GM rulings and interpretations (rulings and interpretations that are in line with published source material and the Pathfinder RPG Reference Document)
5-foot Step A 5-foot step may be taken between attacks in a full attack.
Aid another The aid another maneuver uses an attack roll against AC 10. Modifiers to target AC do not generally apply. Modifiers to the attack roll do apply. Concealment does not apply to the bonus from aid another, although aid another directed at an empty square in an effort to aid against an invisible or otherwise undetected opponent has no effect.
Create Reliquary Arms and Shield This feat uses consecrate or desecrate, as noted in the description, not hallow or unhallow as listed on Table 3-1 in Ultimate Magic and on the Feat Tree on the SRD.
Alchemical Cartridges Non-magical enhancements and other modifications to bullets, such as the application of weapon blanch or a poison compound to a pitted bullet, cannot be done to completed alchemical cartridges.
Hardness and Hit Points Firearms are treated as appropriately sized hafted weapons (one-handed have hardness 5, hp 5; two-handed have hardness 5, hp 10)
Pitted Bullets Replace references to Craft (poison) in the description of pitted bullets to Craft (alchemy) (There is no Craft (poison) skill).
Weapon Blanch alchemical weapon blanch may be applied to firearm ammunition.
Incorporeal Creatures with the incorporeal subtype are only affected by critical hits and precision damage from weapons with the ghost touch special weapon quality. Creatures with the incorporeal special quality but not the incorporeal subtype are affected normally by critical hits and precision damage, although critical or precision damage with an attack that does half damage is also halved.
Jumping down onto an opponent There are no special rules for jumping down onto an opponent. Apply the rules for jumping, or falling, followed by an attack, charge (must jump or fall at least 10 feet) or maneuver. A jumping/falling character is subject to Attacks of Opportunity as if moving horizontally, and suffers the penalties for being prone on all attacks if landing prone.
Command Word Activation In order to activate a magic item with a command word, the item must either be properly worn, if it has a slot, or held in the hand, if slotless.
Natural Invisibility Natural invisibility is not subject to invisibility purge. The reference to invisibility purge in the stat block for the invisible stalker is a reiteration, not an exception.
Negative Levels Negative levels reduce a creature’s level by one for purposes of calculating level-dependent variables of spells, spell-like, supernatural and extraordinary abilities. Creatures affected by level drain do not lose spells, spell slots or other abilities gained at a specific level. Since casters are not voluntarily reducing the caster level of spells, they may cast spells with effects below the minimum level to cast the spell.
Power Attack I cannot find a consensus or official ruling on the Paizo boards concerning power attack and rake, rend or constrict. In any case where an attack roll modified by power attack precedes a damage roll modified by strength, the power attack bonus is added to the roll. This includes rake, rend, constrict, and the bite damage from swallow whole (but not the damage each round from being swallowed).
Sash of the War Champion A character must have at least one level in Fighter to benefit from a Sash of the War Champion.
Summoned creatures Although not explicitly stated under the description of conjuration (summoning) spells, I am going to rule that spells cast by a summoned creature expire when the summoned creature goes away for any reason. This also applies to spell-like abilities, but not extraordinary abilities – a summoned giant spider’s web and the effects of its poison remain after it goes away.
Celestial and Fiendish Smite evil/good. The smite evil and smite good abilities for celestial and fiendish creatures are poorly described and inconsistent among sources. In all cases smith evil/good is usable by a celestial or fiendish creature once per day on a single target. This is a supernatural ability that only has the effect described in the celestial or fiendish template – it does not do additional damage to outsiders, dragons or undead, does not bypass DR and does not provide a bonus to AC. Smite evil/good may be used on a non-evil/non-good target, but has no effect if done so. Note that summoned animals and vermin will generally use smite evil/good at the first opportunity and at the nearest target. I will be using the following description for the ability:
Smite evil/good (Su) 1/day as a swift action target a foe, and if evil/good add CHA bonus (+ X) to attack rolls and damage bonus equal to HD (+X); smite persists until the target is dead or the celestial/fiendish creature rests.
Total defense and threatening There is no consensus on the Paizo message boards as to whether a creature using total defense threatens. Following the precedent set in a previous session, I will rule that a creature using the total defense maneuver does threaten as long as the creature would threaten if not using total defense.
Templates and class skills I cannot find an official ruling on the Paizo message boards, so I am going to rule that templates applied to creatures with only class levels that change the creature type do not make type-based class skills class skills for that creature. For example, a human turned into a vampire does not treat the class skills from the Undead type as class skills.
Web Monstrous webs, as opposed to the web spell, entangle but do not immobilize their targets. A webbed target must succeed in an opposed Str check to move beyond the range of the web. Monstrous webs can be cleared by flaming weapons and fire as webs from a web spell but creatures entangled in the webs do not take fire damage when the webs are burned.
House rules (changes and additions to published source material and the Pathfinder RPG Reference Document based on common sense, play balance, fun, and issues raised during play that are not addressed by the rules)
Aid another and skill rolls After some very disappointing results with using aid another on research rolls (the character using aid another rolls a 20 and the primary character a 7), when using aid another to help with a skill roll every 5 by which the roll is made adds an additional + 1 to the bonus (+3 at 15, +4 at 20, +5 at 25, etc.), in addition, on a natural 20, the aider can either substitute her unassisted result for the result of the character she is aiding, or add double the bonus that would be generated by the roll.
Alchemists and Item Creation Feats Treat the alchemist base class as a spellcaster for purposes of meeting the prerequisites for item creation feats.
