[Houserules] The Compendium Thread


General Discussion (Prerelease)

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Scarab Sages

In response to another thread, I've created this thread for those interested in houserules; this will be a place to post specific house rules in PRPG games. The idea is to present Paizo and posters with a bunch of options, point out areas of the game that are being houserules frequently, and eventually even help Paizo put together a houserule compendium.

So, a few ground rules. Please try to follow these to the best of your ability to keep the thread organized and easy to read.

  • Provide ONE houserule per post.

  • Format the rule: provide a name, relevant PRPG chapter (eg. Feats, or Magic), reason for the rule, and detailed description.

  • Bold your houserule title and subtitles when possible (see BB Codes at the bottom of the post page). Use the "spoiler" tag for very long posts.

  • Comments on houserules are welcome and encouraged; please do such on the Discussion thread to keep this thread clean.

    Thanks for your help!

  • Scarab Sages

    I'll start off with an example:

    Combat Maneuvers with Weapons
    Chapter: Combat
    Effect: When making a CMB check with a weapon, add any bonus you would gain on attack rolls that derives from a feat, class feature, and magic weapon. This applies to both offense and defense CMB values. If your defense is applying to armor or shields, you add the bonus from feats, class features, and magic armor.
    Example: A fighter with a +2 longsword, Weapon Focus (longsword), and Weapon Training (heavy blades +1) would gain a total of +4 on any CMB value when using the weapon. In most cases this means disarm and sunder attempts, both offense and defense. However, if his opponent attempted to sunder his armor instead of his longsword, the fighter would not gain this +4. Instead they would gain their magic armor and armor training bonus on the CMB defense. For example, +2 chain shirt with Armor Training +2 would give the fighter a +4 bonus on his CMB defense to avoid having his armor sundered.


    No new houserules? C'mon, I'm shy about posting the tons of ones I use if no one is going to put here the ones they created.

    Dark Archive

    Okay then ...

    HALF-ORCS

    Bestial Glare: +2 racial bonus on Intimidate

    Dark Archive

    AASIMAR

    Favored Class: The favored class of aasimar is cleric or paladin. This choice must be made at 1st level and cannot be changed.

    Level Adjustment: Aasimar have a Level Adjustment of 0.

    Dark Archive

    TIEFLINGS

    Favored Class: The favored class of tieflings are rogue or wizard. This choice must be made at 1st level and cannot be changed.

    Level Adjustment: Tieflings have a Level Adjustment of 0.

    Dark Archive

    ADAPTABLE ARTIFICER

    You find time to dabble in the crafting of magical items while in the field.

    Prerequisites: 1st level spellcaster, any Item Creation Feat

    Benefit: You can spend your spare time each day working on magical item creation projects, spending an hour here or there towards crafting items. Each day you can accumulate 250 gp worth of construction time towards one item you have the requisite item creation feat and other prerequisites for, without setting aside any specific time for crafting, or needing a workshop or quiet work environment.
    You can only work on any one project at a time.


    PC-friendly fear effect

    Fear effects are inflicted as normal. They do not force movement or action of PCs, but rather a cumulative -2 penalty to AC for each level of fear inflicted. All listed effects that do not dictate PC actions (i.e. modifiers, not dictations) remain as written.

    Each time the player takes a withdraw action, the fear level diminishes one step.


    3.5 Domain Defaulting
    Clerics do not receive a bonus domain spell slot. Instead of defaulting to Cure or Cause Wounds, the cleric may sacrifice any spell slot to spontaneously cast either domain spell of the same level. :D


    I have not updated my D&D folder on the Lap for a while and don't have my newest houserules here, so I have to go from memory:

    General
    Finesse fighting: With light weapons (as well as special weapons like the rapier) you can choose to use dexterity instead of strength to your attack rolls. (Basically, everyone gets Weapon Finesse for free)

    Paladins/Rangers
    Quickened Casting: These classes can cast spells with a casting time of one standard action as a swift action.

    Favoured Classes: Levels in your favoured class grant you one extra skill point per level (i.e. the extra HP is not an option)

    Scarab Sages

    Improved Orisons and Cantrips

    Schools, domains, and bloodlines no longer grant a supernatural ability at 1st level. Disrupt undead is added to the cleric spell list. Any 0th level spell that deals damage now deals 1d6 +1 damage.


    I think attacks of opportunity is the biggest gamestopper so we removed them. Original D&D didn't even have attacks of opportunity. I think this more reflects real combat.

