I am thinking about implementing the following house rules, Anyone have any suggestions on additions or modifications?


Homebrew and House Rules


House Rules:

Item creation:

You cannot use item restriction rules to get a 10% or 30% discount.

You automatically gain Master Craftsman when get have 5 ranks in the related craft skill. E.g. "Craft Arms and Armor/Craft Blacksmith" or "Craft Wounderous/Craft Leather, Cloaks, etc. which ever fit"

Classes:
Monks are a full BAB class with d10 hit die

Items:

The Bodywrap of Mighty Strikes's price is the same as a normal magic weapon and can go up to level 10. Also for monk and monk based classes, such as brawler, it effects all attacks.
The Amulet of Mighty Fists only applies to natural attacks and not unarmed strikes.

Feats:

Spell mastery can be taken by any class that prepares arcane spells, for example the Magus, or Witch.

Double Bane is no longer a feat, but a class feature, just as a paladin can use two uses of divine bond to apply to both weapons, two uses of bane can be used to apply to both weapons.
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qwv

All feats, except furious focus, no longer require, Improved Unarmed Stirke, Power Attack and Combat Expertise as prerequisites.

Combat:

Combat Maneuvers and Unarmed strike no longer provoke attack of opportunities.

Modified feats:

Cavalry Training‏:
Prerequisite: Mounted Combat
Trample, and Ride-by Attack are both one feat. Classes getting any of these feats as bonus feats may instead select this feat any other Mounted Combat Feats they qualify for.

Combat Archery:
Point Blank Shot and Precise Shot are now one feat that counts as both.

Combat Maneuver Mastery 'x':
Prerequisite: BAB 6
When you take this feat you get the +4 to your CMB, a +2 to your CMD, and what ever bonus the 'greater' offers.
Special: Classes that get their HD to their BAB for maneuvers qualify for the 'greater' feat for the selected maneuver only when you have 6 levels in that class.

Dancing Blade:
Prerequisite: Dex 15
Weapon Finesse and Agile Maneuvers are now one feat. You also can apply dex to melee damage instead of streght. You do not get dex and a half while two handing.

Dazing spell:
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. Spells that do not deal damage do not benefit from this feat. This metamagic feat can only affect a maximum number of creatures equal to the original level of the spell. For example, a Dazing Fireball can only daze up to 3 creatures that were affected by the Fireball. This feat adjusts the spells total level by +3.

Greater Cleave:
As a standard action, you can make a single attack at your full base attack bonus with a -2 penalty on the attack roll against all foes within reach. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Improved Counterspell:
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. once per day you may perform a counterspell attempt as an immediate action, instead of a readied action. When you have 10 caster levels, you may use this ability an additional time per day.

Mounted Combatant:
Mounted Combat, Mounted Archery are both one feat. Classes getting any of these feats as bonus feats may instead select this feat any other Mounted Combat Feats they qualify for.

Physical Training:
Endurance and Diehard are now one feat.

Protector:
Bodyguard and In Harms Way are now one feat giving you both options.

Quick Draw:
It is the same except, you can also sheath your weapon as a swift action without provoking an attack of opportunity.

Two-Weapon Basics:
Two-Weapon Fighting and Double Slice are now one feat.

Vital Strike:
When you take Vital Strike you gain Improved Vital Strike is gained at BAB 11, and Greater Vital Strike BAB 16.


I only have an opinion concerning some of those rules, but I'll state those:

Item creation:

--> Afaik it has been qualified multiple times that the discount based on item restrictions only applies to the market price, NOT to the crafting price. At least that's how it's played at my table.

Classes:

--> This gives the Monks a big boost that they may not necessarily need after the recent clarifications/changes

Items:

--> Bodywrap seems ok to me, but why are you limiting the AoMF?

Feats:

--> Spell mastery seems good.

--> double bane seems fair.

--> Kicking combat expertise as a feat tax I like, since it sucks most of the time. Eliminating 3 big tax-feats seems a bit much 'though. Careful you don't end up with feats being available far to early.

