Share some Houserules.


General Discussion (Prerelease)


Just this last session we combined Craft and Profession skills. Now if your character has Craft:Weapons then the houserule assumes they automatically have the equivalent of Profession:Weaponsmith of same rank. Likewise with Craft: Carpentry and Profession: Carpentor, alchemy to herbalist, cooking to chef, ale to innkeeper. Makes it easier to have an actual background without digging too far into your actual combat potential. Mostly because while everyone wanted to have nice rich character histories, no one wanted to sacrifice points better used in perception, ride, or climb for it.


We did that, too, but we also included Perform with it. Some other stuff we do is for every +3 of Dexterity you have, you gain an extra 5 feet to your base movement speed (we're still uncertain of this). Also, we take the higher of Str or Con to determine your Fortitude save, Dex or Int for Reflex, and Cha or Wis for Will, instead of just the one (yeah, 4E does this too, but whatever).

So far these have worked pretty well, but the dexterity one is a little iffy.


The main house rule we did was say that if your a human and the bonus feat you get is wasted, IE free martial feat and your already a fighter, then you get to take the next lvl of feat along that path. Plus we also said that for human wizards/sorcerers the free martial feat has to be taken with your CLASS WEAPONS ONLY. Honestly as a human mage at 2nd lvl my guy kicks but with two-weapon fighting.

Liberty's Edge

1. Action Points. (Class = 5 + 1/2 CL. Prestige Class = 6 + 1/2 CL.)

2. Languages. Base Languages = Common + Racial + Class. To acquire more languages requires ranks in Linguistics.

3. Base Defense Bonus. +1/2 BAB to Armor Class.

4. MAS. (As in d20 Modern = Con Score.)

5. Condition Track. (Instead of death by massive damage). See Star Wars Saga Edition for direction. I.e., any one hit that beats MAS = -1 on Condition Track (-1 to AC, Saves, Attacks, and Checks.)

6. Basa Damage Bonus. +1/2 BAB to Damage Rolls.

7. Two-handed weapon = x2 Str Mod to Damage Roll.

8. Two-weapon fighting = Str Mod to ea. Damage Roll.

9. Dexterity Modifier to Damage Rolls. (Two-weapon fighting = Dex Mod to ea. Damage Roll.)

10. No Critical Threats. Rather, Natural 20 = Automatic Hit and Critical. Roll in critical threat range = critical if hits. (Use Paizo's Critical Hit Deck.)

11. Automatic Fumble. Natural 1. (Use Paizo's Critical Fumble Deck.)

12. Combat Maneuver Bonus and Favored Class Bonus (insofar as not playing Pathfinder). A given for Pathfinder.

13. Skills = a combination of D&D and d20 Modern (but in flux as we continue to tweak):

Acrobatics
Appraise
Bluff
Climb
[Computer Use]
Craft/Repair* (chemical, construction, [electronics], finery, mechanical, smithing, textiles, warcraft, woodwork)
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
Fly
Gamble
Handle Animal
Heal
Intimidate
Investigate*
Knowledge (arcana, caving/dungeoneering, engineering*, geography*, government*, history, local/streetwise, nature, nobility, planes, psionics, sciences*, society*, tactics*, technology, theology and philosophy)
Linguistics
Perception
Perform (instrumental, oral, performance)*
Pilot
Profession
Psicraft*
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magic Device
Use Psionic Device

14. Encumbrance
Normal (Str x10) = No penalties.
Heavy (Str x20) = -6 to Str- and Dex-based Checks, -10 ft. Spd, Max. Dex to Defense +1, Rux x3 instead of x4.
Drag/Push (Str x40) = Movement 5 ft/round, No Dex bonus to Defense.

15. Allegiance.

16. 1 Occupation or 2 Traits.

