Dragonborn3's House Rules


Homebrew and House Rules

Shadow Lodge

A friend of mine suggested I run a game on Saturday a while ago, and I set to work on some house rules. While I don't know when I will actually run a game, I would like some feedback on my house rules. Thanks in advance.

House Rules:

Classes
The following 3rd party classes and/or archetypes are allowed: The Godling, the Pyromancer, the Mosaic Mage, any Dreamscarred Press Psionic class and archetypes(I don't have Hidden Intentions yet, so that's out. Sorry.) the Priest, the Spellblade, the Charlatan, any of Maxximiliuss Archetypes, any of Epic Meepo's Archetypes, and the Divine Channeler. I may add more at a later time.

Draconic Sorcerer Bloodline: The claws are now at-will instead of rounds per day. This extends to the bite attack Dragon Disciples get if the Sorcerer takes that prestige class.

Celestial Sorcerer: The wings are now an at-will ability like the wings of the Dragonic or Abyssal bloodline.

Barbarian, Moment of Clarity: This rage power can be used once per rage at 2nd level and once more for every six barbarian levels the character has.

Barbarian, Totem Warrior: Totem Warriors may select Totem rage powers from more than one Totem(Non-Totem Warriors are still restricted to only one Totem). For instance, a Totem Warrior could take Lesser Spirit Totem at 2nd level and Lesser Beast Totem at 4th level. A Totem Warrior can only pick Rage Powers from the following list.

Barbarian, Totem Warrior Rage Powers: Any Totem Rage Power, Animal Fury, Bestial Climber, Bestial Leaper, Bestial Swimmer, Low-Light Vision, Night Vision, Raging Climber, Raging Leaper, Raging Swimmer, Sprint, and Swift Foot.

Barbarian, Urban: Urban Barbarians can be of Lawful Alignment.

Feats
The Vital Strike feat chain can be used on a Charge or with Spring Attack, Ride-by Attack, and Shot on the Run, but not with Pounce or similar abilities.

Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting are now just one feat with the following prerequisite: Dexterity 15.

The Eldritch Heritage feat tree can be used to gain the Wildblooded ability/abilities of a Sorcerer Bloodline you already have(except Wildblooded Fey because that ability also replaces Bloodline Arcana). You do not need Skill Focus in your bloodline skill to gain the Wildblooded ability, but you still need to be 3rd level. A Draconic Sorcerer, for example, could take Eldritch Heritage(Linnorm) at 3rd level and gain the Elemental Spit ability and be treated as a Sorcerer 2 levels lower for purposes of the ability.

Items
The Amulet of Mighty Fists is now priced the same as weapon enhancements(+1 = 2,000 gold, +2 = 8,000 gold, and so one), but are made with a specific type of natural weapon in mind, such as a claw or bite or unarmed strike, and only work for that natural weapon. If you find a +1 Flaming Amulet of the Mighty Fists made for a Bite attack and you do no have a Bite attack, then the Amulet is useless to you.

Stuff I kill you with.
Survival is a Class Skill for Animals.


A few initial comments of mine:

Classes:

Celestial Bloodline wings: Note that they are gained much earlier than draconic wings and have better maneuverability screwing the poor draconic bloodline Sorcerers in the process a bit.

Draconic Bloodline claws: Will the same apply to Abyssal Bloodline claws?

Barbarian Totem Warrior: Multiple totems will allow stacking a lot of natural attacks. Together with pounce. Just saying.

Items:

Do you intend to keep more expensive universal amulets of mighty fists or are they out completely?

Stuff you kill your players with:

They hadn't it in the first place?!

Also, when concerning allowed 3rd party classes: may I convince you to try this?

Spoiler:
And if you like it to upgrade to this?

RPG Superstar Season 9 Top 16

So if I understand this correctly, you think Spirited Charge triple damage with a lance should also have Vital Strike enabled?

Shadow Lodge

Drejk wrote:
Celestial Bloodline wings: Note that they are gained much earlier than draconic wings and have better maneuverability screwing the poor draconic bloodline Sorcerers in the process a bit.

You bring up a good point. I hadn't considered the fact that Celestial sorcerers get wings earlier and with better maneuverability. What about changing it so that Wings of Heaven has a duration of your Charisma modifier + level in minutes?

Drejk wrote:
Draconic Bloodline claws: Will the same apply to Abyssal Bloodline claws?

I thought I had that in there. Thanks for pointing out that I missed it.

Drejk wrote:
Barbarian Totem Warrior: Multiple totems will allow stacking a lot of natural attacks. Together with pounce. Just saying.

I'm aware of this. A lot of the good rage powers that don't grant natural attacks are out though, like Superstitious, Spell Sunder, or Improved Damage Reduction.

Drejk wrote:
you intend to keep more expensive universal amulets of mighty fists or are they out completely?

Out completely at the moment.

Drejk wrote:
They hadn't it in the first place?!

I couldn't believe it either. But look at the skills animals get as class skills. Pure craziness I tell you!

Also, when concerning allowed 3rd party classes: may I convince you to try this?

Definitely in consideration. I look forward to seeing the finished class.

Shadow Lodge

Petty Alchemy wrote:
So if I understand this correctly, you think Spirited Charge triple damage with a lance should also have Vital Strike enabled?

Ah, I had not thought of that when I allowed VS to work with Spirited Charge. I'm going to have to remove that... Thanks for pointing it out!


Dragonborn3 wrote:
Drejk wrote:
They hadn't it in the first place?!
I couldn't believe it either. But look at the skills animals get as class skills. Pure craziness I tell you!

Well, I knew that. This is one of the most obvious things to be houseruled that can be done in PF.

Quote:
Quote:
Also, when concerning allowed 3rd party classes: may I convince you to try this?
Definitely in consideration. I look forward to seeing the finished class.

Well, follow the link in the spoiler then. Commander class is the Captain not only finished but also published - publisher changed the name because "Commander" suits their needs better than "Captain". (not that I am bragging about my first publication, absoluetly no... ;) )


Dragonborn3 wrote:
Petty Alchemy wrote:
So if I understand this correctly, you think Spirited Charge triple damage with a lance should also have Vital Strike enabled?
Ah, I had not thought of that when I allowed VS to work with Spirited Charge. I'm going to have to remove that... Thanks for pointing it out!

I would have to think a bit on this but isn't allowing Vital Strike on charge making the Spirited Charge obsolete? Because now Vital Strike would give exactly the same benefit not limited to charging.

Not that it is a wrong thing to do. Just noting the fact.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Dragonborn3's House Rules All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules