Sea of Dragons
- 3-27-16 Ranged Full Attack: Ranged weapon full attack is now a standard action, like melee and thrown weapons.
- 3-27-16 Craft Skill: The craft skill received a buff such that it no longer takes several lifetimes to craft something.
- 2-28-16 Ranged Combat Revision: The cover can no longer be struck by a missed ranged attack.
- 2-18-16 Variant Appraising/Treasure System: A variant system was introduced for selling treasure.
- 2-12-16 Clarification on full attack AoO: Added text to specify that a full attack AoO counts as only a single AoO for purposes of determining how many AoOs you can make in a given round.
- 2-10-16 Ranged Combat Clarifications: I realized some of the stuff I was using for ranged combat, like hitting cover (particularly creatures providing cover), was no longer an official PF rule like it was in 3.5, so I decided to add in rules for that in the house rules. The system I added to house rules is different from the 3E system in some ways (though mathematically the same) but a bit more clear.
- 2-10-16 Ranged Combat Allied Cover: Allies that are not engaged in melee no longer provide cover against enemy attacks, so long as both the attacker and the ally are aware of each other.
- 2-10-16 Upgrading Cover: I explicitly added rules for upgrading cover from standard to improved via multiple sources of cover stacking. This replaces the ad hoc ruling that was made before.
- 1-19-16 Standing from Prone: The Attack of Opportunity from standing from prone is now a single attack, not a full attack.
- 1-19-16 Reach Weapons: reach weapons striking over allies don’t suffer a cover penalty (we’ve been playing it this way from the beginning, but I wanted to make it official since the normal rule is that cover is applied.)
- 1-19-16 Triggered abilities on an AoO: Feats and abilities that trigger bonuses only on AoOs, like Stand Still, apply only to the first AOO attack made against any given creature when a full attack AoO is made.
- 11-2-15 Invisibility: Extra rulings on invisibility were added.
- 10-22-15 Active Initiative System: Characters may now abort to a movement that is common to the group (such as a group retreat).
- 10-22-15 Active Initiative System: Ranged attacks against nearest opponent now apply to “Nearest visible opponent at the start of your turn”. This is to make target selection less ambiguous.