Scarab Sages

Poison-making

Uses "Craft: Alchemy" as opposed to poison-making
Available poisons are given in Pathfinder Beta p391

Craft DC's are as follows: 15 for level 1-5 poisons; 20 for lvl 6-10 poisons; 25 for lvl 11-15 poisons; 30 for lvl 16+ poisons.

As per Arms & Equipment guide, crafting for poisons is figured in gp/week as opposed to sp/week

Since values are not given in pathfinder book, the ingredients for poisons can be found or purchased for typical values based on their poison level. Ingredient costs can vary from place to place. Appropriate knowledge: nature and survival checks can allow poison ingredients to be found in the wild and harvested if they're from natural sources (such as black adder venom or black lotus extract).

Base Price: 1 unit = 1 dose.
lvl <5 : 20gp / unit
lvl 6-10 : 40gp / unit
lvl 11-15 : 100gp / unit
lvl 16+ : 200gp / unit


This is one of our favorites we have used for years. When rolling hit points, you may opt to reroll if you get an undesired result. However, the reroll will be at -1. You may opt again to reroll, with each successive roll accumulating -1 penalties until you are stuck taking the minimum.
Example: Your hit die is 8 and you just leveled.
You roll a 2. Blech!
Reroll another 2, except this one is a 1 after the -1. Double Blech!
Second reroll is a 7, but after the -2 penalty it becomes 5 for five new hit points.


Here are a few:

Human - Martial weapon proficiency or +2 hp. Presents a character with a minor choice between greater tactical expertise and slightly increased staying power. Allows humans pursuing a class which already provides full martial weapons proficiencies a non-redundant bonus that isn't as powerful as a full feat selection but complements their main path. Gives 1st Wizards (etc.) a reason to consider not picking up a 2-handed sword.

Rogue - Minor Magic
A rogue with this talent gains the ability to cast 2 different 0-level spells from the wizard/sorcerer spell list up to a total of 2 combined castings a day as a spell-like ability. In addition the rogue gains the ability to cast 1 1st-level spell from the wizard/sorcerer spell list up to 1/day as a spell-like ability. A rogue choosing this option permanently loses 2 hp from their total. The caster level for this ability is equal to half her rogue level. The save DC for this spell is determined using the rogue’s Intelligence modifier.

Rogue - Major Magic
Requires Minor Magic. A rogue with this talent gains the ability to cast 1 2nd-level spell from the wizard/sorcerer spell list up to 1/day as a spell-like ability. A rogue choosing this option permanently loses 1 additional hp from their total. The caster level for this ability is equal to half her rogue level. The save DC for this spell is determined using the rogue’s Intelligence modifier.

Rogue Finesse and Weapon Training are redundant with Combat Trick. Remove as separate rogue talents.

Give ALL rogues Weapon Finesse at 1st level as a bonus feat.

Added Rogue Talents:

Tenacity: +2 Fortitude

Resolve: +2 Willpower

Skill Focus: Trained Rogue Class Skill

Hide in Plain Sight: Requires 11th level in rogue.

Liberty's Edge

Playing 3.5 at the moment, PC ability scores generated with point buy system

Humans get +4 creation points in addition to usual characteristics
Half-elves get +1 skill point / lvl (+4 at lvl 1) as well as bonus feat at lvl 1 (just like humans in "normal" rules)
Half-orcs get +2 CNS

4 extra skill points at lvl 1 as "background" skills, to be allocated in Craft, Profession, etc..
1 extra class skill at lvl 1, but only at lvl 1 (if cross-class at lvl 2+, doesn't remain a class skill at those lvls)
Bonus language: 1 skill point
Individual weapon proficiency: 2 skill points (as Skill Trick), but must be proficient in a related martial weapon to become proficient in Exotic weapon.
Bonus feat for all characters at lvl 1, from a restricted list of choices.

Magic: Spell point system from UA
Heighten Spell freely available by spending more Spell points to cast a spell.

Concentration and Tumble DCs increased by opponent BAB.

Dead at -10 hp or -(CNS score), whichever is better. Staggered between 0 hp and -(CNS bonus) hp.

Dark Archive

Our group really hates when players meta-game falling damage, taking short cuts by leaping from high places, secure in the knowledge of the 20d6 cap. That cap is history in my game. To that I also add an automatic Fort save versus death for any fall that does 2 or more d6 worth of lethal damage.

The DC is 10 + (1 for every d6 worth of lethal damage rolled except the 1st)

So an unintentional fall from 10 still does 1d6 but requires no save.

An unintentional fall from 20 feet does 2d6 damage and requires a DC 11 Fort save or die.

An unintentional fall from 100' does 10d6 damage and requires a DC 19 Fort save.

Intentional falls (jump downs) and other methods of avoiding damage from falls (acrobatics) are still calculated using the formula.

So a character intentionally jumping down 20' takes 1d6 non-lethal, 1d6 lethal and requires no save.

The same 100' fall from above? Jumping intentionally gets you 1d6 non-lethal, 9d6 lethal and a DC 18 save versus death. Not so much fun now is it?

This means surviving falls from great heights is still possible, but not probable, and falls from low heights are possibly lethal too.

What can I say? My group tends to like a little more realism in our death and dying. In fact this is only a small part of the HP, death, dying and massive damage house rules we use.

Cheers

PS Bull rushing around heights is a little more scary with these rules don't you think?

Dark Archive

CharlieRock wrote:

This is one of our favorites we have used for years. When rolling hit points, you may opt to reroll if you get an undesired result. However, the reroll will be at -1. You may opt again to reroll, with each successive roll accumulating -1 penalties until you are stuck taking the minimum.

Example: Your hit die is 8 and you just leveled.
You roll a 2. Blech!
Reroll another 2, except this one is a 1 after the -1. Double Blech!
Second reroll is a 7, but after the -2 penalty it becomes 5 for five new hit points.

I like this one. I think I might use it of you don't mind. ;)

Dark Archive

Another house rule we use is in regards to criticals. We use the RAW except you automatically get max damage on the 1st die and then roll and add any other damage above that.

ie. a confirmed critical with a great ax 1d12 X3 (leaving out str and special damage mods for this example) is equal to 12 + 2d12 damage.

This ensures that crits are indeed extra damage as one need not worry that 2 (or 3) poor rolls could bring your crit strike in under your regular damage done.


Lord oKOyA wrote:

Another house rule we use is in regards to criticals. We use the RAW except you automatically get max damage on the 1st die and then roll and add any other damage above that.

When we roll crit damage, we count 1s and 2s as 3s. Bad rolls are still bad rolls, but they're not nearly as underwhelming.


Lord oKOyA wrote:

Another house rule we use is in regards to criticals. We use the RAW except you automatically get max damage on the 1st die and then roll and add any other damage above that.

ie. a confirmed critical with a great ax 1d12 X3 (leaving out str and special damage mods for this example) is equal to 12 + 2d12 damage.

This ensures that crits are indeed extra damage as one need not worry that 2 (or 3) poor rolls could bring your crit strike in under your regular damage done.

I would use this one, except that I am now a player and my GM smacks me with a lot of criticals during the game. LoL

We used to do ,in BECMI D&D ,that a nat 20 did max possible damage. But that is quite a bit in Fantasy RPGs these days compared to then.

I'm happy you liked the hit point one. =)

Silver Crusade

Some House Rules

1: Use Craft and Profession skill ranks as Knowledge skill ranks in that specific Craft or Profession.

2: Tumble DC is 10 (around threat) or 20 (through threat) plus the highest reflex save of opponents, then apply any normal modifiers (number of opponents etc..)

3: Cast Defensively DC is 10 plus spell level plus highest reflex save of opponents, plus normal modifiers.

4: Armor (AC bonus) converts its AC value in HP damage to non-lethal damage. Ex. Full Plate changes 15 HP damage into 7 HP and 8 non-lethal.

