My list of house rules / clarifications


Homebrew and House Rules


So here are my house rules and clarifications.
What do you think?
Any ideas on what to add/remove?

House rules:
1) Spontaneous casters have normal casting time when using rods.
2) Vital strike works on charge and spring attack but not pounce like and spring attack like effects.
3) Half-orc ferocity is the same as orc ferocity.
4) The paladin's capstone banishment effect doesn't end the smite if the evil outsider makes the save.
5) Monks are proficient with all monk weapons.
6) No leadership.
7) No antagonize.
8) All PrCs that give spellcasting level increases also gives spell known for spontaneous casters.
9) All rods are considered light maces.
10) The rogue talent combat trick can be selected more than once.
11) The snap shot line and the zen archer's reflexive shot work.
12) The scatter firearm attack can't be used when using the smiting shot deed.
13) Haste can give an extra attack with unarmed strike.
14) If you have double slice then when you use power attack you get the -1/+2 ratio with your off hand attack(s).
15) Flaming and similar elemental weapon enchantments require a free action to activate instead of a standard one.
16) Flaming and similar elemental weapon enchantments can be upgraded to burst effects by adding +1 enchantment worth to the weapon.
17) Low and medium fortification armor enchantments can be upgraded to medium and/or heavy fortification enchantments by paying the (enchantments cost) difference. The same thing applies to the shadow, slick, energy resistance and spell resistance armor enchantments.
18) The +2 to attack and damage rolls of bane arrows can't be used to add more than +5 (overall) to the attack and damage roll.
19) The oathbound paladin's aren't required to have one of the listed gods as a patron deity, instead there are some gods that if being a patron for a paladin then the paladin are excluded from taking a particular oath (example: Abadar and Shelyn for oath of vengeane, shelyn and Abadar for oath against undead, abadar for oath of charity etc.)
20) You automatically disbelieve your own illusions.
21) Runestones of power can hanged in the character's body (neck, wrist etc.) without occupying the slot and can be used as long as the caster has one hand free.
22) Potion belts do exist.
23) Rods and staves can be enchanted as weapons without the +50% to the price of the magical enchantments.
24) Echoing spell + spell perfection does not equal infinite loop.
25) The guardian weapon special ability does not work with GMW, also the it can't be put in a non-hand held item, in addition it can't be put to either armor spikes or

shield spikes, also the hand that weilds the weapon with this property can't be used for anything else other than attacking.
26) You can't weild armor spikes without TWFing.
27) Wildblooded bloodlines are valid targets for the eldritch heritage feats.
28) The Paizo blog on intelligent animal companion is mostly disregarded.
29) Both the skill focus and CHA requirements for the eldritch heritage feat line is disregarded with DM's permission (no you can't have your CHA 7 fighter with

abbysal or orc bloodline).
30) Both the powerful sneak and the deadly sneak rogue talents don't carry a -2 penalty on attack rolls when used.

After trying them one time:
1) No guns.
2) No ninjas.
3) No eastern weapons and armor.
4) No samurais.
5) Crossblooded sorcerers have a minimum of 1 spell known at each spell level.

Clarifications:
1) The qinggong has the option of swapping a monk power or not for a qinggong power, meaning that he can select other archetypes by forfeiting the choice of the power selected.
2) The rogue talent offensive defensive doesn't stack with itself.
3) The double pistol doesn't give you manyshot for every attack you have, by firing both barrels you simply get double damage die.
4) The lightning reload deed allows you to reload as a free action any firearm as long as you use alchemical cartiges or have the rapid reload feat with that weapon.
5) When picking the sylvan bloodline for eldritch heritage you gain the animal companion.
6) The sable company ranger archetype only gives up the first favored terrain.
7) You can't use somatic components when using most of elemental body forms.
8) You can use somatic components when using most of monstrous physique forms and most of undead anatomy forms.
9) You equipment resizes when using monstrous physique.


leo1925 wrote:
3) Half-orc ferocity is the same as orc ferocity.

May I suggest replacing it with free Diehard feat in such case? It will be a bit better for half-orc players and might allow access to some feats without falling to high level of redundancy between full-scale ferocity and Diehard feat.


Drejk wrote:
leo1925 wrote:
3) Half-orc ferocity is the same as orc ferocity.
May I suggest replacing it with free Diehard feat in such case? It will be a bit better for half-orc players and might allow access to some feats without falling to high level of redundancy between full-scale ferocity and Diehard feat.

It's exactly the same effect right (diehard and orc ferocity)?

What feats are you talking about?


Quite a few of those are already the case.

And no ninjas? Ewww. Why do you hate rogues? :(


Cheapy wrote:

Quite a few of those are already the case.

Such as?

Cheapy wrote:


And no ninjas? Ewww. Why do you hate rogues? :(

It's not that i don't like rogues, as you can see by some other house rules, it's that i don't like eastern stuff, if a player does a good enough job of re-fluffing the ninja class and presents it to me then i would have no problem allowing the class. I have no problem with the mechanics of the class.

Liberty's Edge

very nice list! a good solid change/clarifications balance wise.


leo1925 wrote:
It's exactly the same effect right (diehard and orc ferocity)?

At the first glance yes, but when you look closer not exactly.

Diehard stabilizes character automatically. He can then either remain conscious and act, but he is staggered and suffers damage for each standard action or he can drop unconsicious like every other decent stabilized character.
Ferocity does no stabilize. It just allows acting while dying with staggered condition.

Quote:
What feats are you talking about?

Deathless initiate and following feats and Stalwart and Improvd Stalwart. They are from ultimate combat. Replacing ferocity with diehard would save half-orcs one feat while qualifing for them. Deathless Initiate chain feats all require BAB to qualify so there is no risk of PCs getting them "too early".


Drejk wrote:
leo1925 wrote:
It's exactly the same effect right (diehard and orc ferocity)?

At the first glance yes, but when you look closer not exactly.

Diehard stabilizes character automatically. He can then either remain conscious and act, but he is staggered and suffers damage for each standard action or he can drop unconsicious like every other decent stabilized character.
Ferocity does no stabilize. It just allows acting while dying with staggered condition.

Quote:
What feats are you talking about?
Deathless initiate and following feats and Stalwart and Improvd Stalwart. They are from ultimate combat. Replacing ferocity with diehard would save half-orcs one feat while qualifing for them. Deathless Initiate chain feats all require BAB to qualify so there is no risk of PCs getting them "too early".

You make a very interesting case, although i have to ask why the deathless initiate requires you to be an orc (or a half orc) and having diehard?


I have another one:
31) The rogue talent hide in plain sight also can be used if the chosen terrain doesn’t grant cover or concealment.

Grand Lodge

I see nothing wrong with any of these.


leo1925 wrote:
You make a very interesting case, although i have to ask why the deathless initiate requires you to be an orc (or a half orc) and having diehard?

Can't say what crossed devs mind when they designed this. Bless them for alternate racial traits from APG which allow you to replace ferocity with somethin else if you know you want to take Diehard after a few levels. Toothy is my favorite with Sacred Tattoos being close second.

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