Homebrewapalooza!


Homebrew and House Rules


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Below are listed the changes and additions we've made to existing feats, traits, equipment and combat rules... some are dependent on others so please don't judge a single change without considering the whole. The goal was a reduction of feat taxes, a touch more verisimilitude and overall streamlined play. A few of the more radical or biased changes we've made (like banning guns/gunslingers) aren't included since those changes do not improve play, they are merely matters of personal preference.

Class Changes:

Barbarians cannot begin and end a Rage in the same round.

Clerics much choose between their Channeling ability and one of their Domains.

Druids and Ranger can choose between Animal Companions and Familiars.

Clerics, Fighters, Paladins and Witches gain 4+INT skill points/level.

Witches cast off of Wisdom instead of Intelligence.

Paladins do not get Detect Evil as an at-will power and they do not deal double damage against select foes when Smiting.

Standard Summoners don't get the Summon Monster SLA while Master Summoners can only access their Eidolons through spells. Master Summoners progress their uses of the Summon Monster SLA at CHA mod +1 for every 2 class levels. Gate is placed on the Summoner spell list but removed as a class feature and instead at 19th level the class gains 'Perfect Summoning': Summoned creatures or Eidolons have maximum hit points.

Wizards in place of Arcane Bond or Familiar can gain as a spell-like ability an energy ray which has a range of 30' and deals 1d6 damage per level of the highest level spell they currently have memorized. That damage is either fire, cold, electricity or acid, determined at the time the 1st level of Wizard if taken and once this choice is made it never changes. (Not listed below are a variety of new feats designed to compliment this class feature).

New Traits:

Flair for Combat (Combat)
Treat your BAB as +1 higher when determining pre-requisites for feats and abilities. This trait has no effect on your attack or CMB rolls.

Well-Read (Equipment)
Gain a +1 Trait bonus on all Knowledge skill checks. This does not allow a character to make Knowledge checks untrained.

New, Altered and Removed Feats:

(Please note that any feat which has been done away with is no longer a pre-requisite for anything.)

Power Attack
Free to anyone with STR 13 or higher.

Furious Focus
Done away with.

Deadly Aim
Free to anyone with DEX 13 or higher.

Combat Expertise
Free to anyone with INT 13 or higher.

Weapon Finesse
Changed into the 'Finesse' weapon trait rather than a combat feat, applicable to light weapons, ranged weapons and some others such as whips and rapiers. The trait replaces STR with DEX for attack and damage bonus automatically regardless of wielder.

Piranha Strike
Done away with.

Point Blank Shot
Done away with.

Improved Rapid Shot (new feat)
As Improved Two-Weapon Fighting with ranged attacks.

Greater Rapid Shot (new feat)
As Greater Two-Weapon Fighting with ranged attacks.

Multishot
Done away with.

Double Shot (new feat)
Pre-requisite: Rapid Shot
As Multishot, but usable only when making a standard attack action.

Double Strike
Pre-requisite: Two Weapon Fighting
A character may make one attack with each hand as part of a standard attack action.

Improved (Combat Maneuver)
Replace text of Improved (Combat Maneuver) with that of Greater (Combat Maneuver)

Greater (Combat Maneuver)
Done away with.

Critical Focus
No longer a pre-requisite for Critical feats.

Deadly Strike (new feat)
Pre-req: Critical Focus. Once per day you may make a standard action attack using a weapon with which you are proficient. If the attack is successful, it is automatically a critical hit.

Stunning Critical
Done away with.

Dazing Assault
Done away with.

Stunning Assault
Done away with.

Improved Unarmed Strike
Done away with (Unarmed attacks are considered martial weapons to all classes).

Unarmed Expertise
Grants a +2 bonus to CMD and a +2 bonus to CMB when unarmed. This bonus increases to +4 at +11 BAB and to +6 at +16 BAB. Monks gain this feat for free at 1st level in place of Improved Unarmed strike.

Vital Strike
+6 BAB pre-requisite. Usable whenever you take a standard action. Doubles the damage dice dealt by your weapon on a successful attack. Damage dice are tripled at +11 BAB and quadrupled at +16 BAB.

Improved Vital Strike
Done away with.

Greater Vital Strike
Done away with.

Split Focus (new feat)
+6 BAB pre-requisite. When making a full attack action, you can attack more than one target. Each attack still only has one target unless otherwise specified.

Dodge
+1 BAB pre-requisite. Grants +1 Dodge bonus to AC. This bonus increases to +2 at +11 BAB and +3 at +16 BAB. Usable only when wearing light or no armor.