5: You can choose a specific Plane with each rank in Knowledge(Planes). This gives normal DCs for those specific planes and a +10 DC penalty for all other planes. (17 Outer, 18 Inner, 3 Transitive, ~Demi)

6: You can choose a specific Pantheon with every 2 ranks of Knowledge (Religion). This gives normal DCs for those specific pantheons and a +10 DC penalty for all others. (Greyhawk has a cartload of Pantheons)

7: Each +1 of enhancement on a weapon cuts through 5 points of DR. Weapons made of a specific material but not magical count as +1 for this rule. A Silvered Long Sword cuts through 5 points of that werewolf's DR. Specific material and enhancement do stack so the +1 Silvered Long Sword cuts through 10 points on that werewolf.

8: (RP)Some form of brief rhyme, doggerel or statement must occur with every casting of a spell with a verbal component. Some players have used Latin, some have prewritten, some do it on the fly. (Ex. Lightning Bolt - By the power of Watt and Ohm, let this discharge find its home!)

9: (RP)The defender of an attack gives a brief line on what caused an attack to miss, based on the bonus to AC that matched the attack roll. Normally totals of 1-9 are total misses, higher than that and something got in the way, armor, cover, dex, dodge, magic, auras & others.

"Its not what you are doing, its how you look doing it!"
The Unknown Bard


Improved Critical Stacking - This is a long standing house rule through 3.5 and into Pathfinder. Feats and abilities that improve the threat range do so by 1 and stack. Thus using improved critical with a Keen Longword has a threat range of 17-20. We've found this to be a fair balance point between 3.0 double the double and 3.5 overly restrictive reaction to the 11-20 threat range weapon builds. It also give some point to having a Keen Weapon and Improved Critical. Otherwise it ends up penalizing a character for spending a feat on something they can spend money on to get.

Sovereign Court

I recently lowered the death by massive damage threshold to 40 points from the 3.5 50 point threshold.

Full hp are given at 1st level + Con + Pathfinder flat 6.

I otherwise use RAW from Pathfinder Beta, and find the purchase of SORD Plus to be the easiest way to look up any reminders.

Liberty's Edge

When Leveling, players rolling their hd who roll less than 1/2 + 1 (ie 5 on a d8) may reroll, if this number is still less than 1/2 + 1 then they receive the 1/2 + 1 result instead (thus no character will have less than 1/2 + 1 hp's per level.


andrue wrote:


Allows humans pursuing a class which already provides full martial weapons proficiencies a non-redundant bonus that isn't as powerful as a full feat selection but complements their main path. Gives 1st Wizards (etc.) a reason to consider not picking up a 2-handed sword.

What about elves and other races that get weapon proficiencies that are redundant for fighters and so on?

andrue wrote:


Rogue Finesse and Weapon Training are redundant with Combat Trick. Remove as separate rogue talents.

Are not. You can get Combat Trick only once, so you can get, say, power attack, with Combat Trick, and still get Finesse Rogue separately.

andrue wrote:


Give ALL rogues Weapon Finesse at 1st level as a bonus feat.

Actually, I give everyone the benefits of weapon finesse without the feat.

Pax Veritas wrote:
I recently lowered the death by massive damage threshold to 40 points from the 3.5 50 point threshold.

I actually did away with massive damage.

Dorje Sylas wrote:
Otherwise it ends up penalizing a character for spending a feat on something they can spend money on to get.

I see it as two options to reach the same gold: Either you use one of your feats to get the better crit range, or you make your weapon keen (assuming it is elegible, of course). Sometimes you have a feat to spare, sometimes you have enough cash to forego another weapon enhancement (or a simple +1 extra). Sometimes you have both (or neither), but I like how there's a choice.


My character generation guidelines:

  • 25 Purchase
  • Average (rounded up) HP for every level, including 1st.(d6 = 4, d8 = 5 and so on).
  • Bonus virtual humanoid HD (d8). Doesn't grant you a better BAB or saves or level or anything, just 5 + con more HP.