    How about this as a house rule:

    Attempting to disengage from melee

    Attack of opportunity becomes a Move of Opportunity
    Withdrawing from a threatened square provokes a Move of Opportunity as a standard action.
    Engaged parties can choose to pursue or stay put as a standard action.
    i. One of two things can happen:
    1. The monster/friend and anyone else engaged pursues. The battle might split into two or more engagements, or the whole battle might move.
    a. &nbs p; Normal limits are in effect (30ft and mover can still attack but pursuer cannot until his next turn, 120ft max run, etc…)
    2. The monster doesn’t pursue and the mover disengages
    a. &n bsp; Normal limits are in effect (30ft and mover can still attack but pursuer cannot until his next turn, 120ft max run, etc…)

    Everyone can act as normal on their next turn unless they moved farther than 30 feet.

    In essence, it remains the person's turn that is withdrawing without creating an artificial 30 foot buffer zone that wouldn't happen in real combat.

    Performing a distracting act

    1. Anytime you are doing something other than defending yourself with a melee weapon (casting, holding a ranged weapon, potion, wand, activating an item, etc…) while in melee, you lose your dexterity bonus to AC. If you get hit, completing your act becomes a DC 10+damage dealt concentration check.


    Cultural Weapon

    Each human culture has an exotic weapon chosen by the DM which is treated as martial for humans and half-elves for that culture.

    (Options include bastard sword, maul (complete warrior - CW), great bow(CW), great spear(CW), war mace (CW), and any similar weapons that simply offer a better damage die/dice than their simple or martial counterpart, rather than special abilities, like the spiked chain.)

    This replaces the human and half-elf Weapon Training.


    Now that I've access to my files, here's the rest of my house rules:

    Immaterial Casting: All spontaneous casters gain Eschew Materials as a bonus feat.

    Monks: Defensive Combat Training and Agile Manoeuvres are added to the list of bonus feats.

    Paladins:
    Associates: A paladin no longer has a restriction against associating with characters of evil alignment. However,
    a paladin may not tolerate acts of evil committed by his associates and must reprimand the offender, bring
    him to justice and see to it that amends are made. He may not associate with characters that repeatedly and
    wilfully commit acts of evil.

    Rogues:
    Trapfinding: Now works as follows: When a rogue comes within 5 feet of a trap or its trigger, he gets to make a
    perception check as if he had actively searched for it.

    Advanced Talents: Add Hide in Plain Sight (as Ranger ability, but in any environment) to the list of choices.


    Threatening Reach
    Chapter: Feats
    Prerequisite: BAB +1
    Effect: Reach weapons (natural or otherwise) do not threaten squares past 5ft, unless they have this feat, which allows reach AoO as normal.

    I just really don't like reach AoO and how much in can be abused. It also makes things a little more exciting, when players don't know if a big scary monster will have reach AoO or not. For those not familiar, this is taken from 4e.


    Surprise and Initiative order
    Chapter: Combat
    Effect: Attacks made against creatures or player who have not acted (or can not act, e.g. surprise round) in a round, count as being flatfooted. This only lasts for the surprise round and the first round of combat.
    Example: Rogue A has initiative 10, Rogue B has initiative 21, Ogre C has initiative 15. Rouge A and Rogue B get the jump on Ogre C, and act in the surprise round. Rouge A and B's attacks during the surprise count the Ogre as being flat-footed. The first round of combat, Rouge B's attack treats the ogre as still being flat-footed, but not Rogue A's. The Ogre's attack do not count as flat-footed at all.

    I run a game that has lots of rogues, where sneaking and stabbing are a big part of game play. This is also adapted from 4e.


    - Crafting Skill Changes: The Craft skill is virtually unchanged except for one aspect: Instead of making the appropriate Craft check to represent one week’s worth of work, the check represents one day’s worth of work. If you choose to make an item more quickly, you can make checks by the hour instead of by the day.


    - Elemental Recreation: To give players, and NPCs, a wider range of spells to define themselves with, any spell with the acid, cold, electricity, or fire descriptor can be “recreated” as a spell of the same level and type, but with a different listed elemental descriptor.
    In example; If Sturgard, Ice Wizard of the Wastes, wanted to keep his “all things frozen”-theme, he could recreate burning hands as freezing hands. The spell would be still 1st level, it would have an area of a 15 ft cone, but it would instead deal 1d4 points of cold damage per caster level (maximum 5d4).
    These spells are not considered the same spells for the purpose of counterspelling. In addition, you may have multiple type of the same spell in your repertoire. If you wanted to have a copy of burning hands and caustic hands (the acid version), there is nothing wrong with that.