Combat:

--> Combat maneuvers never trigger? That seems over the top. I houserule that they only trigger if they fail, that works pretty well and is already considered OP by some people. UaS should trigger in my eyes, as long as you don't have the feat. It just seems wrong to me that somebody who is not trained in unarmed combat can punch an armed guy without triggering.

Modified feats:

--> Dancing blade is to strong. I don't see ANY reason, why somebody would build a Str-based melee character at your table. At LEAST limit the dex to damage to weapons that are normally finesse-able.

--> Quick draw could be worrysome. If you allow this, you technically give people the ability to switch weapons between every attack. Example: Rogue char who gets dex to hit and damage and has quickdraw can switch to a new poisoned blade for every attack. I bet there are other, much worse ways to exploit this, but it's the first thing that comes to my mind.

All in all you merge many feats and eliminate prerequisites, so many powerful feat chains will be completed much earlyer. I don't know which ones are actually most worrisome, but I'm certain better munchkins that me would find ways to horribly exploit this.

RPG Superstar 2012 Top 16

As long as the Bodywrap does not apply to the extra strikes gained when flurrying, you are fine.

The reason it's priced where it is is because it's effectively a double weapon. You're now punishing a TWF by giving the monk a magic weapon for free that he doesn't get. That is not equitable.

The monk isn't meant to be a front liner. Full BAB might be okay, but I'm keep him a d8 to remind everyone he's not a tank, he's a mystic. He's about avoiding damage, not soaking it.

Weapon Finesse should also not get the extra damage from 2h'ing while Power Attacking.

EVERYONE gets IUS and Improved Combat Manuvers for free? Uh, wow. Maybe you want to limit that to those with Martial Weapons Proficiency.

I suggest that you introduce 'level 1 only benefits.' Armor profs, Weapon profs, extra spells in a spellbook, having a familiar, and the +2 saves should only be gained at the very first character level. This erodes the value of dipping.

This is effectively a feat rewrite that applies to everyone, which further erodes the power of the fighter. Sure, it lets a fighter do more stuff, but then, it lets EVERYONE do all the same stuff. Be aware that people now have even less reason to play a fighter, because now they have to pay even fewer feats to get the cool stuff.

If you want the 'fighter' to be better, and that was the aim of this, then you need to have feats that are improved when the Fighter takes them, not everyone. Exclusivity is power.

==Aelryinth


Kalridian wrote:


Dancing blade is to strong. I don't see ANY reason, why somebody would build a Str-based melee character at your table. At LEAST limit the dex to damage to weapons that are normally finesse-able.

You have a good point, I will modify dancing blade to state that it only applies on weapons that can be finessed.

As for

Aelryinth wrote:


Weapon Finesse should also not get the extra damage from 2h'ing while Power Attacking.

It already says that "You do not get dex and a half while two handing."

As for everyone's concern with the monk, they are already a full BAB class in everything but name. Their flurry is based on class level (full BAB) and at third level you get maneuver training, which gives you your class to CMB and CMD. Since they are a full BAB class, I don't see why they have to be stuck with a d8 when every other full BAB class has a d10.

Also to note with the body wrap, you don't need two weapons when flurrying you can do a full flurry with just one temple sword. Because of this I am making the robes more like an actual weapon with a full weapon progression. Since you can flurry with just one weapon then why penalize a monk using a fist with needing to buy a weapon at twice the price as a monk using a sword?

If the rules on how flurry works changes then I will change the price of the body wrap to match.

This also ties in with the amulet of mighty fists, since the wrap exists, why have two? Since animals can have more then 2 attacks I think that keeping the AoMF the same but limiting it to just natural attacks seems fair.

Also

Kalridian wrote:


--> Quick draw could be worrysome. If you allow this, you technically give people the ability to switch weapons between every attack. Example: Rogue char who gets dex to hit and damage and has quickdraw can switch to a new poisoned blade for every attack. I bet there are other, much worse ways to exploit this, but it's the first thing that comes to my mind.

You can already do this with quick draw, you would just have to drop the weapon(s) after each attack. The only thing that I am changing is that you can sheath one weapon as your swift action for the turn.

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