Medium Armor Expertise (new feat)
+1 BAB and medium armor proficiency pre-requisite. Grants +1 armor bonus when wearing medium armor. This bonus increases to +2 at +11 BAB and +3 at +16 BAB.

Heavy Armor Expertise (new feat)
+1 BAB and heavy armor proficiency pre-requisite. Grants +1 armor bonus when wearing heavy armor. This bonus increases to +2 at +11 BAB and +3 at +16 BAB.

Two-Weapon Expertise
+1 BAB pre-requisite. Grants +1 shield bonus to AC when wielding a weapon in each hand. This bonus increases to +2 at +11 BAB and +3 at +16 BAB.

Two Weapon Defense
Done away with.

Shield Expertise
+1 BAB pre-requisite. Grants +1 shield bonus to AC when wielding a shield. This bonus increases to +2 at +11 BAB and +3 at +16 BAB. Usable only with light and heavy shields.

Shield Focus
Done away with.
Greater Shield Focus
Done away with.

Greater Critical (new feat)
Pre-requisite: Improved Critical, Critical Focus.
Increase the weapon's critical multiplier by 1.

Double Slice
The benefits of Double Slice apply to the feat Power Attack as well.

Shorthaft (new feat)
May use a reach weapon against an adjacent foe, but all damage is halved.

Martial Weapon Proficiency
When this feat is selected, the character gains proficiency in all the weapons associated with a particular weapons group (as listed under the weapon training feature of the Fighter class) though Exotic Weapons still require a separate feat to gain proficiency in. This feat can be taken multiple times, each time it applies to a different weapon group.

Acrobatic Dodge (new feat)
Pre-requisites: Acrobatic, Dodge
Once per round as an immediate action you may make an Acrobatics check and use that result as your AC or Touch AC against a single attack. You may use this ability after the attack has been rolled.

Daring Gambit (new feat)
Once per day, as an immediate action, you can sacrifice your next turn to take a standard action.

Born Lucky (new feat)
Gain +1 feat bonus to all saves.

Quick-witted (new feat)
You may use your Intelligence modifier for Initiative rolls rather than your Dexterity modifier.

Veteran Combatant (new feat)
You may use your Wisdom modifier for Initiative rolls rather than your Dexterity modifier

Stand Still
Affects creatures attempting to leave a space you threaten, not just an adjacent space.

Improved Aid (new feat)
The bonus granted when you make an Aid Another action increases by +1. The bonus you receive when you are the target of an Aid Another action increases by +1. This bonus increases to +2 at 11th level and +3 at 16th level.

Improved Stalwart
The DR maximum is 12/- instead of 10/- to reflect the increased attack penalty full martials gain at 20th level.

Attractive (new feat)
Gain a +3 bonus to any Diplomacy or Bluff checks when dealing with a member of the opposite sex or someone who could be attracted to you. Suffer a -3 penalty on similar checks when dealing with someone who might consider you a rival.

Eye for Detail (new feat)
You may use your Intelligence modifier for Sense Motive and Perception checks instead of Wisdom.

Ascertain Weakness (new feat)
You may use your Intelligence modifier for Diplomacy and Intimidate checks instead of Charisma.

Strong Personality (new feat)
You may use your Charisma modifier for Will saves instead of Wisdom.

Racial Weapon Training (new feat)
Pre-requisite: +1 BAB. Select one race that you have spent time training with. You gain the weapon proficiencies common to that race.

Intuitive Magic (new feat)
You may use your Wisdom modifier for Spellcraft instead of Intelligence and for Use Magic Device checks instead of Charisma.

Naturally Athletic (new feat)
You may use your Dexterity modifier for Swim and Climb checks instead of Strength.

Big Bodied (new feat)
You may add your Constitution modifier when determining your CMD.

Spell Penetration
Done away with.

Greater Spell Penetration
Done away with.

Dazing Spell
Done away with.

Quicken Spell
Spells enhanced by this feat can be cast as a move action rather than as a swift action.

Equipment changes:

Light Helm
Grants +2 AC vs. critical confirmations

Great Helm
Grants +4 AC vs. critical confirmations, -2 penalty to Perception

Composite Bow
No longer grants damage bonuses based on Strength.

Light Armor grants DR 1/Adamantine, Medium Armor grants DR 2/Adamantine and Heavy Armor grants DR 3/Adamantine. These bonuses stack with other armor-granted DR such as those gained from class features.

Combat rules:

A character can make the following actions in a round:
Full round action, swift action.
Standard action, move action, swift action
Standard action, swift action, swift action
Move action, move action, swift action
Move action, swift action, swift action
Swift action, swift action, swift action

When making a Full Attack action, all attacks must be directed at the same target unless you have the Split Focus feat.