    - Ranger Druid Level Changes: A ranger's effective druid level for choosing an animal companion is equal to the player's ranger level minus three, instead of half the player's ranger level.


    Gnome-Eater wrote:

    Surprise and Initiative order

    Chapter: Combat
    Effect: Attacks made against creatures or player who have not acted (or can not act, e.g. surprise round) in a round, count as being flatfooted. This only lasts for the surprise round and the first round of combat.
    Example: Rogue A has initiative 10, Rogue B has initiative 21, Ogre C has initiative 15. Rouge A and Rogue B get the jump on Ogre C, and act in the surprise round. Rouge A and B's attacks during the surprise count the Ogre as being flat-footed. The first round of combat, Rouge B's attack treats the ogre as still being flat-footed, but not Rogue A's. The Ogre's attack do not count as flat-footed at all.

    I run a game that has lots of rogues, where sneaking and stabbing are a big part of game play. This is also adapted from 4e.

    I thought that it was already like this? At least in every game I've played in it has been.


    Golarion Goblin wrote:
    Gnome-Eater wrote:

    Surprise and Initiative order

    Chapter: Combat
    Effect: Attacks made against creatures or player who have not acted (or can not act, e.g. surprise round) in a round, count as being flatfooted. This only lasts for the surprise round and the first round of combat.
    Example: Rogue A has initiative 10, Rogue B has initiative 21, Ogre C has initiative 15. Rouge A and Rogue B get the jump on Ogre C, and act in the surprise round. Rouge A and B's attacks during the surprise count the Ogre as being flat-footed. The first round of combat, Rouge B's attack treats the ogre as still being flat-footed, but not Rogue A's. The Ogre's attack do not count as flat-footed at all.

    I run a game that has lots of rogues, where sneaking and stabbing are a big part of game play. This is also adapted from 4e.

    I thought that it was already like this? At least in every game I've played in it has been.

    Are you saying Pathfinder traveled in time, read this post and the put it in the Beta rules? Sweet! :) Seriously though, I guess I never realized that. I thought the rule only applied to the surprise round and not the first round.

    Grand Lodge

    Skill Points

    First level awards 4 times the skill points listed on Pathfinder RPG.
    Additional Levels award 2 times the skills points listed.

    I figure if a third of the front character sheet is skills, and many many pages of the book is skills, it makes no sense at all to have most skill attempts just be Ability rolls. Either make skill points worth it or get rid of them entirely.


    Gnome-Eater wrote:


    Are you saying Pathfinder traveled in time, read this post and the put it in the Beta rules? Sweet! :) Seriously though, I guess I never realized that. I thought the rule only applied to the surprise round and not the first round.

    It was already like that in 3e. You're flat-footed until you have acted in a fight.


    Disguise is a Craft Skill
    Nothing more to say really. There are intrinsic benefits to handling it this way.

    Wearing a disguise convincingly is a Bluff check.


    Concentration, Knowledge Arcana, and Spellcraft
    At my table, Concentration is still used for combat casting, as well as some other suitable non-magic applications like overcoming nausea.

    Spellcraft is not a skill.

    When rolling to identify spells, Knowlege (Arcana) is used for arcane and Knowledge (Religion) is used for divine magic.

    Scarab Sages

    New Skill: Persuade
    Chapter: Skills
    Effect: Roll Bluff, Intimidate and Diplomacy into one skill (persuade), then just give it as a class skill to any class with one of those three. Allow the skill to be used in any situation where any of the three are usable.
    Reasoning: This increases the role-playing done by players since now they have to describe exactly how they plan to use the skill, instead of just "I bluff, got a 23. what's his sense motive?". And if not, then at least it reduces bookkeeping and allows more options at the same time. characters that could only intimidate can now diplomacize or bluff.

    note that all of this is based on personal experiance, and is used as a houserule at our table, but the title calls for houserules, so here you go.

    Grand Lodge

    Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

    Spell Resistance

    CURRENT: A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creatures next turn. At the beginning of the creatures next turn, the creatures spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

    HOUSERULE: Any spell which a creature is aware of can be allowed to automatically pass the creature's spell resistance as a free action. An unconscious or dead creature's spell resistance is negated until it is brought back to positive hit points.

    Example: Valeros uses a free action to allow Kyra's Cure Moderate Wounds spell to pass his spell resistance. The enemy wizard casts Fireball on Valeros and must roll against his spell resistance. Succeeding on his roll, Valeros is reduced to negative hit points and falls unconscious. Kyra does not need to roll against Valeros spell resistance to cast a cure spell on him now.