    My House Rules:

  • Favoured Class only adds skill points, not HP
  • Barbarians use the variant rage and rage power rules from the boards
  • Monks can take Agile Manoeuvres and Defensive Combat Training as monk bonus feats
  • Paladins use the variant rules from the boards.
  • Paladins' code is made a bit more general. There is no blanked ban on associating with evil persons, but they can't let them go around and commit crimes, either.
  • Paladins and Rangers cast their spells faster than normally: Standard becomes Swift, Full-round becomes standard. Anything longer than that is unaffected (though I doubt that paladins or rangers have a lot in that area)
  • Trapfinding now grants an automatic perception check to the rogue as if he were actively searching for traps if he comes within 5 feet of a trap or its trigger. Everyone can now use perception to find any traps.
  • Hide in Plain Sight is added as advanced talent for rogues.
  • Weapon finesse is no longer a feat. Everyone can use dex with light weapons and other weapons that state that they're usable with weapon finesse.
  • The Animated ability for shields is a+4 bonus instead of +2
  • Vorpal turns natural 20s into a coup de crace instead of outright killing the victim.

    I think that's it.


  • if it falls off the table reroll it.

    Dark Archive

    Fighter: weapon training became +1 to hit/ +1d6 to damage every time he gets it, and while it hasn’t come up yet, I’m going to rule that the extra Xd6 do crit, as opposed to magically gained Xd6.

    Black powder Weapons Proficiency: I’m running a Spelljammer game under pathfinder, so I replaced the need to pick up a feat for pistols and a feat for muskets and a feat for blunderbusses and exc. that they were all covered under one feat.

    Con score bonus for hit points at first level. This also applies to NPCs and monsters.

    Climb and swim were rolled into an “Athletics” skill. We’re still debating weather to add jump into that instead of acrobatics.

    Once you take a level in a prestige class, you must finish that prestige class before you can take a level in a different prestige class.

    No [Exalted] or [Vile] content.

    I’ve basically banned anything that uses a per encounter mechanic instead of a per day mechanic.

    We’ve come up with a variant Artificer for one person to play, basically no craft reserve, XP salavaging, and because we’re not playing with action points, he can quicken one infusion a day right now. (The game is still running at fourth level right now, that number will go up)

    I’ll allow most material from WotC books and from third party supplements, as long as I get to see them first, and with the understanding that if it Borks the game we’ll have to sit down and fix it. There is one exception to this: If you bring Mongoose to my game, expect to get laughed at, then denied.

    Also, the game is being run a as a ship of pirates, and I’m not going to make them hire you on if they don’t have a good in game reason to. This is a holdover rule from a few years ago when I tried to run an open game at the FLGS and got burned by it.


    KaeYoss wrote:
    Sometimes you have a feat to spare, sometimes you have enough cash to forego another weapon enhancement (or a simple +1 extra). Sometimes you have both (or neither), but I like how there's a choice.

    That's just it, as long as its not a bludgeoning weapon then there's no point in spending the feat when an easily replaceable asset like gold (and maybe EXP) is all that's needed. But that's really a side issue. The main point is that we thought WotC went to far in its 'solution' to a problem, hence our house rule.


    Dorje Sylas wrote:
    KaeYoss wrote:
    Sometimes you have a feat to spare, sometimes you have enough cash to forego another weapon enhancement (or a simple +1 extra). Sometimes you have both (or neither), but I like how there's a choice.
    That's just it, as long as its not a bludgeoning weapon then there's no point in spending the feat when an easily replaceable asset like gold (and maybe EXP) is all that's needed.

    Gold isn't necessarily easily replaceable. If that sword is already +5, you'll have to shell out 22.000 gp to make it keen. And of course get someone to enchant the weapon for you (which takes time).

