fuse: To set a fuse on an explosive to so that it detonates after one round requires a DC 15 Craft 
  (alchemy) check. You can set a timed fuse so that an explosive detonates at a predetermined time, but 
  the DC is higher. A successful check indicates that the explosive goes off after the desired time interval. A 
  failed skill check means that something goes wrong with the timed fuse. Roll 1d20 and consult the 
  following table.
  Table: Timed Fuse Error
  d20
  Round of Detonation
  1-4
  Explosives fail to go off
  5-8
  Two rounds early
  9-12
  One round early
  13-16 One round late
  17-20 Two rounds late
  Special: If you fail a Craft (alchemy) check to set a fuse by more than 5, the explosive detonates 
  immediately.
  Craft (Munitions)
  With this skill, a character can make firearms, bullets, and grenades.
  Check: Making firearms, bullets, and grenades all follow the normal rules for crafting items. Note that 
  grenades require gunpowder, which must be either purchased or crafted separately. Ten shots of 
  gunpowder costs 1 gold piece.
  28
  
  Table: Munitions DCs
  Item
  DC
  Light matchlock
  15
  Heavy matchlock 18
  Light flintlock
  18
  Heavy flintlock
  21
  Light grenade
  15
  Regular grenade
  18
  Heavy grenade
  21
  Special: A light grenade requires 10 shots of gunpowder. A regular grenade requires 20 shots of 
  gunpowder. A heavy grenade requires 30 shots of gunpowder.
  Grenades
  A grenade is an explosive charge of gunpowder contained in a hard shell. Grenades have a built-in fuse 
  of sufficient length that the grenade typically explodes the same round it is thrown. Additional fuse can be 
  added with a successful Craft (alchemy) check (see above).
  Grenades come in three classes: light, regular, and heavy. The difference is in the amount of explosive 
  gunpowder packed inside the grenade's shell. All grenades inflict full damage in a single 5-foot square. 
  Surrounding squares suffer shrapnel damage. In 
  all cases, a Reflex save halves grenade damage.
  All grenades have a range increment of 10 feet. 
  They are thrown as a splash weapon, except that 
  regular and heavy grenade causes "splash 
  damage" farther away than 5 feet. It takes a move 
  action to ignite a grenade's fuse and a standard 
  action to throw it.
  Table: Grenades
  Weapon
  Cost
  Full 
  Damage
  5-ft. 
  Away
  10-ft. 
  Away
  15-ft.
  Away
  Reflex 
  DC
  Weight
  Light grenade
  150 gp
  1d6
  1d3
  --
  --
  15
  1/2 lb.
  Regular grenade 200 gp
  2d6
  1d6
  1d3
  --
  18
  1 lb.
  Heavy grenade
  250 gp
  3d6
  2d6
  1d6
  1d3
  21
  2 lbs.
  Alchemical Gunpowder
  Alchemical gunpowders are made with special processes that cause weapons made with them to inflict 
  additional damage. The choice of damage type is made when the alchemical gunpowder is crafted. In all 
  cases, alchemical gunpowder causes 1d4 points of extra damage of one of the following types: acid, cold, 
  electricity, or fire. If none of these are desired, alchemical gunpowder can be crafted to inflict 1d4 points of 
  extra damage against a specific category of creatures. Use the Designated Foe Table associated with the 
  bane special ability.
  In all cases, alchemical gunpowder costs 50 gp per shot.
  29
  Optional Grenade Malfunctions
  Whenever a player rolls a 1 with a grenade attack, 
  roll 1d4. On a 1, the grenade goes off in the 
  thrower's hands. On a 2-4, it detonates that 
  number of rounds after it is thrown.
  
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
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  L. Chance.
  30
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Spes Magna/Fencing & Firearms.pdf