    Scarab Sages

    New Skill: Faithcraft
    Chapter: Skills
    Effect: As Spellcraft, only now Spellcraft only applies to Arcane spells, while Faithcraft applies only to Divine. This is a class skills for any class with divine magic.
    Reasoning: There is no reason that I can think of why a cleric would be able to identify arcane spells, or vice versa. this splits it up.


    kessukoofah wrote:

    New Skill: Faithcraft

    Chapter: Skills
    Effect: As Spellcraft, only now Spellcraft only applies to Arcane spells, while Faithcraft applies only to Divine. This is a class skills for any class with divine magic.
    Reasoning: There is no reason that I can think of why a cleric would be able to identify arcane spells, or vice versa. this splits it up.

    "That spell keeps a person from moving, just like my hold person spell, but a cleric cast it, so I have no idea what it is."

    Personally, I'd say that if you want to do such a distinction, get rid of spellcraft altogether: Concentration remains its own skill, and the relevant knowledge skills take care of identifying spells: arcana for wizards, sorcerers, bards, religion for paladins and clerics, nature for druids and rangers.

    That way you don't add more skills to the mix.


    KaeYoss wrote:
    kessukoofah wrote:

    New Skill: Faithcraft

    Chapter: Skills
    Effect: As Spellcraft, only now Spellcraft only applies to Arcane spells, while Faithcraft applies only to Divine. This is a class skills for any class with divine magic.
    Reasoning: There is no reason that I can think of why a cleric would be able to identify arcane spells, or vice versa. this splits it up.
    "That spell keeps a person from moving, just like my hold person spell, but a cleric cast it, so I have no idea what it is."

    I would rule that the verbal and somatic components are different for invoking arcane energies than petitioning to the gods. That's what spell ID is about, interpreting the spell before it is cast.

    Having a spellcraft and faithcraft when we already have Know(Arcana) and Know(Religion) seems redundant to me. Then again, this is a house-rule thread so I can't complain too much, I bet my ideas seem weird to everyone else...

    Scarab Sages

    KaeYoss wrote:
    kessukoofah wrote:

    New Skill: Faithcraft

    Chapter: Skills
    Effect: As Spellcraft, only now Spellcraft only applies to Arcane spells, while Faithcraft applies only to Divine. This is a class skills for any class with divine magic.
    Reasoning: There is no reason that I can think of why a cleric would be able to identify arcane spells, or vice versa. this splits it up.

    "That spell keeps a person from moving, just like my hold person spell, but a cleric cast it, so I have no idea what it is."

    Personally, I'd say that if you want to do such a distinction, get rid of spellcraft altogether: Concentration remains its own skill, and the relevant knowledge skills take care of identifying spells: arcana for wizards, sorcerers, bards, religion for paladins and clerics, nature for druids and rangers.

    That way you don't add more skills to the mix.

    eh. they asked for our house rules, I contributed. you don't have to like it, but my group is actually pretty happy with it.

    toyrobots wrote:
    I would rule that the verbal and somatic components are different for invoking arcane energies than petitioning to the gods. That's what spell ID is about, interpreting the spell before it is cast.

    That's actually the exact logic behind what we did. well, that and we're gradually converting all our magic to a skill-based system, and we needed a way to distinguish between the two when multiclassing. but I feel it's a good enough rule to stand on its own.

    Also, we feel that there's a differance between know(arcane) and spellcraft, but we're finding it hard to put into words.


    kessukoofah wrote:


    Also, we feel that there's a differance between know(arcane) and spellcraft, but we're finding it hard to put into words.

    Let me try:

    Knowledge (arcana) is theoretical knowledge about magic, like what you can do with magic in general (e.g. it's very hard, maybe even impossible, to make someone commit suicide, or to create an illusion that survives determined scruitiny) and a number of magical creatures.

    Spellcraft is applied, practical knowledge partaining to spells.

    It's a bit like learning a different language: You can say that Knowledge (arcana) will grant you the general syntax and grammar to "speak" magic, while Spellcraft is the vocabulary.

    So it does make sense. My suggestion is more a consolidation (like Stealth which contains Hide and Move Silently, even if they're not the same) to reduce the total number of skills.


    I have a hard time swallowing a Theoretical/Practical split in a knowledge skill when skill consolidation is called for.

    Let's get back on topic! Houserules only!