Attempting a Combat Maneuver does not automatically provoke an attack of opportunity though a failed attempt does.

Aid Another grants its bonus to attack or AC for an entire round against that target (but only that target) rather than just for one attack. If you are adjacent to your ally, it can also be used to grant its bonus to any one save.

Spell Resistance is done away with in its current form - creatures who have spell resistance instead gain a +4 to saves vs. spells as a supernatural ability. Elemental resistance applies as normal.

Natural attacks provoke AoO's as normal even if their Reach exceeds that of the defender.

Scarab Sages

Question: Why do you not also give Clerics 4+INT skill points? Often, a cleric who wants to be in combat will have to invest ability scores heavily in their primary MAD abilities (WIS/CON/DEX or WIS/CHA/CON if they want to channel alot), and often end up dumping INT, as it fuels no class features or survivability feats. They also have a larger number of class skills than any of the three classes you bumped to 4+. Conversely, their spontaneous counterparts (Who are 1 ability score less MAD), the Oracle, already gets 4+INT with even fewer class skills.


archmagi1 wrote:
Question: Why do you not also give Clerics 4+INT skill points? Often, a cleric who wants to be in combat will have to invest ability scores heavily in their primary MAD abilities (WIS/CON/DEX or WIS/CHA/CON if they want to channel alot), and often end up dumping INT, as it fuels no class features or survivability feats. They also have a larger number of class skills than any of the three classes you bumped to 4+. Conversely, their spontaneous counterparts (Who are 1 ability score less MAD), the Oracle, already gets 4+INT with even fewer class skills.

It was a typo, should have been included. Editting the change now.


I like many of these changes. Especially:

* free use of Power Attack, Deadly Aim and Combat Expertise for those meeting the prereqs (I've seen people advocate just making them free full stop, but this makes sense as well)

* tweak to AoOs on COmbat Maneuvers

* the Armor Expertise feats.

* Daring Gambit (New Feat)

Can you explain the Weapon Finesse change a little better. I'm afraid it is unclear...


Oceanshieldwolf wrote:
Can you explain the Weapon Finesse change a little better. I'm afraid it is unclear...

There is no Weapon Finesse feat.

.
Weapons that qualify have Finesse as a weapon trait like Reach. Weapons with this trait (specifically ranged weapons, light weapons and select weapons like Rapiers and Whips) automatically use the wielder's Dexterity modifier to determine attack and damage bonuses rather than strength. The idea is that these weapons require precision rather than brute fore to wield effectively and as such should be reflected in the rules of combat.

Consequently, also omitted and now editted in, composite bows no longer grant Strength bonuses to damage.

Scarab Sages

Why all the nerfs to archery? (Remove PBS, Multishot, STR on Composite Bows?)


archmagi1 wrote:
Why all the nerfs to archery? (Remove PBS, Multishot, STR on Composite Bows?)

.

Not nerfs - changes. If anything Achery has gotten better.

First off ranged weapons now get attack AND damage bonuses from Dexterity. That alone is a huge boost. The removal of PBS removes a lot of pre-requisites for other feats.

Improved Rapid Shot and Greater Rapid Shot increase rate of fire in a fashion more in line with Two-Weapon Fighting and in a way that makes far more sense mechanically.

Double Shot has been added as an option to allow multiple attacks as a standard action.

All-in-all Archery got a number of bumps that it didn't really need... as a slight balancing factor we included the new feat Split Focus which affects archers and melee types alike.

FWIW, we count arrows which makes a pretty significant impact on the prolific nature of archery.


Wiggz wrote:
Oceanshieldwolf wrote:
Can you explain the Weapon Finesse change a little better. I'm afraid it is unclear...

There is no Weapon Finesse feat.

.
Weapons that qualify have Finesse as a trait like Reach. Weapons with this trait (specifically ranged weapons, light weapons and select weapons like Rapiers and Whips) automatically use the wielder's Dexterity modifier to determine attack and damage bonuses rather than strength. The idea is that these weapons require precision rather than brute fore to wield effectively and as such should be reflected in the rules of combat.

Consequently, also omitted and now editted, composite bows no longer grant Strength bonuses to damage.

Ok, understood. I agree.

Not sure I agree with the composite bows thing. I'll talk to some archers I know and see how they feel about it.


Oceanshieldwolf wrote:
Not sure I agree with the composite bows thing. I'll talk to some archers I know and see how they feel about it.

Read the post above. Archery actually got more potent, not less.


