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Yet Another House Rules List!


Suggestions/House Rules/Homebrew

RPG Superstar 2010 Top 16

Pretty sure this will be the final list for my group (finally starting next week), and I'm interested in what people think of it all; mostly if anything seems boneheadedly over- or under-powered (or otherwise broken). I'm not including debatable RAW rulings here, only outright changes or additions to the rules.

RULES
- Maximized "first hit die" is retroactively the largest hit die you have.
- "Favored class" is the non-prestige class in which you have the most levels.
- An additional swift action can be performed by sacrificing a standard action (but not a move action).
- 5-foot steps provoke attacks of opportunity.
- Withdraw is a standard action which allows a single move.
- Concentration DC to cast defensively is 10 + (SpLvl x3)
- Base Spellcraft DC to create magic items is 15 + caster level. You may exceed your actual caster level when creating any item, and this does not count as a missing prerequisite. (If a caster level is specifically listed as a prerequisite, such as for magic arms and armor, you must actually have that CL or raise the DC by +5.) You cannot take 10 on this check.

RACES

Half Orc:
+2 Str, -2 Cha, +2 any mental stat (can negate Cha penalty).

CLASSES

Bard:
When using the Versatile Performance class feature you can roll both a Perform check and a check with the actual skill, taking the better result. You can only do this if you are trained in both the performace type and the associated skill.

Cleric:
No Domain slot, Domain spells are added to spell list and may be cast spontaneously; no spontaneous Cure/Inflict unless these are domain spells!
May select Positive or Negative energy regardless of ethos; may channel opposite energy for double cost.

Wizard (or arcane Sorcerer):
Arcane Bond item serves as any non-costly focus for spellcasting.
Losing familiar causes same detriment as losing bonded item.
Once per day a familiar can cast a spell in lieu of its master; each spell component may be provided by either master or familiar; familiar is the source of the spell, but can use the share spells ability to share with master (or designate master as toucher if it has the deliver touch spells ability); works at any distance so long as empathic link is functional and both master and familiar are conscious.

SKILLS

The Heal skill can be used to discern the dead from the dying. As a standard action which provokes attacks of opportunity, you may examine one fallen creature. The DM makes a heal check for you in secret against a DC of 10 + the number of negative hit points the creature currently has. If the creature is below zero hit points and alive but bleeding out (losing hit points each round), subtract 5 from the DC. If the creature is merely feigning death, you oppose its Bluff check instead. Failing this roll always indicates that the creature is dead. Making the DC lets you know how many negative hit points the creature has and whether it is stable, and beating the DC by 5 or more lets you know exactly how far the creature is from death. If the creature does not share your base type (e.g. humanoid) you must also succeed on a Knowledge check (DC 10 + creature's CR) to understand its basic anatomy and vital functions; this check need not be rolled in secret, and is unnecessary if you have already established familiarity with the creature's type (i.e., succeeded on a previous Knowledge check). You can perform this examination more quickly: to check a creature as a swift action which does not provoke attacks of opportunity, add 10 to the DC. You can also examine creatures at a distance, adding 5 to the DC for every 5 feet of space between you and the subject. Retry yes (but this does not extend to any required Knowledge check).

FEATS

Channel Smite: Does not allow a saving throw.

Extra Channel: Can be taken multiple times, stacks.

Improved Channel: Channel dice become d8's. (+2 save DC removed.)

Improved Favored Enemy: Req. appropriate Knowledge skill (3 ranks). Choose one of your favored enemies. You may apply 1/2 of your bonus against that enemy to other creatures which share the same Knowledge category. This does not cause creatures other than your actual selected favored enemy to be treated as favored enemies for any purpose.

Improved Shield Bash:
Keep AC vs. bash target only, can bash as main-hand attack.

Mobility: Additionally, you do not provoke attacks of opportunity when taking a 5-foot step.

Point Blank Shot: REMOVED. For conversion purposes, I'm replacing this with Deadly Aim.

Precise Shot: Replaces Point Blank Shot as prerequisite for the tree.

Shield Slam: req. Imp. Shield Bash, Imp. Bullrush, BAB +6; free bash on bullrush.

Shield Master: req. Imp Shield Bash, BAB +6; retain shield AC vs. all when bashing, bash deals damage as one size larger.

Versatile Channel: Equally proficient in channeling both positive and negative energy; pay normal cost for both.

EQUIPMENT

Although it is not a reach weapon, a spiked chain can be used to attack a target 10 feet away as if it had reach. This provokes attacks of opportunity as if you were attacking with a thrown weapon. You do not actually let go of the chain and cannot attack an enemy more than 10 feet away, but you can make trip or disarm attacks as normal at 10 feet. You do not threaten beyond 5 feet. (Creatures with natural reach increase these ranges accordingly.)