    Those 22.000 Could go into a belt of constitution, or boots of speed and a glove of storing, or a different weapon enhancement, and so on.

    I know that I had a couple of instances where I took improved crit because nothing else made sense really.


    Here's a nice place for me to post my re-worked skill list.

    Everyone's got one! Mine is an effort to eliminate multiple-word skill names, as well as names that I thought were "ugly" or didn't sufficiently describe the applications of the skill.

    Spoiler:

    Acrobatics
    Appraise
    Artifice - formerly Use Magic Device
    Bluff
    Climb
    Concentration - is a holdover from 3.5 until Mr. Bulmahn fixes combat casting
    Craft ()
    Diplomacy
    Intimidate
    Intuition - Formerly Sense Motive
    Knowledge ()
    Legerdemain - formerly Sleight of Hand (still is in French!)
    Linguistics
    Medicine - formerly Heal
    Perception
    Perform ()
    Profession ()
    Ride
    Ropework - formerly Escape Artist + Use Rope
    Sabotage - Formerly Disable Device
    Stealth
    Survival
    Swim
    Wrangle - formerly Handle Animal


    toyrobots wrote:

    Here's a nice place for me to post my re-worked skill list.

    Everyone's got one! Mine is an effort to eliminate multiple-word skill names, as well as names that I thought were "ugly" or didn't sufficiently describe the applications of the skill.
    *spoiler omitted*

    Did you intentionally leave Spellcraft out of your list? If so, might you explain why?

    EDIT: Thank you for the explanation. It does make some sense in using the Knowledge skill for spell ID.

    Just my 2 cp.


    silverhair2008 wrote:


    Did you intentionally leave Spellcraft out of your list? If so, might you explain why?

    Yes.

    Spellcraft serves 2 roles in Pathfinder RPG Beta: Spell ID and Concentration.

    I feel that using an Int-based skill for these functions is biased toward wizards. A caveat using different Abilities for different casters is not to my taste.

    I'm using the Concentration skill from 3.5 until I see a better method (which hasn't happened yet). I was always able to find non-magic uses for this skill anyway. When you remove the concentration aspect of Spellcraft, all that remains is Spell ID, for which I use Knowledge Skills. I have no use for both Knowledge Arcana and Spellcraft in a skill list, as trying to explain the distinction to newer players makes me want to stop living.

    It's not a solution for everyone, in fact, I don't even think it's a solution. This is an area that I feel still needs work.


    Here are our house rules for a strait 3.5 game

    Background Skills
    Characters start out with an extra 3 ranks of any single Knowledge, Craft, or Profession skill, or 2 ranks of any two such skills, if desired. These extra allocations work with the character’s background to help flesh out the PC.

    Hit Points
    Characters start first level with max hit points any time a character rolls new hit points they can take half of the max dice roll instead of rolling the dice, players can also roll for themselves and if they don’t like there roll have the DM roll for them.

    Hit Dice Change
    Hit dice for core classes (and most Prestige Classes) will now be directly tied to their base attack bonus progression (barbarians are the exception)

    Slow Base Attack D6s
    Standard Base Attack D8s
    Fast Base Attack D10s

    Extra Feats
    Characters gain two additional bonus feats at first level.

    Maximum Starting Gold
    All characters begin play with the maximum possible gold for their 1st level class rather than rolling for it.

    Move Silently and Hide now Stealth
    In these rules, Move Silently and Hide are combined into one skill, called Stealth. When ever you are trying to use either Move Silently or Hide, or both the skills you roll a stealth check. The DCs are the same as Move Silently and Hide. This skill costs two skill ranks per rank.

    Spot and Listen now Perception
    In these rules, Spot and Listen are combined into one skill, called Perception. When ever you are trying to use either Spot of Listen or both you roll a Perception check. The DCs are the same as Spot and Listen. This skill costs two skill ranks per rank.