I see the point of Split Focus, but I feel it should be free with certain prereqs in much the same way that Power Attack is under your system. Perhaps some mental prereq or a BAB? Comes down in part to discipline and concentration (i.e. one vote for prereq), and in part to training (i.e. one vote for feat)


Oceanshieldwolf wrote:
I see the point of Split Focus, but I feel it should be free with certain prereqs in much the same way that Power Attack is under your system. Perhaps some mental prereq or a BAB? Comes down in part to discipline and concentration (i.e. one vote for prereq), and in part to training (i.e. one vote for feat)

The feat was included in part as a balancing decision for all of the freebies martials are getting under the changes, and in part because it made sense to us - fighting multiple opponents at once is significantly more difficult than fighting just one, as is targeting multiple opponents in a single round with ranged attacks. A single feat is a small price to pay for all of the other advantages - if nothing else, stick it in place of where you would have taken Power Attack or Deadly Aim, call it a wash and then look at all your other shiny new toys.


About the spell resistance change...some creature have 5+CR, 11+CR, or 15+CR. Spell resistance can be weak, moderate or strong. Why not translate it on your save bonus against magic ? A +2, +4 or +6 according to the creature base SR could reflect this variation in the SR power level.


Kelazan wrote:
About the spell resistance change...some creature have 5+CR, 11+CR, or 15+CR. Spell resistance can be weak, moderate or strong. Why not translate it on your save bonus against magic ? A +2, +4 or +6 according to the creature base SR could reflect this variation in the SR power level.

.

The short answer is for simplicity's sake.

The long answer is that SR exists as an independent value, meaning that it needs to scale with the creature's CR. Saving throws already scale with the creature's CR so Spell Resistance just adds on top of that. The effects are slightly different but have been negligible in the games we've played using this rule adjustment. Meanwhile combat has speeded up greatly, especially at higher levels where you would otherwise have to roll for saving throws and spell resistance and damage or other variable effects for a multitude of potential targets.


Another idea on Spell Resistance is to have its value determine the bonus to Spell saves. Maybe 10 is +1, 12 is +2, 14 is +3, 16 is +4, etc. This way the different levels of Spell Resistance can still have some effect (and those that have a higher value do not get totally gipped). Alternately, just have it as the attributes, so the first +1 is at 12. This might be easier.


Tiny addendum - we've decided to make the extra hit points gained when a Barbarian rages to be treated as temporary hit points which disappear when the Rage is over, if any remain.


This is a great list of house rules! Found a link to it elsewhere, but considering many of these. Thanks for posting them.


I came up with a lot of these (most, maybe) on my own, too. We think alike.

I really like the feat changes. I think feats need a LOT of clean-up and you did a nice job. Love the helms, too. I've been thinking of something like that lately, too. Like DR from armor.

One you might consider that I feel pretty strongly about:

> Shields get a bump to AC bonus. (Currently +2 for bucklers, +4 for light shields, +5 for heavy shields. The numbers are still being play tested and adjusted.) Also, light and heavy shields can be used to grant partial cover as a move action. Tower shields grant +7 AC and can be used to provide full cover as a move action. I feel that shields should provide better benefits. If you watch any movie, read any story, or look at any painting of sword-age combat, the shield is the primary defense. The armor is the last resort.


This is quite nice. I would love to play my magus under these houserules. While I am not yet experienced enough to really give a blanket approval for it, it looks fairly well made.

While reading your rules though, the magus in me started laughing maniacally (No more spell resistance? SPELLSTRIKES FOR EVERYONE!).


moophe wrote:
This is a great list of house rules! Found a link to it elsewhere, but considering many of these. Thanks for posting them.

I appreciate that. I'm constantly revising it, trying to keep it as simple, straight-forward and common-sensical as possible. The forums always offer a lot of ideas for constant refinement.


Wildebob wrote:

I came up with a lot of these (most, maybe) on my own, too. We think alike.

I really like the feat changes. I think feats need a LOT of clean-up and you did a nice job. Love the helms, too. I've been thinking of something like that lately, too. Like DR from armor.

One you might consider that I feel pretty strongly about:

> Shields get a bump to AC bonus. (Currently +2 for bucklers, +4 for light shields, +5 for heavy shields. The numbers are still being play tested and adjusted.) Also, light and heavy shields can be used to grant partial cover as a move action. Tower shields grant +7 AC and can be used to provide full cover as a move action. I feel that shields should provide better benefits. If you watch any movie, read any story, or look at any painting of sword-age combat, the shield is the primary defense. The armor is the last resort.

I don't disagree with that at all - its why I tried to improve shield effectiveness by having a feat which improved the shield bonus to your AC as you increased in ability.

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