SPELLS

Cone of Cold: Fortitude save.
Freezing Sphere: Fortitude save.

Grand Lodge

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game, Tales Subscriber
tejón wrote:

RACES

Half Orc:
+2 Str, -2 Cha, +2 any mental stat (can negate Cha penalty).

I know that this is a traditional, and often accepted view of the Half-orc, but since they are known for their ability to intimidate opponents and to imploy dirty fighting tactics. This would lead me to believe that their Charisma score (remember its not just looks but force of personality as well) would either be unmodified or possibly even enhanced. A penalty to Wisdom or even Intelligence would seem more inline with their "dumb brute" persona.

RPG Superstar 2010 Top 16

TwilightKnight wrote:
tejón wrote:

RACES

Half Orc:
+2 Str, -2 Cha, +2 any mental stat (can negate Cha penalty).
I know that this is a traditional, and often accepted view of the Half-orc, but since they are known for their ability to intimidate opponents and to imploy dirty fighting tactics. This would lead me to believe that their Charisma score (remember its not just looks but force of personality as well) would either be unmodified or possibly even enhanced. A penalty to Wisdom or even Intelligence would seem more inline with their "dumb brute" persona.

I actually went back and forth quite a bit on whether it should be Charisma or Intelligence which gets the knock. I wound up settling on Charisma for two reasons: first, no matter which society they're in (orc or human) they're going to be ostracized (and far more so than a half-elf). This is never good for self esteem, which I consider to be a big part of Charisma. It's not because they're ugly: it's because they have to live among people who remind them that they're ugly (or weak, if orcs) all the time.

And second, they've got a racial bonus to Intimidate and can add their Strength to it with a feat. :)

Any other comments? I really do like having my concepts challenged -- it forces me to make sure my thoughts on the matter are clear.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Not sure if I like the idea of brainiac half-orc wizards. That is a tough idea to work my mind on.

If a 5' step provokes an AOA why have it? Doesn't this invalidate the step up feat? Can I take a feat to get free 5' steps?

How do you feel about the withdraw action? I am having a tough time adapting to it.

RPG Superstar 2010 Top 16

dulsin wrote:
Not sure if I like the idea of brainiac half-orc wizards. That is a tough idea to work my mind on.

Already available by RAW. ;) I admit I'm still not 100% happy with how that feels, but it's better than any other alternative I've found, considering that I'm also trying to keep it relatively simple. I mean, would you be more inclined to accept charming half-orc bards? (Serious question.)

Quote:
If a 5' step provokes an AOA why have it? Doesn't this invalidate the step up feat? Can I take a feat to get free 5' steps?

It's still a free action and it still moves you 5 feet. It will see meaningful use, just not every single round. And yeah, check out the feats section, Mobility makes it free again. (To be honest this might be too good; Mobility would probably become more popular just for the +4 in this situation. I don't want it to seem essential.)

Regarding Step Up: This doesn't invalidate it at all; it just makes it less of a pure necessity. A wizard still has every reason to want to take that AoO before casting rather than during, and likewise an archer preparing for a full-round will probably prefer just one AoO over one per shot. And if you have Step Up... well hey, you're still in their face. They just provoked (not necessarily just from you) for no benefit. It's as sticky as ever IMO!

Quote:
How do you feel about the withdraw action? I am having a tough time adapting to it.

How do you mean? It was there in 3.0. Most of the local GMs have house ruled it to a standard action for quite a while.

Revisions: I'm probably going to add Channel Focus to the feat list (identical to RAW Improved Channel... swapping the names is clumsy but seems appropriate). Might take back the Mobility buff for reasons described above. I'm still going back and forth on whether halflings need a little something... Skill Focus (Sling) seems appropriate, but a halfling with martial weapon proficiency would be using a sling staff instead, and it doesn't apply. (I suppose there are precedents for making it apply...)

Edit: I think I bumped crafting a little too high, too. A first level wizard with full Spellcraft ranks and a 20-level-playable Intelligence (15) should not have a chance to fail when creating a first level scroll. I think the solution is to allow taking 10 after all (so after you get past the easy stuff it gets much harder). Either that or lower the DC to 10+CL and allow a slight failure chance if you're not a great wizard... tough call.

And another edit: convinced by Dulsin elsethread (see math there), magical ammunition will not require a +1 bonus before applying special abilities, and the final cost is multiplied by 3/8 (0.375).

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