    Armor Penalties as Encumbrance only
    Check penalty works as normal. Speed penalty and Max Dex are no longer features of armor, and armor counts its weight toward the character's encumbrance.

    Helmets
    Helmets give an additional armor bonus that stacks with armor and shields. Helmet ratings are equivalent to shields:

    Cap = Buckler
    Helm = Light Shield
    Greathelm = Heavy Shield

    A helmet counts its check penalty against perception rolls in addition to the normal check penalty skills.


    HITPOINTS

    Nobody likes getting 1 hit point for a level, so for dN instead roll d(N-2)+2. If using d4 for Mage/Sorcerer it becomes d3+1. Used this back in the day with 1e.

    Monsters, on the other hand, aren't necessarily at full hit points for a given encounter and would roll hit dice normally. Unless they have extraordinary healing/regeneration abilities.

    Start each character with Body Points equal to Con or Str as hit points, modified for race:
    -4 for Small (eg, Halfling, Gnome)
    -2 for generally less than average Human size (eg, Elf)

    Track hit points rolled (max at first level if that is your rule), use BP until HP exceeds BP.

    Damage taken within BP (or HP, if max is less than BP) is treated as real bodily harm and heals at 1 BP/day of rest.


    KaeYoss wrote:
    Personally, I'd say that if you want to do such a distinction, get rid of spellcraft altogether: Concentration remains its own skill, and the relevant knowledge skills take care of identifying spells: arcana for wizards, sorcerers, bards, religion for paladins and clerics, nature for druids and rangers.

    It brings back Concentration, certainly, but still does dispense with a skill and ensures that the background essentials (Religion, Arcana, Nature) are always useful, instead of just being Knowledges.

    That said, bring in the Autohypnosis skill from XPH. Concentration is the perfect skill to merge with Autohypnosis and would still leave Knowledge (psionics) for the psions to take.


    NATURAL 1's

    Chapter: Combat

    Effect: Rolling a natural 1 on an attack roll provokes an Attack of Opportunity from the creature that was just attacked (if applicable). If that creature decides to act upon the AoO, they themselves do not provoke an AoO with their attack.

    This is to simulate a character making a tactical error that leaves them open and unable to defend themselves momentarily.


    CRITICAL HIT CONFIRMATION

    Chapters: Combat & Ability Scores

    Effect: When attempting to confirm a critical threat against a named creature, that creature adds their Charisma bonus as a Luck bonus to AC for purposes of resolving the threat.

    If Fate decrees that there's a certain amount I'm supposed to accomplish in this life, at this rate I'll never die...


    CHAINMAIL BIKINI

    Chapter: Magic Items

    Effect: +1 to AC, +2 to Charisma

    Shamus Young and Larry Elmore really need to collaborate...


    Agree with the last post. There must be space for the classics.


    Diego Bastet wrote:
    Agree with the last post. There must be space for the classics.

    Fear not, I have had my agents at work infiltrating Paizo since GenCon. If we are successful in getting a Seoni outfit together for Bambi then I think we've got a good shot... ;)


    toyrobots wrote:

    Disguise is a Craft Skill

    Nothing more to say really. There are intrinsic benefits to handling it this way.

    Wearing a disguise convincingly is a Bluff check.

    This idea intrigues me. Could you go into detail on how you handle the Craft (disguise) results affecting the Bluff/Perception opposition?


    Laithoron wrote:
    infiltrating Paizo

    That hall was off limits for kids, right?


    toyrobots wrote:

    Helmets

    Helmets give an additional armor bonus that stacks with armor and shields. Helmet ratings are equivalent to shields:

    Cap = Buckler
    Helm = Light Shield
    Greathelm = Heavy Shield

    A helmet counts its check penalty against perception rolls in addition to the normal check penalty skills.

    Yoinked!


    KaeYoss wrote:
    Laithoron wrote:
    infiltrating Paizo
    That hall was off limits for kids, right?

    I didn't make it to GenCon, but they were dressed like that at Dragon*Con (Atlanta, GA) without any problems. Well, other than causing traffic accidents of course... ;)

    In all seriousness though, as long as you wear something opaque underneath, a belly dancer outfit, or ChainMailBikini isn't much different than a bathing suit. So while it's not exactly proper business attire, it's nothing that a kid wouldn't see on a sunscreen ad, in a park, or at the beach.

    Mind you, there were a couple chainmail chicks at D*Con who didn't have the decency to wear anything opaque under the CMBs (yep, now you'll think of this everytime you make a "maneuver"). Once found by security, they were promptly made to cover-up or be xxxpelled without refund. Come to think of it, I've seen the same happen at the GA ren faire too.