    Toughness
    Benefit: You gain +3 hit points plus 1 hit point per Hit Die. Every time you gain a level or gain Hit Dice, you gain +1 hit points

    Wizards and Sorcerers Familiar
    Wizards and Sorcerers may choose not to take a familiar and get a bonus feat (only at first level)

    Wizards Scribe Scroll
    Wizards may choose not to take scribe scroll and get a bonus feat (only at first level)

    Cleric Weapon Proficiency
    Clerics gain proficiency in their Deity's Favored Weapon at first level.

    Dodge (General, Fighter)
    Prerequisite: Dex 13
    Benefit: You receive a +1 dodge bonus to your Armor Class (Not just against one enemy) a condition that makes you lose your Dexterity bonus to your Armor Class also makes you lose your dodge bonuses. Also dodge bonuses stack with each other

    Drawing an Item
    Any character who can draw a weapon as a part of a move can draw anything reasonable (a wand, potion, etc.) as a part of move

    Critical Fumbles
    If a character rolls a 1 on an attack roll and fails to confirm the character will consult there roll to this chart
    20 No effect
    19-15 Loses all attacks for the rest of the round
    14-10 Loses all attacks for the rest of the round and falls prone
    9-6 Loses all attacks for the rest of the round and falls prone and drops weapon
    5-2 Loses all attacks for the rest of the round and falls prone and drops weapon and does max Weapon damage and all modifiers to your self, and do sunder damage to your weapon
    1 Loses all attacks for the rest of the round and falls prone and drops weapon and does A critical hit to your self and do double sunder damage on your weapon

    Disabled, Dying, and Dead
    Characters no longer necessarily die at –10 hit points, as in the Core Rules, Instead, If the character’s hit points drop to a negative number lower than 10 plus there Constitution modifier, the character is dead. A character also can die from taking massive damage or after suffering ability damage or drain that reduces his Constitution to 0

    Instant Death
    If a character rolls 3 20s in a row on an attack the victim of the attack dies instantly. If a character rolls 3 1s in a row on an attack the attacker dies. (Character must be vulnerable to instant death)

    Fumbled Saving throws
    If a character rolls a 1 on a saving throw and the character takes double damage or effect from the spell.

    Identifying Magic Items
    Characters can use Craft (alchemy) to identify potions at no cost: just a taste. The Difficulty Class is 15 + the item’s caster level.
    PCs can attempt to identify any magic item by casting detect magic and making a Knowledge (arcana) check. The Difficulty Class is 20 + the item’s caster level.
    These are for a very baseline identification of the item.
    This formula, however, is subject to the approval of the DM—he may rule that some items are easier or harder to identify than others. A ring might have secret sigils inscribed on the interior of the band that hint at its true nature, if only you could find them. A +1 sword might be the simplest thing in the world to spot. A staff of power might hide its nature until certain conditions are met. Standard retries of both the Craft and Knowledge checks are not allowed. However, a character who devotes a full day to examining an item may take 20 on the check.

    Zero Level Spells
    Spell casters can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a spell caster can prepare each day is the number of Zero level spells they can usually cast. Cantrips are treated like any other spell cast by the wizard in terms of duration and other variables based on level.
    Spell Changes that go along with this rule, Replacing Cause Minor Wounds and Cure Minor Wounds

    Bleed
    School necromancy; Level cleric 0, Druid 0
    Casting
    Casting Time 1 standard action
    Components V, S
    Effect
    Range close (25 ft. + 5 ft. /2 levels)
    Target one living creature
    Duration instantaneous
    Saving Throw: Will negates; Spell Resistance: yes
    Description
    You cause a living creature that is below 0 hit points, but stabilized, to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

    Stabilize
    School conjuration (healing); Level cleric 0, druid 0
    Casting
    Casting Time 1 standard action
    Components V, S
    Effect
    Range close (25 ft. + 5 ft. /2 levels)
    Target one living creature
    Duration instantaneous
    Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
    Description
    You stanch the most grievous wounds of a dying creature. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

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