Arcane mark Arcane mark may not be used with a Magus’ Spellstrike ability.
Bleed and channel energy In the description for bleed it states that it is stopped by “the application of any spell that cures hit point damage.” I am also going to allow bleed to be stopped by any spell-like or supernatural ability, such as channel energy, that cures hit point damage.
Alchemical Cartridges Characters with the gunsmithing feat may “disassemble” alchemical cartridges into their component bullets and black powder, which are then treated as bullets and black powder for all purposes.
Blunderbuss When firing shot, a blunderbuss has a scatter area of a 30 ft. line, with range penalties applied to to hit rolls and making non-touch attacks beyond the first range increment (10 ft.).
Mighty Blow rule Creatures wielding a non-light weapon two-handed that do not have a +2 or greater Strength bonus may make a single attack as a full round action to add +1 to their damage.
Partial falls Add 1d3 to falls that include a 5-foot increment, such as a 15 or 25 foot fall. The d3 is treated as a separate die and is always the final damage die of a fall.
Player facing rolls With the exception of highly dramatic struggles, such as CL contests, players will have a fixed DC for opposed skill checks against NPC’s. The base DC is 10 + the NPC’s skill modifier. When multiple similar NPC’s are involved, such as several guards in close proximity, the DC increases by the same amount encounter CR increases by for multiple creatures to a maximum of +10 (2 creatures +2, 3 creatures +3, 4 creatures +4, 6 creatures +5, 8 creatures +6, 12 creatures +7, 16 creatures +8, 20 or more creatures +10).
Highest-Level Locals I am using Table 4-43 from the 3.5 DMG. Note that this is separate from and does not change the spellcasting level available in a settlement. NPC locals may be able to cast spells at a higher level than a settlement’s spellcasting level, but will always require interaction to do so.
Magic Items and Spells The 75% availability for magic items up to a settlement’s base gp value and spells up to the spellcasting level is for common items and spells, based on the tables in Ultimate Equipment. The tables for scrolls will be used to determine if a particular spell is common or uncommon. Uncommon items and spells can be found 25% of the time. Unique items and spells, or those not appearing in Ultimate Equipment and not associated with a particular settlement or region have 10%, 5% or 0% availability, determined by the GM. For example, even though Lepidstadt has a 6,000 gp base value, there would only be a 5% chance of finding a +1 silversheen scimitar for sale without roleplaying trying to track one down, since Lepidstadt has a strong dueling tradition that does not include scimitars, is based on a gothic eastern European city, and is far from the region associated with silversheen. There would be a 75% chance of finding the same item in the capital of Qadira, where silversheen is first described and scimitars are everywhere.
Total Community Value Settlements have a weekly maximum total purchase limit based on the formula from the 3.5 DMG (half base magic item value multiplied by one-tenth settlement population).
Sub-Settlements Some areas within settlements may have their own values and available magic items based not on treasure type and CR, but on settlement size. Sub-settlements will usually be used to represent organizations with limited access, such as temples of a particular deity, thieves’ guilds, or secret societies.
Spellbooks Every wizard’s spellbook includes the 20 standard Cantrips (those appearing in the Core Rule Book). As a result, those pages of a spellbook are generally worth only the cost of scribing less 10% for a flooded market (90 gp, sale value 45 gp). Magus’ spellbooks include 14 standard Cantrips, worth 63 gp, sale value 31.5 gp).
Tiny Dogpile rule As a medium creature I can be attacked by 100 Diminutive enemies, 8 Small or Medium enemies, but only 4 Tiny enemies. While the rules for swarms address this to some extent, this just makes no sense to me. If all of a Small or larger creature’s squares are already occupied by Tiny enemies, any adjacent Tiny enemies not in an otherwise occupied square may attack that creature without provoking an attack of opportunity. Note that this does not include all Tiny enemies in an adjacent square, only those with bases touching the target’s square. This would allow a maximum of 16 non-swarm Tiny creatures to attack a single Small or Medium opponent, rather than a paltry 4.
Treat Deadly Wounds and Drowning Recently drowned (no more than Constitution score in rounds) characters may be revived by a successful use of the Heal skill to treat deadly wounds, recovering hit points from a starting point of negative Constitution.
Passengers All vehicles may carry twice the number of listed passengers, but each additional passenger requires two passengers to take the penalties for being squeezed.
Wizard bound items Adam suggested Ryuni have a tattoo as a bound item, which really fits with his background and is something I enjoy as a player, unfortunately, tattoo is not on the list of allowable bound items (amulet, ring, staff, wand or weapon). As a GM I am inclined to allow additional bound items, such as a tattoo, musical instrument, crafting tool, book, harrow deck, or some other item significant to the wizard and appropriate to his background.
New, expanded or altered items
Masterwork Black Powder Masterwork black powder has an additional cost of 300 gp for 50 doses (an additional 6 gp per dose, or a total coast of 16 gp per dose). The cost for masterwork black powder may not be added to the materials cost for individual alchemical cartridges or powder charges, it must be crafted separately using standard crafting time and materials cost, but may then be used as an additional component when crafting alchemical cartridges. Masterwork black powder reduces the misfire chance of a firearm by 1, to a minimum of 1.
Poison Grooves A slashing or piercing weapon may have cunning grooves added that cause poison to be retained longer on the blade. A weapon with poison grooves eliminates the saving throw DC bonus for the second strike when using the Lasting Poison rogue talent. +50 gp; Construction Craft (weapons), 16.67 gp