    /me thinks it's time for a road-trip


    SKILL LIST HOUSERULES

    Acrobatics (Dex): Replaces Balance, Escape Artist, and Tumble. Class skill for Bard, Monk, and Rogue.

    Appraise (—): Appraise has been folded into the Craft and Knowledge skills.

    Athletics (Str): Replaces Climb, Jump, and Swim. Class skill for Barbarian, Bard, Druid, Fighter, Monk, Ranger, and Rogue.

    Handle Ship (Dex): Replaces Pilot, and Profession (sailor). Class skill for Barbarian, Bard, Fighter, and Rogue.

    Hazard (Int): Replaces Search, and Disable Device. Class skill for Ranger, and Rogue.

    Linguistics (Int): Extra language for every 2 ranks (not 1 for 1). I'm still considering splitting Speak Languages back out into it's own skill.

    Perception (Wis): No longer includes Search.

    Perform (Cha): Now just a single skill. As with Linguistics, for every 2 ranks you gain the use of an additional performance type.

    Profession (Wis): Now just a single skill (like in d20 Modern) used solely for earning money — not as a catch all for missing gameplay mechanics.

    Skullduggery (Dex): Replaces Open Lock, and Sleight of Hand. Class skill for Bard, and Rogue.

    Spellcraft (—): Gone. Concentration is restored, and all it's remaining uses are absorbed by Knowledge (arcane) and (religion).

    Several changes were made to re-organize skills back into their original 3.5 Key Ability Scores, as well as to combine them based on functionality and class-skills, particularly Acrobatics, Athletics, Hazard, and Skullduggery. I'm swiping TR's Craft (disguise) thing once he explains how it works. ;)


    Bardic Performance Enhancement

    Bardic performance is now a swift action.

    The purpose of this was to allow bards to do something in combat other than just sit back and play with their flutes.

    CJ


    Shields are for Defense

    The shield bonus to Armor Class bestowed by shields is increased by 1.

    Bucklers grant a +1 shield bonus to AC.
    Light Shields grant a +2 shield bonus to AC.
    Heavy Shields grant a +3 shield bonus to AC.
    Tower Shields grant a +5 shield bonus to AC.

    CJ


    Laithoron wrote:
    toyrobots wrote:

    Disguise is a Craft Skill

    Wearing a disguise convincingly is a Bluff check.
    This idea intrigues me. Could you go into detail on how you handle the Craft (disguise) results affecting the Bluff/Perception opposition?

    Craft(Disguise) expanded

    I've ad libbed this rule several times, but never written it out. Hopefully the following helps:

    Craft Item DC = 10 - Disguise Check Modifiers. A masterwork component for a disguise costs 50 gold, and a masterwork disguise gives a +5 to the relevant bluff checks.

    GP cost for disguise = price of disguise kit + any costume or equipment needed. Armor, weapons, clothing, and other accoutrements from the equipment list are best.

    At GM's exception, a talented disguise artist can pay 1/3 price of the disguise as a raw materials cost (making normal armor appear masterwork with less expensive material, for example). Take some consideration for PCs improvising disguises, or liberating uniforms from enemy NPCs etc... these rules presume impersonation, mostly.

    Resolve the Disguise check as per the Craft Skill. Success creates a passable disguise or masterwork disguise.

    When a disguised character interacts with someone who might recognize him, or someone acquainted with an impersonated character, the disguised character's Bluff opposes Perception (or Sense Motive, whichever is higher). While the non-masterwork disguise provides no bonus to bluff rolls vs. recognition or impersonation, all attempts to impersonate or avoid recognition automatically fail without a disguise.

    The Exchange

    Athletics: (Replaces Jump and Climb)

    Acrobatics: (Tumble and Balance)

    Favored Class: only gives bonus skill point (no hitpoints)

    Weapon Finesse: can be taken as a feat at first level by anyone

    Heroic Hitpoints: roll a 1d6 and add the difference per class ( wizards get flat 1d6, clerics and rogues get 1d6+2, Fighter and Rangers get 1d6+4, lastly Barbarians get 1d6+6)*only in more epic games

    human weapon training: classes that get all martial weapons get a weapon focus instead


    toyrobots wrote:

    Craft(Disguise) expanded

    I've ad libbed this rule several times, but never written it out.

    Thanks for taking the time to set it into writing. I shall show my appreciation by performing a YOINK! :D

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